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 = '119dev';
  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 BasicShadowMap = 0;
  62. var PCFShadowMap = 1;
  63. var PCFSoftShadowMap = 2;
  64. var VSMShadowMap = 3;
  65. var FrontSide = 0;
  66. var BackSide = 1;
  67. var DoubleSide = 2;
  68. var FlatShading = 1;
  69. var SmoothShading = 2;
  70. var NoBlending = 0;
  71. var NormalBlending = 1;
  72. var AdditiveBlending = 2;
  73. var SubtractiveBlending = 3;
  74. var MultiplyBlending = 4;
  75. var CustomBlending = 5;
  76. var AddEquation = 100;
  77. var SubtractEquation = 101;
  78. var ReverseSubtractEquation = 102;
  79. var MinEquation = 103;
  80. var MaxEquation = 104;
  81. var ZeroFactor = 200;
  82. var OneFactor = 201;
  83. var SrcColorFactor = 202;
  84. var OneMinusSrcColorFactor = 203;
  85. var SrcAlphaFactor = 204;
  86. var OneMinusSrcAlphaFactor = 205;
  87. var DstAlphaFactor = 206;
  88. var OneMinusDstAlphaFactor = 207;
  89. var DstColorFactor = 208;
  90. var OneMinusDstColorFactor = 209;
  91. var SrcAlphaSaturateFactor = 210;
  92. var NeverDepth = 0;
  93. var AlwaysDepth = 1;
  94. var LessDepth = 2;
  95. var LessEqualDepth = 3;
  96. var EqualDepth = 4;
  97. var GreaterEqualDepth = 5;
  98. var GreaterDepth = 6;
  99. var NotEqualDepth = 7;
  100. var MultiplyOperation = 0;
  101. var MixOperation = 1;
  102. var AddOperation = 2;
  103. var NoToneMapping = 0;
  104. var LinearToneMapping = 1;
  105. var ReinhardToneMapping = 2;
  106. var CineonToneMapping = 3;
  107. var ACESFilmicToneMapping = 4;
  108. var CustomToneMapping = 5;
  109. var UVMapping = 300;
  110. var CubeReflectionMapping = 301;
  111. var CubeRefractionMapping = 302;
  112. var EquirectangularReflectionMapping = 303;
  113. var EquirectangularRefractionMapping = 304;
  114. var CubeUVReflectionMapping = 306;
  115. var CubeUVRefractionMapping = 307;
  116. var RepeatWrapping = 1000;
  117. var ClampToEdgeWrapping = 1001;
  118. var MirroredRepeatWrapping = 1002;
  119. var NearestFilter = 1003;
  120. var NearestMipmapNearestFilter = 1004;
  121. var NearestMipMapNearestFilter = 1004;
  122. var NearestMipmapLinearFilter = 1005;
  123. var NearestMipMapLinearFilter = 1005;
  124. var LinearFilter = 1006;
  125. var LinearMipmapNearestFilter = 1007;
  126. var LinearMipMapNearestFilter = 1007;
  127. var LinearMipmapLinearFilter = 1008;
  128. var LinearMipMapLinearFilter = 1008;
  129. var UnsignedByteType = 1009;
  130. var ByteType = 1010;
  131. var ShortType = 1011;
  132. var UnsignedShortType = 1012;
  133. var IntType = 1013;
  134. var UnsignedIntType = 1014;
  135. var FloatType = 1015;
  136. var HalfFloatType = 1016;
  137. var UnsignedShort4444Type = 1017;
  138. var UnsignedShort5551Type = 1018;
  139. var UnsignedShort565Type = 1019;
  140. var UnsignedInt248Type = 1020;
  141. var AlphaFormat = 1021;
  142. var RGBFormat = 1022;
  143. var RGBAFormat = 1023;
  144. var LuminanceFormat = 1024;
  145. var LuminanceAlphaFormat = 1025;
  146. var RGBEFormat = RGBAFormat;
  147. var DepthFormat = 1026;
  148. var DepthStencilFormat = 1027;
  149. var RedFormat = 1028;
  150. var RedIntegerFormat = 1029;
  151. var RGFormat = 1030;
  152. var RGIntegerFormat = 1031;
  153. var RGBIntegerFormat = 1032;
  154. var RGBAIntegerFormat = 1033;
  155. var RGB_S3TC_DXT1_Format = 33776;
  156. var RGBA_S3TC_DXT1_Format = 33777;
  157. var RGBA_S3TC_DXT3_Format = 33778;
  158. var RGBA_S3TC_DXT5_Format = 33779;
  159. var RGB_PVRTC_4BPPV1_Format = 35840;
  160. var RGB_PVRTC_2BPPV1_Format = 35841;
  161. var RGBA_PVRTC_4BPPV1_Format = 35842;
  162. var RGBA_PVRTC_2BPPV1_Format = 35843;
  163. var RGB_ETC1_Format = 36196;
  164. var RGB_ETC2_Format = 37492;
  165. var RGBA_ETC2_EAC_Format = 37496;
  166. var RGBA_ASTC_4x4_Format = 37808;
  167. var RGBA_ASTC_5x4_Format = 37809;
  168. var RGBA_ASTC_5x5_Format = 37810;
  169. var RGBA_ASTC_6x5_Format = 37811;
  170. var RGBA_ASTC_6x6_Format = 37812;
  171. var RGBA_ASTC_8x5_Format = 37813;
  172. var RGBA_ASTC_8x6_Format = 37814;
  173. var RGBA_ASTC_8x8_Format = 37815;
  174. var RGBA_ASTC_10x5_Format = 37816;
  175. var RGBA_ASTC_10x6_Format = 37817;
  176. var RGBA_ASTC_10x8_Format = 37818;
  177. var RGBA_ASTC_10x10_Format = 37819;
  178. var RGBA_ASTC_12x10_Format = 37820;
  179. var RGBA_ASTC_12x12_Format = 37821;
  180. var RGBA_BPTC_Format = 36492;
  181. var SRGB8_ALPHA8_ASTC_4x4_Format = 37840;
  182. var SRGB8_ALPHA8_ASTC_5x4_Format = 37841;
  183. var SRGB8_ALPHA8_ASTC_5x5_Format = 37842;
  184. var SRGB8_ALPHA8_ASTC_6x5_Format = 37843;
  185. var SRGB8_ALPHA8_ASTC_6x6_Format = 37844;
  186. var SRGB8_ALPHA8_ASTC_8x5_Format = 37845;
  187. var SRGB8_ALPHA8_ASTC_8x6_Format = 37846;
  188. var SRGB8_ALPHA8_ASTC_8x8_Format = 37847;
  189. var SRGB8_ALPHA8_ASTC_10x5_Format = 37848;
  190. var SRGB8_ALPHA8_ASTC_10x6_Format = 37849;
  191. var SRGB8_ALPHA8_ASTC_10x8_Format = 37850;
  192. var SRGB8_ALPHA8_ASTC_10x10_Format = 37851;
  193. var SRGB8_ALPHA8_ASTC_12x10_Format = 37852;
  194. var SRGB8_ALPHA8_ASTC_12x12_Format = 37853;
  195. var LoopOnce = 2200;
  196. var LoopRepeat = 2201;
  197. var LoopPingPong = 2202;
  198. var InterpolateDiscrete = 2300;
  199. var InterpolateLinear = 2301;
  200. var InterpolateSmooth = 2302;
  201. var ZeroCurvatureEnding = 2400;
  202. var ZeroSlopeEnding = 2401;
  203. var WrapAroundEnding = 2402;
  204. var NormalAnimationBlendMode = 2500;
  205. var AdditiveAnimationBlendMode = 2501;
  206. var TrianglesDrawMode = 0;
  207. var TriangleStripDrawMode = 1;
  208. var TriangleFanDrawMode = 2;
  209. var LinearEncoding = 3000;
  210. var sRGBEncoding = 3001;
  211. var GammaEncoding = 3007;
  212. var RGBEEncoding = 3002;
  213. var LogLuvEncoding = 3003;
  214. var RGBM7Encoding = 3004;
  215. var RGBM16Encoding = 3005;
  216. var RGBDEncoding = 3006;
  217. var BasicDepthPacking = 3200;
  218. var RGBADepthPacking = 3201;
  219. var TangentSpaceNormalMap = 0;
  220. var ObjectSpaceNormalMap = 1;
  221. var ZeroStencilOp = 0;
  222. var KeepStencilOp = 7680;
  223. var ReplaceStencilOp = 7681;
  224. var IncrementStencilOp = 7682;
  225. var DecrementStencilOp = 7683;
  226. var IncrementWrapStencilOp = 34055;
  227. var DecrementWrapStencilOp = 34056;
  228. var InvertStencilOp = 5386;
  229. var NeverStencilFunc = 512;
  230. var LessStencilFunc = 513;
  231. var EqualStencilFunc = 514;
  232. var LessEqualStencilFunc = 515;
  233. var GreaterStencilFunc = 516;
  234. var NotEqualStencilFunc = 517;
  235. var GreaterEqualStencilFunc = 518;
  236. var AlwaysStencilFunc = 519;
  237. var StaticDrawUsage = 35044;
  238. var DynamicDrawUsage = 35048;
  239. var StreamDrawUsage = 35040;
  240. var StaticReadUsage = 35045;
  241. var DynamicReadUsage = 35049;
  242. var StreamReadUsage = 35041;
  243. var StaticCopyUsage = 35046;
  244. var DynamicCopyUsage = 35050;
  245. var StreamCopyUsage = 35042;
  246. /**
  247. * https://github.com/mrdoob/eventdispatcher.js/
  248. */
  249. function EventDispatcher() {}
  250. Object.assign( EventDispatcher.prototype, {
  251. addEventListener: function ( type, listener ) {
  252. if ( this._listeners === undefined ) { this._listeners = {}; }
  253. var listeners = this._listeners;
  254. if ( listeners[ type ] === undefined ) {
  255. listeners[ type ] = [];
  256. }
  257. if ( listeners[ type ].indexOf( listener ) === - 1 ) {
  258. listeners[ type ].push( listener );
  259. }
  260. },
  261. hasEventListener: function ( type, listener ) {
  262. if ( this._listeners === undefined ) { return false; }
  263. var listeners = this._listeners;
  264. return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1;
  265. },
  266. removeEventListener: function ( type, listener ) {
  267. if ( this._listeners === undefined ) { return; }
  268. var listeners = this._listeners;
  269. var listenerArray = listeners[ type ];
  270. if ( listenerArray !== undefined ) {
  271. var index = listenerArray.indexOf( listener );
  272. if ( index !== - 1 ) {
  273. listenerArray.splice( index, 1 );
  274. }
  275. }
  276. },
  277. dispatchEvent: function ( event ) {
  278. if ( this._listeners === undefined ) { return; }
  279. var listeners = this._listeners;
  280. var listenerArray = listeners[ event.type ];
  281. if ( listenerArray !== undefined ) {
  282. event.target = this;
  283. // Make a copy, in case listeners are removed while iterating.
  284. var array = listenerArray.slice( 0 );
  285. for ( var i = 0, l = array.length; i < l; i ++ ) {
  286. array[ i ].call( this, event );
  287. }
  288. }
  289. }
  290. } );
  291. /**
  292. * @author alteredq / http://alteredqualia.com/
  293. * @author mrdoob / http://mrdoob.com/
  294. * @author WestLangley / http://github.com/WestLangley
  295. * @author thezwap
  296. */
  297. var _lut = [];
  298. for ( var i = 0; i < 256; i ++ ) {
  299. _lut[ i ] = ( i < 16 ? '0' : '' ) + ( i ).toString( 16 );
  300. }
  301. var _seed = 1234567;
  302. var MathUtils = {
  303. DEG2RAD: Math.PI / 180,
  304. RAD2DEG: 180 / Math.PI,
  305. generateUUID: function () {
  306. // http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136
  307. var d0 = Math.random() * 0xffffffff | 0;
  308. var d1 = Math.random() * 0xffffffff | 0;
  309. var d2 = Math.random() * 0xffffffff | 0;
  310. var d3 = Math.random() * 0xffffffff | 0;
  311. var uuid = _lut[ d0 & 0xff ] + _lut[ d0 >> 8 & 0xff ] + _lut[ d0 >> 16 & 0xff ] + _lut[ d0 >> 24 & 0xff ] + '-' +
  312. _lut[ d1 & 0xff ] + _lut[ d1 >> 8 & 0xff ] + '-' + _lut[ d1 >> 16 & 0x0f | 0x40 ] + _lut[ d1 >> 24 & 0xff ] + '-' +
  313. _lut[ d2 & 0x3f | 0x80 ] + _lut[ d2 >> 8 & 0xff ] + '-' + _lut[ d2 >> 16 & 0xff ] + _lut[ d2 >> 24 & 0xff ] +
  314. _lut[ d3 & 0xff ] + _lut[ d3 >> 8 & 0xff ] + _lut[ d3 >> 16 & 0xff ] + _lut[ d3 >> 24 & 0xff ];
  315. // .toUpperCase() here flattens concatenated strings to save heap memory space.
  316. return uuid.toUpperCase();
  317. },
  318. clamp: function ( value, min, max ) {
  319. return Math.max( min, Math.min( max, value ) );
  320. },
  321. // compute euclidian modulo of m % n
  322. // https://en.wikipedia.org/wiki/Modulo_operation
  323. euclideanModulo: function ( n, m ) {
  324. return ( ( n % m ) + m ) % m;
  325. },
  326. // Linear mapping from range <a1, a2> to range <b1, b2>
  327. mapLinear: function ( x, a1, a2, b1, b2 ) {
  328. return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
  329. },
  330. // https://en.wikipedia.org/wiki/Linear_interpolation
  331. lerp: function ( x, y, t ) {
  332. return ( 1 - t ) * x + t * y;
  333. },
  334. // http://en.wikipedia.org/wiki/Smoothstep
  335. smoothstep: function ( x, min, max ) {
  336. if ( x <= min ) { return 0; }
  337. if ( x >= max ) { return 1; }
  338. x = ( x - min ) / ( max - min );
  339. return x * x * ( 3 - 2 * x );
  340. },
  341. smootherstep: function ( x, min, max ) {
  342. if ( x <= min ) { return 0; }
  343. if ( x >= max ) { return 1; }
  344. x = ( x - min ) / ( max - min );
  345. return x * x * x * ( x * ( x * 6 - 15 ) + 10 );
  346. },
  347. // Random integer from <low, high> interval
  348. randInt: function ( low, high ) {
  349. return low + Math.floor( Math.random() * ( high - low + 1 ) );
  350. },
  351. // Random float from <low, high> interval
  352. randFloat: function ( low, high ) {
  353. return low + Math.random() * ( high - low );
  354. },
  355. // Random float from <-range/2, range/2> interval
  356. randFloatSpread: function ( range ) {
  357. return range * ( 0.5 - Math.random() );
  358. },
  359. // Deterministic pseudo-random float in the interval [ 0, 1 ]
  360. seededRandom: function ( s ) {
  361. if ( s !== undefined ) { _seed = s % 2147483647; }
  362. // Park-Miller algorithm
  363. _seed = _seed * 16807 % 2147483647;
  364. return ( _seed - 1 ) / 2147483646;
  365. },
  366. degToRad: function ( degrees ) {
  367. return degrees * MathUtils.DEG2RAD;
  368. },
  369. radToDeg: function ( radians ) {
  370. return radians * MathUtils.RAD2DEG;
  371. },
  372. isPowerOfTwo: function ( value ) {
  373. return ( value & ( value - 1 ) ) === 0 && value !== 0;
  374. },
  375. ceilPowerOfTwo: function ( value ) {
  376. return Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) );
  377. },
  378. floorPowerOfTwo: function ( value ) {
  379. return Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );
  380. },
  381. setQuaternionFromProperEuler: function ( q, a, b, c, order ) {
  382. // Intrinsic Proper Euler Angles - see https://en.wikipedia.org/wiki/Euler_angles
  383. // rotations are applied to the axes in the order specified by 'order'
  384. // rotation by angle 'a' is applied first, then by angle 'b', then by angle 'c'
  385. // angles are in radians
  386. var cos = Math.cos;
  387. var sin = Math.sin;
  388. var c2 = cos( b / 2 );
  389. var s2 = sin( b / 2 );
  390. var c13 = cos( ( a + c ) / 2 );
  391. var s13 = sin( ( a + c ) / 2 );
  392. var c1_3 = cos( ( a - c ) / 2 );
  393. var s1_3 = sin( ( a - c ) / 2 );
  394. var c3_1 = cos( ( c - a ) / 2 );
  395. var s3_1 = sin( ( c - a ) / 2 );
  396. switch ( order ) {
  397. case 'XYX':
  398. q.set( c2 * s13, s2 * c1_3, s2 * s1_3, c2 * c13 );
  399. break;
  400. case 'YZY':
  401. q.set( s2 * s1_3, c2 * s13, s2 * c1_3, c2 * c13 );
  402. break;
  403. case 'ZXZ':
  404. q.set( s2 * c1_3, s2 * s1_3, c2 * s13, c2 * c13 );
  405. break;
  406. case 'XZX':
  407. q.set( c2 * s13, s2 * s3_1, s2 * c3_1, c2 * c13 );
  408. break;
  409. case 'YXY':
  410. q.set( s2 * c3_1, c2 * s13, s2 * s3_1, c2 * c13 );
  411. break;
  412. case 'ZYZ':
  413. q.set( s2 * s3_1, s2 * c3_1, c2 * s13, c2 * c13 );
  414. break;
  415. default:
  416. console.warn( 'THREE.MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: ' + order );
  417. }
  418. }
  419. };
  420. /**
  421. * @author mrdoob / http://mrdoob.com/
  422. * @author philogb / http://blog.thejit.org/
  423. * @author egraether / http://egraether.com/
  424. * @author zz85 / http://www.lab4games.net/zz85/blog
  425. */
  426. function Vector2( x, y ) {
  427. if ( x === void 0 ) x = 0;
  428. if ( y === void 0 ) y = 0;
  429. this.x = x;
  430. this.y = y;
  431. }
  432. Object.defineProperties( Vector2.prototype, {
  433. "width": {
  434. get: function () {
  435. return this.x;
  436. },
  437. set: function ( value ) {
  438. this.x = value;
  439. }
  440. },
  441. "height": {
  442. get: function () {
  443. return this.y;
  444. },
  445. set: function ( value ) {
  446. this.y = value;
  447. }
  448. }
  449. } );
  450. Object.assign( Vector2.prototype, {
  451. isVector2: true,
  452. set: function ( x, y ) {
  453. this.x = x;
  454. this.y = y;
  455. return this;
  456. },
  457. setScalar: function ( scalar ) {
  458. this.x = scalar;
  459. this.y = scalar;
  460. return this;
  461. },
  462. setX: function ( x ) {
  463. this.x = x;
  464. return this;
  465. },
  466. setY: function ( y ) {
  467. this.y = y;
  468. return this;
  469. },
  470. setComponent: function ( index, value ) {
  471. switch ( index ) {
  472. case 0: this.x = value; break;
  473. case 1: this.y = value; break;
  474. default: throw new Error( 'index is out of range: ' + index );
  475. }
  476. return this;
  477. },
  478. getComponent: function ( index ) {
  479. switch ( index ) {
  480. case 0: return this.x;
  481. case 1: return this.y;
  482. default: throw new Error( 'index is out of range: ' + index );
  483. }
  484. },
  485. clone: function () {
  486. return new this.constructor( this.x, this.y );
  487. },
  488. copy: function ( v ) {
  489. this.x = v.x;
  490. this.y = v.y;
  491. return this;
  492. },
  493. add: function ( v, w ) {
  494. if ( w !== undefined ) {
  495. console.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  496. return this.addVectors( v, w );
  497. }
  498. this.x += v.x;
  499. this.y += v.y;
  500. return this;
  501. },
  502. addScalar: function ( s ) {
  503. this.x += s;
  504. this.y += s;
  505. return this;
  506. },
  507. addVectors: function ( a, b ) {
  508. this.x = a.x + b.x;
  509. this.y = a.y + b.y;
  510. return this;
  511. },
  512. addScaledVector: function ( v, s ) {
  513. this.x += v.x * s;
  514. this.y += v.y * s;
  515. return this;
  516. },
  517. sub: function ( v, w ) {
  518. if ( w !== undefined ) {
  519. console.warn( 'THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  520. return this.subVectors( v, w );
  521. }
  522. this.x -= v.x;
  523. this.y -= v.y;
  524. return this;
  525. },
  526. subScalar: function ( s ) {
  527. this.x -= s;
  528. this.y -= s;
  529. return this;
  530. },
  531. subVectors: function ( a, b ) {
  532. this.x = a.x - b.x;
  533. this.y = a.y - b.y;
  534. return this;
  535. },
  536. multiply: function ( v ) {
  537. this.x *= v.x;
  538. this.y *= v.y;
  539. return this;
  540. },
  541. multiplyScalar: function ( scalar ) {
  542. this.x *= scalar;
  543. this.y *= scalar;
  544. return this;
  545. },
  546. divide: function ( v ) {
  547. this.x /= v.x;
  548. this.y /= v.y;
  549. return this;
  550. },
  551. divideScalar: function ( scalar ) {
  552. return this.multiplyScalar( 1 / scalar );
  553. },
  554. applyMatrix3: function ( m ) {
  555. var x = this.x, y = this.y;
  556. var e = m.elements;
  557. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ];
  558. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ];
  559. return this;
  560. },
  561. min: function ( v ) {
  562. this.x = Math.min( this.x, v.x );
  563. this.y = Math.min( this.y, v.y );
  564. return this;
  565. },
  566. max: function ( v ) {
  567. this.x = Math.max( this.x, v.x );
  568. this.y = Math.max( this.y, v.y );
  569. return this;
  570. },
  571. clamp: function ( min, max ) {
  572. // assumes min < max, componentwise
  573. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  574. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  575. return this;
  576. },
  577. clampScalar: function ( minVal, maxVal ) {
  578. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  579. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  580. return this;
  581. },
  582. clampLength: function ( min, max ) {
  583. var length = this.length();
  584. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  585. },
  586. floor: function () {
  587. this.x = Math.floor( this.x );
  588. this.y = Math.floor( this.y );
  589. return this;
  590. },
  591. ceil: function () {
  592. this.x = Math.ceil( this.x );
  593. this.y = Math.ceil( this.y );
  594. return this;
  595. },
  596. round: function () {
  597. this.x = Math.round( this.x );
  598. this.y = Math.round( this.y );
  599. return this;
  600. },
  601. roundToZero: function () {
  602. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  603. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  604. return this;
  605. },
  606. negate: function () {
  607. this.x = - this.x;
  608. this.y = - this.y;
  609. return this;
  610. },
  611. dot: function ( v ) {
  612. return this.x * v.x + this.y * v.y;
  613. },
  614. cross: function ( v ) {
  615. return this.x * v.y - this.y * v.x;
  616. },
  617. lengthSq: function () {
  618. return this.x * this.x + this.y * this.y;
  619. },
  620. length: function () {
  621. return Math.sqrt( this.x * this.x + this.y * this.y );
  622. },
  623. manhattanLength: function () {
  624. return Math.abs( this.x ) + Math.abs( this.y );
  625. },
  626. normalize: function () {
  627. return this.divideScalar( this.length() || 1 );
  628. },
  629. angle: function () {
  630. // computes the angle in radians with respect to the positive x-axis
  631. var angle = Math.atan2( - this.y, - this.x ) + Math.PI;
  632. return angle;
  633. },
  634. distanceTo: function ( v ) {
  635. return Math.sqrt( this.distanceToSquared( v ) );
  636. },
  637. distanceToSquared: function ( v ) {
  638. var dx = this.x - v.x, dy = this.y - v.y;
  639. return dx * dx + dy * dy;
  640. },
  641. manhattanDistanceTo: function ( v ) {
  642. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );
  643. },
  644. setLength: function ( length ) {
  645. return this.normalize().multiplyScalar( length );
  646. },
  647. lerp: function ( v, alpha ) {
  648. this.x += ( v.x - this.x ) * alpha;
  649. this.y += ( v.y - this.y ) * alpha;
  650. return this;
  651. },
  652. lerpVectors: function ( v1, v2, alpha ) {
  653. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  654. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  655. return this;
  656. },
  657. equals: function ( v ) {
  658. return ( ( v.x === this.x ) && ( v.y === this.y ) );
  659. },
  660. fromArray: function ( array, offset ) {
  661. if ( offset === undefined ) { offset = 0; }
  662. this.x = array[ offset ];
  663. this.y = array[ offset + 1 ];
  664. return this;
  665. },
  666. toArray: function ( array, offset ) {
  667. if ( array === undefined ) { array = []; }
  668. if ( offset === undefined ) { offset = 0; }
  669. array[ offset ] = this.x;
  670. array[ offset + 1 ] = this.y;
  671. return array;
  672. },
  673. fromBufferAttribute: function ( attribute, index, offset ) {
  674. if ( offset !== undefined ) {
  675. console.warn( 'THREE.Vector2: offset has been removed from .fromBufferAttribute().' );
  676. }
  677. this.x = attribute.getX( index );
  678. this.y = attribute.getY( index );
  679. return this;
  680. },
  681. rotateAround: function ( center, angle ) {
  682. var c = Math.cos( angle ), s = Math.sin( angle );
  683. var x = this.x - center.x;
  684. var y = this.y - center.y;
  685. this.x = x * c - y * s + center.x;
  686. this.y = x * s + y * c + center.y;
  687. return this;
  688. },
  689. random: function () {
  690. this.x = Math.random();
  691. this.y = Math.random();
  692. return this;
  693. }
  694. } );
  695. /**
  696. * @author alteredq / http://alteredqualia.com/
  697. * @author WestLangley / http://github.com/WestLangley
  698. * @author bhouston / http://clara.io
  699. * @author tschw
  700. */
  701. function Matrix3() {
  702. this.elements = [
  703. 1, 0, 0,
  704. 0, 1, 0,
  705. 0, 0, 1
  706. ];
  707. if ( arguments.length > 0 ) {
  708. console.error( 'THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.' );
  709. }
  710. }
  711. Object.assign( Matrix3.prototype, {
  712. isMatrix3: true,
  713. set: function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  714. var te = this.elements;
  715. te[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;
  716. te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;
  717. te[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;
  718. return this;
  719. },
  720. identity: function () {
  721. this.set(
  722. 1, 0, 0,
  723. 0, 1, 0,
  724. 0, 0, 1
  725. );
  726. return this;
  727. },
  728. clone: function () {
  729. return new this.constructor().fromArray( this.elements );
  730. },
  731. copy: function ( m ) {
  732. var te = this.elements;
  733. var me = m.elements;
  734. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ];
  735. te[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ];
  736. te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ];
  737. return this;
  738. },
  739. extractBasis: function ( xAxis, yAxis, zAxis ) {
  740. xAxis.setFromMatrix3Column( this, 0 );
  741. yAxis.setFromMatrix3Column( this, 1 );
  742. zAxis.setFromMatrix3Column( this, 2 );
  743. return this;
  744. },
  745. setFromMatrix4: function ( m ) {
  746. var me = m.elements;
  747. this.set(
  748. me[ 0 ], me[ 4 ], me[ 8 ],
  749. me[ 1 ], me[ 5 ], me[ 9 ],
  750. me[ 2 ], me[ 6 ], me[ 10 ]
  751. );
  752. return this;
  753. },
  754. multiply: function ( m ) {
  755. return this.multiplyMatrices( this, m );
  756. },
  757. premultiply: function ( m ) {
  758. return this.multiplyMatrices( m, this );
  759. },
  760. multiplyMatrices: function ( a, b ) {
  761. var ae = a.elements;
  762. var be = b.elements;
  763. var te = this.elements;
  764. var a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ];
  765. var a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ];
  766. var a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ];
  767. var b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ];
  768. var b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ];
  769. var b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ];
  770. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31;
  771. te[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32;
  772. te[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33;
  773. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31;
  774. te[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32;
  775. te[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33;
  776. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31;
  777. te[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32;
  778. te[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33;
  779. return this;
  780. },
  781. multiplyScalar: function ( s ) {
  782. var te = this.elements;
  783. te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;
  784. te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;
  785. te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;
  786. return this;
  787. },
  788. determinant: function () {
  789. var te = this.elements;
  790. var a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],
  791. d = te[ 3 ], e = te[ 4 ], f = te[ 5 ],
  792. g = te[ 6 ], h = te[ 7 ], i = te[ 8 ];
  793. return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
  794. },
  795. getInverse: function ( matrix, throwOnDegenerate ) {
  796. if ( throwOnDegenerate !== undefined ) {
  797. console.warn( "THREE.Matrix3: .getInverse() can no longer be configured to throw on degenerate." );
  798. }
  799. var me = matrix.elements,
  800. te = this.elements,
  801. n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ],
  802. n12 = me[ 3 ], n22 = me[ 4 ], n32 = me[ 5 ],
  803. n13 = me[ 6 ], n23 = me[ 7 ], n33 = me[ 8 ],
  804. t11 = n33 * n22 - n32 * n23,
  805. t12 = n32 * n13 - n33 * n12,
  806. t13 = n23 * n12 - n22 * n13,
  807. det = n11 * t11 + n21 * t12 + n31 * t13;
  808. if ( det === 0 ) { return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0 ); }
  809. var detInv = 1 / det;
  810. te[ 0 ] = t11 * detInv;
  811. te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;
  812. te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;
  813. te[ 3 ] = t12 * detInv;
  814. te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;
  815. te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;
  816. te[ 6 ] = t13 * detInv;
  817. te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;
  818. te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;
  819. return this;
  820. },
  821. transpose: function () {
  822. var tmp;
  823. var m = this.elements;
  824. tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;
  825. tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;
  826. tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;
  827. return this;
  828. },
  829. getNormalMatrix: function ( matrix4 ) {
  830. return this.setFromMatrix4( matrix4 ).getInverse( this ).transpose();
  831. },
  832. transposeIntoArray: function ( r ) {
  833. var m = this.elements;
  834. r[ 0 ] = m[ 0 ];
  835. r[ 1 ] = m[ 3 ];
  836. r[ 2 ] = m[ 6 ];
  837. r[ 3 ] = m[ 1 ];
  838. r[ 4 ] = m[ 4 ];
  839. r[ 5 ] = m[ 7 ];
  840. r[ 6 ] = m[ 2 ];
  841. r[ 7 ] = m[ 5 ];
  842. r[ 8 ] = m[ 8 ];
  843. return this;
  844. },
  845. setUvTransform: function ( tx, ty, sx, sy, rotation, cx, cy ) {
  846. var c = Math.cos( rotation );
  847. var s = Math.sin( rotation );
  848. this.set(
  849. sx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx,
  850. - sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty,
  851. 0, 0, 1
  852. );
  853. },
  854. scale: function ( sx, sy ) {
  855. var te = this.elements;
  856. te[ 0 ] *= sx; te[ 3 ] *= sx; te[ 6 ] *= sx;
  857. te[ 1 ] *= sy; te[ 4 ] *= sy; te[ 7 ] *= sy;
  858. return this;
  859. },
  860. rotate: function ( theta ) {
  861. var c = Math.cos( theta );
  862. var s = Math.sin( theta );
  863. var te = this.elements;
  864. var a11 = te[ 0 ], a12 = te[ 3 ], a13 = te[ 6 ];
  865. var a21 = te[ 1 ], a22 = te[ 4 ], a23 = te[ 7 ];
  866. te[ 0 ] = c * a11 + s * a21;
  867. te[ 3 ] = c * a12 + s * a22;
  868. te[ 6 ] = c * a13 + s * a23;
  869. te[ 1 ] = - s * a11 + c * a21;
  870. te[ 4 ] = - s * a12 + c * a22;
  871. te[ 7 ] = - s * a13 + c * a23;
  872. return this;
  873. },
  874. translate: function ( tx, ty ) {
  875. var te = this.elements;
  876. te[ 0 ] += tx * te[ 2 ]; te[ 3 ] += tx * te[ 5 ]; te[ 6 ] += tx * te[ 8 ];
  877. te[ 1 ] += ty * te[ 2 ]; te[ 4 ] += ty * te[ 5 ]; te[ 7 ] += ty * te[ 8 ];
  878. return this;
  879. },
  880. equals: function ( matrix ) {
  881. var te = this.elements;
  882. var me = matrix.elements;
  883. for ( var i = 0; i < 9; i ++ ) {
  884. if ( te[ i ] !== me[ i ] ) { return false; }
  885. }
  886. return true;
  887. },
  888. fromArray: function ( array, offset ) {
  889. if ( offset === undefined ) { offset = 0; }
  890. for ( var i = 0; i < 9; i ++ ) {
  891. this.elements[ i ] = array[ i + offset ];
  892. }
  893. return this;
  894. },
  895. toArray: function ( array, offset ) {
  896. if ( array === undefined ) { array = []; }
  897. if ( offset === undefined ) { offset = 0; }
  898. var te = this.elements;
  899. array[ offset ] = te[ 0 ];
  900. array[ offset + 1 ] = te[ 1 ];
  901. array[ offset + 2 ] = te[ 2 ];
  902. array[ offset + 3 ] = te[ 3 ];
  903. array[ offset + 4 ] = te[ 4 ];
  904. array[ offset + 5 ] = te[ 5 ];
  905. array[ offset + 6 ] = te[ 6 ];
  906. array[ offset + 7 ] = te[ 7 ];
  907. array[ offset + 8 ] = te[ 8 ];
  908. return array;
  909. }
  910. } );
  911. /**
  912. * @author mrdoob / http://mrdoob.com/
  913. * @author alteredq / http://alteredqualia.com/
  914. * @author szimek / https://github.com/szimek/
  915. */
  916. var _canvas;
  917. var ImageUtils = {
  918. getDataURL: function ( image ) {
  919. if ( /^data:/i.test( image.src ) ) {
  920. return image.src;
  921. }
  922. if ( typeof HTMLCanvasElement == 'undefined' ) {
  923. return image.src;
  924. }
  925. var canvas;
  926. if ( image instanceof HTMLCanvasElement ) {
  927. canvas = image;
  928. } else {
  929. if ( _canvas === undefined ) { _canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ); }
  930. _canvas.width = image.width;
  931. _canvas.height = image.height;
  932. var context = _canvas.getContext( '2d' );
  933. if ( image instanceof ImageData ) {
  934. context.putImageData( image, 0, 0 );
  935. } else {
  936. context.drawImage( image, 0, 0, image.width, image.height );
  937. }
  938. canvas = _canvas;
  939. }
  940. if ( canvas.width > 2048 || canvas.height > 2048 ) {
  941. return canvas.toDataURL( 'image/jpeg', 0.6 );
  942. } else {
  943. return canvas.toDataURL( 'image/png' );
  944. }
  945. }
  946. };
  947. /**
  948. * @author mrdoob / http://mrdoob.com/
  949. * @author alteredq / http://alteredqualia.com/
  950. * @author szimek / https://github.com/szimek/
  951. */
  952. var textureId = 0;
  953. function Texture( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
  954. Object.defineProperty( this, 'id', { value: textureId ++ } );
  955. this.uuid = MathUtils.generateUUID();
  956. this.name = '';
  957. this.image = image !== undefined ? image : Texture.DEFAULT_IMAGE;
  958. this.mipmaps = [];
  959. this.mapping = mapping !== undefined ? mapping : Texture.DEFAULT_MAPPING;
  960. this.wrapS = wrapS !== undefined ? wrapS : ClampToEdgeWrapping;
  961. this.wrapT = wrapT !== undefined ? wrapT : ClampToEdgeWrapping;
  962. this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
  963. this.minFilter = minFilter !== undefined ? minFilter : LinearMipmapLinearFilter;
  964. this.anisotropy = anisotropy !== undefined ? anisotropy : 1;
  965. this.format = format !== undefined ? format : RGBAFormat;
  966. this.internalFormat = null;
  967. this.type = type !== undefined ? type : UnsignedByteType;
  968. this.offset = new Vector2( 0, 0 );
  969. this.repeat = new Vector2( 1, 1 );
  970. this.center = new Vector2( 0, 0 );
  971. this.rotation = 0;
  972. this.matrixAutoUpdate = true;
  973. this.matrix = new Matrix3();
  974. this.generateMipmaps = true;
  975. this.premultiplyAlpha = false;
  976. this.flipY = true;
  977. this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
  978. // Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap.
  979. //
  980. // Also changing the encoding after already used by a Material will not automatically make the Material
  981. // update. You need to explicitly call Material.needsUpdate to trigger it to recompile.
  982. this.encoding = encoding !== undefined ? encoding : LinearEncoding;
  983. this.version = 0;
  984. this.onUpdate = null;
  985. }
  986. Texture.DEFAULT_IMAGE = undefined;
  987. Texture.DEFAULT_MAPPING = UVMapping;
  988. Texture.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  989. constructor: Texture,
  990. isTexture: true,
  991. updateMatrix: function () {
  992. this.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y );
  993. },
  994. clone: function () {
  995. return new this.constructor().copy( this );
  996. },
  997. copy: function ( source ) {
  998. this.name = source.name;
  999. this.image = source.image;
  1000. this.mipmaps = source.mipmaps.slice( 0 );
  1001. this.mapping = source.mapping;
  1002. this.wrapS = source.wrapS;
  1003. this.wrapT = source.wrapT;
  1004. this.magFilter = source.magFilter;
  1005. this.minFilter = source.minFilter;
  1006. this.anisotropy = source.anisotropy;
  1007. this.format = source.format;
  1008. this.internalFormat = source.internalFormat;
  1009. this.type = source.type;
  1010. this.offset.copy( source.offset );
  1011. this.repeat.copy( source.repeat );
  1012. this.center.copy( source.center );
  1013. this.rotation = source.rotation;
  1014. this.matrixAutoUpdate = source.matrixAutoUpdate;
  1015. this.matrix.copy( source.matrix );
  1016. this.generateMipmaps = source.generateMipmaps;
  1017. this.premultiplyAlpha = source.premultiplyAlpha;
  1018. this.flipY = source.flipY;
  1019. this.unpackAlignment = source.unpackAlignment;
  1020. this.encoding = source.encoding;
  1021. return this;
  1022. },
  1023. toJSON: function ( meta ) {
  1024. var isRootObject = ( meta === undefined || typeof meta === 'string' );
  1025. if ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) {
  1026. return meta.textures[ this.uuid ];
  1027. }
  1028. var output = {
  1029. metadata: {
  1030. version: 4.5,
  1031. type: 'Texture',
  1032. generator: 'Texture.toJSON'
  1033. },
  1034. uuid: this.uuid,
  1035. name: this.name,
  1036. mapping: this.mapping,
  1037. repeat: [ this.repeat.x, this.repeat.y ],
  1038. offset: [ this.offset.x, this.offset.y ],
  1039. center: [ this.center.x, this.center.y ],
  1040. rotation: this.rotation,
  1041. wrap: [ this.wrapS, this.wrapT ],
  1042. format: this.format,
  1043. type: this.type,
  1044. encoding: this.encoding,
  1045. minFilter: this.minFilter,
  1046. magFilter: this.magFilter,
  1047. anisotropy: this.anisotropy,
  1048. flipY: this.flipY,
  1049. premultiplyAlpha: this.premultiplyAlpha,
  1050. unpackAlignment: this.unpackAlignment
  1051. };
  1052. if ( this.image !== undefined ) {
  1053. // TODO: Move to THREE.Image
  1054. var image = this.image;
  1055. if ( image.uuid === undefined ) {
  1056. image.uuid = MathUtils.generateUUID(); // UGH
  1057. }
  1058. if ( ! isRootObject && meta.images[ image.uuid ] === undefined ) {
  1059. var url;
  1060. if ( Array.isArray( image ) ) {
  1061. // process array of images e.g. CubeTexture
  1062. url = [];
  1063. for ( var i = 0, l = image.length; i < l; i ++ ) {
  1064. url.push( ImageUtils.getDataURL( image[ i ] ) );
  1065. }
  1066. } else {
  1067. // process single image
  1068. url = ImageUtils.getDataURL( image );
  1069. }
  1070. meta.images[ image.uuid ] = {
  1071. uuid: image.uuid,
  1072. url: url
  1073. };
  1074. }
  1075. output.image = image.uuid;
  1076. }
  1077. if ( ! isRootObject ) {
  1078. meta.textures[ this.uuid ] = output;
  1079. }
  1080. return output;
  1081. },
  1082. dispose: function () {
  1083. this.dispatchEvent( { type: 'dispose' } );
  1084. },
  1085. transformUv: function ( uv ) {
  1086. if ( this.mapping !== UVMapping ) { return uv; }
  1087. uv.applyMatrix3( this.matrix );
  1088. if ( uv.x < 0 || uv.x > 1 ) {
  1089. switch ( this.wrapS ) {
  1090. case RepeatWrapping:
  1091. uv.x = uv.x - Math.floor( uv.x );
  1092. break;
  1093. case ClampToEdgeWrapping:
  1094. uv.x = uv.x < 0 ? 0 : 1;
  1095. break;
  1096. case MirroredRepeatWrapping:
  1097. if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {
  1098. uv.x = Math.ceil( uv.x ) - uv.x;
  1099. } else {
  1100. uv.x = uv.x - Math.floor( uv.x );
  1101. }
  1102. break;
  1103. }
  1104. }
  1105. if ( uv.y < 0 || uv.y > 1 ) {
  1106. switch ( this.wrapT ) {
  1107. case RepeatWrapping:
  1108. uv.y = uv.y - Math.floor( uv.y );
  1109. break;
  1110. case ClampToEdgeWrapping:
  1111. uv.y = uv.y < 0 ? 0 : 1;
  1112. break;
  1113. case MirroredRepeatWrapping:
  1114. if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {
  1115. uv.y = Math.ceil( uv.y ) - uv.y;
  1116. } else {
  1117. uv.y = uv.y - Math.floor( uv.y );
  1118. }
  1119. break;
  1120. }
  1121. }
  1122. if ( this.flipY ) {
  1123. uv.y = 1 - uv.y;
  1124. }
  1125. return uv;
  1126. }
  1127. } );
  1128. Object.defineProperty( Texture.prototype, "needsUpdate", {
  1129. set: function ( value ) {
  1130. if ( value === true ) { this.version ++; }
  1131. }
  1132. } );
  1133. /**
  1134. * @author supereggbert / http://www.paulbrunt.co.uk/
  1135. * @author philogb / http://blog.thejit.org/
  1136. * @author mikael emtinger / http://gomo.se/
  1137. * @author egraether / http://egraether.com/
  1138. * @author WestLangley / http://github.com/WestLangley
  1139. */
  1140. function Vector4( x, y, z, w ) {
  1141. if ( x === void 0 ) x = 0;
  1142. if ( y === void 0 ) y = 0;
  1143. if ( z === void 0 ) z = 0;
  1144. if ( w === void 0 ) w = 1;
  1145. this.x = x;
  1146. this.y = y;
  1147. this.z = z;
  1148. this.w = w;
  1149. }
  1150. Object.defineProperties( Vector4.prototype, {
  1151. "width": {
  1152. get: function () {
  1153. return this.z;
  1154. },
  1155. set: function ( value ) {
  1156. this.z = value;
  1157. }
  1158. },
  1159. "height": {
  1160. get: function () {
  1161. return this.w;
  1162. },
  1163. set: function ( value ) {
  1164. this.w = value;
  1165. }
  1166. }
  1167. } );
  1168. Object.assign( Vector4.prototype, {
  1169. isVector4: true,
  1170. set: function ( x, y, z, w ) {
  1171. this.x = x;
  1172. this.y = y;
  1173. this.z = z;
  1174. this.w = w;
  1175. return this;
  1176. },
  1177. setScalar: function ( scalar ) {
  1178. this.x = scalar;
  1179. this.y = scalar;
  1180. this.z = scalar;
  1181. this.w = scalar;
  1182. return this;
  1183. },
  1184. setX: function ( x ) {
  1185. this.x = x;
  1186. return this;
  1187. },
  1188. setY: function ( y ) {
  1189. this.y = y;
  1190. return this;
  1191. },
  1192. setZ: function ( z ) {
  1193. this.z = z;
  1194. return this;
  1195. },
  1196. setW: function ( w ) {
  1197. this.w = w;
  1198. return this;
  1199. },
  1200. setComponent: function ( index, value ) {
  1201. switch ( index ) {
  1202. case 0: this.x = value; break;
  1203. case 1: this.y = value; break;
  1204. case 2: this.z = value; break;
  1205. case 3: this.w = value; break;
  1206. default: throw new Error( 'index is out of range: ' + index );
  1207. }
  1208. return this;
  1209. },
  1210. getComponent: function ( index ) {
  1211. switch ( index ) {
  1212. case 0: return this.x;
  1213. case 1: return this.y;
  1214. case 2: return this.z;
  1215. case 3: return this.w;
  1216. default: throw new Error( 'index is out of range: ' + index );
  1217. }
  1218. },
  1219. clone: function () {
  1220. return new this.constructor( this.x, this.y, this.z, this.w );
  1221. },
  1222. copy: function ( v ) {
  1223. this.x = v.x;
  1224. this.y = v.y;
  1225. this.z = v.z;
  1226. this.w = ( v.w !== undefined ) ? v.w : 1;
  1227. return this;
  1228. },
  1229. add: function ( v, w ) {
  1230. if ( w !== undefined ) {
  1231. console.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  1232. return this.addVectors( v, w );
  1233. }
  1234. this.x += v.x;
  1235. this.y += v.y;
  1236. this.z += v.z;
  1237. this.w += v.w;
  1238. return this;
  1239. },
  1240. addScalar: function ( s ) {
  1241. this.x += s;
  1242. this.y += s;
  1243. this.z += s;
  1244. this.w += s;
  1245. return this;
  1246. },
  1247. addVectors: function ( a, b ) {
  1248. this.x = a.x + b.x;
  1249. this.y = a.y + b.y;
  1250. this.z = a.z + b.z;
  1251. this.w = a.w + b.w;
  1252. return this;
  1253. },
  1254. addScaledVector: function ( v, s ) {
  1255. this.x += v.x * s;
  1256. this.y += v.y * s;
  1257. this.z += v.z * s;
  1258. this.w += v.w * s;
  1259. return this;
  1260. },
  1261. sub: function ( v, w ) {
  1262. if ( w !== undefined ) {
  1263. console.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  1264. return this.subVectors( v, w );
  1265. }
  1266. this.x -= v.x;
  1267. this.y -= v.y;
  1268. this.z -= v.z;
  1269. this.w -= v.w;
  1270. return this;
  1271. },
  1272. subScalar: function ( s ) {
  1273. this.x -= s;
  1274. this.y -= s;
  1275. this.z -= s;
  1276. this.w -= s;
  1277. return this;
  1278. },
  1279. subVectors: function ( a, b ) {
  1280. this.x = a.x - b.x;
  1281. this.y = a.y - b.y;
  1282. this.z = a.z - b.z;
  1283. this.w = a.w - b.w;
  1284. return this;
  1285. },
  1286. multiplyScalar: function ( scalar ) {
  1287. this.x *= scalar;
  1288. this.y *= scalar;
  1289. this.z *= scalar;
  1290. this.w *= scalar;
  1291. return this;
  1292. },
  1293. applyMatrix4: function ( m ) {
  1294. var x = this.x, y = this.y, z = this.z, w = this.w;
  1295. var e = m.elements;
  1296. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;
  1297. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;
  1298. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;
  1299. this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;
  1300. return this;
  1301. },
  1302. divideScalar: function ( scalar ) {
  1303. return this.multiplyScalar( 1 / scalar );
  1304. },
  1305. setAxisAngleFromQuaternion: function ( q ) {
  1306. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
  1307. // q is assumed to be normalized
  1308. this.w = 2 * Math.acos( q.w );
  1309. var s = Math.sqrt( 1 - q.w * q.w );
  1310. if ( s < 0.0001 ) {
  1311. this.x = 1;
  1312. this.y = 0;
  1313. this.z = 0;
  1314. } else {
  1315. this.x = q.x / s;
  1316. this.y = q.y / s;
  1317. this.z = q.z / s;
  1318. }
  1319. return this;
  1320. },
  1321. setAxisAngleFromRotationMatrix: function ( m ) {
  1322. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
  1323. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  1324. var angle, x, y, z; // variables for result
  1325. var epsilon = 0.01, // margin to allow for rounding errors
  1326. epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees
  1327. te = m.elements,
  1328. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  1329. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  1330. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  1331. if ( ( Math.abs( m12 - m21 ) < epsilon ) &&
  1332. ( Math.abs( m13 - m31 ) < epsilon ) &&
  1333. ( Math.abs( m23 - m32 ) < epsilon ) ) {
  1334. // singularity found
  1335. // first check for identity matrix which must have +1 for all terms
  1336. // in leading diagonal and zero in other terms
  1337. if ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&
  1338. ( Math.abs( m13 + m31 ) < epsilon2 ) &&
  1339. ( Math.abs( m23 + m32 ) < epsilon2 ) &&
  1340. ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
  1341. // this singularity is identity matrix so angle = 0
  1342. this.set( 1, 0, 0, 0 );
  1343. return this; // zero angle, arbitrary axis
  1344. }
  1345. // otherwise this singularity is angle = 180
  1346. angle = Math.PI;
  1347. var xx = ( m11 + 1 ) / 2;
  1348. var yy = ( m22 + 1 ) / 2;
  1349. var zz = ( m33 + 1 ) / 2;
  1350. var xy = ( m12 + m21 ) / 4;
  1351. var xz = ( m13 + m31 ) / 4;
  1352. var yz = ( m23 + m32 ) / 4;
  1353. if ( ( xx > yy ) && ( xx > zz ) ) {
  1354. // m11 is the largest diagonal term
  1355. if ( xx < epsilon ) {
  1356. x = 0;
  1357. y = 0.707106781;
  1358. z = 0.707106781;
  1359. } else {
  1360. x = Math.sqrt( xx );
  1361. y = xy / x;
  1362. z = xz / x;
  1363. }
  1364. } else if ( yy > zz ) {
  1365. // m22 is the largest diagonal term
  1366. if ( yy < epsilon ) {
  1367. x = 0.707106781;
  1368. y = 0;
  1369. z = 0.707106781;
  1370. } else {
  1371. y = Math.sqrt( yy );
  1372. x = xy / y;
  1373. z = yz / y;
  1374. }
  1375. } else {
  1376. // m33 is the largest diagonal term so base result on this
  1377. if ( zz < epsilon ) {
  1378. x = 0.707106781;
  1379. y = 0.707106781;
  1380. z = 0;
  1381. } else {
  1382. z = Math.sqrt( zz );
  1383. x = xz / z;
  1384. y = yz / z;
  1385. }
  1386. }
  1387. this.set( x, y, z, angle );
  1388. return this; // return 180 deg rotation
  1389. }
  1390. // as we have reached here there are no singularities so we can handle normally
  1391. var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +
  1392. ( m13 - m31 ) * ( m13 - m31 ) +
  1393. ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
  1394. if ( Math.abs( s ) < 0.001 ) { s = 1; }
  1395. // prevent divide by zero, should not happen if matrix is orthogonal and should be
  1396. // caught by singularity test above, but I've left it in just in case
  1397. this.x = ( m32 - m23 ) / s;
  1398. this.y = ( m13 - m31 ) / s;
  1399. this.z = ( m21 - m12 ) / s;
  1400. this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
  1401. return this;
  1402. },
  1403. min: function ( v ) {
  1404. this.x = Math.min( this.x, v.x );
  1405. this.y = Math.min( this.y, v.y );
  1406. this.z = Math.min( this.z, v.z );
  1407. this.w = Math.min( this.w, v.w );
  1408. return this;
  1409. },
  1410. max: function ( v ) {
  1411. this.x = Math.max( this.x, v.x );
  1412. this.y = Math.max( this.y, v.y );
  1413. this.z = Math.max( this.z, v.z );
  1414. this.w = Math.max( this.w, v.w );
  1415. return this;
  1416. },
  1417. clamp: function ( min, max ) {
  1418. // assumes min < max, componentwise
  1419. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  1420. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  1421. this.z = Math.max( min.z, Math.min( max.z, this.z ) );
  1422. this.w = Math.max( min.w, Math.min( max.w, this.w ) );
  1423. return this;
  1424. },
  1425. clampScalar: function ( minVal, maxVal ) {
  1426. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  1427. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  1428. this.z = Math.max( minVal, Math.min( maxVal, this.z ) );
  1429. this.w = Math.max( minVal, Math.min( maxVal, this.w ) );
  1430. return this;
  1431. },
  1432. clampLength: function ( min, max ) {
  1433. var length = this.length();
  1434. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  1435. },
  1436. floor: function () {
  1437. this.x = Math.floor( this.x );
  1438. this.y = Math.floor( this.y );
  1439. this.z = Math.floor( this.z );
  1440. this.w = Math.floor( this.w );
  1441. return this;
  1442. },
  1443. ceil: function () {
  1444. this.x = Math.ceil( this.x );
  1445. this.y = Math.ceil( this.y );
  1446. this.z = Math.ceil( this.z );
  1447. this.w = Math.ceil( this.w );
  1448. return this;
  1449. },
  1450. round: function () {
  1451. this.x = Math.round( this.x );
  1452. this.y = Math.round( this.y );
  1453. this.z = Math.round( this.z );
  1454. this.w = Math.round( this.w );
  1455. return this;
  1456. },
  1457. roundToZero: function () {
  1458. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  1459. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  1460. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  1461. this.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w );
  1462. return this;
  1463. },
  1464. negate: function () {
  1465. this.x = - this.x;
  1466. this.y = - this.y;
  1467. this.z = - this.z;
  1468. this.w = - this.w;
  1469. return this;
  1470. },
  1471. dot: function ( v ) {
  1472. return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
  1473. },
  1474. lengthSq: function () {
  1475. return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
  1476. },
  1477. length: function () {
  1478. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
  1479. },
  1480. manhattanLength: function () {
  1481. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
  1482. },
  1483. normalize: function () {
  1484. return this.divideScalar( this.length() || 1 );
  1485. },
  1486. setLength: function ( length ) {
  1487. return this.normalize().multiplyScalar( length );
  1488. },
  1489. lerp: function ( v, alpha ) {
  1490. this.x += ( v.x - this.x ) * alpha;
  1491. this.y += ( v.y - this.y ) * alpha;
  1492. this.z += ( v.z - this.z ) * alpha;
  1493. this.w += ( v.w - this.w ) * alpha;
  1494. return this;
  1495. },
  1496. lerpVectors: function ( v1, v2, alpha ) {
  1497. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  1498. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  1499. this.z = v1.z + ( v2.z - v1.z ) * alpha;
  1500. this.w = v1.w + ( v2.w - v1.w ) * alpha;
  1501. return this;
  1502. },
  1503. equals: function ( v ) {
  1504. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
  1505. },
  1506. fromArray: function ( array, offset ) {
  1507. if ( offset === undefined ) { offset = 0; }
  1508. this.x = array[ offset ];
  1509. this.y = array[ offset + 1 ];
  1510. this.z = array[ offset + 2 ];
  1511. this.w = array[ offset + 3 ];
  1512. return this;
  1513. },
  1514. toArray: function ( array, offset ) {
  1515. if ( array === undefined ) { array = []; }
  1516. if ( offset === undefined ) { offset = 0; }
  1517. array[ offset ] = this.x;
  1518. array[ offset + 1 ] = this.y;
  1519. array[ offset + 2 ] = this.z;
  1520. array[ offset + 3 ] = this.w;
  1521. return array;
  1522. },
  1523. fromBufferAttribute: function ( attribute, index, offset ) {
  1524. if ( offset !== undefined ) {
  1525. console.warn( 'THREE.Vector4: offset has been removed from .fromBufferAttribute().' );
  1526. }
  1527. this.x = attribute.getX( index );
  1528. this.y = attribute.getY( index );
  1529. this.z = attribute.getZ( index );
  1530. this.w = attribute.getW( index );
  1531. return this;
  1532. },
  1533. random: function () {
  1534. this.x = Math.random();
  1535. this.y = Math.random();
  1536. this.z = Math.random();
  1537. this.w = Math.random();
  1538. return this;
  1539. }
  1540. } );
  1541. /**
  1542. * @author szimek / https://github.com/szimek/
  1543. * @author alteredq / http://alteredqualia.com/
  1544. * @author Marius Kintel / https://github.com/kintel
  1545. */
  1546. /*
  1547. In options, we can specify:
  1548. * Texture parameters for an auto-generated target texture
  1549. * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers
  1550. */
  1551. function WebGLRenderTarget( width, height, options ) {
  1552. this.width = width;
  1553. this.height = height;
  1554. this.scissor = new Vector4( 0, 0, width, height );
  1555. this.scissorTest = false;
  1556. this.viewport = new Vector4( 0, 0, width, height );
  1557. options = options || {};
  1558. this.texture = new Texture( undefined, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding );
  1559. this.texture.image = {};
  1560. this.texture.image.width = width;
  1561. this.texture.image.height = height;
  1562. this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;
  1563. this.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;
  1564. this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;
  1565. this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true;
  1566. this.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null;
  1567. }
  1568. WebGLRenderTarget.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  1569. constructor: WebGLRenderTarget,
  1570. isWebGLRenderTarget: true,
  1571. setSize: function ( width, height ) {
  1572. if ( this.width !== width || this.height !== height ) {
  1573. this.width = width;
  1574. this.height = height;
  1575. this.texture.image.width = width;
  1576. this.texture.image.height = height;
  1577. this.dispose();
  1578. }
  1579. this.viewport.set( 0, 0, width, height );
  1580. this.scissor.set( 0, 0, width, height );
  1581. },
  1582. clone: function () {
  1583. return new this.constructor().copy( this );
  1584. },
  1585. copy: function ( source ) {
  1586. this.width = source.width;
  1587. this.height = source.height;
  1588. this.viewport.copy( source.viewport );
  1589. this.texture = source.texture.clone();
  1590. this.depthBuffer = source.depthBuffer;
  1591. this.stencilBuffer = source.stencilBuffer;
  1592. this.depthTexture = source.depthTexture;
  1593. return this;
  1594. },
  1595. dispose: function () {
  1596. this.dispatchEvent( { type: 'dispose' } );
  1597. }
  1598. } );
  1599. /**
  1600. * @author Mugen87 / https://github.com/Mugen87
  1601. * @author Matt DesLauriers / @mattdesl
  1602. */
  1603. function WebGLMultisampleRenderTarget( width, height, options ) {
  1604. WebGLRenderTarget.call( this, width, height, options );
  1605. this.samples = 4;
  1606. }
  1607. WebGLMultisampleRenderTarget.prototype = Object.assign( Object.create( WebGLRenderTarget.prototype ), {
  1608. constructor: WebGLMultisampleRenderTarget,
  1609. isWebGLMultisampleRenderTarget: true,
  1610. copy: function ( source ) {
  1611. WebGLRenderTarget.prototype.copy.call( this, source );
  1612. this.samples = source.samples;
  1613. return this;
  1614. }
  1615. } );
  1616. /**
  1617. * @author mikael emtinger / http://gomo.se/
  1618. * @author alteredq / http://alteredqualia.com/
  1619. * @author WestLangley / http://github.com/WestLangley
  1620. * @author bhouston / http://clara.io
  1621. */
  1622. function Quaternion( x, y, z, w ) {
  1623. if ( x === void 0 ) x = 0;
  1624. if ( y === void 0 ) y = 0;
  1625. if ( z === void 0 ) z = 0;
  1626. if ( w === void 0 ) w = 1;
  1627. this._x = x;
  1628. this._y = y;
  1629. this._z = z;
  1630. this._w = w;
  1631. }
  1632. Object.assign( Quaternion, {
  1633. slerp: function ( qa, qb, qm, t ) {
  1634. return qm.copy( qa ).slerp( qb, t );
  1635. },
  1636. slerpFlat: function ( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {
  1637. // fuzz-free, array-based Quaternion SLERP operation
  1638. var x0 = src0[ srcOffset0 + 0 ],
  1639. y0 = src0[ srcOffset0 + 1 ],
  1640. z0 = src0[ srcOffset0 + 2 ],
  1641. w0 = src0[ srcOffset0 + 3 ];
  1642. var x1 = src1[ srcOffset1 + 0 ],
  1643. y1 = src1[ srcOffset1 + 1 ],
  1644. z1 = src1[ srcOffset1 + 2 ],
  1645. w1 = src1[ srcOffset1 + 3 ];
  1646. if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {
  1647. var s = 1 - t,
  1648. cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1,
  1649. dir = ( cos >= 0 ? 1 : - 1 ),
  1650. sqrSin = 1 - cos * cos;
  1651. // Skip the Slerp for tiny steps to avoid numeric problems:
  1652. if ( sqrSin > Number.EPSILON ) {
  1653. var sin = Math.sqrt( sqrSin ),
  1654. len = Math.atan2( sin, cos * dir );
  1655. s = Math.sin( s * len ) / sin;
  1656. t = Math.sin( t * len ) / sin;
  1657. }
  1658. var tDir = t * dir;
  1659. x0 = x0 * s + x1 * tDir;
  1660. y0 = y0 * s + y1 * tDir;
  1661. z0 = z0 * s + z1 * tDir;
  1662. w0 = w0 * s + w1 * tDir;
  1663. // Normalize in case we just did a lerp:
  1664. if ( s === 1 - t ) {
  1665. var f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );
  1666. x0 *= f;
  1667. y0 *= f;
  1668. z0 *= f;
  1669. w0 *= f;
  1670. }
  1671. }
  1672. dst[ dstOffset ] = x0;
  1673. dst[ dstOffset + 1 ] = y0;
  1674. dst[ dstOffset + 2 ] = z0;
  1675. dst[ dstOffset + 3 ] = w0;
  1676. },
  1677. multiplyQuaternionsFlat: function ( dst, dstOffset, src0, srcOffset0, src1, srcOffset1 ) {
  1678. var x0 = src0[ srcOffset0 ];
  1679. var y0 = src0[ srcOffset0 + 1 ];
  1680. var z0 = src0[ srcOffset0 + 2 ];
  1681. var w0 = src0[ srcOffset0 + 3 ];
  1682. var x1 = src1[ srcOffset1 ];
  1683. var y1 = src1[ srcOffset1 + 1 ];
  1684. var z1 = src1[ srcOffset1 + 2 ];
  1685. var w1 = src1[ srcOffset1 + 3 ];
  1686. dst[ dstOffset ] = x0 * w1 + w0 * x1 + y0 * z1 - z0 * y1;
  1687. dst[ dstOffset + 1 ] = y0 * w1 + w0 * y1 + z0 * x1 - x0 * z1;
  1688. dst[ dstOffset + 2 ] = z0 * w1 + w0 * z1 + x0 * y1 - y0 * x1;
  1689. dst[ dstOffset + 3 ] = w0 * w1 - x0 * x1 - y0 * y1 - z0 * z1;
  1690. return dst;
  1691. }
  1692. } );
  1693. Object.defineProperties( Quaternion.prototype, {
  1694. x: {
  1695. get: function () {
  1696. return this._x;
  1697. },
  1698. set: function ( value ) {
  1699. this._x = value;
  1700. this._onChangeCallback();
  1701. }
  1702. },
  1703. y: {
  1704. get: function () {
  1705. return this._y;
  1706. },
  1707. set: function ( value ) {
  1708. this._y = value;
  1709. this._onChangeCallback();
  1710. }
  1711. },
  1712. z: {
  1713. get: function () {
  1714. return this._z;
  1715. },
  1716. set: function ( value ) {
  1717. this._z = value;
  1718. this._onChangeCallback();
  1719. }
  1720. },
  1721. w: {
  1722. get: function () {
  1723. return this._w;
  1724. },
  1725. set: function ( value ) {
  1726. this._w = value;
  1727. this._onChangeCallback();
  1728. }
  1729. }
  1730. } );
  1731. Object.assign( Quaternion.prototype, {
  1732. isQuaternion: true,
  1733. set: function ( x, y, z, w ) {
  1734. this._x = x;
  1735. this._y = y;
  1736. this._z = z;
  1737. this._w = w;
  1738. this._onChangeCallback();
  1739. return this;
  1740. },
  1741. clone: function () {
  1742. return new this.constructor( this._x, this._y, this._z, this._w );
  1743. },
  1744. copy: function ( quaternion ) {
  1745. this._x = quaternion.x;
  1746. this._y = quaternion.y;
  1747. this._z = quaternion.z;
  1748. this._w = quaternion.w;
  1749. this._onChangeCallback();
  1750. return this;
  1751. },
  1752. setFromEuler: function ( euler, update ) {
  1753. if ( ! ( euler && euler.isEuler ) ) {
  1754. throw new Error( 'THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.' );
  1755. }
  1756. var x = euler._x, y = euler._y, z = euler._z, order = euler.order;
  1757. // http://www.mathworks.com/matlabcentral/fileexchange/
  1758. // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
  1759. // content/SpinCalc.m
  1760. var cos = Math.cos;
  1761. var sin = Math.sin;
  1762. var c1 = cos( x / 2 );
  1763. var c2 = cos( y / 2 );
  1764. var c3 = cos( z / 2 );
  1765. var s1 = sin( x / 2 );
  1766. var s2 = sin( y / 2 );
  1767. var s3 = sin( z / 2 );
  1768. switch ( order ) {
  1769. case 'XYZ':
  1770. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  1771. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  1772. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  1773. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  1774. break;
  1775. case 'YXZ':
  1776. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  1777. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  1778. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  1779. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  1780. break;
  1781. case 'ZXY':
  1782. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  1783. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  1784. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  1785. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  1786. break;
  1787. case 'ZYX':
  1788. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  1789. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  1790. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  1791. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  1792. break;
  1793. case 'YZX':
  1794. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  1795. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  1796. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  1797. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  1798. break;
  1799. case 'XZY':
  1800. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  1801. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  1802. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  1803. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  1804. break;
  1805. default:
  1806. console.warn( 'THREE.Quaternion: .setFromEuler() encountered an unknown order: ' + order );
  1807. }
  1808. if ( update !== false ) { this._onChangeCallback(); }
  1809. return this;
  1810. },
  1811. setFromAxisAngle: function ( axis, angle ) {
  1812. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
  1813. // assumes axis is normalized
  1814. var halfAngle = angle / 2, s = Math.sin( halfAngle );
  1815. this._x = axis.x * s;
  1816. this._y = axis.y * s;
  1817. this._z = axis.z * s;
  1818. this._w = Math.cos( halfAngle );
  1819. this._onChangeCallback();
  1820. return this;
  1821. },
  1822. setFromRotationMatrix: function ( m ) {
  1823. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
  1824. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  1825. var te = m.elements,
  1826. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  1827. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  1828. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],
  1829. trace = m11 + m22 + m33;
  1830. if ( trace > 0 ) {
  1831. var s = 0.5 / Math.sqrt( trace + 1.0 );
  1832. this._w = 0.25 / s;
  1833. this._x = ( m32 - m23 ) * s;
  1834. this._y = ( m13 - m31 ) * s;
  1835. this._z = ( m21 - m12 ) * s;
  1836. } else if ( m11 > m22 && m11 > m33 ) {
  1837. var s$1 = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
  1838. this._w = ( m32 - m23 ) / s$1;
  1839. this._x = 0.25 * s$1;
  1840. this._y = ( m12 + m21 ) / s$1;
  1841. this._z = ( m13 + m31 ) / s$1;
  1842. } else if ( m22 > m33 ) {
  1843. var s$2 = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
  1844. this._w = ( m13 - m31 ) / s$2;
  1845. this._x = ( m12 + m21 ) / s$2;
  1846. this._y = 0.25 * s$2;
  1847. this._z = ( m23 + m32 ) / s$2;
  1848. } else {
  1849. var s$3 = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
  1850. this._w = ( m21 - m12 ) / s$3;
  1851. this._x = ( m13 + m31 ) / s$3;
  1852. this._y = ( m23 + m32 ) / s$3;
  1853. this._z = 0.25 * s$3;
  1854. }
  1855. this._onChangeCallback();
  1856. return this;
  1857. },
  1858. setFromUnitVectors: function ( vFrom, vTo ) {
  1859. // assumes direction vectors vFrom and vTo are normalized
  1860. var EPS = 0.000001;
  1861. var r = vFrom.dot( vTo ) + 1;
  1862. if ( r < EPS ) {
  1863. r = 0;
  1864. if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {
  1865. this._x = - vFrom.y;
  1866. this._y = vFrom.x;
  1867. this._z = 0;
  1868. this._w = r;
  1869. } else {
  1870. this._x = 0;
  1871. this._y = - vFrom.z;
  1872. this._z = vFrom.y;
  1873. this._w = r;
  1874. }
  1875. } else {
  1876. // crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3
  1877. this._x = vFrom.y * vTo.z - vFrom.z * vTo.y;
  1878. this._y = vFrom.z * vTo.x - vFrom.x * vTo.z;
  1879. this._z = vFrom.x * vTo.y - vFrom.y * vTo.x;
  1880. this._w = r;
  1881. }
  1882. return this.normalize();
  1883. },
  1884. angleTo: function ( q ) {
  1885. return 2 * Math.acos( Math.abs( MathUtils.clamp( this.dot( q ), - 1, 1 ) ) );
  1886. },
  1887. rotateTowards: function ( q, step ) {
  1888. var angle = this.angleTo( q );
  1889. if ( angle === 0 ) { return this; }
  1890. var t = Math.min( 1, step / angle );
  1891. this.slerp( q, t );
  1892. return this;
  1893. },
  1894. identity: function () {
  1895. return this.set( 0, 0, 0, 1 );
  1896. },
  1897. inverse: function () {
  1898. // quaternion is assumed to have unit length
  1899. return this.conjugate();
  1900. },
  1901. conjugate: function () {
  1902. this._x *= - 1;
  1903. this._y *= - 1;
  1904. this._z *= - 1;
  1905. this._onChangeCallback();
  1906. return this;
  1907. },
  1908. dot: function ( v ) {
  1909. return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
  1910. },
  1911. lengthSq: function () {
  1912. return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
  1913. },
  1914. length: function () {
  1915. return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );
  1916. },
  1917. normalize: function () {
  1918. var l = this.length();
  1919. if ( l === 0 ) {
  1920. this._x = 0;
  1921. this._y = 0;
  1922. this._z = 0;
  1923. this._w = 1;
  1924. } else {
  1925. l = 1 / l;
  1926. this._x = this._x * l;
  1927. this._y = this._y * l;
  1928. this._z = this._z * l;
  1929. this._w = this._w * l;
  1930. }
  1931. this._onChangeCallback();
  1932. return this;
  1933. },
  1934. multiply: function ( q, p ) {
  1935. if ( p !== undefined ) {
  1936. console.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' );
  1937. return this.multiplyQuaternions( q, p );
  1938. }
  1939. return this.multiplyQuaternions( this, q );
  1940. },
  1941. premultiply: function ( q ) {
  1942. return this.multiplyQuaternions( q, this );
  1943. },
  1944. multiplyQuaternions: function ( a, b ) {
  1945. // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
  1946. var qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
  1947. var qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;
  1948. this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
  1949. this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
  1950. this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
  1951. this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
  1952. this._onChangeCallback();
  1953. return this;
  1954. },
  1955. slerp: function ( qb, t ) {
  1956. if ( t === 0 ) { return this; }
  1957. if ( t === 1 ) { return this.copy( qb ); }
  1958. var x = this._x, y = this._y, z = this._z, w = this._w;
  1959. // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
  1960. var cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;
  1961. if ( cosHalfTheta < 0 ) {
  1962. this._w = - qb._w;
  1963. this._x = - qb._x;
  1964. this._y = - qb._y;
  1965. this._z = - qb._z;
  1966. cosHalfTheta = - cosHalfTheta;
  1967. } else {
  1968. this.copy( qb );
  1969. }
  1970. if ( cosHalfTheta >= 1.0 ) {
  1971. this._w = w;
  1972. this._x = x;
  1973. this._y = y;
  1974. this._z = z;
  1975. return this;
  1976. }
  1977. var sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta;
  1978. if ( sqrSinHalfTheta <= Number.EPSILON ) {
  1979. var s = 1 - t;
  1980. this._w = s * w + t * this._w;
  1981. this._x = s * x + t * this._x;
  1982. this._y = s * y + t * this._y;
  1983. this._z = s * z + t * this._z;
  1984. this.normalize();
  1985. this._onChangeCallback();
  1986. return this;
  1987. }
  1988. var sinHalfTheta = Math.sqrt( sqrSinHalfTheta );
  1989. var halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta );
  1990. var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,
  1991. ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;
  1992. this._w = ( w * ratioA + this._w * ratioB );
  1993. this._x = ( x * ratioA + this._x * ratioB );
  1994. this._y = ( y * ratioA + this._y * ratioB );
  1995. this._z = ( z * ratioA + this._z * ratioB );
  1996. this._onChangeCallback();
  1997. return this;
  1998. },
  1999. equals: function ( quaternion ) {
  2000. return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
  2001. },
  2002. fromArray: function ( array, offset ) {
  2003. if ( offset === undefined ) { offset = 0; }
  2004. this._x = array[ offset ];
  2005. this._y = array[ offset + 1 ];
  2006. this._z = array[ offset + 2 ];
  2007. this._w = array[ offset + 3 ];
  2008. this._onChangeCallback();
  2009. return this;
  2010. },
  2011. toArray: function ( array, offset ) {
  2012. if ( array === undefined ) { array = []; }
  2013. if ( offset === undefined ) { offset = 0; }
  2014. array[ offset ] = this._x;
  2015. array[ offset + 1 ] = this._y;
  2016. array[ offset + 2 ] = this._z;
  2017. array[ offset + 3 ] = this._w;
  2018. return array;
  2019. },
  2020. fromBufferAttribute: function ( attribute, index ) {
  2021. this._x = attribute.getX( index );
  2022. this._y = attribute.getY( index );
  2023. this._z = attribute.getZ( index );
  2024. this._w = attribute.getW( index );
  2025. return this;
  2026. },
  2027. _onChange: function ( callback ) {
  2028. this._onChangeCallback = callback;
  2029. return this;
  2030. },
  2031. _onChangeCallback: function () {}
  2032. } );
  2033. /**
  2034. * @author mrdoob / http://mrdoob.com/
  2035. * @author kile / http://kile.stravaganza.org/
  2036. * @author philogb / http://blog.thejit.org/
  2037. * @author mikael emtinger / http://gomo.se/
  2038. * @author egraether / http://egraether.com/
  2039. * @author WestLangley / http://github.com/WestLangley
  2040. */
  2041. var _vector = new Vector3();
  2042. var _quaternion = new Quaternion();
  2043. function Vector3( x, y, z ) {
  2044. if ( x === void 0 ) x = 0;
  2045. if ( y === void 0 ) y = 0;
  2046. if ( z === void 0 ) z = 0;
  2047. this.x = x;
  2048. this.y = y;
  2049. this.z = z;
  2050. }
  2051. Object.assign( Vector3.prototype, {
  2052. isVector3: true,
  2053. set: function ( x, y, z ) {
  2054. this.x = x;
  2055. this.y = y;
  2056. this.z = z;
  2057. return this;
  2058. },
  2059. setScalar: function ( scalar ) {
  2060. this.x = scalar;
  2061. this.y = scalar;
  2062. this.z = scalar;
  2063. return this;
  2064. },
  2065. setX: function ( x ) {
  2066. this.x = x;
  2067. return this;
  2068. },
  2069. setY: function ( y ) {
  2070. this.y = y;
  2071. return this;
  2072. },
  2073. setZ: function ( z ) {
  2074. this.z = z;
  2075. return this;
  2076. },
  2077. setComponent: function ( index, value ) {
  2078. switch ( index ) {
  2079. case 0: this.x = value; break;
  2080. case 1: this.y = value; break;
  2081. case 2: this.z = value; break;
  2082. default: throw new Error( 'index is out of range: ' + index );
  2083. }
  2084. return this;
  2085. },
  2086. getComponent: function ( index ) {
  2087. switch ( index ) {
  2088. case 0: return this.x;
  2089. case 1: return this.y;
  2090. case 2: return this.z;
  2091. default: throw new Error( 'index is out of range: ' + index );
  2092. }
  2093. },
  2094. clone: function () {
  2095. return new this.constructor( this.x, this.y, this.z );
  2096. },
  2097. copy: function ( v ) {
  2098. this.x = v.x;
  2099. this.y = v.y;
  2100. this.z = v.z;
  2101. return this;
  2102. },
  2103. add: function ( v, w ) {
  2104. if ( w !== undefined ) {
  2105. console.warn( 'THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  2106. return this.addVectors( v, w );
  2107. }
  2108. this.x += v.x;
  2109. this.y += v.y;
  2110. this.z += v.z;
  2111. return this;
  2112. },
  2113. addScalar: function ( s ) {
  2114. this.x += s;
  2115. this.y += s;
  2116. this.z += s;
  2117. return this;
  2118. },
  2119. addVectors: function ( a, b ) {
  2120. this.x = a.x + b.x;
  2121. this.y = a.y + b.y;
  2122. this.z = a.z + b.z;
  2123. return this;
  2124. },
  2125. addScaledVector: function ( v, s ) {
  2126. this.x += v.x * s;
  2127. this.y += v.y * s;
  2128. this.z += v.z * s;
  2129. return this;
  2130. },
  2131. sub: function ( v, w ) {
  2132. if ( w !== undefined ) {
  2133. console.warn( 'THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  2134. return this.subVectors( v, w );
  2135. }
  2136. this.x -= v.x;
  2137. this.y -= v.y;
  2138. this.z -= v.z;
  2139. return this;
  2140. },
  2141. subScalar: function ( s ) {
  2142. this.x -= s;
  2143. this.y -= s;
  2144. this.z -= s;
  2145. return this;
  2146. },
  2147. subVectors: function ( a, b ) {
  2148. this.x = a.x - b.x;
  2149. this.y = a.y - b.y;
  2150. this.z = a.z - b.z;
  2151. return this;
  2152. },
  2153. multiply: function ( v, w ) {
  2154. if ( w !== undefined ) {
  2155. console.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' );
  2156. return this.multiplyVectors( v, w );
  2157. }
  2158. this.x *= v.x;
  2159. this.y *= v.y;
  2160. this.z *= v.z;
  2161. return this;
  2162. },
  2163. multiplyScalar: function ( scalar ) {
  2164. this.x *= scalar;
  2165. this.y *= scalar;
  2166. this.z *= scalar;
  2167. return this;
  2168. },
  2169. multiplyVectors: function ( a, b ) {
  2170. this.x = a.x * b.x;
  2171. this.y = a.y * b.y;
  2172. this.z = a.z * b.z;
  2173. return this;
  2174. },
  2175. applyEuler: function ( euler ) {
  2176. if ( ! ( euler && euler.isEuler ) ) {
  2177. console.error( 'THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.' );
  2178. }
  2179. return this.applyQuaternion( _quaternion.setFromEuler( euler ) );
  2180. },
  2181. applyAxisAngle: function ( axis, angle ) {
  2182. return this.applyQuaternion( _quaternion.setFromAxisAngle( axis, angle ) );
  2183. },
  2184. applyMatrix3: function ( m ) {
  2185. var x = this.x, y = this.y, z = this.z;
  2186. var e = m.elements;
  2187. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;
  2188. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;
  2189. this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;
  2190. return this;
  2191. },
  2192. applyNormalMatrix: function ( m ) {
  2193. return this.applyMatrix3( m ).normalize();
  2194. },
  2195. applyMatrix4: function ( m ) {
  2196. var x = this.x, y = this.y, z = this.z;
  2197. var e = m.elements;
  2198. var w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );
  2199. this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w;
  2200. this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w;
  2201. this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w;
  2202. return this;
  2203. },
  2204. applyQuaternion: function ( q ) {
  2205. var x = this.x, y = this.y, z = this.z;
  2206. var qx = q.x, qy = q.y, qz = q.z, qw = q.w;
  2207. // calculate quat * vector
  2208. var ix = qw * x + qy * z - qz * y;
  2209. var iy = qw * y + qz * x - qx * z;
  2210. var iz = qw * z + qx * y - qy * x;
  2211. var iw = - qx * x - qy * y - qz * z;
  2212. // calculate result * inverse quat
  2213. this.x = ix * qw + iw * - qx + iy * - qz - iz * - qy;
  2214. this.y = iy * qw + iw * - qy + iz * - qx - ix * - qz;
  2215. this.z = iz * qw + iw * - qz + ix * - qy - iy * - qx;
  2216. return this;
  2217. },
  2218. project: function ( camera ) {
  2219. return this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );
  2220. },
  2221. unproject: function ( camera ) {
  2222. return this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld );
  2223. },
  2224. transformDirection: function ( m ) {
  2225. // input: THREE.Matrix4 affine matrix
  2226. // vector interpreted as a direction
  2227. var x = this.x, y = this.y, z = this.z;
  2228. var e = m.elements;
  2229. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;
  2230. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;
  2231. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;
  2232. return this.normalize();
  2233. },
  2234. divide: function ( v ) {
  2235. this.x /= v.x;
  2236. this.y /= v.y;
  2237. this.z /= v.z;
  2238. return this;
  2239. },
  2240. divideScalar: function ( scalar ) {
  2241. return this.multiplyScalar( 1 / scalar );
  2242. },
  2243. min: function ( v ) {
  2244. this.x = Math.min( this.x, v.x );
  2245. this.y = Math.min( this.y, v.y );
  2246. this.z = Math.min( this.z, v.z );
  2247. return this;
  2248. },
  2249. max: function ( v ) {
  2250. this.x = Math.max( this.x, v.x );
  2251. this.y = Math.max( this.y, v.y );
  2252. this.z = Math.max( this.z, v.z );
  2253. return this;
  2254. },
  2255. clamp: function ( min, max ) {
  2256. // assumes min < max, componentwise
  2257. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  2258. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  2259. this.z = Math.max( min.z, Math.min( max.z, this.z ) );
  2260. return this;
  2261. },
  2262. clampScalar: function ( minVal, maxVal ) {
  2263. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  2264. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  2265. this.z = Math.max( minVal, Math.min( maxVal, this.z ) );
  2266. return this;
  2267. },
  2268. clampLength: function ( min, max ) {
  2269. var length = this.length();
  2270. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  2271. },
  2272. floor: function () {
  2273. this.x = Math.floor( this.x );
  2274. this.y = Math.floor( this.y );
  2275. this.z = Math.floor( this.z );
  2276. return this;
  2277. },
  2278. ceil: function () {
  2279. this.x = Math.ceil( this.x );
  2280. this.y = Math.ceil( this.y );
  2281. this.z = Math.ceil( this.z );
  2282. return this;
  2283. },
  2284. round: function () {
  2285. this.x = Math.round( this.x );
  2286. this.y = Math.round( this.y );
  2287. this.z = Math.round( this.z );
  2288. return this;
  2289. },
  2290. roundToZero: function () {
  2291. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  2292. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  2293. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  2294. return this;
  2295. },
  2296. negate: function () {
  2297. this.x = - this.x;
  2298. this.y = - this.y;
  2299. this.z = - this.z;
  2300. return this;
  2301. },
  2302. dot: function ( v ) {
  2303. return this.x * v.x + this.y * v.y + this.z * v.z;
  2304. },
  2305. // TODO lengthSquared?
  2306. lengthSq: function () {
  2307. return this.x * this.x + this.y * this.y + this.z * this.z;
  2308. },
  2309. length: function () {
  2310. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
  2311. },
  2312. manhattanLength: function () {
  2313. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
  2314. },
  2315. normalize: function () {
  2316. return this.divideScalar( this.length() || 1 );
  2317. },
  2318. setLength: function ( length ) {
  2319. return this.normalize().multiplyScalar( length );
  2320. },
  2321. lerp: function ( v, alpha ) {
  2322. this.x += ( v.x - this.x ) * alpha;
  2323. this.y += ( v.y - this.y ) * alpha;
  2324. this.z += ( v.z - this.z ) * alpha;
  2325. return this;
  2326. },
  2327. lerpVectors: function ( v1, v2, alpha ) {
  2328. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  2329. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  2330. this.z = v1.z + ( v2.z - v1.z ) * alpha;
  2331. return this;
  2332. },
  2333. cross: function ( v, w ) {
  2334. if ( w !== undefined ) {
  2335. console.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );
  2336. return this.crossVectors( v, w );
  2337. }
  2338. return this.crossVectors( this, v );
  2339. },
  2340. crossVectors: function ( a, b ) {
  2341. var ax = a.x, ay = a.y, az = a.z;
  2342. var bx = b.x, by = b.y, bz = b.z;
  2343. this.x = ay * bz - az * by;
  2344. this.y = az * bx - ax * bz;
  2345. this.z = ax * by - ay * bx;
  2346. return this;
  2347. },
  2348. projectOnVector: function ( v ) {
  2349. var denominator = v.lengthSq();
  2350. if ( denominator === 0 ) { return this.set( 0, 0, 0 ); }
  2351. var scalar = v.dot( this ) / denominator;
  2352. return this.copy( v ).multiplyScalar( scalar );
  2353. },
  2354. projectOnPlane: function ( planeNormal ) {
  2355. _vector.copy( this ).projectOnVector( planeNormal );
  2356. return this.sub( _vector );
  2357. },
  2358. reflect: function ( normal ) {
  2359. // reflect incident vector off plane orthogonal to normal
  2360. // normal is assumed to have unit length
  2361. return this.sub( _vector.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
  2362. },
  2363. angleTo: function ( v ) {
  2364. var denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );
  2365. if ( denominator === 0 ) { return Math.PI / 2; }
  2366. var theta = this.dot( v ) / denominator;
  2367. // clamp, to handle numerical problems
  2368. return Math.acos( MathUtils.clamp( theta, - 1, 1 ) );
  2369. },
  2370. distanceTo: function ( v ) {
  2371. return Math.sqrt( this.distanceToSquared( v ) );
  2372. },
  2373. distanceToSquared: function ( v ) {
  2374. var dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;
  2375. return dx * dx + dy * dy + dz * dz;
  2376. },
  2377. manhattanDistanceTo: function ( v ) {
  2378. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );
  2379. },
  2380. setFromSpherical: function ( s ) {
  2381. return this.setFromSphericalCoords( s.radius, s.phi, s.theta );
  2382. },
  2383. setFromSphericalCoords: function ( radius, phi, theta ) {
  2384. var sinPhiRadius = Math.sin( phi ) * radius;
  2385. this.x = sinPhiRadius * Math.sin( theta );
  2386. this.y = Math.cos( phi ) * radius;
  2387. this.z = sinPhiRadius * Math.cos( theta );
  2388. return this;
  2389. },
  2390. setFromCylindrical: function ( c ) {
  2391. return this.setFromCylindricalCoords( c.radius, c.theta, c.y );
  2392. },
  2393. setFromCylindricalCoords: function ( radius, theta, y ) {
  2394. this.x = radius * Math.sin( theta );
  2395. this.y = y;
  2396. this.z = radius * Math.cos( theta );
  2397. return this;
  2398. },
  2399. setFromMatrixPosition: function ( m ) {
  2400. var e = m.elements;
  2401. this.x = e[ 12 ];
  2402. this.y = e[ 13 ];
  2403. this.z = e[ 14 ];
  2404. return this;
  2405. },
  2406. setFromMatrixScale: function ( m ) {
  2407. var sx = this.setFromMatrixColumn( m, 0 ).length();
  2408. var sy = this.setFromMatrixColumn( m, 1 ).length();
  2409. var sz = this.setFromMatrixColumn( m, 2 ).length();
  2410. this.x = sx;
  2411. this.y = sy;
  2412. this.z = sz;
  2413. return this;
  2414. },
  2415. setFromMatrixColumn: function ( m, index ) {
  2416. return this.fromArray( m.elements, index * 4 );
  2417. },
  2418. setFromMatrix3Column: function ( m, index ) {
  2419. return this.fromArray( m.elements, index * 3 );
  2420. },
  2421. equals: function ( v ) {
  2422. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
  2423. },
  2424. fromArray: function ( array, offset ) {
  2425. if ( offset === undefined ) { offset = 0; }
  2426. this.x = array[ offset ];
  2427. this.y = array[ offset + 1 ];
  2428. this.z = array[ offset + 2 ];
  2429. return this;
  2430. },
  2431. toArray: function ( array, offset ) {
  2432. if ( array === undefined ) { array = []; }
  2433. if ( offset === undefined ) { offset = 0; }
  2434. array[ offset ] = this.x;
  2435. array[ offset + 1 ] = this.y;
  2436. array[ offset + 2 ] = this.z;
  2437. return array;
  2438. },
  2439. fromBufferAttribute: function ( attribute, index, offset ) {
  2440. if ( offset !== undefined ) {
  2441. console.warn( 'THREE.Vector3: offset has been removed from .fromBufferAttribute().' );
  2442. }
  2443. this.x = attribute.getX( index );
  2444. this.y = attribute.getY( index );
  2445. this.z = attribute.getZ( index );
  2446. return this;
  2447. },
  2448. random: function () {
  2449. this.x = Math.random();
  2450. this.y = Math.random();
  2451. this.z = Math.random();
  2452. return this;
  2453. }
  2454. } );
  2455. var _v1 = new Vector3();
  2456. var _m1 = new Matrix4();
  2457. var _zero = new Vector3( 0, 0, 0 );
  2458. var _one = new Vector3( 1, 1, 1 );
  2459. var _x = new Vector3();
  2460. var _y = new Vector3();
  2461. var _z = new Vector3();
  2462. /**
  2463. * @author mrdoob / http://mrdoob.com/
  2464. * @author supereggbert / http://www.paulbrunt.co.uk/
  2465. * @author philogb / http://blog.thejit.org/
  2466. * @author jordi_ros / http://plattsoft.com
  2467. * @author D1plo1d / http://github.com/D1plo1d
  2468. * @author alteredq / http://alteredqualia.com/
  2469. * @author mikael emtinger / http://gomo.se/
  2470. * @author timknip / http://www.floorplanner.com/
  2471. * @author bhouston / http://clara.io
  2472. * @author WestLangley / http://github.com/WestLangley
  2473. */
  2474. function Matrix4() {
  2475. this.elements = [
  2476. 1, 0, 0, 0,
  2477. 0, 1, 0, 0,
  2478. 0, 0, 1, 0,
  2479. 0, 0, 0, 1
  2480. ];
  2481. if ( arguments.length > 0 ) {
  2482. console.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' );
  2483. }
  2484. }
  2485. Object.assign( Matrix4.prototype, {
  2486. isMatrix4: true,
  2487. set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  2488. var te = this.elements;
  2489. te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;
  2490. te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;
  2491. te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;
  2492. te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;
  2493. return this;
  2494. },
  2495. identity: function () {
  2496. this.set(
  2497. 1, 0, 0, 0,
  2498. 0, 1, 0, 0,
  2499. 0, 0, 1, 0,
  2500. 0, 0, 0, 1
  2501. );
  2502. return this;
  2503. },
  2504. clone: function () {
  2505. return new Matrix4().fromArray( this.elements );
  2506. },
  2507. copy: function ( m ) {
  2508. var te = this.elements;
  2509. var me = m.elements;
  2510. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];
  2511. te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];
  2512. te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];
  2513. te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];
  2514. return this;
  2515. },
  2516. copyPosition: function ( m ) {
  2517. var te = this.elements, me = m.elements;
  2518. te[ 12 ] = me[ 12 ];
  2519. te[ 13 ] = me[ 13 ];
  2520. te[ 14 ] = me[ 14 ];
  2521. return this;
  2522. },
  2523. extractBasis: function ( xAxis, yAxis, zAxis ) {
  2524. xAxis.setFromMatrixColumn( this, 0 );
  2525. yAxis.setFromMatrixColumn( this, 1 );
  2526. zAxis.setFromMatrixColumn( this, 2 );
  2527. return this;
  2528. },
  2529. makeBasis: function ( xAxis, yAxis, zAxis ) {
  2530. this.set(
  2531. xAxis.x, yAxis.x, zAxis.x, 0,
  2532. xAxis.y, yAxis.y, zAxis.y, 0,
  2533. xAxis.z, yAxis.z, zAxis.z, 0,
  2534. 0, 0, 0, 1
  2535. );
  2536. return this;
  2537. },
  2538. extractRotation: function ( m ) {
  2539. // this method does not support reflection matrices
  2540. var te = this.elements;
  2541. var me = m.elements;
  2542. var scaleX = 1 / _v1.setFromMatrixColumn( m, 0 ).length();
  2543. var scaleY = 1 / _v1.setFromMatrixColumn( m, 1 ).length();
  2544. var scaleZ = 1 / _v1.setFromMatrixColumn( m, 2 ).length();
  2545. te[ 0 ] = me[ 0 ] * scaleX;
  2546. te[ 1 ] = me[ 1 ] * scaleX;
  2547. te[ 2 ] = me[ 2 ] * scaleX;
  2548. te[ 3 ] = 0;
  2549. te[ 4 ] = me[ 4 ] * scaleY;
  2550. te[ 5 ] = me[ 5 ] * scaleY;
  2551. te[ 6 ] = me[ 6 ] * scaleY;
  2552. te[ 7 ] = 0;
  2553. te[ 8 ] = me[ 8 ] * scaleZ;
  2554. te[ 9 ] = me[ 9 ] * scaleZ;
  2555. te[ 10 ] = me[ 10 ] * scaleZ;
  2556. te[ 11 ] = 0;
  2557. te[ 12 ] = 0;
  2558. te[ 13 ] = 0;
  2559. te[ 14 ] = 0;
  2560. te[ 15 ] = 1;
  2561. return this;
  2562. },
  2563. makeRotationFromEuler: function ( euler ) {
  2564. if ( ! ( euler && euler.isEuler ) ) {
  2565. console.error( 'THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );
  2566. }
  2567. var te = this.elements;
  2568. var x = euler.x, y = euler.y, z = euler.z;
  2569. var a = Math.cos( x ), b = Math.sin( x );
  2570. var c = Math.cos( y ), d = Math.sin( y );
  2571. var e = Math.cos( z ), f = Math.sin( z );
  2572. if ( euler.order === 'XYZ' ) {
  2573. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  2574. te[ 0 ] = c * e;
  2575. te[ 4 ] = - c * f;
  2576. te[ 8 ] = d;
  2577. te[ 1 ] = af + be * d;
  2578. te[ 5 ] = ae - bf * d;
  2579. te[ 9 ] = - b * c;
  2580. te[ 2 ] = bf - ae * d;
  2581. te[ 6 ] = be + af * d;
  2582. te[ 10 ] = a * c;
  2583. } else if ( euler.order === 'YXZ' ) {
  2584. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  2585. te[ 0 ] = ce + df * b;
  2586. te[ 4 ] = de * b - cf;
  2587. te[ 8 ] = a * d;
  2588. te[ 1 ] = a * f;
  2589. te[ 5 ] = a * e;
  2590. te[ 9 ] = - b;
  2591. te[ 2 ] = cf * b - de;
  2592. te[ 6 ] = df + ce * b;
  2593. te[ 10 ] = a * c;
  2594. } else if ( euler.order === 'ZXY' ) {
  2595. var ce$1 = c * e, cf$1 = c * f, de$1 = d * e, df$1 = d * f;
  2596. te[ 0 ] = ce$1 - df$1 * b;
  2597. te[ 4 ] = - a * f;
  2598. te[ 8 ] = de$1 + cf$1 * b;
  2599. te[ 1 ] = cf$1 + de$1 * b;
  2600. te[ 5 ] = a * e;
  2601. te[ 9 ] = df$1 - ce$1 * b;
  2602. te[ 2 ] = - a * d;
  2603. te[ 6 ] = b;
  2604. te[ 10 ] = a * c;
  2605. } else if ( euler.order === 'ZYX' ) {
  2606. var ae$1 = a * e, af$1 = a * f, be$1 = b * e, bf$1 = b * f;
  2607. te[ 0 ] = c * e;
  2608. te[ 4 ] = be$1 * d - af$1;
  2609. te[ 8 ] = ae$1 * d + bf$1;
  2610. te[ 1 ] = c * f;
  2611. te[ 5 ] = bf$1 * d + ae$1;
  2612. te[ 9 ] = af$1 * d - be$1;
  2613. te[ 2 ] = - d;
  2614. te[ 6 ] = b * c;
  2615. te[ 10 ] = a * c;
  2616. } else if ( euler.order === 'YZX' ) {
  2617. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  2618. te[ 0 ] = c * e;
  2619. te[ 4 ] = bd - ac * f;
  2620. te[ 8 ] = bc * f + ad;
  2621. te[ 1 ] = f;
  2622. te[ 5 ] = a * e;
  2623. te[ 9 ] = - b * e;
  2624. te[ 2 ] = - d * e;
  2625. te[ 6 ] = ad * f + bc;
  2626. te[ 10 ] = ac - bd * f;
  2627. } else if ( euler.order === 'XZY' ) {
  2628. var ac$1 = a * c, ad$1 = a * d, bc$1 = b * c, bd$1 = b * d;
  2629. te[ 0 ] = c * e;
  2630. te[ 4 ] = - f;
  2631. te[ 8 ] = d * e;
  2632. te[ 1 ] = ac$1 * f + bd$1;
  2633. te[ 5 ] = a * e;
  2634. te[ 9 ] = ad$1 * f - bc$1;
  2635. te[ 2 ] = bc$1 * f - ad$1;
  2636. te[ 6 ] = b * e;
  2637. te[ 10 ] = bd$1 * f + ac$1;
  2638. }
  2639. // bottom row
  2640. te[ 3 ] = 0;
  2641. te[ 7 ] = 0;
  2642. te[ 11 ] = 0;
  2643. // last column
  2644. te[ 12 ] = 0;
  2645. te[ 13 ] = 0;
  2646. te[ 14 ] = 0;
  2647. te[ 15 ] = 1;
  2648. return this;
  2649. },
  2650. makeRotationFromQuaternion: function ( q ) {
  2651. return this.compose( _zero, q, _one );
  2652. },
  2653. lookAt: function ( eye, target, up ) {
  2654. var te = this.elements;
  2655. _z.subVectors( eye, target );
  2656. if ( _z.lengthSq() === 0 ) {
  2657. // eye and target are in the same position
  2658. _z.z = 1;
  2659. }
  2660. _z.normalize();
  2661. _x.crossVectors( up, _z );
  2662. if ( _x.lengthSq() === 0 ) {
  2663. // up and z are parallel
  2664. if ( Math.abs( up.z ) === 1 ) {
  2665. _z.x += 0.0001;
  2666. } else {
  2667. _z.z += 0.0001;
  2668. }
  2669. _z.normalize();
  2670. _x.crossVectors( up, _z );
  2671. }
  2672. _x.normalize();
  2673. _y.crossVectors( _z, _x );
  2674. te[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x;
  2675. te[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y;
  2676. te[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z;
  2677. return this;
  2678. },
  2679. multiply: function ( m, n ) {
  2680. if ( n !== undefined ) {
  2681. console.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );
  2682. return this.multiplyMatrices( m, n );
  2683. }
  2684. return this.multiplyMatrices( this, m );
  2685. },
  2686. premultiply: function ( m ) {
  2687. return this.multiplyMatrices( m, this );
  2688. },
  2689. multiplyMatrices: function ( a, b ) {
  2690. var ae = a.elements;
  2691. var be = b.elements;
  2692. var te = this.elements;
  2693. var a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
  2694. var a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
  2695. var a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
  2696. var a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];
  2697. var b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
  2698. var b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
  2699. var b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
  2700. var b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];
  2701. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
  2702. te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
  2703. te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
  2704. te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
  2705. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
  2706. te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
  2707. te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
  2708. te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
  2709. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
  2710. te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
  2711. te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
  2712. te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
  2713. te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
  2714. te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
  2715. te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
  2716. te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
  2717. return this;
  2718. },
  2719. multiplyScalar: function ( s ) {
  2720. var te = this.elements;
  2721. te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
  2722. te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
  2723. te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;
  2724. te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;
  2725. return this;
  2726. },
  2727. determinant: function () {
  2728. var te = this.elements;
  2729. var n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
  2730. var n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
  2731. var n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
  2732. var n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];
  2733. //TODO: make this more efficient
  2734. //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
  2735. return (
  2736. n41 * (
  2737. + n14 * n23 * n32
  2738. - n13 * n24 * n32
  2739. - n14 * n22 * n33
  2740. + n12 * n24 * n33
  2741. + n13 * n22 * n34
  2742. - n12 * n23 * n34
  2743. ) +
  2744. n42 * (
  2745. + n11 * n23 * n34
  2746. - n11 * n24 * n33
  2747. + n14 * n21 * n33
  2748. - n13 * n21 * n34
  2749. + n13 * n24 * n31
  2750. - n14 * n23 * n31
  2751. ) +
  2752. n43 * (
  2753. + n11 * n24 * n32
  2754. - n11 * n22 * n34
  2755. - n14 * n21 * n32
  2756. + n12 * n21 * n34
  2757. + n14 * n22 * n31
  2758. - n12 * n24 * n31
  2759. ) +
  2760. n44 * (
  2761. - n13 * n22 * n31
  2762. - n11 * n23 * n32
  2763. + n11 * n22 * n33
  2764. + n13 * n21 * n32
  2765. - n12 * n21 * n33
  2766. + n12 * n23 * n31
  2767. )
  2768. );
  2769. },
  2770. transpose: function () {
  2771. var te = this.elements;
  2772. var tmp;
  2773. tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
  2774. tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
  2775. tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;
  2776. tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
  2777. tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
  2778. tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;
  2779. return this;
  2780. },
  2781. setPosition: function ( x, y, z ) {
  2782. var te = this.elements;
  2783. if ( x.isVector3 ) {
  2784. te[ 12 ] = x.x;
  2785. te[ 13 ] = x.y;
  2786. te[ 14 ] = x.z;
  2787. } else {
  2788. te[ 12 ] = x;
  2789. te[ 13 ] = y;
  2790. te[ 14 ] = z;
  2791. }
  2792. return this;
  2793. },
  2794. getInverse: function ( m, throwOnDegenerate ) {
  2795. if ( throwOnDegenerate !== undefined ) {
  2796. console.warn( "THREE.Matrix4: .getInverse() can no longer be configured to throw on degenerate." );
  2797. }
  2798. // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
  2799. var te = this.elements,
  2800. me = m.elements,
  2801. n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ], n41 = me[ 3 ],
  2802. n12 = me[ 4 ], n22 = me[ 5 ], n32 = me[ 6 ], n42 = me[ 7 ],
  2803. n13 = me[ 8 ], n23 = me[ 9 ], n33 = me[ 10 ], n43 = me[ 11 ],
  2804. n14 = me[ 12 ], n24 = me[ 13 ], n34 = me[ 14 ], n44 = me[ 15 ],
  2805. t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,
  2806. t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,
  2807. t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,
  2808. t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
  2809. var det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;
  2810. if ( det === 0 ) { return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ); }
  2811. var detInv = 1 / det;
  2812. te[ 0 ] = t11 * detInv;
  2813. te[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv;
  2814. te[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv;
  2815. te[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;
  2816. te[ 4 ] = t12 * detInv;
  2817. te[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv;
  2818. te[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv;
  2819. te[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv;
  2820. te[ 8 ] = t13 * detInv;
  2821. te[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv;
  2822. te[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv;
  2823. te[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv;
  2824. te[ 12 ] = t14 * detInv;
  2825. te[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv;
  2826. te[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv;
  2827. te[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv;
  2828. return this;
  2829. },
  2830. scale: function ( v ) {
  2831. var te = this.elements;
  2832. var x = v.x, y = v.y, z = v.z;
  2833. te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;
  2834. te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;
  2835. te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;
  2836. te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;
  2837. return this;
  2838. },
  2839. getMaxScaleOnAxis: function () {
  2840. var te = this.elements;
  2841. var scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];
  2842. var scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];
  2843. var scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];
  2844. return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );
  2845. },
  2846. makeTranslation: function ( x, y, z ) {
  2847. this.set(
  2848. 1, 0, 0, x,
  2849. 0, 1, 0, y,
  2850. 0, 0, 1, z,
  2851. 0, 0, 0, 1
  2852. );
  2853. return this;
  2854. },
  2855. makeRotationX: function ( theta ) {
  2856. var c = Math.cos( theta ), s = Math.sin( theta );
  2857. this.set(
  2858. 1, 0, 0, 0,
  2859. 0, c, - s, 0,
  2860. 0, s, c, 0,
  2861. 0, 0, 0, 1
  2862. );
  2863. return this;
  2864. },
  2865. makeRotationY: function ( theta ) {
  2866. var c = Math.cos( theta ), s = Math.sin( theta );
  2867. this.set(
  2868. c, 0, s, 0,
  2869. 0, 1, 0, 0,
  2870. - s, 0, c, 0,
  2871. 0, 0, 0, 1
  2872. );
  2873. return this;
  2874. },
  2875. makeRotationZ: function ( theta ) {
  2876. var c = Math.cos( theta ), s = Math.sin( theta );
  2877. this.set(
  2878. c, - s, 0, 0,
  2879. s, c, 0, 0,
  2880. 0, 0, 1, 0,
  2881. 0, 0, 0, 1
  2882. );
  2883. return this;
  2884. },
  2885. makeRotationAxis: function ( axis, angle ) {
  2886. // Based on http://www.gamedev.net/reference/articles/article1199.asp
  2887. var c = Math.cos( angle );
  2888. var s = Math.sin( angle );
  2889. var t = 1 - c;
  2890. var x = axis.x, y = axis.y, z = axis.z;
  2891. var tx = t * x, ty = t * y;
  2892. this.set(
  2893. tx * x + c, tx * y - s * z, tx * z + s * y, 0,
  2894. tx * y + s * z, ty * y + c, ty * z - s * x, 0,
  2895. tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
  2896. 0, 0, 0, 1
  2897. );
  2898. return this;
  2899. },
  2900. makeScale: function ( x, y, z ) {
  2901. this.set(
  2902. x, 0, 0, 0,
  2903. 0, y, 0, 0,
  2904. 0, 0, z, 0,
  2905. 0, 0, 0, 1
  2906. );
  2907. return this;
  2908. },
  2909. makeShear: function ( x, y, z ) {
  2910. this.set(
  2911. 1, y, z, 0,
  2912. x, 1, z, 0,
  2913. x, y, 1, 0,
  2914. 0, 0, 0, 1
  2915. );
  2916. return this;
  2917. },
  2918. compose: function ( position, quaternion, scale ) {
  2919. var te = this.elements;
  2920. var x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;
  2921. var x2 = x + x, y2 = y + y, z2 = z + z;
  2922. var xx = x * x2, xy = x * y2, xz = x * z2;
  2923. var yy = y * y2, yz = y * z2, zz = z * z2;
  2924. var wx = w * x2, wy = w * y2, wz = w * z2;
  2925. var sx = scale.x, sy = scale.y, sz = scale.z;
  2926. te[ 0 ] = ( 1 - ( yy + zz ) ) * sx;
  2927. te[ 1 ] = ( xy + wz ) * sx;
  2928. te[ 2 ] = ( xz - wy ) * sx;
  2929. te[ 3 ] = 0;
  2930. te[ 4 ] = ( xy - wz ) * sy;
  2931. te[ 5 ] = ( 1 - ( xx + zz ) ) * sy;
  2932. te[ 6 ] = ( yz + wx ) * sy;
  2933. te[ 7 ] = 0;
  2934. te[ 8 ] = ( xz + wy ) * sz;
  2935. te[ 9 ] = ( yz - wx ) * sz;
  2936. te[ 10 ] = ( 1 - ( xx + yy ) ) * sz;
  2937. te[ 11 ] = 0;
  2938. te[ 12 ] = position.x;
  2939. te[ 13 ] = position.y;
  2940. te[ 14 ] = position.z;
  2941. te[ 15 ] = 1;
  2942. return this;
  2943. },
  2944. decompose: function ( position, quaternion, scale ) {
  2945. var te = this.elements;
  2946. var sx = _v1.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
  2947. var sy = _v1.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
  2948. var sz = _v1.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
  2949. // if determine is negative, we need to invert one scale
  2950. var det = this.determinant();
  2951. if ( det < 0 ) { sx = - sx; }
  2952. position.x = te[ 12 ];
  2953. position.y = te[ 13 ];
  2954. position.z = te[ 14 ];
  2955. // scale the rotation part
  2956. _m1.copy( this );
  2957. var invSX = 1 / sx;
  2958. var invSY = 1 / sy;
  2959. var invSZ = 1 / sz;
  2960. _m1.elements[ 0 ] *= invSX;
  2961. _m1.elements[ 1 ] *= invSX;
  2962. _m1.elements[ 2 ] *= invSX;
  2963. _m1.elements[ 4 ] *= invSY;
  2964. _m1.elements[ 5 ] *= invSY;
  2965. _m1.elements[ 6 ] *= invSY;
  2966. _m1.elements[ 8 ] *= invSZ;
  2967. _m1.elements[ 9 ] *= invSZ;
  2968. _m1.elements[ 10 ] *= invSZ;
  2969. quaternion.setFromRotationMatrix( _m1 );
  2970. scale.x = sx;
  2971. scale.y = sy;
  2972. scale.z = sz;
  2973. return this;
  2974. },
  2975. makePerspective: function ( left, right, top, bottom, near, far ) {
  2976. if ( far === undefined ) {
  2977. console.warn( 'THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.' );
  2978. }
  2979. var te = this.elements;
  2980. var x = 2 * near / ( right - left );
  2981. var y = 2 * near / ( top - bottom );
  2982. var a = ( right + left ) / ( right - left );
  2983. var b = ( top + bottom ) / ( top - bottom );
  2984. var c = - ( far + near ) / ( far - near );
  2985. var d = - 2 * far * near / ( far - near );
  2986. te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0;
  2987. te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0;
  2988. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
  2989. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = - 1; te[ 15 ] = 0;
  2990. return this;
  2991. },
  2992. makeOrthographic: function ( left, right, top, bottom, near, far ) {
  2993. var te = this.elements;
  2994. var w = 1.0 / ( right - left );
  2995. var h = 1.0 / ( top - bottom );
  2996. var p = 1.0 / ( far - near );
  2997. var x = ( right + left ) * w;
  2998. var y = ( top + bottom ) * h;
  2999. var z = ( far + near ) * p;
  3000. te[ 0 ] = 2 * w; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = - x;
  3001. te[ 1 ] = 0; te[ 5 ] = 2 * h; te[ 9 ] = 0; te[ 13 ] = - y;
  3002. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = - 2 * p; te[ 14 ] = - z;
  3003. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1;
  3004. return this;
  3005. },
  3006. equals: function ( matrix ) {
  3007. var te = this.elements;
  3008. var me = matrix.elements;
  3009. for ( var i = 0; i < 16; i ++ ) {
  3010. if ( te[ i ] !== me[ i ] ) { return false; }
  3011. }
  3012. return true;
  3013. },
  3014. fromArray: function ( array, offset ) {
  3015. if ( offset === undefined ) { offset = 0; }
  3016. for ( var i = 0; i < 16; i ++ ) {
  3017. this.elements[ i ] = array[ i + offset ];
  3018. }
  3019. return this;
  3020. },
  3021. toArray: function ( array, offset ) {
  3022. if ( array === undefined ) { array = []; }
  3023. if ( offset === undefined ) { offset = 0; }
  3024. var te = this.elements;
  3025. array[ offset ] = te[ 0 ];
  3026. array[ offset + 1 ] = te[ 1 ];
  3027. array[ offset + 2 ] = te[ 2 ];
  3028. array[ offset + 3 ] = te[ 3 ];
  3029. array[ offset + 4 ] = te[ 4 ];
  3030. array[ offset + 5 ] = te[ 5 ];
  3031. array[ offset + 6 ] = te[ 6 ];
  3032. array[ offset + 7 ] = te[ 7 ];
  3033. array[ offset + 8 ] = te[ 8 ];
  3034. array[ offset + 9 ] = te[ 9 ];
  3035. array[ offset + 10 ] = te[ 10 ];
  3036. array[ offset + 11 ] = te[ 11 ];
  3037. array[ offset + 12 ] = te[ 12 ];
  3038. array[ offset + 13 ] = te[ 13 ];
  3039. array[ offset + 14 ] = te[ 14 ];
  3040. array[ offset + 15 ] = te[ 15 ];
  3041. return array;
  3042. }
  3043. } );
  3044. /**
  3045. * @author mrdoob / http://mrdoob.com/
  3046. * @author WestLangley / http://github.com/WestLangley
  3047. * @author bhouston / http://clara.io
  3048. */
  3049. var _matrix = new Matrix4();
  3050. var _quaternion$1 = new Quaternion();
  3051. function Euler( x, y, z, order ) {
  3052. if ( x === void 0 ) x = 0;
  3053. if ( y === void 0 ) y = 0;
  3054. if ( z === void 0 ) z = 0;
  3055. if ( order === void 0 ) order = Euler.DefaultOrder;
  3056. this._x = x;
  3057. this._y = y;
  3058. this._z = z;
  3059. this._order = order;
  3060. }
  3061. Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ];
  3062. Euler.DefaultOrder = 'XYZ';
  3063. Object.defineProperties( Euler.prototype, {
  3064. x: {
  3065. get: function () {
  3066. return this._x;
  3067. },
  3068. set: function ( value ) {
  3069. this._x = value;
  3070. this._onChangeCallback();
  3071. }
  3072. },
  3073. y: {
  3074. get: function () {
  3075. return this._y;
  3076. },
  3077. set: function ( value ) {
  3078. this._y = value;
  3079. this._onChangeCallback();
  3080. }
  3081. },
  3082. z: {
  3083. get: function () {
  3084. return this._z;
  3085. },
  3086. set: function ( value ) {
  3087. this._z = value;
  3088. this._onChangeCallback();
  3089. }
  3090. },
  3091. order: {
  3092. get: function () {
  3093. return this._order;
  3094. },
  3095. set: function ( value ) {
  3096. this._order = value;
  3097. this._onChangeCallback();
  3098. }
  3099. }
  3100. } );
  3101. Object.assign( Euler.prototype, {
  3102. isEuler: true,
  3103. set: function ( x, y, z, order ) {
  3104. this._x = x;
  3105. this._y = y;
  3106. this._z = z;
  3107. this._order = order || this._order;
  3108. this._onChangeCallback();
  3109. return this;
  3110. },
  3111. clone: function () {
  3112. return new this.constructor( this._x, this._y, this._z, this._order );
  3113. },
  3114. copy: function ( euler ) {
  3115. this._x = euler._x;
  3116. this._y = euler._y;
  3117. this._z = euler._z;
  3118. this._order = euler._order;
  3119. this._onChangeCallback();
  3120. return this;
  3121. },
  3122. setFromRotationMatrix: function ( m, order, update ) {
  3123. var clamp = MathUtils.clamp;
  3124. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  3125. var te = m.elements;
  3126. var m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];
  3127. var m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];
  3128. var m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  3129. order = order || this._order;
  3130. switch ( order ) {
  3131. case 'XYZ':
  3132. this._y = Math.asin( clamp( m13, - 1, 1 ) );
  3133. if ( Math.abs( m13 ) < 0.9999999 ) {
  3134. this._x = Math.atan2( - m23, m33 );
  3135. this._z = Math.atan2( - m12, m11 );
  3136. } else {
  3137. this._x = Math.atan2( m32, m22 );
  3138. this._z = 0;
  3139. }
  3140. break;
  3141. case 'YXZ':
  3142. this._x = Math.asin( - clamp( m23, - 1, 1 ) );
  3143. if ( Math.abs( m23 ) < 0.9999999 ) {
  3144. this._y = Math.atan2( m13, m33 );
  3145. this._z = Math.atan2( m21, m22 );
  3146. } else {
  3147. this._y = Math.atan2( - m31, m11 );
  3148. this._z = 0;
  3149. }
  3150. break;
  3151. case 'ZXY':
  3152. this._x = Math.asin( clamp( m32, - 1, 1 ) );
  3153. if ( Math.abs( m32 ) < 0.9999999 ) {
  3154. this._y = Math.atan2( - m31, m33 );
  3155. this._z = Math.atan2( - m12, m22 );
  3156. } else {
  3157. this._y = 0;
  3158. this._z = Math.atan2( m21, m11 );
  3159. }
  3160. break;
  3161. case 'ZYX':
  3162. this._y = Math.asin( - clamp( m31, - 1, 1 ) );
  3163. if ( Math.abs( m31 ) < 0.9999999 ) {
  3164. this._x = Math.atan2( m32, m33 );
  3165. this._z = Math.atan2( m21, m11 );
  3166. } else {
  3167. this._x = 0;
  3168. this._z = Math.atan2( - m12, m22 );
  3169. }
  3170. break;
  3171. case 'YZX':
  3172. this._z = Math.asin( clamp( m21, - 1, 1 ) );
  3173. if ( Math.abs( m21 ) < 0.9999999 ) {
  3174. this._x = Math.atan2( - m23, m22 );
  3175. this._y = Math.atan2( - m31, m11 );
  3176. } else {
  3177. this._x = 0;
  3178. this._y = Math.atan2( m13, m33 );
  3179. }
  3180. break;
  3181. case 'XZY':
  3182. this._z = Math.asin( - clamp( m12, - 1, 1 ) );
  3183. if ( Math.abs( m12 ) < 0.9999999 ) {
  3184. this._x = Math.atan2( m32, m22 );
  3185. this._y = Math.atan2( m13, m11 );
  3186. } else {
  3187. this._x = Math.atan2( - m23, m33 );
  3188. this._y = 0;
  3189. }
  3190. break;
  3191. default:
  3192. console.warn( 'THREE.Euler: .setFromRotationMatrix() encountered an unknown order: ' + order );
  3193. }
  3194. this._order = order;
  3195. if ( update !== false ) { this._onChangeCallback(); }
  3196. return this;
  3197. },
  3198. setFromQuaternion: function ( q, order, update ) {
  3199. _matrix.makeRotationFromQuaternion( q );
  3200. return this.setFromRotationMatrix( _matrix, order, update );
  3201. },
  3202. setFromVector3: function ( v, order ) {
  3203. return this.set( v.x, v.y, v.z, order || this._order );
  3204. },
  3205. reorder: function ( newOrder ) {
  3206. // WARNING: this discards revolution information -bhouston
  3207. _quaternion$1.setFromEuler( this );
  3208. return this.setFromQuaternion( _quaternion$1, newOrder );
  3209. },
  3210. equals: function ( euler ) {
  3211. return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
  3212. },
  3213. fromArray: function ( array ) {
  3214. this._x = array[ 0 ];
  3215. this._y = array[ 1 ];
  3216. this._z = array[ 2 ];
  3217. if ( array[ 3 ] !== undefined ) { this._order = array[ 3 ]; }
  3218. this._onChangeCallback();
  3219. return this;
  3220. },
  3221. toArray: function ( array, offset ) {
  3222. if ( array === undefined ) { array = []; }
  3223. if ( offset === undefined ) { offset = 0; }
  3224. array[ offset ] = this._x;
  3225. array[ offset + 1 ] = this._y;
  3226. array[ offset + 2 ] = this._z;
  3227. array[ offset + 3 ] = this._order;
  3228. return array;
  3229. },
  3230. toVector3: function ( optionalResult ) {
  3231. if ( optionalResult ) {
  3232. return optionalResult.set( this._x, this._y, this._z );
  3233. } else {
  3234. return new Vector3( this._x, this._y, this._z );
  3235. }
  3236. },
  3237. _onChange: function ( callback ) {
  3238. this._onChangeCallback = callback;
  3239. return this;
  3240. },
  3241. _onChangeCallback: function () {}
  3242. } );
  3243. /**
  3244. * @author mrdoob / http://mrdoob.com/
  3245. */
  3246. function Layers() {
  3247. this.mask = 1 | 0;
  3248. }
  3249. Object.assign( Layers.prototype, {
  3250. set: function ( channel ) {
  3251. this.mask = 1 << channel | 0;
  3252. },
  3253. enable: function ( channel ) {
  3254. this.mask |= 1 << channel | 0;
  3255. },
  3256. enableAll: function () {
  3257. this.mask = 0xffffffff | 0;
  3258. },
  3259. toggle: function ( channel ) {
  3260. this.mask ^= 1 << channel | 0;
  3261. },
  3262. disable: function ( channel ) {
  3263. this.mask &= ~ ( 1 << channel | 0 );
  3264. },
  3265. disableAll: function () {
  3266. this.mask = 0;
  3267. },
  3268. test: function ( layers ) {
  3269. return ( this.mask & layers.mask ) !== 0;
  3270. }
  3271. } );
  3272. var _object3DId = 0;
  3273. var _v1$1 = new Vector3();
  3274. var _q1 = new Quaternion();
  3275. var _m1$1 = new Matrix4();
  3276. var _target = new Vector3();
  3277. var _position = new Vector3();
  3278. var _scale = new Vector3();
  3279. var _quaternion$2 = new Quaternion();
  3280. var _xAxis = new Vector3( 1, 0, 0 );
  3281. var _yAxis = new Vector3( 0, 1, 0 );
  3282. var _zAxis = new Vector3( 0, 0, 1 );
  3283. var _addedEvent = { type: 'added' };
  3284. var _removedEvent = { type: 'removed' };
  3285. /**
  3286. * @author mrdoob / http://mrdoob.com/
  3287. * @author mikael emtinger / http://gomo.se/
  3288. * @author alteredq / http://alteredqualia.com/
  3289. * @author WestLangley / http://github.com/WestLangley
  3290. * @author elephantatwork / www.elephantatwork.ch
  3291. */
  3292. function Object3D() {
  3293. Object.defineProperty( this, 'id', { value: _object3DId ++ } );
  3294. this.uuid = MathUtils.generateUUID();
  3295. this.name = '';
  3296. this.type = 'Object3D';
  3297. this.parent = null;
  3298. this.children = [];
  3299. this.up = Object3D.DefaultUp.clone();
  3300. var position = new Vector3();
  3301. var rotation = new Euler();
  3302. var quaternion = new Quaternion();
  3303. var scale = new Vector3( 1, 1, 1 );
  3304. function onRotationChange() {
  3305. quaternion.setFromEuler( rotation, false );
  3306. }
  3307. function onQuaternionChange() {
  3308. rotation.setFromQuaternion( quaternion, undefined, false );
  3309. }
  3310. rotation._onChange( onRotationChange );
  3311. quaternion._onChange( onQuaternionChange );
  3312. Object.defineProperties( this, {
  3313. position: {
  3314. configurable: true,
  3315. enumerable: true,
  3316. value: position
  3317. },
  3318. rotation: {
  3319. configurable: true,
  3320. enumerable: true,
  3321. value: rotation
  3322. },
  3323. quaternion: {
  3324. configurable: true,
  3325. enumerable: true,
  3326. value: quaternion
  3327. },
  3328. scale: {
  3329. configurable: true,
  3330. enumerable: true,
  3331. value: scale
  3332. },
  3333. modelViewMatrix: {
  3334. value: new Matrix4()
  3335. },
  3336. normalMatrix: {
  3337. value: new Matrix3()
  3338. }
  3339. } );
  3340. this.matrix = new Matrix4();
  3341. this.matrixWorld = new Matrix4();
  3342. this.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate;
  3343. this.matrixWorldNeedsUpdate = false;
  3344. this.layers = new Layers();
  3345. this.visible = true;
  3346. this.castShadow = false;
  3347. this.receiveShadow = false;
  3348. this.frustumCulled = true;
  3349. this.renderOrder = 0;
  3350. this.userData = {};
  3351. }
  3352. Object3D.DefaultUp = new Vector3( 0, 1, 0 );
  3353. Object3D.DefaultMatrixAutoUpdate = true;
  3354. Object3D.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  3355. constructor: Object3D,
  3356. isObject3D: true,
  3357. onBeforeRender: function () {},
  3358. onAfterRender: function () {},
  3359. applyMatrix4: function ( matrix ) {
  3360. if ( this.matrixAutoUpdate ) { this.updateMatrix(); }
  3361. this.matrix.premultiply( matrix );
  3362. this.matrix.decompose( this.position, this.quaternion, this.scale );
  3363. },
  3364. applyQuaternion: function ( q ) {
  3365. this.quaternion.premultiply( q );
  3366. return this;
  3367. },
  3368. setRotationFromAxisAngle: function ( axis, angle ) {
  3369. // assumes axis is normalized
  3370. this.quaternion.setFromAxisAngle( axis, angle );
  3371. },
  3372. setRotationFromEuler: function ( euler ) {
  3373. this.quaternion.setFromEuler( euler, true );
  3374. },
  3375. setRotationFromMatrix: function ( m ) {
  3376. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  3377. this.quaternion.setFromRotationMatrix( m );
  3378. },
  3379. setRotationFromQuaternion: function ( q ) {
  3380. // assumes q is normalized
  3381. this.quaternion.copy( q );
  3382. },
  3383. rotateOnAxis: function ( axis, angle ) {
  3384. // rotate object on axis in object space
  3385. // axis is assumed to be normalized
  3386. _q1.setFromAxisAngle( axis, angle );
  3387. this.quaternion.multiply( _q1 );
  3388. return this;
  3389. },
  3390. rotateOnWorldAxis: function ( axis, angle ) {
  3391. // rotate object on axis in world space
  3392. // axis is assumed to be normalized
  3393. // method assumes no rotated parent
  3394. _q1.setFromAxisAngle( axis, angle );
  3395. this.quaternion.premultiply( _q1 );
  3396. return this;
  3397. },
  3398. rotateX: function ( angle ) {
  3399. return this.rotateOnAxis( _xAxis, angle );
  3400. },
  3401. rotateY: function ( angle ) {
  3402. return this.rotateOnAxis( _yAxis, angle );
  3403. },
  3404. rotateZ: function ( angle ) {
  3405. return this.rotateOnAxis( _zAxis, angle );
  3406. },
  3407. translateOnAxis: function ( axis, distance ) {
  3408. // translate object by distance along axis in object space
  3409. // axis is assumed to be normalized
  3410. _v1$1.copy( axis ).applyQuaternion( this.quaternion );
  3411. this.position.add( _v1$1.multiplyScalar( distance ) );
  3412. return this;
  3413. },
  3414. translateX: function ( distance ) {
  3415. return this.translateOnAxis( _xAxis, distance );
  3416. },
  3417. translateY: function ( distance ) {
  3418. return this.translateOnAxis( _yAxis, distance );
  3419. },
  3420. translateZ: function ( distance ) {
  3421. return this.translateOnAxis( _zAxis, distance );
  3422. },
  3423. localToWorld: function ( vector ) {
  3424. return vector.applyMatrix4( this.matrixWorld );
  3425. },
  3426. worldToLocal: function ( vector ) {
  3427. return vector.applyMatrix4( _m1$1.getInverse( this.matrixWorld ) );
  3428. },
  3429. lookAt: function ( x, y, z ) {
  3430. // This method does not support objects having non-uniformly-scaled parent(s)
  3431. if ( x.isVector3 ) {
  3432. _target.copy( x );
  3433. } else {
  3434. _target.set( x, y, z );
  3435. }
  3436. var parent = this.parent;
  3437. this.updateWorldMatrix( true, false );
  3438. _position.setFromMatrixPosition( this.matrixWorld );
  3439. if ( this.isCamera || this.isLight ) {
  3440. _m1$1.lookAt( _position, _target, this.up );
  3441. } else {
  3442. _m1$1.lookAt( _target, _position, this.up );
  3443. }
  3444. this.quaternion.setFromRotationMatrix( _m1$1 );
  3445. if ( parent ) {
  3446. _m1$1.extractRotation( parent.matrixWorld );
  3447. _q1.setFromRotationMatrix( _m1$1 );
  3448. this.quaternion.premultiply( _q1.inverse() );
  3449. }
  3450. },
  3451. add: function ( object ) {
  3452. if ( arguments.length > 1 ) {
  3453. for ( var i = 0; i < arguments.length; i ++ ) {
  3454. this.add( arguments[ i ] );
  3455. }
  3456. return this;
  3457. }
  3458. if ( object === this ) {
  3459. console.error( "THREE.Object3D.add: object can't be added as a child of itself.", object );
  3460. return this;
  3461. }
  3462. if ( ( object && object.isObject3D ) ) {
  3463. if ( object.parent !== null ) {
  3464. object.parent.remove( object );
  3465. }
  3466. object.parent = this;
  3467. this.children.push( object );
  3468. object.dispatchEvent( _addedEvent );
  3469. } else {
  3470. console.error( "THREE.Object3D.add: object not an instance of THREE.Object3D.", object );
  3471. }
  3472. return this;
  3473. },
  3474. remove: function ( object ) {
  3475. if ( arguments.length > 1 ) {
  3476. for ( var i = 0; i < arguments.length; i ++ ) {
  3477. this.remove( arguments[ i ] );
  3478. }
  3479. return this;
  3480. }
  3481. var index = this.children.indexOf( object );
  3482. if ( index !== - 1 ) {
  3483. object.parent = null;
  3484. this.children.splice( index, 1 );
  3485. object.dispatchEvent( _removedEvent );
  3486. }
  3487. return this;
  3488. },
  3489. attach: function ( object ) {
  3490. // adds object as a child of this, while maintaining the object's world transform
  3491. this.updateWorldMatrix( true, false );
  3492. _m1$1.getInverse( this.matrixWorld );
  3493. if ( object.parent !== null ) {
  3494. object.parent.updateWorldMatrix( true, false );
  3495. _m1$1.multiply( object.parent.matrixWorld );
  3496. }
  3497. object.applyMatrix4( _m1$1 );
  3498. object.updateWorldMatrix( false, false );
  3499. this.add( object );
  3500. return this;
  3501. },
  3502. getObjectById: function ( id ) {
  3503. return this.getObjectByProperty( 'id', id );
  3504. },
  3505. getObjectByName: function ( name ) {
  3506. return this.getObjectByProperty( 'name', name );
  3507. },
  3508. getObjectByProperty: function ( name, value ) {
  3509. if ( this[ name ] === value ) { return this; }
  3510. for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  3511. var child = this.children[ i ];
  3512. var object = child.getObjectByProperty( name, value );
  3513. if ( object !== undefined ) {
  3514. return object;
  3515. }
  3516. }
  3517. return undefined;
  3518. },
  3519. getWorldPosition: function ( target ) {
  3520. if ( target === undefined ) {
  3521. console.warn( 'THREE.Object3D: .getWorldPosition() target is now required' );
  3522. target = new Vector3();
  3523. }
  3524. this.updateMatrixWorld( true );
  3525. return target.setFromMatrixPosition( this.matrixWorld );
  3526. },
  3527. getWorldQuaternion: function ( target ) {
  3528. if ( target === undefined ) {
  3529. console.warn( 'THREE.Object3D: .getWorldQuaternion() target is now required' );
  3530. target = new Quaternion();
  3531. }
  3532. this.updateMatrixWorld( true );
  3533. this.matrixWorld.decompose( _position, target, _scale );
  3534. return target;
  3535. },
  3536. getWorldScale: function ( target ) {
  3537. if ( target === undefined ) {
  3538. console.warn( 'THREE.Object3D: .getWorldScale() target is now required' );
  3539. target = new Vector3();
  3540. }
  3541. this.updateMatrixWorld( true );
  3542. this.matrixWorld.decompose( _position, _quaternion$2, target );
  3543. return target;
  3544. },
  3545. getWorldDirection: function ( target ) {
  3546. if ( target === undefined ) {
  3547. console.warn( 'THREE.Object3D: .getWorldDirection() target is now required' );
  3548. target = new Vector3();
  3549. }
  3550. this.updateMatrixWorld( true );
  3551. var e = this.matrixWorld.elements;
  3552. return target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize();
  3553. },
  3554. raycast: function () {},
  3555. traverse: function ( callback ) {
  3556. callback( this );
  3557. var children = this.children;
  3558. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3559. children[ i ].traverse( callback );
  3560. }
  3561. },
  3562. traverseVisible: function ( callback ) {
  3563. if ( this.visible === false ) { return; }
  3564. callback( this );
  3565. var children = this.children;
  3566. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3567. children[ i ].traverseVisible( callback );
  3568. }
  3569. },
  3570. traverseAncestors: function ( callback ) {
  3571. var parent = this.parent;
  3572. if ( parent !== null ) {
  3573. callback( parent );
  3574. parent.traverseAncestors( callback );
  3575. }
  3576. },
  3577. updateMatrix: function () {
  3578. this.matrix.compose( this.position, this.quaternion, this.scale );
  3579. this.matrixWorldNeedsUpdate = true;
  3580. },
  3581. updateMatrixWorld: function ( force ) {
  3582. if ( this.matrixAutoUpdate ) { this.updateMatrix(); }
  3583. if ( this.matrixWorldNeedsUpdate || force ) {
  3584. if ( this.parent === null ) {
  3585. this.matrixWorld.copy( this.matrix );
  3586. } else {
  3587. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  3588. }
  3589. this.matrixWorldNeedsUpdate = false;
  3590. force = true;
  3591. }
  3592. // update children
  3593. var children = this.children;
  3594. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3595. children[ i ].updateMatrixWorld( force );
  3596. }
  3597. },
  3598. updateWorldMatrix: function ( updateParents, updateChildren ) {
  3599. var parent = this.parent;
  3600. if ( updateParents === true && parent !== null ) {
  3601. parent.updateWorldMatrix( true, false );
  3602. }
  3603. if ( this.matrixAutoUpdate ) { this.updateMatrix(); }
  3604. if ( this.parent === null ) {
  3605. this.matrixWorld.copy( this.matrix );
  3606. } else {
  3607. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  3608. }
  3609. // update children
  3610. if ( updateChildren === true ) {
  3611. var children = this.children;
  3612. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3613. children[ i ].updateWorldMatrix( false, true );
  3614. }
  3615. }
  3616. },
  3617. toJSON: function ( meta ) {
  3618. // meta is a string when called from JSON.stringify
  3619. var isRootObject = ( meta === undefined || typeof meta === 'string' );
  3620. var output = {};
  3621. // meta is a hash used to collect geometries, materials.
  3622. // not providing it implies that this is the root object
  3623. // being serialized.
  3624. if ( isRootObject ) {
  3625. // initialize meta obj
  3626. meta = {
  3627. geometries: {},
  3628. materials: {},
  3629. textures: {},
  3630. images: {},
  3631. shapes: {}
  3632. };
  3633. output.metadata = {
  3634. version: 4.5,
  3635. type: 'Object',
  3636. generator: 'Object3D.toJSON'
  3637. };
  3638. }
  3639. // standard Object3D serialization
  3640. var object = {};
  3641. object.uuid = this.uuid;
  3642. object.type = this.type;
  3643. if ( this.name !== '' ) { object.name = this.name; }
  3644. if ( this.castShadow === true ) { object.castShadow = true; }
  3645. if ( this.receiveShadow === true ) { object.receiveShadow = true; }
  3646. if ( this.visible === false ) { object.visible = false; }
  3647. if ( this.frustumCulled === false ) { object.frustumCulled = false; }
  3648. if ( this.renderOrder !== 0 ) { object.renderOrder = this.renderOrder; }
  3649. if ( JSON.stringify( this.userData ) !== '{}' ) { object.userData = this.userData; }
  3650. object.layers = this.layers.mask;
  3651. object.matrix = this.matrix.toArray();
  3652. if ( this.matrixAutoUpdate === false ) { object.matrixAutoUpdate = false; }
  3653. // object specific properties
  3654. if ( this.isInstancedMesh ) {
  3655. object.type = 'InstancedMesh';
  3656. object.count = this.count;
  3657. object.instanceMatrix = this.instanceMatrix.toJSON();
  3658. }
  3659. //
  3660. function serialize( library, element ) {
  3661. if ( library[ element.uuid ] === undefined ) {
  3662. library[ element.uuid ] = element.toJSON( meta );
  3663. }
  3664. return element.uuid;
  3665. }
  3666. if ( this.isMesh || this.isLine || this.isPoints ) {
  3667. object.geometry = serialize( meta.geometries, this.geometry );
  3668. var parameters = this.geometry.parameters;
  3669. if ( parameters !== undefined && parameters.shapes !== undefined ) {
  3670. var shapes = parameters.shapes;
  3671. if ( Array.isArray( shapes ) ) {
  3672. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  3673. var shape = shapes[ i ];
  3674. serialize( meta.shapes, shape );
  3675. }
  3676. } else {
  3677. serialize( meta.shapes, shapes );
  3678. }
  3679. }
  3680. }
  3681. if ( this.material !== undefined ) {
  3682. if ( Array.isArray( this.material ) ) {
  3683. var uuids = [];
  3684. for ( var i$1 = 0, l$1 = this.material.length; i$1 < l$1; i$1 ++ ) {
  3685. uuids.push( serialize( meta.materials, this.material[ i$1 ] ) );
  3686. }
  3687. object.material = uuids;
  3688. } else {
  3689. object.material = serialize( meta.materials, this.material );
  3690. }
  3691. }
  3692. //
  3693. if ( this.children.length > 0 ) {
  3694. object.children = [];
  3695. for ( var i$2 = 0; i$2 < this.children.length; i$2 ++ ) {
  3696. object.children.push( this.children[ i$2 ].toJSON( meta ).object );
  3697. }
  3698. }
  3699. if ( isRootObject ) {
  3700. var geometries = extractFromCache( meta.geometries );
  3701. var materials = extractFromCache( meta.materials );
  3702. var textures = extractFromCache( meta.textures );
  3703. var images = extractFromCache( meta.images );
  3704. var shapes$1 = extractFromCache( meta.shapes );
  3705. if ( geometries.length > 0 ) { output.geometries = geometries; }
  3706. if ( materials.length > 0 ) { output.materials = materials; }
  3707. if ( textures.length > 0 ) { output.textures = textures; }
  3708. if ( images.length > 0 ) { output.images = images; }
  3709. if ( shapes$1.length > 0 ) { output.shapes = shapes$1; }
  3710. }
  3711. output.object = object;
  3712. return output;
  3713. // extract data from the cache hash
  3714. // remove metadata on each item
  3715. // and return as array
  3716. function extractFromCache( cache ) {
  3717. var values = [];
  3718. for ( var key in cache ) {
  3719. var data = cache[ key ];
  3720. delete data.metadata;
  3721. values.push( data );
  3722. }
  3723. return values;
  3724. }
  3725. },
  3726. clone: function ( recursive ) {
  3727. return new this.constructor().copy( this, recursive );
  3728. },
  3729. copy: function ( source, recursive ) {
  3730. if ( recursive === undefined ) { recursive = true; }
  3731. this.name = source.name;
  3732. this.up.copy( source.up );
  3733. this.position.copy( source.position );
  3734. this.rotation.order = source.rotation.order;
  3735. this.quaternion.copy( source.quaternion );
  3736. this.scale.copy( source.scale );
  3737. this.matrix.copy( source.matrix );
  3738. this.matrixWorld.copy( source.matrixWorld );
  3739. this.matrixAutoUpdate = source.matrixAutoUpdate;
  3740. this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;
  3741. this.layers.mask = source.layers.mask;
  3742. this.visible = source.visible;
  3743. this.castShadow = source.castShadow;
  3744. this.receiveShadow = source.receiveShadow;
  3745. this.frustumCulled = source.frustumCulled;
  3746. this.renderOrder = source.renderOrder;
  3747. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  3748. if ( recursive === true ) {
  3749. for ( var i = 0; i < source.children.length; i ++ ) {
  3750. var child = source.children[ i ];
  3751. this.add( child.clone() );
  3752. }
  3753. }
  3754. return this;
  3755. }
  3756. } );
  3757. /**
  3758. * @author mrdoob / http://mrdoob.com/
  3759. */
  3760. function Scene() {
  3761. Object3D.call( this );
  3762. this.type = 'Scene';
  3763. this.background = null;
  3764. this.environment = null;
  3765. this.fog = null;
  3766. this.overrideMaterial = null;
  3767. this.autoUpdate = true; // checked by the renderer
  3768. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  3769. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef
  3770. }
  3771. }
  3772. Scene.prototype = Object.assign( Object.create( Object3D.prototype ), {
  3773. constructor: Scene,
  3774. isScene: true,
  3775. copy: function ( source, recursive ) {
  3776. Object3D.prototype.copy.call( this, source, recursive );
  3777. if ( source.background !== null ) { this.background = source.background.clone(); }
  3778. if ( source.environment !== null ) { this.environment = source.environment.clone(); }
  3779. if ( source.fog !== null ) { this.fog = source.fog.clone(); }
  3780. if ( source.overrideMaterial !== null ) { this.overrideMaterial = source.overrideMaterial.clone(); }
  3781. this.autoUpdate = source.autoUpdate;
  3782. this.matrixAutoUpdate = source.matrixAutoUpdate;
  3783. return this;
  3784. },
  3785. toJSON: function ( meta ) {
  3786. var data = Object3D.prototype.toJSON.call( this, meta );
  3787. if ( this.background !== null ) { data.object.background = this.background.toJSON( meta ); }
  3788. if ( this.environment !== null ) { data.object.environment = this.environment.toJSON( meta ); }
  3789. if ( this.fog !== null ) { data.object.fog = this.fog.toJSON(); }
  3790. return data;
  3791. },
  3792. dispose: function () {
  3793. this.dispatchEvent( { type: 'dispose' } );
  3794. }
  3795. } );
  3796. var _points = [
  3797. new Vector3(),
  3798. new Vector3(),
  3799. new Vector3(),
  3800. new Vector3(),
  3801. new Vector3(),
  3802. new Vector3(),
  3803. new Vector3(),
  3804. new Vector3()
  3805. ];
  3806. var _vector$1 = new Vector3();
  3807. var _box = new Box3();
  3808. // triangle centered vertices
  3809. var _v0 = new Vector3();
  3810. var _v1$2 = new Vector3();
  3811. var _v2 = new Vector3();
  3812. // triangle edge vectors
  3813. var _f0 = new Vector3();
  3814. var _f1 = new Vector3();
  3815. var _f2 = new Vector3();
  3816. var _center = new Vector3();
  3817. var _extents = new Vector3();
  3818. var _triangleNormal = new Vector3();
  3819. var _testAxis = new Vector3();
  3820. /**
  3821. * @author bhouston / http://clara.io
  3822. * @author WestLangley / http://github.com/WestLangley
  3823. */
  3824. function Box3( min, max ) {
  3825. this.min = ( min !== undefined ) ? min : new Vector3( + Infinity, + Infinity, + Infinity );
  3826. this.max = ( max !== undefined ) ? max : new Vector3( - Infinity, - Infinity, - Infinity );
  3827. }
  3828. Object.assign( Box3.prototype, {
  3829. isBox3: true,
  3830. set: function ( min, max ) {
  3831. this.min.copy( min );
  3832. this.max.copy( max );
  3833. return this;
  3834. },
  3835. setFromArray: function ( array ) {
  3836. var minX = + Infinity;
  3837. var minY = + Infinity;
  3838. var minZ = + Infinity;
  3839. var maxX = - Infinity;
  3840. var maxY = - Infinity;
  3841. var maxZ = - Infinity;
  3842. for ( var i = 0, l = array.length; i < l; i += 3 ) {
  3843. var x = array[ i ];
  3844. var y = array[ i + 1 ];
  3845. var z = array[ i + 2 ];
  3846. if ( x < minX ) { minX = x; }
  3847. if ( y < minY ) { minY = y; }
  3848. if ( z < minZ ) { minZ = z; }
  3849. if ( x > maxX ) { maxX = x; }
  3850. if ( y > maxY ) { maxY = y; }
  3851. if ( z > maxZ ) { maxZ = z; }
  3852. }
  3853. this.min.set( minX, minY, minZ );
  3854. this.max.set( maxX, maxY, maxZ );
  3855. return this;
  3856. },
  3857. setFromBufferAttribute: function ( attribute ) {
  3858. var minX = + Infinity;
  3859. var minY = + Infinity;
  3860. var minZ = + Infinity;
  3861. var maxX = - Infinity;
  3862. var maxY = - Infinity;
  3863. var maxZ = - Infinity;
  3864. for ( var i = 0, l = attribute.count; i < l; i ++ ) {
  3865. var x = attribute.getX( i );
  3866. var y = attribute.getY( i );
  3867. var z = attribute.getZ( i );
  3868. if ( x < minX ) { minX = x; }
  3869. if ( y < minY ) { minY = y; }
  3870. if ( z < minZ ) { minZ = z; }
  3871. if ( x > maxX ) { maxX = x; }
  3872. if ( y > maxY ) { maxY = y; }
  3873. if ( z > maxZ ) { maxZ = z; }
  3874. }
  3875. this.min.set( minX, minY, minZ );
  3876. this.max.set( maxX, maxY, maxZ );
  3877. return this;
  3878. },
  3879. setFromPoints: function ( points ) {
  3880. this.makeEmpty();
  3881. for ( var i = 0, il = points.length; i < il; i ++ ) {
  3882. this.expandByPoint( points[ i ] );
  3883. }
  3884. return this;
  3885. },
  3886. setFromCenterAndSize: function ( center, size ) {
  3887. var halfSize = _vector$1.copy( size ).multiplyScalar( 0.5 );
  3888. this.min.copy( center ).sub( halfSize );
  3889. this.max.copy( center ).add( halfSize );
  3890. return this;
  3891. },
  3892. setFromObject: function ( object ) {
  3893. this.makeEmpty();
  3894. return this.expandByObject( object );
  3895. },
  3896. clone: function () {
  3897. return new this.constructor().copy( this );
  3898. },
  3899. copy: function ( box ) {
  3900. this.min.copy( box.min );
  3901. this.max.copy( box.max );
  3902. return this;
  3903. },
  3904. makeEmpty: function () {
  3905. this.min.x = this.min.y = this.min.z = + Infinity;
  3906. this.max.x = this.max.y = this.max.z = - Infinity;
  3907. return this;
  3908. },
  3909. isEmpty: function () {
  3910. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  3911. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
  3912. },
  3913. getCenter: function ( target ) {
  3914. if ( target === undefined ) {
  3915. console.warn( 'THREE.Box3: .getCenter() target is now required' );
  3916. target = new Vector3();
  3917. }
  3918. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  3919. },
  3920. getSize: function ( target ) {
  3921. if ( target === undefined ) {
  3922. console.warn( 'THREE.Box3: .getSize() target is now required' );
  3923. target = new Vector3();
  3924. }
  3925. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );
  3926. },
  3927. expandByPoint: function ( point ) {
  3928. this.min.min( point );
  3929. this.max.max( point );
  3930. return this;
  3931. },
  3932. expandByVector: function ( vector ) {
  3933. this.min.sub( vector );
  3934. this.max.add( vector );
  3935. return this;
  3936. },
  3937. expandByScalar: function ( scalar ) {
  3938. this.min.addScalar( - scalar );
  3939. this.max.addScalar( scalar );
  3940. return this;
  3941. },
  3942. expandByObject: function ( object ) {
  3943. // Computes the world-axis-aligned bounding box of an object (including its children),
  3944. // accounting for both the object's, and children's, world transforms
  3945. object.updateWorldMatrix( false, false );
  3946. var geometry = object.geometry;
  3947. if ( geometry !== undefined ) {
  3948. if ( geometry.boundingBox === null ) {
  3949. geometry.computeBoundingBox();
  3950. }
  3951. _box.copy( geometry.boundingBox );
  3952. _box.applyMatrix4( object.matrixWorld );
  3953. this.union( _box );
  3954. }
  3955. var children = object.children;
  3956. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3957. this.expandByObject( children[ i ] );
  3958. }
  3959. return this;
  3960. },
  3961. containsPoint: function ( point ) {
  3962. return point.x < this.min.x || point.x > this.max.x ||
  3963. point.y < this.min.y || point.y > this.max.y ||
  3964. point.z < this.min.z || point.z > this.max.z ? false : true;
  3965. },
  3966. containsBox: function ( box ) {
  3967. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  3968. this.min.y <= box.min.y && box.max.y <= this.max.y &&
  3969. this.min.z <= box.min.z && box.max.z <= this.max.z;
  3970. },
  3971. getParameter: function ( point, target ) {
  3972. // This can potentially have a divide by zero if the box
  3973. // has a size dimension of 0.
  3974. if ( target === undefined ) {
  3975. console.warn( 'THREE.Box3: .getParameter() target is now required' );
  3976. target = new Vector3();
  3977. }
  3978. return target.set(
  3979. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  3980. ( point.y - this.min.y ) / ( this.max.y - this.min.y ),
  3981. ( point.z - this.min.z ) / ( this.max.z - this.min.z )
  3982. );
  3983. },
  3984. intersectsBox: function ( box ) {
  3985. // using 6 splitting planes to rule out intersections.
  3986. return box.max.x < this.min.x || box.min.x > this.max.x ||
  3987. box.max.y < this.min.y || box.min.y > this.max.y ||
  3988. box.max.z < this.min.z || box.min.z > this.max.z ? false : true;
  3989. },
  3990. intersectsSphere: function ( sphere ) {
  3991. // Find the point on the AABB closest to the sphere center.
  3992. this.clampPoint( sphere.center, _vector$1 );
  3993. // If that point is inside the sphere, the AABB and sphere intersect.
  3994. return _vector$1.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );
  3995. },
  3996. intersectsPlane: function ( plane ) {
  3997. // We compute the minimum and maximum dot product values. If those values
  3998. // are on the same side (back or front) of the plane, then there is no intersection.
  3999. var min, max;
  4000. if ( plane.normal.x > 0 ) {
  4001. min = plane.normal.x * this.min.x;
  4002. max = plane.normal.x * this.max.x;
  4003. } else {
  4004. min = plane.normal.x * this.max.x;
  4005. max = plane.normal.x * this.min.x;
  4006. }
  4007. if ( plane.normal.y > 0 ) {
  4008. min += plane.normal.y * this.min.y;
  4009. max += plane.normal.y * this.max.y;
  4010. } else {
  4011. min += plane.normal.y * this.max.y;
  4012. max += plane.normal.y * this.min.y;
  4013. }
  4014. if ( plane.normal.z > 0 ) {
  4015. min += plane.normal.z * this.min.z;
  4016. max += plane.normal.z * this.max.z;
  4017. } else {
  4018. min += plane.normal.z * this.max.z;
  4019. max += plane.normal.z * this.min.z;
  4020. }
  4021. return ( min <= - plane.constant && max >= - plane.constant );
  4022. },
  4023. intersectsTriangle: function ( triangle ) {
  4024. if ( this.isEmpty() ) {
  4025. return false;
  4026. }
  4027. // compute box center and extents
  4028. this.getCenter( _center );
  4029. _extents.subVectors( this.max, _center );
  4030. // translate triangle to aabb origin
  4031. _v0.subVectors( triangle.a, _center );
  4032. _v1$2.subVectors( triangle.b, _center );
  4033. _v2.subVectors( triangle.c, _center );
  4034. // compute edge vectors for triangle
  4035. _f0.subVectors( _v1$2, _v0 );
  4036. _f1.subVectors( _v2, _v1$2 );
  4037. _f2.subVectors( _v0, _v2 );
  4038. // test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb
  4039. // 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
  4040. // axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)
  4041. var axes = [
  4042. 0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y,
  4043. _f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x,
  4044. - _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0
  4045. ];
  4046. if ( ! satForAxes( axes, _v0, _v1$2, _v2, _extents ) ) {
  4047. return false;
  4048. }
  4049. // test 3 face normals from the aabb
  4050. axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];
  4051. if ( ! satForAxes( axes, _v0, _v1$2, _v2, _extents ) ) {
  4052. return false;
  4053. }
  4054. // finally testing the face normal of the triangle
  4055. // use already existing triangle edge vectors here
  4056. _triangleNormal.crossVectors( _f0, _f1 );
  4057. axes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ];
  4058. return satForAxes( axes, _v0, _v1$2, _v2, _extents );
  4059. },
  4060. clampPoint: function ( point, target ) {
  4061. if ( target === undefined ) {
  4062. console.warn( 'THREE.Box3: .clampPoint() target is now required' );
  4063. target = new Vector3();
  4064. }
  4065. return target.copy( point ).clamp( this.min, this.max );
  4066. },
  4067. distanceToPoint: function ( point ) {
  4068. var clampedPoint = _vector$1.copy( point ).clamp( this.min, this.max );
  4069. return clampedPoint.sub( point ).length();
  4070. },
  4071. getBoundingSphere: function ( target ) {
  4072. if ( target === undefined ) {
  4073. console.error( 'THREE.Box3: .getBoundingSphere() target is now required' );
  4074. //target = new Sphere(); // removed to avoid cyclic dependency
  4075. }
  4076. this.getCenter( target.center );
  4077. target.radius = this.getSize( _vector$1 ).length() * 0.5;
  4078. return target;
  4079. },
  4080. intersect: function ( box ) {
  4081. this.min.max( box.min );
  4082. this.max.min( box.max );
  4083. // 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.
  4084. if ( this.isEmpty() ) { this.makeEmpty(); }
  4085. return this;
  4086. },
  4087. union: function ( box ) {
  4088. this.min.min( box.min );
  4089. this.max.max( box.max );
  4090. return this;
  4091. },
  4092. applyMatrix4: function ( matrix ) {
  4093. // transform of empty box is an empty box.
  4094. if ( this.isEmpty() ) { return this; }
  4095. // NOTE: I am using a binary pattern to specify all 2^3 combinations below
  4096. _points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
  4097. _points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
  4098. _points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
  4099. _points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
  4100. _points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
  4101. _points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
  4102. _points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
  4103. _points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
  4104. this.setFromPoints( _points );
  4105. return this;
  4106. },
  4107. translate: function ( offset ) {
  4108. this.min.add( offset );
  4109. this.max.add( offset );
  4110. return this;
  4111. },
  4112. equals: function ( box ) {
  4113. return box.min.equals( this.min ) && box.max.equals( this.max );
  4114. }
  4115. } );
  4116. function satForAxes( axes, v0, v1, v2, extents ) {
  4117. for ( var i = 0, j = axes.length - 3; i <= j; i += 3 ) {
  4118. _testAxis.fromArray( axes, i );
  4119. // project the aabb onto the seperating axis
  4120. var r = extents.x * Math.abs( _testAxis.x ) + extents.y * Math.abs( _testAxis.y ) + extents.z * Math.abs( _testAxis.z );
  4121. // project all 3 vertices of the triangle onto the seperating axis
  4122. var p0 = v0.dot( _testAxis );
  4123. var p1 = v1.dot( _testAxis );
  4124. var p2 = v2.dot( _testAxis );
  4125. // actual test, basically see if either of the most extreme of the triangle points intersects r
  4126. if ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {
  4127. // points of the projected triangle are outside the projected half-length of the aabb
  4128. // the axis is seperating and we can exit
  4129. return false;
  4130. }
  4131. }
  4132. return true;
  4133. }
  4134. var _box$1 = new Box3();
  4135. /**
  4136. * @author bhouston / http://clara.io
  4137. * @author mrdoob / http://mrdoob.com/
  4138. */
  4139. function Sphere( center, radius ) {
  4140. this.center = ( center !== undefined ) ? center : new Vector3();
  4141. this.radius = ( radius !== undefined ) ? radius : - 1;
  4142. }
  4143. Object.assign( Sphere.prototype, {
  4144. set: function ( center, radius ) {
  4145. this.center.copy( center );
  4146. this.radius = radius;
  4147. return this;
  4148. },
  4149. setFromPoints: function ( points, optionalCenter ) {
  4150. var center = this.center;
  4151. if ( optionalCenter !== undefined ) {
  4152. center.copy( optionalCenter );
  4153. } else {
  4154. _box$1.setFromPoints( points ).getCenter( center );
  4155. }
  4156. var maxRadiusSq = 0;
  4157. for ( var i = 0, il = points.length; i < il; i ++ ) {
  4158. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );
  4159. }
  4160. this.radius = Math.sqrt( maxRadiusSq );
  4161. return this;
  4162. },
  4163. clone: function () {
  4164. return new this.constructor().copy( this );
  4165. },
  4166. copy: function ( sphere ) {
  4167. this.center.copy( sphere.center );
  4168. this.radius = sphere.radius;
  4169. return this;
  4170. },
  4171. isEmpty: function () {
  4172. return ( this.radius < 0 );
  4173. },
  4174. makeEmpty: function () {
  4175. this.center.set( 0, 0, 0 );
  4176. this.radius = - 1;
  4177. return this;
  4178. },
  4179. containsPoint: function ( point ) {
  4180. return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
  4181. },
  4182. distanceToPoint: function ( point ) {
  4183. return ( point.distanceTo( this.center ) - this.radius );
  4184. },
  4185. intersectsSphere: function ( sphere ) {
  4186. var radiusSum = this.radius + sphere.radius;
  4187. return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
  4188. },
  4189. intersectsBox: function ( box ) {
  4190. return box.intersectsSphere( this );
  4191. },
  4192. intersectsPlane: function ( plane ) {
  4193. return Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius;
  4194. },
  4195. clampPoint: function ( point, target ) {
  4196. var deltaLengthSq = this.center.distanceToSquared( point );
  4197. if ( target === undefined ) {
  4198. console.warn( 'THREE.Sphere: .clampPoint() target is now required' );
  4199. target = new Vector3();
  4200. }
  4201. target.copy( point );
  4202. if ( deltaLengthSq > ( this.radius * this.radius ) ) {
  4203. target.sub( this.center ).normalize();
  4204. target.multiplyScalar( this.radius ).add( this.center );
  4205. }
  4206. return target;
  4207. },
  4208. getBoundingBox: function ( target ) {
  4209. if ( target === undefined ) {
  4210. console.warn( 'THREE.Sphere: .getBoundingBox() target is now required' );
  4211. target = new Box3();
  4212. }
  4213. if ( this.isEmpty() ) {
  4214. // Empty sphere produces empty bounding box
  4215. target.makeEmpty();
  4216. return target;
  4217. }
  4218. target.set( this.center, this.center );
  4219. target.expandByScalar( this.radius );
  4220. return target;
  4221. },
  4222. applyMatrix4: function ( matrix ) {
  4223. this.center.applyMatrix4( matrix );
  4224. this.radius = this.radius * matrix.getMaxScaleOnAxis();
  4225. return this;
  4226. },
  4227. translate: function ( offset ) {
  4228. this.center.add( offset );
  4229. return this;
  4230. },
  4231. equals: function ( sphere ) {
  4232. return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
  4233. }
  4234. } );
  4235. var _vector$2 = new Vector3();
  4236. var _segCenter = new Vector3();
  4237. var _segDir = new Vector3();
  4238. var _diff = new Vector3();
  4239. var _edge1 = new Vector3();
  4240. var _edge2 = new Vector3();
  4241. var _normal = new Vector3();
  4242. /**
  4243. * @author bhouston / http://clara.io
  4244. */
  4245. function Ray( origin, direction ) {
  4246. this.origin = ( origin !== undefined ) ? origin : new Vector3();
  4247. this.direction = ( direction !== undefined ) ? direction : new Vector3( 0, 0, - 1 );
  4248. }
  4249. Object.assign( Ray.prototype, {
  4250. set: function ( origin, direction ) {
  4251. this.origin.copy( origin );
  4252. this.direction.copy( direction );
  4253. return this;
  4254. },
  4255. clone: function () {
  4256. return new this.constructor().copy( this );
  4257. },
  4258. copy: function ( ray ) {
  4259. this.origin.copy( ray.origin );
  4260. this.direction.copy( ray.direction );
  4261. return this;
  4262. },
  4263. at: function ( t, target ) {
  4264. if ( target === undefined ) {
  4265. console.warn( 'THREE.Ray: .at() target is now required' );
  4266. target = new Vector3();
  4267. }
  4268. return target.copy( this.direction ).multiplyScalar( t ).add( this.origin );
  4269. },
  4270. lookAt: function ( v ) {
  4271. this.direction.copy( v ).sub( this.origin ).normalize();
  4272. return this;
  4273. },
  4274. recast: function ( t ) {
  4275. this.origin.copy( this.at( t, _vector$2 ) );
  4276. return this;
  4277. },
  4278. closestPointToPoint: function ( point, target ) {
  4279. if ( target === undefined ) {
  4280. console.warn( 'THREE.Ray: .closestPointToPoint() target is now required' );
  4281. target = new Vector3();
  4282. }
  4283. target.subVectors( point, this.origin );
  4284. var directionDistance = target.dot( this.direction );
  4285. if ( directionDistance < 0 ) {
  4286. return target.copy( this.origin );
  4287. }
  4288. return target.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  4289. },
  4290. distanceToPoint: function ( point ) {
  4291. return Math.sqrt( this.distanceSqToPoint( point ) );
  4292. },
  4293. distanceSqToPoint: function ( point ) {
  4294. var directionDistance = _vector$2.subVectors( point, this.origin ).dot( this.direction );
  4295. // point behind the ray
  4296. if ( directionDistance < 0 ) {
  4297. return this.origin.distanceToSquared( point );
  4298. }
  4299. _vector$2.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  4300. return _vector$2.distanceToSquared( point );
  4301. },
  4302. distanceSqToSegment: function ( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
  4303. // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteDistRaySegment.h
  4304. // It returns the min distance between the ray and the segment
  4305. // defined by v0 and v1
  4306. // It can also set two optional targets :
  4307. // - The closest point on the ray
  4308. // - The closest point on the segment
  4309. _segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );
  4310. _segDir.copy( v1 ).sub( v0 ).normalize();
  4311. _diff.copy( this.origin ).sub( _segCenter );
  4312. var segExtent = v0.distanceTo( v1 ) * 0.5;
  4313. var a01 = - this.direction.dot( _segDir );
  4314. var b0 = _diff.dot( this.direction );
  4315. var b1 = - _diff.dot( _segDir );
  4316. var c = _diff.lengthSq();
  4317. var det = Math.abs( 1 - a01 * a01 );
  4318. var s0, s1, sqrDist, extDet;
  4319. if ( det > 0 ) {
  4320. // The ray and segment are not parallel.
  4321. s0 = a01 * b1 - b0;
  4322. s1 = a01 * b0 - b1;
  4323. extDet = segExtent * det;
  4324. if ( s0 >= 0 ) {
  4325. if ( s1 >= - extDet ) {
  4326. if ( s1 <= extDet ) {
  4327. // region 0
  4328. // Minimum at interior points of ray and segment.
  4329. var invDet = 1 / det;
  4330. s0 *= invDet;
  4331. s1 *= invDet;
  4332. sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
  4333. } else {
  4334. // region 1
  4335. s1 = segExtent;
  4336. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4337. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4338. }
  4339. } else {
  4340. // region 5
  4341. s1 = - segExtent;
  4342. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4343. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4344. }
  4345. } else {
  4346. if ( s1 <= - extDet ) {
  4347. // region 4
  4348. s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
  4349. s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4350. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4351. } else if ( s1 <= extDet ) {
  4352. // region 3
  4353. s0 = 0;
  4354. s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4355. sqrDist = s1 * ( s1 + 2 * b1 ) + c;
  4356. } else {
  4357. // region 2
  4358. s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
  4359. s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4360. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4361. }
  4362. }
  4363. } else {
  4364. // Ray and segment are parallel.
  4365. s1 = ( a01 > 0 ) ? - segExtent : segExtent;
  4366. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4367. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4368. }
  4369. if ( optionalPointOnRay ) {
  4370. optionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin );
  4371. }
  4372. if ( optionalPointOnSegment ) {
  4373. optionalPointOnSegment.copy( _segDir ).multiplyScalar( s1 ).add( _segCenter );
  4374. }
  4375. return sqrDist;
  4376. },
  4377. intersectSphere: function ( sphere, target ) {
  4378. _vector$2.subVectors( sphere.center, this.origin );
  4379. var tca = _vector$2.dot( this.direction );
  4380. var d2 = _vector$2.dot( _vector$2 ) - tca * tca;
  4381. var radius2 = sphere.radius * sphere.radius;
  4382. if ( d2 > radius2 ) { return null; }
  4383. var thc = Math.sqrt( radius2 - d2 );
  4384. // t0 = first intersect point - entrance on front of sphere
  4385. var t0 = tca - thc;
  4386. // t1 = second intersect point - exit point on back of sphere
  4387. var t1 = tca + thc;
  4388. // test to see if both t0 and t1 are behind the ray - if so, return null
  4389. if ( t0 < 0 && t1 < 0 ) { return null; }
  4390. // test to see if t0 is behind the ray:
  4391. // if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
  4392. // in order to always return an intersect point that is in front of the ray.
  4393. if ( t0 < 0 ) { return this.at( t1, target ); }
  4394. // else t0 is in front of the ray, so return the first collision point scaled by t0
  4395. return this.at( t0, target );
  4396. },
  4397. intersectsSphere: function ( sphere ) {
  4398. return this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius );
  4399. },
  4400. distanceToPlane: function ( plane ) {
  4401. var denominator = plane.normal.dot( this.direction );
  4402. if ( denominator === 0 ) {
  4403. // line is coplanar, return origin
  4404. if ( plane.distanceToPoint( this.origin ) === 0 ) {
  4405. return 0;
  4406. }
  4407. // Null is preferable to undefined since undefined means.... it is undefined
  4408. return null;
  4409. }
  4410. var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
  4411. // Return if the ray never intersects the plane
  4412. return t >= 0 ? t : null;
  4413. },
  4414. intersectPlane: function ( plane, target ) {
  4415. var t = this.distanceToPlane( plane );
  4416. if ( t === null ) {
  4417. return null;
  4418. }
  4419. return this.at( t, target );
  4420. },
  4421. intersectsPlane: function ( plane ) {
  4422. // check if the ray lies on the plane first
  4423. var distToPoint = plane.distanceToPoint( this.origin );
  4424. if ( distToPoint === 0 ) {
  4425. return true;
  4426. }
  4427. var denominator = plane.normal.dot( this.direction );
  4428. if ( denominator * distToPoint < 0 ) {
  4429. return true;
  4430. }
  4431. // ray origin is behind the plane (and is pointing behind it)
  4432. return false;
  4433. },
  4434. intersectBox: function ( box, target ) {
  4435. var tmin, tmax, tymin, tymax, tzmin, tzmax;
  4436. var invdirx = 1 / this.direction.x,
  4437. invdiry = 1 / this.direction.y,
  4438. invdirz = 1 / this.direction.z;
  4439. var origin = this.origin;
  4440. if ( invdirx >= 0 ) {
  4441. tmin = ( box.min.x - origin.x ) * invdirx;
  4442. tmax = ( box.max.x - origin.x ) * invdirx;
  4443. } else {
  4444. tmin = ( box.max.x - origin.x ) * invdirx;
  4445. tmax = ( box.min.x - origin.x ) * invdirx;
  4446. }
  4447. if ( invdiry >= 0 ) {
  4448. tymin = ( box.min.y - origin.y ) * invdiry;
  4449. tymax = ( box.max.y - origin.y ) * invdiry;
  4450. } else {
  4451. tymin = ( box.max.y - origin.y ) * invdiry;
  4452. tymax = ( box.min.y - origin.y ) * invdiry;
  4453. }
  4454. if ( ( tmin > tymax ) || ( tymin > tmax ) ) { return null; }
  4455. // These lines also handle the case where tmin or tmax is NaN
  4456. // (result of 0 * Infinity). x !== x returns true if x is NaN
  4457. if ( tymin > tmin || tmin !== tmin ) { tmin = tymin; }
  4458. if ( tymax < tmax || tmax !== tmax ) { tmax = tymax; }
  4459. if ( invdirz >= 0 ) {
  4460. tzmin = ( box.min.z - origin.z ) * invdirz;
  4461. tzmax = ( box.max.z - origin.z ) * invdirz;
  4462. } else {
  4463. tzmin = ( box.max.z - origin.z ) * invdirz;
  4464. tzmax = ( box.min.z - origin.z ) * invdirz;
  4465. }
  4466. if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) { return null; }
  4467. if ( tzmin > tmin || tmin !== tmin ) { tmin = tzmin; }
  4468. if ( tzmax < tmax || tmax !== tmax ) { tmax = tzmax; }
  4469. //return point closest to the ray (positive side)
  4470. if ( tmax < 0 ) { return null; }
  4471. return this.at( tmin >= 0 ? tmin : tmax, target );
  4472. },
  4473. intersectsBox: function ( box ) {
  4474. return this.intersectBox( box, _vector$2 ) !== null;
  4475. },
  4476. intersectTriangle: function ( a, b, c, backfaceCulling, target ) {
  4477. // Compute the offset origin, edges, and normal.
  4478. // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h
  4479. _edge1.subVectors( b, a );
  4480. _edge2.subVectors( c, a );
  4481. _normal.crossVectors( _edge1, _edge2 );
  4482. // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
  4483. // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
  4484. // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
  4485. // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
  4486. // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
  4487. var DdN = this.direction.dot( _normal );
  4488. var sign;
  4489. if ( DdN > 0 ) {
  4490. if ( backfaceCulling ) { return null; }
  4491. sign = 1;
  4492. } else if ( DdN < 0 ) {
  4493. sign = - 1;
  4494. DdN = - DdN;
  4495. } else {
  4496. return null;
  4497. }
  4498. _diff.subVectors( this.origin, a );
  4499. var DdQxE2 = sign * this.direction.dot( _edge2.crossVectors( _diff, _edge2 ) );
  4500. // b1 < 0, no intersection
  4501. if ( DdQxE2 < 0 ) {
  4502. return null;
  4503. }
  4504. var DdE1xQ = sign * this.direction.dot( _edge1.cross( _diff ) );
  4505. // b2 < 0, no intersection
  4506. if ( DdE1xQ < 0 ) {
  4507. return null;
  4508. }
  4509. // b1+b2 > 1, no intersection
  4510. if ( DdQxE2 + DdE1xQ > DdN ) {
  4511. return null;
  4512. }
  4513. // Line intersects triangle, check if ray does.
  4514. var QdN = - sign * _diff.dot( _normal );
  4515. // t < 0, no intersection
  4516. if ( QdN < 0 ) {
  4517. return null;
  4518. }
  4519. // Ray intersects triangle.
  4520. return this.at( QdN / DdN, target );
  4521. },
  4522. applyMatrix4: function ( matrix4 ) {
  4523. this.origin.applyMatrix4( matrix4 );
  4524. this.direction.transformDirection( matrix4 );
  4525. return this;
  4526. },
  4527. equals: function ( ray ) {
  4528. return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
  4529. }
  4530. } );
  4531. /**
  4532. * @author bhouston / http://clara.io
  4533. */
  4534. var _vector1 = new Vector3();
  4535. var _vector2 = new Vector3();
  4536. var _normalMatrix = new Matrix3();
  4537. function Plane( normal, constant ) {
  4538. // normal is assumed to be normalized
  4539. this.normal = ( normal !== undefined ) ? normal : new Vector3( 1, 0, 0 );
  4540. this.constant = ( constant !== undefined ) ? constant : 0;
  4541. }
  4542. Object.assign( Plane.prototype, {
  4543. isPlane: true,
  4544. set: function ( normal, constant ) {
  4545. this.normal.copy( normal );
  4546. this.constant = constant;
  4547. return this;
  4548. },
  4549. setComponents: function ( x, y, z, w ) {
  4550. this.normal.set( x, y, z );
  4551. this.constant = w;
  4552. return this;
  4553. },
  4554. setFromNormalAndCoplanarPoint: function ( normal, point ) {
  4555. this.normal.copy( normal );
  4556. this.constant = - point.dot( this.normal );
  4557. return this;
  4558. },
  4559. setFromCoplanarPoints: function ( a, b, c ) {
  4560. var normal = _vector1.subVectors( c, b ).cross( _vector2.subVectors( a, b ) ).normalize();
  4561. // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
  4562. this.setFromNormalAndCoplanarPoint( normal, a );
  4563. return this;
  4564. },
  4565. clone: function () {
  4566. return new this.constructor().copy( this );
  4567. },
  4568. copy: function ( plane ) {
  4569. this.normal.copy( plane.normal );
  4570. this.constant = plane.constant;
  4571. return this;
  4572. },
  4573. normalize: function () {
  4574. // Note: will lead to a divide by zero if the plane is invalid.
  4575. var inverseNormalLength = 1.0 / this.normal.length();
  4576. this.normal.multiplyScalar( inverseNormalLength );
  4577. this.constant *= inverseNormalLength;
  4578. return this;
  4579. },
  4580. negate: function () {
  4581. this.constant *= - 1;
  4582. this.normal.negate();
  4583. return this;
  4584. },
  4585. distanceToPoint: function ( point ) {
  4586. return this.normal.dot( point ) + this.constant;
  4587. },
  4588. distanceToSphere: function ( sphere ) {
  4589. return this.distanceToPoint( sphere.center ) - sphere.radius;
  4590. },
  4591. projectPoint: function ( point, target ) {
  4592. if ( target === undefined ) {
  4593. console.warn( 'THREE.Plane: .projectPoint() target is now required' );
  4594. target = new Vector3();
  4595. }
  4596. return target.copy( this.normal ).multiplyScalar( - this.distanceToPoint( point ) ).add( point );
  4597. },
  4598. intersectLine: function ( line, target ) {
  4599. if ( target === undefined ) {
  4600. console.warn( 'THREE.Plane: .intersectLine() target is now required' );
  4601. target = new Vector3();
  4602. }
  4603. var direction = line.delta( _vector1 );
  4604. var denominator = this.normal.dot( direction );
  4605. if ( denominator === 0 ) {
  4606. // line is coplanar, return origin
  4607. if ( this.distanceToPoint( line.start ) === 0 ) {
  4608. return target.copy( line.start );
  4609. }
  4610. // Unsure if this is the correct method to handle this case.
  4611. return undefined;
  4612. }
  4613. var t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
  4614. if ( t < 0 || t > 1 ) {
  4615. return undefined;
  4616. }
  4617. return target.copy( direction ).multiplyScalar( t ).add( line.start );
  4618. },
  4619. intersectsLine: function ( line ) {
  4620. // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
  4621. var startSign = this.distanceToPoint( line.start );
  4622. var endSign = this.distanceToPoint( line.end );
  4623. return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
  4624. },
  4625. intersectsBox: function ( box ) {
  4626. return box.intersectsPlane( this );
  4627. },
  4628. intersectsSphere: function ( sphere ) {
  4629. return sphere.intersectsPlane( this );
  4630. },
  4631. coplanarPoint: function ( target ) {
  4632. if ( target === undefined ) {
  4633. console.warn( 'THREE.Plane: .coplanarPoint() target is now required' );
  4634. target = new Vector3();
  4635. }
  4636. return target.copy( this.normal ).multiplyScalar( - this.constant );
  4637. },
  4638. applyMatrix4: function ( matrix, optionalNormalMatrix ) {
  4639. var normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix );
  4640. var referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix );
  4641. var normal = this.normal.applyMatrix3( normalMatrix ).normalize();
  4642. this.constant = - referencePoint.dot( normal );
  4643. return this;
  4644. },
  4645. translate: function ( offset ) {
  4646. this.constant -= offset.dot( this.normal );
  4647. return this;
  4648. },
  4649. equals: function ( plane ) {
  4650. return plane.normal.equals( this.normal ) && ( plane.constant === this.constant );
  4651. }
  4652. } );
  4653. /**
  4654. * @author bhouston / http://clara.io
  4655. * @author mrdoob / http://mrdoob.com/
  4656. */
  4657. var _v0$1 = new Vector3();
  4658. var _v1$3 = new Vector3();
  4659. var _v2$1 = new Vector3();
  4660. var _v3 = new Vector3();
  4661. var _vab = new Vector3();
  4662. var _vac = new Vector3();
  4663. var _vbc = new Vector3();
  4664. var _vap = new Vector3();
  4665. var _vbp = new Vector3();
  4666. var _vcp = new Vector3();
  4667. function Triangle( a, b, c ) {
  4668. this.a = ( a !== undefined ) ? a : new Vector3();
  4669. this.b = ( b !== undefined ) ? b : new Vector3();
  4670. this.c = ( c !== undefined ) ? c : new Vector3();
  4671. }
  4672. Object.assign( Triangle, {
  4673. getNormal: function ( a, b, c, target ) {
  4674. if ( target === undefined ) {
  4675. console.warn( 'THREE.Triangle: .getNormal() target is now required' );
  4676. target = new Vector3();
  4677. }
  4678. target.subVectors( c, b );
  4679. _v0$1.subVectors( a, b );
  4680. target.cross( _v0$1 );
  4681. var targetLengthSq = target.lengthSq();
  4682. if ( targetLengthSq > 0 ) {
  4683. return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );
  4684. }
  4685. return target.set( 0, 0, 0 );
  4686. },
  4687. // static/instance method to calculate barycentric coordinates
  4688. // based on: http://www.blackpawn.com/texts/pointinpoly/default.html
  4689. getBarycoord: function ( point, a, b, c, target ) {
  4690. _v0$1.subVectors( c, a );
  4691. _v1$3.subVectors( b, a );
  4692. _v2$1.subVectors( point, a );
  4693. var dot00 = _v0$1.dot( _v0$1 );
  4694. var dot01 = _v0$1.dot( _v1$3 );
  4695. var dot02 = _v0$1.dot( _v2$1 );
  4696. var dot11 = _v1$3.dot( _v1$3 );
  4697. var dot12 = _v1$3.dot( _v2$1 );
  4698. var denom = ( dot00 * dot11 - dot01 * dot01 );
  4699. if ( target === undefined ) {
  4700. console.warn( 'THREE.Triangle: .getBarycoord() target is now required' );
  4701. target = new Vector3();
  4702. }
  4703. // collinear or singular triangle
  4704. if ( denom === 0 ) {
  4705. // arbitrary location outside of triangle?
  4706. // not sure if this is the best idea, maybe should be returning undefined
  4707. return target.set( - 2, - 1, - 1 );
  4708. }
  4709. var invDenom = 1 / denom;
  4710. var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
  4711. var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
  4712. // barycentric coordinates must always sum to 1
  4713. return target.set( 1 - u - v, v, u );
  4714. },
  4715. containsPoint: function ( point, a, b, c ) {
  4716. Triangle.getBarycoord( point, a, b, c, _v3 );
  4717. return ( _v3.x >= 0 ) && ( _v3.y >= 0 ) && ( ( _v3.x + _v3.y ) <= 1 );
  4718. },
  4719. getUV: function ( point, p1, p2, p3, uv1, uv2, uv3, target ) {
  4720. this.getBarycoord( point, p1, p2, p3, _v3 );
  4721. target.set( 0, 0 );
  4722. target.addScaledVector( uv1, _v3.x );
  4723. target.addScaledVector( uv2, _v3.y );
  4724. target.addScaledVector( uv3, _v3.z );
  4725. return target;
  4726. },
  4727. isFrontFacing: function ( a, b, c, direction ) {
  4728. _v0$1.subVectors( c, b );
  4729. _v1$3.subVectors( a, b );
  4730. // strictly front facing
  4731. return ( _v0$1.cross( _v1$3 ).dot( direction ) < 0 ) ? true : false;
  4732. }
  4733. } );
  4734. Object.assign( Triangle.prototype, {
  4735. set: function ( a, b, c ) {
  4736. this.a.copy( a );
  4737. this.b.copy( b );
  4738. this.c.copy( c );
  4739. return this;
  4740. },
  4741. setFromPointsAndIndices: function ( points, i0, i1, i2 ) {
  4742. this.a.copy( points[ i0 ] );
  4743. this.b.copy( points[ i1 ] );
  4744. this.c.copy( points[ i2 ] );
  4745. return this;
  4746. },
  4747. clone: function () {
  4748. return new this.constructor().copy( this );
  4749. },
  4750. copy: function ( triangle ) {
  4751. this.a.copy( triangle.a );
  4752. this.b.copy( triangle.b );
  4753. this.c.copy( triangle.c );
  4754. return this;
  4755. },
  4756. getArea: function () {
  4757. _v0$1.subVectors( this.c, this.b );
  4758. _v1$3.subVectors( this.a, this.b );
  4759. return _v0$1.cross( _v1$3 ).length() * 0.5;
  4760. },
  4761. getMidpoint: function ( target ) {
  4762. if ( target === undefined ) {
  4763. console.warn( 'THREE.Triangle: .getMidpoint() target is now required' );
  4764. target = new Vector3();
  4765. }
  4766. return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
  4767. },
  4768. getNormal: function ( target ) {
  4769. return Triangle.getNormal( this.a, this.b, this.c, target );
  4770. },
  4771. getPlane: function ( target ) {
  4772. if ( target === undefined ) {
  4773. console.warn( 'THREE.Triangle: .getPlane() target is now required' );
  4774. target = new Plane();
  4775. }
  4776. return target.setFromCoplanarPoints( this.a, this.b, this.c );
  4777. },
  4778. getBarycoord: function ( point, target ) {
  4779. return Triangle.getBarycoord( point, this.a, this.b, this.c, target );
  4780. },
  4781. getUV: function ( point, uv1, uv2, uv3, target ) {
  4782. return Triangle.getUV( point, this.a, this.b, this.c, uv1, uv2, uv3, target );
  4783. },
  4784. containsPoint: function ( point ) {
  4785. return Triangle.containsPoint( point, this.a, this.b, this.c );
  4786. },
  4787. isFrontFacing: function ( direction ) {
  4788. return Triangle.isFrontFacing( this.a, this.b, this.c, direction );
  4789. },
  4790. intersectsBox: function ( box ) {
  4791. return box.intersectsTriangle( this );
  4792. },
  4793. closestPointToPoint: function ( p, target ) {
  4794. if ( target === undefined ) {
  4795. console.warn( 'THREE.Triangle: .closestPointToPoint() target is now required' );
  4796. target = new Vector3();
  4797. }
  4798. var a = this.a, b = this.b, c = this.c;
  4799. var v, w;
  4800. // algorithm thanks to Real-Time Collision Detection by Christer Ericson,
  4801. // published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,
  4802. // under the accompanying license; see chapter 5.1.5 for detailed explanation.
  4803. // basically, we're distinguishing which of the voronoi regions of the triangle
  4804. // the point lies in with the minimum amount of redundant computation.
  4805. _vab.subVectors( b, a );
  4806. _vac.subVectors( c, a );
  4807. _vap.subVectors( p, a );
  4808. var d1 = _vab.dot( _vap );
  4809. var d2 = _vac.dot( _vap );
  4810. if ( d1 <= 0 && d2 <= 0 ) {
  4811. // vertex region of A; barycentric coords (1, 0, 0)
  4812. return target.copy( a );
  4813. }
  4814. _vbp.subVectors( p, b );
  4815. var d3 = _vab.dot( _vbp );
  4816. var d4 = _vac.dot( _vbp );
  4817. if ( d3 >= 0 && d4 <= d3 ) {
  4818. // vertex region of B; barycentric coords (0, 1, 0)
  4819. return target.copy( b );
  4820. }
  4821. var vc = d1 * d4 - d3 * d2;
  4822. if ( vc <= 0 && d1 >= 0 && d3 <= 0 ) {
  4823. v = d1 / ( d1 - d3 );
  4824. // edge region of AB; barycentric coords (1-v, v, 0)
  4825. return target.copy( a ).addScaledVector( _vab, v );
  4826. }
  4827. _vcp.subVectors( p, c );
  4828. var d5 = _vab.dot( _vcp );
  4829. var d6 = _vac.dot( _vcp );
  4830. if ( d6 >= 0 && d5 <= d6 ) {
  4831. // vertex region of C; barycentric coords (0, 0, 1)
  4832. return target.copy( c );
  4833. }
  4834. var vb = d5 * d2 - d1 * d6;
  4835. if ( vb <= 0 && d2 >= 0 && d6 <= 0 ) {
  4836. w = d2 / ( d2 - d6 );
  4837. // edge region of AC; barycentric coords (1-w, 0, w)
  4838. return target.copy( a ).addScaledVector( _vac, w );
  4839. }
  4840. var va = d3 * d6 - d5 * d4;
  4841. if ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) {
  4842. _vbc.subVectors( c, b );
  4843. w = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) );
  4844. // edge region of BC; barycentric coords (0, 1-w, w)
  4845. return target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC
  4846. }
  4847. // face region
  4848. var denom = 1 / ( va + vb + vc );
  4849. // u = va * denom
  4850. v = vb * denom;
  4851. w = vc * denom;
  4852. return target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w );
  4853. },
  4854. equals: function ( triangle ) {
  4855. return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
  4856. }
  4857. } );
  4858. /**
  4859. * @author mrdoob / http://mrdoob.com/
  4860. */
  4861. var _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,
  4862. 'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,
  4863. 'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,
  4864. 'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,
  4865. 'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,
  4866. 'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,
  4867. 'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,
  4868. 'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,
  4869. 'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,
  4870. 'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,
  4871. 'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,
  4872. 'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,
  4873. 'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,
  4874. 'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,
  4875. 'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,
  4876. 'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,
  4877. 'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,
  4878. 'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,
  4879. 'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,
  4880. 'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,
  4881. 'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,
  4882. 'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,
  4883. 'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,
  4884. 'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };
  4885. var _hslA = { h: 0, s: 0, l: 0 };
  4886. var _hslB = { h: 0, s: 0, l: 0 };
  4887. function Color( r, g, b ) {
  4888. if ( g === undefined && b === undefined ) {
  4889. // r is THREE.Color, hex or string
  4890. return this.set( r );
  4891. }
  4892. return this.setRGB( r, g, b );
  4893. }
  4894. function hue2rgb( p, q, t ) {
  4895. if ( t < 0 ) { t += 1; }
  4896. if ( t > 1 ) { t -= 1; }
  4897. if ( t < 1 / 6 ) { return p + ( q - p ) * 6 * t; }
  4898. if ( t < 1 / 2 ) { return q; }
  4899. if ( t < 2 / 3 ) { return p + ( q - p ) * 6 * ( 2 / 3 - t ); }
  4900. return p;
  4901. }
  4902. function SRGBToLinear( c ) {
  4903. return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );
  4904. }
  4905. function LinearToSRGB( c ) {
  4906. return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;
  4907. }
  4908. Object.assign( Color.prototype, {
  4909. isColor: true,
  4910. r: 1, g: 1, b: 1,
  4911. set: function ( value ) {
  4912. if ( value && value.isColor ) {
  4913. this.copy( value );
  4914. } else if ( typeof value === 'number' ) {
  4915. this.setHex( value );
  4916. } else if ( typeof value === 'string' ) {
  4917. this.setStyle( value );
  4918. }
  4919. return this;
  4920. },
  4921. setScalar: function ( scalar ) {
  4922. this.r = scalar;
  4923. this.g = scalar;
  4924. this.b = scalar;
  4925. return this;
  4926. },
  4927. setHex: function ( hex ) {
  4928. hex = Math.floor( hex );
  4929. this.r = ( hex >> 16 & 255 ) / 255;
  4930. this.g = ( hex >> 8 & 255 ) / 255;
  4931. this.b = ( hex & 255 ) / 255;
  4932. return this;
  4933. },
  4934. setRGB: function ( r, g, b ) {
  4935. this.r = r;
  4936. this.g = g;
  4937. this.b = b;
  4938. return this;
  4939. },
  4940. setHSL: function ( h, s, l ) {
  4941. // h,s,l ranges are in 0.0 - 1.0
  4942. h = MathUtils.euclideanModulo( h, 1 );
  4943. s = MathUtils.clamp( s, 0, 1 );
  4944. l = MathUtils.clamp( l, 0, 1 );
  4945. if ( s === 0 ) {
  4946. this.r = this.g = this.b = l;
  4947. } else {
  4948. var p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
  4949. var q = ( 2 * l ) - p;
  4950. this.r = hue2rgb( q, p, h + 1 / 3 );
  4951. this.g = hue2rgb( q, p, h );
  4952. this.b = hue2rgb( q, p, h - 1 / 3 );
  4953. }
  4954. return this;
  4955. },
  4956. setStyle: function ( style ) {
  4957. function handleAlpha( string ) {
  4958. if ( string === undefined ) { return; }
  4959. if ( parseFloat( string ) < 1 ) {
  4960. console.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' );
  4961. }
  4962. }
  4963. var m;
  4964. if ( m = /^((?:rgb|hsl)a?)\(\s*([^\)]*)\)/.exec( style ) ) {
  4965. // rgb / hsl
  4966. var color;
  4967. var name = m[ 1 ];
  4968. var components = m[ 2 ];
  4969. switch ( name ) {
  4970. case 'rgb':
  4971. case 'rgba':
  4972. if ( color = /^(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4973. // rgb(255,0,0) rgba(255,0,0,0.5)
  4974. this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255;
  4975. this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255;
  4976. this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255;
  4977. handleAlpha( color[ 5 ] );
  4978. return this;
  4979. }
  4980. if ( color = /^(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4981. // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)
  4982. this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;
  4983. this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;
  4984. this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;
  4985. handleAlpha( color[ 5 ] );
  4986. return this;
  4987. }
  4988. break;
  4989. case 'hsl':
  4990. case 'hsla':
  4991. if ( color = /^([0-9]*\.?[0-9]+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4992. // hsl(120,50%,50%) hsla(120,50%,50%,0.5)
  4993. var h = parseFloat( color[ 1 ] ) / 360;
  4994. var s = parseInt( color[ 2 ], 10 ) / 100;
  4995. var l = parseInt( color[ 3 ], 10 ) / 100;
  4996. handleAlpha( color[ 5 ] );
  4997. return this.setHSL( h, s, l );
  4998. }
  4999. break;
  5000. }
  5001. } else if ( m = /^\#([A-Fa-f0-9]+)$/.exec( style ) ) {
  5002. // hex color
  5003. var hex = m[ 1 ];
  5004. var size = hex.length;
  5005. if ( size === 3 ) {
  5006. // #ff0
  5007. this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 0 ), 16 ) / 255;
  5008. this.g = parseInt( hex.charAt( 1 ) + hex.charAt( 1 ), 16 ) / 255;
  5009. this.b = parseInt( hex.charAt( 2 ) + hex.charAt( 2 ), 16 ) / 255;
  5010. return this;
  5011. } else if ( size === 6 ) {
  5012. // #ff0000
  5013. this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 1 ), 16 ) / 255;
  5014. this.g = parseInt( hex.charAt( 2 ) + hex.charAt( 3 ), 16 ) / 255;
  5015. this.b = parseInt( hex.charAt( 4 ) + hex.charAt( 5 ), 16 ) / 255;
  5016. return this;
  5017. }
  5018. }
  5019. if ( style && style.length > 0 ) {
  5020. return this.setColorName( style );
  5021. }
  5022. return this;
  5023. },
  5024. setColorName: function ( style ) {
  5025. // color keywords
  5026. var hex = _colorKeywords[ style ];
  5027. if ( hex !== undefined ) {
  5028. // red
  5029. this.setHex( hex );
  5030. } else {
  5031. // unknown color
  5032. console.warn( 'THREE.Color: Unknown color ' + style );
  5033. }
  5034. return this;
  5035. },
  5036. clone: function () {
  5037. return new this.constructor( this.r, this.g, this.b );
  5038. },
  5039. copy: function ( color ) {
  5040. this.r = color.r;
  5041. this.g = color.g;
  5042. this.b = color.b;
  5043. return this;
  5044. },
  5045. copyGammaToLinear: function ( color, gammaFactor ) {
  5046. if ( gammaFactor === undefined ) { gammaFactor = 2.0; }
  5047. this.r = Math.pow( color.r, gammaFactor );
  5048. this.g = Math.pow( color.g, gammaFactor );
  5049. this.b = Math.pow( color.b, gammaFactor );
  5050. return this;
  5051. },
  5052. copyLinearToGamma: function ( color, gammaFactor ) {
  5053. if ( gammaFactor === undefined ) { gammaFactor = 2.0; }
  5054. var safeInverse = ( gammaFactor > 0 ) ? ( 1.0 / gammaFactor ) : 1.0;
  5055. this.r = Math.pow( color.r, safeInverse );
  5056. this.g = Math.pow( color.g, safeInverse );
  5057. this.b = Math.pow( color.b, safeInverse );
  5058. return this;
  5059. },
  5060. convertGammaToLinear: function ( gammaFactor ) {
  5061. this.copyGammaToLinear( this, gammaFactor );
  5062. return this;
  5063. },
  5064. convertLinearToGamma: function ( gammaFactor ) {
  5065. this.copyLinearToGamma( this, gammaFactor );
  5066. return this;
  5067. },
  5068. copySRGBToLinear: function ( color ) {
  5069. this.r = SRGBToLinear( color.r );
  5070. this.g = SRGBToLinear( color.g );
  5071. this.b = SRGBToLinear( color.b );
  5072. return this;
  5073. },
  5074. copyLinearToSRGB: function ( color ) {
  5075. this.r = LinearToSRGB( color.r );
  5076. this.g = LinearToSRGB( color.g );
  5077. this.b = LinearToSRGB( color.b );
  5078. return this;
  5079. },
  5080. convertSRGBToLinear: function () {
  5081. this.copySRGBToLinear( this );
  5082. return this;
  5083. },
  5084. convertLinearToSRGB: function () {
  5085. this.copyLinearToSRGB( this );
  5086. return this;
  5087. },
  5088. getHex: function () {
  5089. return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;
  5090. },
  5091. getHexString: function () {
  5092. return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );
  5093. },
  5094. getHSL: function ( target ) {
  5095. // h,s,l ranges are in 0.0 - 1.0
  5096. if ( target === undefined ) {
  5097. console.warn( 'THREE.Color: .getHSL() target is now required' );
  5098. target = { h: 0, s: 0, l: 0 };
  5099. }
  5100. var r = this.r, g = this.g, b = this.b;
  5101. var max = Math.max( r, g, b );
  5102. var min = Math.min( r, g, b );
  5103. var hue, saturation;
  5104. var lightness = ( min + max ) / 2.0;
  5105. if ( min === max ) {
  5106. hue = 0;
  5107. saturation = 0;
  5108. } else {
  5109. var delta = max - min;
  5110. saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
  5111. switch ( max ) {
  5112. case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
  5113. case g: hue = ( b - r ) / delta + 2; break;
  5114. case b: hue = ( r - g ) / delta + 4; break;
  5115. }
  5116. hue /= 6;
  5117. }
  5118. target.h = hue;
  5119. target.s = saturation;
  5120. target.l = lightness;
  5121. return target;
  5122. },
  5123. getStyle: function () {
  5124. return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';
  5125. },
  5126. offsetHSL: function ( h, s, l ) {
  5127. this.getHSL( _hslA );
  5128. _hslA.h += h; _hslA.s += s; _hslA.l += l;
  5129. this.setHSL( _hslA.h, _hslA.s, _hslA.l );
  5130. return this;
  5131. },
  5132. add: function ( color ) {
  5133. this.r += color.r;
  5134. this.g += color.g;
  5135. this.b += color.b;
  5136. return this;
  5137. },
  5138. addColors: function ( color1, color2 ) {
  5139. this.r = color1.r + color2.r;
  5140. this.g = color1.g + color2.g;
  5141. this.b = color1.b + color2.b;
  5142. return this;
  5143. },
  5144. addScalar: function ( s ) {
  5145. this.r += s;
  5146. this.g += s;
  5147. this.b += s;
  5148. return this;
  5149. },
  5150. sub: function ( color ) {
  5151. this.r = Math.max( 0, this.r - color.r );
  5152. this.g = Math.max( 0, this.g - color.g );
  5153. this.b = Math.max( 0, this.b - color.b );
  5154. return this;
  5155. },
  5156. multiply: function ( color ) {
  5157. this.r *= color.r;
  5158. this.g *= color.g;
  5159. this.b *= color.b;
  5160. return this;
  5161. },
  5162. multiplyScalar: function ( s ) {
  5163. this.r *= s;
  5164. this.g *= s;
  5165. this.b *= s;
  5166. return this;
  5167. },
  5168. lerp: function ( color, alpha ) {
  5169. this.r += ( color.r - this.r ) * alpha;
  5170. this.g += ( color.g - this.g ) * alpha;
  5171. this.b += ( color.b - this.b ) * alpha;
  5172. return this;
  5173. },
  5174. lerpHSL: function ( color, alpha ) {
  5175. this.getHSL( _hslA );
  5176. color.getHSL( _hslB );
  5177. var h = MathUtils.lerp( _hslA.h, _hslB.h, alpha );
  5178. var s = MathUtils.lerp( _hslA.s, _hslB.s, alpha );
  5179. var l = MathUtils.lerp( _hslA.l, _hslB.l, alpha );
  5180. this.setHSL( h, s, l );
  5181. return this;
  5182. },
  5183. equals: function ( c ) {
  5184. return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
  5185. },
  5186. fromArray: function ( array, offset ) {
  5187. if ( offset === undefined ) { offset = 0; }
  5188. this.r = array[ offset ];
  5189. this.g = array[ offset + 1 ];
  5190. this.b = array[ offset + 2 ];
  5191. return this;
  5192. },
  5193. toArray: function ( array, offset ) {
  5194. if ( array === undefined ) { array = []; }
  5195. if ( offset === undefined ) { offset = 0; }
  5196. array[ offset ] = this.r;
  5197. array[ offset + 1 ] = this.g;
  5198. array[ offset + 2 ] = this.b;
  5199. return array;
  5200. },
  5201. fromBufferAttribute: function ( attribute, index ) {
  5202. this.r = attribute.getX( index );
  5203. this.g = attribute.getY( index );
  5204. this.b = attribute.getZ( index );
  5205. if ( attribute.normalized === true ) {
  5206. // assuming Uint8Array
  5207. this.r /= 255;
  5208. this.g /= 255;
  5209. this.b /= 255;
  5210. }
  5211. return this;
  5212. },
  5213. toJSON: function () {
  5214. return this.getHex();
  5215. }
  5216. } );
  5217. Color.NAMES = _colorKeywords;
  5218. /**
  5219. * @author mrdoob / http://mrdoob.com/
  5220. * @author alteredq / http://alteredqualia.com/
  5221. */
  5222. function Face3( a, b, c, normal, color, materialIndex ) {
  5223. this.a = a;
  5224. this.b = b;
  5225. this.c = c;
  5226. this.normal = ( normal && normal.isVector3 ) ? normal : new Vector3();
  5227. this.vertexNormals = Array.isArray( normal ) ? normal : [];
  5228. this.color = ( color && color.isColor ) ? color : new Color();
  5229. this.vertexColors = Array.isArray( color ) ? color : [];
  5230. this.materialIndex = materialIndex !== undefined ? materialIndex : 0;
  5231. }
  5232. Object.assign( Face3.prototype, {
  5233. clone: function () {
  5234. return new this.constructor().copy( this );
  5235. },
  5236. copy: function ( source ) {
  5237. this.a = source.a;
  5238. this.b = source.b;
  5239. this.c = source.c;
  5240. this.normal.copy( source.normal );
  5241. this.color.copy( source.color );
  5242. this.materialIndex = source.materialIndex;
  5243. for ( var i = 0, il = source.vertexNormals.length; i < il; i ++ ) {
  5244. this.vertexNormals[ i ] = source.vertexNormals[ i ].clone();
  5245. }
  5246. for ( var i$1 = 0, il$1 = source.vertexColors.length; i$1 < il$1; i$1 ++ ) {
  5247. this.vertexColors[ i$1 ] = source.vertexColors[ i$1 ].clone();
  5248. }
  5249. return this;
  5250. }
  5251. } );
  5252. /**
  5253. * @author mrdoob / http://mrdoob.com/
  5254. * @author alteredq / http://alteredqualia.com/
  5255. */
  5256. var materialId = 0;
  5257. function Material() {
  5258. Object.defineProperty( this, 'id', { value: materialId ++ } );
  5259. this.uuid = MathUtils.generateUUID();
  5260. this.name = '';
  5261. this.type = 'Material';
  5262. this.fog = true;
  5263. this.blending = NormalBlending;
  5264. this.side = FrontSide;
  5265. this.flatShading = false;
  5266. this.vertexColors = false;
  5267. this.opacity = 1;
  5268. this.transparent = false;
  5269. this.blendSrc = SrcAlphaFactor;
  5270. this.blendDst = OneMinusSrcAlphaFactor;
  5271. this.blendEquation = AddEquation;
  5272. this.blendSrcAlpha = null;
  5273. this.blendDstAlpha = null;
  5274. this.blendEquationAlpha = null;
  5275. this.depthFunc = LessEqualDepth;
  5276. this.depthTest = true;
  5277. this.depthWrite = true;
  5278. this.stencilWriteMask = 0xff;
  5279. this.stencilFunc = AlwaysStencilFunc;
  5280. this.stencilRef = 0;
  5281. this.stencilFuncMask = 0xff;
  5282. this.stencilFail = KeepStencilOp;
  5283. this.stencilZFail = KeepStencilOp;
  5284. this.stencilZPass = KeepStencilOp;
  5285. this.stencilWrite = false;
  5286. this.clippingPlanes = null;
  5287. this.clipIntersection = false;
  5288. this.clipShadows = false;
  5289. this.shadowSide = null;
  5290. this.colorWrite = true;
  5291. this.precision = null; // override the renderer's default precision for this material
  5292. this.polygonOffset = false;
  5293. this.polygonOffsetFactor = 0;
  5294. this.polygonOffsetUnits = 0;
  5295. this.dithering = false;
  5296. this.alphaTest = 0;
  5297. this.premultipliedAlpha = false;
  5298. this.visible = true;
  5299. this.toneMapped = true;
  5300. this.userData = {};
  5301. this.version = 0;
  5302. }
  5303. Material.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  5304. constructor: Material,
  5305. isMaterial: true,
  5306. onBeforeCompile: function ( /* shaderobject, renderer */ ) {},
  5307. customProgramCacheKey: function () {
  5308. return this.onBeforeCompile.toString();
  5309. },
  5310. setValues: function ( values ) {
  5311. if ( values === undefined ) { return; }
  5312. for ( var key in values ) {
  5313. var newValue = values[ key ];
  5314. if ( newValue === undefined ) {
  5315. console.warn( "THREE.Material: '" + key + "' parameter is undefined." );
  5316. continue;
  5317. }
  5318. // for backward compatability if shading is set in the constructor
  5319. if ( key === 'shading' ) {
  5320. console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  5321. this.flatShading = ( newValue === FlatShading ) ? true : false;
  5322. continue;
  5323. }
  5324. var currentValue = this[ key ];
  5325. if ( currentValue === undefined ) {
  5326. console.warn( "THREE." + this.type + ": '" + key + "' is not a property of this material." );
  5327. continue;
  5328. }
  5329. if ( currentValue && currentValue.isColor ) {
  5330. currentValue.set( newValue );
  5331. } else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {
  5332. currentValue.copy( newValue );
  5333. } else {
  5334. this[ key ] = newValue;
  5335. }
  5336. }
  5337. },
  5338. toJSON: function ( meta ) {
  5339. var isRoot = ( meta === undefined || typeof meta === 'string' );
  5340. if ( isRoot ) {
  5341. meta = {
  5342. textures: {},
  5343. images: {}
  5344. };
  5345. }
  5346. var data = {
  5347. metadata: {
  5348. version: 4.5,
  5349. type: 'Material',
  5350. generator: 'Material.toJSON'
  5351. }
  5352. };
  5353. // standard Material serialization
  5354. data.uuid = this.uuid;
  5355. data.type = this.type;
  5356. if ( this.name !== '' ) { data.name = this.name; }
  5357. if ( this.color && this.color.isColor ) { data.color = this.color.getHex(); }
  5358. if ( this.roughness !== undefined ) { data.roughness = this.roughness; }
  5359. if ( this.metalness !== undefined ) { data.metalness = this.metalness; }
  5360. if ( this.sheen && this.sheen.isColor ) { data.sheen = this.sheen.getHex(); }
  5361. if ( this.emissive && this.emissive.isColor ) { data.emissive = this.emissive.getHex(); }
  5362. if ( this.emissiveIntensity && this.emissiveIntensity !== 1 ) { data.emissiveIntensity = this.emissiveIntensity; }
  5363. if ( this.specular && this.specular.isColor ) { data.specular = this.specular.getHex(); }
  5364. if ( this.shininess !== undefined ) { data.shininess = this.shininess; }
  5365. if ( this.clearcoat !== undefined ) { data.clearcoat = this.clearcoat; }
  5366. if ( this.clearcoatRoughness !== undefined ) { data.clearcoatRoughness = this.clearcoatRoughness; }
  5367. if ( this.clearcoatMap && this.clearcoatMap.isTexture ) {
  5368. data.clearcoatMap = this.clearcoatMap.toJSON( meta ).uuid;
  5369. }
  5370. if ( this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture ) {
  5371. data.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON( meta ).uuid;
  5372. }
  5373. if ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) {
  5374. data.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid;
  5375. data.clearcoatNormalScale = this.clearcoatNormalScale.toArray();
  5376. }
  5377. if ( this.map && this.map.isTexture ) { data.map = this.map.toJSON( meta ).uuid; }
  5378. if ( this.matcap && this.matcap.isTexture ) { data.matcap = this.matcap.toJSON( meta ).uuid; }
  5379. if ( this.alphaMap && this.alphaMap.isTexture ) { data.alphaMap = this.alphaMap.toJSON( meta ).uuid; }
  5380. if ( this.lightMap && this.lightMap.isTexture ) { data.lightMap = this.lightMap.toJSON( meta ).uuid; }
  5381. if ( this.aoMap && this.aoMap.isTexture ) {
  5382. data.aoMap = this.aoMap.toJSON( meta ).uuid;
  5383. data.aoMapIntensity = this.aoMapIntensity;
  5384. }
  5385. if ( this.bumpMap && this.bumpMap.isTexture ) {
  5386. data.bumpMap = this.bumpMap.toJSON( meta ).uuid;
  5387. data.bumpScale = this.bumpScale;
  5388. }
  5389. if ( this.normalMap && this.normalMap.isTexture ) {
  5390. data.normalMap = this.normalMap.toJSON( meta ).uuid;
  5391. data.normalMapType = this.normalMapType;
  5392. data.normalScale = this.normalScale.toArray();
  5393. }
  5394. if ( this.displacementMap && this.displacementMap.isTexture ) {
  5395. data.displacementMap = this.displacementMap.toJSON( meta ).uuid;
  5396. data.displacementScale = this.displacementScale;
  5397. data.displacementBias = this.displacementBias;
  5398. }
  5399. if ( this.roughnessMap && this.roughnessMap.isTexture ) { data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid; }
  5400. if ( this.metalnessMap && this.metalnessMap.isTexture ) { data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid; }
  5401. if ( this.emissiveMap && this.emissiveMap.isTexture ) { data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid; }
  5402. if ( this.specularMap && this.specularMap.isTexture ) { data.specularMap = this.specularMap.toJSON( meta ).uuid; }
  5403. if ( this.envMap && this.envMap.isTexture ) {
  5404. data.envMap = this.envMap.toJSON( meta ).uuid;
  5405. data.reflectivity = this.reflectivity; // Scale behind envMap
  5406. data.refractionRatio = this.refractionRatio;
  5407. if ( this.combine !== undefined ) { data.combine = this.combine; }
  5408. if ( this.envMapIntensity !== undefined ) { data.envMapIntensity = this.envMapIntensity; }
  5409. }
  5410. if ( this.gradientMap && this.gradientMap.isTexture ) {
  5411. data.gradientMap = this.gradientMap.toJSON( meta ).uuid;
  5412. }
  5413. if ( this.size !== undefined ) { data.size = this.size; }
  5414. if ( this.sizeAttenuation !== undefined ) { data.sizeAttenuation = this.sizeAttenuation; }
  5415. if ( this.blending !== NormalBlending ) { data.blending = this.blending; }
  5416. if ( this.flatShading === true ) { data.flatShading = this.flatShading; }
  5417. if ( this.side !== FrontSide ) { data.side = this.side; }
  5418. if ( this.vertexColors ) { data.vertexColors = true; }
  5419. if ( this.opacity < 1 ) { data.opacity = this.opacity; }
  5420. if ( this.transparent === true ) { data.transparent = this.transparent; }
  5421. data.depthFunc = this.depthFunc;
  5422. data.depthTest = this.depthTest;
  5423. data.depthWrite = this.depthWrite;
  5424. data.stencilWrite = this.stencilWrite;
  5425. data.stencilWriteMask = this.stencilWriteMask;
  5426. data.stencilFunc = this.stencilFunc;
  5427. data.stencilRef = this.stencilRef;
  5428. data.stencilFuncMask = this.stencilFuncMask;
  5429. data.stencilFail = this.stencilFail;
  5430. data.stencilZFail = this.stencilZFail;
  5431. data.stencilZPass = this.stencilZPass;
  5432. // rotation (SpriteMaterial)
  5433. if ( this.rotation && this.rotation !== 0 ) { data.rotation = this.rotation; }
  5434. if ( this.polygonOffset === true ) { data.polygonOffset = true; }
  5435. if ( this.polygonOffsetFactor !== 0 ) { data.polygonOffsetFactor = this.polygonOffsetFactor; }
  5436. if ( this.polygonOffsetUnits !== 0 ) { data.polygonOffsetUnits = this.polygonOffsetUnits; }
  5437. if ( this.linewidth && this.linewidth !== 1 ) { data.linewidth = this.linewidth; }
  5438. if ( this.dashSize !== undefined ) { data.dashSize = this.dashSize; }
  5439. if ( this.gapSize !== undefined ) { data.gapSize = this.gapSize; }
  5440. if ( this.scale !== undefined ) { data.scale = this.scale; }
  5441. if ( this.dithering === true ) { data.dithering = true; }
  5442. if ( this.alphaTest > 0 ) { data.alphaTest = this.alphaTest; }
  5443. if ( this.premultipliedAlpha === true ) { data.premultipliedAlpha = this.premultipliedAlpha; }
  5444. if ( this.wireframe === true ) { data.wireframe = this.wireframe; }
  5445. if ( this.wireframeLinewidth > 1 ) { data.wireframeLinewidth = this.wireframeLinewidth; }
  5446. if ( this.wireframeLinecap !== 'round' ) { data.wireframeLinecap = this.wireframeLinecap; }
  5447. if ( this.wireframeLinejoin !== 'round' ) { data.wireframeLinejoin = this.wireframeLinejoin; }
  5448. if ( this.morphTargets === true ) { data.morphTargets = true; }
  5449. if ( this.morphNormals === true ) { data.morphNormals = true; }
  5450. if ( this.skinning === true ) { data.skinning = true; }
  5451. if ( this.visible === false ) { data.visible = false; }
  5452. if ( this.toneMapped === false ) { data.toneMapped = false; }
  5453. if ( JSON.stringify( this.userData ) !== '{}' ) { data.userData = this.userData; }
  5454. // TODO: Copied from Object3D.toJSON
  5455. function extractFromCache( cache ) {
  5456. var values = [];
  5457. for ( var key in cache ) {
  5458. var data = cache[ key ];
  5459. delete data.metadata;
  5460. values.push( data );
  5461. }
  5462. return values;
  5463. }
  5464. if ( isRoot ) {
  5465. var textures = extractFromCache( meta.textures );
  5466. var images = extractFromCache( meta.images );
  5467. if ( textures.length > 0 ) { data.textures = textures; }
  5468. if ( images.length > 0 ) { data.images = images; }
  5469. }
  5470. return data;
  5471. },
  5472. clone: function () {
  5473. return new this.constructor().copy( this );
  5474. },
  5475. copy: function ( source ) {
  5476. this.name = source.name;
  5477. this.fog = source.fog;
  5478. this.blending = source.blending;
  5479. this.side = source.side;
  5480. this.flatShading = source.flatShading;
  5481. this.vertexColors = source.vertexColors;
  5482. this.opacity = source.opacity;
  5483. this.transparent = source.transparent;
  5484. this.blendSrc = source.blendSrc;
  5485. this.blendDst = source.blendDst;
  5486. this.blendEquation = source.blendEquation;
  5487. this.blendSrcAlpha = source.blendSrcAlpha;
  5488. this.blendDstAlpha = source.blendDstAlpha;
  5489. this.blendEquationAlpha = source.blendEquationAlpha;
  5490. this.depthFunc = source.depthFunc;
  5491. this.depthTest = source.depthTest;
  5492. this.depthWrite = source.depthWrite;
  5493. this.stencilWriteMask = source.stencilWriteMask;
  5494. this.stencilFunc = source.stencilFunc;
  5495. this.stencilRef = source.stencilRef;
  5496. this.stencilFuncMask = source.stencilFuncMask;
  5497. this.stencilFail = source.stencilFail;
  5498. this.stencilZFail = source.stencilZFail;
  5499. this.stencilZPass = source.stencilZPass;
  5500. this.stencilWrite = source.stencilWrite;
  5501. var srcPlanes = source.clippingPlanes;
  5502. var dstPlanes = null;
  5503. if ( srcPlanes !== null ) {
  5504. var n = srcPlanes.length;
  5505. dstPlanes = new Array( n );
  5506. for ( var i = 0; i !== n; ++ i ) {
  5507. dstPlanes[ i ] = srcPlanes[ i ].clone();
  5508. }
  5509. }
  5510. this.clippingPlanes = dstPlanes;
  5511. this.clipIntersection = source.clipIntersection;
  5512. this.clipShadows = source.clipShadows;
  5513. this.shadowSide = source.shadowSide;
  5514. this.colorWrite = source.colorWrite;
  5515. this.precision = source.precision;
  5516. this.polygonOffset = source.polygonOffset;
  5517. this.polygonOffsetFactor = source.polygonOffsetFactor;
  5518. this.polygonOffsetUnits = source.polygonOffsetUnits;
  5519. this.dithering = source.dithering;
  5520. this.alphaTest = source.alphaTest;
  5521. this.premultipliedAlpha = source.premultipliedAlpha;
  5522. this.visible = source.visible;
  5523. this.toneMapped = source.toneMapped;
  5524. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  5525. return this;
  5526. },
  5527. dispose: function () {
  5528. this.dispatchEvent( { type: 'dispose' } );
  5529. }
  5530. } );
  5531. Object.defineProperty( Material.prototype, 'needsUpdate', {
  5532. set: function ( value ) {
  5533. if ( value === true ) { this.version ++; }
  5534. }
  5535. } );
  5536. /**
  5537. * @author mrdoob / http://mrdoob.com/
  5538. * @author alteredq / http://alteredqualia.com/
  5539. *
  5540. * parameters = {
  5541. * color: <hex>,
  5542. * opacity: <float>,
  5543. * map: new THREE.Texture( <Image> ),
  5544. *
  5545. * lightMap: new THREE.Texture( <Image> ),
  5546. * lightMapIntensity: <float>
  5547. *
  5548. * aoMap: new THREE.Texture( <Image> ),
  5549. * aoMapIntensity: <float>
  5550. *
  5551. * specularMap: new THREE.Texture( <Image> ),
  5552. *
  5553. * alphaMap: new THREE.Texture( <Image> ),
  5554. *
  5555. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  5556. * combine: THREE.Multiply,
  5557. * reflectivity: <float>,
  5558. * refractionRatio: <float>,
  5559. *
  5560. * depthTest: <bool>,
  5561. * depthWrite: <bool>,
  5562. *
  5563. * wireframe: <boolean>,
  5564. * wireframeLinewidth: <float>,
  5565. *
  5566. * skinning: <bool>,
  5567. * morphTargets: <bool>
  5568. * }
  5569. */
  5570. function MeshBasicMaterial( parameters ) {
  5571. Material.call( this );
  5572. this.type = 'MeshBasicMaterial';
  5573. this.color = new Color( 0xffffff ); // emissive
  5574. this.map = null;
  5575. this.lightMap = null;
  5576. this.lightMapIntensity = 1.0;
  5577. this.aoMap = null;
  5578. this.aoMapIntensity = 1.0;
  5579. this.specularMap = null;
  5580. this.alphaMap = null;
  5581. this.envMap = null;
  5582. this.combine = MultiplyOperation;
  5583. this.reflectivity = 1;
  5584. this.refractionRatio = 0.98;
  5585. this.wireframe = false;
  5586. this.wireframeLinewidth = 1;
  5587. this.wireframeLinecap = 'round';
  5588. this.wireframeLinejoin = 'round';
  5589. this.skinning = false;
  5590. this.morphTargets = false;
  5591. this.setValues( parameters );
  5592. }
  5593. MeshBasicMaterial.prototype = Object.create( Material.prototype );
  5594. MeshBasicMaterial.prototype.constructor = MeshBasicMaterial;
  5595. MeshBasicMaterial.prototype.isMeshBasicMaterial = true;
  5596. MeshBasicMaterial.prototype.copy = function ( source ) {
  5597. Material.prototype.copy.call( this, source );
  5598. this.color.copy( source.color );
  5599. this.map = source.map;
  5600. this.lightMap = source.lightMap;
  5601. this.lightMapIntensity = source.lightMapIntensity;
  5602. this.aoMap = source.aoMap;
  5603. this.aoMapIntensity = source.aoMapIntensity;
  5604. this.specularMap = source.specularMap;
  5605. this.alphaMap = source.alphaMap;
  5606. this.envMap = source.envMap;
  5607. this.combine = source.combine;
  5608. this.reflectivity = source.reflectivity;
  5609. this.refractionRatio = source.refractionRatio;
  5610. this.wireframe = source.wireframe;
  5611. this.wireframeLinewidth = source.wireframeLinewidth;
  5612. this.wireframeLinecap = source.wireframeLinecap;
  5613. this.wireframeLinejoin = source.wireframeLinejoin;
  5614. this.skinning = source.skinning;
  5615. this.morphTargets = source.morphTargets;
  5616. return this;
  5617. };
  5618. /**
  5619. * @author mrdoob / http://mrdoob.com/
  5620. */
  5621. var _vector$3 = new Vector3();
  5622. var _vector2$1 = new Vector2();
  5623. function BufferAttribute( array, itemSize, normalized ) {
  5624. if ( Array.isArray( array ) ) {
  5625. throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
  5626. }
  5627. this.name = '';
  5628. this.array = array;
  5629. this.itemSize = itemSize;
  5630. this.count = array !== undefined ? array.length / itemSize : 0;
  5631. this.normalized = normalized === true;
  5632. this.usage = StaticDrawUsage;
  5633. this.updateRange = { offset: 0, count: - 1 };
  5634. this.version = 0;
  5635. }
  5636. Object.defineProperty( BufferAttribute.prototype, 'needsUpdate', {
  5637. set: function ( value ) {
  5638. if ( value === true ) { this.version ++; }
  5639. }
  5640. } );
  5641. Object.assign( BufferAttribute.prototype, {
  5642. isBufferAttribute: true,
  5643. onUploadCallback: function () {},
  5644. setUsage: function ( value ) {
  5645. this.usage = value;
  5646. return this;
  5647. },
  5648. copy: function ( source ) {
  5649. this.name = source.name;
  5650. this.array = new source.array.constructor( source.array );
  5651. this.itemSize = source.itemSize;
  5652. this.count = source.count;
  5653. this.normalized = source.normalized;
  5654. this.usage = source.usage;
  5655. return this;
  5656. },
  5657. copyAt: function ( index1, attribute, index2 ) {
  5658. index1 *= this.itemSize;
  5659. index2 *= attribute.itemSize;
  5660. for ( var i = 0, l = this.itemSize; i < l; i ++ ) {
  5661. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  5662. }
  5663. return this;
  5664. },
  5665. copyArray: function ( array ) {
  5666. this.array.set( array );
  5667. return this;
  5668. },
  5669. copyColorsArray: function ( colors ) {
  5670. var array = this.array;
  5671. var offset = 0;
  5672. for ( var i = 0, l = colors.length; i < l; i ++ ) {
  5673. var color = colors[ i ];
  5674. if ( color === undefined ) {
  5675. console.warn( 'THREE.BufferAttribute.copyColorsArray(): color is undefined', i );
  5676. color = new Color();
  5677. }
  5678. array[ offset ++ ] = color.r;
  5679. array[ offset ++ ] = color.g;
  5680. array[ offset ++ ] = color.b;
  5681. }
  5682. return this;
  5683. },
  5684. copyVector2sArray: function ( vectors ) {
  5685. var array = this.array;
  5686. var offset = 0;
  5687. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5688. var vector = vectors[ i ];
  5689. if ( vector === undefined ) {
  5690. console.warn( 'THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i );
  5691. vector = new Vector2();
  5692. }
  5693. array[ offset ++ ] = vector.x;
  5694. array[ offset ++ ] = vector.y;
  5695. }
  5696. return this;
  5697. },
  5698. copyVector3sArray: function ( vectors ) {
  5699. var array = this.array;
  5700. var offset = 0;
  5701. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5702. var vector = vectors[ i ];
  5703. if ( vector === undefined ) {
  5704. console.warn( 'THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i );
  5705. vector = new Vector3();
  5706. }
  5707. array[ offset ++ ] = vector.x;
  5708. array[ offset ++ ] = vector.y;
  5709. array[ offset ++ ] = vector.z;
  5710. }
  5711. return this;
  5712. },
  5713. copyVector4sArray: function ( vectors ) {
  5714. var array = this.array;
  5715. var offset = 0;
  5716. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5717. var vector = vectors[ i ];
  5718. if ( vector === undefined ) {
  5719. console.warn( 'THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i );
  5720. vector = new Vector4();
  5721. }
  5722. array[ offset ++ ] = vector.x;
  5723. array[ offset ++ ] = vector.y;
  5724. array[ offset ++ ] = vector.z;
  5725. array[ offset ++ ] = vector.w;
  5726. }
  5727. return this;
  5728. },
  5729. applyMatrix3: function ( m ) {
  5730. if ( this.itemSize === 2 ) {
  5731. for ( var i = 0, l = this.count; i < l; i ++ ) {
  5732. _vector2$1.fromBufferAttribute( this, i );
  5733. _vector2$1.applyMatrix3( m );
  5734. this.setXY( i, _vector2$1.x, _vector2$1.y );
  5735. }
  5736. } else if ( this.itemSize === 3 ) {
  5737. for ( var i$1 = 0, l$1 = this.count; i$1 < l$1; i$1 ++ ) {
  5738. _vector$3.fromBufferAttribute( this, i$1 );
  5739. _vector$3.applyMatrix3( m );
  5740. this.setXYZ( i$1, _vector$3.x, _vector$3.y, _vector$3.z );
  5741. }
  5742. }
  5743. return this;
  5744. },
  5745. applyMatrix4: function ( m ) {
  5746. for ( var i = 0, l = this.count; i < l; i ++ ) {
  5747. _vector$3.x = this.getX( i );
  5748. _vector$3.y = this.getY( i );
  5749. _vector$3.z = this.getZ( i );
  5750. _vector$3.applyMatrix4( m );
  5751. this.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );
  5752. }
  5753. return this;
  5754. },
  5755. applyNormalMatrix: function ( m ) {
  5756. for ( var i = 0, l = this.count; i < l; i ++ ) {
  5757. _vector$3.x = this.getX( i );
  5758. _vector$3.y = this.getY( i );
  5759. _vector$3.z = this.getZ( i );
  5760. _vector$3.applyNormalMatrix( m );
  5761. this.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );
  5762. }
  5763. return this;
  5764. },
  5765. transformDirection: function ( m ) {
  5766. for ( var i = 0, l = this.count; i < l; i ++ ) {
  5767. _vector$3.x = this.getX( i );
  5768. _vector$3.y = this.getY( i );
  5769. _vector$3.z = this.getZ( i );
  5770. _vector$3.transformDirection( m );
  5771. this.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );
  5772. }
  5773. return this;
  5774. },
  5775. set: function ( value, offset ) {
  5776. if ( offset === undefined ) { offset = 0; }
  5777. this.array.set( value, offset );
  5778. return this;
  5779. },
  5780. getX: function ( index ) {
  5781. return this.array[ index * this.itemSize ];
  5782. },
  5783. setX: function ( index, x ) {
  5784. this.array[ index * this.itemSize ] = x;
  5785. return this;
  5786. },
  5787. getY: function ( index ) {
  5788. return this.array[ index * this.itemSize + 1 ];
  5789. },
  5790. setY: function ( index, y ) {
  5791. this.array[ index * this.itemSize + 1 ] = y;
  5792. return this;
  5793. },
  5794. getZ: function ( index ) {
  5795. return this.array[ index * this.itemSize + 2 ];
  5796. },
  5797. setZ: function ( index, z ) {
  5798. this.array[ index * this.itemSize + 2 ] = z;
  5799. return this;
  5800. },
  5801. getW: function ( index ) {
  5802. return this.array[ index * this.itemSize + 3 ];
  5803. },
  5804. setW: function ( index, w ) {
  5805. this.array[ index * this.itemSize + 3 ] = w;
  5806. return this;
  5807. },
  5808. setXY: function ( index, x, y ) {
  5809. index *= this.itemSize;
  5810. this.array[ index + 0 ] = x;
  5811. this.array[ index + 1 ] = y;
  5812. return this;
  5813. },
  5814. setXYZ: function ( index, x, y, z ) {
  5815. index *= this.itemSize;
  5816. this.array[ index + 0 ] = x;
  5817. this.array[ index + 1 ] = y;
  5818. this.array[ index + 2 ] = z;
  5819. return this;
  5820. },
  5821. setXYZW: function ( index, x, y, z, w ) {
  5822. index *= this.itemSize;
  5823. this.array[ index + 0 ] = x;
  5824. this.array[ index + 1 ] = y;
  5825. this.array[ index + 2 ] = z;
  5826. this.array[ index + 3 ] = w;
  5827. return this;
  5828. },
  5829. onUpload: function ( callback ) {
  5830. this.onUploadCallback = callback;
  5831. return this;
  5832. },
  5833. clone: function () {
  5834. return new this.constructor( this.array, this.itemSize ).copy( this );
  5835. },
  5836. toJSON: function () {
  5837. return {
  5838. itemSize: this.itemSize,
  5839. type: this.array.constructor.name,
  5840. array: Array.prototype.slice.call( this.array ),
  5841. normalized: this.normalized
  5842. };
  5843. }
  5844. } );
  5845. //
  5846. function Int8BufferAttribute( array, itemSize, normalized ) {
  5847. BufferAttribute.call( this, new Int8Array( array ), itemSize, normalized );
  5848. }
  5849. Int8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5850. Int8BufferAttribute.prototype.constructor = Int8BufferAttribute;
  5851. function Uint8BufferAttribute( array, itemSize, normalized ) {
  5852. BufferAttribute.call( this, new Uint8Array( array ), itemSize, normalized );
  5853. }
  5854. Uint8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5855. Uint8BufferAttribute.prototype.constructor = Uint8BufferAttribute;
  5856. function Uint8ClampedBufferAttribute( array, itemSize, normalized ) {
  5857. BufferAttribute.call( this, new Uint8ClampedArray( array ), itemSize, normalized );
  5858. }
  5859. Uint8ClampedBufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5860. Uint8ClampedBufferAttribute.prototype.constructor = Uint8ClampedBufferAttribute;
  5861. function Int16BufferAttribute( array, itemSize, normalized ) {
  5862. BufferAttribute.call( this, new Int16Array( array ), itemSize, normalized );
  5863. }
  5864. Int16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5865. Int16BufferAttribute.prototype.constructor = Int16BufferAttribute;
  5866. function Uint16BufferAttribute( array, itemSize, normalized ) {
  5867. BufferAttribute.call( this, new Uint16Array( array ), itemSize, normalized );
  5868. }
  5869. Uint16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5870. Uint16BufferAttribute.prototype.constructor = Uint16BufferAttribute;
  5871. function Int32BufferAttribute( array, itemSize, normalized ) {
  5872. BufferAttribute.call( this, new Int32Array( array ), itemSize, normalized );
  5873. }
  5874. Int32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5875. Int32BufferAttribute.prototype.constructor = Int32BufferAttribute;
  5876. function Uint32BufferAttribute( array, itemSize, normalized ) {
  5877. BufferAttribute.call( this, new Uint32Array( array ), itemSize, normalized );
  5878. }
  5879. Uint32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5880. Uint32BufferAttribute.prototype.constructor = Uint32BufferAttribute;
  5881. function Float32BufferAttribute( array, itemSize, normalized ) {
  5882. BufferAttribute.call( this, new Float32Array( array ), itemSize, normalized );
  5883. }
  5884. Float32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5885. Float32BufferAttribute.prototype.constructor = Float32BufferAttribute;
  5886. function Float64BufferAttribute( array, itemSize, normalized ) {
  5887. BufferAttribute.call( this, new Float64Array( array ), itemSize, normalized );
  5888. }
  5889. Float64BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5890. Float64BufferAttribute.prototype.constructor = Float64BufferAttribute;
  5891. /**
  5892. * @author mrdoob / http://mrdoob.com/
  5893. */
  5894. function DirectGeometry() {
  5895. this.vertices = [];
  5896. this.normals = [];
  5897. this.colors = [];
  5898. this.uvs = [];
  5899. this.uvs2 = [];
  5900. this.groups = [];
  5901. this.morphTargets = {};
  5902. this.skinWeights = [];
  5903. this.skinIndices = [];
  5904. // this.lineDistances = [];
  5905. this.boundingBox = null;
  5906. this.boundingSphere = null;
  5907. // update flags
  5908. this.verticesNeedUpdate = false;
  5909. this.normalsNeedUpdate = false;
  5910. this.colorsNeedUpdate = false;
  5911. this.uvsNeedUpdate = false;
  5912. this.groupsNeedUpdate = false;
  5913. }
  5914. Object.assign( DirectGeometry.prototype, {
  5915. computeGroups: function ( geometry ) {
  5916. var groups = [];
  5917. var group, i;
  5918. var materialIndex = undefined;
  5919. var faces = geometry.faces;
  5920. for ( i = 0; i < faces.length; i ++ ) {
  5921. var face = faces[ i ];
  5922. // materials
  5923. if ( face.materialIndex !== materialIndex ) {
  5924. materialIndex = face.materialIndex;
  5925. if ( group !== undefined ) {
  5926. group.count = ( i * 3 ) - group.start;
  5927. groups.push( group );
  5928. }
  5929. group = {
  5930. start: i * 3,
  5931. materialIndex: materialIndex
  5932. };
  5933. }
  5934. }
  5935. if ( group !== undefined ) {
  5936. group.count = ( i * 3 ) - group.start;
  5937. groups.push( group );
  5938. }
  5939. this.groups = groups;
  5940. },
  5941. fromGeometry: function ( geometry ) {
  5942. var faces = geometry.faces;
  5943. var vertices = geometry.vertices;
  5944. var faceVertexUvs = geometry.faceVertexUvs;
  5945. var hasFaceVertexUv = faceVertexUvs[ 0 ] && faceVertexUvs[ 0 ].length > 0;
  5946. var hasFaceVertexUv2 = faceVertexUvs[ 1 ] && faceVertexUvs[ 1 ].length > 0;
  5947. // morphs
  5948. var morphTargets = geometry.morphTargets;
  5949. var morphTargetsLength = morphTargets.length;
  5950. var morphTargetsPosition;
  5951. if ( morphTargetsLength > 0 ) {
  5952. morphTargetsPosition = [];
  5953. for ( var i = 0; i < morphTargetsLength; i ++ ) {
  5954. morphTargetsPosition[ i ] = {
  5955. name: morphTargets[ i ].name,
  5956. data: []
  5957. };
  5958. }
  5959. this.morphTargets.position = morphTargetsPosition;
  5960. }
  5961. var morphNormals = geometry.morphNormals;
  5962. var morphNormalsLength = morphNormals.length;
  5963. var morphTargetsNormal;
  5964. if ( morphNormalsLength > 0 ) {
  5965. morphTargetsNormal = [];
  5966. for ( var i$1 = 0; i$1 < morphNormalsLength; i$1 ++ ) {
  5967. morphTargetsNormal[ i$1 ] = {
  5968. name: morphNormals[ i$1 ].name,
  5969. data: []
  5970. };
  5971. }
  5972. this.morphTargets.normal = morphTargetsNormal;
  5973. }
  5974. // skins
  5975. var skinIndices = geometry.skinIndices;
  5976. var skinWeights = geometry.skinWeights;
  5977. var hasSkinIndices = skinIndices.length === vertices.length;
  5978. var hasSkinWeights = skinWeights.length === vertices.length;
  5979. //
  5980. if ( vertices.length > 0 && faces.length === 0 ) {
  5981. console.error( 'THREE.DirectGeometry: Faceless geometries are not supported.' );
  5982. }
  5983. for ( var i$2 = 0; i$2 < faces.length; i$2 ++ ) {
  5984. var face = faces[ i$2 ];
  5985. this.vertices.push( vertices[ face.a ], vertices[ face.b ], vertices[ face.c ] );
  5986. var vertexNormals = face.vertexNormals;
  5987. if ( vertexNormals.length === 3 ) {
  5988. this.normals.push( vertexNormals[ 0 ], vertexNormals[ 1 ], vertexNormals[ 2 ] );
  5989. } else {
  5990. var normal = face.normal;
  5991. this.normals.push( normal, normal, normal );
  5992. }
  5993. var vertexColors = face.vertexColors;
  5994. if ( vertexColors.length === 3 ) {
  5995. this.colors.push( vertexColors[ 0 ], vertexColors[ 1 ], vertexColors[ 2 ] );
  5996. } else {
  5997. var color = face.color;
  5998. this.colors.push( color, color, color );
  5999. }
  6000. if ( hasFaceVertexUv === true ) {
  6001. var vertexUvs = faceVertexUvs[ 0 ][ i$2 ];
  6002. if ( vertexUvs !== undefined ) {
  6003. this.uvs.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
  6004. } else {
  6005. console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv ', i$2 );
  6006. this.uvs.push( new Vector2(), new Vector2(), new Vector2() );
  6007. }
  6008. }
  6009. if ( hasFaceVertexUv2 === true ) {
  6010. var vertexUvs$1 = faceVertexUvs[ 1 ][ i$2 ];
  6011. if ( vertexUvs$1 !== undefined ) {
  6012. this.uvs2.push( vertexUvs$1[ 0 ], vertexUvs$1[ 1 ], vertexUvs$1[ 2 ] );
  6013. } else {
  6014. console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv2 ', i$2 );
  6015. this.uvs2.push( new Vector2(), new Vector2(), new Vector2() );
  6016. }
  6017. }
  6018. // morphs
  6019. for ( var j = 0; j < morphTargetsLength; j ++ ) {
  6020. var morphTarget = morphTargets[ j ].vertices;
  6021. morphTargetsPosition[ j ].data.push( morphTarget[ face.a ], morphTarget[ face.b ], morphTarget[ face.c ] );
  6022. }
  6023. for ( var j$1 = 0; j$1 < morphNormalsLength; j$1 ++ ) {
  6024. var morphNormal = morphNormals[ j$1 ].vertexNormals[ i$2 ];
  6025. morphTargetsNormal[ j$1 ].data.push( morphNormal.a, morphNormal.b, morphNormal.c );
  6026. }
  6027. // skins
  6028. if ( hasSkinIndices ) {
  6029. this.skinIndices.push( skinIndices[ face.a ], skinIndices[ face.b ], skinIndices[ face.c ] );
  6030. }
  6031. if ( hasSkinWeights ) {
  6032. this.skinWeights.push( skinWeights[ face.a ], skinWeights[ face.b ], skinWeights[ face.c ] );
  6033. }
  6034. }
  6035. this.computeGroups( geometry );
  6036. this.verticesNeedUpdate = geometry.verticesNeedUpdate;
  6037. this.normalsNeedUpdate = geometry.normalsNeedUpdate;
  6038. this.colorsNeedUpdate = geometry.colorsNeedUpdate;
  6039. this.uvsNeedUpdate = geometry.uvsNeedUpdate;
  6040. this.groupsNeedUpdate = geometry.groupsNeedUpdate;
  6041. if ( geometry.boundingSphere !== null ) {
  6042. this.boundingSphere = geometry.boundingSphere.clone();
  6043. }
  6044. if ( geometry.boundingBox !== null ) {
  6045. this.boundingBox = geometry.boundingBox.clone();
  6046. }
  6047. return this;
  6048. }
  6049. } );
  6050. /**
  6051. * @author mrdoob / http://mrdoob.com/
  6052. */
  6053. function arrayMax( array ) {
  6054. if ( array.length === 0 ) { return - Infinity; }
  6055. var max = array[ 0 ];
  6056. for ( var i = 1, l = array.length; i < l; ++ i ) {
  6057. if ( array[ i ] > max ) { max = array[ i ]; }
  6058. }
  6059. return max;
  6060. }
  6061. /**
  6062. * @author alteredq / http://alteredqualia.com/
  6063. * @author mrdoob / http://mrdoob.com/
  6064. */
  6065. var _bufferGeometryId = 1; // BufferGeometry uses odd numbers as Id
  6066. var _m1$2 = new Matrix4();
  6067. var _obj = new Object3D();
  6068. var _offset = new Vector3();
  6069. var _box$2 = new Box3();
  6070. var _boxMorphTargets = new Box3();
  6071. var _vector$4 = new Vector3();
  6072. function BufferGeometry() {
  6073. Object.defineProperty( this, 'id', { value: _bufferGeometryId += 2 } );
  6074. this.uuid = MathUtils.generateUUID();
  6075. this.name = '';
  6076. this.type = 'BufferGeometry';
  6077. this.index = null;
  6078. this.attributes = {};
  6079. this.morphAttributes = {};
  6080. this.morphTargetsRelative = false;
  6081. this.groups = [];
  6082. this.boundingBox = null;
  6083. this.boundingSphere = null;
  6084. this.drawRange = { start: 0, count: Infinity };
  6085. this.userData = {};
  6086. }
  6087. BufferGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  6088. constructor: BufferGeometry,
  6089. isBufferGeometry: true,
  6090. getIndex: function () {
  6091. return this.index;
  6092. },
  6093. setIndex: function ( index ) {
  6094. if ( Array.isArray( index ) ) {
  6095. this.index = new ( arrayMax( index ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );
  6096. } else {
  6097. this.index = index;
  6098. }
  6099. },
  6100. getAttribute: function ( name ) {
  6101. return this.attributes[ name ];
  6102. },
  6103. setAttribute: function ( name, attribute ) {
  6104. this.attributes[ name ] = attribute;
  6105. return this;
  6106. },
  6107. deleteAttribute: function ( name ) {
  6108. delete this.attributes[ name ];
  6109. return this;
  6110. },
  6111. addGroup: function ( start, count, materialIndex ) {
  6112. this.groups.push( {
  6113. start: start,
  6114. count: count,
  6115. materialIndex: materialIndex !== undefined ? materialIndex : 0
  6116. } );
  6117. },
  6118. clearGroups: function () {
  6119. this.groups = [];
  6120. },
  6121. setDrawRange: function ( start, count ) {
  6122. this.drawRange.start = start;
  6123. this.drawRange.count = count;
  6124. },
  6125. applyMatrix4: function ( matrix ) {
  6126. var position = this.attributes.position;
  6127. if ( position !== undefined ) {
  6128. position.applyMatrix4( matrix );
  6129. position.needsUpdate = true;
  6130. }
  6131. var normal = this.attributes.normal;
  6132. if ( normal !== undefined ) {
  6133. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  6134. normal.applyNormalMatrix( normalMatrix );
  6135. normal.needsUpdate = true;
  6136. }
  6137. var tangent = this.attributes.tangent;
  6138. if ( tangent !== undefined ) {
  6139. tangent.transformDirection( matrix );
  6140. tangent.needsUpdate = true;
  6141. }
  6142. if ( this.boundingBox !== null ) {
  6143. this.computeBoundingBox();
  6144. }
  6145. if ( this.boundingSphere !== null ) {
  6146. this.computeBoundingSphere();
  6147. }
  6148. return this;
  6149. },
  6150. rotateX: function ( angle ) {
  6151. // rotate geometry around world x-axis
  6152. _m1$2.makeRotationX( angle );
  6153. this.applyMatrix4( _m1$2 );
  6154. return this;
  6155. },
  6156. rotateY: function ( angle ) {
  6157. // rotate geometry around world y-axis
  6158. _m1$2.makeRotationY( angle );
  6159. this.applyMatrix4( _m1$2 );
  6160. return this;
  6161. },
  6162. rotateZ: function ( angle ) {
  6163. // rotate geometry around world z-axis
  6164. _m1$2.makeRotationZ( angle );
  6165. this.applyMatrix4( _m1$2 );
  6166. return this;
  6167. },
  6168. translate: function ( x, y, z ) {
  6169. // translate geometry
  6170. _m1$2.makeTranslation( x, y, z );
  6171. this.applyMatrix4( _m1$2 );
  6172. return this;
  6173. },
  6174. scale: function ( x, y, z ) {
  6175. // scale geometry
  6176. _m1$2.makeScale( x, y, z );
  6177. this.applyMatrix4( _m1$2 );
  6178. return this;
  6179. },
  6180. lookAt: function ( vector ) {
  6181. _obj.lookAt( vector );
  6182. _obj.updateMatrix();
  6183. this.applyMatrix4( _obj.matrix );
  6184. return this;
  6185. },
  6186. center: function () {
  6187. this.computeBoundingBox();
  6188. this.boundingBox.getCenter( _offset ).negate();
  6189. this.translate( _offset.x, _offset.y, _offset.z );
  6190. return this;
  6191. },
  6192. setFromObject: function ( object ) {
  6193. // console.log( 'THREE.BufferGeometry.setFromObject(). Converting', object, this );
  6194. var geometry = object.geometry;
  6195. if ( object.isPoints || object.isLine ) {
  6196. var positions = new Float32BufferAttribute( geometry.vertices.length * 3, 3 );
  6197. var colors = new Float32BufferAttribute( geometry.colors.length * 3, 3 );
  6198. this.setAttribute( 'position', positions.copyVector3sArray( geometry.vertices ) );
  6199. this.setAttribute( 'color', colors.copyColorsArray( geometry.colors ) );
  6200. if ( geometry.lineDistances && geometry.lineDistances.length === geometry.vertices.length ) {
  6201. var lineDistances = new Float32BufferAttribute( geometry.lineDistances.length, 1 );
  6202. this.setAttribute( 'lineDistance', lineDistances.copyArray( geometry.lineDistances ) );
  6203. }
  6204. if ( geometry.boundingSphere !== null ) {
  6205. this.boundingSphere = geometry.boundingSphere.clone();
  6206. }
  6207. if ( geometry.boundingBox !== null ) {
  6208. this.boundingBox = geometry.boundingBox.clone();
  6209. }
  6210. } else if ( object.isMesh ) {
  6211. if ( geometry && geometry.isGeometry ) {
  6212. this.fromGeometry( geometry );
  6213. }
  6214. }
  6215. return this;
  6216. },
  6217. setFromPoints: function ( points ) {
  6218. var position = [];
  6219. for ( var i = 0, l = points.length; i < l; i ++ ) {
  6220. var point = points[ i ];
  6221. position.push( point.x, point.y, point.z || 0 );
  6222. }
  6223. this.setAttribute( 'position', new Float32BufferAttribute( position, 3 ) );
  6224. return this;
  6225. },
  6226. updateFromObject: function ( object ) {
  6227. var geometry = object.geometry;
  6228. if ( object.isMesh ) {
  6229. var direct = geometry.__directGeometry;
  6230. if ( geometry.elementsNeedUpdate === true ) {
  6231. direct = undefined;
  6232. geometry.elementsNeedUpdate = false;
  6233. }
  6234. if ( direct === undefined ) {
  6235. return this.fromGeometry( geometry );
  6236. }
  6237. direct.verticesNeedUpdate = geometry.verticesNeedUpdate;
  6238. direct.normalsNeedUpdate = geometry.normalsNeedUpdate;
  6239. direct.colorsNeedUpdate = geometry.colorsNeedUpdate;
  6240. direct.uvsNeedUpdate = geometry.uvsNeedUpdate;
  6241. direct.groupsNeedUpdate = geometry.groupsNeedUpdate;
  6242. geometry.verticesNeedUpdate = false;
  6243. geometry.normalsNeedUpdate = false;
  6244. geometry.colorsNeedUpdate = false;
  6245. geometry.uvsNeedUpdate = false;
  6246. geometry.groupsNeedUpdate = false;
  6247. geometry = direct;
  6248. }
  6249. if ( geometry.verticesNeedUpdate === true ) {
  6250. var attribute = this.attributes.position;
  6251. if ( attribute !== undefined ) {
  6252. attribute.copyVector3sArray( geometry.vertices );
  6253. attribute.needsUpdate = true;
  6254. }
  6255. geometry.verticesNeedUpdate = false;
  6256. }
  6257. if ( geometry.normalsNeedUpdate === true ) {
  6258. var attribute$1 = this.attributes.normal;
  6259. if ( attribute$1 !== undefined ) {
  6260. attribute$1.copyVector3sArray( geometry.normals );
  6261. attribute$1.needsUpdate = true;
  6262. }
  6263. geometry.normalsNeedUpdate = false;
  6264. }
  6265. if ( geometry.colorsNeedUpdate === true ) {
  6266. var attribute$2 = this.attributes.color;
  6267. if ( attribute$2 !== undefined ) {
  6268. attribute$2.copyColorsArray( geometry.colors );
  6269. attribute$2.needsUpdate = true;
  6270. }
  6271. geometry.colorsNeedUpdate = false;
  6272. }
  6273. if ( geometry.uvsNeedUpdate ) {
  6274. var attribute$3 = this.attributes.uv;
  6275. if ( attribute$3 !== undefined ) {
  6276. attribute$3.copyVector2sArray( geometry.uvs );
  6277. attribute$3.needsUpdate = true;
  6278. }
  6279. geometry.uvsNeedUpdate = false;
  6280. }
  6281. if ( geometry.lineDistancesNeedUpdate ) {
  6282. var attribute$4 = this.attributes.lineDistance;
  6283. if ( attribute$4 !== undefined ) {
  6284. attribute$4.copyArray( geometry.lineDistances );
  6285. attribute$4.needsUpdate = true;
  6286. }
  6287. geometry.lineDistancesNeedUpdate = false;
  6288. }
  6289. if ( geometry.groupsNeedUpdate ) {
  6290. geometry.computeGroups( object.geometry );
  6291. this.groups = geometry.groups;
  6292. geometry.groupsNeedUpdate = false;
  6293. }
  6294. return this;
  6295. },
  6296. fromGeometry: function ( geometry ) {
  6297. geometry.__directGeometry = new DirectGeometry().fromGeometry( geometry );
  6298. return this.fromDirectGeometry( geometry.__directGeometry );
  6299. },
  6300. fromDirectGeometry: function ( geometry ) {
  6301. var positions = new Float32Array( geometry.vertices.length * 3 );
  6302. this.setAttribute( 'position', new BufferAttribute( positions, 3 ).copyVector3sArray( geometry.vertices ) );
  6303. if ( geometry.normals.length > 0 ) {
  6304. var normals = new Float32Array( geometry.normals.length * 3 );
  6305. this.setAttribute( 'normal', new BufferAttribute( normals, 3 ).copyVector3sArray( geometry.normals ) );
  6306. }
  6307. if ( geometry.colors.length > 0 ) {
  6308. var colors = new Float32Array( geometry.colors.length * 3 );
  6309. this.setAttribute( 'color', new BufferAttribute( colors, 3 ).copyColorsArray( geometry.colors ) );
  6310. }
  6311. if ( geometry.uvs.length > 0 ) {
  6312. var uvs = new Float32Array( geometry.uvs.length * 2 );
  6313. this.setAttribute( 'uv', new BufferAttribute( uvs, 2 ).copyVector2sArray( geometry.uvs ) );
  6314. }
  6315. if ( geometry.uvs2.length > 0 ) {
  6316. var uvs2 = new Float32Array( geometry.uvs2.length * 2 );
  6317. this.setAttribute( 'uv2', new BufferAttribute( uvs2, 2 ).copyVector2sArray( geometry.uvs2 ) );
  6318. }
  6319. // groups
  6320. this.groups = geometry.groups;
  6321. // morphs
  6322. for ( var name in geometry.morphTargets ) {
  6323. var array = [];
  6324. var morphTargets = geometry.morphTargets[ name ];
  6325. for ( var i = 0, l = morphTargets.length; i < l; i ++ ) {
  6326. var morphTarget = morphTargets[ i ];
  6327. var attribute = new Float32BufferAttribute( morphTarget.data.length * 3, 3 );
  6328. attribute.name = morphTarget.name;
  6329. array.push( attribute.copyVector3sArray( morphTarget.data ) );
  6330. }
  6331. this.morphAttributes[ name ] = array;
  6332. }
  6333. // skinning
  6334. if ( geometry.skinIndices.length > 0 ) {
  6335. var skinIndices = new Float32BufferAttribute( geometry.skinIndices.length * 4, 4 );
  6336. this.setAttribute( 'skinIndex', skinIndices.copyVector4sArray( geometry.skinIndices ) );
  6337. }
  6338. if ( geometry.skinWeights.length > 0 ) {
  6339. var skinWeights = new Float32BufferAttribute( geometry.skinWeights.length * 4, 4 );
  6340. this.setAttribute( 'skinWeight', skinWeights.copyVector4sArray( geometry.skinWeights ) );
  6341. }
  6342. //
  6343. if ( geometry.boundingSphere !== null ) {
  6344. this.boundingSphere = geometry.boundingSphere.clone();
  6345. }
  6346. if ( geometry.boundingBox !== null ) {
  6347. this.boundingBox = geometry.boundingBox.clone();
  6348. }
  6349. return this;
  6350. },
  6351. computeBoundingBox: function () {
  6352. if ( this.boundingBox === null ) {
  6353. this.boundingBox = new Box3();
  6354. }
  6355. var position = this.attributes.position;
  6356. var morphAttributesPosition = this.morphAttributes.position;
  6357. if ( position !== undefined ) {
  6358. this.boundingBox.setFromBufferAttribute( position );
  6359. // process morph attributes if present
  6360. if ( morphAttributesPosition ) {
  6361. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6362. var morphAttribute = morphAttributesPosition[ i ];
  6363. _box$2.setFromBufferAttribute( morphAttribute );
  6364. if ( this.morphTargetsRelative ) {
  6365. _vector$4.addVectors( this.boundingBox.min, _box$2.min );
  6366. this.boundingBox.expandByPoint( _vector$4 );
  6367. _vector$4.addVectors( this.boundingBox.max, _box$2.max );
  6368. this.boundingBox.expandByPoint( _vector$4 );
  6369. } else {
  6370. this.boundingBox.expandByPoint( _box$2.min );
  6371. this.boundingBox.expandByPoint( _box$2.max );
  6372. }
  6373. }
  6374. }
  6375. } else {
  6376. this.boundingBox.makeEmpty();
  6377. }
  6378. if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
  6379. console.error( 'THREE.BufferGeometry.computeBoundingBox: Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this );
  6380. }
  6381. },
  6382. computeBoundingSphere: function () {
  6383. if ( this.boundingSphere === null ) {
  6384. this.boundingSphere = new Sphere();
  6385. }
  6386. var position = this.attributes.position;
  6387. var morphAttributesPosition = this.morphAttributes.position;
  6388. if ( position ) {
  6389. // first, find the center of the bounding sphere
  6390. var center = this.boundingSphere.center;
  6391. _box$2.setFromBufferAttribute( position );
  6392. // process morph attributes if present
  6393. if ( morphAttributesPosition ) {
  6394. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6395. var morphAttribute = morphAttributesPosition[ i ];
  6396. _boxMorphTargets.setFromBufferAttribute( morphAttribute );
  6397. if ( this.morphTargetsRelative ) {
  6398. _vector$4.addVectors( _box$2.min, _boxMorphTargets.min );
  6399. _box$2.expandByPoint( _vector$4 );
  6400. _vector$4.addVectors( _box$2.max, _boxMorphTargets.max );
  6401. _box$2.expandByPoint( _vector$4 );
  6402. } else {
  6403. _box$2.expandByPoint( _boxMorphTargets.min );
  6404. _box$2.expandByPoint( _boxMorphTargets.max );
  6405. }
  6406. }
  6407. }
  6408. _box$2.getCenter( center );
  6409. // second, try to find a boundingSphere with a radius smaller than the
  6410. // boundingSphere of the boundingBox: sqrt(3) smaller in the best case
  6411. var maxRadiusSq = 0;
  6412. for ( var i$1 = 0, il$1 = position.count; i$1 < il$1; i$1 ++ ) {
  6413. _vector$4.fromBufferAttribute( position, i$1 );
  6414. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$4 ) );
  6415. }
  6416. // process morph attributes if present
  6417. if ( morphAttributesPosition ) {
  6418. for ( var i$2 = 0, il$2 = morphAttributesPosition.length; i$2 < il$2; i$2 ++ ) {
  6419. var morphAttribute$1 = morphAttributesPosition[ i$2 ];
  6420. var morphTargetsRelative = this.morphTargetsRelative;
  6421. for ( var j = 0, jl = morphAttribute$1.count; j < jl; j ++ ) {
  6422. _vector$4.fromBufferAttribute( morphAttribute$1, j );
  6423. if ( morphTargetsRelative ) {
  6424. _offset.fromBufferAttribute( position, j );
  6425. _vector$4.add( _offset );
  6426. }
  6427. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$4 ) );
  6428. }
  6429. }
  6430. }
  6431. this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
  6432. if ( isNaN( this.boundingSphere.radius ) ) {
  6433. console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this );
  6434. }
  6435. }
  6436. },
  6437. computeFaceNormals: function () {
  6438. // backwards compatibility
  6439. },
  6440. computeVertexNormals: function () {
  6441. var index = this.index;
  6442. var positionAttribute = this.getAttribute( 'position' );
  6443. if ( positionAttribute !== undefined ) {
  6444. var normalAttribute = this.getAttribute( 'normal' );
  6445. if ( normalAttribute === undefined ) {
  6446. normalAttribute = new BufferAttribute( new Float32Array( positionAttribute.count * 3 ), 3 );
  6447. this.setAttribute( 'normal', normalAttribute );
  6448. } else {
  6449. // reset existing normals to zero
  6450. for ( var i = 0, il = normalAttribute.count; i < il; i ++ ) {
  6451. normalAttribute.setXYZ( i, 0, 0, 0 );
  6452. }
  6453. }
  6454. var pA = new Vector3(), pB = new Vector3(), pC = new Vector3();
  6455. var nA = new Vector3(), nB = new Vector3(), nC = new Vector3();
  6456. var cb = new Vector3(), ab = new Vector3();
  6457. // indexed elements
  6458. if ( index ) {
  6459. for ( var i$1 = 0, il$1 = index.count; i$1 < il$1; i$1 += 3 ) {
  6460. var vA = index.getX( i$1 + 0 );
  6461. var vB = index.getX( i$1 + 1 );
  6462. var vC = index.getX( i$1 + 2 );
  6463. pA.fromBufferAttribute( positionAttribute, vA );
  6464. pB.fromBufferAttribute( positionAttribute, vB );
  6465. pC.fromBufferAttribute( positionAttribute, vC );
  6466. cb.subVectors( pC, pB );
  6467. ab.subVectors( pA, pB );
  6468. cb.cross( ab );
  6469. nA.fromBufferAttribute( normalAttribute, vA );
  6470. nB.fromBufferAttribute( normalAttribute, vB );
  6471. nC.fromBufferAttribute( normalAttribute, vC );
  6472. nA.add( cb );
  6473. nB.add( cb );
  6474. nC.add( cb );
  6475. normalAttribute.setXYZ( vA, nA.x, nA.y, nA.z );
  6476. normalAttribute.setXYZ( vB, nB.x, nB.y, nB.z );
  6477. normalAttribute.setXYZ( vC, nC.x, nC.y, nC.z );
  6478. }
  6479. } else {
  6480. // non-indexed elements (unconnected triangle soup)
  6481. for ( var i$2 = 0, il$2 = positionAttribute.count; i$2 < il$2; i$2 += 3 ) {
  6482. pA.fromBufferAttribute( positionAttribute, i$2 + 0 );
  6483. pB.fromBufferAttribute( positionAttribute, i$2 + 1 );
  6484. pC.fromBufferAttribute( positionAttribute, i$2 + 2 );
  6485. cb.subVectors( pC, pB );
  6486. ab.subVectors( pA, pB );
  6487. cb.cross( ab );
  6488. normalAttribute.setXYZ( i$2 + 0, cb.x, cb.y, cb.z );
  6489. normalAttribute.setXYZ( i$2 + 1, cb.x, cb.y, cb.z );
  6490. normalAttribute.setXYZ( i$2 + 2, cb.x, cb.y, cb.z );
  6491. }
  6492. }
  6493. this.normalizeNormals();
  6494. normalAttribute.needsUpdate = true;
  6495. }
  6496. },
  6497. merge: function ( geometry, offset ) {
  6498. if ( ! ( geometry && geometry.isBufferGeometry ) ) {
  6499. console.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry );
  6500. return;
  6501. }
  6502. if ( offset === undefined ) {
  6503. offset = 0;
  6504. console.warn(
  6505. 'THREE.BufferGeometry.merge(): Overwriting original geometry, starting at offset=0. '
  6506. + 'Use BufferGeometryUtils.mergeBufferGeometries() for lossless merge.'
  6507. );
  6508. }
  6509. var attributes = this.attributes;
  6510. for ( var key in attributes ) {
  6511. if ( geometry.attributes[ key ] === undefined ) { continue; }
  6512. var attribute1 = attributes[ key ];
  6513. var attributeArray1 = attribute1.array;
  6514. var attribute2 = geometry.attributes[ key ];
  6515. var attributeArray2 = attribute2.array;
  6516. var attributeOffset = attribute2.itemSize * offset;
  6517. var length = Math.min( attributeArray2.length, attributeArray1.length - attributeOffset );
  6518. for ( var i = 0, j = attributeOffset; i < length; i ++, j ++ ) {
  6519. attributeArray1[ j ] = attributeArray2[ i ];
  6520. }
  6521. }
  6522. return this;
  6523. },
  6524. normalizeNormals: function () {
  6525. var normals = this.attributes.normal;
  6526. for ( var i = 0, il = normals.count; i < il; i ++ ) {
  6527. _vector$4.fromBufferAttribute( normals, i );
  6528. _vector$4.normalize();
  6529. normals.setXYZ( i, _vector$4.x, _vector$4.y, _vector$4.z );
  6530. }
  6531. },
  6532. toNonIndexed: function () {
  6533. function convertBufferAttribute( attribute, indices ) {
  6534. var array = attribute.array;
  6535. var itemSize = attribute.itemSize;
  6536. var normalized = attribute.normalized;
  6537. var array2 = new array.constructor( indices.length * itemSize );
  6538. var index = 0, index2 = 0;
  6539. for ( var i = 0, l = indices.length; i < l; i ++ ) {
  6540. index = indices[ i ] * itemSize;
  6541. for ( var j = 0; j < itemSize; j ++ ) {
  6542. array2[ index2 ++ ] = array[ index ++ ];
  6543. }
  6544. }
  6545. return new BufferAttribute( array2, itemSize, normalized );
  6546. }
  6547. //
  6548. if ( this.index === null ) {
  6549. console.warn( 'THREE.BufferGeometry.toNonIndexed(): Geometry is already non-indexed.' );
  6550. return this;
  6551. }
  6552. var geometry2 = new BufferGeometry();
  6553. var indices = this.index.array;
  6554. var attributes = this.attributes;
  6555. // attributes
  6556. for ( var name in attributes ) {
  6557. var attribute = attributes[ name ];
  6558. var newAttribute = convertBufferAttribute( attribute, indices );
  6559. geometry2.setAttribute( name, newAttribute );
  6560. }
  6561. // morph attributes
  6562. var morphAttributes = this.morphAttributes;
  6563. for ( var name$1 in morphAttributes ) {
  6564. var morphArray = [];
  6565. var morphAttribute = morphAttributes[ name$1 ]; // morphAttribute: array of Float32BufferAttributes
  6566. for ( var i = 0, il = morphAttribute.length; i < il; i ++ ) {
  6567. var attribute$1 = morphAttribute[ i ];
  6568. var newAttribute$1 = convertBufferAttribute( attribute$1, indices );
  6569. morphArray.push( newAttribute$1 );
  6570. }
  6571. geometry2.morphAttributes[ name$1 ] = morphArray;
  6572. }
  6573. geometry2.morphTargetsRelative = this.morphTargetsRelative;
  6574. // groups
  6575. var groups = this.groups;
  6576. for ( var i$1 = 0, l = groups.length; i$1 < l; i$1 ++ ) {
  6577. var group = groups[ i$1 ];
  6578. geometry2.addGroup( group.start, group.count, group.materialIndex );
  6579. }
  6580. return geometry2;
  6581. },
  6582. toJSON: function () {
  6583. var data = {
  6584. metadata: {
  6585. version: 4.5,
  6586. type: 'BufferGeometry',
  6587. generator: 'BufferGeometry.toJSON'
  6588. }
  6589. };
  6590. // standard BufferGeometry serialization
  6591. data.uuid = this.uuid;
  6592. data.type = this.type;
  6593. if ( this.name !== '' ) { data.name = this.name; }
  6594. if ( Object.keys( this.userData ).length > 0 ) { data.userData = this.userData; }
  6595. if ( this.parameters !== undefined ) {
  6596. var parameters = this.parameters;
  6597. for ( var key in parameters ) {
  6598. if ( parameters[ key ] !== undefined ) { data[ key ] = parameters[ key ]; }
  6599. }
  6600. return data;
  6601. }
  6602. data.data = { attributes: {} };
  6603. var index = this.index;
  6604. if ( index !== null ) {
  6605. data.data.index = {
  6606. type: index.array.constructor.name,
  6607. array: Array.prototype.slice.call( index.array )
  6608. };
  6609. }
  6610. var attributes = this.attributes;
  6611. for ( var key$1 in attributes ) {
  6612. var attribute = attributes[ key$1 ];
  6613. var attributeData = attribute.toJSON( data.data );
  6614. if ( attribute.name !== '' ) { attributeData.name = attribute.name; }
  6615. data.data.attributes[ key$1 ] = attributeData;
  6616. }
  6617. var morphAttributes = {};
  6618. var hasMorphAttributes = false;
  6619. for ( var key$2 in this.morphAttributes ) {
  6620. var attributeArray = this.morphAttributes[ key$2 ];
  6621. var array = [];
  6622. for ( var i = 0, il = attributeArray.length; i < il; i ++ ) {
  6623. var attribute$1 = attributeArray[ i ];
  6624. var attributeData$1 = attribute$1.toJSON( data.data );
  6625. if ( attribute$1.name !== '' ) { attributeData$1.name = attribute$1.name; }
  6626. array.push( attributeData$1 );
  6627. }
  6628. if ( array.length > 0 ) {
  6629. morphAttributes[ key$2 ] = array;
  6630. hasMorphAttributes = true;
  6631. }
  6632. }
  6633. if ( hasMorphAttributes ) {
  6634. data.data.morphAttributes = morphAttributes;
  6635. data.data.morphTargetsRelative = this.morphTargetsRelative;
  6636. }
  6637. var groups = this.groups;
  6638. if ( groups.length > 0 ) {
  6639. data.data.groups = JSON.parse( JSON.stringify( groups ) );
  6640. }
  6641. var boundingSphere = this.boundingSphere;
  6642. if ( boundingSphere !== null ) {
  6643. data.data.boundingSphere = {
  6644. center: boundingSphere.center.toArray(),
  6645. radius: boundingSphere.radius
  6646. };
  6647. }
  6648. return data;
  6649. },
  6650. clone: function () {
  6651. /*
  6652. // Handle primitives
  6653. const parameters = this.parameters;
  6654. if ( parameters !== undefined ) {
  6655. const values = [];
  6656. for ( const key in parameters ) {
  6657. values.push( parameters[ key ] );
  6658. }
  6659. const geometry = Object.create( this.constructor.prototype );
  6660. this.constructor.apply( geometry, values );
  6661. return geometry;
  6662. }
  6663. return new this.constructor().copy( this );
  6664. */
  6665. return new BufferGeometry().copy( this );
  6666. },
  6667. copy: function ( source ) {
  6668. // reset
  6669. this.index = null;
  6670. this.attributes = {};
  6671. this.morphAttributes = {};
  6672. this.groups = [];
  6673. this.boundingBox = null;
  6674. this.boundingSphere = null;
  6675. // used for storing cloned, shared data
  6676. var data = {};
  6677. // name
  6678. this.name = source.name;
  6679. // index
  6680. var index = source.index;
  6681. if ( index !== null ) {
  6682. this.setIndex( index.clone( data ) );
  6683. }
  6684. // attributes
  6685. var attributes = source.attributes;
  6686. for ( var name in attributes ) {
  6687. var attribute = attributes[ name ];
  6688. this.setAttribute( name, attribute.clone( data ) );
  6689. }
  6690. // morph attributes
  6691. var morphAttributes = source.morphAttributes;
  6692. for ( var name$1 in morphAttributes ) {
  6693. var array = [];
  6694. var morphAttribute = morphAttributes[ name$1 ]; // morphAttribute: array of Float32BufferAttributes
  6695. for ( var i = 0, l = morphAttribute.length; i < l; i ++ ) {
  6696. array.push( morphAttribute[ i ].clone( data ) );
  6697. }
  6698. this.morphAttributes[ name$1 ] = array;
  6699. }
  6700. this.morphTargetsRelative = source.morphTargetsRelative;
  6701. // groups
  6702. var groups = source.groups;
  6703. for ( var i$1 = 0, l$1 = groups.length; i$1 < l$1; i$1 ++ ) {
  6704. var group = groups[ i$1 ];
  6705. this.addGroup( group.start, group.count, group.materialIndex );
  6706. }
  6707. // bounding box
  6708. var boundingBox = source.boundingBox;
  6709. if ( boundingBox !== null ) {
  6710. this.boundingBox = boundingBox.clone();
  6711. }
  6712. // bounding sphere
  6713. var boundingSphere = source.boundingSphere;
  6714. if ( boundingSphere !== null ) {
  6715. this.boundingSphere = boundingSphere.clone();
  6716. }
  6717. // draw range
  6718. this.drawRange.start = source.drawRange.start;
  6719. this.drawRange.count = source.drawRange.count;
  6720. // user data
  6721. this.userData = source.userData;
  6722. return this;
  6723. },
  6724. dispose: function () {
  6725. this.dispatchEvent( { type: 'dispose' } );
  6726. }
  6727. } );
  6728. /**
  6729. * @author mrdoob / http://mrdoob.com/
  6730. * @author alteredq / http://alteredqualia.com/
  6731. * @author mikael emtinger / http://gomo.se/
  6732. * @author jonobr1 / http://jonobr1.com/
  6733. */
  6734. var _inverseMatrix = new Matrix4();
  6735. var _ray = new Ray();
  6736. var _sphere = new Sphere();
  6737. var _vA = new Vector3();
  6738. var _vB = new Vector3();
  6739. var _vC = new Vector3();
  6740. var _tempA = new Vector3();
  6741. var _tempB = new Vector3();
  6742. var _tempC = new Vector3();
  6743. var _morphA = new Vector3();
  6744. var _morphB = new Vector3();
  6745. var _morphC = new Vector3();
  6746. var _uvA = new Vector2();
  6747. var _uvB = new Vector2();
  6748. var _uvC = new Vector2();
  6749. var _intersectionPoint = new Vector3();
  6750. var _intersectionPointWorld = new Vector3();
  6751. function Mesh( geometry, material ) {
  6752. Object3D.call( this );
  6753. this.type = 'Mesh';
  6754. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  6755. this.material = material !== undefined ? material : new MeshBasicMaterial();
  6756. this.updateMorphTargets();
  6757. }
  6758. Mesh.prototype = Object.assign( Object.create( Object3D.prototype ), {
  6759. constructor: Mesh,
  6760. isMesh: true,
  6761. copy: function ( source ) {
  6762. Object3D.prototype.copy.call( this, source );
  6763. if ( source.morphTargetInfluences !== undefined ) {
  6764. this.morphTargetInfluences = source.morphTargetInfluences.slice();
  6765. }
  6766. if ( source.morphTargetDictionary !== undefined ) {
  6767. this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );
  6768. }
  6769. this.material = source.material;
  6770. this.geometry = source.geometry;
  6771. return this;
  6772. },
  6773. updateMorphTargets: function () {
  6774. var geometry = this.geometry;
  6775. if ( geometry.isBufferGeometry ) {
  6776. var morphAttributes = geometry.morphAttributes;
  6777. var keys = Object.keys( morphAttributes );
  6778. if ( keys.length > 0 ) {
  6779. var morphAttribute = morphAttributes[ keys[ 0 ] ];
  6780. if ( morphAttribute !== undefined ) {
  6781. this.morphTargetInfluences = [];
  6782. this.morphTargetDictionary = {};
  6783. for ( var m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  6784. var name = morphAttribute[ m ].name || String( m );
  6785. this.morphTargetInfluences.push( 0 );
  6786. this.morphTargetDictionary[ name ] = m;
  6787. }
  6788. }
  6789. }
  6790. } else {
  6791. var morphTargets = geometry.morphTargets;
  6792. if ( morphTargets !== undefined && morphTargets.length > 0 ) {
  6793. console.error( 'THREE.Mesh.updateMorphTargets() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
  6794. }
  6795. }
  6796. },
  6797. raycast: function ( raycaster, intersects ) {
  6798. var geometry = this.geometry;
  6799. var material = this.material;
  6800. var matrixWorld = this.matrixWorld;
  6801. if ( material === undefined ) { return; }
  6802. // Checking boundingSphere distance to ray
  6803. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  6804. _sphere.copy( geometry.boundingSphere );
  6805. _sphere.applyMatrix4( matrixWorld );
  6806. if ( raycaster.ray.intersectsSphere( _sphere ) === false ) { return; }
  6807. //
  6808. _inverseMatrix.getInverse( matrixWorld );
  6809. _ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix );
  6810. // Check boundingBox before continuing
  6811. if ( geometry.boundingBox !== null ) {
  6812. if ( _ray.intersectsBox( geometry.boundingBox ) === false ) { return; }
  6813. }
  6814. var intersection;
  6815. if ( geometry.isBufferGeometry ) {
  6816. var index = geometry.index;
  6817. var position = geometry.attributes.position;
  6818. var morphPosition = geometry.morphAttributes.position;
  6819. var morphTargetsRelative = geometry.morphTargetsRelative;
  6820. var uv = geometry.attributes.uv;
  6821. var uv2 = geometry.attributes.uv2;
  6822. var groups = geometry.groups;
  6823. var drawRange = geometry.drawRange;
  6824. if ( index !== null ) {
  6825. // indexed buffer geometry
  6826. if ( Array.isArray( material ) ) {
  6827. for ( var i = 0, il = groups.length; i < il; i ++ ) {
  6828. var group = groups[ i ];
  6829. var groupMaterial = material[ group.materialIndex ];
  6830. var start = Math.max( group.start, drawRange.start );
  6831. var end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );
  6832. for ( var j = start, jl = end; j < jl; j += 3 ) {
  6833. var a = index.getX( j );
  6834. var b = index.getX( j + 1 );
  6835. var c = index.getX( j + 2 );
  6836. intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );
  6837. if ( intersection ) {
  6838. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics
  6839. intersection.face.materialIndex = group.materialIndex;
  6840. intersects.push( intersection );
  6841. }
  6842. }
  6843. }
  6844. } else {
  6845. var start$1 = Math.max( 0, drawRange.start );
  6846. var end$1 = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  6847. for ( var i$1 = start$1, il$1 = end$1; i$1 < il$1; i$1 += 3 ) {
  6848. var a$1 = index.getX( i$1 );
  6849. var b$1 = index.getX( i$1 + 1 );
  6850. var c$1 = index.getX( i$1 + 2 );
  6851. intersection = checkBufferGeometryIntersection( this, material, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a$1, b$1, c$1 );
  6852. if ( intersection ) {
  6853. intersection.faceIndex = Math.floor( i$1 / 3 ); // triangle number in indexed buffer semantics
  6854. intersects.push( intersection );
  6855. }
  6856. }
  6857. }
  6858. } else if ( position !== undefined ) {
  6859. // non-indexed buffer geometry
  6860. if ( Array.isArray( material ) ) {
  6861. for ( var i$2 = 0, il$2 = groups.length; i$2 < il$2; i$2 ++ ) {
  6862. var group$1 = groups[ i$2 ];
  6863. var groupMaterial$1 = material[ group$1.materialIndex ];
  6864. var start$2 = Math.max( group$1.start, drawRange.start );
  6865. var end$2 = Math.min( ( group$1.start + group$1.count ), ( drawRange.start + drawRange.count ) );
  6866. for ( var j$1 = start$2, jl$1 = end$2; j$1 < jl$1; j$1 += 3 ) {
  6867. var a$2 = j$1;
  6868. var b$2 = j$1 + 1;
  6869. var c$2 = j$1 + 2;
  6870. intersection = checkBufferGeometryIntersection( this, groupMaterial$1, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a$2, b$2, c$2 );
  6871. if ( intersection ) {
  6872. intersection.faceIndex = Math.floor( j$1 / 3 ); // triangle number in non-indexed buffer semantics
  6873. intersection.face.materialIndex = group$1.materialIndex;
  6874. intersects.push( intersection );
  6875. }
  6876. }
  6877. }
  6878. } else {
  6879. var start$3 = Math.max( 0, drawRange.start );
  6880. var end$3 = Math.min( position.count, ( drawRange.start + drawRange.count ) );
  6881. for ( var i$3 = start$3, il$3 = end$3; i$3 < il$3; i$3 += 3 ) {
  6882. var a$3 = i$3;
  6883. var b$3 = i$3 + 1;
  6884. var c$3 = i$3 + 2;
  6885. intersection = checkBufferGeometryIntersection( this, material, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a$3, b$3, c$3 );
  6886. if ( intersection ) {
  6887. intersection.faceIndex = Math.floor( i$3 / 3 ); // triangle number in non-indexed buffer semantics
  6888. intersects.push( intersection );
  6889. }
  6890. }
  6891. }
  6892. }
  6893. } else if ( geometry.isGeometry ) {
  6894. var isMultiMaterial = Array.isArray( material );
  6895. var vertices = geometry.vertices;
  6896. var faces = geometry.faces;
  6897. var uvs;
  6898. var faceVertexUvs = geometry.faceVertexUvs[ 0 ];
  6899. if ( faceVertexUvs.length > 0 ) { uvs = faceVertexUvs; }
  6900. for ( var f = 0, fl = faces.length; f < fl; f ++ ) {
  6901. var face = faces[ f ];
  6902. var faceMaterial = isMultiMaterial ? material[ face.materialIndex ] : material;
  6903. if ( faceMaterial === undefined ) { continue; }
  6904. var fvA = vertices[ face.a ];
  6905. var fvB = vertices[ face.b ];
  6906. var fvC = vertices[ face.c ];
  6907. intersection = checkIntersection( this, faceMaterial, raycaster, _ray, fvA, fvB, fvC, _intersectionPoint );
  6908. if ( intersection ) {
  6909. if ( uvs && uvs[ f ] ) {
  6910. var uvs_f = uvs[ f ];
  6911. _uvA.copy( uvs_f[ 0 ] );
  6912. _uvB.copy( uvs_f[ 1 ] );
  6913. _uvC.copy( uvs_f[ 2 ] );
  6914. intersection.uv = Triangle.getUV( _intersectionPoint, fvA, fvB, fvC, _uvA, _uvB, _uvC, new Vector2() );
  6915. }
  6916. intersection.face = face;
  6917. intersection.faceIndex = f;
  6918. intersects.push( intersection );
  6919. }
  6920. }
  6921. }
  6922. }
  6923. } );
  6924. function checkIntersection( object, material, raycaster, ray, pA, pB, pC, point ) {
  6925. var intersect;
  6926. if ( material.side === BackSide ) {
  6927. intersect = ray.intersectTriangle( pC, pB, pA, true, point );
  6928. } else {
  6929. intersect = ray.intersectTriangle( pA, pB, pC, material.side !== DoubleSide, point );
  6930. }
  6931. if ( intersect === null ) { return null; }
  6932. _intersectionPointWorld.copy( point );
  6933. _intersectionPointWorld.applyMatrix4( object.matrixWorld );
  6934. var distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld );
  6935. if ( distance < raycaster.near || distance > raycaster.far ) { return null; }
  6936. return {
  6937. distance: distance,
  6938. point: _intersectionPointWorld.clone(),
  6939. object: object
  6940. };
  6941. }
  6942. function checkBufferGeometryIntersection( object, material, raycaster, ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c ) {
  6943. _vA.fromBufferAttribute( position, a );
  6944. _vB.fromBufferAttribute( position, b );
  6945. _vC.fromBufferAttribute( position, c );
  6946. var morphInfluences = object.morphTargetInfluences;
  6947. if ( material.morphTargets && morphPosition && morphInfluences ) {
  6948. _morphA.set( 0, 0, 0 );
  6949. _morphB.set( 0, 0, 0 );
  6950. _morphC.set( 0, 0, 0 );
  6951. for ( var i = 0, il = morphPosition.length; i < il; i ++ ) {
  6952. var influence = morphInfluences[ i ];
  6953. var morphAttribute = morphPosition[ i ];
  6954. if ( influence === 0 ) { continue; }
  6955. _tempA.fromBufferAttribute( morphAttribute, a );
  6956. _tempB.fromBufferAttribute( morphAttribute, b );
  6957. _tempC.fromBufferAttribute( morphAttribute, c );
  6958. if ( morphTargetsRelative ) {
  6959. _morphA.addScaledVector( _tempA, influence );
  6960. _morphB.addScaledVector( _tempB, influence );
  6961. _morphC.addScaledVector( _tempC, influence );
  6962. } else {
  6963. _morphA.addScaledVector( _tempA.sub( _vA ), influence );
  6964. _morphB.addScaledVector( _tempB.sub( _vB ), influence );
  6965. _morphC.addScaledVector( _tempC.sub( _vC ), influence );
  6966. }
  6967. }
  6968. _vA.add( _morphA );
  6969. _vB.add( _morphB );
  6970. _vC.add( _morphC );
  6971. }
  6972. if ( object.isSkinnedMesh ) {
  6973. object.boneTransform( a, _vA );
  6974. object.boneTransform( b, _vB );
  6975. object.boneTransform( c, _vC );
  6976. }
  6977. var intersection = checkIntersection( object, material, raycaster, ray, _vA, _vB, _vC, _intersectionPoint );
  6978. if ( intersection ) {
  6979. if ( uv ) {
  6980. _uvA.fromBufferAttribute( uv, a );
  6981. _uvB.fromBufferAttribute( uv, b );
  6982. _uvC.fromBufferAttribute( uv, c );
  6983. intersection.uv = Triangle.getUV( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() );
  6984. }
  6985. if ( uv2 ) {
  6986. _uvA.fromBufferAttribute( uv2, a );
  6987. _uvB.fromBufferAttribute( uv2, b );
  6988. _uvC.fromBufferAttribute( uv2, c );
  6989. intersection.uv2 = Triangle.getUV( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() );
  6990. }
  6991. var face = new Face3( a, b, c );
  6992. Triangle.getNormal( _vA, _vB, _vC, face.normal );
  6993. intersection.face = face;
  6994. }
  6995. return intersection;
  6996. }
  6997. /**
  6998. * @author mrdoob / http://mrdoob.com/
  6999. * @author kile / http://kile.stravaganza.org/
  7000. * @author alteredq / http://alteredqualia.com/
  7001. * @author mikael emtinger / http://gomo.se/
  7002. * @author zz85 / http://www.lab4games.net/zz85/blog
  7003. * @author bhouston / http://clara.io
  7004. */
  7005. var _geometryId = 0; // Geometry uses even numbers as Id
  7006. var _m1$3 = new Matrix4();
  7007. var _obj$1 = new Object3D();
  7008. var _offset$1 = new Vector3();
  7009. function Geometry() {
  7010. Object.defineProperty( this, 'id', { value: _geometryId += 2 } );
  7011. this.uuid = MathUtils.generateUUID();
  7012. this.name = '';
  7013. this.type = 'Geometry';
  7014. this.vertices = [];
  7015. this.colors = [];
  7016. this.faces = [];
  7017. this.faceVertexUvs = [[]];
  7018. this.morphTargets = [];
  7019. this.morphNormals = [];
  7020. this.skinWeights = [];
  7021. this.skinIndices = [];
  7022. this.lineDistances = [];
  7023. this.boundingBox = null;
  7024. this.boundingSphere = null;
  7025. // update flags
  7026. this.elementsNeedUpdate = false;
  7027. this.verticesNeedUpdate = false;
  7028. this.uvsNeedUpdate = false;
  7029. this.normalsNeedUpdate = false;
  7030. this.colorsNeedUpdate = false;
  7031. this.lineDistancesNeedUpdate = false;
  7032. this.groupsNeedUpdate = false;
  7033. }
  7034. Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  7035. constructor: Geometry,
  7036. isGeometry: true,
  7037. applyMatrix4: function ( matrix ) {
  7038. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  7039. for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {
  7040. var vertex = this.vertices[ i ];
  7041. vertex.applyMatrix4( matrix );
  7042. }
  7043. for ( var i$1 = 0, il$1 = this.faces.length; i$1 < il$1; i$1 ++ ) {
  7044. var face = this.faces[ i$1 ];
  7045. face.normal.applyMatrix3( normalMatrix ).normalize();
  7046. for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
  7047. face.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize();
  7048. }
  7049. }
  7050. if ( this.boundingBox !== null ) {
  7051. this.computeBoundingBox();
  7052. }
  7053. if ( this.boundingSphere !== null ) {
  7054. this.computeBoundingSphere();
  7055. }
  7056. this.verticesNeedUpdate = true;
  7057. this.normalsNeedUpdate = true;
  7058. return this;
  7059. },
  7060. rotateX: function ( angle ) {
  7061. // rotate geometry around world x-axis
  7062. _m1$3.makeRotationX( angle );
  7063. this.applyMatrix4( _m1$3 );
  7064. return this;
  7065. },
  7066. rotateY: function ( angle ) {
  7067. // rotate geometry around world y-axis
  7068. _m1$3.makeRotationY( angle );
  7069. this.applyMatrix4( _m1$3 );
  7070. return this;
  7071. },
  7072. rotateZ: function ( angle ) {
  7073. // rotate geometry around world z-axis
  7074. _m1$3.makeRotationZ( angle );
  7075. this.applyMatrix4( _m1$3 );
  7076. return this;
  7077. },
  7078. translate: function ( x, y, z ) {
  7079. // translate geometry
  7080. _m1$3.makeTranslation( x, y, z );
  7081. this.applyMatrix4( _m1$3 );
  7082. return this;
  7083. },
  7084. scale: function ( x, y, z ) {
  7085. // scale geometry
  7086. _m1$3.makeScale( x, y, z );
  7087. this.applyMatrix4( _m1$3 );
  7088. return this;
  7089. },
  7090. lookAt: function ( vector ) {
  7091. _obj$1.lookAt( vector );
  7092. _obj$1.updateMatrix();
  7093. this.applyMatrix4( _obj$1.matrix );
  7094. return this;
  7095. },
  7096. fromBufferGeometry: function ( geometry ) {
  7097. var scope = this;
  7098. var index = geometry.index !== null ? geometry.index : undefined;
  7099. var attributes = geometry.attributes;
  7100. if ( attributes.position === undefined ) {
  7101. console.error( 'THREE.Geometry.fromBufferGeometry(): Position attribute required for conversion.' );
  7102. return this;
  7103. }
  7104. var position = attributes.position;
  7105. var normal = attributes.normal;
  7106. var color = attributes.color;
  7107. var uv = attributes.uv;
  7108. var uv2 = attributes.uv2;
  7109. if ( uv2 !== undefined ) { this.faceVertexUvs[ 1 ] = []; }
  7110. for ( var i = 0; i < position.count; i ++ ) {
  7111. scope.vertices.push( new Vector3().fromBufferAttribute( position, i ) );
  7112. if ( color !== undefined ) {
  7113. scope.colors.push( new Color().fromBufferAttribute( color, i ) );
  7114. }
  7115. }
  7116. function addFace( a, b, c, materialIndex ) {
  7117. var vertexColors = ( color === undefined ) ? [] : [
  7118. scope.colors[ a ].clone(),
  7119. scope.colors[ b ].clone(),
  7120. scope.colors[ c ].clone()
  7121. ];
  7122. var vertexNormals = ( normal === undefined ) ? [] : [
  7123. new Vector3().fromBufferAttribute( normal, a ),
  7124. new Vector3().fromBufferAttribute( normal, b ),
  7125. new Vector3().fromBufferAttribute( normal, c )
  7126. ];
  7127. var face = new Face3( a, b, c, vertexNormals, vertexColors, materialIndex );
  7128. scope.faces.push( face );
  7129. if ( uv !== undefined ) {
  7130. scope.faceVertexUvs[ 0 ].push( [
  7131. new Vector2().fromBufferAttribute( uv, a ),
  7132. new Vector2().fromBufferAttribute( uv, b ),
  7133. new Vector2().fromBufferAttribute( uv, c )
  7134. ] );
  7135. }
  7136. if ( uv2 !== undefined ) {
  7137. scope.faceVertexUvs[ 1 ].push( [
  7138. new Vector2().fromBufferAttribute( uv2, a ),
  7139. new Vector2().fromBufferAttribute( uv2, b ),
  7140. new Vector2().fromBufferAttribute( uv2, c )
  7141. ] );
  7142. }
  7143. }
  7144. var groups = geometry.groups;
  7145. if ( groups.length > 0 ) {
  7146. for ( var i$1 = 0; i$1 < groups.length; i$1 ++ ) {
  7147. var group = groups[ i$1 ];
  7148. var start = group.start;
  7149. var count = group.count;
  7150. for ( var j = start, jl = start + count; j < jl; j += 3 ) {
  7151. if ( index !== undefined ) {
  7152. addFace( index.getX( j ), index.getX( j + 1 ), index.getX( j + 2 ), group.materialIndex );
  7153. } else {
  7154. addFace( j, j + 1, j + 2, group.materialIndex );
  7155. }
  7156. }
  7157. }
  7158. } else {
  7159. if ( index !== undefined ) {
  7160. for ( var i$2 = 0; i$2 < index.count; i$2 += 3 ) {
  7161. addFace( index.getX( i$2 ), index.getX( i$2 + 1 ), index.getX( i$2 + 2 ) );
  7162. }
  7163. } else {
  7164. for ( var i$3 = 0; i$3 < position.count; i$3 += 3 ) {
  7165. addFace( i$3, i$3 + 1, i$3 + 2 );
  7166. }
  7167. }
  7168. }
  7169. this.computeFaceNormals();
  7170. if ( geometry.boundingBox !== null ) {
  7171. this.boundingBox = geometry.boundingBox.clone();
  7172. }
  7173. if ( geometry.boundingSphere !== null ) {
  7174. this.boundingSphere = geometry.boundingSphere.clone();
  7175. }
  7176. return this;
  7177. },
  7178. center: function () {
  7179. this.computeBoundingBox();
  7180. this.boundingBox.getCenter( _offset$1 ).negate();
  7181. this.translate( _offset$1.x, _offset$1.y, _offset$1.z );
  7182. return this;
  7183. },
  7184. normalize: function () {
  7185. this.computeBoundingSphere();
  7186. var center = this.boundingSphere.center;
  7187. var radius = this.boundingSphere.radius;
  7188. var s = radius === 0 ? 1 : 1.0 / radius;
  7189. var matrix = new Matrix4();
  7190. matrix.set(
  7191. s, 0, 0, - s * center.x,
  7192. 0, s, 0, - s * center.y,
  7193. 0, 0, s, - s * center.z,
  7194. 0, 0, 0, 1
  7195. );
  7196. this.applyMatrix4( matrix );
  7197. return this;
  7198. },
  7199. computeFaceNormals: function () {
  7200. var cb = new Vector3(), ab = new Vector3();
  7201. for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7202. var face = this.faces[ f ];
  7203. var vA = this.vertices[ face.a ];
  7204. var vB = this.vertices[ face.b ];
  7205. var vC = this.vertices[ face.c ];
  7206. cb.subVectors( vC, vB );
  7207. ab.subVectors( vA, vB );
  7208. cb.cross( ab );
  7209. cb.normalize();
  7210. face.normal.copy( cb );
  7211. }
  7212. },
  7213. computeVertexNormals: function ( areaWeighted ) {
  7214. if ( areaWeighted === undefined ) { areaWeighted = true; }
  7215. var vertices = new Array( this.vertices.length );
  7216. for ( var v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  7217. vertices[ v ] = new Vector3();
  7218. }
  7219. if ( areaWeighted ) {
  7220. // vertex normals weighted by triangle areas
  7221. // http://www.iquilezles.org/www/articles/normals/normals.htm
  7222. var cb = new Vector3(), ab = new Vector3();
  7223. for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7224. var face = this.faces[ f ];
  7225. var vA = this.vertices[ face.a ];
  7226. var vB = this.vertices[ face.b ];
  7227. var vC = this.vertices[ face.c ];
  7228. cb.subVectors( vC, vB );
  7229. ab.subVectors( vA, vB );
  7230. cb.cross( ab );
  7231. vertices[ face.a ].add( cb );
  7232. vertices[ face.b ].add( cb );
  7233. vertices[ face.c ].add( cb );
  7234. }
  7235. } else {
  7236. this.computeFaceNormals();
  7237. for ( var f$1 = 0, fl$1 = this.faces.length; f$1 < fl$1; f$1 ++ ) {
  7238. var face$1 = this.faces[ f$1 ];
  7239. vertices[ face$1.a ].add( face$1.normal );
  7240. vertices[ face$1.b ].add( face$1.normal );
  7241. vertices[ face$1.c ].add( face$1.normal );
  7242. }
  7243. }
  7244. for ( var v$1 = 0, vl$1 = this.vertices.length; v$1 < vl$1; v$1 ++ ) {
  7245. vertices[ v$1 ].normalize();
  7246. }
  7247. for ( var f$2 = 0, fl$2 = this.faces.length; f$2 < fl$2; f$2 ++ ) {
  7248. var face$2 = this.faces[ f$2 ];
  7249. var vertexNormals = face$2.vertexNormals;
  7250. if ( vertexNormals.length === 3 ) {
  7251. vertexNormals[ 0 ].copy( vertices[ face$2.a ] );
  7252. vertexNormals[ 1 ].copy( vertices[ face$2.b ] );
  7253. vertexNormals[ 2 ].copy( vertices[ face$2.c ] );
  7254. } else {
  7255. vertexNormals[ 0 ] = vertices[ face$2.a ].clone();
  7256. vertexNormals[ 1 ] = vertices[ face$2.b ].clone();
  7257. vertexNormals[ 2 ] = vertices[ face$2.c ].clone();
  7258. }
  7259. }
  7260. if ( this.faces.length > 0 ) {
  7261. this.normalsNeedUpdate = true;
  7262. }
  7263. },
  7264. computeFlatVertexNormals: function () {
  7265. this.computeFaceNormals();
  7266. for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7267. var face = this.faces[ f ];
  7268. var vertexNormals = face.vertexNormals;
  7269. if ( vertexNormals.length === 3 ) {
  7270. vertexNormals[ 0 ].copy( face.normal );
  7271. vertexNormals[ 1 ].copy( face.normal );
  7272. vertexNormals[ 2 ].copy( face.normal );
  7273. } else {
  7274. vertexNormals[ 0 ] = face.normal.clone();
  7275. vertexNormals[ 1 ] = face.normal.clone();
  7276. vertexNormals[ 2 ] = face.normal.clone();
  7277. }
  7278. }
  7279. if ( this.faces.length > 0 ) {
  7280. this.normalsNeedUpdate = true;
  7281. }
  7282. },
  7283. computeMorphNormals: function () {
  7284. // save original normals
  7285. // - create temp variables on first access
  7286. // otherwise just copy (for faster repeated calls)
  7287. for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7288. var face = this.faces[ f ];
  7289. if ( ! face.__originalFaceNormal ) {
  7290. face.__originalFaceNormal = face.normal.clone();
  7291. } else {
  7292. face.__originalFaceNormal.copy( face.normal );
  7293. }
  7294. if ( ! face.__originalVertexNormals ) { face.__originalVertexNormals = []; }
  7295. for ( var i = 0, il = face.vertexNormals.length; i < il; i ++ ) {
  7296. if ( ! face.__originalVertexNormals[ i ] ) {
  7297. face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone();
  7298. } else {
  7299. face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] );
  7300. }
  7301. }
  7302. }
  7303. // use temp geometry to compute face and vertex normals for each morph
  7304. var tmpGeo = new Geometry();
  7305. tmpGeo.faces = this.faces;
  7306. for ( var i$1 = 0, il$1 = this.morphTargets.length; i$1 < il$1; i$1 ++ ) {
  7307. // create on first access
  7308. if ( ! this.morphNormals[ i$1 ] ) {
  7309. this.morphNormals[ i$1 ] = {};
  7310. this.morphNormals[ i$1 ].faceNormals = [];
  7311. this.morphNormals[ i$1 ].vertexNormals = [];
  7312. var dstNormalsFace = this.morphNormals[ i$1 ].faceNormals;
  7313. var dstNormalsVertex = this.morphNormals[ i$1 ].vertexNormals;
  7314. for ( var f$1 = 0, fl$1 = this.faces.length; f$1 < fl$1; f$1 ++ ) {
  7315. var faceNormal = new Vector3();
  7316. var vertexNormals = { a: new Vector3(), b: new Vector3(), c: new Vector3() };
  7317. dstNormalsFace.push( faceNormal );
  7318. dstNormalsVertex.push( vertexNormals );
  7319. }
  7320. }
  7321. var morphNormals = this.morphNormals[ i$1 ];
  7322. // set vertices to morph target
  7323. tmpGeo.vertices = this.morphTargets[ i$1 ].vertices;
  7324. // compute morph normals
  7325. tmpGeo.computeFaceNormals();
  7326. tmpGeo.computeVertexNormals();
  7327. // store morph normals
  7328. for ( var f$2 = 0, fl$2 = this.faces.length; f$2 < fl$2; f$2 ++ ) {
  7329. var face$1 = this.faces[ f$2 ];
  7330. var faceNormal$1 = morphNormals.faceNormals[ f$2 ];
  7331. var vertexNormals$1 = morphNormals.vertexNormals[ f$2 ];
  7332. faceNormal$1.copy( face$1.normal );
  7333. vertexNormals$1.a.copy( face$1.vertexNormals[ 0 ] );
  7334. vertexNormals$1.b.copy( face$1.vertexNormals[ 1 ] );
  7335. vertexNormals$1.c.copy( face$1.vertexNormals[ 2 ] );
  7336. }
  7337. }
  7338. // restore original normals
  7339. for ( var f$3 = 0, fl$3 = this.faces.length; f$3 < fl$3; f$3 ++ ) {
  7340. var face$2 = this.faces[ f$3 ];
  7341. face$2.normal = face$2.__originalFaceNormal;
  7342. face$2.vertexNormals = face$2.__originalVertexNormals;
  7343. }
  7344. },
  7345. computeBoundingBox: function () {
  7346. if ( this.boundingBox === null ) {
  7347. this.boundingBox = new Box3();
  7348. }
  7349. this.boundingBox.setFromPoints( this.vertices );
  7350. },
  7351. computeBoundingSphere: function () {
  7352. if ( this.boundingSphere === null ) {
  7353. this.boundingSphere = new Sphere();
  7354. }
  7355. this.boundingSphere.setFromPoints( this.vertices );
  7356. },
  7357. merge: function ( geometry, matrix, materialIndexOffset ) {
  7358. if ( ! ( geometry && geometry.isGeometry ) ) {
  7359. console.error( 'THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.', geometry );
  7360. return;
  7361. }
  7362. var normalMatrix,
  7363. vertexOffset = this.vertices.length,
  7364. vertices1 = this.vertices,
  7365. vertices2 = geometry.vertices,
  7366. faces1 = this.faces,
  7367. faces2 = geometry.faces,
  7368. colors1 = this.colors,
  7369. colors2 = geometry.colors;
  7370. if ( materialIndexOffset === undefined ) { materialIndexOffset = 0; }
  7371. if ( matrix !== undefined ) {
  7372. normalMatrix = new Matrix3().getNormalMatrix( matrix );
  7373. }
  7374. // vertices
  7375. for ( var i = 0, il = vertices2.length; i < il; i ++ ) {
  7376. var vertex = vertices2[ i ];
  7377. var vertexCopy = vertex.clone();
  7378. if ( matrix !== undefined ) { vertexCopy.applyMatrix4( matrix ); }
  7379. vertices1.push( vertexCopy );
  7380. }
  7381. // colors
  7382. for ( var i$1 = 0, il$1 = colors2.length; i$1 < il$1; i$1 ++ ) {
  7383. colors1.push( colors2[ i$1 ].clone() );
  7384. }
  7385. // faces
  7386. for ( var i$2 = 0, il$2 = faces2.length; i$2 < il$2; i$2 ++ ) {
  7387. var face = faces2[ i$2 ], faceCopy = (void 0), normal = (void 0), color = (void 0),
  7388. faceVertexNormals = face.vertexNormals,
  7389. faceVertexColors = face.vertexColors;
  7390. faceCopy = new Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset );
  7391. faceCopy.normal.copy( face.normal );
  7392. if ( normalMatrix !== undefined ) {
  7393. faceCopy.normal.applyMatrix3( normalMatrix ).normalize();
  7394. }
  7395. for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) {
  7396. normal = faceVertexNormals[ j ].clone();
  7397. if ( normalMatrix !== undefined ) {
  7398. normal.applyMatrix3( normalMatrix ).normalize();
  7399. }
  7400. faceCopy.vertexNormals.push( normal );
  7401. }
  7402. faceCopy.color.copy( face.color );
  7403. for ( var j$1 = 0, jl$1 = faceVertexColors.length; j$1 < jl$1; j$1 ++ ) {
  7404. color = faceVertexColors[ j$1 ];
  7405. faceCopy.vertexColors.push( color.clone() );
  7406. }
  7407. faceCopy.materialIndex = face.materialIndex + materialIndexOffset;
  7408. faces1.push( faceCopy );
  7409. }
  7410. // uvs
  7411. for ( var i$3 = 0, il$3 = geometry.faceVertexUvs.length; i$3 < il$3; i$3 ++ ) {
  7412. var faceVertexUvs2 = geometry.faceVertexUvs[ i$3 ];
  7413. if ( this.faceVertexUvs[ i$3 ] === undefined ) { this.faceVertexUvs[ i$3 ] = []; }
  7414. for ( var j$2 = 0, jl$2 = faceVertexUvs2.length; j$2 < jl$2; j$2 ++ ) {
  7415. var uvs2 = faceVertexUvs2[ j$2 ], uvsCopy = [];
  7416. for ( var k = 0, kl = uvs2.length; k < kl; k ++ ) {
  7417. uvsCopy.push( uvs2[ k ].clone() );
  7418. }
  7419. this.faceVertexUvs[ i$3 ].push( uvsCopy );
  7420. }
  7421. }
  7422. },
  7423. mergeMesh: function ( mesh ) {
  7424. if ( ! ( mesh && mesh.isMesh ) ) {
  7425. console.error( 'THREE.Geometry.mergeMesh(): mesh not an instance of THREE.Mesh.', mesh );
  7426. return;
  7427. }
  7428. if ( mesh.matrixAutoUpdate ) { mesh.updateMatrix(); }
  7429. this.merge( mesh.geometry, mesh.matrix );
  7430. },
  7431. /*
  7432. * Checks for duplicate vertices with hashmap.
  7433. * Duplicated vertices are removed
  7434. * and faces' vertices are updated.
  7435. */
  7436. mergeVertices: function () {
  7437. var verticesMap = {}; // Hashmap for looking up vertices by position coordinates (and making sure they are unique)
  7438. var unique = [], changes = [];
  7439. var precisionPoints = 4; // number of decimal points, e.g. 4 for epsilon of 0.0001
  7440. var precision = Math.pow( 10, precisionPoints );
  7441. for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {
  7442. var v = this.vertices[ i ];
  7443. var key = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision );
  7444. if ( verticesMap[ key ] === undefined ) {
  7445. verticesMap[ key ] = i;
  7446. unique.push( this.vertices[ i ] );
  7447. changes[ i ] = unique.length - 1;
  7448. } else {
  7449. //console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);
  7450. changes[ i ] = changes[ verticesMap[ key ] ];
  7451. }
  7452. }
  7453. // if faces are completely degenerate after merging vertices, we
  7454. // have to remove them from the geometry.
  7455. var faceIndicesToRemove = [];
  7456. for ( var i$1 = 0, il$1 = this.faces.length; i$1 < il$1; i$1 ++ ) {
  7457. var face = this.faces[ i$1 ];
  7458. face.a = changes[ face.a ];
  7459. face.b = changes[ face.b ];
  7460. face.c = changes[ face.c ];
  7461. var indices = [ face.a, face.b, face.c ];
  7462. // if any duplicate vertices are found in a Face3
  7463. // we have to remove the face as nothing can be saved
  7464. for ( var n = 0; n < 3; n ++ ) {
  7465. if ( indices[ n ] === indices[ ( n + 1 ) % 3 ] ) {
  7466. faceIndicesToRemove.push( i$1 );
  7467. break;
  7468. }
  7469. }
  7470. }
  7471. for ( var i$2 = faceIndicesToRemove.length - 1; i$2 >= 0; i$2 -- ) {
  7472. var idx = faceIndicesToRemove[ i$2 ];
  7473. this.faces.splice( idx, 1 );
  7474. for ( var j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {
  7475. this.faceVertexUvs[ j ].splice( idx, 1 );
  7476. }
  7477. }
  7478. // Use unique set of vertices
  7479. var diff = this.vertices.length - unique.length;
  7480. this.vertices = unique;
  7481. return diff;
  7482. },
  7483. setFromPoints: function ( points ) {
  7484. this.vertices = [];
  7485. for ( var i = 0, l = points.length; i < l; i ++ ) {
  7486. var point = points[ i ];
  7487. this.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );
  7488. }
  7489. return this;
  7490. },
  7491. sortFacesByMaterialIndex: function () {
  7492. var faces = this.faces;
  7493. var length = faces.length;
  7494. // tag faces
  7495. for ( var i = 0; i < length; i ++ ) {
  7496. faces[ i ]._id = i;
  7497. }
  7498. // sort faces
  7499. function materialIndexSort( a, b ) {
  7500. return a.materialIndex - b.materialIndex;
  7501. }
  7502. faces.sort( materialIndexSort );
  7503. // sort uvs
  7504. var uvs1 = this.faceVertexUvs[ 0 ];
  7505. var uvs2 = this.faceVertexUvs[ 1 ];
  7506. var newUvs1, newUvs2;
  7507. if ( uvs1 && uvs1.length === length ) { newUvs1 = []; }
  7508. if ( uvs2 && uvs2.length === length ) { newUvs2 = []; }
  7509. for ( var i$1 = 0; i$1 < length; i$1 ++ ) {
  7510. var id = faces[ i$1 ]._id;
  7511. if ( newUvs1 ) { newUvs1.push( uvs1[ id ] ); }
  7512. if ( newUvs2 ) { newUvs2.push( uvs2[ id ] ); }
  7513. }
  7514. if ( newUvs1 ) { this.faceVertexUvs[ 0 ] = newUvs1; }
  7515. if ( newUvs2 ) { this.faceVertexUvs[ 1 ] = newUvs2; }
  7516. },
  7517. toJSON: function () {
  7518. var data = {
  7519. metadata: {
  7520. version: 4.5,
  7521. type: 'Geometry',
  7522. generator: 'Geometry.toJSON'
  7523. }
  7524. };
  7525. // standard Geometry serialization
  7526. data.uuid = this.uuid;
  7527. data.type = this.type;
  7528. if ( this.name !== '' ) { data.name = this.name; }
  7529. if ( this.parameters !== undefined ) {
  7530. var parameters = this.parameters;
  7531. for ( var key in parameters ) {
  7532. if ( parameters[ key ] !== undefined ) { data[ key ] = parameters[ key ]; }
  7533. }
  7534. return data;
  7535. }
  7536. var vertices = [];
  7537. for ( var i = 0; i < this.vertices.length; i ++ ) {
  7538. var vertex = this.vertices[ i ];
  7539. vertices.push( vertex.x, vertex.y, vertex.z );
  7540. }
  7541. var faces = [];
  7542. var normals = [];
  7543. var normalsHash = {};
  7544. var colors = [];
  7545. var colorsHash = {};
  7546. var uvs = [];
  7547. var uvsHash = {};
  7548. for ( var i$1 = 0; i$1 < this.faces.length; i$1 ++ ) {
  7549. var face = this.faces[ i$1 ];
  7550. var hasMaterial = true;
  7551. var hasFaceUv = false; // deprecated
  7552. var hasFaceVertexUv = this.faceVertexUvs[ 0 ][ i$1 ] !== undefined;
  7553. var hasFaceNormal = face.normal.length() > 0;
  7554. var hasFaceVertexNormal = face.vertexNormals.length > 0;
  7555. var hasFaceColor = face.color.r !== 1 || face.color.g !== 1 || face.color.b !== 1;
  7556. var hasFaceVertexColor = face.vertexColors.length > 0;
  7557. var faceType = 0;
  7558. faceType = setBit( faceType, 0, 0 ); // isQuad
  7559. faceType = setBit( faceType, 1, hasMaterial );
  7560. faceType = setBit( faceType, 2, hasFaceUv );
  7561. faceType = setBit( faceType, 3, hasFaceVertexUv );
  7562. faceType = setBit( faceType, 4, hasFaceNormal );
  7563. faceType = setBit( faceType, 5, hasFaceVertexNormal );
  7564. faceType = setBit( faceType, 6, hasFaceColor );
  7565. faceType = setBit( faceType, 7, hasFaceVertexColor );
  7566. faces.push( faceType );
  7567. faces.push( face.a, face.b, face.c );
  7568. faces.push( face.materialIndex );
  7569. if ( hasFaceVertexUv ) {
  7570. var faceVertexUvs = this.faceVertexUvs[ 0 ][ i$1 ];
  7571. faces.push(
  7572. getUvIndex( faceVertexUvs[ 0 ] ),
  7573. getUvIndex( faceVertexUvs[ 1 ] ),
  7574. getUvIndex( faceVertexUvs[ 2 ] )
  7575. );
  7576. }
  7577. if ( hasFaceNormal ) {
  7578. faces.push( getNormalIndex( face.normal ) );
  7579. }
  7580. if ( hasFaceVertexNormal ) {
  7581. var vertexNormals = face.vertexNormals;
  7582. faces.push(
  7583. getNormalIndex( vertexNormals[ 0 ] ),
  7584. getNormalIndex( vertexNormals[ 1 ] ),
  7585. getNormalIndex( vertexNormals[ 2 ] )
  7586. );
  7587. }
  7588. if ( hasFaceColor ) {
  7589. faces.push( getColorIndex( face.color ) );
  7590. }
  7591. if ( hasFaceVertexColor ) {
  7592. var vertexColors = face.vertexColors;
  7593. faces.push(
  7594. getColorIndex( vertexColors[ 0 ] ),
  7595. getColorIndex( vertexColors[ 1 ] ),
  7596. getColorIndex( vertexColors[ 2 ] )
  7597. );
  7598. }
  7599. }
  7600. function setBit( value, position, enabled ) {
  7601. return enabled ? value | ( 1 << position ) : value & ( ~ ( 1 << position ) );
  7602. }
  7603. function getNormalIndex( normal ) {
  7604. var hash = normal.x.toString() + normal.y.toString() + normal.z.toString();
  7605. if ( normalsHash[ hash ] !== undefined ) {
  7606. return normalsHash[ hash ];
  7607. }
  7608. normalsHash[ hash ] = normals.length / 3;
  7609. normals.push( normal.x, normal.y, normal.z );
  7610. return normalsHash[ hash ];
  7611. }
  7612. function getColorIndex( color ) {
  7613. var hash = color.r.toString() + color.g.toString() + color.b.toString();
  7614. if ( colorsHash[ hash ] !== undefined ) {
  7615. return colorsHash[ hash ];
  7616. }
  7617. colorsHash[ hash ] = colors.length;
  7618. colors.push( color.getHex() );
  7619. return colorsHash[ hash ];
  7620. }
  7621. function getUvIndex( uv ) {
  7622. var hash = uv.x.toString() + uv.y.toString();
  7623. if ( uvsHash[ hash ] !== undefined ) {
  7624. return uvsHash[ hash ];
  7625. }
  7626. uvsHash[ hash ] = uvs.length / 2;
  7627. uvs.push( uv.x, uv.y );
  7628. return uvsHash[ hash ];
  7629. }
  7630. data.data = {};
  7631. data.data.vertices = vertices;
  7632. data.data.normals = normals;
  7633. if ( colors.length > 0 ) { data.data.colors = colors; }
  7634. if ( uvs.length > 0 ) { data.data.uvs = [ uvs ]; } // temporal backward compatibility
  7635. data.data.faces = faces;
  7636. return data;
  7637. },
  7638. clone: function () {
  7639. /*
  7640. // Handle primitives
  7641. const parameters = this.parameters;
  7642. if ( parameters !== undefined ) {
  7643. const values = [];
  7644. for ( const key in parameters ) {
  7645. values.push( parameters[ key ] );
  7646. }
  7647. const geometry = Object.create( this.constructor.prototype );
  7648. this.constructor.apply( geometry, values );
  7649. return geometry;
  7650. }
  7651. return new this.constructor().copy( this );
  7652. */
  7653. return new Geometry().copy( this );
  7654. },
  7655. copy: function ( source ) {
  7656. // reset
  7657. this.vertices = [];
  7658. this.colors = [];
  7659. this.faces = [];
  7660. this.faceVertexUvs = [[]];
  7661. this.morphTargets = [];
  7662. this.morphNormals = [];
  7663. this.skinWeights = [];
  7664. this.skinIndices = [];
  7665. this.lineDistances = [];
  7666. this.boundingBox = null;
  7667. this.boundingSphere = null;
  7668. // name
  7669. this.name = source.name;
  7670. // vertices
  7671. var vertices = source.vertices;
  7672. for ( var i = 0, il = vertices.length; i < il; i ++ ) {
  7673. this.vertices.push( vertices[ i ].clone() );
  7674. }
  7675. // colors
  7676. var colors = source.colors;
  7677. for ( var i$1 = 0, il$1 = colors.length; i$1 < il$1; i$1 ++ ) {
  7678. this.colors.push( colors[ i$1 ].clone() );
  7679. }
  7680. // faces
  7681. var faces = source.faces;
  7682. for ( var i$2 = 0, il$2 = faces.length; i$2 < il$2; i$2 ++ ) {
  7683. this.faces.push( faces[ i$2 ].clone() );
  7684. }
  7685. // face vertex uvs
  7686. for ( var i$3 = 0, il$3 = source.faceVertexUvs.length; i$3 < il$3; i$3 ++ ) {
  7687. var faceVertexUvs = source.faceVertexUvs[ i$3 ];
  7688. if ( this.faceVertexUvs[ i$3 ] === undefined ) {
  7689. this.faceVertexUvs[ i$3 ] = [];
  7690. }
  7691. for ( var j = 0, jl = faceVertexUvs.length; j < jl; j ++ ) {
  7692. var uvs = faceVertexUvs[ j ], uvsCopy = [];
  7693. for ( var k = 0, kl = uvs.length; k < kl; k ++ ) {
  7694. var uv = uvs[ k ];
  7695. uvsCopy.push( uv.clone() );
  7696. }
  7697. this.faceVertexUvs[ i$3 ].push( uvsCopy );
  7698. }
  7699. }
  7700. // morph targets
  7701. var morphTargets = source.morphTargets;
  7702. for ( var i$4 = 0, il$4 = morphTargets.length; i$4 < il$4; i$4 ++ ) {
  7703. var morphTarget = {};
  7704. morphTarget.name = morphTargets[ i$4 ].name;
  7705. // vertices
  7706. if ( morphTargets[ i$4 ].vertices !== undefined ) {
  7707. morphTarget.vertices = [];
  7708. for ( var j$1 = 0, jl$1 = morphTargets[ i$4 ].vertices.length; j$1 < jl$1; j$1 ++ ) {
  7709. morphTarget.vertices.push( morphTargets[ i$4 ].vertices[ j$1 ].clone() );
  7710. }
  7711. }
  7712. // normals
  7713. if ( morphTargets[ i$4 ].normals !== undefined ) {
  7714. morphTarget.normals = [];
  7715. for ( var j$2 = 0, jl$2 = morphTargets[ i$4 ].normals.length; j$2 < jl$2; j$2 ++ ) {
  7716. morphTarget.normals.push( morphTargets[ i$4 ].normals[ j$2 ].clone() );
  7717. }
  7718. }
  7719. this.morphTargets.push( morphTarget );
  7720. }
  7721. // morph normals
  7722. var morphNormals = source.morphNormals;
  7723. for ( var i$5 = 0, il$5 = morphNormals.length; i$5 < il$5; i$5 ++ ) {
  7724. var morphNormal = {};
  7725. // vertex normals
  7726. if ( morphNormals[ i$5 ].vertexNormals !== undefined ) {
  7727. morphNormal.vertexNormals = [];
  7728. for ( var j$3 = 0, jl$3 = morphNormals[ i$5 ].vertexNormals.length; j$3 < jl$3; j$3 ++ ) {
  7729. var srcVertexNormal = morphNormals[ i$5 ].vertexNormals[ j$3 ];
  7730. var destVertexNormal = {};
  7731. destVertexNormal.a = srcVertexNormal.a.clone();
  7732. destVertexNormal.b = srcVertexNormal.b.clone();
  7733. destVertexNormal.c = srcVertexNormal.c.clone();
  7734. morphNormal.vertexNormals.push( destVertexNormal );
  7735. }
  7736. }
  7737. // face normals
  7738. if ( morphNormals[ i$5 ].faceNormals !== undefined ) {
  7739. morphNormal.faceNormals = [];
  7740. for ( var j$4 = 0, jl$4 = morphNormals[ i$5 ].faceNormals.length; j$4 < jl$4; j$4 ++ ) {
  7741. morphNormal.faceNormals.push( morphNormals[ i$5 ].faceNormals[ j$4 ].clone() );
  7742. }
  7743. }
  7744. this.morphNormals.push( morphNormal );
  7745. }
  7746. // skin weights
  7747. var skinWeights = source.skinWeights;
  7748. for ( var i$6 = 0, il$6 = skinWeights.length; i$6 < il$6; i$6 ++ ) {
  7749. this.skinWeights.push( skinWeights[ i$6 ].clone() );
  7750. }
  7751. // skin indices
  7752. var skinIndices = source.skinIndices;
  7753. for ( var i$7 = 0, il$7 = skinIndices.length; i$7 < il$7; i$7 ++ ) {
  7754. this.skinIndices.push( skinIndices[ i$7 ].clone() );
  7755. }
  7756. // line distances
  7757. var lineDistances = source.lineDistances;
  7758. for ( var i$8 = 0, il$8 = lineDistances.length; i$8 < il$8; i$8 ++ ) {
  7759. this.lineDistances.push( lineDistances[ i$8 ] );
  7760. }
  7761. // bounding box
  7762. var boundingBox = source.boundingBox;
  7763. if ( boundingBox !== null ) {
  7764. this.boundingBox = boundingBox.clone();
  7765. }
  7766. // bounding sphere
  7767. var boundingSphere = source.boundingSphere;
  7768. if ( boundingSphere !== null ) {
  7769. this.boundingSphere = boundingSphere.clone();
  7770. }
  7771. // update flags
  7772. this.elementsNeedUpdate = source.elementsNeedUpdate;
  7773. this.verticesNeedUpdate = source.verticesNeedUpdate;
  7774. this.uvsNeedUpdate = source.uvsNeedUpdate;
  7775. this.normalsNeedUpdate = source.normalsNeedUpdate;
  7776. this.colorsNeedUpdate = source.colorsNeedUpdate;
  7777. this.lineDistancesNeedUpdate = source.lineDistancesNeedUpdate;
  7778. this.groupsNeedUpdate = source.groupsNeedUpdate;
  7779. return this;
  7780. },
  7781. dispose: function () {
  7782. this.dispatchEvent( { type: 'dispose' } );
  7783. }
  7784. } );
  7785. /**
  7786. * @author mrdoob / http://mrdoob.com/
  7787. * @author Mugen87 / https://github.com/Mugen87
  7788. */
  7789. // BoxGeometry
  7790. var BoxGeometry = /*@__PURE__*/(function (Geometry) {
  7791. function BoxGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  7792. Geometry.call(this);
  7793. this.type = 'BoxGeometry';
  7794. this.parameters = {
  7795. width: width,
  7796. height: height,
  7797. depth: depth,
  7798. widthSegments: widthSegments,
  7799. heightSegments: heightSegments,
  7800. depthSegments: depthSegments
  7801. };
  7802. this.fromBufferGeometry( new BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) );
  7803. this.mergeVertices();
  7804. }
  7805. if ( Geometry ) BoxGeometry.__proto__ = Geometry;
  7806. BoxGeometry.prototype = Object.create( Geometry && Geometry.prototype );
  7807. BoxGeometry.prototype.constructor = BoxGeometry;
  7808. return BoxGeometry;
  7809. }(Geometry));
  7810. // BoxBufferGeometry
  7811. var BoxBufferGeometry = /*@__PURE__*/(function (BufferGeometry) {
  7812. function BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  7813. if ( width === void 0 ) width = 1;
  7814. if ( height === void 0 ) height = 1;
  7815. if ( depth === void 0 ) depth = 1;
  7816. if ( widthSegments === void 0 ) widthSegments = 1;
  7817. if ( heightSegments === void 0 ) heightSegments = 1;
  7818. if ( depthSegments === void 0 ) depthSegments = 1;
  7819. BufferGeometry.call(this);
  7820. this.type = 'BoxBufferGeometry';
  7821. this.parameters = {
  7822. width: width,
  7823. height: height,
  7824. depth: depth,
  7825. widthSegments: widthSegments,
  7826. heightSegments: heightSegments,
  7827. depthSegments: depthSegments
  7828. };
  7829. var scope = this;
  7830. // segments
  7831. widthSegments = Math.floor( widthSegments );
  7832. heightSegments = Math.floor( heightSegments );
  7833. depthSegments = Math.floor( depthSegments );
  7834. // buffers
  7835. var indices = [];
  7836. var vertices = [];
  7837. var normals = [];
  7838. var uvs = [];
  7839. // helper variables
  7840. var numberOfVertices = 0;
  7841. var groupStart = 0;
  7842. // build each side of the box geometry
  7843. buildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px
  7844. buildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx
  7845. buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py
  7846. buildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny
  7847. buildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz
  7848. buildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz
  7849. // build geometry
  7850. this.setIndex( indices );
  7851. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  7852. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  7853. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  7854. function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {
  7855. var segmentWidth = width / gridX;
  7856. var segmentHeight = height / gridY;
  7857. var widthHalf = width / 2;
  7858. var heightHalf = height / 2;
  7859. var depthHalf = depth / 2;
  7860. var gridX1 = gridX + 1;
  7861. var gridY1 = gridY + 1;
  7862. var vertexCounter = 0;
  7863. var groupCount = 0;
  7864. var vector = new Vector3();
  7865. // generate vertices, normals and uvs
  7866. for ( var iy = 0; iy < gridY1; iy ++ ) {
  7867. var y = iy * segmentHeight - heightHalf;
  7868. for ( var ix = 0; ix < gridX1; ix ++ ) {
  7869. var x = ix * segmentWidth - widthHalf;
  7870. // set values to correct vector component
  7871. vector[ u ] = x * udir;
  7872. vector[ v ] = y * vdir;
  7873. vector[ w ] = depthHalf;
  7874. // now apply vector to vertex buffer
  7875. vertices.push( vector.x, vector.y, vector.z );
  7876. // set values to correct vector component
  7877. vector[ u ] = 0;
  7878. vector[ v ] = 0;
  7879. vector[ w ] = depth > 0 ? 1 : - 1;
  7880. // now apply vector to normal buffer
  7881. normals.push( vector.x, vector.y, vector.z );
  7882. // uvs
  7883. uvs.push( ix / gridX );
  7884. uvs.push( 1 - ( iy / gridY ) );
  7885. // counters
  7886. vertexCounter += 1;
  7887. }
  7888. }
  7889. // indices
  7890. // 1. you need three indices to draw a single face
  7891. // 2. a single segment consists of two faces
  7892. // 3. so we need to generate six (2*3) indices per segment
  7893. for ( var iy$1 = 0; iy$1 < gridY; iy$1 ++ ) {
  7894. for ( var ix$1 = 0; ix$1 < gridX; ix$1 ++ ) {
  7895. var a = numberOfVertices + ix$1 + gridX1 * iy$1;
  7896. var b = numberOfVertices + ix$1 + gridX1 * ( iy$1 + 1 );
  7897. var c = numberOfVertices + ( ix$1 + 1 ) + gridX1 * ( iy$1 + 1 );
  7898. var d = numberOfVertices + ( ix$1 + 1 ) + gridX1 * iy$1;
  7899. // faces
  7900. indices.push( a, b, d );
  7901. indices.push( b, c, d );
  7902. // increase counter
  7903. groupCount += 6;
  7904. }
  7905. }
  7906. // add a group to the geometry. this will ensure multi material support
  7907. scope.addGroup( groupStart, groupCount, materialIndex );
  7908. // calculate new start value for groups
  7909. groupStart += groupCount;
  7910. // update total number of vertices
  7911. numberOfVertices += vertexCounter;
  7912. }
  7913. }
  7914. if ( BufferGeometry ) BoxBufferGeometry.__proto__ = BufferGeometry;
  7915. BoxBufferGeometry.prototype = Object.create( BufferGeometry && BufferGeometry.prototype );
  7916. BoxBufferGeometry.prototype.constructor = BoxBufferGeometry;
  7917. return BoxBufferGeometry;
  7918. }(BufferGeometry));
  7919. /**
  7920. * Uniform Utilities
  7921. */
  7922. function cloneUniforms( src ) {
  7923. var dst = {};
  7924. for ( var u in src ) {
  7925. dst[ u ] = {};
  7926. for ( var p in src[ u ] ) {
  7927. var property = src[ u ][ p ];
  7928. if ( property && ( property.isColor ||
  7929. property.isMatrix3 || property.isMatrix4 ||
  7930. property.isVector2 || property.isVector3 || property.isVector4 ||
  7931. property.isTexture ) ) {
  7932. dst[ u ][ p ] = property.clone();
  7933. } else if ( Array.isArray( property ) ) {
  7934. dst[ u ][ p ] = property.slice();
  7935. } else {
  7936. dst[ u ][ p ] = property;
  7937. }
  7938. }
  7939. }
  7940. return dst;
  7941. }
  7942. function mergeUniforms( uniforms ) {
  7943. var merged = {};
  7944. for ( var u = 0; u < uniforms.length; u ++ ) {
  7945. var tmp = cloneUniforms( uniforms[ u ] );
  7946. for ( var p in tmp ) {
  7947. merged[ p ] = tmp[ p ];
  7948. }
  7949. }
  7950. return merged;
  7951. }
  7952. // Legacy
  7953. var UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms };
  7954. var default_vertex = "void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}";
  7955. var default_fragment = "void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}";
  7956. /**
  7957. * @author alteredq / http://alteredqualia.com/
  7958. *
  7959. * parameters = {
  7960. * defines: { "label" : "value" },
  7961. * uniforms: { "parameter1": { value: 1.0 }, "parameter2": { value2: 2 } },
  7962. *
  7963. * fragmentShader: <string>,
  7964. * vertexShader: <string>,
  7965. *
  7966. * wireframe: <boolean>,
  7967. * wireframeLinewidth: <float>,
  7968. *
  7969. * lights: <bool>,
  7970. *
  7971. * skinning: <bool>,
  7972. * morphTargets: <bool>,
  7973. * morphNormals: <bool>
  7974. * }
  7975. */
  7976. function ShaderMaterial( parameters ) {
  7977. Material.call( this );
  7978. this.type = 'ShaderMaterial';
  7979. this.defines = {};
  7980. this.uniforms = {};
  7981. this.vertexShader = default_vertex;
  7982. this.fragmentShader = default_fragment;
  7983. this.linewidth = 1;
  7984. this.wireframe = false;
  7985. this.wireframeLinewidth = 1;
  7986. this.fog = false; // set to use scene fog
  7987. this.lights = false; // set to use scene lights
  7988. this.clipping = false; // set to use user-defined clipping planes
  7989. this.skinning = false; // set to use skinning attribute streams
  7990. this.morphTargets = false; // set to use morph targets
  7991. this.morphNormals = false; // set to use morph normals
  7992. this.extensions = {
  7993. derivatives: false, // set to use derivatives
  7994. fragDepth: false, // set to use fragment depth values
  7995. drawBuffers: false, // set to use draw buffers
  7996. shaderTextureLOD: false // set to use shader texture LOD
  7997. };
  7998. // When rendered geometry doesn't include these attributes but the material does,
  7999. // use these default values in WebGL. This avoids errors when buffer data is missing.
  8000. this.defaultAttributeValues = {
  8001. 'color': [ 1, 1, 1 ],
  8002. 'uv': [ 0, 0 ],
  8003. 'uv2': [ 0, 0 ]
  8004. };
  8005. this.index0AttributeName = undefined;
  8006. this.uniformsNeedUpdate = false;
  8007. if ( parameters !== undefined ) {
  8008. if ( parameters.attributes !== undefined ) {
  8009. console.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' );
  8010. }
  8011. this.setValues( parameters );
  8012. }
  8013. }
  8014. ShaderMaterial.prototype = Object.create( Material.prototype );
  8015. ShaderMaterial.prototype.constructor = ShaderMaterial;
  8016. ShaderMaterial.prototype.isShaderMaterial = true;
  8017. ShaderMaterial.prototype.copy = function ( source ) {
  8018. Material.prototype.copy.call( this, source );
  8019. this.fragmentShader = source.fragmentShader;
  8020. this.vertexShader = source.vertexShader;
  8021. this.uniforms = cloneUniforms( source.uniforms );
  8022. this.defines = Object.assign( {}, source.defines );
  8023. this.wireframe = source.wireframe;
  8024. this.wireframeLinewidth = source.wireframeLinewidth;
  8025. this.lights = source.lights;
  8026. this.clipping = source.clipping;
  8027. this.skinning = source.skinning;
  8028. this.morphTargets = source.morphTargets;
  8029. this.morphNormals = source.morphNormals;
  8030. this.extensions = Object.assign( {}, source.extensions );
  8031. return this;
  8032. };
  8033. ShaderMaterial.prototype.toJSON = function ( meta ) {
  8034. var data = Material.prototype.toJSON.call( this, meta );
  8035. data.uniforms = {};
  8036. for ( var name in this.uniforms ) {
  8037. var uniform = this.uniforms[ name ];
  8038. var value = uniform.value;
  8039. if ( value && value.isTexture ) {
  8040. data.uniforms[ name ] = {
  8041. type: 't',
  8042. value: value.toJSON( meta ).uuid
  8043. };
  8044. } else if ( value && value.isColor ) {
  8045. data.uniforms[ name ] = {
  8046. type: 'c',
  8047. value: value.getHex()
  8048. };
  8049. } else if ( value && value.isVector2 ) {
  8050. data.uniforms[ name ] = {
  8051. type: 'v2',
  8052. value: value.toArray()
  8053. };
  8054. } else if ( value && value.isVector3 ) {
  8055. data.uniforms[ name ] = {
  8056. type: 'v3',
  8057. value: value.toArray()
  8058. };
  8059. } else if ( value && value.isVector4 ) {
  8060. data.uniforms[ name ] = {
  8061. type: 'v4',
  8062. value: value.toArray()
  8063. };
  8064. } else if ( value && value.isMatrix3 ) {
  8065. data.uniforms[ name ] = {
  8066. type: 'm3',
  8067. value: value.toArray()
  8068. };
  8069. } else if ( value && value.isMatrix4 ) {
  8070. data.uniforms[ name ] = {
  8071. type: 'm4',
  8072. value: value.toArray()
  8073. };
  8074. } else {
  8075. data.uniforms[ name ] = {
  8076. value: value
  8077. };
  8078. // note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far
  8079. }
  8080. }
  8081. if ( Object.keys( this.defines ).length > 0 ) { data.defines = this.defines; }
  8082. data.vertexShader = this.vertexShader;
  8083. data.fragmentShader = this.fragmentShader;
  8084. var extensions = {};
  8085. for ( var key in this.extensions ) {
  8086. if ( this.extensions[ key ] === true ) { extensions[ key ] = true; }
  8087. }
  8088. if ( Object.keys( extensions ).length > 0 ) { data.extensions = extensions; }
  8089. return data;
  8090. };
  8091. /**
  8092. * @author mrdoob / http://mrdoob.com/
  8093. * @author mikael emtinger / http://gomo.se/
  8094. * @author WestLangley / http://github.com/WestLangley
  8095. */
  8096. function Camera() {
  8097. Object3D.call( this );
  8098. this.type = 'Camera';
  8099. this.matrixWorldInverse = new Matrix4();
  8100. this.projectionMatrix = new Matrix4();
  8101. this.projectionMatrixInverse = new Matrix4();
  8102. }
  8103. Camera.prototype = Object.assign( Object.create( Object3D.prototype ), {
  8104. constructor: Camera,
  8105. isCamera: true,
  8106. copy: function ( source, recursive ) {
  8107. Object3D.prototype.copy.call( this, source, recursive );
  8108. this.matrixWorldInverse.copy( source.matrixWorldInverse );
  8109. this.projectionMatrix.copy( source.projectionMatrix );
  8110. this.projectionMatrixInverse.copy( source.projectionMatrixInverse );
  8111. return this;
  8112. },
  8113. getWorldDirection: function ( target ) {
  8114. if ( target === undefined ) {
  8115. console.warn( 'THREE.Camera: .getWorldDirection() target is now required' );
  8116. target = new Vector3();
  8117. }
  8118. this.updateMatrixWorld( true );
  8119. var e = this.matrixWorld.elements;
  8120. return target.set( - e[ 8 ], - e[ 9 ], - e[ 10 ] ).normalize();
  8121. },
  8122. updateMatrixWorld: function ( force ) {
  8123. Object3D.prototype.updateMatrixWorld.call( this, force );
  8124. this.matrixWorldInverse.getInverse( this.matrixWorld );
  8125. },
  8126. updateWorldMatrix: function ( updateParents, updateChildren ) {
  8127. Object3D.prototype.updateWorldMatrix.call( this, updateParents, updateChildren );
  8128. this.matrixWorldInverse.getInverse( this.matrixWorld );
  8129. },
  8130. clone: function () {
  8131. return new this.constructor().copy( this );
  8132. }
  8133. } );
  8134. /**
  8135. * @author mrdoob / http://mrdoob.com/
  8136. * @author greggman / http://games.greggman.com/
  8137. * @author zz85 / http://www.lab4games.net/zz85/blog
  8138. * @author tschw
  8139. */
  8140. function PerspectiveCamera( fov, aspect, near, far ) {
  8141. Camera.call( this );
  8142. this.type = 'PerspectiveCamera';
  8143. this.fov = fov !== undefined ? fov : 50;
  8144. this.zoom = 1;
  8145. this.near = near !== undefined ? near : 0.1;
  8146. this.far = far !== undefined ? far : 2000;
  8147. this.focus = 10;
  8148. this.aspect = aspect !== undefined ? aspect : 1;
  8149. this.view = null;
  8150. this.filmGauge = 35; // width of the film (default in millimeters)
  8151. this.filmOffset = 0; // horizontal film offset (same unit as gauge)
  8152. this.updateProjectionMatrix();
  8153. }
  8154. PerspectiveCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
  8155. constructor: PerspectiveCamera,
  8156. isPerspectiveCamera: true,
  8157. copy: function ( source, recursive ) {
  8158. Camera.prototype.copy.call( this, source, recursive );
  8159. this.fov = source.fov;
  8160. this.zoom = source.zoom;
  8161. this.near = source.near;
  8162. this.far = source.far;
  8163. this.focus = source.focus;
  8164. this.aspect = source.aspect;
  8165. this.view = source.view === null ? null : Object.assign( {}, source.view );
  8166. this.filmGauge = source.filmGauge;
  8167. this.filmOffset = source.filmOffset;
  8168. return this;
  8169. },
  8170. /**
  8171. * Sets the FOV by focal length in respect to the current .filmGauge.
  8172. *
  8173. * The default film gauge is 35, so that the focal length can be specified for
  8174. * a 35mm (full frame) camera.
  8175. *
  8176. * Values for focal length and film gauge must have the same unit.
  8177. */
  8178. setFocalLength: function ( focalLength ) {
  8179. // see http://www.bobatkins.com/photography/technical/field_of_view.html
  8180. var vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;
  8181. this.fov = MathUtils.RAD2DEG * 2 * Math.atan( vExtentSlope );
  8182. this.updateProjectionMatrix();
  8183. },
  8184. /**
  8185. * Calculates the focal length from the current .fov and .filmGauge.
  8186. */
  8187. getFocalLength: function () {
  8188. var vExtentSlope = Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov );
  8189. return 0.5 * this.getFilmHeight() / vExtentSlope;
  8190. },
  8191. getEffectiveFOV: function () {
  8192. return MathUtils.RAD2DEG * 2 * Math.atan(
  8193. Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov ) / this.zoom );
  8194. },
  8195. getFilmWidth: function () {
  8196. // film not completely covered in portrait format (aspect < 1)
  8197. return this.filmGauge * Math.min( this.aspect, 1 );
  8198. },
  8199. getFilmHeight: function () {
  8200. // film not completely covered in landscape format (aspect > 1)
  8201. return this.filmGauge / Math.max( this.aspect, 1 );
  8202. },
  8203. /**
  8204. * Sets an offset in a larger frustum. This is useful for multi-window or
  8205. * multi-monitor/multi-machine setups.
  8206. *
  8207. * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
  8208. * the monitors are in grid like this
  8209. *
  8210. * +---+---+---+
  8211. * | A | B | C |
  8212. * +---+---+---+
  8213. * | D | E | F |
  8214. * +---+---+---+
  8215. *
  8216. * then for each monitor you would call it like this
  8217. *
  8218. * const w = 1920;
  8219. * const h = 1080;
  8220. * const fullWidth = w * 3;
  8221. * const fullHeight = h * 2;
  8222. *
  8223. * --A--
  8224. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
  8225. * --B--
  8226. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
  8227. * --C--
  8228. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
  8229. * --D--
  8230. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
  8231. * --E--
  8232. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
  8233. * --F--
  8234. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
  8235. *
  8236. * Note there is no reason monitors have to be the same size or in a grid.
  8237. */
  8238. setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
  8239. this.aspect = fullWidth / fullHeight;
  8240. if ( this.view === null ) {
  8241. this.view = {
  8242. enabled: true,
  8243. fullWidth: 1,
  8244. fullHeight: 1,
  8245. offsetX: 0,
  8246. offsetY: 0,
  8247. width: 1,
  8248. height: 1
  8249. };
  8250. }
  8251. this.view.enabled = true;
  8252. this.view.fullWidth = fullWidth;
  8253. this.view.fullHeight = fullHeight;
  8254. this.view.offsetX = x;
  8255. this.view.offsetY = y;
  8256. this.view.width = width;
  8257. this.view.height = height;
  8258. this.updateProjectionMatrix();
  8259. },
  8260. clearViewOffset: function () {
  8261. if ( this.view !== null ) {
  8262. this.view.enabled = false;
  8263. }
  8264. this.updateProjectionMatrix();
  8265. },
  8266. updateProjectionMatrix: function () {
  8267. var near = this.near,
  8268. top = near * Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov ) / this.zoom,
  8269. height = 2 * top,
  8270. width = this.aspect * height,
  8271. left = - 0.5 * width,
  8272. view = this.view;
  8273. if ( this.view !== null && this.view.enabled ) {
  8274. var fullWidth = view.fullWidth,
  8275. fullHeight = view.fullHeight;
  8276. left += view.offsetX * width / fullWidth;
  8277. top -= view.offsetY * height / fullHeight;
  8278. width *= view.width / fullWidth;
  8279. height *= view.height / fullHeight;
  8280. }
  8281. var skew = this.filmOffset;
  8282. if ( skew !== 0 ) { left += near * skew / this.getFilmWidth(); }
  8283. this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far );
  8284. this.projectionMatrixInverse.getInverse( this.projectionMatrix );
  8285. },
  8286. toJSON: function ( meta ) {
  8287. var data = Object3D.prototype.toJSON.call( this, meta );
  8288. data.object.fov = this.fov;
  8289. data.object.zoom = this.zoom;
  8290. data.object.near = this.near;
  8291. data.object.far = this.far;
  8292. data.object.focus = this.focus;
  8293. data.object.aspect = this.aspect;
  8294. if ( this.view !== null ) { data.object.view = Object.assign( {}, this.view ); }
  8295. data.object.filmGauge = this.filmGauge;
  8296. data.object.filmOffset = this.filmOffset;
  8297. return data;
  8298. }
  8299. } );
  8300. /**
  8301. * Camera for rendering cube maps
  8302. * - renders scene into axis-aligned cube
  8303. *
  8304. * @author alteredq / http://alteredqualia.com/
  8305. */
  8306. var fov = 90, aspect = 1;
  8307. function CubeCamera( near, far, renderTarget ) {
  8308. Object3D.call( this );
  8309. this.type = 'CubeCamera';
  8310. if ( renderTarget.isWebGLCubeRenderTarget !== true ) {
  8311. console.error( 'THREE.CubeCamera: The constructor now expects an instance of WebGLCubeRenderTarget as third parameter.' );
  8312. return;
  8313. }
  8314. this.renderTarget = renderTarget;
  8315. var cameraPX = new PerspectiveCamera( fov, aspect, near, far );
  8316. cameraPX.layers = this.layers;
  8317. cameraPX.up.set( 0, - 1, 0 );
  8318. cameraPX.lookAt( new Vector3( 1, 0, 0 ) );
  8319. this.add( cameraPX );
  8320. var cameraNX = new PerspectiveCamera( fov, aspect, near, far );
  8321. cameraNX.layers = this.layers;
  8322. cameraNX.up.set( 0, - 1, 0 );
  8323. cameraNX.lookAt( new Vector3( - 1, 0, 0 ) );
  8324. this.add( cameraNX );
  8325. var cameraPY = new PerspectiveCamera( fov, aspect, near, far );
  8326. cameraPY.layers = this.layers;
  8327. cameraPY.up.set( 0, 0, 1 );
  8328. cameraPY.lookAt( new Vector3( 0, 1, 0 ) );
  8329. this.add( cameraPY );
  8330. var cameraNY = new PerspectiveCamera( fov, aspect, near, far );
  8331. cameraNY.layers = this.layers;
  8332. cameraNY.up.set( 0, 0, - 1 );
  8333. cameraNY.lookAt( new Vector3( 0, - 1, 0 ) );
  8334. this.add( cameraNY );
  8335. var cameraPZ = new PerspectiveCamera( fov, aspect, near, far );
  8336. cameraPZ.layers = this.layers;
  8337. cameraPZ.up.set( 0, - 1, 0 );
  8338. cameraPZ.lookAt( new Vector3( 0, 0, 1 ) );
  8339. this.add( cameraPZ );
  8340. var cameraNZ = new PerspectiveCamera( fov, aspect, near, far );
  8341. cameraNZ.layers = this.layers;
  8342. cameraNZ.up.set( 0, - 1, 0 );
  8343. cameraNZ.lookAt( new Vector3( 0, 0, - 1 ) );
  8344. this.add( cameraNZ );
  8345. this.update = function ( renderer, scene ) {
  8346. if ( this.parent === null ) { this.updateMatrixWorld(); }
  8347. var currentXrEnabled = renderer.xr.enabled;
  8348. var currentRenderTarget = renderer.getRenderTarget();
  8349. renderer.xr.enabled = false;
  8350. var generateMipmaps = renderTarget.texture.generateMipmaps;
  8351. renderTarget.texture.generateMipmaps = false;
  8352. renderer.setRenderTarget( renderTarget, 0 );
  8353. renderer.render( scene, cameraPX );
  8354. renderer.setRenderTarget( renderTarget, 1 );
  8355. renderer.render( scene, cameraNX );
  8356. renderer.setRenderTarget( renderTarget, 2 );
  8357. renderer.render( scene, cameraPY );
  8358. renderer.setRenderTarget( renderTarget, 3 );
  8359. renderer.render( scene, cameraNY );
  8360. renderer.setRenderTarget( renderTarget, 4 );
  8361. renderer.render( scene, cameraPZ );
  8362. renderTarget.texture.generateMipmaps = generateMipmaps;
  8363. renderer.setRenderTarget( renderTarget, 5 );
  8364. renderer.render( scene, cameraNZ );
  8365. renderer.setRenderTarget( currentRenderTarget );
  8366. renderer.xr.enabled = currentXrEnabled;
  8367. };
  8368. this.clear = function ( renderer, color, depth, stencil ) {
  8369. var currentRenderTarget = renderer.getRenderTarget();
  8370. for ( var i = 0; i < 6; i ++ ) {
  8371. renderer.setRenderTarget( renderTarget, i );
  8372. renderer.clear( color, depth, stencil );
  8373. }
  8374. renderer.setRenderTarget( currentRenderTarget );
  8375. };
  8376. }
  8377. CubeCamera.prototype = Object.create( Object3D.prototype );
  8378. CubeCamera.prototype.constructor = CubeCamera;
  8379. /**
  8380. * @author alteredq / http://alteredqualia.com
  8381. * @author WestLangley / http://github.com/WestLangley
  8382. */
  8383. function WebGLCubeRenderTarget( size, options, dummy ) {
  8384. if ( Number.isInteger( options ) ) {
  8385. console.warn( 'THREE.WebGLCubeRenderTarget: constructor signature is now WebGLCubeRenderTarget( size, options )' );
  8386. options = dummy;
  8387. }
  8388. WebGLRenderTarget.call( this, size, size, options );
  8389. }
  8390. WebGLCubeRenderTarget.prototype = Object.create( WebGLRenderTarget.prototype );
  8391. WebGLCubeRenderTarget.prototype.constructor = WebGLCubeRenderTarget;
  8392. WebGLCubeRenderTarget.prototype.isWebGLCubeRenderTarget = true;
  8393. WebGLCubeRenderTarget.prototype.fromEquirectangularTexture = function ( renderer, texture ) {
  8394. this.texture.type = texture.type;
  8395. this.texture.format = texture.format;
  8396. this.texture.encoding = texture.encoding;
  8397. this.texture.generateMipmaps = texture.generateMipmaps;
  8398. this.texture.minFilter = texture.minFilter;
  8399. this.texture.magFilter = texture.magFilter;
  8400. var scene = new Scene();
  8401. var shader = {
  8402. uniforms: {
  8403. tEquirect: { value: null },
  8404. },
  8405. vertexShader: /* glsl */"\n\n\t\t\tvarying vec3 vWorldDirection;\n\n\t\t\tvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\n\t\t\t\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n\n\t\t\t}\n\n\t\t\tvoid main() {\n\n\t\t\t\tvWorldDirection = transformDirection( position, modelMatrix );\n\n\t\t\t\t#include <begin_vertex>\n\t\t\t\t#include <project_vertex>\n\n\t\t\t}\n\t\t",
  8406. fragmentShader: /* glsl */"\n\n\t\t\tuniform sampler2D tEquirect;\n\n\t\t\tvarying vec3 vWorldDirection;\n\n\t\t\t#include <common>\n\n\t\t\tvoid main() {\n\n\t\t\t\tvec3 direction = normalize( vWorldDirection );\n\n\t\t\t\tvec2 sampleUV = equirectUv( direction );\n\n\t\t\t\tgl_FragColor = texture2D( tEquirect, sampleUV );\n\n\t\t\t}\n\t\t"
  8407. };
  8408. var material = new ShaderMaterial( {
  8409. name: 'CubemapFromEquirect',
  8410. uniforms: cloneUniforms( shader.uniforms ),
  8411. vertexShader: shader.vertexShader,
  8412. fragmentShader: shader.fragmentShader,
  8413. side: BackSide,
  8414. blending: NoBlending
  8415. } );
  8416. material.uniforms.tEquirect.value = texture;
  8417. var mesh = new Mesh( new BoxBufferGeometry( 5, 5, 5 ), material );
  8418. scene.add( mesh );
  8419. var camera = new CubeCamera( 1, 10, this );
  8420. camera.update( renderer, scene );
  8421. mesh.geometry.dispose();
  8422. mesh.material.dispose();
  8423. return this;
  8424. };
  8425. /**
  8426. * @author alteredq / http://alteredqualia.com/
  8427. */
  8428. function DataTexture( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
  8429. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  8430. this.image = { data: data || null, width: width || 1, height: height || 1 };
  8431. this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
  8432. this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
  8433. this.generateMipmaps = false;
  8434. this.flipY = false;
  8435. this.unpackAlignment = 1;
  8436. this.needsUpdate = true;
  8437. }
  8438. DataTexture.prototype = Object.create( Texture.prototype );
  8439. DataTexture.prototype.constructor = DataTexture;
  8440. DataTexture.prototype.isDataTexture = true;
  8441. /**
  8442. * @author mrdoob / http://mrdoob.com/
  8443. * @author alteredq / http://alteredqualia.com/
  8444. * @author bhouston / http://clara.io
  8445. */
  8446. var _sphere$1 = new Sphere();
  8447. var _vector$5 = new Vector3();
  8448. function Frustum( p0, p1, p2, p3, p4, p5 ) {
  8449. this.planes = [
  8450. ( p0 !== undefined ) ? p0 : new Plane(),
  8451. ( p1 !== undefined ) ? p1 : new Plane(),
  8452. ( p2 !== undefined ) ? p2 : new Plane(),
  8453. ( p3 !== undefined ) ? p3 : new Plane(),
  8454. ( p4 !== undefined ) ? p4 : new Plane(),
  8455. ( p5 !== undefined ) ? p5 : new Plane()
  8456. ];
  8457. }
  8458. Object.assign( Frustum.prototype, {
  8459. set: function ( p0, p1, p2, p3, p4, p5 ) {
  8460. var planes = this.planes;
  8461. planes[ 0 ].copy( p0 );
  8462. planes[ 1 ].copy( p1 );
  8463. planes[ 2 ].copy( p2 );
  8464. planes[ 3 ].copy( p3 );
  8465. planes[ 4 ].copy( p4 );
  8466. planes[ 5 ].copy( p5 );
  8467. return this;
  8468. },
  8469. clone: function () {
  8470. return new this.constructor().copy( this );
  8471. },
  8472. copy: function ( frustum ) {
  8473. var planes = this.planes;
  8474. for ( var i = 0; i < 6; i ++ ) {
  8475. planes[ i ].copy( frustum.planes[ i ] );
  8476. }
  8477. return this;
  8478. },
  8479. setFromProjectionMatrix: function ( m ) {
  8480. var planes = this.planes;
  8481. var me = m.elements;
  8482. var me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
  8483. var me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
  8484. var me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
  8485. var me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];
  8486. planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
  8487. planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
  8488. planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
  8489. planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
  8490. planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();
  8491. planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();
  8492. return this;
  8493. },
  8494. intersectsObject: function ( object ) {
  8495. var geometry = object.geometry;
  8496. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  8497. _sphere$1.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld );
  8498. return this.intersectsSphere( _sphere$1 );
  8499. },
  8500. intersectsSprite: function ( sprite ) {
  8501. _sphere$1.center.set( 0, 0, 0 );
  8502. _sphere$1.radius = 0.7071067811865476;
  8503. _sphere$1.applyMatrix4( sprite.matrixWorld );
  8504. return this.intersectsSphere( _sphere$1 );
  8505. },
  8506. intersectsSphere: function ( sphere ) {
  8507. var planes = this.planes;
  8508. var center = sphere.center;
  8509. var negRadius = - sphere.radius;
  8510. for ( var i = 0; i < 6; i ++ ) {
  8511. var distance = planes[ i ].distanceToPoint( center );
  8512. if ( distance < negRadius ) {
  8513. return false;
  8514. }
  8515. }
  8516. return true;
  8517. },
  8518. intersectsBox: function ( box ) {
  8519. var planes = this.planes;
  8520. for ( var i = 0; i < 6; i ++ ) {
  8521. var plane = planes[ i ];
  8522. // corner at max distance
  8523. _vector$5.x = plane.normal.x > 0 ? box.max.x : box.min.x;
  8524. _vector$5.y = plane.normal.y > 0 ? box.max.y : box.min.y;
  8525. _vector$5.z = plane.normal.z > 0 ? box.max.z : box.min.z;
  8526. if ( plane.distanceToPoint( _vector$5 ) < 0 ) {
  8527. return false;
  8528. }
  8529. }
  8530. return true;
  8531. },
  8532. containsPoint: function ( point ) {
  8533. var planes = this.planes;
  8534. for ( var i = 0; i < 6; i ++ ) {
  8535. if ( planes[ i ].distanceToPoint( point ) < 0 ) {
  8536. return false;
  8537. }
  8538. }
  8539. return true;
  8540. }
  8541. } );
  8542. /**
  8543. * Uniforms library for shared webgl shaders
  8544. */
  8545. var UniformsLib = {
  8546. common: {
  8547. diffuse: { value: new Color( 0xeeeeee ) },
  8548. opacity: { value: 1.0 },
  8549. map: { value: null },
  8550. uvTransform: { value: new Matrix3() },
  8551. uv2Transform: { value: new Matrix3() },
  8552. alphaMap: { value: null },
  8553. },
  8554. specularmap: {
  8555. specularMap: { value: null },
  8556. },
  8557. envmap: {
  8558. envMap: { value: null },
  8559. flipEnvMap: { value: - 1 },
  8560. reflectivity: { value: 1.0 },
  8561. refractionRatio: { value: 0.98 },
  8562. maxMipLevel: { value: 0 }
  8563. },
  8564. aomap: {
  8565. aoMap: { value: null },
  8566. aoMapIntensity: { value: 1 }
  8567. },
  8568. lightmap: {
  8569. lightMap: { value: null },
  8570. lightMapIntensity: { value: 1 }
  8571. },
  8572. emissivemap: {
  8573. emissiveMap: { value: null }
  8574. },
  8575. bumpmap: {
  8576. bumpMap: { value: null },
  8577. bumpScale: { value: 1 }
  8578. },
  8579. normalmap: {
  8580. normalMap: { value: null },
  8581. normalScale: { value: new Vector2( 1, 1 ) }
  8582. },
  8583. displacementmap: {
  8584. displacementMap: { value: null },
  8585. displacementScale: { value: 1 },
  8586. displacementBias: { value: 0 }
  8587. },
  8588. roughnessmap: {
  8589. roughnessMap: { value: null }
  8590. },
  8591. metalnessmap: {
  8592. metalnessMap: { value: null }
  8593. },
  8594. gradientmap: {
  8595. gradientMap: { value: null }
  8596. },
  8597. fog: {
  8598. fogDensity: { value: 0.00025 },
  8599. fogNear: { value: 1 },
  8600. fogFar: { value: 2000 },
  8601. fogColor: { value: new Color( 0xffffff ) }
  8602. },
  8603. lights: {
  8604. ambientLightColor: { value: [] },
  8605. lightProbe: { value: [] },
  8606. directionalLights: { value: [], properties: {
  8607. direction: {},
  8608. color: {}
  8609. } },
  8610. directionalLightShadows: { value: [], properties: {
  8611. shadowBias: {},
  8612. shadowNormalBias: {},
  8613. shadowRadius: {},
  8614. shadowMapSize: {}
  8615. } },
  8616. directionalShadowMap: { value: [] },
  8617. directionalShadowMatrix: { value: [] },
  8618. spotLights: { value: [], properties: {
  8619. color: {},
  8620. position: {},
  8621. direction: {},
  8622. distance: {},
  8623. coneCos: {},
  8624. penumbraCos: {},
  8625. decay: {}
  8626. } },
  8627. spotLightShadows: { value: [], properties: {
  8628. shadowBias: {},
  8629. shadowNormalBias: {},
  8630. shadowRadius: {},
  8631. shadowMapSize: {}
  8632. } },
  8633. spotShadowMap: { value: [] },
  8634. spotShadowMatrix: { value: [] },
  8635. pointLights: { value: [], properties: {
  8636. color: {},
  8637. position: {},
  8638. decay: {},
  8639. distance: {}
  8640. } },
  8641. pointLightShadows: { value: [], properties: {
  8642. shadowBias: {},
  8643. shadowNormalBias: {},
  8644. shadowRadius: {},
  8645. shadowMapSize: {},
  8646. shadowCameraNear: {},
  8647. shadowCameraFar: {}
  8648. } },
  8649. pointShadowMap: { value: [] },
  8650. pointShadowMatrix: { value: [] },
  8651. hemisphereLights: { value: [], properties: {
  8652. direction: {},
  8653. skyColor: {},
  8654. groundColor: {}
  8655. } },
  8656. // TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src
  8657. rectAreaLights: { value: [], properties: {
  8658. color: {},
  8659. position: {},
  8660. width: {},
  8661. height: {}
  8662. } }
  8663. },
  8664. points: {
  8665. diffuse: { value: new Color( 0xeeeeee ) },
  8666. opacity: { value: 1.0 },
  8667. size: { value: 1.0 },
  8668. scale: { value: 1.0 },
  8669. map: { value: null },
  8670. alphaMap: { value: null },
  8671. uvTransform: { value: new Matrix3() }
  8672. },
  8673. sprite: {
  8674. diffuse: { value: new Color( 0xeeeeee ) },
  8675. opacity: { value: 1.0 },
  8676. center: { value: new Vector2( 0.5, 0.5 ) },
  8677. rotation: { value: 0.0 },
  8678. map: { value: null },
  8679. alphaMap: { value: null },
  8680. uvTransform: { value: new Matrix3() }
  8681. }
  8682. };
  8683. /**
  8684. * @author mrdoob / http://mrdoob.com/
  8685. */
  8686. function WebGLAnimation() {
  8687. var context = null;
  8688. var isAnimating = false;
  8689. var animationLoop = null;
  8690. var requestId = null;
  8691. function onAnimationFrame( time, frame ) {
  8692. animationLoop( time, frame );
  8693. requestId = context.requestAnimationFrame( onAnimationFrame );
  8694. }
  8695. return {
  8696. start: function () {
  8697. if ( isAnimating === true ) { return; }
  8698. if ( animationLoop === null ) { return; }
  8699. requestId = context.requestAnimationFrame( onAnimationFrame );
  8700. isAnimating = true;
  8701. },
  8702. stop: function () {
  8703. context.cancelAnimationFrame( requestId );
  8704. isAnimating = false;
  8705. },
  8706. setAnimationLoop: function ( callback ) {
  8707. animationLoop = callback;
  8708. },
  8709. setContext: function ( value ) {
  8710. context = value;
  8711. }
  8712. };
  8713. }
  8714. /**
  8715. * @author mrdoob / http://mrdoob.com/
  8716. */
  8717. function WebGLAttributes( gl, capabilities ) {
  8718. var isWebGL2 = capabilities.isWebGL2;
  8719. var buffers = new WeakMap();
  8720. function createBuffer( attribute, bufferType ) {
  8721. var array = attribute.array;
  8722. var usage = attribute.usage;
  8723. var buffer = gl.createBuffer();
  8724. gl.bindBuffer( bufferType, buffer );
  8725. gl.bufferData( bufferType, array, usage );
  8726. attribute.onUploadCallback();
  8727. var type = 5126;
  8728. if ( array instanceof Float32Array ) {
  8729. type = 5126;
  8730. } else if ( array instanceof Float64Array ) {
  8731. console.warn( 'THREE.WebGLAttributes: Unsupported data buffer format: Float64Array.' );
  8732. } else if ( array instanceof Uint16Array ) {
  8733. type = 5123;
  8734. } else if ( array instanceof Int16Array ) {
  8735. type = 5122;
  8736. } else if ( array instanceof Uint32Array ) {
  8737. type = 5125;
  8738. } else if ( array instanceof Int32Array ) {
  8739. type = 5124;
  8740. } else if ( array instanceof Int8Array ) {
  8741. type = 5120;
  8742. } else if ( array instanceof Uint8Array ) {
  8743. type = 5121;
  8744. }
  8745. return {
  8746. buffer: buffer,
  8747. type: type,
  8748. bytesPerElement: array.BYTES_PER_ELEMENT,
  8749. version: attribute.version
  8750. };
  8751. }
  8752. function updateBuffer( buffer, attribute, bufferType ) {
  8753. var array = attribute.array;
  8754. var updateRange = attribute.updateRange;
  8755. gl.bindBuffer( bufferType, buffer );
  8756. if ( updateRange.count === - 1 ) {
  8757. // Not using update ranges
  8758. gl.bufferSubData( bufferType, 0, array );
  8759. } else {
  8760. if ( isWebGL2 ) {
  8761. gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,
  8762. array, updateRange.offset, updateRange.count );
  8763. } else {
  8764. gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,
  8765. array.subarray( updateRange.offset, updateRange.offset + updateRange.count ) );
  8766. }
  8767. updateRange.count = - 1; // reset range
  8768. }
  8769. }
  8770. //
  8771. function get( attribute ) {
  8772. if ( attribute.isInterleavedBufferAttribute ) { attribute = attribute.data; }
  8773. return buffers.get( attribute );
  8774. }
  8775. function remove( attribute ) {
  8776. if ( attribute.isInterleavedBufferAttribute ) { attribute = attribute.data; }
  8777. var data = buffers.get( attribute );
  8778. if ( data ) {
  8779. gl.deleteBuffer( data.buffer );
  8780. buffers.delete( attribute );
  8781. }
  8782. }
  8783. function update( attribute, bufferType ) {
  8784. if ( attribute.isInterleavedBufferAttribute ) { attribute = attribute.data; }
  8785. var data = buffers.get( attribute );
  8786. if ( data === undefined ) {
  8787. buffers.set( attribute, createBuffer( attribute, bufferType ) );
  8788. } else if ( data.version < attribute.version ) {
  8789. updateBuffer( data.buffer, attribute, bufferType );
  8790. data.version = attribute.version;
  8791. }
  8792. }
  8793. return {
  8794. get: get,
  8795. remove: remove,
  8796. update: update
  8797. };
  8798. }
  8799. /**
  8800. * @author mrdoob / http://mrdoob.com/
  8801. * @author Mugen87 / https://github.com/Mugen87
  8802. */
  8803. // PlaneGeometry
  8804. function PlaneGeometry( width, height, widthSegments, heightSegments ) {
  8805. Geometry.call( this );
  8806. this.type = 'PlaneGeometry';
  8807. this.parameters = {
  8808. width: width,
  8809. height: height,
  8810. widthSegments: widthSegments,
  8811. heightSegments: heightSegments
  8812. };
  8813. this.fromBufferGeometry( new PlaneBufferGeometry( width, height, widthSegments, heightSegments ) );
  8814. this.mergeVertices();
  8815. }
  8816. PlaneGeometry.prototype = Object.create( Geometry.prototype );
  8817. PlaneGeometry.prototype.constructor = PlaneGeometry;
  8818. // PlaneBufferGeometry
  8819. function PlaneBufferGeometry( width, height, widthSegments, heightSegments ) {
  8820. BufferGeometry.call( this );
  8821. this.type = 'PlaneBufferGeometry';
  8822. this.parameters = {
  8823. width: width,
  8824. height: height,
  8825. widthSegments: widthSegments,
  8826. heightSegments: heightSegments
  8827. };
  8828. width = width || 1;
  8829. height = height || 1;
  8830. var width_half = width / 2;
  8831. var height_half = height / 2;
  8832. var gridX = Math.floor( widthSegments ) || 1;
  8833. var gridY = Math.floor( heightSegments ) || 1;
  8834. var gridX1 = gridX + 1;
  8835. var gridY1 = gridY + 1;
  8836. var segment_width = width / gridX;
  8837. var segment_height = height / gridY;
  8838. // buffers
  8839. var indices = [];
  8840. var vertices = [];
  8841. var normals = [];
  8842. var uvs = [];
  8843. // generate vertices, normals and uvs
  8844. for ( var iy = 0; iy < gridY1; iy ++ ) {
  8845. var y = iy * segment_height - height_half;
  8846. for ( var ix = 0; ix < gridX1; ix ++ ) {
  8847. var x = ix * segment_width - width_half;
  8848. vertices.push( x, - y, 0 );
  8849. normals.push( 0, 0, 1 );
  8850. uvs.push( ix / gridX );
  8851. uvs.push( 1 - ( iy / gridY ) );
  8852. }
  8853. }
  8854. // indices
  8855. for ( var iy$1 = 0; iy$1 < gridY; iy$1 ++ ) {
  8856. for ( var ix$1 = 0; ix$1 < gridX; ix$1 ++ ) {
  8857. var a = ix$1 + gridX1 * iy$1;
  8858. var b = ix$1 + gridX1 * ( iy$1 + 1 );
  8859. var c = ( ix$1 + 1 ) + gridX1 * ( iy$1 + 1 );
  8860. var d = ( ix$1 + 1 ) + gridX1 * iy$1;
  8861. // faces
  8862. indices.push( a, b, d );
  8863. indices.push( b, c, d );
  8864. }
  8865. }
  8866. // build geometry
  8867. this.setIndex( indices );
  8868. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  8869. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  8870. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  8871. }
  8872. PlaneBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  8873. PlaneBufferGeometry.prototype.constructor = PlaneBufferGeometry;
  8874. var alphamap_fragment = "#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif";
  8875. var alphamap_pars_fragment = "#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif";
  8876. var alphatest_fragment = "#ifdef ALPHATEST\n\tif ( diffuseColor.a < ALPHATEST ) discard;\n#endif";
  8877. 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";
  8878. var aomap_pars_fragment = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif";
  8879. var begin_vertex = "vec3 transformed = vec3( position );";
  8880. var beginnormal_vertex = "vec3 objectNormal = vec3( normal );\n#ifdef USE_TANGENT\n\tvec3 objectTangent = vec3( tangent.xyz );\n#endif";
  8881. 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";
  8882. 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";
  8883. var clipping_planes_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tvec4 plane;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\n\t\tplane = clippingPlanes[ i ];\n\t\tif ( dot( vClipPosition, plane.xyz ) > plane.w ) discard;\n\t}\n\t#pragma unroll_loop_end\n\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\t\tbool clipped = true;\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\n\t\t\tplane = clippingPlanes[ i ];\n\t\t\tclipped = ( dot( vClipPosition, plane.xyz ) > plane.w ) && clipped;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t\tif ( clipped ) discard;\n\t#endif\n#endif";
  8884. var clipping_planes_pars_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif";
  8885. var clipping_planes_pars_vertex = "#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n#endif";
  8886. var clipping_planes_vertex = "#if NUM_CLIPPING_PLANES > 0\n\tvClipPosition = - mvPosition.xyz;\n#endif";
  8887. var color_fragment = "#ifdef USE_COLOR\n\tdiffuseColor.rgb *= vColor;\n#endif";
  8888. var color_pars_fragment = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";
  8889. var color_pars_vertex = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";
  8890. var color_vertex = "#ifdef USE_COLOR\n\tvColor.xyz = color.xyz;\n#endif";
  8891. var common = "#define PI 3.141592653589793\n#define PI2 6.283185307179586\n#define PI_HALF 1.5707963267948966\n#define RECIPROCAL_PI 0.3183098861837907\n#define RECIPROCAL_PI2 0.15915494309189535\n#define EPSILON 1e-6\n#ifndef saturate\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\n#define whiteComplement(a) ( 1.0 - saturate( a ) )\nfloat pow2( const in float x ) { return x*x; }\nfloat pow3( const in float x ) { return x*x*x; }\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\nfloat average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\nhighp float rand( const in vec2 uv ) {\n\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\n\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\n\treturn fract(sin(sn) * c);\n}\n#ifdef HIGH_PRECISION\n\tfloat precisionSafeLength( vec3 v ) { return length( v ); }\n#else\n\tfloat max3( vec3 v ) { return max( max( v.x, v.y ), v.z ); }\n\tfloat precisionSafeLength( vec3 v ) {\n\t\tfloat maxComponent = max3( abs( v ) );\n\t\treturn length( v / maxComponent ) * maxComponent;\n\t}\n#endif\nstruct IncidentLight {\n\tvec3 color;\n\tvec3 direction;\n\tbool visible;\n};\nstruct ReflectedLight {\n\tvec3 directDiffuse;\n\tvec3 directSpecular;\n\tvec3 indirectDiffuse;\n\tvec3 indirectSpecular;\n};\nstruct GeometricContext {\n\tvec3 position;\n\tvec3 normal;\n\tvec3 viewDir;\n#ifdef CLEARCOAT\n\tvec3 clearcoatNormal;\n#endif\n};\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n}\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\n}\nvec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\tfloat distance = dot( planeNormal, point - pointOnPlane );\n\treturn - distance * planeNormal + point;\n}\nfloat sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn sign( dot( point - pointOnPlane, planeNormal ) );\n}\nvec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;\n}\nmat3 transposeMat3( const in mat3 m ) {\n\tmat3 tmp;\n\ttmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );\n\ttmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );\n\ttmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );\n\treturn tmp;\n}\nfloat linearToRelativeLuminance( const in vec3 color ) {\n\tvec3 weights = vec3( 0.2126, 0.7152, 0.0722 );\n\treturn dot( weights, color.rgb );\n}\nbool isPerspectiveMatrix( mat4 m ) {\n return m[ 2 ][ 3 ] == - 1.0;\n}\nvec2 equirectUv( in vec3 dir ) {\n\tfloat u = atan( dir.z, dir.x ) * RECIPROCAL_PI2 + 0.5;\n\tfloat v = asin( clamp( dir.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\treturn vec2( u, v );\n}";
  8892. var cube_uv_reflection_fragment = "#ifdef ENVMAP_TYPE_CUBE_UV\n#define cubeUV_maxMipLevel 8.0\n#define cubeUV_minMipLevel 4.0\n#define cubeUV_maxTileSize 256.0\n#define cubeUV_minTileSize 16.0\nfloat getFace(vec3 direction) {\n vec3 absDirection = abs(direction);\n float face = -1.0;\n if (absDirection.x > absDirection.z) {\n if (absDirection.x > absDirection.y)\n face = direction.x > 0.0 ? 0.0 : 3.0;\n else\n face = direction.y > 0.0 ? 1.0 : 4.0;\n } else {\n if (absDirection.z > absDirection.y)\n face = direction.z > 0.0 ? 2.0 : 5.0;\n else\n face = direction.y > 0.0 ? 1.0 : 4.0;\n }\n return face;\n}\nvec2 getUV(vec3 direction, float face) {\n vec2 uv;\n if (face == 0.0) {\n uv = vec2(direction.z, direction.y) / abs(direction.x); } else if (face == 1.0) {\n uv = vec2(-direction.x, -direction.z) / abs(direction.y); } else if (face == 2.0) {\n uv = vec2(-direction.x, direction.y) / abs(direction.z); } else if (face == 3.0) {\n uv = vec2(-direction.z, direction.y) / abs(direction.x); } else if (face == 4.0) {\n uv = vec2(-direction.x, direction.z) / abs(direction.y); } else {\n uv = vec2(direction.x, direction.y) / abs(direction.z); }\n return 0.5 * (uv + 1.0);\n}\nvec3 bilinearCubeUV(sampler2D envMap, vec3 direction, float mipInt) {\n float face = getFace(direction);\n float filterInt = max(cubeUV_minMipLevel - mipInt, 0.0);\n mipInt = max(mipInt, cubeUV_minMipLevel);\n float faceSize = exp2(mipInt);\n float texelSize = 1.0 / (3.0 * cubeUV_maxTileSize);\n vec2 uv = getUV(direction, face) * (faceSize - 1.0);\n vec2 f = fract(uv);\n uv += 0.5 - f;\n if (face > 2.0) {\n uv.y += faceSize;\n face -= 3.0;\n }\n uv.x += face * faceSize;\n if(mipInt < cubeUV_maxMipLevel){\n uv.y += 2.0 * cubeUV_maxTileSize;\n }\n uv.y += filterInt * 2.0 * cubeUV_minTileSize;\n uv.x += 3.0 * max(0.0, cubeUV_maxTileSize - 2.0 * faceSize);\n uv *= texelSize;\n vec3 tl = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n uv.x += texelSize;\n vec3 tr = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n uv.y += texelSize;\n vec3 br = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n uv.x -= texelSize;\n vec3 bl = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n vec3 tm = mix(tl, tr, f.x);\n vec3 bm = mix(bl, br, f.x);\n return mix(tm, bm, f.y);\n}\n#define r0 1.0\n#define v0 0.339\n#define m0 -2.0\n#define r1 0.8\n#define v1 0.276\n#define m1 -1.0\n#define r4 0.4\n#define v4 0.046\n#define m4 2.0\n#define r5 0.305\n#define v5 0.016\n#define m5 3.0\n#define r6 0.21\n#define v6 0.0038\n#define m6 4.0\nfloat roughnessToMip(float roughness) {\n float mip = 0.0;\n if (roughness >= r1) {\n mip = (r0 - roughness) * (m1 - m0) / (r0 - r1) + m0;\n } else if (roughness >= r4) {\n mip = (r1 - roughness) * (m4 - m1) / (r1 - r4) + m1;\n } else if (roughness >= r5) {\n mip = (r4 - roughness) * (m5 - m4) / (r4 - r5) + m4;\n } else if (roughness >= r6) {\n mip = (r5 - roughness) * (m6 - m5) / (r5 - r6) + m5;\n } else {\n mip = -2.0 * log2(1.16 * roughness); }\n return mip;\n}\nvec4 textureCubeUV(sampler2D envMap, vec3 sampleDir, float roughness) {\n float mip = clamp(roughnessToMip(roughness), m0, cubeUV_maxMipLevel);\n float mipF = fract(mip);\n float mipInt = floor(mip);\n vec3 color0 = bilinearCubeUV(envMap, sampleDir, mipInt);\n if (mipF == 0.0) {\n return vec4(color0, 1.0);\n } else {\n vec3 color1 = bilinearCubeUV(envMap, sampleDir, mipInt + 1.0);\n return vec4(mix(color0, color1, mipF), 1.0);\n }\n}\n#endif";
  8893. var defaultnormal_vertex = "vec3 transformedNormal = objectNormal;\n#ifdef USE_INSTANCING\n\tmat3 m = mat3( instanceMatrix );\n\ttransformedNormal /= vec3( dot( m[ 0 ], m[ 0 ] ), dot( m[ 1 ], m[ 1 ] ), dot( m[ 2 ], m[ 2 ] ) );\n\ttransformedNormal = m * transformedNormal;\n#endif\ntransformedNormal = normalMatrix * transformedNormal;\n#ifdef FLIP_SIDED\n\ttransformedNormal = - transformedNormal;\n#endif\n#ifdef USE_TANGENT\n\tvec3 transformedTangent = ( modelViewMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n\t#ifdef FLIP_SIDED\n\t\ttransformedTangent = - transformedTangent;\n\t#endif\n#endif";
  8894. var displacementmap_pars_vertex = "#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif";
  8895. var displacementmap_vertex = "#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vUv ).x * displacementScale + displacementBias );\n#endif";
  8896. var emissivemap_fragment = "#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif";
  8897. var emissivemap_pars_fragment = "#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif";
  8898. var encodings_fragment = "gl_FragColor = linearToOutputTexel( gl_FragColor );";
  8899. var encodings_pars_fragment = "\nvec4 LinearToLinear( in vec4 value ) {\n\treturn value;\n}\nvec4 GammaToLinear( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.rgb, vec3( gammaFactor ) ), value.a );\n}\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.rgb, vec3( 1.0 / gammaFactor ) ), value.a );\n}\nvec4 sRGBToLinear( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.a );\n}\nvec4 LinearTosRGB( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );\n}\nvec4 RGBEToLinear( in vec4 value ) {\n\treturn vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 );\n}\nvec4 LinearToRGBE( in vec4 value ) {\n\tfloat maxComponent = max( max( value.r, value.g ), value.b );\n\tfloat fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 );\n\treturn vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 );\n}\nvec4 RGBMToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * value.a * maxRange, 1.0 );\n}\nvec4 LinearToRGBM( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\n\tfloat M = clamp( maxRGB / maxRange, 0.0, 1.0 );\n\tM = ceil( M * 255.0 ) / 255.0;\n\treturn vec4( value.rgb / ( M * maxRange ), M );\n}\nvec4 RGBDToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 );\n}\nvec4 LinearToRGBD( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\n\tfloat D = max( maxRange / maxRGB, 1.0 );\n\tD = clamp( floor( D ) / 255.0, 0.0, 1.0 );\n\treturn vec4( value.rgb * ( D * ( 255.0 / maxRange ) ), D );\n}\nconst mat3 cLogLuvM = mat3( 0.2209, 0.3390, 0.4184, 0.1138, 0.6780, 0.7319, 0.0102, 0.1130, 0.2969 );\nvec4 LinearToLogLuv( in vec4 value ) {\n\tvec3 Xp_Y_XYZp = cLogLuvM * value.rgb;\n\tXp_Y_XYZp = max( Xp_Y_XYZp, vec3( 1e-6, 1e-6, 1e-6 ) );\n\tvec4 vResult;\n\tvResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;\n\tfloat Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;\n\tvResult.w = fract( Le );\n\tvResult.z = ( Le - ( floor( vResult.w * 255.0 ) ) / 255.0 ) / 255.0;\n\treturn vResult;\n}\nconst mat3 cLogLuvInverseM = mat3( 6.0014, -2.7008, -1.7996, -1.3320, 3.1029, -5.7721, 0.3008, -1.0882, 5.6268 );\nvec4 LogLuvToLinear( in vec4 value ) {\n\tfloat Le = value.z * 255.0 + value.w;\n\tvec3 Xp_Y_XYZp;\n\tXp_Y_XYZp.y = exp2( ( Le - 127.0 ) / 2.0 );\n\tXp_Y_XYZp.z = Xp_Y_XYZp.y / value.y;\n\tXp_Y_XYZp.x = value.x * Xp_Y_XYZp.z;\n\tvec3 vRGB = cLogLuvInverseM * Xp_Y_XYZp.rgb;\n\treturn vec4( max( vRGB, 0.0 ), 1.0 );\n}";
  8900. var envmap_fragment = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvec3 cameraToFrag;\n\t\t\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToFrag = normalize( vWorldPosition - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToFrag, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\tvec4 envColor = textureCubeUV( envMap, reflectVec, 0.0 );\n\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\treflectVec = normalize( reflectVec );\n\t\tvec2 sampleUV = equirectUv( reflectVec );\n\t\tvec4 envColor = texture2D( envMap, sampleUV );\n\t#else\n\t\tvec4 envColor = vec4( 0.0 );\n\t#endif\n\t#ifndef ENVMAP_TYPE_CUBE_UV\n\t\tenvColor = envMapTexelToLinear( envColor );\n\t#endif\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_MIX )\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_ADD )\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\t#endif\n#endif";
  8901. 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";
  8902. 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";
  8903. 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";
  8904. 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";
  8905. var fog_vertex = "#ifdef USE_FOG\n\tfogDepth = -mvPosition.z;\n#endif";
  8906. var fog_pars_vertex = "#ifdef USE_FOG\n\tvarying float fogDepth;\n#endif";
  8907. 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";
  8908. 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";
  8909. 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}";
  8910. var lightmap_fragment = "#ifdef USE_LIGHTMAP\n\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\treflectedLight.indirectDiffuse += PI * lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n#endif";
  8911. var lightmap_pars_fragment = "#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif";
  8912. var lights_lambert_vertex = "vec3 diffuse = vec3( 1.0 );\nGeometricContext geometry;\ngeometry.position = mvPosition.xyz;\ngeometry.normal = normalize( transformedNormal );\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( -mvPosition.xyz );\nGeometricContext backGeometry;\nbackGeometry.position = geometry.position;\nbackGeometry.normal = -geometry.normal;\nbackGeometry.viewDir = geometry.viewDir;\nvLightFront = vec3( 0.0 );\nvIndirectFront = vec3( 0.0 );\n#ifdef DOUBLE_SIDED\n\tvLightBack = vec3( 0.0 );\n\tvIndirectBack = vec3( 0.0 );\n#endif\nIncidentLight directLight;\nfloat dotNL;\nvec3 directLightColor_Diffuse;\nvIndirectFront += getAmbientLightIrradiance( ambientLightColor );\nvIndirectFront += getLightProbeIrradiance( lightProbe, geometry );\n#ifdef DOUBLE_SIDED\n\tvIndirectBack += getAmbientLightIrradiance( ambientLightColor );\n\tvIndirectBack += getLightProbeIrradiance( lightProbe, backGeometry );\n#endif\n#if NUM_POINT_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tgetPointDirectLightIrradiance( pointLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tgetSpotDirectLightIrradiance( spotLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if NUM_DIR_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tgetDirectionalDirectLightIrradiance( directionalLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\tvIndirectFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvIndirectBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif";
  8913. var lights_pars_begin = "uniform bool receiveShadow;\nuniform vec3 ambientLightColor;\nuniform vec3 lightProbe[ 9 ];\nvec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {\n\tfloat x = normal.x, y = normal.y, z = normal.z;\n\tvec3 result = shCoefficients[ 0 ] * 0.886227;\n\tresult += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;\n\tresult += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;\n\tresult += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;\n\tresult += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;\n\tresult += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;\n\tresult += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );\n\tresult += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;\n\tresult += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );\n\treturn result;\n}\nvec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in GeometricContext geometry ) {\n\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\tvec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\n\treturn irradiance;\n}\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n\tvec3 irradiance = ambientLightColor;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treturn irradiance;\n}\n#if NUM_DIR_LIGHTS > 0\n\tstruct DirectionalLight {\n\t\tvec3 direction;\n\t\tvec3 color;\n\t};\n\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n\tvoid getDirectionalDirectLightIrradiance( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tdirectLight.color = directionalLight.color;\n\t\tdirectLight.direction = directionalLight.direction;\n\t\tdirectLight.visible = true;\n\t}\n#endif\n#if NUM_POINT_LIGHTS > 0\n\tstruct PointLight {\n\t\tvec3 position;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t};\n\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n\tvoid getPointDirectLightIrradiance( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = pointLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tdirectLight.color = pointLight.color;\n\t\tdirectLight.color *= punctualLightIntensityToIrradianceFactor( lightDistance, pointLight.distance, pointLight.decay );\n\t\tdirectLight.visible = ( directLight.color != vec3( 0.0 ) );\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tstruct SpotLight {\n\t\tvec3 position;\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tfloat coneCos;\n\t\tfloat penumbraCos;\n\t};\n\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n\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";
  8914. var envmap_physical_pars_fragment = "#if defined( USE_ENVMAP )\n\t#ifdef ENVMAP_MODE_REFRACTION\n\t\tuniform float refractionRatio;\n\t#endif\n\tvec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {\n\t\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, worldNormal, 1.0 );\n\t\t#else\n\t\t\tvec4 envMapColor = vec4( 0.0 );\n\t\t#endif\n\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t}\n\tfloat getSpecularMIPLevel( const in float roughness, const in int maxMIPLevel ) {\n\t\tfloat maxMIPLevelScalar = float( maxMIPLevel );\n\t\tfloat sigma = PI * roughness * roughness / ( 1.0 + roughness );\n\t\tfloat desiredMIPLevel = maxMIPLevelScalar + log2( sigma );\n\t\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\n\t}\n\tvec3 getLightProbeIndirectRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness, const in int maxMIPLevel ) {\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t vec3 reflectVec = reflect( -viewDir, normal );\n\t\t reflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );\n\t\t#else\n\t\t vec3 reflectVec = refract( -viewDir, normal, refractionRatio );\n\t\t#endif\n\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\tfloat specularMIPLevel = getSpecularMIPLevel( roughness, maxMIPLevel );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, reflectVec, roughness );\n\t\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\t\tvec2 sampleUV = equirectUv( reflectVec );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, sampleUV, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, sampleUV, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#endif\n\t\treturn envMapColor.rgb * envMapIntensity;\n\t}\n#endif";
  8915. var lights_toon_fragment = "ToonMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;";
  8916. var lights_toon_pars_fragment = "varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct ToonMaterial {\n\tvec3\tdiffuseColor;\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}\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)";
  8917. var lights_phong_fragment = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;";
  8918. 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)";
  8919. var lights_physical_fragment = "PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nvec3 dxy = max( abs( dFdx( geometryNormal ) ), abs( dFdy( geometryNormal ) ) );\nfloat geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );\nmaterial.specularRoughness = max( roughnessFactor, 0.0525 );material.specularRoughness += geometryRoughness;\nmaterial.specularRoughness = min( material.specularRoughness, 1.0 );\n#ifdef REFLECTIVITY\n\tmaterial.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor );\n#endif\n#ifdef CLEARCOAT\n\tmaterial.clearcoat = clearcoat;\n\tmaterial.clearcoatRoughness = clearcoatRoughness;\n\t#ifdef USE_CLEARCOATMAP\n\t\tmaterial.clearcoat *= texture2D( clearcoatMap, vUv ).x;\n\t#endif\n\t#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\t\tmaterial.clearcoatRoughness *= texture2D( clearcoatRoughnessMap, vUv ).y;\n\t#endif\n\tmaterial.clearcoat = saturate( material.clearcoat );\tmaterial.clearcoatRoughness = max( material.clearcoatRoughness, 0.0525 );\n\tmaterial.clearcoatRoughness += geometryRoughness;\n\tmaterial.clearcoatRoughness = min( material.clearcoatRoughness, 1.0 );\n#endif\n#ifdef USE_SHEEN\n\tmaterial.sheenColor = sheen;\n#endif";
  8920. 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}";
  8921. var lights_fragment_begin = "\nGeometricContext geometry;\ngeometry.position = - vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\n#ifdef CLEARCOAT\n\tgeometry.clearcoatNormal = clearcoatNormal;\n#endif\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\tPointLight pointLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tgetPointDirectLightIrradiance( pointLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )\n\t\tpointLightShadow = pointLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tgetSpotDirectLightIrradiance( spotLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\tspotLightShadow = spotLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\n\t\tdirectionalLightShadow = directionalLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\tRectAreaLight rectAreaLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\t\trectAreaLight = rectAreaLights[ i ];\n\t\tRE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if defined( RE_IndirectDiffuse )\n\tvec3 iblIrradiance = vec3( 0.0 );\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\tirradiance += getLightProbeIrradiance( lightProbe, geometry );\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n#endif\n#if defined( RE_IndirectSpecular )\n\tvec3 radiance = vec3( 0.0 );\n\tvec3 clearcoatRadiance = vec3( 0.0 );\n#endif";
  8922. 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";
  8923. 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";
  8924. 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";
  8925. 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";
  8926. 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";
  8927. 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";
  8928. var map_fragment = "#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif";
  8929. var map_pars_fragment = "#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif";
  8930. 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";
  8931. 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";
  8932. var metalnessmap_fragment = "float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif";
  8933. var metalnessmap_pars_fragment = "#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif";
  8934. 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";
  8935. 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";
  8936. 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";
  8937. 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;";
  8938. 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";
  8939. 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";
  8940. var clearcoat_normal_fragment_begin = "#ifdef CLEARCOAT\n\tvec3 clearcoatNormal = geometryNormal;\n#endif";
  8941. 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";
  8942. var clearcoat_pars_fragment = "#ifdef USE_CLEARCOATMAP\n\tuniform sampler2D clearcoatMap;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\tuniform sampler2D clearcoatRoughnessMap;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tuniform sampler2D clearcoatNormalMap;\n\tuniform vec2 clearcoatNormalScale;\n#endif";
  8943. 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}";
  8944. var premultiplied_alpha_fragment = "#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif";
  8945. 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;";
  8946. var dithering_fragment = "#ifdef DITHERING\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif";
  8947. 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";
  8948. var roughnessmap_fragment = "float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif";
  8949. var roughnessmap_pars_fragment = "#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif";
  8950. 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\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\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\tstruct SpotLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\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\tstruct PointLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n\t}\n\tvec2 texture2DDistribution( sampler2D shadow, vec2 uv ) {\n\t\treturn unpackRGBATo2Half( texture2D( shadow, uv ) );\n\t}\n\tfloat VSMShadow (sampler2D shadow, vec2 uv, float compare ){\n\t\tfloat occlusion = 1.0;\n\t\tvec2 distribution = texture2DDistribution( shadow, uv );\n\t\tfloat hard_shadow = step( compare , distribution.x );\n\t\tif (hard_shadow != 1.0 ) {\n\t\t\tfloat distance = compare - distribution.x ;\n\t\t\tfloat variance = max( 0.00000, distribution.y * distribution.y );\n\t\t\tfloat softness_probability = variance / (variance + distance * distance );\t\t\tsoftness_probability = clamp( ( softness_probability - 0.3 ) / ( 0.95 - 0.3 ), 0.0, 1.0 );\t\t\tocclusion = clamp( max( hard_shadow, softness_probability ), 0.0, 1.0 );\n\t\t}\n\t\treturn occlusion;\n\t}\n\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\tfloat shadow = 1.0;\n\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\tshadowCoord.z += shadowBias;\n\t\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\n\t\tbool inFrustum = all( inFrustumVec );\n\t\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n\t\tbool frustumTest = all( frustumTestVec );\n\t\tif ( frustumTest ) {\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tfloat dx2 = dx0 / 2.0;\n\t\t\tfloat dy2 = dy0 / 2.0;\n\t\t\tfloat dx3 = dx1 / 2.0;\n\t\t\tfloat dy3 = dy1 / 2.0;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 17.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx = texelSize.x;\n\t\t\tfloat dy = texelSize.y;\n\t\t\tvec2 uv = shadowCoord.xy;\n\t\t\tvec2 f = fract( uv * shadowMapSize + 0.5 );\n\t\t\tuv -= f * texelSize;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, uv, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( dx, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( 0.0, dy ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + texelSize, shadowCoord.z ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, 0.0 ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 0.0 ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, dy ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( 0.0, -dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 0.0, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( dx, -dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( mix( texture2DCompare( shadowMap, uv + vec2( -dx, -dy ), shadowCoord.z ), \n\t\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, -dy ), shadowCoord.z ),\n\t\t\t\t\t\t f.x ),\n\t\t\t\t\t mix( texture2DCompare( shadowMap, uv + vec2( -dx, 2.0 * dy ), shadowCoord.z ), \n\t\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t\t f.x ),\n\t\t\t\t\t f.y )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_VSM )\n\t\t\tshadow = VSMShadow( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#else\n\t\t\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#endif\n\t\t}\n\t\treturn shadow;\n\t}\n\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\n\t\tvec3 absV = abs( v );\n\t\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n\t\tabsV *= scaleToCube;\n\t\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n\t\tvec2 planar = v.xy;\n\t\tfloat almostATexel = 1.5 * texelSizeY;\n\t\tfloat almostOne = 1.0 - almostATexel;\n\t\tif ( absV.z >= almostOne ) {\n\t\t\tif ( v.z > 0.0 )\n\t\t\t\tplanar.x = 4.0 - v.x;\n\t\t} else if ( absV.x >= almostOne ) {\n\t\t\tfloat signX = sign( v.x );\n\t\t\tplanar.x = v.z * signX + 2.0 * signX;\n\t\t} else if ( absV.y >= almostOne ) {\n\t\t\tfloat signY = sign( v.y );\n\t\t\tplanar.x = v.x + 2.0 * signY + 2.0;\n\t\t\tplanar.y = v.z * signY - 2.0;\n\t\t}\n\t\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n\t}\n\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tfloat dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\t\tdp += shadowBias;\n\t\tvec3 bd3D = normalize( lightToPosition );\n\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM )\n\t\t\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n\t\t\treturn (\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n\t\t#endif\n\t}\n#endif";
  8951. 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\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\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\tstruct SpotLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\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\tstruct PointLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n#endif";
  8952. var shadowmap_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0 || NUM_SPOT_LIGHT_SHADOWS > 0 || NUM_POINT_LIGHT_SHADOWS > 0\n\t\tvec3 shadowWorldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\tvec4 shadowWorldPosition;\n\t#endif\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * directionalLightShadows[ i ].shadowNormalBias, 0 );\n\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * shadowWorldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * spotLightShadows[ i ].shadowNormalBias, 0 );\n\t\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * shadowWorldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * pointLightShadows[ i ].shadowNormalBias, 0 );\n\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * shadowWorldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n#endif";
  8953. var shadowmask_pars_fragment = "float getShadowMask() {\n\tfloat shadow = 1.0;\n\t#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tdirectionalLight = directionalLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tspotLight = spotLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tpointLight = pointLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#endif\n\treturn shadow;\n}";
  8954. 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";
  8955. 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";
  8956. 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";
  8957. 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";
  8958. 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";
  8959. var specularmap_pars_fragment = "#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif";
  8960. var tonemapping_fragment = "#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif";
  8961. var tonemapping_pars_fragment = "#ifndef saturate\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn toneMappingExposure * color;\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\nvec3 RRTAndODTFit( vec3 v ) {\n\tvec3 a = v * ( v + 0.0245786 ) - 0.000090537;\n\tvec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;\n\treturn a / b;\n}\nvec3 ACESFilmicToneMapping( vec3 color ) {\n\tconst mat3 ACESInputMat = mat3(\n\t\tvec3( 0.59719, 0.07600, 0.02840 ),\t\tvec3( 0.35458, 0.90834, 0.13383 ),\n\t\tvec3( 0.04823, 0.01566, 0.83777 )\n\t);\n\tconst mat3 ACESOutputMat = mat3(\n\t\tvec3( 1.60475, -0.10208, -0.00327 ),\t\tvec3( -0.53108, 1.10813, -0.07276 ),\n\t\tvec3( -0.07367, -0.00605, 1.07602 )\n\t);\n\tcolor *= toneMappingExposure / 0.6;\n\tcolor = ACESInputMat * color;\n\tcolor = RRTAndODTFit( color );\n\tcolor = ACESOutputMat * color;\n\treturn saturate( color );\n}\nvec3 CustomToneMapping( vec3 color ) { return color; }";
  8962. var transmissionmap_fragment = "#ifdef USE_TRANSMISSIONMAP\n\ttotalTransmission *= texture2D( transmissionMap, vUv ).r;\n#endif";
  8963. var transmissionmap_pars_fragment = "#ifdef USE_TRANSMISSIONMAP\n\tuniform sampler2D transmissionMap;\n#endif";
  8964. var uv_pars_fragment = "#if ( defined( USE_UV ) && ! defined( UVS_VERTEX_ONLY ) )\n\tvarying vec2 vUv;\n#endif";
  8965. 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";
  8966. var uv_vertex = "#ifdef USE_UV\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n#endif";
  8967. var uv2_pars_fragment = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif";
  8968. 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";
  8969. var uv2_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = ( uv2Transform * vec3( uv2, 1 ) ).xy;\n#endif";
  8970. 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";
  8971. 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}";
  8972. 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}";
  8973. 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}";
  8974. 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}";
  8975. var depth_frag = "#if DEPTH_PACKING == 3200\n\tuniform float opacity;\n#endif\n#include <common>\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( 1.0 );\n\t#if DEPTH_PACKING == 3200\n\t\tdiffuseColor.a = opacity;\n\t#endif\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <logdepthbuf_fragment>\n\tfloat fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5;\n\t#if DEPTH_PACKING == 3200\n\t\tgl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity );\n\t#elif DEPTH_PACKING == 3201\n\t\tgl_FragColor = packDepthToRGBA( fragCoordZ );\n\t#endif\n}";
  8976. var depth_vert = "#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\t#include <uv_vertex>\n\t#include <skinbase_vertex>\n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include <beginnormal_vertex>\n\t\t#include <morphnormal_vertex>\n\t\t#include <skinnormal_vertex>\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvHighPrecisionZW = gl_Position.zw;\n}";
  8977. 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}";
  8978. 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}";
  8979. var equirect_frag = "uniform sampler2D tEquirect;\nvarying vec3 vWorldDirection;\n#include <common>\nvoid main() {\n\tvec3 direction = normalize( vWorldDirection );\n\tvec2 sampleUV = equirectUv( direction );\n\tvec4 texColor = texture2D( tEquirect, sampleUV );\n\tgl_FragColor = mapTexelToLinear( texColor );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n}";
  8980. 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}";
  8981. var linedashed_frag = "uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\n\t\tdiscard;\n\t}\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <color_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n}";
  8982. var linedashed_vert = "uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\tvLineDistance = scale * lineDistance;\n\t#include <color_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n}";
  8983. var meshbasic_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <cube_uv_reflection_fragment>\n#include <fog_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\t#ifdef USE_LIGHTMAP\n\t\n\t\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\t\treflectedLight.indirectDiffuse += lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n\t#else\n\t\treflectedLight.indirectDiffuse += vec3( 1.0 );\n\t#endif\n\t#include <aomap_fragment>\n\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  8984. 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}";
  8985. var meshlambert_frag = "uniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\nvarying vec3 vLightFront;\nvarying vec3 vIndirectFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n\tvarying vec3 vIndirectBack;\n#endif\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <cube_uv_reflection_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <fog_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <emissivemap_fragment>\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.indirectDiffuse += ( gl_FrontFacing ) ? vIndirectFront : vIndirectBack;\n\t#else\n\t\treflectedLight.indirectDiffuse += vIndirectFront;\n\t#endif\n\t#include <lightmap_fragment>\n\treflectedLight.indirectDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb );\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;\n\t#else\n\t\treflectedLight.directDiffuse = vLightFront;\n\t#endif\n\treflectedLight.directDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ) * getShadowMask();\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  8986. 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}";
  8987. var meshmatcap_frag = "#define MATCAP\nuniform vec3 diffuse;\nuniform float opacity;\nuniform sampler2D matcap;\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\tvec3 viewDir = normalize( vViewPosition );\n\tvec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) );\n\tvec3 y = cross( viewDir, x );\n\tvec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5;\n\t#ifdef USE_MATCAP\n\t\tvec4 matcapColor = texture2D( matcap, uv );\n\t\tmatcapColor = matcapTexelToLinear( matcapColor );\n\t#else\n\t\tvec4 matcapColor = vec4( 1.0 );\n\t#endif\n\tvec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  8988. var meshmatcap_vert = "#define MATCAP\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <color_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#ifndef FLAT_SHADED\n\t\tvNormal = normalize( transformedNormal );\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n\tvViewPosition = - mvPosition.xyz;\n}";
  8989. var meshtoon_frag = "#define TOON\nuniform vec3 diffuse;\nuniform vec3 emissive;\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 <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 <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 + 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}";
  8990. 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}";
  8991. 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}";
  8992. 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}";
  8993. var meshphysical_frag = "#define STANDARD\n#ifdef PHYSICAL\n\t#define REFLECTIVITY\n\t#define CLEARCOAT\n\t#define TRANSMISSION\n#endif\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifdef TRANSMISSION\n\tuniform float transmission;\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 <transmissionmap_pars_fragment>\n#include <bsdfs>\n#include <cube_uv_reflection_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_physical_pars_fragment>\n#include <fog_pars_fragment>\n#include <lights_pars_begin>\n#include <lights_physical_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <clearcoat_pars_fragment>\n#include <roughnessmap_pars_fragment>\n#include <metalnessmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#ifdef TRANSMISSION\n\t\tfloat totalTransmission = transmission;\n\t#endif\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 <transmissionmap_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 TRANSMISSION\n\t\tdiffuseColor.a *= saturate( 1. - totalTransmission + 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}";
  8994. 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}";
  8995. 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}";
  8996. 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}";
  8997. var points_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#include <common>\n#include <color_pars_fragment>\n#include <map_particle_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_particle_fragment>\n\t#include <color_fragment>\n\t#include <alphatest_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n}";
  8998. 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}";
  8999. var shadow_frag = "uniform vec3 color;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\nvoid main() {\n\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
  9000. var shadow_vert = "#include <common>\n#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 <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 <shadowmap_vertex>\n\t#include <fog_vertex>\n}";
  9001. 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}";
  9002. 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}";
  9003. var ShaderChunk = {
  9004. alphamap_fragment: alphamap_fragment,
  9005. alphamap_pars_fragment: alphamap_pars_fragment,
  9006. alphatest_fragment: alphatest_fragment,
  9007. aomap_fragment: aomap_fragment,
  9008. aomap_pars_fragment: aomap_pars_fragment,
  9009. begin_vertex: begin_vertex,
  9010. beginnormal_vertex: beginnormal_vertex,
  9011. bsdfs: bsdfs,
  9012. bumpmap_pars_fragment: bumpmap_pars_fragment,
  9013. clipping_planes_fragment: clipping_planes_fragment,
  9014. clipping_planes_pars_fragment: clipping_planes_pars_fragment,
  9015. clipping_planes_pars_vertex: clipping_planes_pars_vertex,
  9016. clipping_planes_vertex: clipping_planes_vertex,
  9017. color_fragment: color_fragment,
  9018. color_pars_fragment: color_pars_fragment,
  9019. color_pars_vertex: color_pars_vertex,
  9020. color_vertex: color_vertex,
  9021. common: common,
  9022. cube_uv_reflection_fragment: cube_uv_reflection_fragment,
  9023. defaultnormal_vertex: defaultnormal_vertex,
  9024. displacementmap_pars_vertex: displacementmap_pars_vertex,
  9025. displacementmap_vertex: displacementmap_vertex,
  9026. emissivemap_fragment: emissivemap_fragment,
  9027. emissivemap_pars_fragment: emissivemap_pars_fragment,
  9028. encodings_fragment: encodings_fragment,
  9029. encodings_pars_fragment: encodings_pars_fragment,
  9030. envmap_fragment: envmap_fragment,
  9031. envmap_common_pars_fragment: envmap_common_pars_fragment,
  9032. envmap_pars_fragment: envmap_pars_fragment,
  9033. envmap_pars_vertex: envmap_pars_vertex,
  9034. envmap_physical_pars_fragment: envmap_physical_pars_fragment,
  9035. envmap_vertex: envmap_vertex,
  9036. fog_vertex: fog_vertex,
  9037. fog_pars_vertex: fog_pars_vertex,
  9038. fog_fragment: fog_fragment,
  9039. fog_pars_fragment: fog_pars_fragment,
  9040. gradientmap_pars_fragment: gradientmap_pars_fragment,
  9041. lightmap_fragment: lightmap_fragment,
  9042. lightmap_pars_fragment: lightmap_pars_fragment,
  9043. lights_lambert_vertex: lights_lambert_vertex,
  9044. lights_pars_begin: lights_pars_begin,
  9045. lights_toon_fragment: lights_toon_fragment,
  9046. lights_toon_pars_fragment: lights_toon_pars_fragment,
  9047. lights_phong_fragment: lights_phong_fragment,
  9048. lights_phong_pars_fragment: lights_phong_pars_fragment,
  9049. lights_physical_fragment: lights_physical_fragment,
  9050. lights_physical_pars_fragment: lights_physical_pars_fragment,
  9051. lights_fragment_begin: lights_fragment_begin,
  9052. lights_fragment_maps: lights_fragment_maps,
  9053. lights_fragment_end: lights_fragment_end,
  9054. logdepthbuf_fragment: logdepthbuf_fragment,
  9055. logdepthbuf_pars_fragment: logdepthbuf_pars_fragment,
  9056. logdepthbuf_pars_vertex: logdepthbuf_pars_vertex,
  9057. logdepthbuf_vertex: logdepthbuf_vertex,
  9058. map_fragment: map_fragment,
  9059. map_pars_fragment: map_pars_fragment,
  9060. map_particle_fragment: map_particle_fragment,
  9061. map_particle_pars_fragment: map_particle_pars_fragment,
  9062. metalnessmap_fragment: metalnessmap_fragment,
  9063. metalnessmap_pars_fragment: metalnessmap_pars_fragment,
  9064. morphnormal_vertex: morphnormal_vertex,
  9065. morphtarget_pars_vertex: morphtarget_pars_vertex,
  9066. morphtarget_vertex: morphtarget_vertex,
  9067. normal_fragment_begin: normal_fragment_begin,
  9068. normal_fragment_maps: normal_fragment_maps,
  9069. normalmap_pars_fragment: normalmap_pars_fragment,
  9070. clearcoat_normal_fragment_begin: clearcoat_normal_fragment_begin,
  9071. clearcoat_normal_fragment_maps: clearcoat_normal_fragment_maps,
  9072. clearcoat_pars_fragment: clearcoat_pars_fragment,
  9073. packing: packing,
  9074. premultiplied_alpha_fragment: premultiplied_alpha_fragment,
  9075. project_vertex: project_vertex,
  9076. dithering_fragment: dithering_fragment,
  9077. dithering_pars_fragment: dithering_pars_fragment,
  9078. roughnessmap_fragment: roughnessmap_fragment,
  9079. roughnessmap_pars_fragment: roughnessmap_pars_fragment,
  9080. shadowmap_pars_fragment: shadowmap_pars_fragment,
  9081. shadowmap_pars_vertex: shadowmap_pars_vertex,
  9082. shadowmap_vertex: shadowmap_vertex,
  9083. shadowmask_pars_fragment: shadowmask_pars_fragment,
  9084. skinbase_vertex: skinbase_vertex,
  9085. skinning_pars_vertex: skinning_pars_vertex,
  9086. skinning_vertex: skinning_vertex,
  9087. skinnormal_vertex: skinnormal_vertex,
  9088. specularmap_fragment: specularmap_fragment,
  9089. specularmap_pars_fragment: specularmap_pars_fragment,
  9090. tonemapping_fragment: tonemapping_fragment,
  9091. tonemapping_pars_fragment: tonemapping_pars_fragment,
  9092. transmissionmap_fragment: transmissionmap_fragment,
  9093. transmissionmap_pars_fragment: transmissionmap_pars_fragment,
  9094. uv_pars_fragment: uv_pars_fragment,
  9095. uv_pars_vertex: uv_pars_vertex,
  9096. uv_vertex: uv_vertex,
  9097. uv2_pars_fragment: uv2_pars_fragment,
  9098. uv2_pars_vertex: uv2_pars_vertex,
  9099. uv2_vertex: uv2_vertex,
  9100. worldpos_vertex: worldpos_vertex,
  9101. background_frag: background_frag,
  9102. background_vert: background_vert,
  9103. cube_frag: cube_frag,
  9104. cube_vert: cube_vert,
  9105. depth_frag: depth_frag,
  9106. depth_vert: depth_vert,
  9107. distanceRGBA_frag: distanceRGBA_frag,
  9108. distanceRGBA_vert: distanceRGBA_vert,
  9109. equirect_frag: equirect_frag,
  9110. equirect_vert: equirect_vert,
  9111. linedashed_frag: linedashed_frag,
  9112. linedashed_vert: linedashed_vert,
  9113. meshbasic_frag: meshbasic_frag,
  9114. meshbasic_vert: meshbasic_vert,
  9115. meshlambert_frag: meshlambert_frag,
  9116. meshlambert_vert: meshlambert_vert,
  9117. meshmatcap_frag: meshmatcap_frag,
  9118. meshmatcap_vert: meshmatcap_vert,
  9119. meshtoon_frag: meshtoon_frag,
  9120. meshtoon_vert: meshtoon_vert,
  9121. meshphong_frag: meshphong_frag,
  9122. meshphong_vert: meshphong_vert,
  9123. meshphysical_frag: meshphysical_frag,
  9124. meshphysical_vert: meshphysical_vert,
  9125. normal_frag: normal_frag,
  9126. normal_vert: normal_vert,
  9127. points_frag: points_frag,
  9128. points_vert: points_vert,
  9129. shadow_frag: shadow_frag,
  9130. shadow_vert: shadow_vert,
  9131. sprite_frag: sprite_frag,
  9132. sprite_vert: sprite_vert
  9133. };
  9134. /**
  9135. * @author alteredq / http://alteredqualia.com/
  9136. * @author mrdoob / http://mrdoob.com/
  9137. * @author mikael emtinger / http://gomo.se/
  9138. */
  9139. var ShaderLib = {
  9140. basic: {
  9141. uniforms: mergeUniforms( [
  9142. UniformsLib.common,
  9143. UniformsLib.specularmap,
  9144. UniformsLib.envmap,
  9145. UniformsLib.aomap,
  9146. UniformsLib.lightmap,
  9147. UniformsLib.fog
  9148. ] ),
  9149. vertexShader: ShaderChunk.meshbasic_vert,
  9150. fragmentShader: ShaderChunk.meshbasic_frag
  9151. },
  9152. lambert: {
  9153. uniforms: mergeUniforms( [
  9154. UniformsLib.common,
  9155. UniformsLib.specularmap,
  9156. UniformsLib.envmap,
  9157. UniformsLib.aomap,
  9158. UniformsLib.lightmap,
  9159. UniformsLib.emissivemap,
  9160. UniformsLib.fog,
  9161. UniformsLib.lights,
  9162. {
  9163. emissive: { value: new Color( 0x000000 ) }
  9164. }
  9165. ] ),
  9166. vertexShader: ShaderChunk.meshlambert_vert,
  9167. fragmentShader: ShaderChunk.meshlambert_frag
  9168. },
  9169. phong: {
  9170. uniforms: mergeUniforms( [
  9171. UniformsLib.common,
  9172. UniformsLib.specularmap,
  9173. UniformsLib.envmap,
  9174. UniformsLib.aomap,
  9175. UniformsLib.lightmap,
  9176. UniformsLib.emissivemap,
  9177. UniformsLib.bumpmap,
  9178. UniformsLib.normalmap,
  9179. UniformsLib.displacementmap,
  9180. UniformsLib.fog,
  9181. UniformsLib.lights,
  9182. {
  9183. emissive: { value: new Color( 0x000000 ) },
  9184. specular: { value: new Color( 0x111111 ) },
  9185. shininess: { value: 30 }
  9186. }
  9187. ] ),
  9188. vertexShader: ShaderChunk.meshphong_vert,
  9189. fragmentShader: ShaderChunk.meshphong_frag
  9190. },
  9191. standard: {
  9192. uniforms: mergeUniforms( [
  9193. UniformsLib.common,
  9194. UniformsLib.envmap,
  9195. UniformsLib.aomap,
  9196. UniformsLib.lightmap,
  9197. UniformsLib.emissivemap,
  9198. UniformsLib.bumpmap,
  9199. UniformsLib.normalmap,
  9200. UniformsLib.displacementmap,
  9201. UniformsLib.roughnessmap,
  9202. UniformsLib.metalnessmap,
  9203. UniformsLib.fog,
  9204. UniformsLib.lights,
  9205. {
  9206. emissive: { value: new Color( 0x000000 ) },
  9207. roughness: { value: 1.0 },
  9208. metalness: { value: 0.0 },
  9209. envMapIntensity: { value: 1 } // temporary
  9210. }
  9211. ] ),
  9212. vertexShader: ShaderChunk.meshphysical_vert,
  9213. fragmentShader: ShaderChunk.meshphysical_frag
  9214. },
  9215. toon: {
  9216. uniforms: mergeUniforms( [
  9217. UniformsLib.common,
  9218. UniformsLib.aomap,
  9219. UniformsLib.lightmap,
  9220. UniformsLib.emissivemap,
  9221. UniformsLib.bumpmap,
  9222. UniformsLib.normalmap,
  9223. UniformsLib.displacementmap,
  9224. UniformsLib.gradientmap,
  9225. UniformsLib.fog,
  9226. UniformsLib.lights,
  9227. {
  9228. emissive: { value: new Color( 0x000000 ) }
  9229. }
  9230. ] ),
  9231. vertexShader: ShaderChunk.meshtoon_vert,
  9232. fragmentShader: ShaderChunk.meshtoon_frag
  9233. },
  9234. matcap: {
  9235. uniforms: mergeUniforms( [
  9236. UniformsLib.common,
  9237. UniformsLib.bumpmap,
  9238. UniformsLib.normalmap,
  9239. UniformsLib.displacementmap,
  9240. UniformsLib.fog,
  9241. {
  9242. matcap: { value: null }
  9243. }
  9244. ] ),
  9245. vertexShader: ShaderChunk.meshmatcap_vert,
  9246. fragmentShader: ShaderChunk.meshmatcap_frag
  9247. },
  9248. points: {
  9249. uniforms: mergeUniforms( [
  9250. UniformsLib.points,
  9251. UniformsLib.fog
  9252. ] ),
  9253. vertexShader: ShaderChunk.points_vert,
  9254. fragmentShader: ShaderChunk.points_frag
  9255. },
  9256. dashed: {
  9257. uniforms: mergeUniforms( [
  9258. UniformsLib.common,
  9259. UniformsLib.fog,
  9260. {
  9261. scale: { value: 1 },
  9262. dashSize: { value: 1 },
  9263. totalSize: { value: 2 }
  9264. }
  9265. ] ),
  9266. vertexShader: ShaderChunk.linedashed_vert,
  9267. fragmentShader: ShaderChunk.linedashed_frag
  9268. },
  9269. depth: {
  9270. uniforms: mergeUniforms( [
  9271. UniformsLib.common,
  9272. UniformsLib.displacementmap
  9273. ] ),
  9274. vertexShader: ShaderChunk.depth_vert,
  9275. fragmentShader: ShaderChunk.depth_frag
  9276. },
  9277. normal: {
  9278. uniforms: mergeUniforms( [
  9279. UniformsLib.common,
  9280. UniformsLib.bumpmap,
  9281. UniformsLib.normalmap,
  9282. UniformsLib.displacementmap,
  9283. {
  9284. opacity: { value: 1.0 }
  9285. }
  9286. ] ),
  9287. vertexShader: ShaderChunk.normal_vert,
  9288. fragmentShader: ShaderChunk.normal_frag
  9289. },
  9290. sprite: {
  9291. uniforms: mergeUniforms( [
  9292. UniformsLib.sprite,
  9293. UniformsLib.fog
  9294. ] ),
  9295. vertexShader: ShaderChunk.sprite_vert,
  9296. fragmentShader: ShaderChunk.sprite_frag
  9297. },
  9298. background: {
  9299. uniforms: {
  9300. uvTransform: { value: new Matrix3() },
  9301. t2D: { value: null },
  9302. },
  9303. vertexShader: ShaderChunk.background_vert,
  9304. fragmentShader: ShaderChunk.background_frag
  9305. },
  9306. /* -------------------------------------------------------------------------
  9307. // Cube map shader
  9308. ------------------------------------------------------------------------- */
  9309. cube: {
  9310. uniforms: mergeUniforms( [
  9311. UniformsLib.envmap,
  9312. {
  9313. opacity: { value: 1.0 }
  9314. }
  9315. ] ),
  9316. vertexShader: ShaderChunk.cube_vert,
  9317. fragmentShader: ShaderChunk.cube_frag
  9318. },
  9319. equirect: {
  9320. uniforms: {
  9321. tEquirect: { value: null },
  9322. },
  9323. vertexShader: ShaderChunk.equirect_vert,
  9324. fragmentShader: ShaderChunk.equirect_frag
  9325. },
  9326. distanceRGBA: {
  9327. uniforms: mergeUniforms( [
  9328. UniformsLib.common,
  9329. UniformsLib.displacementmap,
  9330. {
  9331. referencePosition: { value: new Vector3() },
  9332. nearDistance: { value: 1 },
  9333. farDistance: { value: 1000 }
  9334. }
  9335. ] ),
  9336. vertexShader: ShaderChunk.distanceRGBA_vert,
  9337. fragmentShader: ShaderChunk.distanceRGBA_frag
  9338. },
  9339. shadow: {
  9340. uniforms: mergeUniforms( [
  9341. UniformsLib.lights,
  9342. UniformsLib.fog,
  9343. {
  9344. color: { value: new Color( 0x00000 ) },
  9345. opacity: { value: 1.0 }
  9346. } ] ),
  9347. vertexShader: ShaderChunk.shadow_vert,
  9348. fragmentShader: ShaderChunk.shadow_frag
  9349. }
  9350. };
  9351. ShaderLib.physical = {
  9352. uniforms: mergeUniforms( [
  9353. ShaderLib.standard.uniforms,
  9354. {
  9355. clearcoat: { value: 0 },
  9356. clearcoatMap: { value: null },
  9357. clearcoatRoughness: { value: 0 },
  9358. clearcoatRoughnessMap: { value: null },
  9359. clearcoatNormalScale: { value: new Vector2( 1, 1 ) },
  9360. clearcoatNormalMap: { value: null },
  9361. sheen: { value: new Color( 0x000000 ) },
  9362. transmission: { value: 0 },
  9363. transmissionMap: { value: null },
  9364. }
  9365. ] ),
  9366. vertexShader: ShaderChunk.meshphysical_vert,
  9367. fragmentShader: ShaderChunk.meshphysical_frag
  9368. };
  9369. /**
  9370. * @author mrdoob / http://mrdoob.com/
  9371. */
  9372. function WebGLBackground( renderer, state, objects, premultipliedAlpha ) {
  9373. var clearColor = new Color( 0x000000 );
  9374. var clearAlpha = 0;
  9375. var planeMesh;
  9376. var boxMesh;
  9377. var currentBackground = null;
  9378. var currentBackgroundVersion = 0;
  9379. var currentTonemapping = null;
  9380. function render( renderList, scene, camera, forceClear ) {
  9381. var background = scene.isScene === true ? scene.background : null;
  9382. // Ignore background in AR
  9383. // TODO: Reconsider this.
  9384. var xr = renderer.xr;
  9385. var session = xr.getSession && xr.getSession();
  9386. if ( session && session.environmentBlendMode === 'additive' ) {
  9387. background = null;
  9388. }
  9389. if ( background === null ) {
  9390. setClear( clearColor, clearAlpha );
  9391. } else if ( background && background.isColor ) {
  9392. setClear( background, 1 );
  9393. forceClear = true;
  9394. }
  9395. if ( renderer.autoClear || forceClear ) {
  9396. renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
  9397. }
  9398. if ( background && ( background.isCubeTexture || background.isWebGLCubeRenderTarget || background.mapping === CubeUVReflectionMapping ) ) {
  9399. if ( boxMesh === undefined ) {
  9400. boxMesh = new Mesh(
  9401. new BoxBufferGeometry( 1, 1, 1 ),
  9402. new ShaderMaterial( {
  9403. name: 'BackgroundCubeMaterial',
  9404. uniforms: cloneUniforms( ShaderLib.cube.uniforms ),
  9405. vertexShader: ShaderLib.cube.vertexShader,
  9406. fragmentShader: ShaderLib.cube.fragmentShader,
  9407. side: BackSide,
  9408. depthTest: false,
  9409. depthWrite: false,
  9410. fog: false
  9411. } )
  9412. );
  9413. boxMesh.geometry.deleteAttribute( 'normal' );
  9414. boxMesh.geometry.deleteAttribute( 'uv' );
  9415. boxMesh.onBeforeRender = function ( renderer, scene, camera ) {
  9416. this.matrixWorld.copyPosition( camera.matrixWorld );
  9417. };
  9418. // enable code injection for non-built-in material
  9419. Object.defineProperty( boxMesh.material, 'envMap', {
  9420. get: function () {
  9421. return this.uniforms.envMap.value;
  9422. }
  9423. } );
  9424. objects.update( boxMesh );
  9425. }
  9426. var texture = background.isWebGLCubeRenderTarget ? background.texture : background;
  9427. boxMesh.material.uniforms.envMap.value = texture;
  9428. boxMesh.material.uniforms.flipEnvMap.value = texture.isCubeTexture ? - 1 : 1;
  9429. if ( currentBackground !== background ||
  9430. currentBackgroundVersion !== texture.version ||
  9431. currentTonemapping !== renderer.toneMapping ) {
  9432. boxMesh.material.needsUpdate = true;
  9433. currentBackground = background;
  9434. currentBackgroundVersion = texture.version;
  9435. currentTonemapping = renderer.toneMapping;
  9436. }
  9437. // push to the pre-sorted opaque render list
  9438. renderList.unshift( boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null );
  9439. } else if ( background && background.isTexture ) {
  9440. if ( planeMesh === undefined ) {
  9441. planeMesh = new Mesh(
  9442. new PlaneBufferGeometry( 2, 2 ),
  9443. new ShaderMaterial( {
  9444. name: 'BackgroundMaterial',
  9445. uniforms: cloneUniforms( ShaderLib.background.uniforms ),
  9446. vertexShader: ShaderLib.background.vertexShader,
  9447. fragmentShader: ShaderLib.background.fragmentShader,
  9448. side: FrontSide,
  9449. depthTest: false,
  9450. depthWrite: false,
  9451. fog: false
  9452. } )
  9453. );
  9454. planeMesh.geometry.deleteAttribute( 'normal' );
  9455. // enable code injection for non-built-in material
  9456. Object.defineProperty( planeMesh.material, 'map', {
  9457. get: function () {
  9458. return this.uniforms.t2D.value;
  9459. }
  9460. } );
  9461. objects.update( planeMesh );
  9462. }
  9463. planeMesh.material.uniforms.t2D.value = background;
  9464. if ( background.matrixAutoUpdate === true ) {
  9465. background.updateMatrix();
  9466. }
  9467. planeMesh.material.uniforms.uvTransform.value.copy( background.matrix );
  9468. if ( currentBackground !== background ||
  9469. currentBackgroundVersion !== background.version ||
  9470. currentTonemapping !== renderer.toneMapping ) {
  9471. planeMesh.material.needsUpdate = true;
  9472. currentBackground = background;
  9473. currentBackgroundVersion = background.version;
  9474. currentTonemapping = renderer.toneMapping;
  9475. }
  9476. // push to the pre-sorted opaque render list
  9477. renderList.unshift( planeMesh, planeMesh.geometry, planeMesh.material, 0, 0, null );
  9478. }
  9479. }
  9480. function setClear( color, alpha ) {
  9481. state.buffers.color.setClear( color.r, color.g, color.b, alpha, premultipliedAlpha );
  9482. }
  9483. return {
  9484. getClearColor: function () {
  9485. return clearColor;
  9486. },
  9487. setClearColor: function ( color, alpha ) {
  9488. clearColor.set( color );
  9489. clearAlpha = alpha !== undefined ? alpha : 1;
  9490. setClear( clearColor, clearAlpha );
  9491. },
  9492. getClearAlpha: function () {
  9493. return clearAlpha;
  9494. },
  9495. setClearAlpha: function ( alpha ) {
  9496. clearAlpha = alpha;
  9497. setClear( clearColor, clearAlpha );
  9498. },
  9499. render: render
  9500. };
  9501. }
  9502. /**
  9503. * @author Mugen87 / https://github.com/Mugen87
  9504. * @author Takahiro / https://github.com/takahirox
  9505. */
  9506. function WebGLBindingStates( gl, extensions, attributes, capabilities ) {
  9507. var maxVertexAttributes = gl.getParameter( 34921 );
  9508. var extension = capabilities.isWebGL2 ? null : extensions.get( 'OES_vertex_array_object' );
  9509. var vaoAvailable = capabilities.isWebGL2 || extension !== null;
  9510. var bindingStates = {};
  9511. var defaultState = createBindingState( null );
  9512. var currentState = defaultState;
  9513. function setup( object, material, program, geometry, index ) {
  9514. var updateBuffers = false;
  9515. if ( vaoAvailable ) {
  9516. var state = getBindingState( geometry, program, material );
  9517. if ( currentState !== state ) {
  9518. currentState = state;
  9519. bindVertexArrayObject( currentState.object );
  9520. }
  9521. updateBuffers = needsUpdate( geometry );
  9522. if ( updateBuffers ) { saveCache( geometry ); }
  9523. } else {
  9524. var wireframe = ( material.wireframe === true );
  9525. if ( currentState.geometry !== geometry.id ||
  9526. currentState.program !== program.id ||
  9527. currentState.wireframe !== wireframe ) {
  9528. currentState.geometry = geometry.id;
  9529. currentState.program = program.id;
  9530. currentState.wireframe = wireframe;
  9531. updateBuffers = true;
  9532. }
  9533. }
  9534. if ( object.isInstancedMesh === true ) {
  9535. updateBuffers = true;
  9536. }
  9537. if ( index !== null ) {
  9538. attributes.update( index, 34963 );
  9539. }
  9540. if ( updateBuffers ) {
  9541. setupVertexAttributes( object, material, program, geometry );
  9542. if ( index !== null ) {
  9543. gl.bindBuffer( 34963, attributes.get( index ).buffer );
  9544. }
  9545. }
  9546. }
  9547. function createVertexArrayObject() {
  9548. if ( capabilities.isWebGL2 ) { return gl.createVertexArray(); }
  9549. return extension.createVertexArrayOES();
  9550. }
  9551. function bindVertexArrayObject( vao ) {
  9552. if ( capabilities.isWebGL2 ) { return gl.bindVertexArray( vao ); }
  9553. return extension.bindVertexArrayOES( vao );
  9554. }
  9555. function deleteVertexArrayObject( vao ) {
  9556. if ( capabilities.isWebGL2 ) { return gl.deleteVertexArray( vao ); }
  9557. return extension.deleteVertexArrayOES( vao );
  9558. }
  9559. function getBindingState( geometry, program, material ) {
  9560. var wireframe = ( material.wireframe === true );
  9561. var programMap = bindingStates[ geometry.id ];
  9562. if ( programMap === undefined ) {
  9563. programMap = {};
  9564. bindingStates[ geometry.id ] = programMap;
  9565. }
  9566. var stateMap = programMap[ program.id ];
  9567. if ( stateMap === undefined ) {
  9568. stateMap = {};
  9569. programMap[ program.id ] = stateMap;
  9570. }
  9571. var state = stateMap[ wireframe ];
  9572. if ( state === undefined ) {
  9573. state = createBindingState( createVertexArrayObject() );
  9574. stateMap[ wireframe ] = state;
  9575. }
  9576. return state;
  9577. }
  9578. function createBindingState( vao ) {
  9579. var newAttributes = [];
  9580. var enabledAttributes = [];
  9581. var attributeDivisors = [];
  9582. for ( var i = 0; i < maxVertexAttributes; i ++ ) {
  9583. newAttributes[ i ] = 0;
  9584. enabledAttributes[ i ] = 0;
  9585. attributeDivisors[ i ] = 0;
  9586. }
  9587. return {
  9588. // for backward compatibility on non-VAO support browser
  9589. geometry: null,
  9590. program: null,
  9591. wireframe: false,
  9592. newAttributes: newAttributes,
  9593. enabledAttributes: enabledAttributes,
  9594. attributeDivisors: attributeDivisors,
  9595. object: vao,
  9596. attributes: {}
  9597. };
  9598. }
  9599. function needsUpdate( geometry ) {
  9600. var cachedAttributes = currentState.attributes;
  9601. var geometryAttributes = geometry.attributes;
  9602. if ( Object.keys( cachedAttributes ).length !== Object.keys( geometryAttributes ).length ) { return true; }
  9603. for ( var key in geometryAttributes ) {
  9604. var cachedAttribute = cachedAttributes[ key ];
  9605. var geometryAttribute = geometryAttributes[ key ];
  9606. if ( cachedAttribute.attribute !== geometryAttribute ) { return true; }
  9607. if ( cachedAttribute.data !== geometryAttribute.data ) { return true; }
  9608. }
  9609. return false;
  9610. }
  9611. function saveCache( geometry ) {
  9612. var cache = {};
  9613. var attributes = geometry.attributes;
  9614. for ( var key in attributes ) {
  9615. var attribute = attributes[ key ];
  9616. var data = {};
  9617. data.attribute = attribute;
  9618. if ( attribute.data ) {
  9619. data.data = attribute.data;
  9620. }
  9621. cache[ key ] = data;
  9622. }
  9623. currentState.attributes = cache;
  9624. }
  9625. function initAttributes() {
  9626. var newAttributes = currentState.newAttributes;
  9627. for ( var i = 0, il = newAttributes.length; i < il; i ++ ) {
  9628. newAttributes[ i ] = 0;
  9629. }
  9630. }
  9631. function enableAttribute( attribute ) {
  9632. enableAttributeAndDivisor( attribute, 0 );
  9633. }
  9634. function enableAttributeAndDivisor( attribute, meshPerAttribute ) {
  9635. var newAttributes = currentState.newAttributes;
  9636. var enabledAttributes = currentState.enabledAttributes;
  9637. var attributeDivisors = currentState.attributeDivisors;
  9638. newAttributes[ attribute ] = 1;
  9639. if ( enabledAttributes[ attribute ] === 0 ) {
  9640. gl.enableVertexAttribArray( attribute );
  9641. enabledAttributes[ attribute ] = 1;
  9642. }
  9643. if ( attributeDivisors[ attribute ] !== meshPerAttribute ) {
  9644. var extension = capabilities.isWebGL2 ? gl : extensions.get( 'ANGLE_instanced_arrays' );
  9645. extension[ capabilities.isWebGL2 ? 'vertexAttribDivisor' : 'vertexAttribDivisorANGLE' ]( attribute, meshPerAttribute );
  9646. attributeDivisors[ attribute ] = meshPerAttribute;
  9647. }
  9648. }
  9649. function disableUnusedAttributes() {
  9650. var newAttributes = currentState.newAttributes;
  9651. var enabledAttributes = currentState.enabledAttributes;
  9652. for ( var i = 0, il = enabledAttributes.length; i < il; i ++ ) {
  9653. if ( enabledAttributes[ i ] !== newAttributes[ i ] ) {
  9654. gl.disableVertexAttribArray( i );
  9655. enabledAttributes[ i ] = 0;
  9656. }
  9657. }
  9658. }
  9659. function vertexAttribPointer( index, size, type, normalized, stride, offset ) {
  9660. if ( capabilities.isWebGL2 === true && ( type === 5124 || type === 5125 ) ) {
  9661. gl.vertexAttribIPointer( index, size, type, normalized, stride, offset );
  9662. } else {
  9663. gl.vertexAttribPointer( index, size, type, normalized, stride, offset );
  9664. }
  9665. }
  9666. function setupVertexAttributes( object, material, program, geometry ) {
  9667. if ( capabilities.isWebGL2 === false && ( object.isInstancedMesh || geometry.isInstancedBufferGeometry ) ) {
  9668. if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) { return; }
  9669. }
  9670. initAttributes();
  9671. var geometryAttributes = geometry.attributes;
  9672. var programAttributes = program.getAttributes();
  9673. var materialDefaultAttributeValues = material.defaultAttributeValues;
  9674. for ( var name in programAttributes ) {
  9675. var programAttribute = programAttributes[ name ];
  9676. if ( programAttribute >= 0 ) {
  9677. var geometryAttribute = geometryAttributes[ name ];
  9678. if ( geometryAttribute !== undefined ) {
  9679. var normalized = geometryAttribute.normalized;
  9680. var size = geometryAttribute.itemSize;
  9681. var attribute = attributes.get( geometryAttribute );
  9682. // TODO Attribute may not be available on context restore
  9683. if ( attribute === undefined ) { continue; }
  9684. var buffer = attribute.buffer;
  9685. var type = attribute.type;
  9686. var bytesPerElement = attribute.bytesPerElement;
  9687. if ( geometryAttribute.isInterleavedBufferAttribute ) {
  9688. var data = geometryAttribute.data;
  9689. var stride = data.stride;
  9690. var offset = geometryAttribute.offset;
  9691. if ( data && data.isInstancedInterleavedBuffer ) {
  9692. enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );
  9693. if ( geometry._maxInstanceCount === undefined ) {
  9694. geometry._maxInstanceCount = data.meshPerAttribute * data.count;
  9695. }
  9696. } else {
  9697. enableAttribute( programAttribute );
  9698. }
  9699. gl.bindBuffer( 34962, buffer );
  9700. vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement );
  9701. } else {
  9702. if ( geometryAttribute.isInstancedBufferAttribute ) {
  9703. enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );
  9704. if ( geometry._maxInstanceCount === undefined ) {
  9705. geometry._maxInstanceCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
  9706. }
  9707. } else {
  9708. enableAttribute( programAttribute );
  9709. }
  9710. gl.bindBuffer( 34962, buffer );
  9711. vertexAttribPointer( programAttribute, size, type, normalized, 0, 0 );
  9712. }
  9713. } else if ( name === 'instanceMatrix' ) {
  9714. var attribute$1 = attributes.get( object.instanceMatrix );
  9715. // TODO Attribute may not be available on context restore
  9716. if ( attribute$1 === undefined ) { continue; }
  9717. var buffer$1 = attribute$1.buffer;
  9718. var type$1 = attribute$1.type;
  9719. enableAttributeAndDivisor( programAttribute + 0, 1 );
  9720. enableAttributeAndDivisor( programAttribute + 1, 1 );
  9721. enableAttributeAndDivisor( programAttribute + 2, 1 );
  9722. enableAttributeAndDivisor( programAttribute + 3, 1 );
  9723. gl.bindBuffer( 34962, buffer$1 );
  9724. gl.vertexAttribPointer( programAttribute + 0, 4, type$1, false, 64, 0 );
  9725. gl.vertexAttribPointer( programAttribute + 1, 4, type$1, false, 64, 16 );
  9726. gl.vertexAttribPointer( programAttribute + 2, 4, type$1, false, 64, 32 );
  9727. gl.vertexAttribPointer( programAttribute + 3, 4, type$1, false, 64, 48 );
  9728. } else if ( materialDefaultAttributeValues !== undefined ) {
  9729. var value = materialDefaultAttributeValues[ name ];
  9730. if ( value !== undefined ) {
  9731. switch ( value.length ) {
  9732. case 2:
  9733. gl.vertexAttrib2fv( programAttribute, value );
  9734. break;
  9735. case 3:
  9736. gl.vertexAttrib3fv( programAttribute, value );
  9737. break;
  9738. case 4:
  9739. gl.vertexAttrib4fv( programAttribute, value );
  9740. break;
  9741. default:
  9742. gl.vertexAttrib1fv( programAttribute, value );
  9743. }
  9744. }
  9745. }
  9746. }
  9747. }
  9748. disableUnusedAttributes();
  9749. }
  9750. function dispose() {
  9751. reset();
  9752. for ( var geometryId in bindingStates ) {
  9753. var programMap = bindingStates[ geometryId ];
  9754. for ( var programId in programMap ) {
  9755. var stateMap = programMap[ programId ];
  9756. for ( var wireframe in stateMap ) {
  9757. deleteVertexArrayObject( stateMap[ wireframe ].object );
  9758. delete stateMap[ wireframe ];
  9759. }
  9760. delete programMap[ programId ];
  9761. }
  9762. delete bindingStates[ geometryId ];
  9763. }
  9764. }
  9765. function releaseStatesOfGeometry( geometry ) {
  9766. if ( bindingStates[ geometry.id ] === undefined ) { return; }
  9767. var programMap = bindingStates[ geometry.id ];
  9768. for ( var programId in programMap ) {
  9769. var stateMap = programMap[ programId ];
  9770. for ( var wireframe in stateMap ) {
  9771. deleteVertexArrayObject( stateMap[ wireframe ].object );
  9772. delete stateMap[ wireframe ];
  9773. }
  9774. delete programMap[ programId ];
  9775. }
  9776. delete bindingStates[ geometry.id ];
  9777. }
  9778. function releaseStatesOfProgram( program ) {
  9779. for ( var geometryId in bindingStates ) {
  9780. var programMap = bindingStates[ geometryId ];
  9781. if ( programMap[ program.id ] === undefined ) { continue; }
  9782. var stateMap = programMap[ program.id ];
  9783. for ( var wireframe in stateMap ) {
  9784. deleteVertexArrayObject( stateMap[ wireframe ].object );
  9785. delete stateMap[ wireframe ];
  9786. }
  9787. delete programMap[ program.id ];
  9788. }
  9789. }
  9790. function reset() {
  9791. resetDefaultState();
  9792. if ( currentState === defaultState ) { return; }
  9793. currentState = defaultState;
  9794. bindVertexArrayObject( currentState.object );
  9795. }
  9796. // for backward-compatilibity
  9797. function resetDefaultState() {
  9798. defaultState.geometry = null;
  9799. defaultState.program = null;
  9800. defaultState.wireframe = false;
  9801. }
  9802. return {
  9803. setup: setup,
  9804. reset: reset,
  9805. resetDefaultState: resetDefaultState,
  9806. dispose: dispose,
  9807. releaseStatesOfGeometry: releaseStatesOfGeometry,
  9808. releaseStatesOfProgram: releaseStatesOfProgram,
  9809. initAttributes: initAttributes,
  9810. enableAttribute: enableAttribute,
  9811. disableUnusedAttributes: disableUnusedAttributes
  9812. };
  9813. }
  9814. /**
  9815. * @author mrdoob / http://mrdoob.com/
  9816. */
  9817. function WebGLBufferRenderer( gl, extensions, info, capabilities ) {
  9818. var isWebGL2 = capabilities.isWebGL2;
  9819. var mode;
  9820. function setMode( value ) {
  9821. mode = value;
  9822. }
  9823. function render( start, count ) {
  9824. gl.drawArrays( mode, start, count );
  9825. info.update( count, mode );
  9826. }
  9827. function renderInstances( geometry, start, count, primcount ) {
  9828. if ( primcount === 0 ) { return; }
  9829. var extension, methodName;
  9830. if ( isWebGL2 ) {
  9831. extension = gl;
  9832. methodName = 'drawArraysInstanced';
  9833. } else {
  9834. extension = extensions.get( 'ANGLE_instanced_arrays' );
  9835. methodName = 'drawArraysInstancedANGLE';
  9836. if ( extension === null ) {
  9837. console.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  9838. return;
  9839. }
  9840. }
  9841. extension[ methodName ]( mode, start, count, primcount );
  9842. info.update( count, mode, primcount );
  9843. }
  9844. //
  9845. this.setMode = setMode;
  9846. this.render = render;
  9847. this.renderInstances = renderInstances;
  9848. }
  9849. /**
  9850. * @author mrdoob / http://mrdoob.com/
  9851. */
  9852. function WebGLCapabilities( gl, extensions, parameters ) {
  9853. var maxAnisotropy;
  9854. function getMaxAnisotropy() {
  9855. if ( maxAnisotropy !== undefined ) { return maxAnisotropy; }
  9856. var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  9857. if ( extension !== null ) {
  9858. maxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );
  9859. } else {
  9860. maxAnisotropy = 0;
  9861. }
  9862. return maxAnisotropy;
  9863. }
  9864. function getMaxPrecision( precision ) {
  9865. if ( precision === 'highp' ) {
  9866. if ( gl.getShaderPrecisionFormat( 35633, 36338 ).precision > 0 &&
  9867. gl.getShaderPrecisionFormat( 35632, 36338 ).precision > 0 ) {
  9868. return 'highp';
  9869. }
  9870. precision = 'mediump';
  9871. }
  9872. if ( precision === 'mediump' ) {
  9873. if ( gl.getShaderPrecisionFormat( 35633, 36337 ).precision > 0 &&
  9874. gl.getShaderPrecisionFormat( 35632, 36337 ).precision > 0 ) {
  9875. return 'mediump';
  9876. }
  9877. }
  9878. return 'lowp';
  9879. }
  9880. /* eslint-disable no-undef */
  9881. var isWebGL2 = ( typeof WebGL2RenderingContext !== 'undefined' && gl instanceof WebGL2RenderingContext ) ||
  9882. ( typeof WebGL2ComputeRenderingContext !== 'undefined' && gl instanceof WebGL2ComputeRenderingContext );
  9883. /* eslint-enable no-undef */
  9884. var precision = parameters.precision !== undefined ? parameters.precision : 'highp';
  9885. var maxPrecision = getMaxPrecision( precision );
  9886. if ( maxPrecision !== precision ) {
  9887. console.warn( 'THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' );
  9888. precision = maxPrecision;
  9889. }
  9890. var logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true;
  9891. var maxTextures = gl.getParameter( 34930 );
  9892. var maxVertexTextures = gl.getParameter( 35660 );
  9893. var maxTextureSize = gl.getParameter( 3379 );
  9894. var maxCubemapSize = gl.getParameter( 34076 );
  9895. var maxAttributes = gl.getParameter( 34921 );
  9896. var maxVertexUniforms = gl.getParameter( 36347 );
  9897. var maxVaryings = gl.getParameter( 36348 );
  9898. var maxFragmentUniforms = gl.getParameter( 36349 );
  9899. var vertexTextures = maxVertexTextures > 0;
  9900. var floatFragmentTextures = isWebGL2 || !! extensions.get( 'OES_texture_float' );
  9901. var floatVertexTextures = vertexTextures && floatFragmentTextures;
  9902. var maxSamples = isWebGL2 ? gl.getParameter( 36183 ) : 0;
  9903. return {
  9904. isWebGL2: isWebGL2,
  9905. getMaxAnisotropy: getMaxAnisotropy,
  9906. getMaxPrecision: getMaxPrecision,
  9907. precision: precision,
  9908. logarithmicDepthBuffer: logarithmicDepthBuffer,
  9909. maxTextures: maxTextures,
  9910. maxVertexTextures: maxVertexTextures,
  9911. maxTextureSize: maxTextureSize,
  9912. maxCubemapSize: maxCubemapSize,
  9913. maxAttributes: maxAttributes,
  9914. maxVertexUniforms: maxVertexUniforms,
  9915. maxVaryings: maxVaryings,
  9916. maxFragmentUniforms: maxFragmentUniforms,
  9917. vertexTextures: vertexTextures,
  9918. floatFragmentTextures: floatFragmentTextures,
  9919. floatVertexTextures: floatVertexTextures,
  9920. maxSamples: maxSamples
  9921. };
  9922. }
  9923. /**
  9924. * @author tschw
  9925. */
  9926. function WebGLClipping() {
  9927. var scope = this;
  9928. var globalState = null,
  9929. numGlobalPlanes = 0,
  9930. localClippingEnabled = false,
  9931. renderingShadows = false;
  9932. var plane = new Plane(),
  9933. viewNormalMatrix = new Matrix3(),
  9934. uniform = { value: null, needsUpdate: false };
  9935. this.uniform = uniform;
  9936. this.numPlanes = 0;
  9937. this.numIntersection = 0;
  9938. this.init = function ( planes, enableLocalClipping, camera ) {
  9939. var enabled =
  9940. planes.length !== 0 ||
  9941. enableLocalClipping ||
  9942. // enable state of previous frame - the clipping code has to
  9943. // run another frame in order to reset the state:
  9944. numGlobalPlanes !== 0 ||
  9945. localClippingEnabled;
  9946. localClippingEnabled = enableLocalClipping;
  9947. globalState = projectPlanes( planes, camera, 0 );
  9948. numGlobalPlanes = planes.length;
  9949. return enabled;
  9950. };
  9951. this.beginShadows = function () {
  9952. renderingShadows = true;
  9953. projectPlanes( null );
  9954. };
  9955. this.endShadows = function () {
  9956. renderingShadows = false;
  9957. resetGlobalState();
  9958. };
  9959. this.setState = function ( planes, clipIntersection, clipShadows, camera, cache, fromCache ) {
  9960. if ( ! localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && ! clipShadows ) {
  9961. // there's no local clipping
  9962. if ( renderingShadows ) {
  9963. // there's no global clipping
  9964. projectPlanes( null );
  9965. } else {
  9966. resetGlobalState();
  9967. }
  9968. } else {
  9969. var nGlobal = renderingShadows ? 0 : numGlobalPlanes,
  9970. lGlobal = nGlobal * 4;
  9971. var dstArray = cache.clippingState || null;
  9972. uniform.value = dstArray; // ensure unique state
  9973. dstArray = projectPlanes( planes, camera, lGlobal, fromCache );
  9974. for ( var i = 0; i !== lGlobal; ++ i ) {
  9975. dstArray[ i ] = globalState[ i ];
  9976. }
  9977. cache.clippingState = dstArray;
  9978. this.numIntersection = clipIntersection ? this.numPlanes : 0;
  9979. this.numPlanes += nGlobal;
  9980. }
  9981. };
  9982. function resetGlobalState() {
  9983. if ( uniform.value !== globalState ) {
  9984. uniform.value = globalState;
  9985. uniform.needsUpdate = numGlobalPlanes > 0;
  9986. }
  9987. scope.numPlanes = numGlobalPlanes;
  9988. scope.numIntersection = 0;
  9989. }
  9990. function projectPlanes( planes, camera, dstOffset, skipTransform ) {
  9991. var nPlanes = planes !== null ? planes.length : 0,
  9992. dstArray = null;
  9993. if ( nPlanes !== 0 ) {
  9994. dstArray = uniform.value;
  9995. if ( skipTransform !== true || dstArray === null ) {
  9996. var flatSize = dstOffset + nPlanes * 4,
  9997. viewMatrix = camera.matrixWorldInverse;
  9998. viewNormalMatrix.getNormalMatrix( viewMatrix );
  9999. if ( dstArray === null || dstArray.length < flatSize ) {
  10000. dstArray = new Float32Array( flatSize );
  10001. }
  10002. for ( var i = 0, i4 = dstOffset; i !== nPlanes; ++ i, i4 += 4 ) {
  10003. plane.copy( planes[ i ] ).applyMatrix4( viewMatrix, viewNormalMatrix );
  10004. plane.normal.toArray( dstArray, i4 );
  10005. dstArray[ i4 + 3 ] = plane.constant;
  10006. }
  10007. }
  10008. uniform.value = dstArray;
  10009. uniform.needsUpdate = true;
  10010. }
  10011. scope.numPlanes = nPlanes;
  10012. scope.numIntersection = 0;
  10013. return dstArray;
  10014. }
  10015. }
  10016. /**
  10017. * @author mrdoob / http://mrdoob.com/
  10018. */
  10019. function WebGLExtensions( gl ) {
  10020. var extensions = {};
  10021. return {
  10022. has: function ( name ) {
  10023. if ( extensions[ name ] !== undefined ) {
  10024. return extensions[ name ];
  10025. }
  10026. var extension;
  10027. switch ( name ) {
  10028. case 'WEBGL_depth_texture':
  10029. extension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' );
  10030. break;
  10031. case 'EXT_texture_filter_anisotropic':
  10032. extension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
  10033. break;
  10034. case 'WEBGL_compressed_texture_s3tc':
  10035. extension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
  10036. break;
  10037. case 'WEBGL_compressed_texture_pvrtc':
  10038. extension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' );
  10039. break;
  10040. default:
  10041. extension = gl.getExtension( name );
  10042. }
  10043. extensions[ name ] = extension;
  10044. return !! extension;
  10045. },
  10046. get: function ( name ) {
  10047. if ( ! this.has( name ) ) {
  10048. console.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' );
  10049. }
  10050. return extensions[ name ];
  10051. }
  10052. };
  10053. }
  10054. /**
  10055. * @author mrdoob / http://mrdoob.com/
  10056. */
  10057. function WebGLGeometries( gl, attributes, info, bindingStates ) {
  10058. var geometries = new WeakMap();
  10059. var wireframeAttributes = new WeakMap();
  10060. function onGeometryDispose( event ) {
  10061. var geometry = event.target;
  10062. var buffergeometry = geometries.get( geometry );
  10063. if ( buffergeometry.index !== null ) {
  10064. attributes.remove( buffergeometry.index );
  10065. }
  10066. for ( var name in buffergeometry.attributes ) {
  10067. attributes.remove( buffergeometry.attributes[ name ] );
  10068. }
  10069. geometry.removeEventListener( 'dispose', onGeometryDispose );
  10070. geometries.delete( geometry );
  10071. var attribute = wireframeAttributes.get( buffergeometry );
  10072. if ( attribute ) {
  10073. attributes.remove( attribute );
  10074. wireframeAttributes.delete( buffergeometry );
  10075. }
  10076. bindingStates.releaseStatesOfGeometry( geometry );
  10077. if ( geometry.isInstancedBufferGeometry === true ) {
  10078. delete geometry._maxInstanceCount;
  10079. }
  10080. //
  10081. info.memory.geometries --;
  10082. }
  10083. function get( object, geometry ) {
  10084. var buffergeometry = geometries.get( geometry );
  10085. if ( buffergeometry ) { return buffergeometry; }
  10086. geometry.addEventListener( 'dispose', onGeometryDispose );
  10087. if ( geometry.isBufferGeometry ) {
  10088. buffergeometry = geometry;
  10089. } else if ( geometry.isGeometry ) {
  10090. if ( geometry._bufferGeometry === undefined ) {
  10091. geometry._bufferGeometry = new BufferGeometry().setFromObject( object );
  10092. }
  10093. buffergeometry = geometry._bufferGeometry;
  10094. }
  10095. geometries.set( geometry, buffergeometry );
  10096. info.memory.geometries ++;
  10097. return buffergeometry;
  10098. }
  10099. function update( geometry ) {
  10100. var geometryAttributes = geometry.attributes;
  10101. // Updating index buffer in VAO now. See WebGLBindingStates.
  10102. for ( var name in geometryAttributes ) {
  10103. attributes.update( geometryAttributes[ name ], 34962 );
  10104. }
  10105. // morph targets
  10106. var morphAttributes = geometry.morphAttributes;
  10107. for ( var name$1 in morphAttributes ) {
  10108. var array = morphAttributes[ name$1 ];
  10109. for ( var i = 0, l = array.length; i < l; i ++ ) {
  10110. attributes.update( array[ i ], 34962 );
  10111. }
  10112. }
  10113. }
  10114. function updateWireframeAttribute( geometry ) {
  10115. var indices = [];
  10116. var geometryIndex = geometry.index;
  10117. var geometryPosition = geometry.attributes.position;
  10118. var version = 0;
  10119. if ( geometryIndex !== null ) {
  10120. var array = geometryIndex.array;
  10121. version = geometryIndex.version;
  10122. for ( var i = 0, l = array.length; i < l; i += 3 ) {
  10123. var a = array[ i + 0 ];
  10124. var b = array[ i + 1 ];
  10125. var c = array[ i + 2 ];
  10126. indices.push( a, b, b, c, c, a );
  10127. }
  10128. } else {
  10129. var array$1 = geometryPosition.array;
  10130. version = geometryPosition.version;
  10131. for ( var i$1 = 0, l$1 = ( array$1.length / 3 ) - 1; i$1 < l$1; i$1 += 3 ) {
  10132. var a$1 = i$1 + 0;
  10133. var b$1 = i$1 + 1;
  10134. var c$1 = i$1 + 2;
  10135. indices.push( a$1, b$1, b$1, c$1, c$1, a$1 );
  10136. }
  10137. }
  10138. var attribute = new ( arrayMax( indices ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 );
  10139. attribute.version = version;
  10140. // Updating index buffer in VAO now. See WebGLBindingStates
  10141. //
  10142. var previousAttribute = wireframeAttributes.get( geometry );
  10143. if ( previousAttribute ) { attributes.remove( previousAttribute ); }
  10144. //
  10145. wireframeAttributes.set( geometry, attribute );
  10146. }
  10147. function getWireframeAttribute( geometry ) {
  10148. var currentAttribute = wireframeAttributes.get( geometry );
  10149. if ( currentAttribute ) {
  10150. var geometryIndex = geometry.index;
  10151. if ( geometryIndex !== null ) {
  10152. // if the attribute is obsolete, create a new one
  10153. if ( currentAttribute.version < geometryIndex.version ) {
  10154. updateWireframeAttribute( geometry );
  10155. }
  10156. }
  10157. } else {
  10158. updateWireframeAttribute( geometry );
  10159. }
  10160. return wireframeAttributes.get( geometry );
  10161. }
  10162. return {
  10163. get: get,
  10164. update: update,
  10165. getWireframeAttribute: getWireframeAttribute
  10166. };
  10167. }
  10168. /**
  10169. * @author mrdoob / http://mrdoob.com/
  10170. */
  10171. function WebGLIndexedBufferRenderer( gl, extensions, info, capabilities ) {
  10172. var isWebGL2 = capabilities.isWebGL2;
  10173. var mode;
  10174. function setMode( value ) {
  10175. mode = value;
  10176. }
  10177. var type, bytesPerElement;
  10178. function setIndex( value ) {
  10179. type = value.type;
  10180. bytesPerElement = value.bytesPerElement;
  10181. }
  10182. function render( start, count ) {
  10183. gl.drawElements( mode, count, type, start * bytesPerElement );
  10184. info.update( count, mode );
  10185. }
  10186. function renderInstances( geometry, start, count, primcount ) {
  10187. if ( primcount === 0 ) { return; }
  10188. var extension, methodName;
  10189. if ( isWebGL2 ) {
  10190. extension = gl;
  10191. methodName = 'drawElementsInstanced';
  10192. } else {
  10193. extension = extensions.get( 'ANGLE_instanced_arrays' );
  10194. methodName = 'drawElementsInstancedANGLE';
  10195. if ( extension === null ) {
  10196. console.error( 'THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  10197. return;
  10198. }
  10199. }
  10200. extension[ methodName ]( mode, count, type, start * bytesPerElement, primcount );
  10201. info.update( count, mode, primcount );
  10202. }
  10203. //
  10204. this.setMode = setMode;
  10205. this.setIndex = setIndex;
  10206. this.render = render;
  10207. this.renderInstances = renderInstances;
  10208. }
  10209. /**
  10210. * @author Mugen87 / https://github.com/Mugen87
  10211. */
  10212. function WebGLInfo( gl ) {
  10213. var memory = {
  10214. geometries: 0,
  10215. textures: 0
  10216. };
  10217. var render = {
  10218. frame: 0,
  10219. calls: 0,
  10220. triangles: 0,
  10221. points: 0,
  10222. lines: 0
  10223. };
  10224. function update( count, mode, instanceCount ) {
  10225. instanceCount = instanceCount || 1;
  10226. render.calls ++;
  10227. switch ( mode ) {
  10228. case 4:
  10229. render.triangles += instanceCount * ( count / 3 );
  10230. break;
  10231. case 1:
  10232. render.lines += instanceCount * ( count / 2 );
  10233. break;
  10234. case 3:
  10235. render.lines += instanceCount * ( count - 1 );
  10236. break;
  10237. case 2:
  10238. render.lines += instanceCount * count;
  10239. break;
  10240. case 0:
  10241. render.points += instanceCount * count;
  10242. break;
  10243. default:
  10244. console.error( 'THREE.WebGLInfo: Unknown draw mode:', mode );
  10245. break;
  10246. }
  10247. }
  10248. function reset() {
  10249. render.frame ++;
  10250. render.calls = 0;
  10251. render.triangles = 0;
  10252. render.points = 0;
  10253. render.lines = 0;
  10254. }
  10255. return {
  10256. memory: memory,
  10257. render: render,
  10258. programs: null,
  10259. autoReset: true,
  10260. reset: reset,
  10261. update: update
  10262. };
  10263. }
  10264. /**
  10265. * @author mrdoob / http://mrdoob.com/
  10266. */
  10267. function numericalSort( a, b ) {
  10268. return a[ 0 ] - b[ 0 ];
  10269. }
  10270. function absNumericalSort( a, b ) {
  10271. return Math.abs( b[ 1 ] ) - Math.abs( a[ 1 ] );
  10272. }
  10273. function WebGLMorphtargets( gl ) {
  10274. var influencesList = {};
  10275. var morphInfluences = new Float32Array( 8 );
  10276. var workInfluences = [];
  10277. for ( var i = 0; i < 8; i ++ ) {
  10278. workInfluences[ i ] = [ i, 0 ];
  10279. }
  10280. function update( object, geometry, material, program ) {
  10281. var objectInfluences = object.morphTargetInfluences;
  10282. // When object doesn't have morph target influences defined, we treat it as a 0-length array
  10283. // This is important to make sure we set up morphTargetBaseInfluence / morphTargetInfluences
  10284. var length = objectInfluences === undefined ? 0 : objectInfluences.length;
  10285. var influences = influencesList[ geometry.id ];
  10286. if ( influences === undefined ) {
  10287. // initialise list
  10288. influences = [];
  10289. for ( var i = 0; i < length; i ++ ) {
  10290. influences[ i ] = [ i, 0 ];
  10291. }
  10292. influencesList[ geometry.id ] = influences;
  10293. }
  10294. // Collect influences
  10295. for ( var i$1 = 0; i$1 < length; i$1 ++ ) {
  10296. var influence = influences[ i$1 ];
  10297. influence[ 0 ] = i$1;
  10298. influence[ 1 ] = objectInfluences[ i$1 ];
  10299. }
  10300. influences.sort( absNumericalSort );
  10301. for ( var i$2 = 0; i$2 < 8; i$2 ++ ) {
  10302. if ( i$2 < length && influences[ i$2 ][ 1 ] ) {
  10303. workInfluences[ i$2 ][ 0 ] = influences[ i$2 ][ 0 ];
  10304. workInfluences[ i$2 ][ 1 ] = influences[ i$2 ][ 1 ];
  10305. } else {
  10306. workInfluences[ i$2 ][ 0 ] = Number.MAX_SAFE_INTEGER;
  10307. workInfluences[ i$2 ][ 1 ] = 0;
  10308. }
  10309. }
  10310. workInfluences.sort( numericalSort );
  10311. var morphTargets = material.morphTargets && geometry.morphAttributes.position;
  10312. var morphNormals = material.morphNormals && geometry.morphAttributes.normal;
  10313. var morphInfluencesSum = 0;
  10314. for ( var i$3 = 0; i$3 < 8; i$3 ++ ) {
  10315. var influence$1 = workInfluences[ i$3 ];
  10316. var index = influence$1[ 0 ];
  10317. var value = influence$1[ 1 ];
  10318. if ( index !== Number.MAX_SAFE_INTEGER && value ) {
  10319. if ( morphTargets && geometry.getAttribute( 'morphTarget' + i$3 ) !== morphTargets[ index ] ) {
  10320. geometry.setAttribute( 'morphTarget' + i$3, morphTargets[ index ] );
  10321. }
  10322. if ( morphNormals && geometry.getAttribute( 'morphNormal' + i$3 ) !== morphNormals[ index ] ) {
  10323. geometry.setAttribute( 'morphNormal' + i$3, morphNormals[ index ] );
  10324. }
  10325. morphInfluences[ i$3 ] = value;
  10326. morphInfluencesSum += value;
  10327. } else {
  10328. if ( morphTargets && geometry.getAttribute( 'morphTarget' + i$3 ) !== undefined ) {
  10329. geometry.deleteAttribute( 'morphTarget' + i$3 );
  10330. }
  10331. if ( morphNormals && geometry.getAttribute( 'morphNormal' + i$3 ) !== undefined ) {
  10332. geometry.deleteAttribute( 'morphNormal' + i$3 );
  10333. }
  10334. morphInfluences[ i$3 ] = 0;
  10335. }
  10336. }
  10337. // GLSL shader uses formula baseinfluence * base + sum(target * influence)
  10338. // This allows us to switch between absolute morphs and relative morphs without changing shader code
  10339. // When baseinfluence = 1 - sum(influence), the above is equivalent to sum((target - base) * influence)
  10340. var morphBaseInfluence = geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;
  10341. program.getUniforms().setValue( gl, 'morphTargetBaseInfluence', morphBaseInfluence );
  10342. program.getUniforms().setValue( gl, 'morphTargetInfluences', morphInfluences );
  10343. }
  10344. return {
  10345. update: update
  10346. };
  10347. }
  10348. /**
  10349. * @author mrdoob / http://mrdoob.com/
  10350. */
  10351. function WebGLObjects( gl, geometries, attributes, info ) {
  10352. var updateMap = new WeakMap();
  10353. function update( object ) {
  10354. var frame = info.render.frame;
  10355. var geometry = object.geometry;
  10356. var buffergeometry = geometries.get( object, geometry );
  10357. // Update once per frame
  10358. if ( updateMap.get( buffergeometry ) !== frame ) {
  10359. if ( geometry.isGeometry ) {
  10360. buffergeometry.updateFromObject( object );
  10361. }
  10362. geometries.update( buffergeometry );
  10363. updateMap.set( buffergeometry, frame );
  10364. }
  10365. if ( object.isInstancedMesh ) {
  10366. attributes.update( object.instanceMatrix, 34962 );
  10367. }
  10368. return buffergeometry;
  10369. }
  10370. function dispose() {
  10371. updateMap = new WeakMap();
  10372. }
  10373. return {
  10374. update: update,
  10375. dispose: dispose
  10376. };
  10377. }
  10378. /**
  10379. * @author mrdoob / http://mrdoob.com/
  10380. */
  10381. function CubeTexture( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
  10382. images = images !== undefined ? images : [];
  10383. mapping = mapping !== undefined ? mapping : CubeReflectionMapping;
  10384. format = format !== undefined ? format : RGBFormat;
  10385. Texture.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  10386. this.flipY = false;
  10387. }
  10388. CubeTexture.prototype = Object.create( Texture.prototype );
  10389. CubeTexture.prototype.constructor = CubeTexture;
  10390. CubeTexture.prototype.isCubeTexture = true;
  10391. Object.defineProperty( CubeTexture.prototype, 'images', {
  10392. get: function () {
  10393. return this.image;
  10394. },
  10395. set: function ( value ) {
  10396. this.image = value;
  10397. }
  10398. } );
  10399. /**
  10400. * @author Takahiro https://github.com/takahirox
  10401. */
  10402. function DataTexture2DArray( data, width, height, depth ) {
  10403. Texture.call( this, null );
  10404. this.image = { data: data || null, width: width || 1, height: height || 1, depth: depth || 1 };
  10405. this.magFilter = NearestFilter;
  10406. this.minFilter = NearestFilter;
  10407. this.wrapR = ClampToEdgeWrapping;
  10408. this.generateMipmaps = false;
  10409. this.flipY = false;
  10410. this.needsUpdate = true;
  10411. }
  10412. DataTexture2DArray.prototype = Object.create( Texture.prototype );
  10413. DataTexture2DArray.prototype.constructor = DataTexture2DArray;
  10414. DataTexture2DArray.prototype.isDataTexture2DArray = true;
  10415. /**
  10416. * @author Artur Trzesiok
  10417. */
  10418. function DataTexture3D( data, width, height, depth ) {
  10419. // We're going to add .setXXX() methods for setting properties later.
  10420. // Users can still set in DataTexture3D directly.
  10421. //
  10422. // const texture = new THREE.DataTexture3D( data, width, height, depth );
  10423. // texture.anisotropy = 16;
  10424. //
  10425. // See #14839
  10426. Texture.call( this, null );
  10427. this.image = { data: data || null, width: width || 1, height: height || 1, depth: depth || 1 };
  10428. this.magFilter = NearestFilter;
  10429. this.minFilter = NearestFilter;
  10430. this.wrapR = ClampToEdgeWrapping;
  10431. this.generateMipmaps = false;
  10432. this.flipY = false;
  10433. this.needsUpdate = true;
  10434. }
  10435. DataTexture3D.prototype = Object.create( Texture.prototype );
  10436. DataTexture3D.prototype.constructor = DataTexture3D;
  10437. DataTexture3D.prototype.isDataTexture3D = true;
  10438. /**
  10439. * @author tschw
  10440. * @author Mugen87 / https://github.com/Mugen87
  10441. * @author mrdoob / http://mrdoob.com/
  10442. *
  10443. * Uniforms of a program.
  10444. * Those form a tree structure with a special top-level container for the root,
  10445. * which you get by calling 'new WebGLUniforms( gl, program )'.
  10446. *
  10447. *
  10448. * Properties of inner nodes including the top-level container:
  10449. *
  10450. * .seq - array of nested uniforms
  10451. * .map - nested uniforms by name
  10452. *
  10453. *
  10454. * Methods of all nodes except the top-level container:
  10455. *
  10456. * .setValue( gl, value, [textures] )
  10457. *
  10458. * uploads a uniform value(s)
  10459. * the 'textures' parameter is needed for sampler uniforms
  10460. *
  10461. *
  10462. * Static methods of the top-level container (textures factorizations):
  10463. *
  10464. * .upload( gl, seq, values, textures )
  10465. *
  10466. * sets uniforms in 'seq' to 'values[id].value'
  10467. *
  10468. * .seqWithValue( seq, values ) : filteredSeq
  10469. *
  10470. * filters 'seq' entries with corresponding entry in values
  10471. *
  10472. *
  10473. * Methods of the top-level container (textures factorizations):
  10474. *
  10475. * .setValue( gl, name, value, textures )
  10476. *
  10477. * sets uniform with name 'name' to 'value'
  10478. *
  10479. * .setOptional( gl, obj, prop )
  10480. *
  10481. * like .set for an optional property of the object
  10482. *
  10483. */
  10484. var emptyTexture = new Texture();
  10485. var emptyTexture2dArray = new DataTexture2DArray();
  10486. var emptyTexture3d = new DataTexture3D();
  10487. var emptyCubeTexture = new CubeTexture();
  10488. // --- Utilities ---
  10489. // Array Caches (provide typed arrays for temporary by size)
  10490. var arrayCacheF32 = [];
  10491. var arrayCacheI32 = [];
  10492. // Float32Array caches used for uploading Matrix uniforms
  10493. var mat4array = new Float32Array( 16 );
  10494. var mat3array = new Float32Array( 9 );
  10495. var mat2array = new Float32Array( 4 );
  10496. // Flattening for arrays of vectors and matrices
  10497. function flatten( array, nBlocks, blockSize ) {
  10498. var firstElem = array[ 0 ];
  10499. if ( firstElem <= 0 || firstElem > 0 ) { return array; }
  10500. // unoptimized: ! isNaN( firstElem )
  10501. // see http://jacksondunstan.com/articles/983
  10502. var n = nBlocks * blockSize,
  10503. r = arrayCacheF32[ n ];
  10504. if ( r === undefined ) {
  10505. r = new Float32Array( n );
  10506. arrayCacheF32[ n ] = r;
  10507. }
  10508. if ( nBlocks !== 0 ) {
  10509. firstElem.toArray( r, 0 );
  10510. for ( var i = 1, offset = 0; i !== nBlocks; ++ i ) {
  10511. offset += blockSize;
  10512. array[ i ].toArray( r, offset );
  10513. }
  10514. }
  10515. return r;
  10516. }
  10517. function arraysEqual( a, b ) {
  10518. if ( a.length !== b.length ) { return false; }
  10519. for ( var i = 0, l = a.length; i < l; i ++ ) {
  10520. if ( a[ i ] !== b[ i ] ) { return false; }
  10521. }
  10522. return true;
  10523. }
  10524. function copyArray( a, b ) {
  10525. for ( var i = 0, l = b.length; i < l; i ++ ) {
  10526. a[ i ] = b[ i ];
  10527. }
  10528. }
  10529. // Texture unit allocation
  10530. function allocTexUnits( textures, n ) {
  10531. var r = arrayCacheI32[ n ];
  10532. if ( r === undefined ) {
  10533. r = new Int32Array( n );
  10534. arrayCacheI32[ n ] = r;
  10535. }
  10536. for ( var i = 0; i !== n; ++ i ) {
  10537. r[ i ] = textures.allocateTextureUnit();
  10538. }
  10539. return r;
  10540. }
  10541. // --- Setters ---
  10542. // Note: Defining these methods externally, because they come in a bunch
  10543. // and this way their names minify.
  10544. // Single scalar
  10545. function setValueV1f( gl, v ) {
  10546. var cache = this.cache;
  10547. if ( cache[ 0 ] === v ) { return; }
  10548. gl.uniform1f( this.addr, v );
  10549. cache[ 0 ] = v;
  10550. }
  10551. // Single float vector (from flat array or THREE.VectorN)
  10552. function setValueV2f( gl, v ) {
  10553. var cache = this.cache;
  10554. if ( v.x !== undefined ) {
  10555. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) {
  10556. gl.uniform2f( this.addr, v.x, v.y );
  10557. cache[ 0 ] = v.x;
  10558. cache[ 1 ] = v.y;
  10559. }
  10560. } else {
  10561. if ( arraysEqual( cache, v ) ) { return; }
  10562. gl.uniform2fv( this.addr, v );
  10563. copyArray( cache, v );
  10564. }
  10565. }
  10566. function setValueV3f( gl, v ) {
  10567. var cache = this.cache;
  10568. if ( v.x !== undefined ) {
  10569. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) {
  10570. gl.uniform3f( this.addr, v.x, v.y, v.z );
  10571. cache[ 0 ] = v.x;
  10572. cache[ 1 ] = v.y;
  10573. cache[ 2 ] = v.z;
  10574. }
  10575. } else if ( v.r !== undefined ) {
  10576. if ( cache[ 0 ] !== v.r || cache[ 1 ] !== v.g || cache[ 2 ] !== v.b ) {
  10577. gl.uniform3f( this.addr, v.r, v.g, v.b );
  10578. cache[ 0 ] = v.r;
  10579. cache[ 1 ] = v.g;
  10580. cache[ 2 ] = v.b;
  10581. }
  10582. } else {
  10583. if ( arraysEqual( cache, v ) ) { return; }
  10584. gl.uniform3fv( this.addr, v );
  10585. copyArray( cache, v );
  10586. }
  10587. }
  10588. function setValueV4f( gl, v ) {
  10589. var cache = this.cache;
  10590. if ( v.x !== undefined ) {
  10591. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) {
  10592. gl.uniform4f( this.addr, v.x, v.y, v.z, v.w );
  10593. cache[ 0 ] = v.x;
  10594. cache[ 1 ] = v.y;
  10595. cache[ 2 ] = v.z;
  10596. cache[ 3 ] = v.w;
  10597. }
  10598. } else {
  10599. if ( arraysEqual( cache, v ) ) { return; }
  10600. gl.uniform4fv( this.addr, v );
  10601. copyArray( cache, v );
  10602. }
  10603. }
  10604. // Single matrix (from flat array or MatrixN)
  10605. function setValueM2( gl, v ) {
  10606. var cache = this.cache;
  10607. var elements = v.elements;
  10608. if ( elements === undefined ) {
  10609. if ( arraysEqual( cache, v ) ) { return; }
  10610. gl.uniformMatrix2fv( this.addr, false, v );
  10611. copyArray( cache, v );
  10612. } else {
  10613. if ( arraysEqual( cache, elements ) ) { return; }
  10614. mat2array.set( elements );
  10615. gl.uniformMatrix2fv( this.addr, false, mat2array );
  10616. copyArray( cache, elements );
  10617. }
  10618. }
  10619. function setValueM3( gl, v ) {
  10620. var cache = this.cache;
  10621. var elements = v.elements;
  10622. if ( elements === undefined ) {
  10623. if ( arraysEqual( cache, v ) ) { return; }
  10624. gl.uniformMatrix3fv( this.addr, false, v );
  10625. copyArray( cache, v );
  10626. } else {
  10627. if ( arraysEqual( cache, elements ) ) { return; }
  10628. mat3array.set( elements );
  10629. gl.uniformMatrix3fv( this.addr, false, mat3array );
  10630. copyArray( cache, elements );
  10631. }
  10632. }
  10633. function setValueM4( gl, v ) {
  10634. var cache = this.cache;
  10635. var elements = v.elements;
  10636. if ( elements === undefined ) {
  10637. if ( arraysEqual( cache, v ) ) { return; }
  10638. gl.uniformMatrix4fv( this.addr, false, v );
  10639. copyArray( cache, v );
  10640. } else {
  10641. if ( arraysEqual( cache, elements ) ) { return; }
  10642. mat4array.set( elements );
  10643. gl.uniformMatrix4fv( this.addr, false, mat4array );
  10644. copyArray( cache, elements );
  10645. }
  10646. }
  10647. // Single texture (2D / Cube)
  10648. function setValueT1( gl, v, textures ) {
  10649. var cache = this.cache;
  10650. var unit = textures.allocateTextureUnit();
  10651. if ( cache[ 0 ] !== unit ) {
  10652. gl.uniform1i( this.addr, unit );
  10653. cache[ 0 ] = unit;
  10654. }
  10655. textures.safeSetTexture2D( v || emptyTexture, unit );
  10656. }
  10657. function setValueT2DArray1( gl, v, textures ) {
  10658. var cache = this.cache;
  10659. var unit = textures.allocateTextureUnit();
  10660. if ( cache[ 0 ] !== unit ) {
  10661. gl.uniform1i( this.addr, unit );
  10662. cache[ 0 ] = unit;
  10663. }
  10664. textures.setTexture2DArray( v || emptyTexture2dArray, unit );
  10665. }
  10666. function setValueT3D1( gl, v, textures ) {
  10667. var cache = this.cache;
  10668. var unit = textures.allocateTextureUnit();
  10669. if ( cache[ 0 ] !== unit ) {
  10670. gl.uniform1i( this.addr, unit );
  10671. cache[ 0 ] = unit;
  10672. }
  10673. textures.setTexture3D( v || emptyTexture3d, unit );
  10674. }
  10675. function setValueT6( gl, v, textures ) {
  10676. var cache = this.cache;
  10677. var unit = textures.allocateTextureUnit();
  10678. if ( cache[ 0 ] !== unit ) {
  10679. gl.uniform1i( this.addr, unit );
  10680. cache[ 0 ] = unit;
  10681. }
  10682. textures.safeSetTextureCube( v || emptyCubeTexture, unit );
  10683. }
  10684. // Integer / Boolean vectors or arrays thereof (always flat arrays)
  10685. function setValueV1i( gl, v ) {
  10686. var cache = this.cache;
  10687. if ( cache[ 0 ] === v ) { return; }
  10688. gl.uniform1i( this.addr, v );
  10689. cache[ 0 ] = v;
  10690. }
  10691. function setValueV2i( gl, v ) {
  10692. var cache = this.cache;
  10693. if ( arraysEqual( cache, v ) ) { return; }
  10694. gl.uniform2iv( this.addr, v );
  10695. copyArray( cache, v );
  10696. }
  10697. function setValueV3i( gl, v ) {
  10698. var cache = this.cache;
  10699. if ( arraysEqual( cache, v ) ) { return; }
  10700. gl.uniform3iv( this.addr, v );
  10701. copyArray( cache, v );
  10702. }
  10703. function setValueV4i( gl, v ) {
  10704. var cache = this.cache;
  10705. if ( arraysEqual( cache, v ) ) { return; }
  10706. gl.uniform4iv( this.addr, v );
  10707. copyArray( cache, v );
  10708. }
  10709. // uint
  10710. function setValueV1ui( gl, v ) {
  10711. var cache = this.cache;
  10712. if ( cache[ 0 ] === v ) { return; }
  10713. gl.uniform1ui( this.addr, v );
  10714. cache[ 0 ] = v;
  10715. }
  10716. // Helper to pick the right setter for the singular case
  10717. function getSingularSetter( type ) {
  10718. switch ( type ) {
  10719. case 0x1406: return setValueV1f; // FLOAT
  10720. case 0x8b50: return setValueV2f; // _VEC2
  10721. case 0x8b51: return setValueV3f; // _VEC3
  10722. case 0x8b52: return setValueV4f; // _VEC4
  10723. case 0x8b5a: return setValueM2; // _MAT2
  10724. case 0x8b5b: return setValueM3; // _MAT3
  10725. case 0x8b5c: return setValueM4; // _MAT4
  10726. case 0x1404: case 0x8b56: return setValueV1i; // INT, BOOL
  10727. case 0x8b53: case 0x8b57: return setValueV2i; // _VEC2
  10728. case 0x8b54: case 0x8b58: return setValueV3i; // _VEC3
  10729. case 0x8b55: case 0x8b59: return setValueV4i; // _VEC4
  10730. case 0x1405: return setValueV1ui; // UINT
  10731. case 0x8b5e: // SAMPLER_2D
  10732. case 0x8d66: // SAMPLER_EXTERNAL_OES
  10733. case 0x8dca: // INT_SAMPLER_2D
  10734. case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D
  10735. case 0x8b62: // SAMPLER_2D_SHADOW
  10736. return setValueT1;
  10737. case 0x8b5f: // SAMPLER_3D
  10738. case 0x8dcb: // INT_SAMPLER_3D
  10739. case 0x8dd3: // UNSIGNED_INT_SAMPLER_3D
  10740. return setValueT3D1;
  10741. case 0x8b60: // SAMPLER_CUBE
  10742. case 0x8dcc: // INT_SAMPLER_CUBE
  10743. case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE
  10744. case 0x8dc5: // SAMPLER_CUBE_SHADOW
  10745. return setValueT6;
  10746. case 0x8dc1: // SAMPLER_2D_ARRAY
  10747. case 0x8dcf: // INT_SAMPLER_2D_ARRAY
  10748. case 0x8dd7: // UNSIGNED_INT_SAMPLER_2D_ARRAY
  10749. case 0x8dc4: // SAMPLER_2D_ARRAY_SHADOW
  10750. return setValueT2DArray1;
  10751. }
  10752. }
  10753. // Array of scalars
  10754. function setValueV1fArray( gl, v ) {
  10755. gl.uniform1fv( this.addr, v );
  10756. }
  10757. // Integer / Boolean vectors or arrays thereof (always flat arrays)
  10758. function setValueV1iArray( gl, v ) {
  10759. gl.uniform1iv( this.addr, v );
  10760. }
  10761. function setValueV2iArray( gl, v ) {
  10762. gl.uniform2iv( this.addr, v );
  10763. }
  10764. function setValueV3iArray( gl, v ) {
  10765. gl.uniform3iv( this.addr, v );
  10766. }
  10767. function setValueV4iArray( gl, v ) {
  10768. gl.uniform4iv( this.addr, v );
  10769. }
  10770. // Array of vectors (flat or from THREE classes)
  10771. function setValueV2fArray( gl, v ) {
  10772. var data = flatten( v, this.size, 2 );
  10773. gl.uniform2fv( this.addr, data );
  10774. }
  10775. function setValueV3fArray( gl, v ) {
  10776. var data = flatten( v, this.size, 3 );
  10777. gl.uniform3fv( this.addr, data );
  10778. }
  10779. function setValueV4fArray( gl, v ) {
  10780. var data = flatten( v, this.size, 4 );
  10781. gl.uniform4fv( this.addr, data );
  10782. }
  10783. // Array of matrices (flat or from THREE clases)
  10784. function setValueM2Array( gl, v ) {
  10785. var data = flatten( v, this.size, 4 );
  10786. gl.uniformMatrix2fv( this.addr, false, data );
  10787. }
  10788. function setValueM3Array( gl, v ) {
  10789. var data = flatten( v, this.size, 9 );
  10790. gl.uniformMatrix3fv( this.addr, false, data );
  10791. }
  10792. function setValueM4Array( gl, v ) {
  10793. var data = flatten( v, this.size, 16 );
  10794. gl.uniformMatrix4fv( this.addr, false, data );
  10795. }
  10796. // Array of textures (2D / Cube)
  10797. function setValueT1Array( gl, v, textures ) {
  10798. var n = v.length;
  10799. var units = allocTexUnits( textures, n );
  10800. gl.uniform1iv( this.addr, units );
  10801. for ( var i = 0; i !== n; ++ i ) {
  10802. textures.safeSetTexture2D( v[ i ] || emptyTexture, units[ i ] );
  10803. }
  10804. }
  10805. function setValueT6Array( gl, v, textures ) {
  10806. var n = v.length;
  10807. var units = allocTexUnits( textures, n );
  10808. gl.uniform1iv( this.addr, units );
  10809. for ( var i = 0; i !== n; ++ i ) {
  10810. textures.safeSetTextureCube( v[ i ] || emptyCubeTexture, units[ i ] );
  10811. }
  10812. }
  10813. // Helper to pick the right setter for a pure (bottom-level) array
  10814. function getPureArraySetter( type ) {
  10815. switch ( type ) {
  10816. case 0x1406: return setValueV1fArray; // FLOAT
  10817. case 0x8b50: return setValueV2fArray; // _VEC2
  10818. case 0x8b51: return setValueV3fArray; // _VEC3
  10819. case 0x8b52: return setValueV4fArray; // _VEC4
  10820. case 0x8b5a: return setValueM2Array; // _MAT2
  10821. case 0x8b5b: return setValueM3Array; // _MAT3
  10822. case 0x8b5c: return setValueM4Array; // _MAT4
  10823. case 0x1404: case 0x8b56: return setValueV1iArray; // INT, BOOL
  10824. case 0x8b53: case 0x8b57: return setValueV2iArray; // _VEC2
  10825. case 0x8b54: case 0x8b58: return setValueV3iArray; // _VEC3
  10826. case 0x8b55: case 0x8b59: return setValueV4iArray; // _VEC4
  10827. case 0x8b5e: // SAMPLER_2D
  10828. case 0x8d66: // SAMPLER_EXTERNAL_OES
  10829. case 0x8dca: // INT_SAMPLER_2D
  10830. case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D
  10831. case 0x8b62: // SAMPLER_2D_SHADOW
  10832. return setValueT1Array;
  10833. case 0x8b60: // SAMPLER_CUBE
  10834. case 0x8dcc: // INT_SAMPLER_CUBE
  10835. case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE
  10836. case 0x8dc5: // SAMPLER_CUBE_SHADOW
  10837. return setValueT6Array;
  10838. }
  10839. }
  10840. // --- Uniform Classes ---
  10841. function SingleUniform( id, activeInfo, addr ) {
  10842. this.id = id;
  10843. this.addr = addr;
  10844. this.cache = [];
  10845. this.setValue = getSingularSetter( activeInfo.type );
  10846. // this.path = activeInfo.name; // DEBUG
  10847. }
  10848. function PureArrayUniform( id, activeInfo, addr ) {
  10849. this.id = id;
  10850. this.addr = addr;
  10851. this.cache = [];
  10852. this.size = activeInfo.size;
  10853. this.setValue = getPureArraySetter( activeInfo.type );
  10854. // this.path = activeInfo.name; // DEBUG
  10855. }
  10856. PureArrayUniform.prototype.updateCache = function ( data ) {
  10857. var cache = this.cache;
  10858. if ( data instanceof Float32Array && cache.length !== data.length ) {
  10859. this.cache = new Float32Array( data.length );
  10860. }
  10861. copyArray( cache, data );
  10862. };
  10863. function StructuredUniform( id ) {
  10864. this.id = id;
  10865. this.seq = [];
  10866. this.map = {};
  10867. }
  10868. StructuredUniform.prototype.setValue = function ( gl, value, textures ) {
  10869. var seq = this.seq;
  10870. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10871. var u = seq[ i ];
  10872. u.setValue( gl, value[ u.id ], textures );
  10873. }
  10874. };
  10875. // --- Top-level ---
  10876. // Parser - builds up the property tree from the path strings
  10877. var RePathPart = /([\w\d_]+)(\])?(\[|\.)?/g;
  10878. // extracts
  10879. // - the identifier (member name or array index)
  10880. // - followed by an optional right bracket (found when array index)
  10881. // - followed by an optional left bracket or dot (type of subscript)
  10882. //
  10883. // Note: These portions can be read in a non-overlapping fashion and
  10884. // allow straightforward parsing of the hierarchy that WebGL encodes
  10885. // in the uniform names.
  10886. function addUniform( container, uniformObject ) {
  10887. container.seq.push( uniformObject );
  10888. container.map[ uniformObject.id ] = uniformObject;
  10889. }
  10890. function parseUniform( activeInfo, addr, container ) {
  10891. var path = activeInfo.name,
  10892. pathLength = path.length;
  10893. // reset RegExp object, because of the early exit of a previous run
  10894. RePathPart.lastIndex = 0;
  10895. while ( true ) {
  10896. var match = RePathPart.exec( path ),
  10897. matchEnd = RePathPart.lastIndex;
  10898. var id = match[ 1 ],
  10899. idIsIndex = match[ 2 ] === ']',
  10900. subscript = match[ 3 ];
  10901. if ( idIsIndex ) { id = id | 0; } // convert to integer
  10902. if ( subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength ) {
  10903. // bare name or "pure" bottom-level array "[0]" suffix
  10904. addUniform( container, subscript === undefined ?
  10905. new SingleUniform( id, activeInfo, addr ) :
  10906. new PureArrayUniform( id, activeInfo, addr ) );
  10907. break;
  10908. } else {
  10909. // step into inner node / create it in case it doesn't exist
  10910. var map = container.map;
  10911. var next = map[ id ];
  10912. if ( next === undefined ) {
  10913. next = new StructuredUniform( id );
  10914. addUniform( container, next );
  10915. }
  10916. container = next;
  10917. }
  10918. }
  10919. }
  10920. // Root Container
  10921. function WebGLUniforms( gl, program ) {
  10922. this.seq = [];
  10923. this.map = {};
  10924. var n = gl.getProgramParameter( program, 35718 );
  10925. for ( var i = 0; i < n; ++ i ) {
  10926. var info = gl.getActiveUniform( program, i ),
  10927. addr = gl.getUniformLocation( program, info.name );
  10928. parseUniform( info, addr, this );
  10929. }
  10930. }
  10931. WebGLUniforms.prototype.setValue = function ( gl, name, value, textures ) {
  10932. var u = this.map[ name ];
  10933. if ( u !== undefined ) { u.setValue( gl, value, textures ); }
  10934. };
  10935. WebGLUniforms.prototype.setOptional = function ( gl, object, name ) {
  10936. var v = object[ name ];
  10937. if ( v !== undefined ) { this.setValue( gl, name, v ); }
  10938. };
  10939. // Static interface
  10940. WebGLUniforms.upload = function ( gl, seq, values, textures ) {
  10941. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10942. var u = seq[ i ],
  10943. v = values[ u.id ];
  10944. if ( v.needsUpdate !== false ) {
  10945. // note: always updating when .needsUpdate is undefined
  10946. u.setValue( gl, v.value, textures );
  10947. }
  10948. }
  10949. };
  10950. WebGLUniforms.seqWithValue = function ( seq, values ) {
  10951. var r = [];
  10952. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10953. var u = seq[ i ];
  10954. if ( u.id in values ) { r.push( u ); }
  10955. }
  10956. return r;
  10957. };
  10958. /**
  10959. * @author mrdoob / http://mrdoob.com/
  10960. */
  10961. function WebGLShader( gl, type, string ) {
  10962. var shader = gl.createShader( type );
  10963. gl.shaderSource( shader, string );
  10964. gl.compileShader( shader );
  10965. return shader;
  10966. }
  10967. /**
  10968. * @author mrdoob / http://mrdoob.com/
  10969. */
  10970. var programIdCount = 0;
  10971. function addLineNumbers( string ) {
  10972. var lines = string.split( '\n' );
  10973. for ( var i = 0; i < lines.length; i ++ ) {
  10974. lines[ i ] = ( i + 1 ) + ': ' + lines[ i ];
  10975. }
  10976. return lines.join( '\n' );
  10977. }
  10978. function getEncodingComponents( encoding ) {
  10979. switch ( encoding ) {
  10980. case LinearEncoding:
  10981. return [ 'Linear', '( value )' ];
  10982. case sRGBEncoding:
  10983. return [ 'sRGB', '( value )' ];
  10984. case RGBEEncoding:
  10985. return [ 'RGBE', '( value )' ];
  10986. case RGBM7Encoding:
  10987. return [ 'RGBM', '( value, 7.0 )' ];
  10988. case RGBM16Encoding:
  10989. return [ 'RGBM', '( value, 16.0 )' ];
  10990. case RGBDEncoding:
  10991. return [ 'RGBD', '( value, 256.0 )' ];
  10992. case GammaEncoding:
  10993. return [ 'Gamma', '( value, float( GAMMA_FACTOR ) )' ];
  10994. case LogLuvEncoding:
  10995. return [ 'LogLuv', '( value )' ];
  10996. default:
  10997. console.warn( 'THREE.WebGLProgram: Unsupported encoding:', encoding );
  10998. return [ 'Linear', '( value )' ];
  10999. }
  11000. }
  11001. function getShaderErrors( gl, shader, type ) {
  11002. var status = gl.getShaderParameter( shader, 35713 );
  11003. var log = gl.getShaderInfoLog( shader ).trim();
  11004. if ( status && log === '' ) { return ''; }
  11005. // --enable-privileged-webgl-extension
  11006. // console.log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );
  11007. var source = gl.getShaderSource( shader );
  11008. return 'THREE.WebGLShader: gl.getShaderInfoLog() ' + type + '\n' + log + addLineNumbers( source );
  11009. }
  11010. function getTexelDecodingFunction( functionName, encoding ) {
  11011. var components = getEncodingComponents( encoding );
  11012. return 'vec4 ' + functionName + '( vec4 value ) { return ' + components[ 0 ] + 'ToLinear' + components[ 1 ] + '; }';
  11013. }
  11014. function getTexelEncodingFunction( functionName, encoding ) {
  11015. var components = getEncodingComponents( encoding );
  11016. return 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[ 0 ] + components[ 1 ] + '; }';
  11017. }
  11018. function getToneMappingFunction( functionName, toneMapping ) {
  11019. var toneMappingName;
  11020. switch ( toneMapping ) {
  11021. case LinearToneMapping:
  11022. toneMappingName = 'Linear';
  11023. break;
  11024. case ReinhardToneMapping:
  11025. toneMappingName = 'Reinhard';
  11026. break;
  11027. case CineonToneMapping:
  11028. toneMappingName = 'OptimizedCineon';
  11029. break;
  11030. case ACESFilmicToneMapping:
  11031. toneMappingName = 'ACESFilmic';
  11032. break;
  11033. case CustomToneMapping:
  11034. toneMappingName = 'Custom';
  11035. break;
  11036. default:
  11037. console.warn( 'THREE.WebGLProgram: Unsupported toneMapping:', toneMapping );
  11038. toneMappingName = 'Linear';
  11039. }
  11040. return 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }';
  11041. }
  11042. function generateExtensions( parameters ) {
  11043. var chunks = [
  11044. ( parameters.extensionDerivatives || parameters.envMapCubeUV || parameters.bumpMap || parameters.tangentSpaceNormalMap || parameters.clearcoatNormalMap || parameters.flatShading || parameters.shaderID === 'physical' ) ? '#extension GL_OES_standard_derivatives : enable' : '',
  11045. ( parameters.extensionFragDepth || parameters.logarithmicDepthBuffer ) && parameters.rendererExtensionFragDepth ? '#extension GL_EXT_frag_depth : enable' : '',
  11046. ( parameters.extensionDrawBuffers && parameters.rendererExtensionDrawBuffers ) ? '#extension GL_EXT_draw_buffers : require' : '',
  11047. ( parameters.extensionShaderTextureLOD || parameters.envMap ) && parameters.rendererExtensionShaderTextureLod ? '#extension GL_EXT_shader_texture_lod : enable' : ''
  11048. ];
  11049. return chunks.filter( filterEmptyLine ).join( '\n' );
  11050. }
  11051. function generateDefines( defines ) {
  11052. var chunks = [];
  11053. for ( var name in defines ) {
  11054. var value = defines[ name ];
  11055. if ( value === false ) { continue; }
  11056. chunks.push( '#define ' + name + ' ' + value );
  11057. }
  11058. return chunks.join( '\n' );
  11059. }
  11060. function fetchAttributeLocations( gl, program ) {
  11061. var attributes = {};
  11062. var n = gl.getProgramParameter( program, 35721 );
  11063. for ( var i = 0; i < n; i ++ ) {
  11064. var info = gl.getActiveAttrib( program, i );
  11065. var name = info.name;
  11066. // console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i );
  11067. attributes[ name ] = gl.getAttribLocation( program, name );
  11068. }
  11069. return attributes;
  11070. }
  11071. function filterEmptyLine( string ) {
  11072. return string !== '';
  11073. }
  11074. function replaceLightNums( string, parameters ) {
  11075. return string
  11076. .replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights )
  11077. .replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights )
  11078. .replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights )
  11079. .replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights )
  11080. .replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights )
  11081. .replace( /NUM_DIR_LIGHT_SHADOWS/g, parameters.numDirLightShadows )
  11082. .replace( /NUM_SPOT_LIGHT_SHADOWS/g, parameters.numSpotLightShadows )
  11083. .replace( /NUM_POINT_LIGHT_SHADOWS/g, parameters.numPointLightShadows );
  11084. }
  11085. function replaceClippingPlaneNums( string, parameters ) {
  11086. return string
  11087. .replace( /NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes )
  11088. .replace( /UNION_CLIPPING_PLANES/g, ( parameters.numClippingPlanes - parameters.numClipIntersection ) );
  11089. }
  11090. // Resolve Includes
  11091. var includePattern = /^[ \t]*#include +<([\w\d./]+)>/gm;
  11092. function resolveIncludes( string ) {
  11093. return string.replace( includePattern, includeReplacer );
  11094. }
  11095. function includeReplacer( match, include ) {
  11096. var string = ShaderChunk[ include ];
  11097. if ( string === undefined ) {
  11098. throw new Error( 'Can not resolve #include <' + include + '>' );
  11099. }
  11100. return resolveIncludes( string );
  11101. }
  11102. // Unroll Loops
  11103. var deprecatedUnrollLoopPattern = /#pragma unroll_loop[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g;
  11104. var unrollLoopPattern = /#pragma unroll_loop_start[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}[\s]+?#pragma unroll_loop_end/g;
  11105. function unrollLoops( string ) {
  11106. return string
  11107. .replace( unrollLoopPattern, loopReplacer )
  11108. .replace( deprecatedUnrollLoopPattern, deprecatedLoopReplacer );
  11109. }
  11110. function deprecatedLoopReplacer( match, start, end, snippet ) {
  11111. console.warn( 'WebGLProgram: #pragma unroll_loop shader syntax is deprecated. Please use #pragma unroll_loop_start syntax instead.' );
  11112. return loopReplacer( match, start, end, snippet );
  11113. }
  11114. function loopReplacer( match, start, end, snippet ) {
  11115. var string = '';
  11116. for ( var i = parseInt( start ); i < parseInt( end ); i ++ ) {
  11117. string += snippet
  11118. .replace( /\[ i \]/g, '[ ' + i + ' ]' )
  11119. .replace( /UNROLLED_LOOP_INDEX/g, i );
  11120. }
  11121. return string;
  11122. }
  11123. //
  11124. function generatePrecision( parameters ) {
  11125. var precisionstring = "precision " + parameters.precision + " float;\nprecision " + parameters.precision + " int;";
  11126. if ( parameters.precision === "highp" ) {
  11127. precisionstring += "\n#define HIGH_PRECISION";
  11128. } else if ( parameters.precision === "mediump" ) {
  11129. precisionstring += "\n#define MEDIUM_PRECISION";
  11130. } else if ( parameters.precision === "lowp" ) {
  11131. precisionstring += "\n#define LOW_PRECISION";
  11132. }
  11133. return precisionstring;
  11134. }
  11135. function generateShadowMapTypeDefine( parameters ) {
  11136. var shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';
  11137. if ( parameters.shadowMapType === PCFShadowMap ) {
  11138. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';
  11139. } else if ( parameters.shadowMapType === PCFSoftShadowMap ) {
  11140. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';
  11141. } else if ( parameters.shadowMapType === VSMShadowMap ) {
  11142. shadowMapTypeDefine = 'SHADOWMAP_TYPE_VSM';
  11143. }
  11144. return shadowMapTypeDefine;
  11145. }
  11146. function generateEnvMapTypeDefine( parameters ) {
  11147. var envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  11148. if ( parameters.envMap ) {
  11149. switch ( parameters.envMapMode ) {
  11150. case CubeReflectionMapping:
  11151. case CubeRefractionMapping:
  11152. envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  11153. break;
  11154. case CubeUVReflectionMapping:
  11155. case CubeUVRefractionMapping:
  11156. envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';
  11157. break;
  11158. case EquirectangularReflectionMapping:
  11159. case EquirectangularRefractionMapping:
  11160. envMapTypeDefine = 'ENVMAP_TYPE_EQUIREC';
  11161. break;
  11162. }
  11163. }
  11164. return envMapTypeDefine;
  11165. }
  11166. function generateEnvMapModeDefine( parameters ) {
  11167. var envMapModeDefine = 'ENVMAP_MODE_REFLECTION';
  11168. if ( parameters.envMap ) {
  11169. switch ( parameters.envMapMode ) {
  11170. case CubeRefractionMapping:
  11171. case EquirectangularRefractionMapping:
  11172. case CubeUVRefractionMapping:
  11173. envMapModeDefine = 'ENVMAP_MODE_REFRACTION';
  11174. break;
  11175. }
  11176. }
  11177. return envMapModeDefine;
  11178. }
  11179. function generateEnvMapBlendingDefine( parameters ) {
  11180. var envMapBlendingDefine = 'ENVMAP_BLENDING_NONE';
  11181. if ( parameters.envMap ) {
  11182. switch ( parameters.combine ) {
  11183. case MultiplyOperation:
  11184. envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  11185. break;
  11186. case MixOperation:
  11187. envMapBlendingDefine = 'ENVMAP_BLENDING_MIX';
  11188. break;
  11189. case AddOperation:
  11190. envMapBlendingDefine = 'ENVMAP_BLENDING_ADD';
  11191. break;
  11192. }
  11193. }
  11194. return envMapBlendingDefine;
  11195. }
  11196. function WebGLProgram( renderer, cacheKey, parameters, bindingStates ) {
  11197. var gl = renderer.getContext();
  11198. var defines = parameters.defines;
  11199. var vertexShader = parameters.vertexShader;
  11200. var fragmentShader = parameters.fragmentShader;
  11201. var shadowMapTypeDefine = generateShadowMapTypeDefine( parameters );
  11202. var envMapTypeDefine = generateEnvMapTypeDefine( parameters );
  11203. var envMapModeDefine = generateEnvMapModeDefine( parameters );
  11204. var envMapBlendingDefine = generateEnvMapBlendingDefine( parameters );
  11205. var gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0;
  11206. var customExtensions = parameters.isWebGL2 ? '' : generateExtensions( parameters );
  11207. var customDefines = generateDefines( defines );
  11208. var program = gl.createProgram();
  11209. var prefixVertex, prefixFragment;
  11210. if ( parameters.isRawShaderMaterial ) {
  11211. prefixVertex = [
  11212. customDefines
  11213. ].filter( filterEmptyLine ).join( '\n' );
  11214. if ( prefixVertex.length > 0 ) {
  11215. prefixVertex += '\n';
  11216. }
  11217. prefixFragment = [
  11218. customExtensions,
  11219. customDefines
  11220. ].filter( filterEmptyLine ).join( '\n' );
  11221. if ( prefixFragment.length > 0 ) {
  11222. prefixFragment += '\n';
  11223. }
  11224. } else {
  11225. prefixVertex = [
  11226. generatePrecision( parameters ),
  11227. '#define SHADER_NAME ' + parameters.shaderName,
  11228. customDefines,
  11229. parameters.instancing ? '#define USE_INSTANCING' : '',
  11230. parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',
  11231. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  11232. '#define MAX_BONES ' + parameters.maxBones,
  11233. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  11234. ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',
  11235. parameters.map ? '#define USE_MAP' : '',
  11236. parameters.envMap ? '#define USE_ENVMAP' : '',
  11237. parameters.envMap ? '#define ' + envMapModeDefine : '',
  11238. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  11239. parameters.aoMap ? '#define USE_AOMAP' : '',
  11240. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  11241. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  11242. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  11243. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  11244. ( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',
  11245. parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',
  11246. parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',
  11247. parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
  11248. parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '',
  11249. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  11250. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  11251. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  11252. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  11253. parameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '',
  11254. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  11255. parameters.vertexColors ? '#define USE_COLOR' : '',
  11256. parameters.vertexUvs ? '#define USE_UV' : '',
  11257. parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',
  11258. parameters.flatShading ? '#define FLAT_SHADED' : '',
  11259. parameters.skinning ? '#define USE_SKINNING' : '',
  11260. parameters.useVertexTexture ? '#define BONE_TEXTURE' : '',
  11261. parameters.morphTargets ? '#define USE_MORPHTARGETS' : '',
  11262. parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',
  11263. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  11264. parameters.flipSided ? '#define FLIP_SIDED' : '',
  11265. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  11266. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  11267. parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',
  11268. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  11269. ( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  11270. 'uniform mat4 modelMatrix;',
  11271. 'uniform mat4 modelViewMatrix;',
  11272. 'uniform mat4 projectionMatrix;',
  11273. 'uniform mat4 viewMatrix;',
  11274. 'uniform mat3 normalMatrix;',
  11275. 'uniform vec3 cameraPosition;',
  11276. 'uniform bool isOrthographic;',
  11277. '#ifdef USE_INSTANCING',
  11278. ' attribute mat4 instanceMatrix;',
  11279. '#endif',
  11280. 'attribute vec3 position;',
  11281. 'attribute vec3 normal;',
  11282. 'attribute vec2 uv;',
  11283. '#ifdef USE_TANGENT',
  11284. ' attribute vec4 tangent;',
  11285. '#endif',
  11286. '#ifdef USE_COLOR',
  11287. ' attribute vec3 color;',
  11288. '#endif',
  11289. '#ifdef USE_MORPHTARGETS',
  11290. ' attribute vec3 morphTarget0;',
  11291. ' attribute vec3 morphTarget1;',
  11292. ' attribute vec3 morphTarget2;',
  11293. ' attribute vec3 morphTarget3;',
  11294. ' #ifdef USE_MORPHNORMALS',
  11295. ' attribute vec3 morphNormal0;',
  11296. ' attribute vec3 morphNormal1;',
  11297. ' attribute vec3 morphNormal2;',
  11298. ' attribute vec3 morphNormal3;',
  11299. ' #else',
  11300. ' attribute vec3 morphTarget4;',
  11301. ' attribute vec3 morphTarget5;',
  11302. ' attribute vec3 morphTarget6;',
  11303. ' attribute vec3 morphTarget7;',
  11304. ' #endif',
  11305. '#endif',
  11306. '#ifdef USE_SKINNING',
  11307. ' attribute vec4 skinIndex;',
  11308. ' attribute vec4 skinWeight;',
  11309. '#endif',
  11310. '\n'
  11311. ].filter( filterEmptyLine ).join( '\n' );
  11312. prefixFragment = [
  11313. customExtensions,
  11314. generatePrecision( parameters ),
  11315. '#define SHADER_NAME ' + parameters.shaderName,
  11316. customDefines,
  11317. parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest + ( parameters.alphaTest % 1 ? '' : '.0' ) : '', // add '.0' if integer
  11318. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  11319. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  11320. ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',
  11321. parameters.map ? '#define USE_MAP' : '',
  11322. parameters.matcap ? '#define USE_MATCAP' : '',
  11323. parameters.envMap ? '#define USE_ENVMAP' : '',
  11324. parameters.envMap ? '#define ' + envMapTypeDefine : '',
  11325. parameters.envMap ? '#define ' + envMapModeDefine : '',
  11326. parameters.envMap ? '#define ' + envMapBlendingDefine : '',
  11327. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  11328. parameters.aoMap ? '#define USE_AOMAP' : '',
  11329. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  11330. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  11331. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  11332. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  11333. ( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',
  11334. parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',
  11335. parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',
  11336. parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
  11337. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  11338. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  11339. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  11340. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  11341. parameters.sheen ? '#define USE_SHEEN' : '',
  11342. parameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '',
  11343. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  11344. parameters.vertexColors ? '#define USE_COLOR' : '',
  11345. parameters.vertexUvs ? '#define USE_UV' : '',
  11346. parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',
  11347. parameters.gradientMap ? '#define USE_GRADIENTMAP' : '',
  11348. parameters.flatShading ? '#define FLAT_SHADED' : '',
  11349. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  11350. parameters.flipSided ? '#define FLIP_SIDED' : '',
  11351. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  11352. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  11353. parameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '',
  11354. parameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '',
  11355. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  11356. ( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  11357. ( ( parameters.extensionShaderTextureLOD || parameters.envMap ) && parameters.rendererExtensionShaderTextureLod ) ? '#define TEXTURE_LOD_EXT' : '',
  11358. 'uniform mat4 viewMatrix;',
  11359. 'uniform vec3 cameraPosition;',
  11360. 'uniform bool isOrthographic;',
  11361. ( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '',
  11362. ( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below
  11363. ( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '',
  11364. parameters.dithering ? '#define DITHERING' : '',
  11365. ShaderChunk[ 'encodings_pars_fragment' ], // this code is required here because it is used by the various encoding/decoding function defined below
  11366. parameters.map ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '',
  11367. parameters.matcap ? getTexelDecodingFunction( 'matcapTexelToLinear', parameters.matcapEncoding ) : '',
  11368. parameters.envMap ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '',
  11369. parameters.emissiveMap ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '',
  11370. parameters.lightMap ? getTexelDecodingFunction( 'lightMapTexelToLinear', parameters.lightMapEncoding ) : '',
  11371. getTexelEncodingFunction( 'linearToOutputTexel', parameters.outputEncoding ),
  11372. parameters.depthPacking ? '#define DEPTH_PACKING ' + parameters.depthPacking : '',
  11373. '\n'
  11374. ].filter( filterEmptyLine ).join( '\n' );
  11375. }
  11376. vertexShader = resolveIncludes( vertexShader );
  11377. vertexShader = replaceLightNums( vertexShader, parameters );
  11378. vertexShader = replaceClippingPlaneNums( vertexShader, parameters );
  11379. fragmentShader = resolveIncludes( fragmentShader );
  11380. fragmentShader = replaceLightNums( fragmentShader, parameters );
  11381. fragmentShader = replaceClippingPlaneNums( fragmentShader, parameters );
  11382. vertexShader = unrollLoops( vertexShader );
  11383. fragmentShader = unrollLoops( fragmentShader );
  11384. if ( parameters.isWebGL2 && ! parameters.isRawShaderMaterial ) {
  11385. var isGLSL3ShaderMaterial = false;
  11386. var versionRegex = /^\s*#version\s+300\s+es\s*\n/;
  11387. if ( parameters.isShaderMaterial &&
  11388. vertexShader.match( versionRegex ) !== null &&
  11389. fragmentShader.match( versionRegex ) !== null ) {
  11390. isGLSL3ShaderMaterial = true;
  11391. vertexShader = vertexShader.replace( versionRegex, '' );
  11392. fragmentShader = fragmentShader.replace( versionRegex, '' );
  11393. }
  11394. // GLSL 3.0 conversion
  11395. prefixVertex = [
  11396. '#version 300 es\n',
  11397. '#define attribute in',
  11398. '#define varying out',
  11399. '#define texture2D texture'
  11400. ].join( '\n' ) + '\n' + prefixVertex;
  11401. prefixFragment = [
  11402. '#version 300 es\n',
  11403. '#define varying in',
  11404. isGLSL3ShaderMaterial ? '' : 'out highp vec4 pc_fragColor;',
  11405. isGLSL3ShaderMaterial ? '' : '#define gl_FragColor pc_fragColor',
  11406. '#define gl_FragDepthEXT gl_FragDepth',
  11407. '#define texture2D texture',
  11408. '#define textureCube texture',
  11409. '#define texture2DProj textureProj',
  11410. '#define texture2DLodEXT textureLod',
  11411. '#define texture2DProjLodEXT textureProjLod',
  11412. '#define textureCubeLodEXT textureLod',
  11413. '#define texture2DGradEXT textureGrad',
  11414. '#define texture2DProjGradEXT textureProjGrad',
  11415. '#define textureCubeGradEXT textureGrad'
  11416. ].join( '\n' ) + '\n' + prefixFragment;
  11417. }
  11418. var vertexGlsl = prefixVertex + vertexShader;
  11419. var fragmentGlsl = prefixFragment + fragmentShader;
  11420. // console.log( '*VERTEX*', vertexGlsl );
  11421. // console.log( '*FRAGMENT*', fragmentGlsl );
  11422. var glVertexShader = WebGLShader( gl, 35633, vertexGlsl );
  11423. var glFragmentShader = WebGLShader( gl, 35632, fragmentGlsl );
  11424. gl.attachShader( program, glVertexShader );
  11425. gl.attachShader( program, glFragmentShader );
  11426. // Force a particular attribute to index 0.
  11427. if ( parameters.index0AttributeName !== undefined ) {
  11428. gl.bindAttribLocation( program, 0, parameters.index0AttributeName );
  11429. } else if ( parameters.morphTargets === true ) {
  11430. // programs with morphTargets displace position out of attribute 0
  11431. gl.bindAttribLocation( program, 0, 'position' );
  11432. }
  11433. gl.linkProgram( program );
  11434. // check for link errors
  11435. if ( renderer.debug.checkShaderErrors ) {
  11436. var programLog = gl.getProgramInfoLog( program ).trim();
  11437. var vertexLog = gl.getShaderInfoLog( glVertexShader ).trim();
  11438. var fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim();
  11439. var runnable = true;
  11440. var haveDiagnostics = true;
  11441. if ( gl.getProgramParameter( program, 35714 ) === false ) {
  11442. runnable = false;
  11443. var vertexErrors = getShaderErrors( gl, glVertexShader, 'vertex' );
  11444. var fragmentErrors = getShaderErrors( gl, glFragmentShader, 'fragment' );
  11445. console.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), '35715', gl.getProgramParameter( program, 35715 ), 'gl.getProgramInfoLog', programLog, vertexErrors, fragmentErrors );
  11446. } else if ( programLog !== '' ) {
  11447. console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog );
  11448. } else if ( vertexLog === '' || fragmentLog === '' ) {
  11449. haveDiagnostics = false;
  11450. }
  11451. if ( haveDiagnostics ) {
  11452. this.diagnostics = {
  11453. runnable: runnable,
  11454. programLog: programLog,
  11455. vertexShader: {
  11456. log: vertexLog,
  11457. prefix: prefixVertex
  11458. },
  11459. fragmentShader: {
  11460. log: fragmentLog,
  11461. prefix: prefixFragment
  11462. }
  11463. };
  11464. }
  11465. }
  11466. // Clean up
  11467. // Crashes in iOS9 and iOS10. #18402
  11468. // gl.detachShader( program, glVertexShader );
  11469. // gl.detachShader( program, glFragmentShader );
  11470. gl.deleteShader( glVertexShader );
  11471. gl.deleteShader( glFragmentShader );
  11472. // set up caching for uniform locations
  11473. var cachedUniforms;
  11474. this.getUniforms = function () {
  11475. if ( cachedUniforms === undefined ) {
  11476. cachedUniforms = new WebGLUniforms( gl, program );
  11477. }
  11478. return cachedUniforms;
  11479. };
  11480. // set up caching for attribute locations
  11481. var cachedAttributes;
  11482. this.getAttributes = function () {
  11483. if ( cachedAttributes === undefined ) {
  11484. cachedAttributes = fetchAttributeLocations( gl, program );
  11485. }
  11486. return cachedAttributes;
  11487. };
  11488. // free resource
  11489. this.destroy = function () {
  11490. bindingStates.releaseStatesOfProgram( this );
  11491. gl.deleteProgram( program );
  11492. this.program = undefined;
  11493. };
  11494. //
  11495. this.name = parameters.shaderName;
  11496. this.id = programIdCount ++;
  11497. this.cacheKey = cacheKey;
  11498. this.usedTimes = 1;
  11499. this.program = program;
  11500. this.vertexShader = glVertexShader;
  11501. this.fragmentShader = glFragmentShader;
  11502. return this;
  11503. }
  11504. /**
  11505. * @author mrdoob / http://mrdoob.com/
  11506. */
  11507. function WebGLPrograms( renderer, extensions, capabilities, bindingStates ) {
  11508. var programs = [];
  11509. var isWebGL2 = capabilities.isWebGL2;
  11510. var logarithmicDepthBuffer = capabilities.logarithmicDepthBuffer;
  11511. var floatVertexTextures = capabilities.floatVertexTextures;
  11512. var maxVertexUniforms = capabilities.maxVertexUniforms;
  11513. var vertexTextures = capabilities.vertexTextures;
  11514. var precision = capabilities.precision;
  11515. var shaderIDs = {
  11516. MeshDepthMaterial: 'depth',
  11517. MeshDistanceMaterial: 'distanceRGBA',
  11518. MeshNormalMaterial: 'normal',
  11519. MeshBasicMaterial: 'basic',
  11520. MeshLambertMaterial: 'lambert',
  11521. MeshPhongMaterial: 'phong',
  11522. MeshToonMaterial: 'toon',
  11523. MeshStandardMaterial: 'physical',
  11524. MeshPhysicalMaterial: 'physical',
  11525. MeshMatcapMaterial: 'matcap',
  11526. LineBasicMaterial: 'basic',
  11527. LineDashedMaterial: 'dashed',
  11528. PointsMaterial: 'points',
  11529. ShadowMaterial: 'shadow',
  11530. SpriteMaterial: 'sprite'
  11531. };
  11532. var parameterNames = [
  11533. "precision", "isWebGL2", "supportsVertexTextures", "outputEncoding", "instancing",
  11534. "map", "mapEncoding", "matcap", "matcapEncoding", "envMap", "envMapMode", "envMapEncoding", "envMapCubeUV",
  11535. "lightMap", "lightMapEncoding", "aoMap", "emissiveMap", "emissiveMapEncoding", "bumpMap", "normalMap", "objectSpaceNormalMap", "tangentSpaceNormalMap", "clearcoatMap", "clearcoatRoughnessMap", "clearcoatNormalMap", "displacementMap", "specularMap",
  11536. "roughnessMap", "metalnessMap", "gradientMap",
  11537. "alphaMap", "combine", "vertexColors", "vertexTangents", "vertexUvs", "uvsVertexOnly", "fog", "useFog", "fogExp2",
  11538. "flatShading", "sizeAttenuation", "logarithmicDepthBuffer", "skinning",
  11539. "maxBones", "useVertexTexture", "morphTargets", "morphNormals",
  11540. "maxMorphTargets", "maxMorphNormals", "premultipliedAlpha",
  11541. "numDirLights", "numPointLights", "numSpotLights", "numHemiLights", "numRectAreaLights",
  11542. "numDirLightShadows", "numPointLightShadows", "numSpotLightShadows",
  11543. "shadowMapEnabled", "shadowMapType", "toneMapping", 'physicallyCorrectLights',
  11544. "alphaTest", "doubleSided", "flipSided", "numClippingPlanes", "numClipIntersection", "depthPacking", "dithering",
  11545. "sheen", "transmissionMap"
  11546. ];
  11547. function allocateBones( object ) {
  11548. var skeleton = object.skeleton;
  11549. var bones = skeleton.bones;
  11550. if ( floatVertexTextures ) {
  11551. return 1024;
  11552. } else {
  11553. // default for when object is not specified
  11554. // ( for example when prebuilding shader to be used with multiple objects )
  11555. //
  11556. // - leave some extra space for other uniforms
  11557. // - limit here is ANGLE's 254 max uniform vectors
  11558. // (up to 54 should be safe)
  11559. var nVertexUniforms = maxVertexUniforms;
  11560. var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
  11561. var maxBones = Math.min( nVertexMatrices, bones.length );
  11562. if ( maxBones < bones.length ) {
  11563. console.warn( 'THREE.WebGLRenderer: Skeleton has ' + bones.length + ' bones. This GPU supports ' + maxBones + '.' );
  11564. return 0;
  11565. }
  11566. return maxBones;
  11567. }
  11568. }
  11569. function getTextureEncodingFromMap( map ) {
  11570. var encoding;
  11571. if ( ! map ) {
  11572. encoding = LinearEncoding;
  11573. } else if ( map.isTexture ) {
  11574. encoding = map.encoding;
  11575. } else if ( map.isWebGLRenderTarget ) {
  11576. console.warn( "THREE.WebGLPrograms.getTextureEncodingFromMap: don't use render targets as textures. Use their .texture property instead." );
  11577. encoding = map.texture.encoding;
  11578. }
  11579. return encoding;
  11580. }
  11581. function getParameters( material, lights, shadows, scene, nClipPlanes, nClipIntersection, object ) {
  11582. var fog = scene.fog;
  11583. var environment = material.isMeshStandardMaterial ? scene.environment : null;
  11584. var envMap = material.envMap || environment;
  11585. var shaderID = shaderIDs[ material.type ];
  11586. // heuristics to create shader parameters according to lights in the scene
  11587. // (not to blow over maxLights budget)
  11588. var maxBones = object.isSkinnedMesh ? allocateBones( object ) : 0;
  11589. if ( material.precision !== null ) {
  11590. precision = capabilities.getMaxPrecision( material.precision );
  11591. if ( precision !== material.precision ) {
  11592. console.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' );
  11593. }
  11594. }
  11595. var vertexShader, fragmentShader;
  11596. if ( shaderID ) {
  11597. var shader = ShaderLib[ shaderID ];
  11598. vertexShader = shader.vertexShader;
  11599. fragmentShader = shader.fragmentShader;
  11600. } else {
  11601. vertexShader = material.vertexShader;
  11602. fragmentShader = material.fragmentShader;
  11603. }
  11604. var currentRenderTarget = renderer.getRenderTarget();
  11605. var parameters = {
  11606. isWebGL2: isWebGL2,
  11607. shaderID: shaderID,
  11608. shaderName: material.name || material.type,
  11609. vertexShader: vertexShader,
  11610. fragmentShader: fragmentShader,
  11611. defines: material.defines,
  11612. isRawShaderMaterial: material.isRawShaderMaterial,
  11613. isShaderMaterial: material.isShaderMaterial,
  11614. precision: precision,
  11615. instancing: object.isInstancedMesh === true,
  11616. supportsVertexTextures: vertexTextures,
  11617. outputEncoding: ( currentRenderTarget !== null ) ? getTextureEncodingFromMap( currentRenderTarget.texture ) : renderer.outputEncoding,
  11618. map: !! material.map,
  11619. mapEncoding: getTextureEncodingFromMap( material.map ),
  11620. matcap: !! material.matcap,
  11621. matcapEncoding: getTextureEncodingFromMap( material.matcap ),
  11622. envMap: !! envMap,
  11623. envMapMode: envMap && envMap.mapping,
  11624. envMapEncoding: getTextureEncodingFromMap( envMap ),
  11625. envMapCubeUV: ( !! envMap ) && ( ( envMap.mapping === CubeUVReflectionMapping ) || ( envMap.mapping === CubeUVRefractionMapping ) ),
  11626. lightMap: !! material.lightMap,
  11627. lightMapEncoding: getTextureEncodingFromMap( material.lightMap ),
  11628. aoMap: !! material.aoMap,
  11629. emissiveMap: !! material.emissiveMap,
  11630. emissiveMapEncoding: getTextureEncodingFromMap( material.emissiveMap ),
  11631. bumpMap: !! material.bumpMap,
  11632. normalMap: !! material.normalMap,
  11633. objectSpaceNormalMap: material.normalMapType === ObjectSpaceNormalMap,
  11634. tangentSpaceNormalMap: material.normalMapType === TangentSpaceNormalMap,
  11635. clearcoatMap: !! material.clearcoatMap,
  11636. clearcoatRoughnessMap: !! material.clearcoatRoughnessMap,
  11637. clearcoatNormalMap: !! material.clearcoatNormalMap,
  11638. displacementMap: !! material.displacementMap,
  11639. roughnessMap: !! material.roughnessMap,
  11640. metalnessMap: !! material.metalnessMap,
  11641. specularMap: !! material.specularMap,
  11642. alphaMap: !! material.alphaMap,
  11643. gradientMap: !! material.gradientMap,
  11644. sheen: !! material.sheen,
  11645. transmissionMap: !! material.transmissionMap,
  11646. combine: material.combine,
  11647. vertexTangents: ( material.normalMap && material.vertexTangents ),
  11648. vertexColors: material.vertexColors,
  11649. vertexUvs: !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatMap || !! material.clearcoatRoughnessMap || !! material.clearcoatNormalMap || !! material.displacementMap || !! material.transmissionMap,
  11650. uvsVertexOnly: ! ( !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatNormalMap || !! material.transmissionMap ) && !! material.displacementMap,
  11651. fog: !! fog,
  11652. useFog: material.fog,
  11653. fogExp2: ( fog && fog.isFogExp2 ),
  11654. flatShading: material.flatShading,
  11655. sizeAttenuation: material.sizeAttenuation,
  11656. logarithmicDepthBuffer: logarithmicDepthBuffer,
  11657. skinning: material.skinning && maxBones > 0,
  11658. maxBones: maxBones,
  11659. useVertexTexture: floatVertexTextures,
  11660. morphTargets: material.morphTargets,
  11661. morphNormals: material.morphNormals,
  11662. maxMorphTargets: renderer.maxMorphTargets,
  11663. maxMorphNormals: renderer.maxMorphNormals,
  11664. numDirLights: lights.directional.length,
  11665. numPointLights: lights.point.length,
  11666. numSpotLights: lights.spot.length,
  11667. numRectAreaLights: lights.rectArea.length,
  11668. numHemiLights: lights.hemi.length,
  11669. numDirLightShadows: lights.directionalShadowMap.length,
  11670. numPointLightShadows: lights.pointShadowMap.length,
  11671. numSpotLightShadows: lights.spotShadowMap.length,
  11672. numClippingPlanes: nClipPlanes,
  11673. numClipIntersection: nClipIntersection,
  11674. dithering: material.dithering,
  11675. shadowMapEnabled: renderer.shadowMap.enabled && shadows.length > 0,
  11676. shadowMapType: renderer.shadowMap.type,
  11677. toneMapping: material.toneMapped ? renderer.toneMapping : NoToneMapping,
  11678. physicallyCorrectLights: renderer.physicallyCorrectLights,
  11679. premultipliedAlpha: material.premultipliedAlpha,
  11680. alphaTest: material.alphaTest,
  11681. doubleSided: material.side === DoubleSide,
  11682. flipSided: material.side === BackSide,
  11683. depthPacking: ( material.depthPacking !== undefined ) ? material.depthPacking : false,
  11684. index0AttributeName: material.index0AttributeName,
  11685. extensionDerivatives: material.extensions && material.extensions.derivatives,
  11686. extensionFragDepth: material.extensions && material.extensions.fragDepth,
  11687. extensionDrawBuffers: material.extensions && material.extensions.drawBuffers,
  11688. extensionShaderTextureLOD: material.extensions && material.extensions.shaderTextureLOD,
  11689. rendererExtensionFragDepth: isWebGL2 || extensions.get( 'EXT_frag_depth' ) !== null,
  11690. rendererExtensionDrawBuffers: isWebGL2 || extensions.get( 'WEBGL_draw_buffers' ) !== null,
  11691. rendererExtensionShaderTextureLod: isWebGL2 || extensions.get( 'EXT_shader_texture_lod' ) !== null,
  11692. customProgramCacheKey: material.customProgramCacheKey()
  11693. };
  11694. return parameters;
  11695. }
  11696. function getProgramCacheKey( parameters ) {
  11697. var array = [];
  11698. if ( parameters.shaderID ) {
  11699. array.push( parameters.shaderID );
  11700. } else {
  11701. array.push( parameters.fragmentShader );
  11702. array.push( parameters.vertexShader );
  11703. }
  11704. if ( parameters.defines !== undefined ) {
  11705. for ( var name in parameters.defines ) {
  11706. array.push( name );
  11707. array.push( parameters.defines[ name ] );
  11708. }
  11709. }
  11710. if ( parameters.isRawShaderMaterial === undefined ) {
  11711. for ( var i = 0; i < parameterNames.length; i ++ ) {
  11712. array.push( parameters[ parameterNames[ i ] ] );
  11713. }
  11714. array.push( renderer.outputEncoding );
  11715. array.push( renderer.gammaFactor );
  11716. }
  11717. array.push( parameters.customProgramCacheKey );
  11718. return array.join();
  11719. }
  11720. function getUniforms( material ) {
  11721. var shaderID = shaderIDs[ material.type ];
  11722. var uniforms;
  11723. if ( shaderID ) {
  11724. var shader = ShaderLib[ shaderID ];
  11725. uniforms = UniformsUtils.clone( shader.uniforms );
  11726. } else {
  11727. uniforms = material.uniforms;
  11728. }
  11729. return uniforms;
  11730. }
  11731. function acquireProgram( parameters, cacheKey ) {
  11732. var program;
  11733. // Check if code has been already compiled
  11734. for ( var p = 0, pl = programs.length; p < pl; p ++ ) {
  11735. var preexistingProgram = programs[ p ];
  11736. if ( preexistingProgram.cacheKey === cacheKey ) {
  11737. program = preexistingProgram;
  11738. ++ program.usedTimes;
  11739. break;
  11740. }
  11741. }
  11742. if ( program === undefined ) {
  11743. program = new WebGLProgram( renderer, cacheKey, parameters, bindingStates );
  11744. programs.push( program );
  11745. }
  11746. return program;
  11747. }
  11748. function releaseProgram( program ) {
  11749. if ( -- program.usedTimes === 0 ) {
  11750. // Remove from unordered set
  11751. var i = programs.indexOf( program );
  11752. programs[ i ] = programs[ programs.length - 1 ];
  11753. programs.pop();
  11754. // Free WebGL resources
  11755. program.destroy();
  11756. }
  11757. }
  11758. return {
  11759. getParameters: getParameters,
  11760. getProgramCacheKey: getProgramCacheKey,
  11761. getUniforms: getUniforms,
  11762. acquireProgram: acquireProgram,
  11763. releaseProgram: releaseProgram,
  11764. // Exposed for resource monitoring & error feedback via renderer.info:
  11765. programs: programs
  11766. };
  11767. }
  11768. /**
  11769. * @author fordacious / fordacious.github.io
  11770. */
  11771. function WebGLProperties() {
  11772. var properties = new WeakMap();
  11773. function get( object ) {
  11774. var map = properties.get( object );
  11775. if ( map === undefined ) {
  11776. map = {};
  11777. properties.set( object, map );
  11778. }
  11779. return map;
  11780. }
  11781. function remove( object ) {
  11782. properties.delete( object );
  11783. }
  11784. function update( object, key, value ) {
  11785. properties.get( object )[ key ] = value;
  11786. }
  11787. function dispose() {
  11788. properties = new WeakMap();
  11789. }
  11790. return {
  11791. get: get,
  11792. remove: remove,
  11793. update: update,
  11794. dispose: dispose
  11795. };
  11796. }
  11797. /**
  11798. * @author mrdoob / http://mrdoob.com/
  11799. */
  11800. function painterSortStable( a, b ) {
  11801. if ( a.groupOrder !== b.groupOrder ) {
  11802. return a.groupOrder - b.groupOrder;
  11803. } else if ( a.renderOrder !== b.renderOrder ) {
  11804. return a.renderOrder - b.renderOrder;
  11805. } else if ( a.program !== b.program ) {
  11806. return a.program.id - b.program.id;
  11807. } else if ( a.material.id !== b.material.id ) {
  11808. return a.material.id - b.material.id;
  11809. } else if ( a.z !== b.z ) {
  11810. return a.z - b.z;
  11811. } else {
  11812. return a.id - b.id;
  11813. }
  11814. }
  11815. function reversePainterSortStable( a, b ) {
  11816. if ( a.groupOrder !== b.groupOrder ) {
  11817. return a.groupOrder - b.groupOrder;
  11818. } else if ( a.renderOrder !== b.renderOrder ) {
  11819. return a.renderOrder - b.renderOrder;
  11820. } else if ( a.z !== b.z ) {
  11821. return b.z - a.z;
  11822. } else {
  11823. return a.id - b.id;
  11824. }
  11825. }
  11826. function WebGLRenderList( properties ) {
  11827. var renderItems = [];
  11828. var renderItemsIndex = 0;
  11829. var opaque = [];
  11830. var transparent = [];
  11831. var defaultProgram = { id: - 1 };
  11832. function init() {
  11833. renderItemsIndex = 0;
  11834. opaque.length = 0;
  11835. transparent.length = 0;
  11836. }
  11837. function getNextRenderItem( object, geometry, material, groupOrder, z, group ) {
  11838. var renderItem = renderItems[ renderItemsIndex ];
  11839. var materialProperties = properties.get( material );
  11840. if ( renderItem === undefined ) {
  11841. renderItem = {
  11842. id: object.id,
  11843. object: object,
  11844. geometry: geometry,
  11845. material: material,
  11846. program: materialProperties.program || defaultProgram,
  11847. groupOrder: groupOrder,
  11848. renderOrder: object.renderOrder,
  11849. z: z,
  11850. group: group
  11851. };
  11852. renderItems[ renderItemsIndex ] = renderItem;
  11853. } else {
  11854. renderItem.id = object.id;
  11855. renderItem.object = object;
  11856. renderItem.geometry = geometry;
  11857. renderItem.material = material;
  11858. renderItem.program = materialProperties.program || defaultProgram;
  11859. renderItem.groupOrder = groupOrder;
  11860. renderItem.renderOrder = object.renderOrder;
  11861. renderItem.z = z;
  11862. renderItem.group = group;
  11863. }
  11864. renderItemsIndex ++;
  11865. return renderItem;
  11866. }
  11867. function push( object, geometry, material, groupOrder, z, group ) {
  11868. var renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );
  11869. ( material.transparent === true ? transparent : opaque ).push( renderItem );
  11870. }
  11871. function unshift( object, geometry, material, groupOrder, z, group ) {
  11872. var renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );
  11873. ( material.transparent === true ? transparent : opaque ).unshift( renderItem );
  11874. }
  11875. function sort( customOpaqueSort, customTransparentSort ) {
  11876. if ( opaque.length > 1 ) { opaque.sort( customOpaqueSort || painterSortStable ); }
  11877. if ( transparent.length > 1 ) { transparent.sort( customTransparentSort || reversePainterSortStable ); }
  11878. }
  11879. function finish() {
  11880. // Clear references from inactive renderItems in the list
  11881. for ( var i = renderItemsIndex, il = renderItems.length; i < il; i ++ ) {
  11882. var renderItem = renderItems[ i ];
  11883. if ( renderItem.id === null ) { break; }
  11884. renderItem.id = null;
  11885. renderItem.object = null;
  11886. renderItem.geometry = null;
  11887. renderItem.material = null;
  11888. renderItem.program = null;
  11889. renderItem.group = null;
  11890. }
  11891. }
  11892. return {
  11893. opaque: opaque,
  11894. transparent: transparent,
  11895. init: init,
  11896. push: push,
  11897. unshift: unshift,
  11898. finish: finish,
  11899. sort: sort
  11900. };
  11901. }
  11902. function WebGLRenderLists( properties ) {
  11903. var lists = new WeakMap();
  11904. function onSceneDispose( event ) {
  11905. var scene = event.target;
  11906. scene.removeEventListener( 'dispose', onSceneDispose );
  11907. lists.delete( scene );
  11908. }
  11909. function get( scene, camera ) {
  11910. var cameras = lists.get( scene );
  11911. var list;
  11912. if ( cameras === undefined ) {
  11913. list = new WebGLRenderList( properties );
  11914. lists.set( scene, new WeakMap() );
  11915. lists.get( scene ).set( camera, list );
  11916. scene.addEventListener( 'dispose', onSceneDispose );
  11917. } else {
  11918. list = cameras.get( camera );
  11919. if ( list === undefined ) {
  11920. list = new WebGLRenderList( properties );
  11921. cameras.set( camera, list );
  11922. }
  11923. }
  11924. return list;
  11925. }
  11926. function dispose() {
  11927. lists = new WeakMap();
  11928. }
  11929. return {
  11930. get: get,
  11931. dispose: dispose
  11932. };
  11933. }
  11934. /**
  11935. * @author mrdoob / http://mrdoob.com/
  11936. */
  11937. function UniformsCache() {
  11938. var lights = {};
  11939. return {
  11940. get: function ( light ) {
  11941. if ( lights[ light.id ] !== undefined ) {
  11942. return lights[ light.id ];
  11943. }
  11944. var uniforms;
  11945. switch ( light.type ) {
  11946. case 'DirectionalLight':
  11947. uniforms = {
  11948. direction: new Vector3(),
  11949. color: new Color()
  11950. };
  11951. break;
  11952. case 'SpotLight':
  11953. uniforms = {
  11954. position: new Vector3(),
  11955. direction: new Vector3(),
  11956. color: new Color(),
  11957. distance: 0,
  11958. coneCos: 0,
  11959. penumbraCos: 0,
  11960. decay: 0
  11961. };
  11962. break;
  11963. case 'PointLight':
  11964. uniforms = {
  11965. position: new Vector3(),
  11966. color: new Color(),
  11967. distance: 0,
  11968. decay: 0
  11969. };
  11970. break;
  11971. case 'HemisphereLight':
  11972. uniforms = {
  11973. direction: new Vector3(),
  11974. skyColor: new Color(),
  11975. groundColor: new Color()
  11976. };
  11977. break;
  11978. case 'RectAreaLight':
  11979. uniforms = {
  11980. color: new Color(),
  11981. position: new Vector3(),
  11982. halfWidth: new Vector3(),
  11983. halfHeight: new Vector3()
  11984. };
  11985. break;
  11986. }
  11987. lights[ light.id ] = uniforms;
  11988. return uniforms;
  11989. }
  11990. };
  11991. }
  11992. function ShadowUniformsCache() {
  11993. var lights = {};
  11994. return {
  11995. get: function ( light ) {
  11996. if ( lights[ light.id ] !== undefined ) {
  11997. return lights[ light.id ];
  11998. }
  11999. var uniforms;
  12000. switch ( light.type ) {
  12001. case 'DirectionalLight':
  12002. uniforms = {
  12003. shadowBias: 0,
  12004. shadowNormalBias: 0,
  12005. shadowRadius: 1,
  12006. shadowMapSize: new Vector2()
  12007. };
  12008. break;
  12009. case 'SpotLight':
  12010. uniforms = {
  12011. shadowBias: 0,
  12012. shadowNormalBias: 0,
  12013. shadowRadius: 1,
  12014. shadowMapSize: new Vector2()
  12015. };
  12016. break;
  12017. case 'PointLight':
  12018. uniforms = {
  12019. shadowBias: 0,
  12020. shadowNormalBias: 0,
  12021. shadowRadius: 1,
  12022. shadowMapSize: new Vector2(),
  12023. shadowCameraNear: 1,
  12024. shadowCameraFar: 1000
  12025. };
  12026. break;
  12027. // TODO (abelnation): set RectAreaLight shadow uniforms
  12028. }
  12029. lights[ light.id ] = uniforms;
  12030. return uniforms;
  12031. }
  12032. };
  12033. }
  12034. var nextVersion = 0;
  12035. function shadowCastingLightsFirst( lightA, lightB ) {
  12036. return ( lightB.castShadow ? 1 : 0 ) - ( lightA.castShadow ? 1 : 0 );
  12037. }
  12038. function WebGLLights() {
  12039. var cache = new UniformsCache();
  12040. var shadowCache = ShadowUniformsCache();
  12041. var state = {
  12042. version: 0,
  12043. hash: {
  12044. directionalLength: - 1,
  12045. pointLength: - 1,
  12046. spotLength: - 1,
  12047. rectAreaLength: - 1,
  12048. hemiLength: - 1,
  12049. numDirectionalShadows: - 1,
  12050. numPointShadows: - 1,
  12051. numSpotShadows: - 1
  12052. },
  12053. ambient: [ 0, 0, 0 ],
  12054. probe: [],
  12055. directional: [],
  12056. directionalShadow: [],
  12057. directionalShadowMap: [],
  12058. directionalShadowMatrix: [],
  12059. spot: [],
  12060. spotShadow: [],
  12061. spotShadowMap: [],
  12062. spotShadowMatrix: [],
  12063. rectArea: [],
  12064. point: [],
  12065. pointShadow: [],
  12066. pointShadowMap: [],
  12067. pointShadowMatrix: [],
  12068. hemi: []
  12069. };
  12070. for ( var i = 0; i < 9; i ++ ) { state.probe.push( new Vector3() ); }
  12071. var vector3 = new Vector3();
  12072. var matrix4 = new Matrix4();
  12073. var matrix42 = new Matrix4();
  12074. function setup( lights, shadows, camera ) {
  12075. var r = 0, g = 0, b = 0;
  12076. for ( var i = 0; i < 9; i ++ ) { state.probe[ i ].set( 0, 0, 0 ); }
  12077. var directionalLength = 0;
  12078. var pointLength = 0;
  12079. var spotLength = 0;
  12080. var rectAreaLength = 0;
  12081. var hemiLength = 0;
  12082. var numDirectionalShadows = 0;
  12083. var numPointShadows = 0;
  12084. var numSpotShadows = 0;
  12085. var viewMatrix = camera.matrixWorldInverse;
  12086. lights.sort( shadowCastingLightsFirst );
  12087. for ( var i$1 = 0, l = lights.length; i$1 < l; i$1 ++ ) {
  12088. var light = lights[ i$1 ];
  12089. var color = light.color;
  12090. var intensity = light.intensity;
  12091. var distance = light.distance;
  12092. var shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;
  12093. if ( light.isAmbientLight ) {
  12094. r += color.r * intensity;
  12095. g += color.g * intensity;
  12096. b += color.b * intensity;
  12097. } else if ( light.isLightProbe ) {
  12098. for ( var j = 0; j < 9; j ++ ) {
  12099. state.probe[ j ].addScaledVector( light.sh.coefficients[ j ], intensity );
  12100. }
  12101. } else if ( light.isDirectionalLight ) {
  12102. var uniforms = cache.get( light );
  12103. uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
  12104. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  12105. vector3.setFromMatrixPosition( light.target.matrixWorld );
  12106. uniforms.direction.sub( vector3 );
  12107. uniforms.direction.transformDirection( viewMatrix );
  12108. if ( light.castShadow ) {
  12109. var shadow = light.shadow;
  12110. var shadowUniforms = shadowCache.get( light );
  12111. shadowUniforms.shadowBias = shadow.bias;
  12112. shadowUniforms.shadowNormalBias = shadow.normalBias;
  12113. shadowUniforms.shadowRadius = shadow.radius;
  12114. shadowUniforms.shadowMapSize = shadow.mapSize;
  12115. state.directionalShadow[ directionalLength ] = shadowUniforms;
  12116. state.directionalShadowMap[ directionalLength ] = shadowMap;
  12117. state.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;
  12118. numDirectionalShadows ++;
  12119. }
  12120. state.directional[ directionalLength ] = uniforms;
  12121. directionalLength ++;
  12122. } else if ( light.isSpotLight ) {
  12123. var uniforms$1 = cache.get( light );
  12124. uniforms$1.position.setFromMatrixPosition( light.matrixWorld );
  12125. uniforms$1.position.applyMatrix4( viewMatrix );
  12126. uniforms$1.color.copy( color ).multiplyScalar( intensity );
  12127. uniforms$1.distance = distance;
  12128. uniforms$1.direction.setFromMatrixPosition( light.matrixWorld );
  12129. vector3.setFromMatrixPosition( light.target.matrixWorld );
  12130. uniforms$1.direction.sub( vector3 );
  12131. uniforms$1.direction.transformDirection( viewMatrix );
  12132. uniforms$1.coneCos = Math.cos( light.angle );
  12133. uniforms$1.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );
  12134. uniforms$1.decay = light.decay;
  12135. if ( light.castShadow ) {
  12136. var shadow$1 = light.shadow;
  12137. var shadowUniforms$1 = shadowCache.get( light );
  12138. shadowUniforms$1.shadowBias = shadow$1.bias;
  12139. shadowUniforms$1.shadowNormalBias = shadow$1.normalBias;
  12140. shadowUniforms$1.shadowRadius = shadow$1.radius;
  12141. shadowUniforms$1.shadowMapSize = shadow$1.mapSize;
  12142. state.spotShadow[ spotLength ] = shadowUniforms$1;
  12143. state.spotShadowMap[ spotLength ] = shadowMap;
  12144. state.spotShadowMatrix[ spotLength ] = light.shadow.matrix;
  12145. numSpotShadows ++;
  12146. }
  12147. state.spot[ spotLength ] = uniforms$1;
  12148. spotLength ++;
  12149. } else if ( light.isRectAreaLight ) {
  12150. var uniforms$2 = cache.get( light );
  12151. // (a) intensity is the total visible light emitted
  12152. //uniforms.color.copy( color ).multiplyScalar( intensity / ( light.width * light.height * Math.PI ) );
  12153. // (b) intensity is the brightness of the light
  12154. uniforms$2.color.copy( color ).multiplyScalar( intensity );
  12155. uniforms$2.position.setFromMatrixPosition( light.matrixWorld );
  12156. uniforms$2.position.applyMatrix4( viewMatrix );
  12157. // extract local rotation of light to derive width/height half vectors
  12158. matrix42.identity();
  12159. matrix4.copy( light.matrixWorld );
  12160. matrix4.premultiply( viewMatrix );
  12161. matrix42.extractRotation( matrix4 );
  12162. uniforms$2.halfWidth.set( light.width * 0.5, 0.0, 0.0 );
  12163. uniforms$2.halfHeight.set( 0.0, light.height * 0.5, 0.0 );
  12164. uniforms$2.halfWidth.applyMatrix4( matrix42 );
  12165. uniforms$2.halfHeight.applyMatrix4( matrix42 );
  12166. // TODO (abelnation): RectAreaLight distance?
  12167. // uniforms.distance = distance;
  12168. state.rectArea[ rectAreaLength ] = uniforms$2;
  12169. rectAreaLength ++;
  12170. } else if ( light.isPointLight ) {
  12171. var uniforms$3 = cache.get( light );
  12172. uniforms$3.position.setFromMatrixPosition( light.matrixWorld );
  12173. uniforms$3.position.applyMatrix4( viewMatrix );
  12174. uniforms$3.color.copy( light.color ).multiplyScalar( light.intensity );
  12175. uniforms$3.distance = light.distance;
  12176. uniforms$3.decay = light.decay;
  12177. if ( light.castShadow ) {
  12178. var shadow$2 = light.shadow;
  12179. var shadowUniforms$2 = shadowCache.get( light );
  12180. shadowUniforms$2.shadowBias = shadow$2.bias;
  12181. shadowUniforms$2.shadowNormalBias = shadow$2.normalBias;
  12182. shadowUniforms$2.shadowRadius = shadow$2.radius;
  12183. shadowUniforms$2.shadowMapSize = shadow$2.mapSize;
  12184. shadowUniforms$2.shadowCameraNear = shadow$2.camera.near;
  12185. shadowUniforms$2.shadowCameraFar = shadow$2.camera.far;
  12186. state.pointShadow[ pointLength ] = shadowUniforms$2;
  12187. state.pointShadowMap[ pointLength ] = shadowMap;
  12188. state.pointShadowMatrix[ pointLength ] = light.shadow.matrix;
  12189. numPointShadows ++;
  12190. }
  12191. state.point[ pointLength ] = uniforms$3;
  12192. pointLength ++;
  12193. } else if ( light.isHemisphereLight ) {
  12194. var uniforms$4 = cache.get( light );
  12195. uniforms$4.direction.setFromMatrixPosition( light.matrixWorld );
  12196. uniforms$4.direction.transformDirection( viewMatrix );
  12197. uniforms$4.direction.normalize();
  12198. uniforms$4.skyColor.copy( light.color ).multiplyScalar( intensity );
  12199. uniforms$4.groundColor.copy( light.groundColor ).multiplyScalar( intensity );
  12200. state.hemi[ hemiLength ] = uniforms$4;
  12201. hemiLength ++;
  12202. }
  12203. }
  12204. state.ambient[ 0 ] = r;
  12205. state.ambient[ 1 ] = g;
  12206. state.ambient[ 2 ] = b;
  12207. var hash = state.hash;
  12208. if ( hash.directionalLength !== directionalLength ||
  12209. hash.pointLength !== pointLength ||
  12210. hash.spotLength !== spotLength ||
  12211. hash.rectAreaLength !== rectAreaLength ||
  12212. hash.hemiLength !== hemiLength ||
  12213. hash.numDirectionalShadows !== numDirectionalShadows ||
  12214. hash.numPointShadows !== numPointShadows ||
  12215. hash.numSpotShadows !== numSpotShadows ) {
  12216. state.directional.length = directionalLength;
  12217. state.spot.length = spotLength;
  12218. state.rectArea.length = rectAreaLength;
  12219. state.point.length = pointLength;
  12220. state.hemi.length = hemiLength;
  12221. state.directionalShadow.length = numDirectionalShadows;
  12222. state.directionalShadowMap.length = numDirectionalShadows;
  12223. state.pointShadow.length = numPointShadows;
  12224. state.pointShadowMap.length = numPointShadows;
  12225. state.spotShadow.length = numSpotShadows;
  12226. state.spotShadowMap.length = numSpotShadows;
  12227. state.directionalShadowMatrix.length = numDirectionalShadows;
  12228. state.pointShadowMatrix.length = numPointShadows;
  12229. state.spotShadowMatrix.length = numSpotShadows;
  12230. hash.directionalLength = directionalLength;
  12231. hash.pointLength = pointLength;
  12232. hash.spotLength = spotLength;
  12233. hash.rectAreaLength = rectAreaLength;
  12234. hash.hemiLength = hemiLength;
  12235. hash.numDirectionalShadows = numDirectionalShadows;
  12236. hash.numPointShadows = numPointShadows;
  12237. hash.numSpotShadows = numSpotShadows;
  12238. state.version = nextVersion ++;
  12239. }
  12240. }
  12241. return {
  12242. setup: setup,
  12243. state: state
  12244. };
  12245. }
  12246. /**
  12247. * @author Mugen87 / https://github.com/Mugen87
  12248. */
  12249. function WebGLRenderState() {
  12250. var lights = new WebGLLights();
  12251. var lightsArray = [];
  12252. var shadowsArray = [];
  12253. function init() {
  12254. lightsArray.length = 0;
  12255. shadowsArray.length = 0;
  12256. }
  12257. function pushLight( light ) {
  12258. lightsArray.push( light );
  12259. }
  12260. function pushShadow( shadowLight ) {
  12261. shadowsArray.push( shadowLight );
  12262. }
  12263. function setupLights( camera ) {
  12264. lights.setup( lightsArray, shadowsArray, camera );
  12265. }
  12266. var state = {
  12267. lightsArray: lightsArray,
  12268. shadowsArray: shadowsArray,
  12269. lights: lights
  12270. };
  12271. return {
  12272. init: init,
  12273. state: state,
  12274. setupLights: setupLights,
  12275. pushLight: pushLight,
  12276. pushShadow: pushShadow
  12277. };
  12278. }
  12279. function WebGLRenderStates() {
  12280. var renderStates = new WeakMap();
  12281. function onSceneDispose( event ) {
  12282. var scene = event.target;
  12283. scene.removeEventListener( 'dispose', onSceneDispose );
  12284. renderStates.delete( scene );
  12285. }
  12286. function get( scene, camera ) {
  12287. var renderState;
  12288. if ( renderStates.has( scene ) === false ) {
  12289. renderState = new WebGLRenderState();
  12290. renderStates.set( scene, new WeakMap() );
  12291. renderStates.get( scene ).set( camera, renderState );
  12292. scene.addEventListener( 'dispose', onSceneDispose );
  12293. } else {
  12294. if ( renderStates.get( scene ).has( camera ) === false ) {
  12295. renderState = new WebGLRenderState();
  12296. renderStates.get( scene ).set( camera, renderState );
  12297. } else {
  12298. renderState = renderStates.get( scene ).get( camera );
  12299. }
  12300. }
  12301. return renderState;
  12302. }
  12303. function dispose() {
  12304. renderStates = new WeakMap();
  12305. }
  12306. return {
  12307. get: get,
  12308. dispose: dispose
  12309. };
  12310. }
  12311. /**
  12312. * @author mrdoob / http://mrdoob.com/
  12313. * @author alteredq / http://alteredqualia.com/
  12314. * @author bhouston / https://clara.io
  12315. * @author WestLangley / http://github.com/WestLangley
  12316. *
  12317. * parameters = {
  12318. *
  12319. * opacity: <float>,
  12320. *
  12321. * map: new THREE.Texture( <Image> ),
  12322. *
  12323. * alphaMap: new THREE.Texture( <Image> ),
  12324. *
  12325. * displacementMap: new THREE.Texture( <Image> ),
  12326. * displacementScale: <float>,
  12327. * displacementBias: <float>,
  12328. *
  12329. * wireframe: <boolean>,
  12330. * wireframeLinewidth: <float>
  12331. * }
  12332. */
  12333. function MeshDepthMaterial( parameters ) {
  12334. Material.call( this );
  12335. this.type = 'MeshDepthMaterial';
  12336. this.depthPacking = BasicDepthPacking;
  12337. this.skinning = false;
  12338. this.morphTargets = false;
  12339. this.map = null;
  12340. this.alphaMap = null;
  12341. this.displacementMap = null;
  12342. this.displacementScale = 1;
  12343. this.displacementBias = 0;
  12344. this.wireframe = false;
  12345. this.wireframeLinewidth = 1;
  12346. this.fog = false;
  12347. this.setValues( parameters );
  12348. }
  12349. MeshDepthMaterial.prototype = Object.create( Material.prototype );
  12350. MeshDepthMaterial.prototype.constructor = MeshDepthMaterial;
  12351. MeshDepthMaterial.prototype.isMeshDepthMaterial = true;
  12352. MeshDepthMaterial.prototype.copy = function ( source ) {
  12353. Material.prototype.copy.call( this, source );
  12354. this.depthPacking = source.depthPacking;
  12355. this.skinning = source.skinning;
  12356. this.morphTargets = source.morphTargets;
  12357. this.map = source.map;
  12358. this.alphaMap = source.alphaMap;
  12359. this.displacementMap = source.displacementMap;
  12360. this.displacementScale = source.displacementScale;
  12361. this.displacementBias = source.displacementBias;
  12362. this.wireframe = source.wireframe;
  12363. this.wireframeLinewidth = source.wireframeLinewidth;
  12364. return this;
  12365. };
  12366. /**
  12367. * @author WestLangley / http://github.com/WestLangley
  12368. *
  12369. * parameters = {
  12370. *
  12371. * referencePosition: <float>,
  12372. * nearDistance: <float>,
  12373. * farDistance: <float>,
  12374. *
  12375. * skinning: <bool>,
  12376. * morphTargets: <bool>,
  12377. *
  12378. * map: new THREE.Texture( <Image> ),
  12379. *
  12380. * alphaMap: new THREE.Texture( <Image> ),
  12381. *
  12382. * displacementMap: new THREE.Texture( <Image> ),
  12383. * displacementScale: <float>,
  12384. * displacementBias: <float>
  12385. *
  12386. * }
  12387. */
  12388. function MeshDistanceMaterial( parameters ) {
  12389. Material.call( this );
  12390. this.type = 'MeshDistanceMaterial';
  12391. this.referencePosition = new Vector3();
  12392. this.nearDistance = 1;
  12393. this.farDistance = 1000;
  12394. this.skinning = false;
  12395. this.morphTargets = false;
  12396. this.map = null;
  12397. this.alphaMap = null;
  12398. this.displacementMap = null;
  12399. this.displacementScale = 1;
  12400. this.displacementBias = 0;
  12401. this.fog = false;
  12402. this.setValues( parameters );
  12403. }
  12404. MeshDistanceMaterial.prototype = Object.create( Material.prototype );
  12405. MeshDistanceMaterial.prototype.constructor = MeshDistanceMaterial;
  12406. MeshDistanceMaterial.prototype.isMeshDistanceMaterial = true;
  12407. MeshDistanceMaterial.prototype.copy = function ( source ) {
  12408. Material.prototype.copy.call( this, source );
  12409. this.referencePosition.copy( source.referencePosition );
  12410. this.nearDistance = source.nearDistance;
  12411. this.farDistance = source.farDistance;
  12412. this.skinning = source.skinning;
  12413. this.morphTargets = source.morphTargets;
  12414. this.map = source.map;
  12415. this.alphaMap = source.alphaMap;
  12416. this.displacementMap = source.displacementMap;
  12417. this.displacementScale = source.displacementScale;
  12418. this.displacementBias = source.displacementBias;
  12419. return this;
  12420. };
  12421. 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}";
  12422. var vsm_vert = "void main() {\n\tgl_Position = vec4( position, 1.0 );\n}";
  12423. /**
  12424. * @author alteredq / http://alteredqualia.com/
  12425. * @author mrdoob / http://mrdoob.com/
  12426. */
  12427. function WebGLShadowMap( _renderer, _objects, maxTextureSize ) {
  12428. var _frustum = new Frustum();
  12429. var _shadowMapSize = new Vector2(),
  12430. _viewportSize = new Vector2(),
  12431. _viewport = new Vector4(),
  12432. _depthMaterials = [],
  12433. _distanceMaterials = [],
  12434. _materialCache = {};
  12435. var shadowSide = { 0: BackSide, 1: FrontSide, 2: DoubleSide };
  12436. var shadowMaterialVertical = new ShaderMaterial( {
  12437. defines: {
  12438. SAMPLE_RATE: 2.0 / 8.0,
  12439. HALF_SAMPLE_RATE: 1.0 / 8.0
  12440. },
  12441. uniforms: {
  12442. shadow_pass: { value: null },
  12443. resolution: { value: new Vector2() },
  12444. radius: { value: 4.0 }
  12445. },
  12446. vertexShader: vsm_vert,
  12447. fragmentShader: vsm_frag
  12448. } );
  12449. var shadowMaterialHorizonal = shadowMaterialVertical.clone();
  12450. shadowMaterialHorizonal.defines.HORIZONAL_PASS = 1;
  12451. var fullScreenTri = new BufferGeometry();
  12452. fullScreenTri.setAttribute(
  12453. "position",
  12454. new BufferAttribute(
  12455. new Float32Array( [ - 1, - 1, 0.5, 3, - 1, 0.5, - 1, 3, 0.5 ] ),
  12456. 3
  12457. )
  12458. );
  12459. var fullScreenMesh = new Mesh( fullScreenTri, shadowMaterialVertical );
  12460. var scope = this;
  12461. this.enabled = false;
  12462. this.autoUpdate = true;
  12463. this.needsUpdate = false;
  12464. this.type = PCFShadowMap;
  12465. this.render = function ( lights, scene, camera ) {
  12466. if ( scope.enabled === false ) { return; }
  12467. if ( scope.autoUpdate === false && scope.needsUpdate === false ) { return; }
  12468. if ( lights.length === 0 ) { return; }
  12469. var currentRenderTarget = _renderer.getRenderTarget();
  12470. var activeCubeFace = _renderer.getActiveCubeFace();
  12471. var activeMipmapLevel = _renderer.getActiveMipmapLevel();
  12472. var _state = _renderer.state;
  12473. // Set GL state for depth map.
  12474. _state.setBlending( NoBlending );
  12475. _state.buffers.color.setClear( 1, 1, 1, 1 );
  12476. _state.buffers.depth.setTest( true );
  12477. _state.setScissorTest( false );
  12478. // render depth map
  12479. for ( var i = 0, il = lights.length; i < il; i ++ ) {
  12480. var light = lights[ i ];
  12481. var shadow = light.shadow;
  12482. if ( shadow.autoUpdate === false && shadow.needsUpdate === false ) { continue; }
  12483. if ( shadow === undefined ) {
  12484. console.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' );
  12485. continue;
  12486. }
  12487. _shadowMapSize.copy( shadow.mapSize );
  12488. var shadowFrameExtents = shadow.getFrameExtents();
  12489. _shadowMapSize.multiply( shadowFrameExtents );
  12490. _viewportSize.copy( shadow.mapSize );
  12491. if ( _shadowMapSize.x > maxTextureSize || _shadowMapSize.y > maxTextureSize ) {
  12492. if ( _shadowMapSize.x > maxTextureSize ) {
  12493. _viewportSize.x = Math.floor( maxTextureSize / shadowFrameExtents.x );
  12494. _shadowMapSize.x = _viewportSize.x * shadowFrameExtents.x;
  12495. shadow.mapSize.x = _viewportSize.x;
  12496. }
  12497. if ( _shadowMapSize.y > maxTextureSize ) {
  12498. _viewportSize.y = Math.floor( maxTextureSize / shadowFrameExtents.y );
  12499. _shadowMapSize.y = _viewportSize.y * shadowFrameExtents.y;
  12500. shadow.mapSize.y = _viewportSize.y;
  12501. }
  12502. }
  12503. if ( shadow.map === null && ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {
  12504. var pars = { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat };
  12505. shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  12506. shadow.map.texture.name = light.name + ".shadowMap";
  12507. shadow.mapPass = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  12508. shadow.camera.updateProjectionMatrix();
  12509. }
  12510. if ( shadow.map === null ) {
  12511. var pars$1 = { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat };
  12512. shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars$1 );
  12513. shadow.map.texture.name = light.name + ".shadowMap";
  12514. shadow.camera.updateProjectionMatrix();
  12515. }
  12516. _renderer.setRenderTarget( shadow.map );
  12517. _renderer.clear();
  12518. var viewportCount = shadow.getViewportCount();
  12519. for ( var vp = 0; vp < viewportCount; vp ++ ) {
  12520. var viewport = shadow.getViewport( vp );
  12521. _viewport.set(
  12522. _viewportSize.x * viewport.x,
  12523. _viewportSize.y * viewport.y,
  12524. _viewportSize.x * viewport.z,
  12525. _viewportSize.y * viewport.w
  12526. );
  12527. _state.viewport( _viewport );
  12528. shadow.updateMatrices( light, vp );
  12529. _frustum = shadow.getFrustum();
  12530. renderObject( scene, camera, shadow.camera, light, this.type );
  12531. }
  12532. // do blur pass for VSM
  12533. if ( ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {
  12534. VSMPass( shadow, camera );
  12535. }
  12536. shadow.needsUpdate = false;
  12537. }
  12538. scope.needsUpdate = false;
  12539. _renderer.setRenderTarget( currentRenderTarget, activeCubeFace, activeMipmapLevel );
  12540. };
  12541. function VSMPass( shadow, camera ) {
  12542. var geometry = _objects.update( fullScreenMesh );
  12543. // vertical pass
  12544. shadowMaterialVertical.uniforms.shadow_pass.value = shadow.map.texture;
  12545. shadowMaterialVertical.uniforms.resolution.value = shadow.mapSize;
  12546. shadowMaterialVertical.uniforms.radius.value = shadow.radius;
  12547. _renderer.setRenderTarget( shadow.mapPass );
  12548. _renderer.clear();
  12549. _renderer.renderBufferDirect( camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null );
  12550. // horizonal pass
  12551. shadowMaterialHorizonal.uniforms.shadow_pass.value = shadow.mapPass.texture;
  12552. shadowMaterialHorizonal.uniforms.resolution.value = shadow.mapSize;
  12553. shadowMaterialHorizonal.uniforms.radius.value = shadow.radius;
  12554. _renderer.setRenderTarget( shadow.map );
  12555. _renderer.clear();
  12556. _renderer.renderBufferDirect( camera, null, geometry, shadowMaterialHorizonal, fullScreenMesh, null );
  12557. }
  12558. function getDepthMaterialVariant( useMorphing, useSkinning, useInstancing ) {
  12559. var index = useMorphing << 0 | useSkinning << 1 | useInstancing << 2;
  12560. var material = _depthMaterials[ index ];
  12561. if ( material === undefined ) {
  12562. material = new MeshDepthMaterial( {
  12563. depthPacking: RGBADepthPacking,
  12564. morphTargets: useMorphing,
  12565. skinning: useSkinning
  12566. } );
  12567. _depthMaterials[ index ] = material;
  12568. }
  12569. return material;
  12570. }
  12571. function getDistanceMaterialVariant( useMorphing, useSkinning, useInstancing ) {
  12572. var index = useMorphing << 0 | useSkinning << 1 | useInstancing << 2;
  12573. var material = _distanceMaterials[ index ];
  12574. if ( material === undefined ) {
  12575. material = new MeshDistanceMaterial( {
  12576. morphTargets: useMorphing,
  12577. skinning: useSkinning
  12578. } );
  12579. _distanceMaterials[ index ] = material;
  12580. }
  12581. return material;
  12582. }
  12583. function getDepthMaterial( object, geometry, material, light, shadowCameraNear, shadowCameraFar, type ) {
  12584. var result = null;
  12585. var getMaterialVariant = getDepthMaterialVariant;
  12586. var customMaterial = object.customDepthMaterial;
  12587. if ( light.isPointLight === true ) {
  12588. getMaterialVariant = getDistanceMaterialVariant;
  12589. customMaterial = object.customDistanceMaterial;
  12590. }
  12591. if ( customMaterial === undefined ) {
  12592. var useMorphing = false;
  12593. if ( material.morphTargets === true ) {
  12594. useMorphing = geometry.morphAttributes && geometry.morphAttributes.position && geometry.morphAttributes.position.length > 0;
  12595. }
  12596. var useSkinning = false;
  12597. if ( object.isSkinnedMesh === true ) {
  12598. if ( material.skinning === true ) {
  12599. useSkinning = true;
  12600. } else {
  12601. console.warn( 'THREE.WebGLShadowMap: THREE.SkinnedMesh with material.skinning set to false:', object );
  12602. }
  12603. }
  12604. var useInstancing = object.isInstancedMesh === true;
  12605. result = getMaterialVariant( useMorphing, useSkinning, useInstancing );
  12606. } else {
  12607. result = customMaterial;
  12608. }
  12609. if ( _renderer.localClippingEnabled &&
  12610. material.clipShadows === true &&
  12611. material.clippingPlanes.length !== 0 ) {
  12612. // in this case we need a unique material instance reflecting the
  12613. // appropriate state
  12614. var keyA = result.uuid, keyB = material.uuid;
  12615. var materialsForVariant = _materialCache[ keyA ];
  12616. if ( materialsForVariant === undefined ) {
  12617. materialsForVariant = {};
  12618. _materialCache[ keyA ] = materialsForVariant;
  12619. }
  12620. var cachedMaterial = materialsForVariant[ keyB ];
  12621. if ( cachedMaterial === undefined ) {
  12622. cachedMaterial = result.clone();
  12623. materialsForVariant[ keyB ] = cachedMaterial;
  12624. }
  12625. result = cachedMaterial;
  12626. }
  12627. result.visible = material.visible;
  12628. result.wireframe = material.wireframe;
  12629. if ( type === VSMShadowMap ) {
  12630. result.side = ( material.shadowSide !== null ) ? material.shadowSide : material.side;
  12631. } else {
  12632. result.side = ( material.shadowSide !== null ) ? material.shadowSide : shadowSide[ material.side ];
  12633. }
  12634. result.clipShadows = material.clipShadows;
  12635. result.clippingPlanes = material.clippingPlanes;
  12636. result.clipIntersection = material.clipIntersection;
  12637. result.wireframeLinewidth = material.wireframeLinewidth;
  12638. result.linewidth = material.linewidth;
  12639. if ( light.isPointLight === true && result.isMeshDistanceMaterial === true ) {
  12640. result.referencePosition.setFromMatrixPosition( light.matrixWorld );
  12641. result.nearDistance = shadowCameraNear;
  12642. result.farDistance = shadowCameraFar;
  12643. }
  12644. return result;
  12645. }
  12646. function renderObject( object, camera, shadowCamera, light, type ) {
  12647. if ( object.visible === false ) { return; }
  12648. var visible = object.layers.test( camera.layers );
  12649. if ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) {
  12650. if ( ( object.castShadow || ( object.receiveShadow && type === VSMShadowMap ) ) && ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) ) {
  12651. object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
  12652. var geometry = _objects.update( object );
  12653. var material = object.material;
  12654. if ( Array.isArray( material ) ) {
  12655. var groups = geometry.groups;
  12656. for ( var k = 0, kl = groups.length; k < kl; k ++ ) {
  12657. var group = groups[ k ];
  12658. var groupMaterial = material[ group.materialIndex ];
  12659. if ( groupMaterial && groupMaterial.visible ) {
  12660. var depthMaterial = getDepthMaterial( object, geometry, groupMaterial, light, shadowCamera.near, shadowCamera.far, type );
  12661. _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group );
  12662. }
  12663. }
  12664. } else if ( material.visible ) {
  12665. var depthMaterial$1 = getDepthMaterial( object, geometry, material, light, shadowCamera.near, shadowCamera.far, type );
  12666. _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial$1, object, null );
  12667. }
  12668. }
  12669. }
  12670. var children = object.children;
  12671. for ( var i = 0, l = children.length; i < l; i ++ ) {
  12672. renderObject( children[ i ], camera, shadowCamera, light, type );
  12673. }
  12674. }
  12675. }
  12676. /**
  12677. * @author mrdoob / http://mrdoob.com/
  12678. */
  12679. function WebGLState( gl, extensions, capabilities ) {
  12680. var isWebGL2 = capabilities.isWebGL2;
  12681. function ColorBuffer() {
  12682. var locked = false;
  12683. var color = new Vector4();
  12684. var currentColorMask = null;
  12685. var currentColorClear = new Vector4( 0, 0, 0, 0 );
  12686. return {
  12687. setMask: function ( colorMask ) {
  12688. if ( currentColorMask !== colorMask && ! locked ) {
  12689. gl.colorMask( colorMask, colorMask, colorMask, colorMask );
  12690. currentColorMask = colorMask;
  12691. }
  12692. },
  12693. setLocked: function ( lock ) {
  12694. locked = lock;
  12695. },
  12696. setClear: function ( r, g, b, a, premultipliedAlpha ) {
  12697. if ( premultipliedAlpha === true ) {
  12698. r *= a; g *= a; b *= a;
  12699. }
  12700. color.set( r, g, b, a );
  12701. if ( currentColorClear.equals( color ) === false ) {
  12702. gl.clearColor( r, g, b, a );
  12703. currentColorClear.copy( color );
  12704. }
  12705. },
  12706. reset: function () {
  12707. locked = false;
  12708. currentColorMask = null;
  12709. currentColorClear.set( - 1, 0, 0, 0 ); // set to invalid state
  12710. }
  12711. };
  12712. }
  12713. function DepthBuffer() {
  12714. var locked = false;
  12715. var currentDepthMask = null;
  12716. var currentDepthFunc = null;
  12717. var currentDepthClear = null;
  12718. return {
  12719. setTest: function ( depthTest ) {
  12720. if ( depthTest ) {
  12721. enable( 2929 );
  12722. } else {
  12723. disable( 2929 );
  12724. }
  12725. },
  12726. setMask: function ( depthMask ) {
  12727. if ( currentDepthMask !== depthMask && ! locked ) {
  12728. gl.depthMask( depthMask );
  12729. currentDepthMask = depthMask;
  12730. }
  12731. },
  12732. setFunc: function ( depthFunc ) {
  12733. if ( currentDepthFunc !== depthFunc ) {
  12734. if ( depthFunc ) {
  12735. switch ( depthFunc ) {
  12736. case NeverDepth:
  12737. gl.depthFunc( 512 );
  12738. break;
  12739. case AlwaysDepth:
  12740. gl.depthFunc( 519 );
  12741. break;
  12742. case LessDepth:
  12743. gl.depthFunc( 513 );
  12744. break;
  12745. case LessEqualDepth:
  12746. gl.depthFunc( 515 );
  12747. break;
  12748. case EqualDepth:
  12749. gl.depthFunc( 514 );
  12750. break;
  12751. case GreaterEqualDepth:
  12752. gl.depthFunc( 518 );
  12753. break;
  12754. case GreaterDepth:
  12755. gl.depthFunc( 516 );
  12756. break;
  12757. case NotEqualDepth:
  12758. gl.depthFunc( 517 );
  12759. break;
  12760. default:
  12761. gl.depthFunc( 515 );
  12762. }
  12763. } else {
  12764. gl.depthFunc( 515 );
  12765. }
  12766. currentDepthFunc = depthFunc;
  12767. }
  12768. },
  12769. setLocked: function ( lock ) {
  12770. locked = lock;
  12771. },
  12772. setClear: function ( depth ) {
  12773. if ( currentDepthClear !== depth ) {
  12774. gl.clearDepth( depth );
  12775. currentDepthClear = depth;
  12776. }
  12777. },
  12778. reset: function () {
  12779. locked = false;
  12780. currentDepthMask = null;
  12781. currentDepthFunc = null;
  12782. currentDepthClear = null;
  12783. }
  12784. };
  12785. }
  12786. function StencilBuffer() {
  12787. var locked = false;
  12788. var currentStencilMask = null;
  12789. var currentStencilFunc = null;
  12790. var currentStencilRef = null;
  12791. var currentStencilFuncMask = null;
  12792. var currentStencilFail = null;
  12793. var currentStencilZFail = null;
  12794. var currentStencilZPass = null;
  12795. var currentStencilClear = null;
  12796. return {
  12797. setTest: function ( stencilTest ) {
  12798. if ( ! locked ) {
  12799. if ( stencilTest ) {
  12800. enable( 2960 );
  12801. } else {
  12802. disable( 2960 );
  12803. }
  12804. }
  12805. },
  12806. setMask: function ( stencilMask ) {
  12807. if ( currentStencilMask !== stencilMask && ! locked ) {
  12808. gl.stencilMask( stencilMask );
  12809. currentStencilMask = stencilMask;
  12810. }
  12811. },
  12812. setFunc: function ( stencilFunc, stencilRef, stencilMask ) {
  12813. if ( currentStencilFunc !== stencilFunc ||
  12814. currentStencilRef !== stencilRef ||
  12815. currentStencilFuncMask !== stencilMask ) {
  12816. gl.stencilFunc( stencilFunc, stencilRef, stencilMask );
  12817. currentStencilFunc = stencilFunc;
  12818. currentStencilRef = stencilRef;
  12819. currentStencilFuncMask = stencilMask;
  12820. }
  12821. },
  12822. setOp: function ( stencilFail, stencilZFail, stencilZPass ) {
  12823. if ( currentStencilFail !== stencilFail ||
  12824. currentStencilZFail !== stencilZFail ||
  12825. currentStencilZPass !== stencilZPass ) {
  12826. gl.stencilOp( stencilFail, stencilZFail, stencilZPass );
  12827. currentStencilFail = stencilFail;
  12828. currentStencilZFail = stencilZFail;
  12829. currentStencilZPass = stencilZPass;
  12830. }
  12831. },
  12832. setLocked: function ( lock ) {
  12833. locked = lock;
  12834. },
  12835. setClear: function ( stencil ) {
  12836. if ( currentStencilClear !== stencil ) {
  12837. gl.clearStencil( stencil );
  12838. currentStencilClear = stencil;
  12839. }
  12840. },
  12841. reset: function () {
  12842. locked = false;
  12843. currentStencilMask = null;
  12844. currentStencilFunc = null;
  12845. currentStencilRef = null;
  12846. currentStencilFuncMask = null;
  12847. currentStencilFail = null;
  12848. currentStencilZFail = null;
  12849. currentStencilZPass = null;
  12850. currentStencilClear = null;
  12851. }
  12852. };
  12853. }
  12854. //
  12855. var colorBuffer = new ColorBuffer();
  12856. var depthBuffer = new DepthBuffer();
  12857. var stencilBuffer = new StencilBuffer();
  12858. var enabledCapabilities = {};
  12859. var currentProgram = null;
  12860. var currentBlendingEnabled = null;
  12861. var currentBlending = null;
  12862. var currentBlendEquation = null;
  12863. var currentBlendSrc = null;
  12864. var currentBlendDst = null;
  12865. var currentBlendEquationAlpha = null;
  12866. var currentBlendSrcAlpha = null;
  12867. var currentBlendDstAlpha = null;
  12868. var currentPremultipledAlpha = false;
  12869. var currentFlipSided = null;
  12870. var currentCullFace = null;
  12871. var currentLineWidth = null;
  12872. var currentPolygonOffsetFactor = null;
  12873. var currentPolygonOffsetUnits = null;
  12874. var maxTextures = gl.getParameter( 35661 );
  12875. var lineWidthAvailable = false;
  12876. var version = 0;
  12877. var glVersion = gl.getParameter( 7938 );
  12878. if ( glVersion.indexOf( 'WebGL' ) !== - 1 ) {
  12879. version = parseFloat( /^WebGL\ ([0-9])/.exec( glVersion )[ 1 ] );
  12880. lineWidthAvailable = ( version >= 1.0 );
  12881. } else if ( glVersion.indexOf( 'OpenGL ES' ) !== - 1 ) {
  12882. version = parseFloat( /^OpenGL\ ES\ ([0-9])/.exec( glVersion )[ 1 ] );
  12883. lineWidthAvailable = ( version >= 2.0 );
  12884. }
  12885. var currentTextureSlot = null;
  12886. var currentBoundTextures = {};
  12887. var currentScissor = new Vector4();
  12888. var currentViewport = new Vector4();
  12889. function createTexture( type, target, count ) {
  12890. var data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4.
  12891. var texture = gl.createTexture();
  12892. gl.bindTexture( type, texture );
  12893. gl.texParameteri( type, 10241, 9728 );
  12894. gl.texParameteri( type, 10240, 9728 );
  12895. for ( var i = 0; i < count; i ++ ) {
  12896. gl.texImage2D( target + i, 0, 6408, 1, 1, 0, 6408, 5121, data );
  12897. }
  12898. return texture;
  12899. }
  12900. var emptyTextures = {};
  12901. emptyTextures[ 3553 ] = createTexture( 3553, 3553, 1 );
  12902. emptyTextures[ 34067 ] = createTexture( 34067, 34069, 6 );
  12903. // init
  12904. colorBuffer.setClear( 0, 0, 0, 1 );
  12905. depthBuffer.setClear( 1 );
  12906. stencilBuffer.setClear( 0 );
  12907. enable( 2929 );
  12908. depthBuffer.setFunc( LessEqualDepth );
  12909. setFlipSided( false );
  12910. setCullFace( CullFaceBack );
  12911. enable( 2884 );
  12912. setBlending( NoBlending );
  12913. //
  12914. function enable( id ) {
  12915. if ( enabledCapabilities[ id ] !== true ) {
  12916. gl.enable( id );
  12917. enabledCapabilities[ id ] = true;
  12918. }
  12919. }
  12920. function disable( id ) {
  12921. if ( enabledCapabilities[ id ] !== false ) {
  12922. gl.disable( id );
  12923. enabledCapabilities[ id ] = false;
  12924. }
  12925. }
  12926. function useProgram( program ) {
  12927. if ( currentProgram !== program ) {
  12928. gl.useProgram( program );
  12929. currentProgram = program;
  12930. return true;
  12931. }
  12932. return false;
  12933. }
  12934. var equationToGL = {};
  12935. equationToGL[ AddEquation ] = 32774;
  12936. equationToGL[ SubtractEquation ] = 32778;
  12937. equationToGL[ ReverseSubtractEquation ] = 32779;
  12938. if ( isWebGL2 ) {
  12939. equationToGL[ MinEquation ] = 32775;
  12940. equationToGL[ MaxEquation ] = 32776;
  12941. } else {
  12942. var extension = extensions.get( 'EXT_blend_minmax' );
  12943. if ( extension !== null ) {
  12944. equationToGL[ MinEquation ] = extension.MIN_EXT;
  12945. equationToGL[ MaxEquation ] = extension.MAX_EXT;
  12946. }
  12947. }
  12948. var factorToGL = {};
  12949. factorToGL[ ZeroFactor ] = 0;
  12950. factorToGL[ OneFactor ] = 1;
  12951. factorToGL[ SrcColorFactor ] = 768;
  12952. factorToGL[ SrcAlphaFactor ] = 770;
  12953. factorToGL[ SrcAlphaSaturateFactor ] = 776;
  12954. factorToGL[ DstColorFactor ] = 774;
  12955. factorToGL[ DstAlphaFactor ] = 772;
  12956. factorToGL[ OneMinusSrcColorFactor ] = 769;
  12957. factorToGL[ OneMinusSrcAlphaFactor ] = 771;
  12958. factorToGL[ OneMinusDstColorFactor ] = 775;
  12959. factorToGL[ OneMinusDstAlphaFactor ] = 773;
  12960. function setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) {
  12961. if ( blending === NoBlending ) {
  12962. if ( currentBlendingEnabled ) {
  12963. disable( 3042 );
  12964. currentBlendingEnabled = false;
  12965. }
  12966. return;
  12967. }
  12968. if ( ! currentBlendingEnabled ) {
  12969. enable( 3042 );
  12970. currentBlendingEnabled = true;
  12971. }
  12972. if ( blending !== CustomBlending ) {
  12973. if ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) {
  12974. if ( currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation ) {
  12975. gl.blendEquation( 32774 );
  12976. currentBlendEquation = AddEquation;
  12977. currentBlendEquationAlpha = AddEquation;
  12978. }
  12979. if ( premultipliedAlpha ) {
  12980. switch ( blending ) {
  12981. case NormalBlending:
  12982. gl.blendFuncSeparate( 1, 771, 1, 771 );
  12983. break;
  12984. case AdditiveBlending:
  12985. gl.blendFunc( 1, 1 );
  12986. break;
  12987. case SubtractiveBlending:
  12988. gl.blendFuncSeparate( 0, 0, 769, 771 );
  12989. break;
  12990. case MultiplyBlending:
  12991. gl.blendFuncSeparate( 0, 768, 0, 770 );
  12992. break;
  12993. default:
  12994. console.error( 'THREE.WebGLState: Invalid blending: ', blending );
  12995. break;
  12996. }
  12997. } else {
  12998. switch ( blending ) {
  12999. case NormalBlending:
  13000. gl.blendFuncSeparate( 770, 771, 1, 771 );
  13001. break;
  13002. case AdditiveBlending:
  13003. gl.blendFunc( 770, 1 );
  13004. break;
  13005. case SubtractiveBlending:
  13006. gl.blendFunc( 0, 769 );
  13007. break;
  13008. case MultiplyBlending:
  13009. gl.blendFunc( 0, 768 );
  13010. break;
  13011. default:
  13012. console.error( 'THREE.WebGLState: Invalid blending: ', blending );
  13013. break;
  13014. }
  13015. }
  13016. currentBlendSrc = null;
  13017. currentBlendDst = null;
  13018. currentBlendSrcAlpha = null;
  13019. currentBlendDstAlpha = null;
  13020. currentBlending = blending;
  13021. currentPremultipledAlpha = premultipliedAlpha;
  13022. }
  13023. return;
  13024. }
  13025. // custom blending
  13026. blendEquationAlpha = blendEquationAlpha || blendEquation;
  13027. blendSrcAlpha = blendSrcAlpha || blendSrc;
  13028. blendDstAlpha = blendDstAlpha || blendDst;
  13029. if ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) {
  13030. gl.blendEquationSeparate( equationToGL[ blendEquation ], equationToGL[ blendEquationAlpha ] );
  13031. currentBlendEquation = blendEquation;
  13032. currentBlendEquationAlpha = blendEquationAlpha;
  13033. }
  13034. if ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) {
  13035. gl.blendFuncSeparate( factorToGL[ blendSrc ], factorToGL[ blendDst ], factorToGL[ blendSrcAlpha ], factorToGL[ blendDstAlpha ] );
  13036. currentBlendSrc = blendSrc;
  13037. currentBlendDst = blendDst;
  13038. currentBlendSrcAlpha = blendSrcAlpha;
  13039. currentBlendDstAlpha = blendDstAlpha;
  13040. }
  13041. currentBlending = blending;
  13042. currentPremultipledAlpha = null;
  13043. }
  13044. function setMaterial( material, frontFaceCW ) {
  13045. material.side === DoubleSide
  13046. ? disable( 2884 )
  13047. : enable( 2884 );
  13048. var flipSided = ( material.side === BackSide );
  13049. if ( frontFaceCW ) { flipSided = ! flipSided; }
  13050. setFlipSided( flipSided );
  13051. ( material.blending === NormalBlending && material.transparent === false )
  13052. ? setBlending( NoBlending )
  13053. : setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha );
  13054. depthBuffer.setFunc( material.depthFunc );
  13055. depthBuffer.setTest( material.depthTest );
  13056. depthBuffer.setMask( material.depthWrite );
  13057. colorBuffer.setMask( material.colorWrite );
  13058. var stencilWrite = material.stencilWrite;
  13059. stencilBuffer.setTest( stencilWrite );
  13060. if ( stencilWrite ) {
  13061. stencilBuffer.setMask( material.stencilWriteMask );
  13062. stencilBuffer.setFunc( material.stencilFunc, material.stencilRef, material.stencilFuncMask );
  13063. stencilBuffer.setOp( material.stencilFail, material.stencilZFail, material.stencilZPass );
  13064. }
  13065. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  13066. }
  13067. //
  13068. function setFlipSided( flipSided ) {
  13069. if ( currentFlipSided !== flipSided ) {
  13070. if ( flipSided ) {
  13071. gl.frontFace( 2304 );
  13072. } else {
  13073. gl.frontFace( 2305 );
  13074. }
  13075. currentFlipSided = flipSided;
  13076. }
  13077. }
  13078. function setCullFace( cullFace ) {
  13079. if ( cullFace !== CullFaceNone ) {
  13080. enable( 2884 );
  13081. if ( cullFace !== currentCullFace ) {
  13082. if ( cullFace === CullFaceBack ) {
  13083. gl.cullFace( 1029 );
  13084. } else if ( cullFace === CullFaceFront ) {
  13085. gl.cullFace( 1028 );
  13086. } else {
  13087. gl.cullFace( 1032 );
  13088. }
  13089. }
  13090. } else {
  13091. disable( 2884 );
  13092. }
  13093. currentCullFace = cullFace;
  13094. }
  13095. function setLineWidth( width ) {
  13096. if ( width !== currentLineWidth ) {
  13097. if ( lineWidthAvailable ) { gl.lineWidth( width ); }
  13098. currentLineWidth = width;
  13099. }
  13100. }
  13101. function setPolygonOffset( polygonOffset, factor, units ) {
  13102. if ( polygonOffset ) {
  13103. enable( 32823 );
  13104. if ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) {
  13105. gl.polygonOffset( factor, units );
  13106. currentPolygonOffsetFactor = factor;
  13107. currentPolygonOffsetUnits = units;
  13108. }
  13109. } else {
  13110. disable( 32823 );
  13111. }
  13112. }
  13113. function setScissorTest( scissorTest ) {
  13114. if ( scissorTest ) {
  13115. enable( 3089 );
  13116. } else {
  13117. disable( 3089 );
  13118. }
  13119. }
  13120. // texture
  13121. function activeTexture( webglSlot ) {
  13122. if ( webglSlot === undefined ) { webglSlot = 33984 + maxTextures - 1; }
  13123. if ( currentTextureSlot !== webglSlot ) {
  13124. gl.activeTexture( webglSlot );
  13125. currentTextureSlot = webglSlot;
  13126. }
  13127. }
  13128. function bindTexture( webglType, webglTexture ) {
  13129. if ( currentTextureSlot === null ) {
  13130. activeTexture();
  13131. }
  13132. var boundTexture = currentBoundTextures[ currentTextureSlot ];
  13133. if ( boundTexture === undefined ) {
  13134. boundTexture = { type: undefined, texture: undefined };
  13135. currentBoundTextures[ currentTextureSlot ] = boundTexture;
  13136. }
  13137. if ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) {
  13138. gl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] );
  13139. boundTexture.type = webglType;
  13140. boundTexture.texture = webglTexture;
  13141. }
  13142. }
  13143. function unbindTexture() {
  13144. var boundTexture = currentBoundTextures[ currentTextureSlot ];
  13145. if ( boundTexture !== undefined && boundTexture.type !== undefined ) {
  13146. gl.bindTexture( boundTexture.type, null );
  13147. boundTexture.type = undefined;
  13148. boundTexture.texture = undefined;
  13149. }
  13150. }
  13151. function compressedTexImage2D() {
  13152. try {
  13153. gl.compressedTexImage2D.apply( gl, arguments );
  13154. } catch ( error ) {
  13155. console.error( 'THREE.WebGLState:', error );
  13156. }
  13157. }
  13158. function texImage2D() {
  13159. try {
  13160. gl.texImage2D.apply( gl, arguments );
  13161. } catch ( error ) {
  13162. console.error( 'THREE.WebGLState:', error );
  13163. }
  13164. }
  13165. function texImage3D() {
  13166. try {
  13167. gl.texImage3D.apply( gl, arguments );
  13168. } catch ( error ) {
  13169. console.error( 'THREE.WebGLState:', error );
  13170. }
  13171. }
  13172. //
  13173. function scissor( scissor ) {
  13174. if ( currentScissor.equals( scissor ) === false ) {
  13175. gl.scissor( scissor.x, scissor.y, scissor.z, scissor.w );
  13176. currentScissor.copy( scissor );
  13177. }
  13178. }
  13179. function viewport( viewport ) {
  13180. if ( currentViewport.equals( viewport ) === false ) {
  13181. gl.viewport( viewport.x, viewport.y, viewport.z, viewport.w );
  13182. currentViewport.copy( viewport );
  13183. }
  13184. }
  13185. //
  13186. function reset() {
  13187. enabledCapabilities = {};
  13188. currentTextureSlot = null;
  13189. currentBoundTextures = {};
  13190. currentProgram = null;
  13191. currentBlending = null;
  13192. currentFlipSided = null;
  13193. currentCullFace = null;
  13194. colorBuffer.reset();
  13195. depthBuffer.reset();
  13196. stencilBuffer.reset();
  13197. }
  13198. return {
  13199. buffers: {
  13200. color: colorBuffer,
  13201. depth: depthBuffer,
  13202. stencil: stencilBuffer
  13203. },
  13204. enable: enable,
  13205. disable: disable,
  13206. useProgram: useProgram,
  13207. setBlending: setBlending,
  13208. setMaterial: setMaterial,
  13209. setFlipSided: setFlipSided,
  13210. setCullFace: setCullFace,
  13211. setLineWidth: setLineWidth,
  13212. setPolygonOffset: setPolygonOffset,
  13213. setScissorTest: setScissorTest,
  13214. activeTexture: activeTexture,
  13215. bindTexture: bindTexture,
  13216. unbindTexture: unbindTexture,
  13217. compressedTexImage2D: compressedTexImage2D,
  13218. texImage2D: texImage2D,
  13219. texImage3D: texImage3D,
  13220. scissor: scissor,
  13221. viewport: viewport,
  13222. reset: reset
  13223. };
  13224. }
  13225. /**
  13226. * @author mrdoob / http://mrdoob.com/
  13227. */
  13228. function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ) {
  13229. var isWebGL2 = capabilities.isWebGL2;
  13230. var maxTextures = capabilities.maxTextures;
  13231. var maxCubemapSize = capabilities.maxCubemapSize;
  13232. var maxTextureSize = capabilities.maxTextureSize;
  13233. var maxSamples = capabilities.maxSamples;
  13234. var _videoTextures = new WeakMap();
  13235. var _canvas;
  13236. // cordova iOS (as of 5.0) still uses UIWebView, which provides OffscreenCanvas,
  13237. // also OffscreenCanvas.getContext("webgl"), but not OffscreenCanvas.getContext("2d")!
  13238. // Some implementations may only implement OffscreenCanvas partially (e.g. lacking 2d).
  13239. var useOffscreenCanvas = false;
  13240. try {
  13241. useOffscreenCanvas = typeof OffscreenCanvas !== 'undefined'
  13242. && ( new OffscreenCanvas( 1, 1 ).getContext( "2d" ) ) !== null;
  13243. } catch ( err ) {
  13244. // Ignore any errors
  13245. }
  13246. function createCanvas( width, height ) {
  13247. // Use OffscreenCanvas when available. Specially needed in web workers
  13248. return useOffscreenCanvas ?
  13249. new OffscreenCanvas( width, height ) :
  13250. document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
  13251. }
  13252. function resizeImage( image, needsPowerOfTwo, needsNewCanvas, maxSize ) {
  13253. var scale = 1;
  13254. // handle case if texture exceeds max size
  13255. if ( image.width > maxSize || image.height > maxSize ) {
  13256. scale = maxSize / Math.max( image.width, image.height );
  13257. }
  13258. // only perform resize if necessary
  13259. if ( scale < 1 || needsPowerOfTwo === true ) {
  13260. // only perform resize for certain image types
  13261. if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
  13262. ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
  13263. ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
  13264. var floor = needsPowerOfTwo ? MathUtils.floorPowerOfTwo : Math.floor;
  13265. var width = floor( scale * image.width );
  13266. var height = floor( scale * image.height );
  13267. if ( _canvas === undefined ) { _canvas = createCanvas( width, height ); }
  13268. // cube textures can't reuse the same canvas
  13269. var canvas = needsNewCanvas ? createCanvas( width, height ) : _canvas;
  13270. canvas.width = width;
  13271. canvas.height = height;
  13272. var context = canvas.getContext( '2d' );
  13273. context.drawImage( image, 0, 0, width, height );
  13274. console.warn( 'THREE.WebGLRenderer: Texture has been resized from (' + image.width + 'x' + image.height + ') to (' + width + 'x' + height + ').' );
  13275. return canvas;
  13276. } else {
  13277. if ( 'data' in image ) {
  13278. console.warn( 'THREE.WebGLRenderer: Image in DataTexture is too big (' + image.width + 'x' + image.height + ').' );
  13279. }
  13280. return image;
  13281. }
  13282. }
  13283. return image;
  13284. }
  13285. function isPowerOfTwo( image ) {
  13286. return MathUtils.isPowerOfTwo( image.width ) && MathUtils.isPowerOfTwo( image.height );
  13287. }
  13288. function textureNeedsPowerOfTwo( texture ) {
  13289. if ( isWebGL2 ) { return false; }
  13290. return ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) ||
  13291. ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter );
  13292. }
  13293. function textureNeedsGenerateMipmaps( texture, supportsMips ) {
  13294. return texture.generateMipmaps && supportsMips &&
  13295. texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter;
  13296. }
  13297. function generateMipmap( target, texture, width, height ) {
  13298. _gl.generateMipmap( target );
  13299. var textureProperties = properties.get( texture );
  13300. // Note: Math.log( x ) * Math.LOG2E used instead of Math.log2( x ) which is not supported by IE11
  13301. textureProperties.__maxMipLevel = Math.log( Math.max( width, height ) ) * Math.LOG2E;
  13302. }
  13303. function getInternalFormat( internalFormatName, glFormat, glType ) {
  13304. if ( isWebGL2 === false ) { return glFormat; }
  13305. if ( internalFormatName !== null ) {
  13306. if ( _gl[ internalFormatName ] !== undefined ) { return _gl[ internalFormatName ]; }
  13307. console.warn( 'THREE.WebGLRenderer: Attempt to use non-existing WebGL internal format \'' + internalFormatName + '\'' );
  13308. }
  13309. var internalFormat = glFormat;
  13310. if ( glFormat === 6403 ) {
  13311. if ( glType === 5126 ) { internalFormat = 33326; }
  13312. if ( glType === 5131 ) { internalFormat = 33325; }
  13313. if ( glType === 5121 ) { internalFormat = 33321; }
  13314. }
  13315. if ( glFormat === 6407 ) {
  13316. if ( glType === 5126 ) { internalFormat = 34837; }
  13317. if ( glType === 5131 ) { internalFormat = 34843; }
  13318. if ( glType === 5121 ) { internalFormat = 32849; }
  13319. }
  13320. if ( glFormat === 6408 ) {
  13321. if ( glType === 5126 ) { internalFormat = 34836; }
  13322. if ( glType === 5131 ) { internalFormat = 34842; }
  13323. if ( glType === 5121 ) { internalFormat = 32856; }
  13324. }
  13325. if ( internalFormat === 33325 || internalFormat === 33326 ||
  13326. internalFormat === 34842 || internalFormat === 34836 ) {
  13327. extensions.get( 'EXT_color_buffer_float' );
  13328. }
  13329. return internalFormat;
  13330. }
  13331. // Fallback filters for non-power-of-2 textures
  13332. function filterFallback( f ) {
  13333. if ( f === NearestFilter || f === NearestMipmapNearestFilter || f === NearestMipmapLinearFilter ) {
  13334. return 9728;
  13335. }
  13336. return 9729;
  13337. }
  13338. //
  13339. function onTextureDispose( event ) {
  13340. var texture = event.target;
  13341. texture.removeEventListener( 'dispose', onTextureDispose );
  13342. deallocateTexture( texture );
  13343. if ( texture.isVideoTexture ) {
  13344. _videoTextures.delete( texture );
  13345. }
  13346. info.memory.textures --;
  13347. }
  13348. function onRenderTargetDispose( event ) {
  13349. var renderTarget = event.target;
  13350. renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
  13351. deallocateRenderTarget( renderTarget );
  13352. info.memory.textures --;
  13353. }
  13354. //
  13355. function deallocateTexture( texture ) {
  13356. var textureProperties = properties.get( texture );
  13357. if ( textureProperties.__webglInit === undefined ) { return; }
  13358. _gl.deleteTexture( textureProperties.__webglTexture );
  13359. properties.remove( texture );
  13360. }
  13361. function deallocateRenderTarget( renderTarget ) {
  13362. var renderTargetProperties = properties.get( renderTarget );
  13363. var textureProperties = properties.get( renderTarget.texture );
  13364. if ( ! renderTarget ) { return; }
  13365. if ( textureProperties.__webglTexture !== undefined ) {
  13366. _gl.deleteTexture( textureProperties.__webglTexture );
  13367. }
  13368. if ( renderTarget.depthTexture ) {
  13369. renderTarget.depthTexture.dispose();
  13370. }
  13371. if ( renderTarget.isWebGLCubeRenderTarget ) {
  13372. for ( var i = 0; i < 6; i ++ ) {
  13373. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );
  13374. if ( renderTargetProperties.__webglDepthbuffer ) { _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] ); }
  13375. }
  13376. } else {
  13377. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );
  13378. if ( renderTargetProperties.__webglDepthbuffer ) { _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer ); }
  13379. if ( renderTargetProperties.__webglMultisampledFramebuffer ) { _gl.deleteFramebuffer( renderTargetProperties.__webglMultisampledFramebuffer ); }
  13380. if ( renderTargetProperties.__webglColorRenderbuffer ) { _gl.deleteRenderbuffer( renderTargetProperties.__webglColorRenderbuffer ); }
  13381. if ( renderTargetProperties.__webglDepthRenderbuffer ) { _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthRenderbuffer ); }
  13382. }
  13383. properties.remove( renderTarget.texture );
  13384. properties.remove( renderTarget );
  13385. }
  13386. //
  13387. var textureUnits = 0;
  13388. function resetTextureUnits() {
  13389. textureUnits = 0;
  13390. }
  13391. function allocateTextureUnit() {
  13392. var textureUnit = textureUnits;
  13393. if ( textureUnit >= maxTextures ) {
  13394. console.warn( 'THREE.WebGLTextures: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + maxTextures );
  13395. }
  13396. textureUnits += 1;
  13397. return textureUnit;
  13398. }
  13399. //
  13400. function setTexture2D( texture, slot ) {
  13401. var textureProperties = properties.get( texture );
  13402. if ( texture.isVideoTexture ) { updateVideoTexture( texture ); }
  13403. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  13404. var image = texture.image;
  13405. if ( image === undefined ) {
  13406. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined' );
  13407. } else if ( image.complete === false ) {
  13408. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete' );
  13409. } else {
  13410. uploadTexture( textureProperties, texture, slot );
  13411. return;
  13412. }
  13413. }
  13414. state.activeTexture( 33984 + slot );
  13415. state.bindTexture( 3553, textureProperties.__webglTexture );
  13416. }
  13417. function setTexture2DArray( texture, slot ) {
  13418. var textureProperties = properties.get( texture );
  13419. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  13420. uploadTexture( textureProperties, texture, slot );
  13421. return;
  13422. }
  13423. state.activeTexture( 33984 + slot );
  13424. state.bindTexture( 35866, textureProperties.__webglTexture );
  13425. }
  13426. function setTexture3D( texture, slot ) {
  13427. var textureProperties = properties.get( texture );
  13428. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  13429. uploadTexture( textureProperties, texture, slot );
  13430. return;
  13431. }
  13432. state.activeTexture( 33984 + slot );
  13433. state.bindTexture( 32879, textureProperties.__webglTexture );
  13434. }
  13435. function setTextureCube( texture, slot ) {
  13436. if ( texture.image.length !== 6 ) { return; }
  13437. var textureProperties = properties.get( texture );
  13438. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  13439. initTexture( textureProperties, texture );
  13440. state.activeTexture( 33984 + slot );
  13441. state.bindTexture( 34067, textureProperties.__webglTexture );
  13442. _gl.pixelStorei( 37440, texture.flipY );
  13443. var isCompressed = ( texture && ( texture.isCompressedTexture || texture.image[ 0 ].isCompressedTexture ) );
  13444. var isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture );
  13445. var cubeImage = [];
  13446. for ( var i = 0; i < 6; i ++ ) {
  13447. if ( ! isCompressed && ! isDataTexture ) {
  13448. cubeImage[ i ] = resizeImage( texture.image[ i ], false, true, maxCubemapSize );
  13449. } else {
  13450. cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
  13451. }
  13452. }
  13453. var image = cubeImage[ 0 ],
  13454. supportsMips = isPowerOfTwo( image ) || isWebGL2,
  13455. glFormat = utils.convert( texture.format ),
  13456. glType = utils.convert( texture.type ),
  13457. glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );
  13458. setTextureParameters( 34067, texture, supportsMips );
  13459. var mipmaps;
  13460. if ( isCompressed ) {
  13461. for ( var i$1 = 0; i$1 < 6; i$1 ++ ) {
  13462. mipmaps = cubeImage[ i$1 ].mipmaps;
  13463. for ( var j = 0; j < mipmaps.length; j ++ ) {
  13464. var mipmap = mipmaps[ j ];
  13465. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  13466. if ( glFormat !== null ) {
  13467. state.compressedTexImage2D( 34069 + i$1, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  13468. } else {
  13469. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()' );
  13470. }
  13471. } else {
  13472. state.texImage2D( 34069 + i$1, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  13473. }
  13474. }
  13475. }
  13476. textureProperties.__maxMipLevel = mipmaps.length - 1;
  13477. } else {
  13478. mipmaps = texture.mipmaps;
  13479. for ( var i$2 = 0; i$2 < 6; i$2 ++ ) {
  13480. if ( isDataTexture ) {
  13481. state.texImage2D( 34069 + i$2, 0, glInternalFormat, cubeImage[ i$2 ].width, cubeImage[ i$2 ].height, 0, glFormat, glType, cubeImage[ i$2 ].data );
  13482. for ( var j$1 = 0; j$1 < mipmaps.length; j$1 ++ ) {
  13483. var mipmap$1 = mipmaps[ j$1 ];
  13484. var mipmapImage = mipmap$1.image[ i$2 ].image;
  13485. state.texImage2D( 34069 + i$2, j$1 + 1, glInternalFormat, mipmapImage.width, mipmapImage.height, 0, glFormat, glType, mipmapImage.data );
  13486. }
  13487. } else {
  13488. state.texImage2D( 34069 + i$2, 0, glInternalFormat, glFormat, glType, cubeImage[ i$2 ] );
  13489. for ( var j$2 = 0; j$2 < mipmaps.length; j$2 ++ ) {
  13490. var mipmap$2 = mipmaps[ j$2 ];
  13491. state.texImage2D( 34069 + i$2, j$2 + 1, glInternalFormat, glFormat, glType, mipmap$2.image[ i$2 ] );
  13492. }
  13493. }
  13494. }
  13495. textureProperties.__maxMipLevel = mipmaps.length;
  13496. }
  13497. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  13498. // We assume images for cube map have the same size.
  13499. generateMipmap( 34067, texture, image.width, image.height );
  13500. }
  13501. textureProperties.__version = texture.version;
  13502. if ( texture.onUpdate ) { texture.onUpdate( texture ); }
  13503. } else {
  13504. state.activeTexture( 33984 + slot );
  13505. state.bindTexture( 34067, textureProperties.__webglTexture );
  13506. }
  13507. }
  13508. function setTextureCubeDynamic( texture, slot ) {
  13509. state.activeTexture( 33984 + slot );
  13510. state.bindTexture( 34067, properties.get( texture ).__webglTexture );
  13511. }
  13512. var wrappingToGL = {};
  13513. wrappingToGL[ RepeatWrapping ] = 10497;
  13514. wrappingToGL[ ClampToEdgeWrapping ] = 33071;
  13515. wrappingToGL[ MirroredRepeatWrapping ] = 33648;
  13516. var filterToGL = {};
  13517. filterToGL[ NearestFilter ] = 9728;
  13518. filterToGL[ NearestMipmapNearestFilter ] = 9984;
  13519. filterToGL[ NearestMipmapLinearFilter ] = 9986;
  13520. filterToGL[ LinearFilter ] = 9729;
  13521. filterToGL[ LinearMipmapNearestFilter ] = 9985;
  13522. filterToGL[ LinearMipmapLinearFilter ] = 9987;
  13523. function setTextureParameters( textureType, texture, supportsMips ) {
  13524. if ( supportsMips ) {
  13525. _gl.texParameteri( textureType, 10242, wrappingToGL[ texture.wrapS ] );
  13526. _gl.texParameteri( textureType, 10243, wrappingToGL[ texture.wrapT ] );
  13527. if ( textureType === 32879 || textureType === 35866 ) {
  13528. _gl.texParameteri( textureType, 32882, wrappingToGL[ texture.wrapR ] );
  13529. }
  13530. _gl.texParameteri( textureType, 10240, filterToGL[ texture.magFilter ] );
  13531. _gl.texParameteri( textureType, 10241, filterToGL[ texture.minFilter ] );
  13532. } else {
  13533. _gl.texParameteri( textureType, 10242, 33071 );
  13534. _gl.texParameteri( textureType, 10243, 33071 );
  13535. if ( textureType === 32879 || textureType === 35866 ) {
  13536. _gl.texParameteri( textureType, 32882, 33071 );
  13537. }
  13538. if ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) {
  13539. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.' );
  13540. }
  13541. _gl.texParameteri( textureType, 10240, filterFallback( texture.magFilter ) );
  13542. _gl.texParameteri( textureType, 10241, filterFallback( texture.minFilter ) );
  13543. if ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) {
  13544. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.' );
  13545. }
  13546. }
  13547. var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  13548. if ( extension ) {
  13549. if ( texture.type === FloatType && extensions.get( 'OES_texture_float_linear' ) === null ) { return; }
  13550. if ( texture.type === HalfFloatType && ( isWebGL2 || extensions.get( 'OES_texture_half_float_linear' ) ) === null ) { return; }
  13551. if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {
  13552. _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) );
  13553. properties.get( texture ).__currentAnisotropy = texture.anisotropy;
  13554. }
  13555. }
  13556. }
  13557. function initTexture( textureProperties, texture ) {
  13558. if ( textureProperties.__webglInit === undefined ) {
  13559. textureProperties.__webglInit = true;
  13560. texture.addEventListener( 'dispose', onTextureDispose );
  13561. textureProperties.__webglTexture = _gl.createTexture();
  13562. info.memory.textures ++;
  13563. }
  13564. }
  13565. function uploadTexture( textureProperties, texture, slot ) {
  13566. var textureType = 3553;
  13567. if ( texture.isDataTexture2DArray ) { textureType = 35866; }
  13568. if ( texture.isDataTexture3D ) { textureType = 32879; }
  13569. initTexture( textureProperties, texture );
  13570. state.activeTexture( 33984 + slot );
  13571. state.bindTexture( textureType, textureProperties.__webglTexture );
  13572. _gl.pixelStorei( 37440, texture.flipY );
  13573. _gl.pixelStorei( 37441, texture.premultiplyAlpha );
  13574. _gl.pixelStorei( 3317, texture.unpackAlignment );
  13575. var needsPowerOfTwo = textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( texture.image ) === false;
  13576. var image = resizeImage( texture.image, needsPowerOfTwo, false, maxTextureSize );
  13577. var supportsMips = isPowerOfTwo( image ) || isWebGL2,
  13578. glFormat = utils.convert( texture.format );
  13579. var glType = utils.convert( texture.type ),
  13580. glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );
  13581. setTextureParameters( textureType, texture, supportsMips );
  13582. var mipmap;
  13583. var mipmaps = texture.mipmaps;
  13584. if ( texture.isDepthTexture ) {
  13585. // populate depth texture with dummy data
  13586. glInternalFormat = 6402;
  13587. if ( isWebGL2 ) {
  13588. if ( texture.type === FloatType ) {
  13589. glInternalFormat = 36012;
  13590. } else if ( texture.type === UnsignedIntType ) {
  13591. glInternalFormat = 33190;
  13592. } else if ( texture.type === UnsignedInt248Type ) {
  13593. glInternalFormat = 35056;
  13594. } else {
  13595. glInternalFormat = 33189; // WebGL2 requires sized internalformat for glTexImage2D
  13596. }
  13597. } else {
  13598. if ( texture.type === FloatType ) {
  13599. console.error( 'WebGLRenderer: Floating point depth texture requires WebGL2.' );
  13600. }
  13601. }
  13602. // validation checks for WebGL 1
  13603. if ( texture.format === DepthFormat && glInternalFormat === 6402 ) {
  13604. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  13605. // DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT
  13606. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  13607. if ( texture.type !== UnsignedShortType && texture.type !== UnsignedIntType ) {
  13608. console.warn( 'THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.' );
  13609. texture.type = UnsignedShortType;
  13610. glType = utils.convert( texture.type );
  13611. }
  13612. }
  13613. if ( texture.format === DepthStencilFormat && glInternalFormat === 6402 ) {
  13614. // Depth stencil textures need the DEPTH_STENCIL internal format
  13615. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  13616. glInternalFormat = 34041;
  13617. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  13618. // DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL.
  13619. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  13620. if ( texture.type !== UnsignedInt248Type ) {
  13621. console.warn( 'THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.' );
  13622. texture.type = UnsignedInt248Type;
  13623. glType = utils.convert( texture.type );
  13624. }
  13625. }
  13626. //
  13627. state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null );
  13628. } else if ( texture.isDataTexture ) {
  13629. // use manually created mipmaps if available
  13630. // if there are no manual mipmaps
  13631. // set 0 level mipmap and then use GL to generate other mipmap levels
  13632. if ( mipmaps.length > 0 && supportsMips ) {
  13633. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  13634. mipmap = mipmaps[ i ];
  13635. state.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  13636. }
  13637. texture.generateMipmaps = false;
  13638. textureProperties.__maxMipLevel = mipmaps.length - 1;
  13639. } else {
  13640. state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data );
  13641. textureProperties.__maxMipLevel = 0;
  13642. }
  13643. } else if ( texture.isCompressedTexture ) {
  13644. for ( var i$1 = 0, il$1 = mipmaps.length; i$1 < il$1; i$1 ++ ) {
  13645. mipmap = mipmaps[ i$1 ];
  13646. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  13647. if ( glFormat !== null ) {
  13648. state.compressedTexImage2D( 3553, i$1, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  13649. } else {
  13650. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' );
  13651. }
  13652. } else {
  13653. state.texImage2D( 3553, i$1, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  13654. }
  13655. }
  13656. textureProperties.__maxMipLevel = mipmaps.length - 1;
  13657. } else if ( texture.isDataTexture2DArray ) {
  13658. state.texImage3D( 35866, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
  13659. textureProperties.__maxMipLevel = 0;
  13660. } else if ( texture.isDataTexture3D ) {
  13661. state.texImage3D( 32879, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
  13662. textureProperties.__maxMipLevel = 0;
  13663. } else {
  13664. // regular Texture (image, video, canvas)
  13665. // use manually created mipmaps if available
  13666. // if there are no manual mipmaps
  13667. // set 0 level mipmap and then use GL to generate other mipmap levels
  13668. if ( mipmaps.length > 0 && supportsMips ) {
  13669. for ( var i$2 = 0, il$2 = mipmaps.length; i$2 < il$2; i$2 ++ ) {
  13670. mipmap = mipmaps[ i$2 ];
  13671. state.texImage2D( 3553, i$2, glInternalFormat, glFormat, glType, mipmap );
  13672. }
  13673. texture.generateMipmaps = false;
  13674. textureProperties.__maxMipLevel = mipmaps.length - 1;
  13675. } else {
  13676. state.texImage2D( 3553, 0, glInternalFormat, glFormat, glType, image );
  13677. textureProperties.__maxMipLevel = 0;
  13678. }
  13679. }
  13680. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  13681. generateMipmap( textureType, texture, image.width, image.height );
  13682. }
  13683. textureProperties.__version = texture.version;
  13684. if ( texture.onUpdate ) { texture.onUpdate( texture ); }
  13685. }
  13686. // Render targets
  13687. // Setup storage for target texture and bind it to correct framebuffer
  13688. function setupFrameBufferTexture( framebuffer, renderTarget, attachment, textureTarget ) {
  13689. var glFormat = utils.convert( renderTarget.texture.format );
  13690. var glType = utils.convert( renderTarget.texture.type );
  13691. var glInternalFormat = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType );
  13692. state.texImage2D( textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  13693. _gl.bindFramebuffer( 36160, framebuffer );
  13694. _gl.framebufferTexture2D( 36160, attachment, textureTarget, properties.get( renderTarget.texture ).__webglTexture, 0 );
  13695. _gl.bindFramebuffer( 36160, null );
  13696. }
  13697. // Setup storage for internal depth/stencil buffers and bind to correct framebuffer
  13698. function setupRenderBufferStorage( renderbuffer, renderTarget, isMultisample ) {
  13699. _gl.bindRenderbuffer( 36161, renderbuffer );
  13700. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  13701. var glInternalFormat = 33189;
  13702. if ( isMultisample ) {
  13703. var depthTexture = renderTarget.depthTexture;
  13704. if ( depthTexture && depthTexture.isDepthTexture ) {
  13705. if ( depthTexture.type === FloatType ) {
  13706. glInternalFormat = 36012;
  13707. } else if ( depthTexture.type === UnsignedIntType ) {
  13708. glInternalFormat = 33190;
  13709. }
  13710. }
  13711. var samples = getRenderTargetSamples( renderTarget );
  13712. _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  13713. } else {
  13714. _gl.renderbufferStorage( 36161, glInternalFormat, renderTarget.width, renderTarget.height );
  13715. }
  13716. _gl.framebufferRenderbuffer( 36160, 36096, 36161, renderbuffer );
  13717. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  13718. if ( isMultisample ) {
  13719. var samples$1 = getRenderTargetSamples( renderTarget );
  13720. _gl.renderbufferStorageMultisample( 36161, samples$1, 35056, renderTarget.width, renderTarget.height );
  13721. } else {
  13722. _gl.renderbufferStorage( 36161, 34041, renderTarget.width, renderTarget.height );
  13723. }
  13724. _gl.framebufferRenderbuffer( 36160, 33306, 36161, renderbuffer );
  13725. } else {
  13726. var glFormat = utils.convert( renderTarget.texture.format );
  13727. var glType = utils.convert( renderTarget.texture.type );
  13728. var glInternalFormat$1 = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType );
  13729. if ( isMultisample ) {
  13730. var samples$2 = getRenderTargetSamples( renderTarget );
  13731. _gl.renderbufferStorageMultisample( 36161, samples$2, glInternalFormat$1, renderTarget.width, renderTarget.height );
  13732. } else {
  13733. _gl.renderbufferStorage( 36161, glInternalFormat$1, renderTarget.width, renderTarget.height );
  13734. }
  13735. }
  13736. _gl.bindRenderbuffer( 36161, null );
  13737. }
  13738. // Setup resources for a Depth Texture for a FBO (needs an extension)
  13739. function setupDepthTexture( framebuffer, renderTarget ) {
  13740. var isCube = ( renderTarget && renderTarget.isWebGLCubeRenderTarget );
  13741. if ( isCube ) { throw new Error( 'Depth Texture with cube render targets is not supported' ); }
  13742. _gl.bindFramebuffer( 36160, framebuffer );
  13743. if ( ! ( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) {
  13744. throw new Error( 'renderTarget.depthTexture must be an instance of THREE.DepthTexture' );
  13745. }
  13746. // upload an empty depth texture with framebuffer size
  13747. if ( ! properties.get( renderTarget.depthTexture ).__webglTexture ||
  13748. renderTarget.depthTexture.image.width !== renderTarget.width ||
  13749. renderTarget.depthTexture.image.height !== renderTarget.height ) {
  13750. renderTarget.depthTexture.image.width = renderTarget.width;
  13751. renderTarget.depthTexture.image.height = renderTarget.height;
  13752. renderTarget.depthTexture.needsUpdate = true;
  13753. }
  13754. setTexture2D( renderTarget.depthTexture, 0 );
  13755. var webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture;
  13756. if ( renderTarget.depthTexture.format === DepthFormat ) {
  13757. _gl.framebufferTexture2D( 36160, 36096, 3553, webglDepthTexture, 0 );
  13758. } else if ( renderTarget.depthTexture.format === DepthStencilFormat ) {
  13759. _gl.framebufferTexture2D( 36160, 33306, 3553, webglDepthTexture, 0 );
  13760. } else {
  13761. throw new Error( 'Unknown depthTexture format' );
  13762. }
  13763. }
  13764. // Setup GL resources for a non-texture depth buffer
  13765. function setupDepthRenderbuffer( renderTarget ) {
  13766. var renderTargetProperties = properties.get( renderTarget );
  13767. var isCube = ( renderTarget.isWebGLCubeRenderTarget === true );
  13768. if ( renderTarget.depthTexture ) {
  13769. if ( isCube ) { throw new Error( 'target.depthTexture not supported in Cube render targets' ); }
  13770. setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget );
  13771. } else {
  13772. if ( isCube ) {
  13773. renderTargetProperties.__webglDepthbuffer = [];
  13774. for ( var i = 0; i < 6; i ++ ) {
  13775. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer[ i ] );
  13776. renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();
  13777. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget, false );
  13778. }
  13779. } else {
  13780. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer );
  13781. renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();
  13782. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget, false );
  13783. }
  13784. }
  13785. _gl.bindFramebuffer( 36160, null );
  13786. }
  13787. // Set up GL resources for the render target
  13788. function setupRenderTarget( renderTarget ) {
  13789. var renderTargetProperties = properties.get( renderTarget );
  13790. var textureProperties = properties.get( renderTarget.texture );
  13791. renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
  13792. textureProperties.__webglTexture = _gl.createTexture();
  13793. info.memory.textures ++;
  13794. var isCube = ( renderTarget.isWebGLCubeRenderTarget === true );
  13795. var isMultisample = ( renderTarget.isWebGLMultisampleRenderTarget === true );
  13796. var supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2;
  13797. // Handles WebGL2 RGBFormat fallback - #18858
  13798. if ( isWebGL2 && renderTarget.texture.format === RGBFormat && ( renderTarget.texture.type === FloatType || renderTarget.texture.type === HalfFloatType ) ) {
  13799. renderTarget.texture.format = RGBAFormat;
  13800. console.warn( 'THREE.WebGLRenderer: Rendering to textures with RGB format is not supported. Using RGBA format instead.' );
  13801. }
  13802. // Setup framebuffer
  13803. if ( isCube ) {
  13804. renderTargetProperties.__webglFramebuffer = [];
  13805. for ( var i = 0; i < 6; i ++ ) {
  13806. renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  13807. }
  13808. } else {
  13809. renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();
  13810. if ( isMultisample ) {
  13811. if ( isWebGL2 ) {
  13812. renderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer();
  13813. renderTargetProperties.__webglColorRenderbuffer = _gl.createRenderbuffer();
  13814. _gl.bindRenderbuffer( 36161, renderTargetProperties.__webglColorRenderbuffer );
  13815. var glFormat = utils.convert( renderTarget.texture.format );
  13816. var glType = utils.convert( renderTarget.texture.type );
  13817. var glInternalFormat = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType );
  13818. var samples = getRenderTargetSamples( renderTarget );
  13819. _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  13820. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer );
  13821. _gl.framebufferRenderbuffer( 36160, 36064, 36161, renderTargetProperties.__webglColorRenderbuffer );
  13822. _gl.bindRenderbuffer( 36161, null );
  13823. if ( renderTarget.depthBuffer ) {
  13824. renderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer();
  13825. setupRenderBufferStorage( renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true );
  13826. }
  13827. _gl.bindFramebuffer( 36160, null );
  13828. } else {
  13829. console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
  13830. }
  13831. }
  13832. }
  13833. // Setup color buffer
  13834. if ( isCube ) {
  13835. state.bindTexture( 34067, textureProperties.__webglTexture );
  13836. setTextureParameters( 34067, renderTarget.texture, supportsMips );
  13837. for ( var i$1 = 0; i$1 < 6; i$1 ++ ) {
  13838. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i$1 ], renderTarget, 36064, 34069 + i$1 );
  13839. }
  13840. if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {
  13841. generateMipmap( 34067, renderTarget.texture, renderTarget.width, renderTarget.height );
  13842. }
  13843. state.bindTexture( 34067, null );
  13844. } else {
  13845. state.bindTexture( 3553, textureProperties.__webglTexture );
  13846. setTextureParameters( 3553, renderTarget.texture, supportsMips );
  13847. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, 36064, 3553 );
  13848. if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {
  13849. generateMipmap( 3553, renderTarget.texture, renderTarget.width, renderTarget.height );
  13850. }
  13851. state.bindTexture( 3553, null );
  13852. }
  13853. // Setup depth and stencil buffers
  13854. if ( renderTarget.depthBuffer ) {
  13855. setupDepthRenderbuffer( renderTarget );
  13856. }
  13857. }
  13858. function updateRenderTargetMipmap( renderTarget ) {
  13859. var texture = renderTarget.texture;
  13860. var supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2;
  13861. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  13862. var target = renderTarget.isWebGLCubeRenderTarget ? 34067 : 3553;
  13863. var webglTexture = properties.get( texture ).__webglTexture;
  13864. state.bindTexture( target, webglTexture );
  13865. generateMipmap( target, texture, renderTarget.width, renderTarget.height );
  13866. state.bindTexture( target, null );
  13867. }
  13868. }
  13869. function updateMultisampleRenderTarget( renderTarget ) {
  13870. if ( renderTarget.isWebGLMultisampleRenderTarget ) {
  13871. if ( isWebGL2 ) {
  13872. var renderTargetProperties = properties.get( renderTarget );
  13873. _gl.bindFramebuffer( 36008, renderTargetProperties.__webglMultisampledFramebuffer );
  13874. _gl.bindFramebuffer( 36009, renderTargetProperties.__webglFramebuffer );
  13875. var width = renderTarget.width;
  13876. var height = renderTarget.height;
  13877. var mask = 16384;
  13878. if ( renderTarget.depthBuffer ) { mask |= 256; }
  13879. if ( renderTarget.stencilBuffer ) { mask |= 1024; }
  13880. _gl.blitFramebuffer( 0, 0, width, height, 0, 0, width, height, mask, 9728 );
  13881. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer ); // see #18905
  13882. } else {
  13883. console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
  13884. }
  13885. }
  13886. }
  13887. function getRenderTargetSamples( renderTarget ) {
  13888. return ( isWebGL2 && renderTarget.isWebGLMultisampleRenderTarget ) ?
  13889. Math.min( maxSamples, renderTarget.samples ) : 0;
  13890. }
  13891. function updateVideoTexture( texture ) {
  13892. var frame = info.render.frame;
  13893. // Check the last frame we updated the VideoTexture
  13894. if ( _videoTextures.get( texture ) !== frame ) {
  13895. _videoTextures.set( texture, frame );
  13896. texture.update();
  13897. }
  13898. }
  13899. // backwards compatibility
  13900. var warnedTexture2D = false;
  13901. var warnedTextureCube = false;
  13902. function safeSetTexture2D( texture, slot ) {
  13903. if ( texture && texture.isWebGLRenderTarget ) {
  13904. if ( warnedTexture2D === false ) {
  13905. console.warn( "THREE.WebGLTextures.safeSetTexture2D: don't use render targets as textures. Use their .texture property instead." );
  13906. warnedTexture2D = true;
  13907. }
  13908. texture = texture.texture;
  13909. }
  13910. setTexture2D( texture, slot );
  13911. }
  13912. function safeSetTextureCube( texture, slot ) {
  13913. if ( texture && texture.isWebGLCubeRenderTarget ) {
  13914. if ( warnedTextureCube === false ) {
  13915. console.warn( "THREE.WebGLTextures.safeSetTextureCube: don't use cube render targets as textures. Use their .texture property instead." );
  13916. warnedTextureCube = true;
  13917. }
  13918. texture = texture.texture;
  13919. }
  13920. // currently relying on the fact that WebGLCubeRenderTarget.texture is a Texture and NOT a CubeTexture
  13921. // TODO: unify these code paths
  13922. if ( ( texture && texture.isCubeTexture ) ||
  13923. ( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
  13924. // CompressedTexture can have Array in image :/
  13925. // this function alone should take care of cube textures
  13926. setTextureCube( texture, slot );
  13927. } else {
  13928. // assumed: texture property of THREE.WebGLCubeRenderTarget
  13929. setTextureCubeDynamic( texture, slot );
  13930. }
  13931. }
  13932. //
  13933. this.allocateTextureUnit = allocateTextureUnit;
  13934. this.resetTextureUnits = resetTextureUnits;
  13935. this.setTexture2D = setTexture2D;
  13936. this.setTexture2DArray = setTexture2DArray;
  13937. this.setTexture3D = setTexture3D;
  13938. this.setTextureCube = setTextureCube;
  13939. this.setTextureCubeDynamic = setTextureCubeDynamic;
  13940. this.setupRenderTarget = setupRenderTarget;
  13941. this.updateRenderTargetMipmap = updateRenderTargetMipmap;
  13942. this.updateMultisampleRenderTarget = updateMultisampleRenderTarget;
  13943. this.safeSetTexture2D = safeSetTexture2D;
  13944. this.safeSetTextureCube = safeSetTextureCube;
  13945. }
  13946. /**
  13947. * @author thespite / http://www.twitter.com/thespite
  13948. */
  13949. function WebGLUtils( gl, extensions, capabilities ) {
  13950. var isWebGL2 = capabilities.isWebGL2;
  13951. function convert( p ) {
  13952. var extension;
  13953. if ( p === UnsignedByteType ) { return 5121; }
  13954. if ( p === UnsignedShort4444Type ) { return 32819; }
  13955. if ( p === UnsignedShort5551Type ) { return 32820; }
  13956. if ( p === UnsignedShort565Type ) { return 33635; }
  13957. if ( p === ByteType ) { return 5120; }
  13958. if ( p === ShortType ) { return 5122; }
  13959. if ( p === UnsignedShortType ) { return 5123; }
  13960. if ( p === IntType ) { return 5124; }
  13961. if ( p === UnsignedIntType ) { return 5125; }
  13962. if ( p === FloatType ) { return 5126; }
  13963. if ( p === HalfFloatType ) {
  13964. if ( isWebGL2 ) { return 5131; }
  13965. extension = extensions.get( 'OES_texture_half_float' );
  13966. if ( extension !== null ) {
  13967. return extension.HALF_FLOAT_OES;
  13968. } else {
  13969. return null;
  13970. }
  13971. }
  13972. if ( p === AlphaFormat ) { return 6406; }
  13973. if ( p === RGBFormat ) { return 6407; }
  13974. if ( p === RGBAFormat ) { return 6408; }
  13975. if ( p === LuminanceFormat ) { return 6409; }
  13976. if ( p === LuminanceAlphaFormat ) { return 6410; }
  13977. if ( p === DepthFormat ) { return 6402; }
  13978. if ( p === DepthStencilFormat ) { return 34041; }
  13979. if ( p === RedFormat ) { return 6403; }
  13980. // WebGL2 formats.
  13981. if ( p === RedIntegerFormat ) { return 36244; }
  13982. if ( p === RGFormat ) { return 33319; }
  13983. if ( p === RGIntegerFormat ) { return 33320; }
  13984. if ( p === RGBIntegerFormat ) { return 36248; }
  13985. if ( p === RGBAIntegerFormat ) { return 36249; }
  13986. if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format ||
  13987. p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {
  13988. extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
  13989. if ( extension !== null ) {
  13990. if ( p === RGB_S3TC_DXT1_Format ) { return extension.COMPRESSED_RGB_S3TC_DXT1_EXT; }
  13991. if ( p === RGBA_S3TC_DXT1_Format ) { return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT; }
  13992. if ( p === RGBA_S3TC_DXT3_Format ) { return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT; }
  13993. if ( p === RGBA_S3TC_DXT5_Format ) { return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT; }
  13994. } else {
  13995. return null;
  13996. }
  13997. }
  13998. if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format ||
  13999. p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {
  14000. extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  14001. if ( extension !== null ) {
  14002. if ( p === RGB_PVRTC_4BPPV1_Format ) { return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG; }
  14003. if ( p === RGB_PVRTC_2BPPV1_Format ) { return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG; }
  14004. if ( p === RGBA_PVRTC_4BPPV1_Format ) { return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; }
  14005. if ( p === RGBA_PVRTC_2BPPV1_Format ) { return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG; }
  14006. } else {
  14007. return null;
  14008. }
  14009. }
  14010. if ( p === RGB_ETC1_Format ) {
  14011. extension = extensions.get( 'WEBGL_compressed_texture_etc1' );
  14012. if ( extension !== null ) {
  14013. return extension.COMPRESSED_RGB_ETC1_WEBGL;
  14014. } else {
  14015. return null;
  14016. }
  14017. }
  14018. if ( p === RGB_ETC2_Format || p === RGBA_ETC2_EAC_Format ) {
  14019. extension = extensions.get( 'WEBGL_compressed_texture_etc' );
  14020. if ( extension !== null ) {
  14021. if ( p === RGB_ETC2_Format ) { return extension.COMPRESSED_RGB8_ETC2; }
  14022. if ( p === RGBA_ETC2_EAC_Format ) { return extension.COMPRESSED_RGBA8_ETC2_EAC; }
  14023. }
  14024. }
  14025. if ( p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format ||
  14026. p === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format ||
  14027. p === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format ||
  14028. p === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format ||
  14029. p === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format ||
  14030. p === SRGB8_ALPHA8_ASTC_4x4_Format || p === SRGB8_ALPHA8_ASTC_5x4_Format || p === SRGB8_ALPHA8_ASTC_5x5_Format ||
  14031. p === SRGB8_ALPHA8_ASTC_6x5_Format || p === SRGB8_ALPHA8_ASTC_6x6_Format || p === SRGB8_ALPHA8_ASTC_8x5_Format ||
  14032. p === SRGB8_ALPHA8_ASTC_8x6_Format || p === SRGB8_ALPHA8_ASTC_8x8_Format || p === SRGB8_ALPHA8_ASTC_10x5_Format ||
  14033. p === SRGB8_ALPHA8_ASTC_10x6_Format || p === SRGB8_ALPHA8_ASTC_10x8_Format || p === SRGB8_ALPHA8_ASTC_10x10_Format ||
  14034. p === SRGB8_ALPHA8_ASTC_12x10_Format || p === SRGB8_ALPHA8_ASTC_12x12_Format ) {
  14035. extension = extensions.get( 'WEBGL_compressed_texture_astc' );
  14036. if ( extension !== null ) {
  14037. // TODO Complete?
  14038. return p;
  14039. } else {
  14040. return null;
  14041. }
  14042. }
  14043. if ( p === RGBA_BPTC_Format ) {
  14044. extension = extensions.get( 'EXT_texture_compression_bptc' );
  14045. if ( extension !== null ) {
  14046. // TODO Complete?
  14047. return p;
  14048. } else {
  14049. return null;
  14050. }
  14051. }
  14052. if ( p === UnsignedInt248Type ) {
  14053. if ( isWebGL2 ) { return 34042; }
  14054. extension = extensions.get( 'WEBGL_depth_texture' );
  14055. if ( extension !== null ) {
  14056. return extension.UNSIGNED_INT_24_8_WEBGL;
  14057. } else {
  14058. return null;
  14059. }
  14060. }
  14061. }
  14062. return { convert: convert };
  14063. }
  14064. /**
  14065. * @author mrdoob / http://mrdoob.com/
  14066. */
  14067. function ArrayCamera( array ) {
  14068. PerspectiveCamera.call( this );
  14069. this.cameras = array || [];
  14070. }
  14071. ArrayCamera.prototype = Object.assign( Object.create( PerspectiveCamera.prototype ), {
  14072. constructor: ArrayCamera,
  14073. isArrayCamera: true
  14074. } );
  14075. /**
  14076. * @author mrdoob / http://mrdoob.com/
  14077. */
  14078. function Group() {
  14079. Object3D.call( this );
  14080. this.type = 'Group';
  14081. }
  14082. Group.prototype = Object.assign( Object.create( Object3D.prototype ), {
  14083. constructor: Group,
  14084. isGroup: true
  14085. } );
  14086. /**
  14087. * @author Mugen87 / https://github.com/Mugen87
  14088. */
  14089. function WebXRController() {
  14090. this._targetRay = null;
  14091. this._grip = null;
  14092. }
  14093. Object.assign( WebXRController.prototype, {
  14094. constructor: WebXRController,
  14095. getTargetRaySpace: function () {
  14096. if ( this._targetRay === null ) {
  14097. this._targetRay = new Group();
  14098. this._targetRay.matrixAutoUpdate = false;
  14099. this._targetRay.visible = false;
  14100. }
  14101. return this._targetRay;
  14102. },
  14103. getGripSpace: function () {
  14104. if ( this._grip === null ) {
  14105. this._grip = new Group();
  14106. this._grip.matrixAutoUpdate = false;
  14107. this._grip.visible = false;
  14108. }
  14109. return this._grip;
  14110. },
  14111. dispatchEvent: function ( event ) {
  14112. if ( this._targetRay !== null ) {
  14113. this._targetRay.dispatchEvent( event );
  14114. }
  14115. if ( this._grip !== null ) {
  14116. this._grip.dispatchEvent( event );
  14117. }
  14118. return this;
  14119. },
  14120. disconnect: function ( inputSource ) {
  14121. this.dispatchEvent( { type: 'disconnected', data: inputSource } );
  14122. if ( this._targetRay !== null ) {
  14123. this._targetRay.visible = false;
  14124. }
  14125. if ( this._grip !== null ) {
  14126. this._grip.visible = false;
  14127. }
  14128. return this;
  14129. },
  14130. update: function ( inputSource, frame, referenceSpace ) {
  14131. var inputPose = null;
  14132. var gripPose = null;
  14133. var targetRay = this._targetRay;
  14134. var grip = this._grip;
  14135. if ( inputSource ) {
  14136. if ( targetRay !== null ) {
  14137. inputPose = frame.getPose( inputSource.targetRaySpace, referenceSpace );
  14138. if ( inputPose !== null ) {
  14139. targetRay.matrix.fromArray( inputPose.transform.matrix );
  14140. targetRay.matrix.decompose( targetRay.position, targetRay.rotation, targetRay.scale );
  14141. }
  14142. }
  14143. if ( grip !== null && inputSource.gripSpace ) {
  14144. gripPose = frame.getPose( inputSource.gripSpace, referenceSpace );
  14145. if ( gripPose !== null ) {
  14146. grip.matrix.fromArray( gripPose.transform.matrix );
  14147. grip.matrix.decompose( grip.position, grip.rotation, grip.scale );
  14148. }
  14149. }
  14150. }
  14151. if ( targetRay !== null ) {
  14152. targetRay.visible = ( inputPose !== null );
  14153. }
  14154. if ( grip !== null ) {
  14155. grip.visible = ( gripPose !== null );
  14156. }
  14157. return this;
  14158. }
  14159. } );
  14160. /**
  14161. * @author mrdoob / http://mrdoob.com/
  14162. */
  14163. function WebXRManager( renderer, gl ) {
  14164. var scope = this;
  14165. var session = null;
  14166. var framebufferScaleFactor = 1.0;
  14167. var referenceSpace = null;
  14168. var referenceSpaceType = 'local-floor';
  14169. var pose = null;
  14170. var controllers = [];
  14171. var inputSourcesMap = new Map();
  14172. //
  14173. var cameraL = new PerspectiveCamera();
  14174. cameraL.layers.enable( 1 );
  14175. cameraL.viewport = new Vector4();
  14176. var cameraR = new PerspectiveCamera();
  14177. cameraR.layers.enable( 2 );
  14178. cameraR.viewport = new Vector4();
  14179. var cameras = [ cameraL, cameraR ];
  14180. var cameraVR = new ArrayCamera();
  14181. cameraVR.layers.enable( 1 );
  14182. cameraVR.layers.enable( 2 );
  14183. var _currentDepthNear = null;
  14184. var _currentDepthFar = null;
  14185. //
  14186. this.enabled = false;
  14187. this.isPresenting = false;
  14188. this.getController = function ( index ) {
  14189. var controller = controllers[ index ];
  14190. if ( controller === undefined ) {
  14191. controller = new WebXRController();
  14192. controllers[ index ] = controller;
  14193. }
  14194. return controller.getTargetRaySpace();
  14195. };
  14196. this.getControllerGrip = function ( index ) {
  14197. var controller = controllers[ index ];
  14198. if ( controller === undefined ) {
  14199. controller = new WebXRController();
  14200. controllers[ index ] = controller;
  14201. }
  14202. return controller.getGripSpace();
  14203. };
  14204. //
  14205. function onSessionEvent( event ) {
  14206. var controller = inputSourcesMap.get( event.inputSource );
  14207. if ( controller ) {
  14208. controller.dispatchEvent( { type: event.type } );
  14209. }
  14210. }
  14211. function onSessionEnd() {
  14212. inputSourcesMap.forEach( function ( controller, inputSource ) {
  14213. controller.disconnect( inputSource );
  14214. } );
  14215. inputSourcesMap.clear();
  14216. //
  14217. renderer.setFramebuffer( null );
  14218. renderer.setRenderTarget( renderer.getRenderTarget() ); // Hack #15830
  14219. animation.stop();
  14220. scope.isPresenting = false;
  14221. scope.dispatchEvent( { type: 'sessionend' } );
  14222. }
  14223. function onRequestReferenceSpace( value ) {
  14224. referenceSpace = value;
  14225. animation.setContext( session );
  14226. animation.start();
  14227. scope.isPresenting = true;
  14228. scope.dispatchEvent( { type: 'sessionstart' } );
  14229. }
  14230. this.setFramebufferScaleFactor = function ( value ) {
  14231. framebufferScaleFactor = value;
  14232. if ( scope.isPresenting === true ) {
  14233. console.warn( 'THREE.WebXRManager: Cannot change framebuffer scale while presenting.' );
  14234. }
  14235. };
  14236. this.setReferenceSpaceType = function ( value ) {
  14237. referenceSpaceType = value;
  14238. if ( scope.isPresenting === true ) {
  14239. console.warn( 'THREE.WebXRManager: Cannot change reference space type while presenting.' );
  14240. }
  14241. };
  14242. this.getReferenceSpace = function () {
  14243. return referenceSpace;
  14244. };
  14245. this.getSession = function () {
  14246. return session;
  14247. };
  14248. this.setSession = function ( value ) {
  14249. session = value;
  14250. if ( session !== null ) {
  14251. session.addEventListener( 'select', onSessionEvent );
  14252. session.addEventListener( 'selectstart', onSessionEvent );
  14253. session.addEventListener( 'selectend', onSessionEvent );
  14254. session.addEventListener( 'squeeze', onSessionEvent );
  14255. session.addEventListener( 'squeezestart', onSessionEvent );
  14256. session.addEventListener( 'squeezeend', onSessionEvent );
  14257. session.addEventListener( 'end', onSessionEnd );
  14258. var attributes = gl.getContextAttributes();
  14259. if ( attributes.xrCompatible !== true ) {
  14260. gl.makeXRCompatible();
  14261. }
  14262. var layerInit = {
  14263. antialias: attributes.antialias,
  14264. alpha: attributes.alpha,
  14265. depth: attributes.depth,
  14266. stencil: attributes.stencil,
  14267. framebufferScaleFactor: framebufferScaleFactor
  14268. };
  14269. // eslint-disable-next-line no-undef
  14270. var baseLayer = new XRWebGLLayer( session, gl, layerInit );
  14271. session.updateRenderState( { baseLayer: baseLayer } );
  14272. session.requestReferenceSpace( referenceSpaceType ).then( onRequestReferenceSpace );
  14273. //
  14274. session.addEventListener( 'inputsourceschange', updateInputSources );
  14275. }
  14276. };
  14277. function updateInputSources( event ) {
  14278. var inputSources = session.inputSources;
  14279. // Assign inputSources to available controllers
  14280. for ( var i = 0; i < controllers.length; i ++ ) {
  14281. inputSourcesMap.set( inputSources[ i ], controllers[ i ] );
  14282. }
  14283. // Notify disconnected
  14284. for ( var i$1 = 0; i$1 < event.removed.length; i$1 ++ ) {
  14285. var inputSource = event.removed[ i$1 ];
  14286. var controller = inputSourcesMap.get( inputSource );
  14287. if ( controller ) {
  14288. controller.dispatchEvent( { type: 'disconnected', data: inputSource } );
  14289. inputSourcesMap.delete( inputSource );
  14290. }
  14291. }
  14292. // Notify connected
  14293. for ( var i$2 = 0; i$2 < event.added.length; i$2 ++ ) {
  14294. var inputSource$1 = event.added[ i$2 ];
  14295. var controller$1 = inputSourcesMap.get( inputSource$1 );
  14296. if ( controller$1 ) {
  14297. controller$1.dispatchEvent( { type: 'connected', data: inputSource$1 } );
  14298. }
  14299. }
  14300. }
  14301. //
  14302. var cameraLPos = new Vector3();
  14303. var cameraRPos = new Vector3();
  14304. /**
  14305. * @author jsantell / https://www.jsantell.com/
  14306. *
  14307. * Assumes 2 cameras that are parallel and share an X-axis, and that
  14308. * the cameras' projection and world matrices have already been set.
  14309. * And that near and far planes are identical for both cameras.
  14310. * Visualization of this technique: https://computergraphics.stackexchange.com/a/4765
  14311. */
  14312. function setProjectionFromUnion( camera, cameraL, cameraR ) {
  14313. cameraLPos.setFromMatrixPosition( cameraL.matrixWorld );
  14314. cameraRPos.setFromMatrixPosition( cameraR.matrixWorld );
  14315. var ipd = cameraLPos.distanceTo( cameraRPos );
  14316. var projL = cameraL.projectionMatrix.elements;
  14317. var projR = cameraR.projectionMatrix.elements;
  14318. // VR systems will have identical far and near planes, and
  14319. // most likely identical top and bottom frustum extents.
  14320. // Use the left camera for these values.
  14321. var near = projL[ 14 ] / ( projL[ 10 ] - 1 );
  14322. var far = projL[ 14 ] / ( projL[ 10 ] + 1 );
  14323. var topFov = ( projL[ 9 ] + 1 ) / projL[ 5 ];
  14324. var bottomFov = ( projL[ 9 ] - 1 ) / projL[ 5 ];
  14325. var leftFov = ( projL[ 8 ] - 1 ) / projL[ 0 ];
  14326. var rightFov = ( projR[ 8 ] + 1 ) / projR[ 0 ];
  14327. var left = near * leftFov;
  14328. var right = near * rightFov;
  14329. // Calculate the new camera's position offset from the
  14330. // left camera. xOffset should be roughly half `ipd`.
  14331. var zOffset = ipd / ( - leftFov + rightFov );
  14332. var xOffset = zOffset * - leftFov;
  14333. // TODO: Better way to apply this offset?
  14334. cameraL.matrixWorld.decompose( camera.position, camera.quaternion, camera.scale );
  14335. camera.translateX( xOffset );
  14336. camera.translateZ( zOffset );
  14337. camera.matrixWorld.compose( camera.position, camera.quaternion, camera.scale );
  14338. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  14339. // Find the union of the frustum values of the cameras and scale
  14340. // the values so that the near plane's position does not change in world space,
  14341. // although must now be relative to the new union camera.
  14342. var near2 = near + zOffset;
  14343. var far2 = far + zOffset;
  14344. var left2 = left - xOffset;
  14345. var right2 = right + ( ipd - xOffset );
  14346. var top2 = topFov * far / far2 * near2;
  14347. var bottom2 = bottomFov * far / far2 * near2;
  14348. camera.projectionMatrix.makePerspective( left2, right2, top2, bottom2, near2, far2 );
  14349. }
  14350. function updateCamera( camera, parent ) {
  14351. if ( parent === null ) {
  14352. camera.matrixWorld.copy( camera.matrix );
  14353. } else {
  14354. camera.matrixWorld.multiplyMatrices( parent.matrixWorld, camera.matrix );
  14355. }
  14356. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  14357. }
  14358. this.getCamera = function ( camera ) {
  14359. cameraVR.near = cameraR.near = cameraL.near = camera.near;
  14360. cameraVR.far = cameraR.far = cameraL.far = camera.far;
  14361. if ( _currentDepthNear !== cameraVR.near || _currentDepthFar !== cameraVR.far ) {
  14362. // Note that the new renderState won't apply until the next frame. See #18320
  14363. session.updateRenderState( {
  14364. depthNear: cameraVR.near,
  14365. depthFar: cameraVR.far
  14366. } );
  14367. _currentDepthNear = cameraVR.near;
  14368. _currentDepthFar = cameraVR.far;
  14369. }
  14370. var parent = camera.parent;
  14371. var cameras = cameraVR.cameras;
  14372. updateCamera( cameraVR, parent );
  14373. for ( var i = 0; i < cameras.length; i ++ ) {
  14374. updateCamera( cameras[ i ], parent );
  14375. }
  14376. // update camera and its children
  14377. camera.matrixWorld.copy( cameraVR.matrixWorld );
  14378. var children = camera.children;
  14379. for ( var i$1 = 0, l = children.length; i$1 < l; i$1 ++ ) {
  14380. children[ i$1 ].updateMatrixWorld( true );
  14381. }
  14382. // update projection matrix for proper view frustum culling
  14383. if ( cameras.length === 2 ) {
  14384. setProjectionFromUnion( cameraVR, cameraL, cameraR );
  14385. } else {
  14386. // assume single camera setup (AR)
  14387. cameraVR.projectionMatrix.copy( cameraL.projectionMatrix );
  14388. }
  14389. return cameraVR;
  14390. };
  14391. // Animation Loop
  14392. var onAnimationFrameCallback = null;
  14393. function onAnimationFrame( time, frame ) {
  14394. pose = frame.getViewerPose( referenceSpace );
  14395. if ( pose !== null ) {
  14396. var views = pose.views;
  14397. var baseLayer = session.renderState.baseLayer;
  14398. renderer.setFramebuffer( baseLayer.framebuffer );
  14399. var cameraVRNeedsUpdate = false;
  14400. // check if it's necessary to rebuild cameraVR's camera list
  14401. if ( views.length !== cameraVR.cameras.length ) {
  14402. cameraVR.cameras.length = 0;
  14403. cameraVRNeedsUpdate = true;
  14404. }
  14405. for ( var i = 0; i < views.length; i ++ ) {
  14406. var view = views[ i ];
  14407. var viewport = baseLayer.getViewport( view );
  14408. var camera = cameras[ i ];
  14409. camera.matrix.fromArray( view.transform.matrix );
  14410. camera.projectionMatrix.fromArray( view.projectionMatrix );
  14411. camera.viewport.set( viewport.x, viewport.y, viewport.width, viewport.height );
  14412. if ( i === 0 ) {
  14413. cameraVR.matrix.copy( camera.matrix );
  14414. }
  14415. if ( cameraVRNeedsUpdate === true ) {
  14416. cameraVR.cameras.push( camera );
  14417. }
  14418. }
  14419. }
  14420. //
  14421. var inputSources = session.inputSources;
  14422. for ( var i$1 = 0; i$1 < controllers.length; i$1 ++ ) {
  14423. var controller = controllers[ i$1 ];
  14424. var inputSource = inputSources[ i$1 ];
  14425. controller.update( inputSource, frame, referenceSpace );
  14426. }
  14427. if ( onAnimationFrameCallback ) { onAnimationFrameCallback( time, frame ); }
  14428. }
  14429. var animation = new WebGLAnimation();
  14430. animation.setAnimationLoop( onAnimationFrame );
  14431. this.setAnimationLoop = function ( callback ) {
  14432. onAnimationFrameCallback = callback;
  14433. };
  14434. this.dispose = function () {};
  14435. }
  14436. Object.assign( WebXRManager.prototype, EventDispatcher.prototype );
  14437. /**
  14438. * @author mrdoob / http://mrdoob.com/
  14439. */
  14440. function WebGLMaterials( properties ) {
  14441. function refreshFogUniforms( uniforms, fog ) {
  14442. uniforms.fogColor.value.copy( fog.color );
  14443. if ( fog.isFog ) {
  14444. uniforms.fogNear.value = fog.near;
  14445. uniforms.fogFar.value = fog.far;
  14446. } else if ( fog.isFogExp2 ) {
  14447. uniforms.fogDensity.value = fog.density;
  14448. }
  14449. }
  14450. function refreshMaterialUniforms( uniforms, material, environment, pixelRatio, height ) {
  14451. if ( material.isMeshBasicMaterial ) {
  14452. refreshUniformsCommon( uniforms, material );
  14453. } else if ( material.isMeshLambertMaterial ) {
  14454. refreshUniformsCommon( uniforms, material );
  14455. refreshUniformsLambert( uniforms, material );
  14456. } else if ( material.isMeshToonMaterial ) {
  14457. refreshUniformsCommon( uniforms, material );
  14458. refreshUniformsToon( uniforms, material );
  14459. } else if ( material.isMeshPhongMaterial ) {
  14460. refreshUniformsCommon( uniforms, material );
  14461. refreshUniformsPhong( uniforms, material );
  14462. } else if ( material.isMeshStandardMaterial ) {
  14463. refreshUniformsCommon( uniforms, material, environment );
  14464. if ( material.isMeshPhysicalMaterial ) {
  14465. refreshUniformsPhysical( uniforms, material, environment );
  14466. } else {
  14467. refreshUniformsStandard( uniforms, material, environment );
  14468. }
  14469. } else if ( material.isMeshMatcapMaterial ) {
  14470. refreshUniformsCommon( uniforms, material );
  14471. refreshUniformsMatcap( uniforms, material );
  14472. } else if ( material.isMeshDepthMaterial ) {
  14473. refreshUniformsCommon( uniforms, material );
  14474. refreshUniformsDepth( uniforms, material );
  14475. } else if ( material.isMeshDistanceMaterial ) {
  14476. refreshUniformsCommon( uniforms, material );
  14477. refreshUniformsDistance( uniforms, material );
  14478. } else if ( material.isMeshNormalMaterial ) {
  14479. refreshUniformsCommon( uniforms, material );
  14480. refreshUniformsNormal( uniforms, material );
  14481. } else if ( material.isLineBasicMaterial ) {
  14482. refreshUniformsLine( uniforms, material );
  14483. if ( material.isLineDashedMaterial ) {
  14484. refreshUniformsDash( uniforms, material );
  14485. }
  14486. } else if ( material.isPointsMaterial ) {
  14487. refreshUniformsPoints( uniforms, material, pixelRatio, height );
  14488. } else if ( material.isSpriteMaterial ) {
  14489. refreshUniformsSprites( uniforms, material );
  14490. } else if ( material.isShadowMaterial ) {
  14491. uniforms.color.value.copy( material.color );
  14492. uniforms.opacity.value = material.opacity;
  14493. } else if ( material.isShaderMaterial ) {
  14494. material.uniformsNeedUpdate = false; // #15581
  14495. }
  14496. }
  14497. function refreshUniformsCommon( uniforms, material, environment ) {
  14498. uniforms.opacity.value = material.opacity;
  14499. if ( material.color ) {
  14500. uniforms.diffuse.value.copy( material.color );
  14501. }
  14502. if ( material.emissive ) {
  14503. uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
  14504. }
  14505. if ( material.map ) {
  14506. uniforms.map.value = material.map;
  14507. }
  14508. if ( material.alphaMap ) {
  14509. uniforms.alphaMap.value = material.alphaMap;
  14510. }
  14511. if ( material.specularMap ) {
  14512. uniforms.specularMap.value = material.specularMap;
  14513. }
  14514. var envMap = material.envMap || environment;
  14515. if ( envMap ) {
  14516. uniforms.envMap.value = envMap;
  14517. uniforms.flipEnvMap.value = envMap.isCubeTexture ? - 1 : 1;
  14518. uniforms.reflectivity.value = material.reflectivity;
  14519. uniforms.refractionRatio.value = material.refractionRatio;
  14520. uniforms.maxMipLevel.value = properties.get( envMap ).__maxMipLevel;
  14521. }
  14522. if ( material.lightMap ) {
  14523. uniforms.lightMap.value = material.lightMap;
  14524. uniforms.lightMapIntensity.value = material.lightMapIntensity;
  14525. }
  14526. if ( material.aoMap ) {
  14527. uniforms.aoMap.value = material.aoMap;
  14528. uniforms.aoMapIntensity.value = material.aoMapIntensity;
  14529. }
  14530. // uv repeat and offset setting priorities
  14531. // 1. color map
  14532. // 2. specular map
  14533. // 3. normal map
  14534. // 4. bump map
  14535. // 5. alpha map
  14536. // 6. emissive map
  14537. var uvScaleMap;
  14538. if ( material.map ) {
  14539. uvScaleMap = material.map;
  14540. } else if ( material.specularMap ) {
  14541. uvScaleMap = material.specularMap;
  14542. } else if ( material.displacementMap ) {
  14543. uvScaleMap = material.displacementMap;
  14544. } else if ( material.normalMap ) {
  14545. uvScaleMap = material.normalMap;
  14546. } else if ( material.bumpMap ) {
  14547. uvScaleMap = material.bumpMap;
  14548. } else if ( material.roughnessMap ) {
  14549. uvScaleMap = material.roughnessMap;
  14550. } else if ( material.metalnessMap ) {
  14551. uvScaleMap = material.metalnessMap;
  14552. } else if ( material.alphaMap ) {
  14553. uvScaleMap = material.alphaMap;
  14554. } else if ( material.emissiveMap ) {
  14555. uvScaleMap = material.emissiveMap;
  14556. }
  14557. if ( uvScaleMap !== undefined ) {
  14558. // backwards compatibility
  14559. if ( uvScaleMap.isWebGLRenderTarget ) {
  14560. uvScaleMap = uvScaleMap.texture;
  14561. }
  14562. if ( uvScaleMap.matrixAutoUpdate === true ) {
  14563. uvScaleMap.updateMatrix();
  14564. }
  14565. uniforms.uvTransform.value.copy( uvScaleMap.matrix );
  14566. }
  14567. // uv repeat and offset setting priorities for uv2
  14568. // 1. ao map
  14569. // 2. light map
  14570. var uv2ScaleMap;
  14571. if ( material.aoMap ) {
  14572. uv2ScaleMap = material.aoMap;
  14573. } else if ( material.lightMap ) {
  14574. uv2ScaleMap = material.lightMap;
  14575. }
  14576. if ( uv2ScaleMap !== undefined ) {
  14577. // backwards compatibility
  14578. if ( uv2ScaleMap.isWebGLRenderTarget ) {
  14579. uv2ScaleMap = uv2ScaleMap.texture;
  14580. }
  14581. if ( uv2ScaleMap.matrixAutoUpdate === true ) {
  14582. uv2ScaleMap.updateMatrix();
  14583. }
  14584. uniforms.uv2Transform.value.copy( uv2ScaleMap.matrix );
  14585. }
  14586. }
  14587. function refreshUniformsLine( uniforms, material ) {
  14588. uniforms.diffuse.value.copy( material.color );
  14589. uniforms.opacity.value = material.opacity;
  14590. }
  14591. function refreshUniformsDash( uniforms, material ) {
  14592. uniforms.dashSize.value = material.dashSize;
  14593. uniforms.totalSize.value = material.dashSize + material.gapSize;
  14594. uniforms.scale.value = material.scale;
  14595. }
  14596. function refreshUniformsPoints( uniforms, material, pixelRatio, height ) {
  14597. uniforms.diffuse.value.copy( material.color );
  14598. uniforms.opacity.value = material.opacity;
  14599. uniforms.size.value = material.size * pixelRatio;
  14600. uniforms.scale.value = height * 0.5;
  14601. if ( material.map ) {
  14602. uniforms.map.value = material.map;
  14603. }
  14604. if ( material.alphaMap ) {
  14605. uniforms.alphaMap.value = material.alphaMap;
  14606. }
  14607. // uv repeat and offset setting priorities
  14608. // 1. color map
  14609. // 2. alpha map
  14610. var uvScaleMap;
  14611. if ( material.map ) {
  14612. uvScaleMap = material.map;
  14613. } else if ( material.alphaMap ) {
  14614. uvScaleMap = material.alphaMap;
  14615. }
  14616. if ( uvScaleMap !== undefined ) {
  14617. if ( uvScaleMap.matrixAutoUpdate === true ) {
  14618. uvScaleMap.updateMatrix();
  14619. }
  14620. uniforms.uvTransform.value.copy( uvScaleMap.matrix );
  14621. }
  14622. }
  14623. function refreshUniformsSprites( uniforms, material ) {
  14624. uniforms.diffuse.value.copy( material.color );
  14625. uniforms.opacity.value = material.opacity;
  14626. uniforms.rotation.value = material.rotation;
  14627. if ( material.map ) {
  14628. uniforms.map.value = material.map;
  14629. }
  14630. if ( material.alphaMap ) {
  14631. uniforms.alphaMap.value = material.alphaMap;
  14632. }
  14633. // uv repeat and offset setting priorities
  14634. // 1. color map
  14635. // 2. alpha map
  14636. var uvScaleMap;
  14637. if ( material.map ) {
  14638. uvScaleMap = material.map;
  14639. } else if ( material.alphaMap ) {
  14640. uvScaleMap = material.alphaMap;
  14641. }
  14642. if ( uvScaleMap !== undefined ) {
  14643. if ( uvScaleMap.matrixAutoUpdate === true ) {
  14644. uvScaleMap.updateMatrix();
  14645. }
  14646. uniforms.uvTransform.value.copy( uvScaleMap.matrix );
  14647. }
  14648. }
  14649. function refreshUniformsLambert( uniforms, material ) {
  14650. if ( material.emissiveMap ) {
  14651. uniforms.emissiveMap.value = material.emissiveMap;
  14652. }
  14653. }
  14654. function refreshUniformsPhong( uniforms, material ) {
  14655. uniforms.specular.value.copy( material.specular );
  14656. uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
  14657. if ( material.emissiveMap ) {
  14658. uniforms.emissiveMap.value = material.emissiveMap;
  14659. }
  14660. if ( material.bumpMap ) {
  14661. uniforms.bumpMap.value = material.bumpMap;
  14662. uniforms.bumpScale.value = material.bumpScale;
  14663. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  14664. }
  14665. if ( material.normalMap ) {
  14666. uniforms.normalMap.value = material.normalMap;
  14667. uniforms.normalScale.value.copy( material.normalScale );
  14668. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  14669. }
  14670. if ( material.displacementMap ) {
  14671. uniforms.displacementMap.value = material.displacementMap;
  14672. uniforms.displacementScale.value = material.displacementScale;
  14673. uniforms.displacementBias.value = material.displacementBias;
  14674. }
  14675. }
  14676. function refreshUniformsToon( uniforms, material ) {
  14677. if ( material.gradientMap ) {
  14678. uniforms.gradientMap.value = material.gradientMap;
  14679. }
  14680. if ( material.emissiveMap ) {
  14681. uniforms.emissiveMap.value = material.emissiveMap;
  14682. }
  14683. if ( material.bumpMap ) {
  14684. uniforms.bumpMap.value = material.bumpMap;
  14685. uniforms.bumpScale.value = material.bumpScale;
  14686. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  14687. }
  14688. if ( material.normalMap ) {
  14689. uniforms.normalMap.value = material.normalMap;
  14690. uniforms.normalScale.value.copy( material.normalScale );
  14691. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  14692. }
  14693. if ( material.displacementMap ) {
  14694. uniforms.displacementMap.value = material.displacementMap;
  14695. uniforms.displacementScale.value = material.displacementScale;
  14696. uniforms.displacementBias.value = material.displacementBias;
  14697. }
  14698. }
  14699. function refreshUniformsStandard( uniforms, material, environment ) {
  14700. uniforms.roughness.value = material.roughness;
  14701. uniforms.metalness.value = material.metalness;
  14702. if ( material.roughnessMap ) {
  14703. uniforms.roughnessMap.value = material.roughnessMap;
  14704. }
  14705. if ( material.metalnessMap ) {
  14706. uniforms.metalnessMap.value = material.metalnessMap;
  14707. }
  14708. if ( material.emissiveMap ) {
  14709. uniforms.emissiveMap.value = material.emissiveMap;
  14710. }
  14711. if ( material.bumpMap ) {
  14712. uniforms.bumpMap.value = material.bumpMap;
  14713. uniforms.bumpScale.value = material.bumpScale;
  14714. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  14715. }
  14716. if ( material.normalMap ) {
  14717. uniforms.normalMap.value = material.normalMap;
  14718. uniforms.normalScale.value.copy( material.normalScale );
  14719. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  14720. }
  14721. if ( material.displacementMap ) {
  14722. uniforms.displacementMap.value = material.displacementMap;
  14723. uniforms.displacementScale.value = material.displacementScale;
  14724. uniforms.displacementBias.value = material.displacementBias;
  14725. }
  14726. if ( material.envMap || environment ) {
  14727. //uniforms.envMap.value = material.envMap; // part of uniforms common
  14728. uniforms.envMapIntensity.value = material.envMapIntensity;
  14729. }
  14730. }
  14731. function refreshUniformsPhysical( uniforms, material, environment ) {
  14732. refreshUniformsStandard( uniforms, material, environment );
  14733. uniforms.reflectivity.value = material.reflectivity; // also part of uniforms common
  14734. uniforms.clearcoat.value = material.clearcoat;
  14735. uniforms.clearcoatRoughness.value = material.clearcoatRoughness;
  14736. if ( material.sheen ) { uniforms.sheen.value.copy( material.sheen ); }
  14737. if ( material.clearcoatMap ) {
  14738. uniforms.clearcoatMap.value = material.clearcoatMap;
  14739. }
  14740. if ( material.clearcoatRoughnessMap ) {
  14741. uniforms.clearcoatRoughnessMap.value = material.clearcoatRoughnessMap;
  14742. }
  14743. if ( material.clearcoatNormalMap ) {
  14744. uniforms.clearcoatNormalScale.value.copy( material.clearcoatNormalScale );
  14745. uniforms.clearcoatNormalMap.value = material.clearcoatNormalMap;
  14746. if ( material.side === BackSide ) {
  14747. uniforms.clearcoatNormalScale.value.negate();
  14748. }
  14749. }
  14750. uniforms.transmission.value = material.transmission;
  14751. if ( material.transmissionMap ) {
  14752. uniforms.transmissionMap.value = material.transmissionMap;
  14753. }
  14754. }
  14755. function refreshUniformsMatcap( uniforms, material ) {
  14756. if ( material.matcap ) {
  14757. uniforms.matcap.value = material.matcap;
  14758. }
  14759. if ( material.bumpMap ) {
  14760. uniforms.bumpMap.value = material.bumpMap;
  14761. uniforms.bumpScale.value = material.bumpScale;
  14762. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  14763. }
  14764. if ( material.normalMap ) {
  14765. uniforms.normalMap.value = material.normalMap;
  14766. uniforms.normalScale.value.copy( material.normalScale );
  14767. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  14768. }
  14769. if ( material.displacementMap ) {
  14770. uniforms.displacementMap.value = material.displacementMap;
  14771. uniforms.displacementScale.value = material.displacementScale;
  14772. uniforms.displacementBias.value = material.displacementBias;
  14773. }
  14774. }
  14775. function refreshUniformsDepth( uniforms, material ) {
  14776. if ( material.displacementMap ) {
  14777. uniforms.displacementMap.value = material.displacementMap;
  14778. uniforms.displacementScale.value = material.displacementScale;
  14779. uniforms.displacementBias.value = material.displacementBias;
  14780. }
  14781. }
  14782. function refreshUniformsDistance( uniforms, material ) {
  14783. if ( material.displacementMap ) {
  14784. uniforms.displacementMap.value = material.displacementMap;
  14785. uniforms.displacementScale.value = material.displacementScale;
  14786. uniforms.displacementBias.value = material.displacementBias;
  14787. }
  14788. uniforms.referencePosition.value.copy( material.referencePosition );
  14789. uniforms.nearDistance.value = material.nearDistance;
  14790. uniforms.farDistance.value = material.farDistance;
  14791. }
  14792. function refreshUniformsNormal( uniforms, material ) {
  14793. if ( material.bumpMap ) {
  14794. uniforms.bumpMap.value = material.bumpMap;
  14795. uniforms.bumpScale.value = material.bumpScale;
  14796. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  14797. }
  14798. if ( material.normalMap ) {
  14799. uniforms.normalMap.value = material.normalMap;
  14800. uniforms.normalScale.value.copy( material.normalScale );
  14801. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  14802. }
  14803. if ( material.displacementMap ) {
  14804. uniforms.displacementMap.value = material.displacementMap;
  14805. uniforms.displacementScale.value = material.displacementScale;
  14806. uniforms.displacementBias.value = material.displacementBias;
  14807. }
  14808. }
  14809. return {
  14810. refreshFogUniforms: refreshFogUniforms,
  14811. refreshMaterialUniforms: refreshMaterialUniforms
  14812. };
  14813. }
  14814. /**
  14815. * @author supereggbert / http://www.paulbrunt.co.uk/
  14816. * @author mrdoob / http://mrdoob.com/
  14817. * @author alteredq / http://alteredqualia.com/
  14818. * @author szimek / https://github.com/szimek/
  14819. * @author tschw
  14820. */
  14821. function WebGLRenderer( parameters ) {
  14822. parameters = parameters || {};
  14823. var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ),
  14824. _context = parameters.context !== undefined ? parameters.context : null,
  14825. _alpha = parameters.alpha !== undefined ? parameters.alpha : false,
  14826. _depth = parameters.depth !== undefined ? parameters.depth : true,
  14827. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  14828. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  14829. _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
  14830. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  14831. _powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default',
  14832. _failIfMajorPerformanceCaveat = parameters.failIfMajorPerformanceCaveat !== undefined ? parameters.failIfMajorPerformanceCaveat : false;
  14833. var currentRenderList = null;
  14834. var currentRenderState = null;
  14835. // public properties
  14836. this.domElement = _canvas;
  14837. // Debug configuration container
  14838. this.debug = {
  14839. /**
  14840. * Enables error checking and reporting when shader programs are being compiled
  14841. * @type {boolean}
  14842. */
  14843. checkShaderErrors: true
  14844. };
  14845. // clearing
  14846. this.autoClear = true;
  14847. this.autoClearColor = true;
  14848. this.autoClearDepth = true;
  14849. this.autoClearStencil = true;
  14850. // scene graph
  14851. this.sortObjects = true;
  14852. // user-defined clipping
  14853. this.clippingPlanes = [];
  14854. this.localClippingEnabled = false;
  14855. // physically based shading
  14856. this.gammaFactor = 2.0; // for backwards compatibility
  14857. this.outputEncoding = LinearEncoding;
  14858. // physical lights
  14859. this.physicallyCorrectLights = false;
  14860. // tone mapping
  14861. this.toneMapping = NoToneMapping;
  14862. this.toneMappingExposure = 1.0;
  14863. // morphs
  14864. this.maxMorphTargets = 8;
  14865. this.maxMorphNormals = 4;
  14866. // internal properties
  14867. var _this = this;
  14868. var _isContextLost = false;
  14869. // internal state cache
  14870. var _framebuffer = null;
  14871. var _currentActiveCubeFace = 0;
  14872. var _currentActiveMipmapLevel = 0;
  14873. var _currentRenderTarget = null;
  14874. var _currentFramebuffer = null;
  14875. var _currentMaterialId = - 1;
  14876. var _currentCamera = null;
  14877. var _currentArrayCamera = null;
  14878. var _currentViewport = new Vector4();
  14879. var _currentScissor = new Vector4();
  14880. var _currentScissorTest = null;
  14881. //
  14882. var _width = _canvas.width;
  14883. var _height = _canvas.height;
  14884. var _pixelRatio = 1;
  14885. var _opaqueSort = null;
  14886. var _transparentSort = null;
  14887. var _viewport = new Vector4( 0, 0, _width, _height );
  14888. var _scissor = new Vector4( 0, 0, _width, _height );
  14889. var _scissorTest = false;
  14890. // frustum
  14891. var _frustum = new Frustum();
  14892. // clipping
  14893. var _clipping = new WebGLClipping();
  14894. var _clippingEnabled = false;
  14895. var _localClippingEnabled = false;
  14896. // camera matrices cache
  14897. var _projScreenMatrix = new Matrix4();
  14898. var _vector3 = new Vector3();
  14899. var _emptyScene = { background: null, fog: null, environment: null, overrideMaterial: null, isScene: true };
  14900. function getTargetPixelRatio() {
  14901. return _currentRenderTarget === null ? _pixelRatio : 1;
  14902. }
  14903. // initialize
  14904. var _gl = _context;
  14905. function getContext( contextNames, contextAttributes ) {
  14906. for ( var i = 0; i < contextNames.length; i ++ ) {
  14907. var contextName = contextNames[ i ];
  14908. var context = _canvas.getContext( contextName, contextAttributes );
  14909. if ( context !== null ) { return context; }
  14910. }
  14911. return null;
  14912. }
  14913. try {
  14914. var contextAttributes = {
  14915. alpha: _alpha,
  14916. depth: _depth,
  14917. stencil: _stencil,
  14918. antialias: _antialias,
  14919. premultipliedAlpha: _premultipliedAlpha,
  14920. preserveDrawingBuffer: _preserveDrawingBuffer,
  14921. powerPreference: _powerPreference,
  14922. failIfMajorPerformanceCaveat: _failIfMajorPerformanceCaveat
  14923. };
  14924. // event listeners must be registered before WebGL context is created, see #12753
  14925. _canvas.addEventListener( 'webglcontextlost', onContextLost, false );
  14926. _canvas.addEventListener( 'webglcontextrestored', onContextRestore, false );
  14927. if ( _gl === null ) {
  14928. var contextNames = [ 'webgl2', 'webgl', 'experimental-webgl' ];
  14929. if ( _this.isWebGL1Renderer === true ) {
  14930. contextNames.shift();
  14931. }
  14932. _gl = getContext( contextNames, contextAttributes );
  14933. if ( _gl === null ) {
  14934. if ( getContext( contextNames ) ) {
  14935. throw new Error( 'Error creating WebGL context with your selected attributes.' );
  14936. } else {
  14937. throw new Error( 'Error creating WebGL context.' );
  14938. }
  14939. }
  14940. }
  14941. // Some experimental-webgl implementations do not have getShaderPrecisionFormat
  14942. if ( _gl.getShaderPrecisionFormat === undefined ) {
  14943. _gl.getShaderPrecisionFormat = function () {
  14944. return { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 };
  14945. };
  14946. }
  14947. } catch ( error ) {
  14948. console.error( 'THREE.WebGLRenderer: ' + error.message );
  14949. throw error;
  14950. }
  14951. var extensions, capabilities, state, info;
  14952. var properties, textures, attributes, geometries, objects;
  14953. var programCache, materials, renderLists, renderStates;
  14954. var background, morphtargets, bufferRenderer, indexedBufferRenderer;
  14955. var utils, bindingStates;
  14956. function initGLContext() {
  14957. extensions = new WebGLExtensions( _gl );
  14958. capabilities = new WebGLCapabilities( _gl, extensions, parameters );
  14959. if ( capabilities.isWebGL2 === false ) {
  14960. extensions.get( 'WEBGL_depth_texture' );
  14961. extensions.get( 'OES_texture_float' );
  14962. extensions.get( 'OES_texture_half_float' );
  14963. extensions.get( 'OES_texture_half_float_linear' );
  14964. extensions.get( 'OES_standard_derivatives' );
  14965. extensions.get( 'OES_element_index_uint' );
  14966. extensions.get( 'OES_vertex_array_object' );
  14967. extensions.get( 'ANGLE_instanced_arrays' );
  14968. }
  14969. extensions.get( 'OES_texture_float_linear' );
  14970. utils = new WebGLUtils( _gl, extensions, capabilities );
  14971. state = new WebGLState( _gl, extensions, capabilities );
  14972. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
  14973. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
  14974. info = new WebGLInfo( _gl );
  14975. properties = new WebGLProperties();
  14976. textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );
  14977. attributes = new WebGLAttributes( _gl, capabilities );
  14978. bindingStates = new WebGLBindingStates( _gl, extensions, attributes, capabilities );
  14979. geometries = new WebGLGeometries( _gl, attributes, info, bindingStates );
  14980. objects = new WebGLObjects( _gl, geometries, attributes, info );
  14981. morphtargets = new WebGLMorphtargets( _gl );
  14982. programCache = new WebGLPrograms( _this, extensions, capabilities, bindingStates );
  14983. materials = new WebGLMaterials( properties );
  14984. renderLists = new WebGLRenderLists( properties );
  14985. renderStates = new WebGLRenderStates();
  14986. background = new WebGLBackground( _this, state, objects, _premultipliedAlpha );
  14987. bufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities );
  14988. indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities );
  14989. info.programs = programCache.programs;
  14990. _this.capabilities = capabilities;
  14991. _this.extensions = extensions;
  14992. _this.properties = properties;
  14993. _this.renderLists = renderLists;
  14994. _this.state = state;
  14995. _this.info = info;
  14996. }
  14997. initGLContext();
  14998. // xr
  14999. var xr = new WebXRManager( _this, _gl );
  15000. this.xr = xr;
  15001. // shadow map
  15002. var shadowMap = new WebGLShadowMap( _this, objects, capabilities.maxTextureSize );
  15003. this.shadowMap = shadowMap;
  15004. // API
  15005. this.getContext = function () {
  15006. return _gl;
  15007. };
  15008. this.getContextAttributes = function () {
  15009. return _gl.getContextAttributes();
  15010. };
  15011. this.forceContextLoss = function () {
  15012. var extension = extensions.get( 'WEBGL_lose_context' );
  15013. if ( extension ) { extension.loseContext(); }
  15014. };
  15015. this.forceContextRestore = function () {
  15016. var extension = extensions.get( 'WEBGL_lose_context' );
  15017. if ( extension ) { extension.restoreContext(); }
  15018. };
  15019. this.getPixelRatio = function () {
  15020. return _pixelRatio;
  15021. };
  15022. this.setPixelRatio = function ( value ) {
  15023. if ( value === undefined ) { return; }
  15024. _pixelRatio = value;
  15025. this.setSize( _width, _height, false );
  15026. };
  15027. this.getSize = function ( target ) {
  15028. if ( target === undefined ) {
  15029. console.warn( 'WebGLRenderer: .getsize() now requires a Vector2 as an argument' );
  15030. target = new Vector2();
  15031. }
  15032. return target.set( _width, _height );
  15033. };
  15034. this.setSize = function ( width, height, updateStyle ) {
  15035. if ( xr.isPresenting ) {
  15036. console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' );
  15037. return;
  15038. }
  15039. _width = width;
  15040. _height = height;
  15041. _canvas.width = Math.floor( width * _pixelRatio );
  15042. _canvas.height = Math.floor( height * _pixelRatio );
  15043. if ( updateStyle !== false ) {
  15044. _canvas.style.width = width + 'px';
  15045. _canvas.style.height = height + 'px';
  15046. }
  15047. this.setViewport( 0, 0, width, height );
  15048. };
  15049. this.getDrawingBufferSize = function ( target ) {
  15050. if ( target === undefined ) {
  15051. console.warn( 'WebGLRenderer: .getdrawingBufferSize() now requires a Vector2 as an argument' );
  15052. target = new Vector2();
  15053. }
  15054. return target.set( _width * _pixelRatio, _height * _pixelRatio ).floor();
  15055. };
  15056. this.setDrawingBufferSize = function ( width, height, pixelRatio ) {
  15057. _width = width;
  15058. _height = height;
  15059. _pixelRatio = pixelRatio;
  15060. _canvas.width = Math.floor( width * pixelRatio );
  15061. _canvas.height = Math.floor( height * pixelRatio );
  15062. this.setViewport( 0, 0, width, height );
  15063. };
  15064. this.getCurrentViewport = function ( target ) {
  15065. if ( target === undefined ) {
  15066. console.warn( 'WebGLRenderer: .getCurrentViewport() now requires a Vector4 as an argument' );
  15067. target = new Vector4();
  15068. }
  15069. return target.copy( _currentViewport );
  15070. };
  15071. this.getViewport = function ( target ) {
  15072. return target.copy( _viewport );
  15073. };
  15074. this.setViewport = function ( x, y, width, height ) {
  15075. if ( x.isVector4 ) {
  15076. _viewport.set( x.x, x.y, x.z, x.w );
  15077. } else {
  15078. _viewport.set( x, y, width, height );
  15079. }
  15080. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
  15081. };
  15082. this.getScissor = function ( target ) {
  15083. return target.copy( _scissor );
  15084. };
  15085. this.setScissor = function ( x, y, width, height ) {
  15086. if ( x.isVector4 ) {
  15087. _scissor.set( x.x, x.y, x.z, x.w );
  15088. } else {
  15089. _scissor.set( x, y, width, height );
  15090. }
  15091. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
  15092. };
  15093. this.getScissorTest = function () {
  15094. return _scissorTest;
  15095. };
  15096. this.setScissorTest = function ( boolean ) {
  15097. state.setScissorTest( _scissorTest = boolean );
  15098. };
  15099. this.setOpaqueSort = function ( method ) {
  15100. _opaqueSort = method;
  15101. };
  15102. this.setTransparentSort = function ( method ) {
  15103. _transparentSort = method;
  15104. };
  15105. // Clearing
  15106. this.getClearColor = function () {
  15107. return background.getClearColor();
  15108. };
  15109. this.setClearColor = function () {
  15110. background.setClearColor.apply( background, arguments );
  15111. };
  15112. this.getClearAlpha = function () {
  15113. return background.getClearAlpha();
  15114. };
  15115. this.setClearAlpha = function () {
  15116. background.setClearAlpha.apply( background, arguments );
  15117. };
  15118. this.clear = function ( color, depth, stencil ) {
  15119. var bits = 0;
  15120. if ( color === undefined || color ) { bits |= 16384; }
  15121. if ( depth === undefined || depth ) { bits |= 256; }
  15122. if ( stencil === undefined || stencil ) { bits |= 1024; }
  15123. _gl.clear( bits );
  15124. };
  15125. this.clearColor = function () {
  15126. this.clear( true, false, false );
  15127. };
  15128. this.clearDepth = function () {
  15129. this.clear( false, true, false );
  15130. };
  15131. this.clearStencil = function () {
  15132. this.clear( false, false, true );
  15133. };
  15134. //
  15135. this.dispose = function () {
  15136. _canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
  15137. _canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );
  15138. renderLists.dispose();
  15139. renderStates.dispose();
  15140. properties.dispose();
  15141. objects.dispose();
  15142. bindingStates.dispose();
  15143. xr.dispose();
  15144. animation.stop();
  15145. };
  15146. // Events
  15147. function onContextLost( event ) {
  15148. event.preventDefault();
  15149. console.log( 'THREE.WebGLRenderer: Context Lost.' );
  15150. _isContextLost = true;
  15151. }
  15152. function onContextRestore( /* event */ ) {
  15153. console.log( 'THREE.WebGLRenderer: Context Restored.' );
  15154. _isContextLost = false;
  15155. initGLContext();
  15156. }
  15157. function onMaterialDispose( event ) {
  15158. var material = event.target;
  15159. material.removeEventListener( 'dispose', onMaterialDispose );
  15160. deallocateMaterial( material );
  15161. }
  15162. // Buffer deallocation
  15163. function deallocateMaterial( material ) {
  15164. releaseMaterialProgramReference( material );
  15165. properties.remove( material );
  15166. }
  15167. function releaseMaterialProgramReference( material ) {
  15168. var programInfo = properties.get( material ).program;
  15169. if ( programInfo !== undefined ) {
  15170. programCache.releaseProgram( programInfo );
  15171. }
  15172. }
  15173. // Buffer rendering
  15174. function renderObjectImmediate( object, program ) {
  15175. object.render( function ( object ) {
  15176. _this.renderBufferImmediate( object, program );
  15177. } );
  15178. }
  15179. this.renderBufferImmediate = function ( object, program ) {
  15180. bindingStates.initAttributes();
  15181. var buffers = properties.get( object );
  15182. if ( object.hasPositions && ! buffers.position ) { buffers.position = _gl.createBuffer(); }
  15183. if ( object.hasNormals && ! buffers.normal ) { buffers.normal = _gl.createBuffer(); }
  15184. if ( object.hasUvs && ! buffers.uv ) { buffers.uv = _gl.createBuffer(); }
  15185. if ( object.hasColors && ! buffers.color ) { buffers.color = _gl.createBuffer(); }
  15186. var programAttributes = program.getAttributes();
  15187. if ( object.hasPositions ) {
  15188. _gl.bindBuffer( 34962, buffers.position );
  15189. _gl.bufferData( 34962, object.positionArray, 35048 );
  15190. bindingStates.enableAttribute( programAttributes.position );
  15191. _gl.vertexAttribPointer( programAttributes.position, 3, 5126, false, 0, 0 );
  15192. }
  15193. if ( object.hasNormals ) {
  15194. _gl.bindBuffer( 34962, buffers.normal );
  15195. _gl.bufferData( 34962, object.normalArray, 35048 );
  15196. bindingStates.enableAttribute( programAttributes.normal );
  15197. _gl.vertexAttribPointer( programAttributes.normal, 3, 5126, false, 0, 0 );
  15198. }
  15199. if ( object.hasUvs ) {
  15200. _gl.bindBuffer( 34962, buffers.uv );
  15201. _gl.bufferData( 34962, object.uvArray, 35048 );
  15202. bindingStates.enableAttribute( programAttributes.uv );
  15203. _gl.vertexAttribPointer( programAttributes.uv, 2, 5126, false, 0, 0 );
  15204. }
  15205. if ( object.hasColors ) {
  15206. _gl.bindBuffer( 34962, buffers.color );
  15207. _gl.bufferData( 34962, object.colorArray, 35048 );
  15208. bindingStates.enableAttribute( programAttributes.color );
  15209. _gl.vertexAttribPointer( programAttributes.color, 3, 5126, false, 0, 0 );
  15210. }
  15211. bindingStates.disableUnusedAttributes();
  15212. _gl.drawArrays( 4, 0, object.count );
  15213. object.count = 0;
  15214. };
  15215. this.renderBufferDirect = function ( camera, scene, geometry, material, object, group ) {
  15216. if ( scene === null ) { scene = _emptyScene; } // renderBufferDirect second parameter used to be fog (could be null)
  15217. var frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );
  15218. var program = setProgram( camera, scene, material, object );
  15219. state.setMaterial( material, frontFaceCW );
  15220. //
  15221. var index = geometry.index;
  15222. var position = geometry.attributes.position;
  15223. //
  15224. if ( index === null ) {
  15225. if ( position === undefined || position.count === 0 ) { return; }
  15226. } else if ( index.count === 0 ) {
  15227. return;
  15228. }
  15229. //
  15230. var rangeFactor = 1;
  15231. if ( material.wireframe === true ) {
  15232. index = geometries.getWireframeAttribute( geometry );
  15233. rangeFactor = 2;
  15234. }
  15235. if ( material.morphTargets || material.morphNormals ) {
  15236. morphtargets.update( object, geometry, material, program );
  15237. }
  15238. bindingStates.setup( object, material, program, geometry, index );
  15239. var attribute;
  15240. var renderer = bufferRenderer;
  15241. if ( index !== null ) {
  15242. attribute = attributes.get( index );
  15243. renderer = indexedBufferRenderer;
  15244. renderer.setIndex( attribute );
  15245. }
  15246. //
  15247. var dataCount = ( index !== null ) ? index.count : position.count;
  15248. var rangeStart = geometry.drawRange.start * rangeFactor;
  15249. var rangeCount = geometry.drawRange.count * rangeFactor;
  15250. var groupStart = group !== null ? group.start * rangeFactor : 0;
  15251. var groupCount = group !== null ? group.count * rangeFactor : Infinity;
  15252. var drawStart = Math.max( rangeStart, groupStart );
  15253. var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
  15254. var drawCount = Math.max( 0, drawEnd - drawStart + 1 );
  15255. if ( drawCount === 0 ) { return; }
  15256. //
  15257. if ( object.isMesh ) {
  15258. if ( material.wireframe === true ) {
  15259. state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
  15260. renderer.setMode( 1 );
  15261. } else {
  15262. renderer.setMode( 4 );
  15263. }
  15264. } else if ( object.isLine ) {
  15265. var lineWidth = material.linewidth;
  15266. if ( lineWidth === undefined ) { lineWidth = 1; } // Not using Line*Material
  15267. state.setLineWidth( lineWidth * getTargetPixelRatio() );
  15268. if ( object.isLineSegments ) {
  15269. renderer.setMode( 1 );
  15270. } else if ( object.isLineLoop ) {
  15271. renderer.setMode( 2 );
  15272. } else {
  15273. renderer.setMode( 3 );
  15274. }
  15275. } else if ( object.isPoints ) {
  15276. renderer.setMode( 0 );
  15277. } else if ( object.isSprite ) {
  15278. renderer.setMode( 4 );
  15279. }
  15280. if ( object.isInstancedMesh ) {
  15281. renderer.renderInstances( geometry, drawStart, drawCount, object.count );
  15282. } else if ( geometry.isInstancedBufferGeometry ) {
  15283. var instanceCount = Math.min( geometry.instanceCount, geometry._maxInstanceCount );
  15284. renderer.renderInstances( geometry, drawStart, drawCount, instanceCount );
  15285. } else {
  15286. renderer.render( drawStart, drawCount );
  15287. }
  15288. };
  15289. // Compile
  15290. this.compile = function ( scene, camera ) {
  15291. currentRenderState = renderStates.get( scene, camera );
  15292. currentRenderState.init();
  15293. scene.traverse( function ( object ) {
  15294. if ( object.isLight ) {
  15295. currentRenderState.pushLight( object );
  15296. if ( object.castShadow ) {
  15297. currentRenderState.pushShadow( object );
  15298. }
  15299. }
  15300. } );
  15301. currentRenderState.setupLights( camera );
  15302. var compiled = new WeakMap();
  15303. scene.traverse( function ( object ) {
  15304. var material = object.material;
  15305. if ( material ) {
  15306. if ( Array.isArray( material ) ) {
  15307. for ( var i = 0; i < material.length; i ++ ) {
  15308. var material2 = material[ i ];
  15309. if ( compiled.has( material2 ) === false ) {
  15310. initMaterial( material2, scene, object );
  15311. compiled.set( material2 );
  15312. }
  15313. }
  15314. } else if ( compiled.has( material ) === false ) {
  15315. initMaterial( material, scene, object );
  15316. compiled.set( material );
  15317. }
  15318. }
  15319. } );
  15320. };
  15321. // Animation Loop
  15322. var onAnimationFrameCallback = null;
  15323. function onAnimationFrame( time ) {
  15324. if ( xr.isPresenting ) { return; }
  15325. if ( onAnimationFrameCallback ) { onAnimationFrameCallback( time ); }
  15326. }
  15327. var animation = new WebGLAnimation();
  15328. animation.setAnimationLoop( onAnimationFrame );
  15329. if ( typeof window !== 'undefined' ) { animation.setContext( window ); }
  15330. this.setAnimationLoop = function ( callback ) {
  15331. onAnimationFrameCallback = callback;
  15332. xr.setAnimationLoop( callback );
  15333. ( callback === null ) ? animation.stop() : animation.start();
  15334. };
  15335. // Rendering
  15336. this.render = function ( scene, camera ) {
  15337. var renderTarget, forceClear;
  15338. if ( arguments[ 2 ] !== undefined ) {
  15339. console.warn( 'THREE.WebGLRenderer.render(): the renderTarget argument has been removed. Use .setRenderTarget() instead.' );
  15340. renderTarget = arguments[ 2 ];
  15341. }
  15342. if ( arguments[ 3 ] !== undefined ) {
  15343. console.warn( 'THREE.WebGLRenderer.render(): the forceClear argument has been removed. Use .clear() instead.' );
  15344. forceClear = arguments[ 3 ];
  15345. }
  15346. if ( camera !== undefined && camera.isCamera !== true ) {
  15347. console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
  15348. return;
  15349. }
  15350. if ( _isContextLost === true ) { return; }
  15351. // reset caching for this frame
  15352. bindingStates.resetDefaultState();
  15353. _currentMaterialId = - 1;
  15354. _currentCamera = null;
  15355. // update scene graph
  15356. if ( scene.autoUpdate === true ) { scene.updateMatrixWorld(); }
  15357. // update camera matrices and frustum
  15358. if ( camera.parent === null ) { camera.updateMatrixWorld(); }
  15359. if ( xr.enabled === true && xr.isPresenting === true ) {
  15360. camera = xr.getCamera( camera );
  15361. }
  15362. //
  15363. if ( scene.isScene === true ) { scene.onBeforeRender( _this, scene, camera, renderTarget || _currentRenderTarget ); }
  15364. currentRenderState = renderStates.get( scene, camera );
  15365. currentRenderState.init();
  15366. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  15367. _frustum.setFromProjectionMatrix( _projScreenMatrix );
  15368. _localClippingEnabled = this.localClippingEnabled;
  15369. _clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
  15370. currentRenderList = renderLists.get( scene, camera );
  15371. currentRenderList.init();
  15372. projectObject( scene, camera, 0, _this.sortObjects );
  15373. currentRenderList.finish();
  15374. if ( _this.sortObjects === true ) {
  15375. currentRenderList.sort( _opaqueSort, _transparentSort );
  15376. }
  15377. //
  15378. if ( _clippingEnabled === true ) { _clipping.beginShadows(); }
  15379. var shadowsArray = currentRenderState.state.shadowsArray;
  15380. shadowMap.render( shadowsArray, scene, camera );
  15381. currentRenderState.setupLights( camera );
  15382. if ( _clippingEnabled === true ) { _clipping.endShadows(); }
  15383. //
  15384. if ( this.info.autoReset === true ) { this.info.reset(); }
  15385. if ( renderTarget !== undefined ) {
  15386. this.setRenderTarget( renderTarget );
  15387. }
  15388. //
  15389. background.render( currentRenderList, scene, camera, forceClear );
  15390. // render scene
  15391. var opaqueObjects = currentRenderList.opaque;
  15392. var transparentObjects = currentRenderList.transparent;
  15393. if ( opaqueObjects.length > 0 ) { renderObjects( opaqueObjects, scene, camera ); }
  15394. if ( transparentObjects.length > 0 ) { renderObjects( transparentObjects, scene, camera ); }
  15395. //
  15396. if ( scene.isScene === true ) { scene.onAfterRender( _this, scene, camera ); }
  15397. //
  15398. if ( _currentRenderTarget !== null ) {
  15399. // Generate mipmap if we're using any kind of mipmap filtering
  15400. textures.updateRenderTargetMipmap( _currentRenderTarget );
  15401. // resolve multisample renderbuffers to a single-sample texture if necessary
  15402. textures.updateMultisampleRenderTarget( _currentRenderTarget );
  15403. }
  15404. // Ensure depth buffer writing is enabled so it can be cleared on next render
  15405. state.buffers.depth.setTest( true );
  15406. state.buffers.depth.setMask( true );
  15407. state.buffers.color.setMask( true );
  15408. state.setPolygonOffset( false );
  15409. // _gl.finish();
  15410. currentRenderList = null;
  15411. currentRenderState = null;
  15412. };
  15413. function projectObject( object, camera, groupOrder, sortObjects ) {
  15414. if ( object.visible === false ) { return; }
  15415. var visible = object.layers.test( camera.layers );
  15416. if ( visible ) {
  15417. if ( object.isGroup ) {
  15418. groupOrder = object.renderOrder;
  15419. } else if ( object.isLOD ) {
  15420. if ( object.autoUpdate === true ) { object.update( camera ); }
  15421. } else if ( object.isLight ) {
  15422. currentRenderState.pushLight( object );
  15423. if ( object.castShadow ) {
  15424. currentRenderState.pushShadow( object );
  15425. }
  15426. } else if ( object.isSprite ) {
  15427. if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
  15428. if ( sortObjects ) {
  15429. _vector3.setFromMatrixPosition( object.matrixWorld )
  15430. .applyMatrix4( _projScreenMatrix );
  15431. }
  15432. var geometry = objects.update( object );
  15433. var material = object.material;
  15434. if ( material.visible ) {
  15435. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  15436. }
  15437. }
  15438. } else if ( object.isImmediateRenderObject ) {
  15439. if ( sortObjects ) {
  15440. _vector3.setFromMatrixPosition( object.matrixWorld )
  15441. .applyMatrix4( _projScreenMatrix );
  15442. }
  15443. currentRenderList.push( object, null, object.material, groupOrder, _vector3.z, null );
  15444. } else if ( object.isMesh || object.isLine || object.isPoints ) {
  15445. if ( object.isSkinnedMesh ) {
  15446. // update skeleton only once in a frame
  15447. if ( object.skeleton.frame !== info.render.frame ) {
  15448. object.skeleton.update();
  15449. object.skeleton.frame = info.render.frame;
  15450. }
  15451. }
  15452. if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
  15453. if ( sortObjects ) {
  15454. _vector3.setFromMatrixPosition( object.matrixWorld )
  15455. .applyMatrix4( _projScreenMatrix );
  15456. }
  15457. var geometry$1 = objects.update( object );
  15458. var material$1 = object.material;
  15459. if ( Array.isArray( material$1 ) ) {
  15460. var groups = geometry$1.groups;
  15461. for ( var i = 0, l = groups.length; i < l; i ++ ) {
  15462. var group = groups[ i ];
  15463. var groupMaterial = material$1[ group.materialIndex ];
  15464. if ( groupMaterial && groupMaterial.visible ) {
  15465. currentRenderList.push( object, geometry$1, groupMaterial, groupOrder, _vector3.z, group );
  15466. }
  15467. }
  15468. } else if ( material$1.visible ) {
  15469. currentRenderList.push( object, geometry$1, material$1, groupOrder, _vector3.z, null );
  15470. }
  15471. }
  15472. }
  15473. }
  15474. var children = object.children;
  15475. for ( var i$1 = 0, l$1 = children.length; i$1 < l$1; i$1 ++ ) {
  15476. projectObject( children[ i$1 ], camera, groupOrder, sortObjects );
  15477. }
  15478. }
  15479. function renderObjects( renderList, scene, camera ) {
  15480. var overrideMaterial = scene.isScene === true ? scene.overrideMaterial : null;
  15481. for ( var i = 0, l = renderList.length; i < l; i ++ ) {
  15482. var renderItem = renderList[ i ];
  15483. var object = renderItem.object;
  15484. var geometry = renderItem.geometry;
  15485. var material = overrideMaterial === null ? renderItem.material : overrideMaterial;
  15486. var group = renderItem.group;
  15487. if ( camera.isArrayCamera ) {
  15488. _currentArrayCamera = camera;
  15489. var cameras = camera.cameras;
  15490. for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
  15491. var camera2 = cameras[ j ];
  15492. if ( object.layers.test( camera2.layers ) ) {
  15493. state.viewport( _currentViewport.copy( camera2.viewport ) );
  15494. currentRenderState.setupLights( camera2 );
  15495. renderObject( object, scene, camera2, geometry, material, group );
  15496. }
  15497. }
  15498. } else {
  15499. _currentArrayCamera = null;
  15500. renderObject( object, scene, camera, geometry, material, group );
  15501. }
  15502. }
  15503. }
  15504. function renderObject( object, scene, camera, geometry, material, group ) {
  15505. object.onBeforeRender( _this, scene, camera, geometry, material, group );
  15506. currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
  15507. object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  15508. object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
  15509. if ( object.isImmediateRenderObject ) {
  15510. var program = setProgram( camera, scene, material, object );
  15511. state.setMaterial( material );
  15512. bindingStates.reset();
  15513. renderObjectImmediate( object, program );
  15514. } else {
  15515. _this.renderBufferDirect( camera, scene, geometry, material, object, group );
  15516. }
  15517. object.onAfterRender( _this, scene, camera, geometry, material, group );
  15518. currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
  15519. }
  15520. function initMaterial( material, scene, object ) {
  15521. if ( scene.isScene !== true ) { scene = _emptyScene; } // scene could be a Mesh, Line, Points, ...
  15522. var materialProperties = properties.get( material );
  15523. var lights = currentRenderState.state.lights;
  15524. var shadowsArray = currentRenderState.state.shadowsArray;
  15525. var lightsStateVersion = lights.state.version;
  15526. var parameters = programCache.getParameters( material, lights.state, shadowsArray, scene, _clipping.numPlanes, _clipping.numIntersection, object );
  15527. var programCacheKey = programCache.getProgramCacheKey( parameters );
  15528. var program = materialProperties.program;
  15529. var programChange = true;
  15530. if ( program === undefined ) {
  15531. // new material
  15532. material.addEventListener( 'dispose', onMaterialDispose );
  15533. } else if ( program.cacheKey !== programCacheKey ) {
  15534. // changed glsl or parameters
  15535. releaseMaterialProgramReference( material );
  15536. } else if ( materialProperties.lightsStateVersion !== lightsStateVersion ) {
  15537. materialProperties.lightsStateVersion = lightsStateVersion;
  15538. programChange = false;
  15539. } else if ( parameters.shaderID !== undefined ) {
  15540. // same glsl and uniform list
  15541. return;
  15542. } else {
  15543. // only rebuild uniform list
  15544. programChange = false;
  15545. }
  15546. if ( programChange ) {
  15547. parameters.uniforms = programCache.getUniforms( material, parameters );
  15548. material.onBeforeCompile( parameters, _this );
  15549. program = programCache.acquireProgram( parameters, programCacheKey );
  15550. materialProperties.program = program;
  15551. materialProperties.uniforms = parameters.uniforms;
  15552. materialProperties.outputEncoding = parameters.outputEncoding;
  15553. }
  15554. var programAttributes = program.getAttributes();
  15555. if ( material.morphTargets ) {
  15556. material.numSupportedMorphTargets = 0;
  15557. for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
  15558. if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
  15559. material.numSupportedMorphTargets ++;
  15560. }
  15561. }
  15562. }
  15563. if ( material.morphNormals ) {
  15564. material.numSupportedMorphNormals = 0;
  15565. for ( var i$1 = 0; i$1 < _this.maxMorphNormals; i$1 ++ ) {
  15566. if ( programAttributes[ 'morphNormal' + i$1 ] >= 0 ) {
  15567. material.numSupportedMorphNormals ++;
  15568. }
  15569. }
  15570. }
  15571. var uniforms = materialProperties.uniforms;
  15572. if ( ! material.isShaderMaterial &&
  15573. ! material.isRawShaderMaterial ||
  15574. material.clipping === true ) {
  15575. materialProperties.numClippingPlanes = _clipping.numPlanes;
  15576. materialProperties.numIntersection = _clipping.numIntersection;
  15577. uniforms.clippingPlanes = _clipping.uniform;
  15578. }
  15579. materialProperties.environment = material.isMeshStandardMaterial ? scene.environment : null;
  15580. materialProperties.fog = scene.fog;
  15581. // store the light setup it was created for
  15582. materialProperties.needsLights = materialNeedsLights( material );
  15583. materialProperties.lightsStateVersion = lightsStateVersion;
  15584. if ( materialProperties.needsLights ) {
  15585. // wire up the material to this renderer's lighting state
  15586. uniforms.ambientLightColor.value = lights.state.ambient;
  15587. uniforms.lightProbe.value = lights.state.probe;
  15588. uniforms.directionalLights.value = lights.state.directional;
  15589. uniforms.directionalLightShadows.value = lights.state.directionalShadow;
  15590. uniforms.spotLights.value = lights.state.spot;
  15591. uniforms.spotLightShadows.value = lights.state.spotShadow;
  15592. uniforms.rectAreaLights.value = lights.state.rectArea;
  15593. uniforms.pointLights.value = lights.state.point;
  15594. uniforms.pointLightShadows.value = lights.state.pointShadow;
  15595. uniforms.hemisphereLights.value = lights.state.hemi;
  15596. uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;
  15597. uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
  15598. uniforms.spotShadowMap.value = lights.state.spotShadowMap;
  15599. uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;
  15600. uniforms.pointShadowMap.value = lights.state.pointShadowMap;
  15601. uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;
  15602. // TODO (abelnation): add area lights shadow info to uniforms
  15603. }
  15604. var progUniforms = materialProperties.program.getUniforms(),
  15605. uniformsList =
  15606. WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
  15607. materialProperties.uniformsList = uniformsList;
  15608. }
  15609. function setProgram( camera, scene, material, object ) {
  15610. if ( scene.isScene !== true ) { scene = _emptyScene; } // scene could be a Mesh, Line, Points, ...
  15611. textures.resetTextureUnits();
  15612. var fog = scene.fog;
  15613. var environment = material.isMeshStandardMaterial ? scene.environment : null;
  15614. var encoding = ( _currentRenderTarget === null ) ? _this.outputEncoding : _currentRenderTarget.texture.encoding;
  15615. var materialProperties = properties.get( material );
  15616. var lights = currentRenderState.state.lights;
  15617. if ( _clippingEnabled === true ) {
  15618. if ( _localClippingEnabled === true || camera !== _currentCamera ) {
  15619. var useCache =
  15620. camera === _currentCamera &&
  15621. material.id === _currentMaterialId;
  15622. // we might want to call this function with some ClippingGroup
  15623. // object instead of the material, once it becomes feasible
  15624. // (#8465, #8379)
  15625. _clipping.setState(
  15626. material.clippingPlanes, material.clipIntersection, material.clipShadows,
  15627. camera, materialProperties, useCache );
  15628. }
  15629. }
  15630. if ( material.version === materialProperties.__version ) {
  15631. if ( materialProperties.program === undefined ) {
  15632. initMaterial( material, scene, object );
  15633. } else if ( material.fog && materialProperties.fog !== fog ) {
  15634. initMaterial( material, scene, object );
  15635. } else if ( materialProperties.environment !== environment ) {
  15636. initMaterial( material, scene, object );
  15637. } else if ( materialProperties.needsLights && ( materialProperties.lightsStateVersion !== lights.state.version ) ) {
  15638. initMaterial( material, scene, object );
  15639. } else if ( materialProperties.numClippingPlanes !== undefined &&
  15640. ( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
  15641. materialProperties.numIntersection !== _clipping.numIntersection ) ) {
  15642. initMaterial( material, scene, object );
  15643. } else if ( materialProperties.outputEncoding !== encoding ) {
  15644. initMaterial( material, scene, object );
  15645. }
  15646. } else {
  15647. initMaterial( material, scene, object );
  15648. materialProperties.__version = material.version;
  15649. }
  15650. var refreshProgram = false;
  15651. var refreshMaterial = false;
  15652. var refreshLights = false;
  15653. var program = materialProperties.program,
  15654. p_uniforms = program.getUniforms(),
  15655. m_uniforms = materialProperties.uniforms;
  15656. if ( state.useProgram( program.program ) ) {
  15657. refreshProgram = true;
  15658. refreshMaterial = true;
  15659. refreshLights = true;
  15660. }
  15661. if ( material.id !== _currentMaterialId ) {
  15662. _currentMaterialId = material.id;
  15663. refreshMaterial = true;
  15664. }
  15665. if ( refreshProgram || _currentCamera !== camera ) {
  15666. p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
  15667. if ( capabilities.logarithmicDepthBuffer ) {
  15668. p_uniforms.setValue( _gl, 'logDepthBufFC',
  15669. 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
  15670. }
  15671. if ( _currentCamera !== camera ) {
  15672. _currentCamera = camera;
  15673. // lighting uniforms depend on the camera so enforce an update
  15674. // now, in case this material supports lights - or later, when
  15675. // the next material that does gets activated:
  15676. refreshMaterial = true; // set to true on material change
  15677. refreshLights = true; // remains set until update done
  15678. }
  15679. // load material specific uniforms
  15680. // (shader material also gets them for the sake of genericity)
  15681. if ( material.isShaderMaterial ||
  15682. material.isMeshPhongMaterial ||
  15683. material.isMeshToonMaterial ||
  15684. material.isMeshStandardMaterial ||
  15685. material.envMap ) {
  15686. var uCamPos = p_uniforms.map.cameraPosition;
  15687. if ( uCamPos !== undefined ) {
  15688. uCamPos.setValue( _gl,
  15689. _vector3.setFromMatrixPosition( camera.matrixWorld ) );
  15690. }
  15691. }
  15692. if ( material.isMeshPhongMaterial ||
  15693. material.isMeshToonMaterial ||
  15694. material.isMeshLambertMaterial ||
  15695. material.isMeshBasicMaterial ||
  15696. material.isMeshStandardMaterial ||
  15697. material.isShaderMaterial ) {
  15698. p_uniforms.setValue( _gl, 'isOrthographic', camera.isOrthographicCamera === true );
  15699. }
  15700. if ( material.isMeshPhongMaterial ||
  15701. material.isMeshToonMaterial ||
  15702. material.isMeshLambertMaterial ||
  15703. material.isMeshBasicMaterial ||
  15704. material.isMeshStandardMaterial ||
  15705. material.isShaderMaterial ||
  15706. material.isShadowMaterial ||
  15707. material.skinning ) {
  15708. p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
  15709. }
  15710. }
  15711. // skinning uniforms must be set even if material didn't change
  15712. // auto-setting of texture unit for bone texture must go before other textures
  15713. // otherwise textures used for skinning can take over texture units reserved for other material textures
  15714. if ( material.skinning ) {
  15715. p_uniforms.setOptional( _gl, object, 'bindMatrix' );
  15716. p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
  15717. var skeleton = object.skeleton;
  15718. if ( skeleton ) {
  15719. var bones = skeleton.bones;
  15720. if ( capabilities.floatVertexTextures ) {
  15721. if ( skeleton.boneTexture === undefined ) {
  15722. // layout (1 matrix = 4 pixels)
  15723. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  15724. // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)
  15725. // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)
  15726. // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)
  15727. // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)
  15728. var size = Math.sqrt( bones.length * 4 ); // 4 pixels needed for 1 matrix
  15729. size = MathUtils.ceilPowerOfTwo( size );
  15730. size = Math.max( size, 4 );
  15731. var boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
  15732. boneMatrices.set( skeleton.boneMatrices ); // copy current values
  15733. var boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );
  15734. skeleton.boneMatrices = boneMatrices;
  15735. skeleton.boneTexture = boneTexture;
  15736. skeleton.boneTextureSize = size;
  15737. }
  15738. p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );
  15739. p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
  15740. } else {
  15741. p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
  15742. }
  15743. }
  15744. }
  15745. if ( refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow ) {
  15746. materialProperties.receiveShadow = object.receiveShadow;
  15747. p_uniforms.setValue( _gl, 'receiveShadow', object.receiveShadow );
  15748. }
  15749. if ( refreshMaterial ) {
  15750. p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
  15751. if ( materialProperties.needsLights ) {
  15752. // the current material requires lighting info
  15753. // note: all lighting uniforms are always set correctly
  15754. // they simply reference the renderer's state for their
  15755. // values
  15756. //
  15757. // use the current material's .needsUpdate flags to set
  15758. // the GL state when required
  15759. markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
  15760. }
  15761. // refresh uniforms common to several materials
  15762. if ( fog && material.fog ) {
  15763. materials.refreshFogUniforms( m_uniforms, fog );
  15764. }
  15765. materials.refreshMaterialUniforms( m_uniforms, material, environment, _pixelRatio, _height );
  15766. // RectAreaLight Texture
  15767. // TODO (mrdoob): Find a nicer implementation
  15768. if ( m_uniforms.ltc_1 !== undefined ) { m_uniforms.ltc_1.value = UniformsLib.LTC_1; }
  15769. if ( m_uniforms.ltc_2 !== undefined ) { m_uniforms.ltc_2.value = UniformsLib.LTC_2; }
  15770. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  15771. }
  15772. if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {
  15773. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  15774. material.uniformsNeedUpdate = false;
  15775. }
  15776. if ( material.isSpriteMaterial ) {
  15777. p_uniforms.setValue( _gl, 'center', object.center );
  15778. }
  15779. // common matrices
  15780. p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
  15781. p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
  15782. p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
  15783. return program;
  15784. }
  15785. // If uniforms are marked as clean, they don't need to be loaded to the GPU.
  15786. function markUniformsLightsNeedsUpdate( uniforms, value ) {
  15787. uniforms.ambientLightColor.needsUpdate = value;
  15788. uniforms.lightProbe.needsUpdate = value;
  15789. uniforms.directionalLights.needsUpdate = value;
  15790. uniforms.directionalLightShadows.needsUpdate = value;
  15791. uniforms.pointLights.needsUpdate = value;
  15792. uniforms.pointLightShadows.needsUpdate = value;
  15793. uniforms.spotLights.needsUpdate = value;
  15794. uniforms.spotLightShadows.needsUpdate = value;
  15795. uniforms.rectAreaLights.needsUpdate = value;
  15796. uniforms.hemisphereLights.needsUpdate = value;
  15797. }
  15798. function materialNeedsLights( material ) {
  15799. return material.isMeshLambertMaterial || material.isMeshToonMaterial || material.isMeshPhongMaterial ||
  15800. material.isMeshStandardMaterial || material.isShadowMaterial ||
  15801. ( material.isShaderMaterial && material.lights === true );
  15802. }
  15803. //
  15804. this.setFramebuffer = function ( value ) {
  15805. if ( _framebuffer !== value && _currentRenderTarget === null ) { _gl.bindFramebuffer( 36160, value ); }
  15806. _framebuffer = value;
  15807. };
  15808. this.getActiveCubeFace = function () {
  15809. return _currentActiveCubeFace;
  15810. };
  15811. this.getActiveMipmapLevel = function () {
  15812. return _currentActiveMipmapLevel;
  15813. };
  15814. this.getRenderTarget = function () {
  15815. return _currentRenderTarget;
  15816. };
  15817. this.setRenderTarget = function ( renderTarget, activeCubeFace, activeMipmapLevel ) {
  15818. _currentRenderTarget = renderTarget;
  15819. _currentActiveCubeFace = activeCubeFace;
  15820. _currentActiveMipmapLevel = activeMipmapLevel;
  15821. if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
  15822. textures.setupRenderTarget( renderTarget );
  15823. }
  15824. var framebuffer = _framebuffer;
  15825. var isCube = false;
  15826. if ( renderTarget ) {
  15827. var _webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
  15828. if ( renderTarget.isWebGLCubeRenderTarget ) {
  15829. framebuffer = _webglFramebuffer[ activeCubeFace || 0 ];
  15830. isCube = true;
  15831. } else if ( renderTarget.isWebGLMultisampleRenderTarget ) {
  15832. framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;
  15833. } else {
  15834. framebuffer = _webglFramebuffer;
  15835. }
  15836. _currentViewport.copy( renderTarget.viewport );
  15837. _currentScissor.copy( renderTarget.scissor );
  15838. _currentScissorTest = renderTarget.scissorTest;
  15839. } else {
  15840. _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor();
  15841. _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor();
  15842. _currentScissorTest = _scissorTest;
  15843. }
  15844. if ( _currentFramebuffer !== framebuffer ) {
  15845. _gl.bindFramebuffer( 36160, framebuffer );
  15846. _currentFramebuffer = framebuffer;
  15847. }
  15848. state.viewport( _currentViewport );
  15849. state.scissor( _currentScissor );
  15850. state.setScissorTest( _currentScissorTest );
  15851. if ( isCube ) {
  15852. var textureProperties = properties.get( renderTarget.texture );
  15853. _gl.framebufferTexture2D( 36160, 36064, 34069 + ( activeCubeFace || 0 ), textureProperties.__webglTexture, activeMipmapLevel || 0 );
  15854. }
  15855. };
  15856. this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {
  15857. if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
  15858. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
  15859. return;
  15860. }
  15861. var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
  15862. if ( renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined ) {
  15863. framebuffer = framebuffer[ activeCubeFaceIndex ];
  15864. }
  15865. if ( framebuffer ) {
  15866. var restore = false;
  15867. if ( framebuffer !== _currentFramebuffer ) {
  15868. _gl.bindFramebuffer( 36160, framebuffer );
  15869. restore = true;
  15870. }
  15871. try {
  15872. var texture = renderTarget.texture;
  15873. var textureFormat = texture.format;
  15874. var textureType = texture.type;
  15875. if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( 35739 ) ) {
  15876. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
  15877. return;
  15878. }
  15879. if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( 35738 ) && // IE11, Edge and Chrome Mac < 52 (#9513)
  15880. ! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.get( 'OES_texture_float' ) || extensions.get( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox
  15881. ! ( textureType === HalfFloatType && ( capabilities.isWebGL2 ? extensions.get( 'EXT_color_buffer_float' ) : extensions.get( 'EXT_color_buffer_half_float' ) ) ) ) {
  15882. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
  15883. return;
  15884. }
  15885. if ( _gl.checkFramebufferStatus( 36160 ) === 36053 ) {
  15886. // the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)
  15887. if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
  15888. _gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
  15889. }
  15890. } else {
  15891. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
  15892. }
  15893. } finally {
  15894. if ( restore ) {
  15895. _gl.bindFramebuffer( 36160, _currentFramebuffer );
  15896. }
  15897. }
  15898. }
  15899. };
  15900. this.copyFramebufferToTexture = function ( position, texture, level ) {
  15901. if ( level === undefined ) { level = 0; }
  15902. var levelScale = Math.pow( 2, - level );
  15903. var width = Math.floor( texture.image.width * levelScale );
  15904. var height = Math.floor( texture.image.height * levelScale );
  15905. var glFormat = utils.convert( texture.format );
  15906. textures.setTexture2D( texture, 0 );
  15907. _gl.copyTexImage2D( 3553, level, glFormat, position.x, position.y, width, height, 0 );
  15908. state.unbindTexture();
  15909. };
  15910. this.copyTextureToTexture = function ( position, srcTexture, dstTexture, level ) {
  15911. if ( level === undefined ) { level = 0; }
  15912. var width = srcTexture.image.width;
  15913. var height = srcTexture.image.height;
  15914. var glFormat = utils.convert( dstTexture.format );
  15915. var glType = utils.convert( dstTexture.type );
  15916. textures.setTexture2D( dstTexture, 0 );
  15917. // As another texture upload may have changed pixelStorei
  15918. // parameters, make sure they are correct for the dstTexture
  15919. _gl.pixelStorei( 37440, dstTexture.flipY );
  15920. _gl.pixelStorei( 37441, dstTexture.premultiplyAlpha );
  15921. _gl.pixelStorei( 3317, dstTexture.unpackAlignment );
  15922. if ( srcTexture.isDataTexture ) {
  15923. _gl.texSubImage2D( 3553, level, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data );
  15924. } else {
  15925. if ( srcTexture.isCompressedTexture ) {
  15926. _gl.compressedTexSubImage2D( 3553, level, position.x, position.y, srcTexture.mipmaps[ 0 ].width, srcTexture.mipmaps[ 0 ].height, glFormat, srcTexture.mipmaps[ 0 ].data );
  15927. } else {
  15928. _gl.texSubImage2D( 3553, level, position.x, position.y, glFormat, glType, srcTexture.image );
  15929. }
  15930. }
  15931. // Generate mipmaps only when copying level 0
  15932. if ( level === 0 && dstTexture.generateMipmaps ) { _gl.generateMipmap( 3553 ); }
  15933. state.unbindTexture();
  15934. };
  15935. this.initTexture = function ( texture ) {
  15936. textures.setTexture2D( texture, 0 );
  15937. state.unbindTexture();
  15938. };
  15939. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  15940. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef
  15941. }
  15942. }
  15943. /**
  15944. * @author Mugen87 / https://github.com/Mugen87
  15945. */
  15946. function WebGL1Renderer( parameters ) {
  15947. WebGLRenderer.call( this, parameters );
  15948. }
  15949. WebGL1Renderer.prototype = Object.assign( Object.create( WebGLRenderer.prototype ), {
  15950. constructor: WebGL1Renderer,
  15951. isWebGL1Renderer: true
  15952. } );
  15953. /**
  15954. * @author mrdoob / http://mrdoob.com/
  15955. * @author alteredq / http://alteredqualia.com/
  15956. */
  15957. function FogExp2( color, density ) {
  15958. this.name = '';
  15959. this.color = new Color( color );
  15960. this.density = ( density !== undefined ) ? density : 0.00025;
  15961. }
  15962. Object.assign( FogExp2.prototype, {
  15963. isFogExp2: true,
  15964. clone: function () {
  15965. return new FogExp2( this.color, this.density );
  15966. },
  15967. toJSON: function ( /* meta */ ) {
  15968. return {
  15969. type: 'FogExp2',
  15970. color: this.color.getHex(),
  15971. density: this.density
  15972. };
  15973. }
  15974. } );
  15975. /**
  15976. * @author mrdoob / http://mrdoob.com/
  15977. * @author alteredq / http://alteredqualia.com/
  15978. */
  15979. function Fog( color, near, far ) {
  15980. this.name = '';
  15981. this.color = new Color( color );
  15982. this.near = ( near !== undefined ) ? near : 1;
  15983. this.far = ( far !== undefined ) ? far : 1000;
  15984. }
  15985. Object.assign( Fog.prototype, {
  15986. isFog: true,
  15987. clone: function () {
  15988. return new Fog( this.color, this.near, this.far );
  15989. },
  15990. toJSON: function ( /* meta */ ) {
  15991. return {
  15992. type: 'Fog',
  15993. color: this.color.getHex(),
  15994. near: this.near,
  15995. far: this.far
  15996. };
  15997. }
  15998. } );
  15999. /**
  16000. * @author benaadams / https://twitter.com/ben_a_adams
  16001. */
  16002. function InterleavedBuffer( array, stride ) {
  16003. this.array = array;
  16004. this.stride = stride;
  16005. this.count = array !== undefined ? array.length / stride : 0;
  16006. this.usage = StaticDrawUsage;
  16007. this.updateRange = { offset: 0, count: - 1 };
  16008. this.version = 0;
  16009. this.uuid = MathUtils.generateUUID();
  16010. }
  16011. Object.defineProperty( InterleavedBuffer.prototype, 'needsUpdate', {
  16012. set: function ( value ) {
  16013. if ( value === true ) { this.version ++; }
  16014. }
  16015. } );
  16016. Object.assign( InterleavedBuffer.prototype, {
  16017. isInterleavedBuffer: true,
  16018. onUploadCallback: function () {},
  16019. setUsage: function ( value ) {
  16020. this.usage = value;
  16021. return this;
  16022. },
  16023. copy: function ( source ) {
  16024. this.array = new source.array.constructor( source.array );
  16025. this.count = source.count;
  16026. this.stride = source.stride;
  16027. this.usage = source.usage;
  16028. return this;
  16029. },
  16030. copyAt: function ( index1, attribute, index2 ) {
  16031. index1 *= this.stride;
  16032. index2 *= attribute.stride;
  16033. for ( var i = 0, l = this.stride; i < l; i ++ ) {
  16034. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  16035. }
  16036. return this;
  16037. },
  16038. set: function ( value, offset ) {
  16039. if ( offset === undefined ) { offset = 0; }
  16040. this.array.set( value, offset );
  16041. return this;
  16042. },
  16043. clone: function ( data ) {
  16044. if ( data.arrayBuffers === undefined ) {
  16045. data.arrayBuffers = {};
  16046. }
  16047. if ( this.array.buffer._uuid === undefined ) {
  16048. this.array.buffer._uuid = MathUtils.generateUUID();
  16049. }
  16050. if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {
  16051. data.arrayBuffers[ this.array.buffer._uuid ] = this.array.slice( 0 ).buffer;
  16052. }
  16053. var array = new this.array.constructor( data.arrayBuffers[ this.array.buffer._uuid ] );
  16054. var ib = new InterleavedBuffer( array, this.stride );
  16055. ib.setUsage( this.usage );
  16056. return ib;
  16057. },
  16058. onUpload: function ( callback ) {
  16059. this.onUploadCallback = callback;
  16060. return this;
  16061. },
  16062. toJSON: function ( data ) {
  16063. if ( data.arrayBuffers === undefined ) {
  16064. data.arrayBuffers = {};
  16065. }
  16066. // generate UUID for array buffer if necessary
  16067. if ( this.array.buffer._uuid === undefined ) {
  16068. this.array.buffer._uuid = MathUtils.generateUUID();
  16069. }
  16070. if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {
  16071. data.arrayBuffers[ this.array.buffer._uuid ] = Array.prototype.slice.call( new Uint32Array( this.array.buffer ) );
  16072. }
  16073. //
  16074. return {
  16075. uuid: this.uuid,
  16076. buffer: this.array.buffer._uuid,
  16077. type: this.array.constructor.name,
  16078. stride: this.stride
  16079. };
  16080. }
  16081. } );
  16082. /**
  16083. * @author benaadams / https://twitter.com/ben_a_adams
  16084. */
  16085. var _vector$6 = new Vector3();
  16086. function InterleavedBufferAttribute( interleavedBuffer, itemSize, offset, normalized ) {
  16087. this.name = '';
  16088. this.data = interleavedBuffer;
  16089. this.itemSize = itemSize;
  16090. this.offset = offset;
  16091. this.normalized = normalized === true;
  16092. }
  16093. Object.defineProperties( InterleavedBufferAttribute.prototype, {
  16094. count: {
  16095. get: function () {
  16096. return this.data.count;
  16097. }
  16098. },
  16099. array: {
  16100. get: function () {
  16101. return this.data.array;
  16102. }
  16103. }
  16104. } );
  16105. Object.assign( InterleavedBufferAttribute.prototype, {
  16106. isInterleavedBufferAttribute: true,
  16107. applyMatrix4: function ( m ) {
  16108. for ( var i = 0, l = this.data.count; i < l; i ++ ) {
  16109. _vector$6.x = this.getX( i );
  16110. _vector$6.y = this.getY( i );
  16111. _vector$6.z = this.getZ( i );
  16112. _vector$6.applyMatrix4( m );
  16113. this.setXYZ( i, _vector$6.x, _vector$6.y, _vector$6.z );
  16114. }
  16115. return this;
  16116. },
  16117. setX: function ( index, x ) {
  16118. this.data.array[ index * this.data.stride + this.offset ] = x;
  16119. return this;
  16120. },
  16121. setY: function ( index, y ) {
  16122. this.data.array[ index * this.data.stride + this.offset + 1 ] = y;
  16123. return this;
  16124. },
  16125. setZ: function ( index, z ) {
  16126. this.data.array[ index * this.data.stride + this.offset + 2 ] = z;
  16127. return this;
  16128. },
  16129. setW: function ( index, w ) {
  16130. this.data.array[ index * this.data.stride + this.offset + 3 ] = w;
  16131. return this;
  16132. },
  16133. getX: function ( index ) {
  16134. return this.data.array[ index * this.data.stride + this.offset ];
  16135. },
  16136. getY: function ( index ) {
  16137. return this.data.array[ index * this.data.stride + this.offset + 1 ];
  16138. },
  16139. getZ: function ( index ) {
  16140. return this.data.array[ index * this.data.stride + this.offset + 2 ];
  16141. },
  16142. getW: function ( index ) {
  16143. return this.data.array[ index * this.data.stride + this.offset + 3 ];
  16144. },
  16145. setXY: function ( index, x, y ) {
  16146. index = index * this.data.stride + this.offset;
  16147. this.data.array[ index + 0 ] = x;
  16148. this.data.array[ index + 1 ] = y;
  16149. return this;
  16150. },
  16151. setXYZ: function ( index, x, y, z ) {
  16152. index = index * this.data.stride + this.offset;
  16153. this.data.array[ index + 0 ] = x;
  16154. this.data.array[ index + 1 ] = y;
  16155. this.data.array[ index + 2 ] = z;
  16156. return this;
  16157. },
  16158. setXYZW: function ( index, x, y, z, w ) {
  16159. index = index * this.data.stride + this.offset;
  16160. this.data.array[ index + 0 ] = x;
  16161. this.data.array[ index + 1 ] = y;
  16162. this.data.array[ index + 2 ] = z;
  16163. this.data.array[ index + 3 ] = w;
  16164. return this;
  16165. },
  16166. clone: function ( data ) {
  16167. if ( data === undefined ) {
  16168. console.log( 'THREE.InterleavedBufferAttribute.clone(): Cloning an interlaved buffer attribute will deinterleave buffer data.' );
  16169. var array = [];
  16170. for ( var i = 0; i < this.count; i ++ ) {
  16171. var index = i * this.data.stride + this.offset;
  16172. for ( var j = 0; j < this.itemSize; j ++ ) {
  16173. array.push( this.data.array[ index + j ] );
  16174. }
  16175. }
  16176. return new BufferAttribute( new this.array.constructor( array ), this.itemSize, this.normalized );
  16177. } else {
  16178. if ( data.interleavedBuffers === undefined ) {
  16179. data.interleavedBuffers = {};
  16180. }
  16181. if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {
  16182. data.interleavedBuffers[ this.data.uuid ] = this.data.clone( data );
  16183. }
  16184. return new InterleavedBufferAttribute( data.interleavedBuffers[ this.data.uuid ], this.itemSize, this.offset, this.normalized );
  16185. }
  16186. },
  16187. toJSON: function ( data ) {
  16188. if ( data === undefined ) {
  16189. console.log( 'THREE.InterleavedBufferAttribute.toJSON(): Serializing an interlaved buffer attribute will deinterleave buffer data.' );
  16190. var array = [];
  16191. for ( var i = 0; i < this.count; i ++ ) {
  16192. var index = i * this.data.stride + this.offset;
  16193. for ( var j = 0; j < this.itemSize; j ++ ) {
  16194. array.push( this.data.array[ index + j ] );
  16195. }
  16196. }
  16197. // deinterleave data and save it as an ordinary buffer attribute for now
  16198. return {
  16199. itemSize: this.itemSize,
  16200. type: this.array.constructor.name,
  16201. array: array,
  16202. normalized: this.normalized
  16203. };
  16204. } else {
  16205. // save as true interlaved attribtue
  16206. if ( data.interleavedBuffers === undefined ) {
  16207. data.interleavedBuffers = {};
  16208. }
  16209. if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {
  16210. data.interleavedBuffers[ this.data.uuid ] = this.data.toJSON( data );
  16211. }
  16212. return {
  16213. isInterleavedBufferAttribute: true,
  16214. itemSize: this.itemSize,
  16215. data: this.data.uuid,
  16216. offset: this.offset,
  16217. normalized: this.normalized
  16218. };
  16219. }
  16220. }
  16221. } );
  16222. /**
  16223. * @author alteredq / http://alteredqualia.com/
  16224. *
  16225. * parameters = {
  16226. * color: <hex>,
  16227. * map: new THREE.Texture( <Image> ),
  16228. * alphaMap: new THREE.Texture( <Image> ),
  16229. * rotation: <float>,
  16230. * sizeAttenuation: <bool>
  16231. * }
  16232. */
  16233. function SpriteMaterial( parameters ) {
  16234. Material.call( this );
  16235. this.type = 'SpriteMaterial';
  16236. this.color = new Color( 0xffffff );
  16237. this.map = null;
  16238. this.alphaMap = null;
  16239. this.rotation = 0;
  16240. this.sizeAttenuation = true;
  16241. this.transparent = true;
  16242. this.setValues( parameters );
  16243. }
  16244. SpriteMaterial.prototype = Object.create( Material.prototype );
  16245. SpriteMaterial.prototype.constructor = SpriteMaterial;
  16246. SpriteMaterial.prototype.isSpriteMaterial = true;
  16247. SpriteMaterial.prototype.copy = function ( source ) {
  16248. Material.prototype.copy.call( this, source );
  16249. this.color.copy( source.color );
  16250. this.map = source.map;
  16251. this.alphaMap = source.alphaMap;
  16252. this.rotation = source.rotation;
  16253. this.sizeAttenuation = source.sizeAttenuation;
  16254. return this;
  16255. };
  16256. /**
  16257. * @author mikael emtinger / http://gomo.se/
  16258. * @author alteredq / http://alteredqualia.com/
  16259. */
  16260. var _geometry;
  16261. var _intersectPoint = new Vector3();
  16262. var _worldScale = new Vector3();
  16263. var _mvPosition = new Vector3();
  16264. var _alignedPosition = new Vector2();
  16265. var _rotatedPosition = new Vector2();
  16266. var _viewWorldMatrix = new Matrix4();
  16267. var _vA$1 = new Vector3();
  16268. var _vB$1 = new Vector3();
  16269. var _vC$1 = new Vector3();
  16270. var _uvA$1 = new Vector2();
  16271. var _uvB$1 = new Vector2();
  16272. var _uvC$1 = new Vector2();
  16273. function Sprite( material ) {
  16274. Object3D.call( this );
  16275. this.type = 'Sprite';
  16276. if ( _geometry === undefined ) {
  16277. _geometry = new BufferGeometry();
  16278. var float32Array = new Float32Array( [
  16279. - 0.5, - 0.5, 0, 0, 0,
  16280. 0.5, - 0.5, 0, 1, 0,
  16281. 0.5, 0.5, 0, 1, 1,
  16282. - 0.5, 0.5, 0, 0, 1
  16283. ] );
  16284. var interleavedBuffer = new InterleavedBuffer( float32Array, 5 );
  16285. _geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] );
  16286. _geometry.setAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );
  16287. _geometry.setAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );
  16288. }
  16289. this.geometry = _geometry;
  16290. this.material = ( material !== undefined ) ? material : new SpriteMaterial();
  16291. this.center = new Vector2( 0.5, 0.5 );
  16292. }
  16293. Sprite.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16294. constructor: Sprite,
  16295. isSprite: true,
  16296. raycast: function ( raycaster, intersects ) {
  16297. if ( raycaster.camera === null ) {
  16298. console.error( 'THREE.Sprite: "Raycaster.camera" needs to be set in order to raycast against sprites.' );
  16299. }
  16300. _worldScale.setFromMatrixScale( this.matrixWorld );
  16301. _viewWorldMatrix.copy( raycaster.camera.matrixWorld );
  16302. this.modelViewMatrix.multiplyMatrices( raycaster.camera.matrixWorldInverse, this.matrixWorld );
  16303. _mvPosition.setFromMatrixPosition( this.modelViewMatrix );
  16304. if ( raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false ) {
  16305. _worldScale.multiplyScalar( - _mvPosition.z );
  16306. }
  16307. var rotation = this.material.rotation;
  16308. var sin, cos;
  16309. if ( rotation !== 0 ) {
  16310. cos = Math.cos( rotation );
  16311. sin = Math.sin( rotation );
  16312. }
  16313. var center = this.center;
  16314. transformVertex( _vA$1.set( - 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  16315. transformVertex( _vB$1.set( 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  16316. transformVertex( _vC$1.set( 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  16317. _uvA$1.set( 0, 0 );
  16318. _uvB$1.set( 1, 0 );
  16319. _uvC$1.set( 1, 1 );
  16320. // check first triangle
  16321. var intersect = raycaster.ray.intersectTriangle( _vA$1, _vB$1, _vC$1, false, _intersectPoint );
  16322. if ( intersect === null ) {
  16323. // check second triangle
  16324. transformVertex( _vB$1.set( - 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  16325. _uvB$1.set( 0, 1 );
  16326. intersect = raycaster.ray.intersectTriangle( _vA$1, _vC$1, _vB$1, false, _intersectPoint );
  16327. if ( intersect === null ) {
  16328. return;
  16329. }
  16330. }
  16331. var distance = raycaster.ray.origin.distanceTo( _intersectPoint );
  16332. if ( distance < raycaster.near || distance > raycaster.far ) { return; }
  16333. intersects.push( {
  16334. distance: distance,
  16335. point: _intersectPoint.clone(),
  16336. uv: Triangle.getUV( _intersectPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() ),
  16337. face: null,
  16338. object: this
  16339. } );
  16340. },
  16341. copy: function ( source ) {
  16342. Object3D.prototype.copy.call( this, source );
  16343. if ( source.center !== undefined ) { this.center.copy( source.center ); }
  16344. this.material = source.material;
  16345. return this;
  16346. }
  16347. } );
  16348. function transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) {
  16349. // compute position in camera space
  16350. _alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale );
  16351. // to check if rotation is not zero
  16352. if ( sin !== undefined ) {
  16353. _rotatedPosition.x = ( cos * _alignedPosition.x ) - ( sin * _alignedPosition.y );
  16354. _rotatedPosition.y = ( sin * _alignedPosition.x ) + ( cos * _alignedPosition.y );
  16355. } else {
  16356. _rotatedPosition.copy( _alignedPosition );
  16357. }
  16358. vertexPosition.copy( mvPosition );
  16359. vertexPosition.x += _rotatedPosition.x;
  16360. vertexPosition.y += _rotatedPosition.y;
  16361. // transform to world space
  16362. vertexPosition.applyMatrix4( _viewWorldMatrix );
  16363. }
  16364. /**
  16365. * @author mikael emtinger / http://gomo.se/
  16366. * @author alteredq / http://alteredqualia.com/
  16367. * @author mrdoob / http://mrdoob.com/
  16368. */
  16369. var _v1$4 = new Vector3();
  16370. var _v2$2 = new Vector3();
  16371. function LOD() {
  16372. Object3D.call( this );
  16373. this._currentLevel = 0;
  16374. this.type = 'LOD';
  16375. Object.defineProperties( this, {
  16376. levels: {
  16377. enumerable: true,
  16378. value: []
  16379. }
  16380. } );
  16381. this.autoUpdate = true;
  16382. }
  16383. LOD.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16384. constructor: LOD,
  16385. isLOD: true,
  16386. copy: function ( source ) {
  16387. Object3D.prototype.copy.call( this, source, false );
  16388. var levels = source.levels;
  16389. for ( var i = 0, l = levels.length; i < l; i ++ ) {
  16390. var level = levels[ i ];
  16391. this.addLevel( level.object.clone(), level.distance );
  16392. }
  16393. this.autoUpdate = source.autoUpdate;
  16394. return this;
  16395. },
  16396. addLevel: function ( object, distance ) {
  16397. if ( distance === undefined ) { distance = 0; }
  16398. distance = Math.abs( distance );
  16399. var levels = this.levels;
  16400. var l;
  16401. for ( l = 0; l < levels.length; l ++ ) {
  16402. if ( distance < levels[ l ].distance ) {
  16403. break;
  16404. }
  16405. }
  16406. levels.splice( l, 0, { distance: distance, object: object } );
  16407. this.add( object );
  16408. return this;
  16409. },
  16410. getCurrentLevel: function () {
  16411. return this._currentLevel;
  16412. },
  16413. getObjectForDistance: function ( distance ) {
  16414. var levels = this.levels;
  16415. if ( levels.length > 0 ) {
  16416. var i, l;
  16417. for ( i = 1, l = levels.length; i < l; i ++ ) {
  16418. if ( distance < levels[ i ].distance ) {
  16419. break;
  16420. }
  16421. }
  16422. return levels[ i - 1 ].object;
  16423. }
  16424. return null;
  16425. },
  16426. raycast: function ( raycaster, intersects ) {
  16427. var levels = this.levels;
  16428. if ( levels.length > 0 ) {
  16429. _v1$4.setFromMatrixPosition( this.matrixWorld );
  16430. var distance = raycaster.ray.origin.distanceTo( _v1$4 );
  16431. this.getObjectForDistance( distance ).raycast( raycaster, intersects );
  16432. }
  16433. },
  16434. update: function ( camera ) {
  16435. var levels = this.levels;
  16436. if ( levels.length > 1 ) {
  16437. _v1$4.setFromMatrixPosition( camera.matrixWorld );
  16438. _v2$2.setFromMatrixPosition( this.matrixWorld );
  16439. var distance = _v1$4.distanceTo( _v2$2 ) / camera.zoom;
  16440. levels[ 0 ].object.visible = true;
  16441. var i, l;
  16442. for ( i = 1, l = levels.length; i < l; i ++ ) {
  16443. if ( distance >= levels[ i ].distance ) {
  16444. levels[ i - 1 ].object.visible = false;
  16445. levels[ i ].object.visible = true;
  16446. } else {
  16447. break;
  16448. }
  16449. }
  16450. this._currentLevel = i - 1;
  16451. for ( ; i < l; i ++ ) {
  16452. levels[ i ].object.visible = false;
  16453. }
  16454. }
  16455. },
  16456. toJSON: function ( meta ) {
  16457. var data = Object3D.prototype.toJSON.call( this, meta );
  16458. if ( this.autoUpdate === false ) { data.object.autoUpdate = false; }
  16459. data.object.levels = [];
  16460. var levels = this.levels;
  16461. for ( var i = 0, l = levels.length; i < l; i ++ ) {
  16462. var level = levels[ i ];
  16463. data.object.levels.push( {
  16464. object: level.object.uuid,
  16465. distance: level.distance
  16466. } );
  16467. }
  16468. return data;
  16469. }
  16470. } );
  16471. /**
  16472. * @author mikael emtinger / http://gomo.se/
  16473. * @author alteredq / http://alteredqualia.com/
  16474. * @author ikerr / http://verold.com
  16475. */
  16476. function SkinnedMesh( geometry, material ) {
  16477. if ( geometry && geometry.isGeometry ) {
  16478. console.error( 'THREE.SkinnedMesh no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
  16479. }
  16480. Mesh.call( this, geometry, material );
  16481. this.type = 'SkinnedMesh';
  16482. this.bindMode = 'attached';
  16483. this.bindMatrix = new Matrix4();
  16484. this.bindMatrixInverse = new Matrix4();
  16485. }
  16486. SkinnedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {
  16487. constructor: SkinnedMesh,
  16488. isSkinnedMesh: true,
  16489. copy: function ( source ) {
  16490. Mesh.prototype.copy.call( this, source );
  16491. this.bindMode = source.bindMode;
  16492. this.bindMatrix.copy( source.bindMatrix );
  16493. this.bindMatrixInverse.copy( source.bindMatrixInverse );
  16494. this.skeleton = source.skeleton;
  16495. return this;
  16496. },
  16497. bind: function ( skeleton, bindMatrix ) {
  16498. this.skeleton = skeleton;
  16499. if ( bindMatrix === undefined ) {
  16500. this.updateMatrixWorld( true );
  16501. this.skeleton.calculateInverses();
  16502. bindMatrix = this.matrixWorld;
  16503. }
  16504. this.bindMatrix.copy( bindMatrix );
  16505. this.bindMatrixInverse.getInverse( bindMatrix );
  16506. },
  16507. pose: function () {
  16508. this.skeleton.pose();
  16509. },
  16510. normalizeSkinWeights: function () {
  16511. var vector = new Vector4();
  16512. var skinWeight = this.geometry.attributes.skinWeight;
  16513. for ( var i = 0, l = skinWeight.count; i < l; i ++ ) {
  16514. vector.x = skinWeight.getX( i );
  16515. vector.y = skinWeight.getY( i );
  16516. vector.z = skinWeight.getZ( i );
  16517. vector.w = skinWeight.getW( i );
  16518. var scale = 1.0 / vector.manhattanLength();
  16519. if ( scale !== Infinity ) {
  16520. vector.multiplyScalar( scale );
  16521. } else {
  16522. vector.set( 1, 0, 0, 0 ); // do something reasonable
  16523. }
  16524. skinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w );
  16525. }
  16526. },
  16527. updateMatrixWorld: function ( force ) {
  16528. Mesh.prototype.updateMatrixWorld.call( this, force );
  16529. if ( this.bindMode === 'attached' ) {
  16530. this.bindMatrixInverse.getInverse( this.matrixWorld );
  16531. } else if ( this.bindMode === 'detached' ) {
  16532. this.bindMatrixInverse.getInverse( this.bindMatrix );
  16533. } else {
  16534. console.warn( 'THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode );
  16535. }
  16536. },
  16537. boneTransform: ( function () {
  16538. var basePosition = new Vector3();
  16539. var skinIndex = new Vector4();
  16540. var skinWeight = new Vector4();
  16541. var vector = new Vector3();
  16542. var matrix = new Matrix4();
  16543. return function ( index, target ) {
  16544. var skeleton = this.skeleton;
  16545. var geometry = this.geometry;
  16546. skinIndex.fromBufferAttribute( geometry.attributes.skinIndex, index );
  16547. skinWeight.fromBufferAttribute( geometry.attributes.skinWeight, index );
  16548. basePosition.fromBufferAttribute( geometry.attributes.position, index ).applyMatrix4( this.bindMatrix );
  16549. target.set( 0, 0, 0 );
  16550. for ( var i = 0; i < 4; i ++ ) {
  16551. var weight = skinWeight.getComponent( i );
  16552. if ( weight !== 0 ) {
  16553. var boneIndex = skinIndex.getComponent( i );
  16554. matrix.multiplyMatrices( skeleton.bones[ boneIndex ].matrixWorld, skeleton.boneInverses[ boneIndex ] );
  16555. target.addScaledVector( vector.copy( basePosition ).applyMatrix4( matrix ), weight );
  16556. }
  16557. }
  16558. return target.applyMatrix4( this.bindMatrixInverse );
  16559. };
  16560. }() )
  16561. } );
  16562. /**
  16563. * @author mikael emtinger / http://gomo.se/
  16564. * @author alteredq / http://alteredqualia.com/
  16565. * @author michael guerrero / http://realitymeltdown.com
  16566. * @author ikerr / http://verold.com
  16567. */
  16568. var _offsetMatrix = new Matrix4();
  16569. var _identityMatrix = new Matrix4();
  16570. function Skeleton( bones, boneInverses ) {
  16571. // copy the bone array
  16572. bones = bones || [];
  16573. this.bones = bones.slice( 0 );
  16574. this.boneMatrices = new Float32Array( this.bones.length * 16 );
  16575. this.frame = - 1;
  16576. // use the supplied bone inverses or calculate the inverses
  16577. if ( boneInverses === undefined ) {
  16578. this.calculateInverses();
  16579. } else {
  16580. if ( this.bones.length === boneInverses.length ) {
  16581. this.boneInverses = boneInverses.slice( 0 );
  16582. } else {
  16583. console.warn( 'THREE.Skeleton boneInverses is the wrong length.' );
  16584. this.boneInverses = [];
  16585. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  16586. this.boneInverses.push( new Matrix4() );
  16587. }
  16588. }
  16589. }
  16590. }
  16591. Object.assign( Skeleton.prototype, {
  16592. calculateInverses: function () {
  16593. this.boneInverses = [];
  16594. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  16595. var inverse = new Matrix4();
  16596. if ( this.bones[ i ] ) {
  16597. inverse.getInverse( this.bones[ i ].matrixWorld );
  16598. }
  16599. this.boneInverses.push( inverse );
  16600. }
  16601. },
  16602. pose: function () {
  16603. // recover the bind-time world matrices
  16604. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  16605. var bone = this.bones[ i ];
  16606. if ( bone ) {
  16607. bone.matrixWorld.getInverse( this.boneInverses[ i ] );
  16608. }
  16609. }
  16610. // compute the local matrices, positions, rotations and scales
  16611. for ( var i$1 = 0, il$1 = this.bones.length; i$1 < il$1; i$1 ++ ) {
  16612. var bone$1 = this.bones[ i$1 ];
  16613. if ( bone$1 ) {
  16614. if ( bone$1.parent && bone$1.parent.isBone ) {
  16615. bone$1.matrix.getInverse( bone$1.parent.matrixWorld );
  16616. bone$1.matrix.multiply( bone$1.matrixWorld );
  16617. } else {
  16618. bone$1.matrix.copy( bone$1.matrixWorld );
  16619. }
  16620. bone$1.matrix.decompose( bone$1.position, bone$1.quaternion, bone$1.scale );
  16621. }
  16622. }
  16623. },
  16624. update: function () {
  16625. var bones = this.bones;
  16626. var boneInverses = this.boneInverses;
  16627. var boneMatrices = this.boneMatrices;
  16628. var boneTexture = this.boneTexture;
  16629. // flatten bone matrices to array
  16630. for ( var i = 0, il = bones.length; i < il; i ++ ) {
  16631. // compute the offset between the current and the original transform
  16632. var matrix = bones[ i ] ? bones[ i ].matrixWorld : _identityMatrix;
  16633. _offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );
  16634. _offsetMatrix.toArray( boneMatrices, i * 16 );
  16635. }
  16636. if ( boneTexture !== undefined ) {
  16637. boneTexture.needsUpdate = true;
  16638. }
  16639. },
  16640. clone: function () {
  16641. return new Skeleton( this.bones, this.boneInverses );
  16642. },
  16643. getBoneByName: function ( name ) {
  16644. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  16645. var bone = this.bones[ i ];
  16646. if ( bone.name === name ) {
  16647. return bone;
  16648. }
  16649. }
  16650. return undefined;
  16651. },
  16652. dispose: function ( ) {
  16653. if ( this.boneTexture ) {
  16654. this.boneTexture.dispose();
  16655. this.boneTexture = undefined;
  16656. }
  16657. }
  16658. } );
  16659. /**
  16660. * @author mikael emtinger / http://gomo.se/
  16661. * @author alteredq / http://alteredqualia.com/
  16662. * @author ikerr / http://verold.com
  16663. */
  16664. function Bone() {
  16665. Object3D.call( this );
  16666. this.type = 'Bone';
  16667. }
  16668. Bone.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16669. constructor: Bone,
  16670. isBone: true
  16671. } );
  16672. /**
  16673. * @author mrdoob / http://mrdoob.com/
  16674. */
  16675. var _instanceLocalMatrix = new Matrix4();
  16676. var _instanceWorldMatrix = new Matrix4();
  16677. var _instanceIntersects = [];
  16678. var _mesh = new Mesh();
  16679. function InstancedMesh( geometry, material, count ) {
  16680. Mesh.call( this, geometry, material );
  16681. this.instanceMatrix = new BufferAttribute( new Float32Array( count * 16 ), 16 );
  16682. this.count = count;
  16683. this.frustumCulled = false;
  16684. }
  16685. InstancedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {
  16686. constructor: InstancedMesh,
  16687. isInstancedMesh: true,
  16688. copy: function ( source ) {
  16689. Mesh.prototype.copy.call( this, source );
  16690. this.instanceMatrix.copy( source.instanceMatrix );
  16691. this.count = source.count;
  16692. return this;
  16693. },
  16694. getMatrixAt: function ( index, matrix ) {
  16695. matrix.fromArray( this.instanceMatrix.array, index * 16 );
  16696. },
  16697. raycast: function ( raycaster, intersects ) {
  16698. var matrixWorld = this.matrixWorld;
  16699. var raycastTimes = this.count;
  16700. _mesh.geometry = this.geometry;
  16701. _mesh.material = this.material;
  16702. if ( _mesh.material === undefined ) { return; }
  16703. for ( var instanceId = 0; instanceId < raycastTimes; instanceId ++ ) {
  16704. // calculate the world matrix for each instance
  16705. this.getMatrixAt( instanceId, _instanceLocalMatrix );
  16706. _instanceWorldMatrix.multiplyMatrices( matrixWorld, _instanceLocalMatrix );
  16707. // the mesh represents this single instance
  16708. _mesh.matrixWorld = _instanceWorldMatrix;
  16709. _mesh.raycast( raycaster, _instanceIntersects );
  16710. // process the result of raycast
  16711. for ( var i = 0, l = _instanceIntersects.length; i < l; i ++ ) {
  16712. var intersect = _instanceIntersects[ i ];
  16713. intersect.instanceId = instanceId;
  16714. intersect.object = this;
  16715. intersects.push( intersect );
  16716. }
  16717. _instanceIntersects.length = 0;
  16718. }
  16719. },
  16720. setMatrixAt: function ( index, matrix ) {
  16721. matrix.toArray( this.instanceMatrix.array, index * 16 );
  16722. },
  16723. updateMorphTargets: function () {
  16724. }
  16725. } );
  16726. /**
  16727. * @author mrdoob / http://mrdoob.com/
  16728. * @author alteredq / http://alteredqualia.com/
  16729. *
  16730. * parameters = {
  16731. * color: <hex>,
  16732. * opacity: <float>,
  16733. *
  16734. * linewidth: <float>,
  16735. * linecap: "round",
  16736. * linejoin: "round"
  16737. * }
  16738. */
  16739. function LineBasicMaterial( parameters ) {
  16740. Material.call( this );
  16741. this.type = 'LineBasicMaterial';
  16742. this.color = new Color( 0xffffff );
  16743. this.linewidth = 1;
  16744. this.linecap = 'round';
  16745. this.linejoin = 'round';
  16746. this.morphTargets = false;
  16747. this.setValues( parameters );
  16748. }
  16749. LineBasicMaterial.prototype = Object.create( Material.prototype );
  16750. LineBasicMaterial.prototype.constructor = LineBasicMaterial;
  16751. LineBasicMaterial.prototype.isLineBasicMaterial = true;
  16752. LineBasicMaterial.prototype.copy = function ( source ) {
  16753. Material.prototype.copy.call( this, source );
  16754. this.color.copy( source.color );
  16755. this.linewidth = source.linewidth;
  16756. this.linecap = source.linecap;
  16757. this.linejoin = source.linejoin;
  16758. this.morphTargets = source.morphTargets;
  16759. return this;
  16760. };
  16761. /**
  16762. * @author mrdoob / http://mrdoob.com/
  16763. */
  16764. var _start = new Vector3();
  16765. var _end = new Vector3();
  16766. var _inverseMatrix$1 = new Matrix4();
  16767. var _ray$1 = new Ray();
  16768. var _sphere$2 = new Sphere();
  16769. function Line( geometry, material, mode ) {
  16770. if ( mode === 1 ) {
  16771. console.error( 'THREE.Line: parameter THREE.LinePieces no longer supported. Use THREE.LineSegments instead.' );
  16772. }
  16773. Object3D.call( this );
  16774. this.type = 'Line';
  16775. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  16776. this.material = material !== undefined ? material : new LineBasicMaterial();
  16777. this.updateMorphTargets();
  16778. }
  16779. Line.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16780. constructor: Line,
  16781. isLine: true,
  16782. copy: function ( source ) {
  16783. Object3D.prototype.copy.call( this, source );
  16784. this.material = source.material;
  16785. this.geometry = source.geometry;
  16786. return this;
  16787. },
  16788. computeLineDistances: function () {
  16789. var geometry = this.geometry;
  16790. if ( geometry.isBufferGeometry ) {
  16791. // we assume non-indexed geometry
  16792. if ( geometry.index === null ) {
  16793. var positionAttribute = geometry.attributes.position;
  16794. var lineDistances = [ 0 ];
  16795. for ( var i = 1, l = positionAttribute.count; i < l; i ++ ) {
  16796. _start.fromBufferAttribute( positionAttribute, i - 1 );
  16797. _end.fromBufferAttribute( positionAttribute, i );
  16798. lineDistances[ i ] = lineDistances[ i - 1 ];
  16799. lineDistances[ i ] += _start.distanceTo( _end );
  16800. }
  16801. geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  16802. } else {
  16803. console.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  16804. }
  16805. } else if ( geometry.isGeometry ) {
  16806. var vertices = geometry.vertices;
  16807. var lineDistances$1 = geometry.lineDistances;
  16808. lineDistances$1[ 0 ] = 0;
  16809. for ( var i$1 = 1, l$1 = vertices.length; i$1 < l$1; i$1 ++ ) {
  16810. lineDistances$1[ i$1 ] = lineDistances$1[ i$1 - 1 ];
  16811. lineDistances$1[ i$1 ] += vertices[ i$1 - 1 ].distanceTo( vertices[ i$1 ] );
  16812. }
  16813. }
  16814. return this;
  16815. },
  16816. raycast: function ( raycaster, intersects ) {
  16817. var geometry = this.geometry;
  16818. var matrixWorld = this.matrixWorld;
  16819. var threshold = raycaster.params.Line.threshold;
  16820. // Checking boundingSphere distance to ray
  16821. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  16822. _sphere$2.copy( geometry.boundingSphere );
  16823. _sphere$2.applyMatrix4( matrixWorld );
  16824. _sphere$2.radius += threshold;
  16825. if ( raycaster.ray.intersectsSphere( _sphere$2 ) === false ) { return; }
  16826. //
  16827. _inverseMatrix$1.getInverse( matrixWorld );
  16828. _ray$1.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$1 );
  16829. var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  16830. var localThresholdSq = localThreshold * localThreshold;
  16831. var vStart = new Vector3();
  16832. var vEnd = new Vector3();
  16833. var interSegment = new Vector3();
  16834. var interRay = new Vector3();
  16835. var step = ( this && this.isLineSegments ) ? 2 : 1;
  16836. if ( geometry.isBufferGeometry ) {
  16837. var index = geometry.index;
  16838. var attributes = geometry.attributes;
  16839. var positions = attributes.position.array;
  16840. if ( index !== null ) {
  16841. var indices = index.array;
  16842. for ( var i = 0, l = indices.length - 1; i < l; i += step ) {
  16843. var a = indices[ i ];
  16844. var b = indices[ i + 1 ];
  16845. vStart.fromArray( positions, a * 3 );
  16846. vEnd.fromArray( positions, b * 3 );
  16847. var distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
  16848. if ( distSq > localThresholdSq ) { continue; }
  16849. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  16850. var distance = raycaster.ray.origin.distanceTo( interRay );
  16851. if ( distance < raycaster.near || distance > raycaster.far ) { continue; }
  16852. intersects.push( {
  16853. distance: distance,
  16854. // What do we want? intersection point on the ray or on the segment??
  16855. // point: raycaster.ray.at( distance ),
  16856. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  16857. index: i,
  16858. face: null,
  16859. faceIndex: null,
  16860. object: this
  16861. } );
  16862. }
  16863. } else {
  16864. for ( var i$1 = 0, l$1 = positions.length / 3 - 1; i$1 < l$1; i$1 += step ) {
  16865. vStart.fromArray( positions, 3 * i$1 );
  16866. vEnd.fromArray( positions, 3 * i$1 + 3 );
  16867. var distSq$1 = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
  16868. if ( distSq$1 > localThresholdSq ) { continue; }
  16869. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  16870. var distance$1 = raycaster.ray.origin.distanceTo( interRay );
  16871. if ( distance$1 < raycaster.near || distance$1 > raycaster.far ) { continue; }
  16872. intersects.push( {
  16873. distance: distance$1,
  16874. // What do we want? intersection point on the ray or on the segment??
  16875. // point: raycaster.ray.at( distance ),
  16876. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  16877. index: i$1,
  16878. face: null,
  16879. faceIndex: null,
  16880. object: this
  16881. } );
  16882. }
  16883. }
  16884. } else if ( geometry.isGeometry ) {
  16885. var vertices = geometry.vertices;
  16886. var nbVertices = vertices.length;
  16887. for ( var i$2 = 0; i$2 < nbVertices - 1; i$2 += step ) {
  16888. var distSq$2 = _ray$1.distanceSqToSegment( vertices[ i$2 ], vertices[ i$2 + 1 ], interRay, interSegment );
  16889. if ( distSq$2 > localThresholdSq ) { continue; }
  16890. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  16891. var distance$2 = raycaster.ray.origin.distanceTo( interRay );
  16892. if ( distance$2 < raycaster.near || distance$2 > raycaster.far ) { continue; }
  16893. intersects.push( {
  16894. distance: distance$2,
  16895. // What do we want? intersection point on the ray or on the segment??
  16896. // point: raycaster.ray.at( distance ),
  16897. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  16898. index: i$2,
  16899. face: null,
  16900. faceIndex: null,
  16901. object: this
  16902. } );
  16903. }
  16904. }
  16905. },
  16906. updateMorphTargets: function () {
  16907. var geometry = this.geometry;
  16908. if ( geometry.isBufferGeometry ) {
  16909. var morphAttributes = geometry.morphAttributes;
  16910. var keys = Object.keys( morphAttributes );
  16911. if ( keys.length > 0 ) {
  16912. var morphAttribute = morphAttributes[ keys[ 0 ] ];
  16913. if ( morphAttribute !== undefined ) {
  16914. this.morphTargetInfluences = [];
  16915. this.morphTargetDictionary = {};
  16916. for ( var m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  16917. var name = morphAttribute[ m ].name || String( m );
  16918. this.morphTargetInfluences.push( 0 );
  16919. this.morphTargetDictionary[ name ] = m;
  16920. }
  16921. }
  16922. }
  16923. } else {
  16924. var morphTargets = geometry.morphTargets;
  16925. if ( morphTargets !== undefined && morphTargets.length > 0 ) {
  16926. console.error( 'THREE.Line.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.' );
  16927. }
  16928. }
  16929. }
  16930. } );
  16931. /**
  16932. * @author mrdoob / http://mrdoob.com/
  16933. */
  16934. var _start$1 = new Vector3();
  16935. var _end$1 = new Vector3();
  16936. function LineSegments( geometry, material ) {
  16937. Line.call( this, geometry, material );
  16938. this.type = 'LineSegments';
  16939. }
  16940. LineSegments.prototype = Object.assign( Object.create( Line.prototype ), {
  16941. constructor: LineSegments,
  16942. isLineSegments: true,
  16943. computeLineDistances: function () {
  16944. var geometry = this.geometry;
  16945. if ( geometry.isBufferGeometry ) {
  16946. // we assume non-indexed geometry
  16947. if ( geometry.index === null ) {
  16948. var positionAttribute = geometry.attributes.position;
  16949. var lineDistances = [];
  16950. for ( var i = 0, l = positionAttribute.count; i < l; i += 2 ) {
  16951. _start$1.fromBufferAttribute( positionAttribute, i );
  16952. _end$1.fromBufferAttribute( positionAttribute, i + 1 );
  16953. lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  16954. lineDistances[ i + 1 ] = lineDistances[ i ] + _start$1.distanceTo( _end$1 );
  16955. }
  16956. geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  16957. } else {
  16958. console.warn( 'THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  16959. }
  16960. } else if ( geometry.isGeometry ) {
  16961. var vertices = geometry.vertices;
  16962. var lineDistances$1 = geometry.lineDistances;
  16963. for ( var i$1 = 0, l$1 = vertices.length; i$1 < l$1; i$1 += 2 ) {
  16964. _start$1.copy( vertices[ i$1 ] );
  16965. _end$1.copy( vertices[ i$1 + 1 ] );
  16966. lineDistances$1[ i$1 ] = ( i$1 === 0 ) ? 0 : lineDistances$1[ i$1 - 1 ];
  16967. lineDistances$1[ i$1 + 1 ] = lineDistances$1[ i$1 ] + _start$1.distanceTo( _end$1 );
  16968. }
  16969. }
  16970. return this;
  16971. }
  16972. } );
  16973. /**
  16974. * @author mgreter / http://github.com/mgreter
  16975. */
  16976. function LineLoop( geometry, material ) {
  16977. Line.call( this, geometry, material );
  16978. this.type = 'LineLoop';
  16979. }
  16980. LineLoop.prototype = Object.assign( Object.create( Line.prototype ), {
  16981. constructor: LineLoop,
  16982. isLineLoop: true,
  16983. } );
  16984. /**
  16985. * @author mrdoob / http://mrdoob.com/
  16986. * @author alteredq / http://alteredqualia.com/
  16987. *
  16988. * parameters = {
  16989. * color: <hex>,
  16990. * opacity: <float>,
  16991. * map: new THREE.Texture( <Image> ),
  16992. * alphaMap: new THREE.Texture( <Image> ),
  16993. *
  16994. * size: <float>,
  16995. * sizeAttenuation: <bool>
  16996. *
  16997. * morphTargets: <bool>
  16998. * }
  16999. */
  17000. function PointsMaterial( parameters ) {
  17001. Material.call( this );
  17002. this.type = 'PointsMaterial';
  17003. this.color = new Color( 0xffffff );
  17004. this.map = null;
  17005. this.alphaMap = null;
  17006. this.size = 1;
  17007. this.sizeAttenuation = true;
  17008. this.morphTargets = false;
  17009. this.setValues( parameters );
  17010. }
  17011. PointsMaterial.prototype = Object.create( Material.prototype );
  17012. PointsMaterial.prototype.constructor = PointsMaterial;
  17013. PointsMaterial.prototype.isPointsMaterial = true;
  17014. PointsMaterial.prototype.copy = function ( source ) {
  17015. Material.prototype.copy.call( this, source );
  17016. this.color.copy( source.color );
  17017. this.map = source.map;
  17018. this.alphaMap = source.alphaMap;
  17019. this.size = source.size;
  17020. this.sizeAttenuation = source.sizeAttenuation;
  17021. this.morphTargets = source.morphTargets;
  17022. return this;
  17023. };
  17024. /**
  17025. * @author alteredq / http://alteredqualia.com/
  17026. */
  17027. var _inverseMatrix$2 = new Matrix4();
  17028. var _ray$2 = new Ray();
  17029. var _sphere$3 = new Sphere();
  17030. var _position$1 = new Vector3();
  17031. function Points( geometry, material ) {
  17032. Object3D.call( this );
  17033. this.type = 'Points';
  17034. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  17035. this.material = material !== undefined ? material : new PointsMaterial();
  17036. this.updateMorphTargets();
  17037. }
  17038. Points.prototype = Object.assign( Object.create( Object3D.prototype ), {
  17039. constructor: Points,
  17040. isPoints: true,
  17041. copy: function ( source ) {
  17042. Object3D.prototype.copy.call( this, source );
  17043. this.material = source.material;
  17044. this.geometry = source.geometry;
  17045. return this;
  17046. },
  17047. raycast: function ( raycaster, intersects ) {
  17048. var geometry = this.geometry;
  17049. var matrixWorld = this.matrixWorld;
  17050. var threshold = raycaster.params.Points.threshold;
  17051. // Checking boundingSphere distance to ray
  17052. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  17053. _sphere$3.copy( geometry.boundingSphere );
  17054. _sphere$3.applyMatrix4( matrixWorld );
  17055. _sphere$3.radius += threshold;
  17056. if ( raycaster.ray.intersectsSphere( _sphere$3 ) === false ) { return; }
  17057. //
  17058. _inverseMatrix$2.getInverse( matrixWorld );
  17059. _ray$2.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$2 );
  17060. var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  17061. var localThresholdSq = localThreshold * localThreshold;
  17062. if ( geometry.isBufferGeometry ) {
  17063. var index = geometry.index;
  17064. var attributes = geometry.attributes;
  17065. var positions = attributes.position.array;
  17066. if ( index !== null ) {
  17067. var indices = index.array;
  17068. for ( var i = 0, il = indices.length; i < il; i ++ ) {
  17069. var a = indices[ i ];
  17070. _position$1.fromArray( positions, a * 3 );
  17071. testPoint( _position$1, a, localThresholdSq, matrixWorld, raycaster, intersects, this );
  17072. }
  17073. } else {
  17074. for ( var i$1 = 0, l = positions.length / 3; i$1 < l; i$1 ++ ) {
  17075. _position$1.fromArray( positions, i$1 * 3 );
  17076. testPoint( _position$1, i$1, localThresholdSq, matrixWorld, raycaster, intersects, this );
  17077. }
  17078. }
  17079. } else {
  17080. var vertices = geometry.vertices;
  17081. for ( var i$2 = 0, l$1 = vertices.length; i$2 < l$1; i$2 ++ ) {
  17082. testPoint( vertices[ i$2 ], i$2, localThresholdSq, matrixWorld, raycaster, intersects, this );
  17083. }
  17084. }
  17085. },
  17086. updateMorphTargets: function () {
  17087. var geometry = this.geometry;
  17088. if ( geometry.isBufferGeometry ) {
  17089. var morphAttributes = geometry.morphAttributes;
  17090. var keys = Object.keys( morphAttributes );
  17091. if ( keys.length > 0 ) {
  17092. var morphAttribute = morphAttributes[ keys[ 0 ] ];
  17093. if ( morphAttribute !== undefined ) {
  17094. this.morphTargetInfluences = [];
  17095. this.morphTargetDictionary = {};
  17096. for ( var m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  17097. var name = morphAttribute[ m ].name || String( m );
  17098. this.morphTargetInfluences.push( 0 );
  17099. this.morphTargetDictionary[ name ] = m;
  17100. }
  17101. }
  17102. }
  17103. } else {
  17104. var morphTargets = geometry.morphTargets;
  17105. if ( morphTargets !== undefined && morphTargets.length > 0 ) {
  17106. console.error( 'THREE.Points.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.' );
  17107. }
  17108. }
  17109. }
  17110. } );
  17111. function testPoint( point, index, localThresholdSq, matrixWorld, raycaster, intersects, object ) {
  17112. var rayPointDistanceSq = _ray$2.distanceSqToPoint( point );
  17113. if ( rayPointDistanceSq < localThresholdSq ) {
  17114. var intersectPoint = new Vector3();
  17115. _ray$2.closestPointToPoint( point, intersectPoint );
  17116. intersectPoint.applyMatrix4( matrixWorld );
  17117. var distance = raycaster.ray.origin.distanceTo( intersectPoint );
  17118. if ( distance < raycaster.near || distance > raycaster.far ) { return; }
  17119. intersects.push( {
  17120. distance: distance,
  17121. distanceToRay: Math.sqrt( rayPointDistanceSq ),
  17122. point: intersectPoint,
  17123. index: index,
  17124. face: null,
  17125. object: object
  17126. } );
  17127. }
  17128. }
  17129. /**
  17130. * @author mrdoob / http://mrdoob.com/
  17131. */
  17132. function VideoTexture( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  17133. Texture.call( this, video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  17134. this.format = format !== undefined ? format : RGBFormat;
  17135. this.minFilter = minFilter !== undefined ? minFilter : LinearFilter;
  17136. this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
  17137. this.generateMipmaps = false;
  17138. }
  17139. VideoTexture.prototype = Object.assign( Object.create( Texture.prototype ), {
  17140. constructor: VideoTexture,
  17141. isVideoTexture: true,
  17142. update: function () {
  17143. var video = this.image;
  17144. if ( video.readyState >= video.HAVE_CURRENT_DATA ) {
  17145. this.needsUpdate = true;
  17146. }
  17147. }
  17148. } );
  17149. /**
  17150. * @author alteredq / http://alteredqualia.com/
  17151. */
  17152. function CompressedTexture( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
  17153. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  17154. this.image = { width: width, height: height };
  17155. this.mipmaps = mipmaps;
  17156. // no flipping for cube textures
  17157. // (also flipping doesn't work for compressed textures )
  17158. this.flipY = false;
  17159. // can't generate mipmaps for compressed textures
  17160. // mips must be embedded in DDS files
  17161. this.generateMipmaps = false;
  17162. }
  17163. CompressedTexture.prototype = Object.create( Texture.prototype );
  17164. CompressedTexture.prototype.constructor = CompressedTexture;
  17165. CompressedTexture.prototype.isCompressedTexture = true;
  17166. /**
  17167. * @author mrdoob / http://mrdoob.com/
  17168. */
  17169. function CanvasTexture( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  17170. Texture.call( this, canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  17171. this.needsUpdate = true;
  17172. }
  17173. CanvasTexture.prototype = Object.create( Texture.prototype );
  17174. CanvasTexture.prototype.constructor = CanvasTexture;
  17175. CanvasTexture.prototype.isCanvasTexture = true;
  17176. /**
  17177. * @author Matt DesLauriers / @mattdesl
  17178. * @author atix / arthursilber.de
  17179. */
  17180. function DepthTexture( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format ) {
  17181. format = format !== undefined ? format : DepthFormat;
  17182. if ( format !== DepthFormat && format !== DepthStencilFormat ) {
  17183. throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );
  17184. }
  17185. if ( type === undefined && format === DepthFormat ) { type = UnsignedShortType; }
  17186. if ( type === undefined && format === DepthStencilFormat ) { type = UnsignedInt248Type; }
  17187. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  17188. this.image = { width: width, height: height };
  17189. this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
  17190. this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
  17191. this.flipY = false;
  17192. this.generateMipmaps = false;
  17193. }
  17194. DepthTexture.prototype = Object.create( Texture.prototype );
  17195. DepthTexture.prototype.constructor = DepthTexture;
  17196. DepthTexture.prototype.isDepthTexture = true;
  17197. /**
  17198. * @author mrdoob / http://mrdoob.com/
  17199. * @author Mugen87 / https://github.com/Mugen87
  17200. */
  17201. function WireframeGeometry( geometry ) {
  17202. BufferGeometry.call( this );
  17203. this.type = 'WireframeGeometry';
  17204. // buffer
  17205. var vertices = [];
  17206. // helper variables
  17207. var edge = [ 0, 0 ], edges = {};
  17208. var keys = [ 'a', 'b', 'c' ];
  17209. // different logic for Geometry and BufferGeometry
  17210. if ( geometry && geometry.isGeometry ) {
  17211. // create a data structure that contains all edges without duplicates
  17212. var faces = geometry.faces;
  17213. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  17214. var face = faces[ i ];
  17215. for ( var j = 0; j < 3; j ++ ) {
  17216. var edge1 = face[ keys[ j ] ];
  17217. var edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
  17218. edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates
  17219. edge[ 1 ] = Math.max( edge1, edge2 );
  17220. var key = edge[ 0 ] + ',' + edge[ 1 ];
  17221. if ( edges[ key ] === undefined ) {
  17222. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
  17223. }
  17224. }
  17225. }
  17226. // generate vertices
  17227. for ( var key$1 in edges ) {
  17228. var e = edges[ key$1 ];
  17229. var vertex = geometry.vertices[ e.index1 ];
  17230. vertices.push( vertex.x, vertex.y, vertex.z );
  17231. vertex = geometry.vertices[ e.index2 ];
  17232. vertices.push( vertex.x, vertex.y, vertex.z );
  17233. }
  17234. } else if ( geometry && geometry.isBufferGeometry ) {
  17235. var vertex$1 = new Vector3();
  17236. if ( geometry.index !== null ) {
  17237. // indexed BufferGeometry
  17238. var position = geometry.attributes.position;
  17239. var indices = geometry.index;
  17240. var groups = geometry.groups;
  17241. if ( groups.length === 0 ) {
  17242. groups = [ { start: 0, count: indices.count, materialIndex: 0 } ];
  17243. }
  17244. // create a data structure that contains all eges without duplicates
  17245. for ( var o = 0, ol = groups.length; o < ol; ++ o ) {
  17246. var group = groups[ o ];
  17247. var start = group.start;
  17248. var count = group.count;
  17249. for ( var i$1 = start, l$1 = ( start + count ); i$1 < l$1; i$1 += 3 ) {
  17250. for ( var j$1 = 0; j$1 < 3; j$1 ++ ) {
  17251. var edge1$1 = indices.getX( i$1 + j$1 );
  17252. var edge2$1 = indices.getX( i$1 + ( j$1 + 1 ) % 3 );
  17253. edge[ 0 ] = Math.min( edge1$1, edge2$1 ); // sorting prevents duplicates
  17254. edge[ 1 ] = Math.max( edge1$1, edge2$1 );
  17255. var key$2 = edge[ 0 ] + ',' + edge[ 1 ];
  17256. if ( edges[ key$2 ] === undefined ) {
  17257. edges[ key$2 ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
  17258. }
  17259. }
  17260. }
  17261. }
  17262. // generate vertices
  17263. for ( var key$3 in edges ) {
  17264. var e$1 = edges[ key$3 ];
  17265. vertex$1.fromBufferAttribute( position, e$1.index1 );
  17266. vertices.push( vertex$1.x, vertex$1.y, vertex$1.z );
  17267. vertex$1.fromBufferAttribute( position, e$1.index2 );
  17268. vertices.push( vertex$1.x, vertex$1.y, vertex$1.z );
  17269. }
  17270. } else {
  17271. // non-indexed BufferGeometry
  17272. var position$1 = geometry.attributes.position;
  17273. for ( var i$2 = 0, l$2 = ( position$1.count / 3 ); i$2 < l$2; i$2 ++ ) {
  17274. for ( var j$2 = 0; j$2 < 3; j$2 ++ ) {
  17275. // three edges per triangle, an edge is represented as (index1, index2)
  17276. // e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)
  17277. var index1 = 3 * i$2 + j$2;
  17278. vertex$1.fromBufferAttribute( position$1, index1 );
  17279. vertices.push( vertex$1.x, vertex$1.y, vertex$1.z );
  17280. var index2 = 3 * i$2 + ( ( j$2 + 1 ) % 3 );
  17281. vertex$1.fromBufferAttribute( position$1, index2 );
  17282. vertices.push( vertex$1.x, vertex$1.y, vertex$1.z );
  17283. }
  17284. }
  17285. }
  17286. }
  17287. // build geometry
  17288. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17289. }
  17290. WireframeGeometry.prototype = Object.create( BufferGeometry.prototype );
  17291. WireframeGeometry.prototype.constructor = WireframeGeometry;
  17292. /**
  17293. * @author zz85 / https://github.com/zz85
  17294. * @author Mugen87 / https://github.com/Mugen87
  17295. *
  17296. * Parametric Surfaces Geometry
  17297. * based on the brilliant article by @prideout https://prideout.net/blog/old/blog/index.html@p=44.html
  17298. */
  17299. // ParametricGeometry
  17300. function ParametricGeometry( func, slices, stacks ) {
  17301. Geometry.call( this );
  17302. this.type = 'ParametricGeometry';
  17303. this.parameters = {
  17304. func: func,
  17305. slices: slices,
  17306. stacks: stacks
  17307. };
  17308. this.fromBufferGeometry( new ParametricBufferGeometry( func, slices, stacks ) );
  17309. this.mergeVertices();
  17310. }
  17311. ParametricGeometry.prototype = Object.create( Geometry.prototype );
  17312. ParametricGeometry.prototype.constructor = ParametricGeometry;
  17313. // ParametricBufferGeometry
  17314. function ParametricBufferGeometry( func, slices, stacks ) {
  17315. BufferGeometry.call( this );
  17316. this.type = 'ParametricBufferGeometry';
  17317. this.parameters = {
  17318. func: func,
  17319. slices: slices,
  17320. stacks: stacks
  17321. };
  17322. // buffers
  17323. var indices = [];
  17324. var vertices = [];
  17325. var normals = [];
  17326. var uvs = [];
  17327. var EPS = 0.00001;
  17328. var normal = new Vector3();
  17329. var p0 = new Vector3(), p1 = new Vector3();
  17330. var pu = new Vector3(), pv = new Vector3();
  17331. if ( func.length < 3 ) {
  17332. console.error( 'THREE.ParametricGeometry: Function must now modify a Vector3 as third parameter.' );
  17333. }
  17334. // generate vertices, normals and uvs
  17335. var sliceCount = slices + 1;
  17336. for ( var i = 0; i <= stacks; i ++ ) {
  17337. var v = i / stacks;
  17338. for ( var j = 0; j <= slices; j ++ ) {
  17339. var u = j / slices;
  17340. // vertex
  17341. func( u, v, p0 );
  17342. vertices.push( p0.x, p0.y, p0.z );
  17343. // normal
  17344. // approximate tangent vectors via finite differences
  17345. if ( u - EPS >= 0 ) {
  17346. func( u - EPS, v, p1 );
  17347. pu.subVectors( p0, p1 );
  17348. } else {
  17349. func( u + EPS, v, p1 );
  17350. pu.subVectors( p1, p0 );
  17351. }
  17352. if ( v - EPS >= 0 ) {
  17353. func( u, v - EPS, p1 );
  17354. pv.subVectors( p0, p1 );
  17355. } else {
  17356. func( u, v + EPS, p1 );
  17357. pv.subVectors( p1, p0 );
  17358. }
  17359. // cross product of tangent vectors returns surface normal
  17360. normal.crossVectors( pu, pv ).normalize();
  17361. normals.push( normal.x, normal.y, normal.z );
  17362. // uv
  17363. uvs.push( u, v );
  17364. }
  17365. }
  17366. // generate indices
  17367. for ( var i$1 = 0; i$1 < stacks; i$1 ++ ) {
  17368. for ( var j$1 = 0; j$1 < slices; j$1 ++ ) {
  17369. var a = i$1 * sliceCount + j$1;
  17370. var b = i$1 * sliceCount + j$1 + 1;
  17371. var c = ( i$1 + 1 ) * sliceCount + j$1 + 1;
  17372. var d = ( i$1 + 1 ) * sliceCount + j$1;
  17373. // faces one and two
  17374. indices.push( a, b, d );
  17375. indices.push( b, c, d );
  17376. }
  17377. }
  17378. // build geometry
  17379. this.setIndex( indices );
  17380. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17381. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17382. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17383. }
  17384. ParametricBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17385. ParametricBufferGeometry.prototype.constructor = ParametricBufferGeometry;
  17386. /**
  17387. * @author clockworkgeek / https://github.com/clockworkgeek
  17388. * @author timothypratley / https://github.com/timothypratley
  17389. * @author WestLangley / http://github.com/WestLangley
  17390. * @author Mugen87 / https://github.com/Mugen87
  17391. */
  17392. // PolyhedronGeometry
  17393. function PolyhedronGeometry( vertices, indices, radius, detail ) {
  17394. Geometry.call( this );
  17395. this.type = 'PolyhedronGeometry';
  17396. this.parameters = {
  17397. vertices: vertices,
  17398. indices: indices,
  17399. radius: radius,
  17400. detail: detail
  17401. };
  17402. this.fromBufferGeometry( new PolyhedronBufferGeometry( vertices, indices, radius, detail ) );
  17403. this.mergeVertices();
  17404. }
  17405. PolyhedronGeometry.prototype = Object.create( Geometry.prototype );
  17406. PolyhedronGeometry.prototype.constructor = PolyhedronGeometry;
  17407. // PolyhedronBufferGeometry
  17408. function PolyhedronBufferGeometry( vertices, indices, radius, detail ) {
  17409. BufferGeometry.call( this );
  17410. this.type = 'PolyhedronBufferGeometry';
  17411. this.parameters = {
  17412. vertices: vertices,
  17413. indices: indices,
  17414. radius: radius,
  17415. detail: detail
  17416. };
  17417. radius = radius || 1;
  17418. detail = detail || 0;
  17419. // default buffer data
  17420. var vertexBuffer = [];
  17421. var uvBuffer = [];
  17422. // the subdivision creates the vertex buffer data
  17423. subdivide( detail );
  17424. // all vertices should lie on a conceptual sphere with a given radius
  17425. applyRadius( radius );
  17426. // finally, create the uv data
  17427. generateUVs();
  17428. // build non-indexed geometry
  17429. this.setAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) );
  17430. this.setAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) );
  17431. this.setAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );
  17432. if ( detail === 0 ) {
  17433. this.computeVertexNormals(); // flat normals
  17434. } else {
  17435. this.normalizeNormals(); // smooth normals
  17436. }
  17437. // helper functions
  17438. function subdivide( detail ) {
  17439. var a = new Vector3();
  17440. var b = new Vector3();
  17441. var c = new Vector3();
  17442. // iterate over all faces and apply a subdivison with the given detail value
  17443. for ( var i = 0; i < indices.length; i += 3 ) {
  17444. // get the vertices of the face
  17445. getVertexByIndex( indices[ i + 0 ], a );
  17446. getVertexByIndex( indices[ i + 1 ], b );
  17447. getVertexByIndex( indices[ i + 2 ], c );
  17448. // perform subdivision
  17449. subdivideFace( a, b, c, detail );
  17450. }
  17451. }
  17452. function subdivideFace( a, b, c, detail ) {
  17453. var cols = Math.pow( 2, detail );
  17454. // we use this multidimensional array as a data structure for creating the subdivision
  17455. var v = [];
  17456. // construct all of the vertices for this subdivision
  17457. for ( var i = 0; i <= cols; i ++ ) {
  17458. v[ i ] = [];
  17459. var aj = a.clone().lerp( c, i / cols );
  17460. var bj = b.clone().lerp( c, i / cols );
  17461. var rows = cols - i;
  17462. for ( var j = 0; j <= rows; j ++ ) {
  17463. if ( j === 0 && i === cols ) {
  17464. v[ i ][ j ] = aj;
  17465. } else {
  17466. v[ i ][ j ] = aj.clone().lerp( bj, j / rows );
  17467. }
  17468. }
  17469. }
  17470. // construct all of the faces
  17471. for ( var i$1 = 0; i$1 < cols; i$1 ++ ) {
  17472. for ( var j$1 = 0; j$1 < 2 * ( cols - i$1 ) - 1; j$1 ++ ) {
  17473. var k = Math.floor( j$1 / 2 );
  17474. if ( j$1 % 2 === 0 ) {
  17475. pushVertex( v[ i$1 ][ k + 1 ] );
  17476. pushVertex( v[ i$1 + 1 ][ k ] );
  17477. pushVertex( v[ i$1 ][ k ] );
  17478. } else {
  17479. pushVertex( v[ i$1 ][ k + 1 ] );
  17480. pushVertex( v[ i$1 + 1 ][ k + 1 ] );
  17481. pushVertex( v[ i$1 + 1 ][ k ] );
  17482. }
  17483. }
  17484. }
  17485. }
  17486. function applyRadius( radius ) {
  17487. var vertex = new Vector3();
  17488. // iterate over the entire buffer and apply the radius to each vertex
  17489. for ( var i = 0; i < vertexBuffer.length; i += 3 ) {
  17490. vertex.x = vertexBuffer[ i + 0 ];
  17491. vertex.y = vertexBuffer[ i + 1 ];
  17492. vertex.z = vertexBuffer[ i + 2 ];
  17493. vertex.normalize().multiplyScalar( radius );
  17494. vertexBuffer[ i + 0 ] = vertex.x;
  17495. vertexBuffer[ i + 1 ] = vertex.y;
  17496. vertexBuffer[ i + 2 ] = vertex.z;
  17497. }
  17498. }
  17499. function generateUVs() {
  17500. var vertex = new Vector3();
  17501. for ( var i = 0; i < vertexBuffer.length; i += 3 ) {
  17502. vertex.x = vertexBuffer[ i + 0 ];
  17503. vertex.y = vertexBuffer[ i + 1 ];
  17504. vertex.z = vertexBuffer[ i + 2 ];
  17505. var u = azimuth( vertex ) / 2 / Math.PI + 0.5;
  17506. var v = inclination( vertex ) / Math.PI + 0.5;
  17507. uvBuffer.push( u, 1 - v );
  17508. }
  17509. correctUVs();
  17510. correctSeam();
  17511. }
  17512. function correctSeam() {
  17513. // handle case when face straddles the seam, see #3269
  17514. for ( var i = 0; i < uvBuffer.length; i += 6 ) {
  17515. // uv data of a single face
  17516. var x0 = uvBuffer[ i + 0 ];
  17517. var x1 = uvBuffer[ i + 2 ];
  17518. var x2 = uvBuffer[ i + 4 ];
  17519. var max = Math.max( x0, x1, x2 );
  17520. var min = Math.min( x0, x1, x2 );
  17521. // 0.9 is somewhat arbitrary
  17522. if ( max > 0.9 && min < 0.1 ) {
  17523. if ( x0 < 0.2 ) { uvBuffer[ i + 0 ] += 1; }
  17524. if ( x1 < 0.2 ) { uvBuffer[ i + 2 ] += 1; }
  17525. if ( x2 < 0.2 ) { uvBuffer[ i + 4 ] += 1; }
  17526. }
  17527. }
  17528. }
  17529. function pushVertex( vertex ) {
  17530. vertexBuffer.push( vertex.x, vertex.y, vertex.z );
  17531. }
  17532. function getVertexByIndex( index, vertex ) {
  17533. var stride = index * 3;
  17534. vertex.x = vertices[ stride + 0 ];
  17535. vertex.y = vertices[ stride + 1 ];
  17536. vertex.z = vertices[ stride + 2 ];
  17537. }
  17538. function correctUVs() {
  17539. var a = new Vector3();
  17540. var b = new Vector3();
  17541. var c = new Vector3();
  17542. var centroid = new Vector3();
  17543. var uvA = new Vector2();
  17544. var uvB = new Vector2();
  17545. var uvC = new Vector2();
  17546. for ( var i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {
  17547. a.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );
  17548. b.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );
  17549. c.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );
  17550. uvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );
  17551. uvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );
  17552. uvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );
  17553. centroid.copy( a ).add( b ).add( c ).divideScalar( 3 );
  17554. var azi = azimuth( centroid );
  17555. correctUV( uvA, j + 0, a, azi );
  17556. correctUV( uvB, j + 2, b, azi );
  17557. correctUV( uvC, j + 4, c, azi );
  17558. }
  17559. }
  17560. function correctUV( uv, stride, vector, azimuth ) {
  17561. if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {
  17562. uvBuffer[ stride ] = uv.x - 1;
  17563. }
  17564. if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {
  17565. uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;
  17566. }
  17567. }
  17568. // Angle around the Y axis, counter-clockwise when looking from above.
  17569. function azimuth( vector ) {
  17570. return Math.atan2( vector.z, - vector.x );
  17571. }
  17572. // Angle above the XZ plane.
  17573. function inclination( vector ) {
  17574. return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );
  17575. }
  17576. }
  17577. PolyhedronBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17578. PolyhedronBufferGeometry.prototype.constructor = PolyhedronBufferGeometry;
  17579. /**
  17580. * @author timothypratley / https://github.com/timothypratley
  17581. * @author Mugen87 / https://github.com/Mugen87
  17582. */
  17583. // TetrahedronGeometry
  17584. function TetrahedronGeometry( radius, detail ) {
  17585. Geometry.call( this );
  17586. this.type = 'TetrahedronGeometry';
  17587. this.parameters = {
  17588. radius: radius,
  17589. detail: detail
  17590. };
  17591. this.fromBufferGeometry( new TetrahedronBufferGeometry( radius, detail ) );
  17592. this.mergeVertices();
  17593. }
  17594. TetrahedronGeometry.prototype = Object.create( Geometry.prototype );
  17595. TetrahedronGeometry.prototype.constructor = TetrahedronGeometry;
  17596. // TetrahedronBufferGeometry
  17597. function TetrahedronBufferGeometry( radius, detail ) {
  17598. var vertices = [
  17599. 1, 1, 1, - 1, - 1, 1, - 1, 1, - 1, 1, - 1, - 1
  17600. ];
  17601. var indices = [
  17602. 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1
  17603. ];
  17604. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17605. this.type = 'TetrahedronBufferGeometry';
  17606. this.parameters = {
  17607. radius: radius,
  17608. detail: detail
  17609. };
  17610. }
  17611. TetrahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17612. TetrahedronBufferGeometry.prototype.constructor = TetrahedronBufferGeometry;
  17613. /**
  17614. * @author timothypratley / https://github.com/timothypratley
  17615. * @author Mugen87 / https://github.com/Mugen87
  17616. */
  17617. // OctahedronGeometry
  17618. function OctahedronGeometry( radius, detail ) {
  17619. Geometry.call( this );
  17620. this.type = 'OctahedronGeometry';
  17621. this.parameters = {
  17622. radius: radius,
  17623. detail: detail
  17624. };
  17625. this.fromBufferGeometry( new OctahedronBufferGeometry( radius, detail ) );
  17626. this.mergeVertices();
  17627. }
  17628. OctahedronGeometry.prototype = Object.create( Geometry.prototype );
  17629. OctahedronGeometry.prototype.constructor = OctahedronGeometry;
  17630. // OctahedronBufferGeometry
  17631. function OctahedronBufferGeometry( radius, detail ) {
  17632. var vertices = [
  17633. 1, 0, 0, - 1, 0, 0, 0, 1, 0,
  17634. 0, - 1, 0, 0, 0, 1, 0, 0, - 1
  17635. ];
  17636. var indices = [
  17637. 0, 2, 4, 0, 4, 3, 0, 3, 5,
  17638. 0, 5, 2, 1, 2, 5, 1, 5, 3,
  17639. 1, 3, 4, 1, 4, 2
  17640. ];
  17641. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17642. this.type = 'OctahedronBufferGeometry';
  17643. this.parameters = {
  17644. radius: radius,
  17645. detail: detail
  17646. };
  17647. }
  17648. OctahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17649. OctahedronBufferGeometry.prototype.constructor = OctahedronBufferGeometry;
  17650. /**
  17651. * @author timothypratley / https://github.com/timothypratley
  17652. * @author Mugen87 / https://github.com/Mugen87
  17653. */
  17654. // IcosahedronGeometry
  17655. function IcosahedronGeometry( radius, detail ) {
  17656. Geometry.call( this );
  17657. this.type = 'IcosahedronGeometry';
  17658. this.parameters = {
  17659. radius: radius,
  17660. detail: detail
  17661. };
  17662. this.fromBufferGeometry( new IcosahedronBufferGeometry( radius, detail ) );
  17663. this.mergeVertices();
  17664. }
  17665. IcosahedronGeometry.prototype = Object.create( Geometry.prototype );
  17666. IcosahedronGeometry.prototype.constructor = IcosahedronGeometry;
  17667. // IcosahedronBufferGeometry
  17668. function IcosahedronBufferGeometry( radius, detail ) {
  17669. var t = ( 1 + Math.sqrt( 5 ) ) / 2;
  17670. var vertices = [
  17671. - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, 0,
  17672. 0, - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t,
  17673. t, 0, - 1, t, 0, 1, - t, 0, - 1, - t, 0, 1
  17674. ];
  17675. var indices = [
  17676. 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11,
  17677. 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8,
  17678. 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9,
  17679. 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1
  17680. ];
  17681. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17682. this.type = 'IcosahedronBufferGeometry';
  17683. this.parameters = {
  17684. radius: radius,
  17685. detail: detail
  17686. };
  17687. }
  17688. IcosahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17689. IcosahedronBufferGeometry.prototype.constructor = IcosahedronBufferGeometry;
  17690. /**
  17691. * @author Abe Pazos / https://hamoid.com
  17692. * @author Mugen87 / https://github.com/Mugen87
  17693. */
  17694. // DodecahedronGeometry
  17695. function DodecahedronGeometry( radius, detail ) {
  17696. Geometry.call( this );
  17697. this.type = 'DodecahedronGeometry';
  17698. this.parameters = {
  17699. radius: radius,
  17700. detail: detail
  17701. };
  17702. this.fromBufferGeometry( new DodecahedronBufferGeometry( radius, detail ) );
  17703. this.mergeVertices();
  17704. }
  17705. DodecahedronGeometry.prototype = Object.create( Geometry.prototype );
  17706. DodecahedronGeometry.prototype.constructor = DodecahedronGeometry;
  17707. // DodecahedronBufferGeometry
  17708. function DodecahedronBufferGeometry( radius, detail ) {
  17709. var t = ( 1 + Math.sqrt( 5 ) ) / 2;
  17710. var r = 1 / t;
  17711. var vertices = [
  17712. // (±1, ±1, ±1)
  17713. - 1, - 1, - 1, - 1, - 1, 1,
  17714. - 1, 1, - 1, - 1, 1, 1,
  17715. 1, - 1, - 1, 1, - 1, 1,
  17716. 1, 1, - 1, 1, 1, 1,
  17717. // (0, ±1/φ, ±φ)
  17718. 0, - r, - t, 0, - r, t,
  17719. 0, r, - t, 0, r, t,
  17720. // (±1/φ, ±φ, 0)
  17721. - r, - t, 0, - r, t, 0,
  17722. r, - t, 0, r, t, 0,
  17723. // (±φ, 0, ±1/φ)
  17724. - t, 0, - r, t, 0, - r,
  17725. - t, 0, r, t, 0, r
  17726. ];
  17727. var indices = [
  17728. 3, 11, 7, 3, 7, 15, 3, 15, 13,
  17729. 7, 19, 17, 7, 17, 6, 7, 6, 15,
  17730. 17, 4, 8, 17, 8, 10, 17, 10, 6,
  17731. 8, 0, 16, 8, 16, 2, 8, 2, 10,
  17732. 0, 12, 1, 0, 1, 18, 0, 18, 16,
  17733. 6, 10, 2, 6, 2, 13, 6, 13, 15,
  17734. 2, 16, 18, 2, 18, 3, 2, 3, 13,
  17735. 18, 1, 9, 18, 9, 11, 18, 11, 3,
  17736. 4, 14, 12, 4, 12, 0, 4, 0, 8,
  17737. 11, 9, 5, 11, 5, 19, 11, 19, 7,
  17738. 19, 5, 14, 19, 14, 4, 19, 4, 17,
  17739. 1, 12, 14, 1, 14, 5, 1, 5, 9
  17740. ];
  17741. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17742. this.type = 'DodecahedronBufferGeometry';
  17743. this.parameters = {
  17744. radius: radius,
  17745. detail: detail
  17746. };
  17747. }
  17748. DodecahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17749. DodecahedronBufferGeometry.prototype.constructor = DodecahedronBufferGeometry;
  17750. /**
  17751. * @author oosmoxiecode / https://github.com/oosmoxiecode
  17752. * @author WestLangley / https://github.com/WestLangley
  17753. * @author zz85 / https://github.com/zz85
  17754. * @author miningold / https://github.com/miningold
  17755. * @author jonobr1 / https://github.com/jonobr1
  17756. * @author Mugen87 / https://github.com/Mugen87
  17757. *
  17758. */
  17759. // TubeGeometry
  17760. function TubeGeometry( path, tubularSegments, radius, radialSegments, closed, taper ) {
  17761. Geometry.call( this );
  17762. this.type = 'TubeGeometry';
  17763. this.parameters = {
  17764. path: path,
  17765. tubularSegments: tubularSegments,
  17766. radius: radius,
  17767. radialSegments: radialSegments,
  17768. closed: closed
  17769. };
  17770. if ( taper !== undefined ) { console.warn( 'THREE.TubeGeometry: taper has been removed.' ); }
  17771. var bufferGeometry = new TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed );
  17772. // expose internals
  17773. this.tangents = bufferGeometry.tangents;
  17774. this.normals = bufferGeometry.normals;
  17775. this.binormals = bufferGeometry.binormals;
  17776. // create geometry
  17777. this.fromBufferGeometry( bufferGeometry );
  17778. this.mergeVertices();
  17779. }
  17780. TubeGeometry.prototype = Object.create( Geometry.prototype );
  17781. TubeGeometry.prototype.constructor = TubeGeometry;
  17782. // TubeBufferGeometry
  17783. function TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed ) {
  17784. BufferGeometry.call( this );
  17785. this.type = 'TubeBufferGeometry';
  17786. this.parameters = {
  17787. path: path,
  17788. tubularSegments: tubularSegments,
  17789. radius: radius,
  17790. radialSegments: radialSegments,
  17791. closed: closed
  17792. };
  17793. tubularSegments = tubularSegments || 64;
  17794. radius = radius || 1;
  17795. radialSegments = radialSegments || 8;
  17796. closed = closed || false;
  17797. var frames = path.computeFrenetFrames( tubularSegments, closed );
  17798. // expose internals
  17799. this.tangents = frames.tangents;
  17800. this.normals = frames.normals;
  17801. this.binormals = frames.binormals;
  17802. // helper variables
  17803. var vertex = new Vector3();
  17804. var normal = new Vector3();
  17805. var uv = new Vector2();
  17806. var P = new Vector3();
  17807. // buffer
  17808. var vertices = [];
  17809. var normals = [];
  17810. var uvs = [];
  17811. var indices = [];
  17812. // create buffer data
  17813. generateBufferData();
  17814. // build geometry
  17815. this.setIndex( indices );
  17816. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17817. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17818. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17819. // functions
  17820. function generateBufferData() {
  17821. for ( var i = 0; i < tubularSegments; i ++ ) {
  17822. generateSegment( i );
  17823. }
  17824. // if the geometry is not closed, generate the last row of vertices and normals
  17825. // at the regular position on the given path
  17826. //
  17827. // if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)
  17828. generateSegment( ( closed === false ) ? tubularSegments : 0 );
  17829. // uvs are generated in a separate function.
  17830. // this makes it easy compute correct values for closed geometries
  17831. generateUVs();
  17832. // finally create faces
  17833. generateIndices();
  17834. }
  17835. function generateSegment( i ) {
  17836. // we use getPointAt to sample evenly distributed points from the given path
  17837. P = path.getPointAt( i / tubularSegments, P );
  17838. // retrieve corresponding normal and binormal
  17839. var N = frames.normals[ i ];
  17840. var B = frames.binormals[ i ];
  17841. // generate normals and vertices for the current segment
  17842. for ( var j = 0; j <= radialSegments; j ++ ) {
  17843. var v = j / radialSegments * Math.PI * 2;
  17844. var sin = Math.sin( v );
  17845. var cos = - Math.cos( v );
  17846. // normal
  17847. normal.x = ( cos * N.x + sin * B.x );
  17848. normal.y = ( cos * N.y + sin * B.y );
  17849. normal.z = ( cos * N.z + sin * B.z );
  17850. normal.normalize();
  17851. normals.push( normal.x, normal.y, normal.z );
  17852. // vertex
  17853. vertex.x = P.x + radius * normal.x;
  17854. vertex.y = P.y + radius * normal.y;
  17855. vertex.z = P.z + radius * normal.z;
  17856. vertices.push( vertex.x, vertex.y, vertex.z );
  17857. }
  17858. }
  17859. function generateIndices() {
  17860. for ( var j = 1; j <= tubularSegments; j ++ ) {
  17861. for ( var i = 1; i <= radialSegments; i ++ ) {
  17862. var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  17863. var b = ( radialSegments + 1 ) * j + ( i - 1 );
  17864. var c = ( radialSegments + 1 ) * j + i;
  17865. var d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  17866. // faces
  17867. indices.push( a, b, d );
  17868. indices.push( b, c, d );
  17869. }
  17870. }
  17871. }
  17872. function generateUVs() {
  17873. for ( var i = 0; i <= tubularSegments; i ++ ) {
  17874. for ( var j = 0; j <= radialSegments; j ++ ) {
  17875. uv.x = i / tubularSegments;
  17876. uv.y = j / radialSegments;
  17877. uvs.push( uv.x, uv.y );
  17878. }
  17879. }
  17880. }
  17881. }
  17882. TubeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17883. TubeBufferGeometry.prototype.constructor = TubeBufferGeometry;
  17884. TubeBufferGeometry.prototype.toJSON = function () {
  17885. var data = BufferGeometry.prototype.toJSON.call( this );
  17886. data.path = this.parameters.path.toJSON();
  17887. return data;
  17888. };
  17889. /**
  17890. * @author oosmoxiecode
  17891. * @author Mugen87 / https://github.com/Mugen87
  17892. *
  17893. * based on http://www.blackpawn.com/texts/pqtorus/
  17894. */
  17895. // TorusKnotGeometry
  17896. function TorusKnotGeometry( radius, tube, tubularSegments, radialSegments, p, q, heightScale ) {
  17897. Geometry.call( this );
  17898. this.type = 'TorusKnotGeometry';
  17899. this.parameters = {
  17900. radius: radius,
  17901. tube: tube,
  17902. tubularSegments: tubularSegments,
  17903. radialSegments: radialSegments,
  17904. p: p,
  17905. q: q
  17906. };
  17907. if ( heightScale !== undefined ) { console.warn( 'THREE.TorusKnotGeometry: heightScale has been deprecated. Use .scale( x, y, z ) instead.' ); }
  17908. this.fromBufferGeometry( new TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) );
  17909. this.mergeVertices();
  17910. }
  17911. TorusKnotGeometry.prototype = Object.create( Geometry.prototype );
  17912. TorusKnotGeometry.prototype.constructor = TorusKnotGeometry;
  17913. // TorusKnotBufferGeometry
  17914. function TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) {
  17915. BufferGeometry.call( this );
  17916. this.type = 'TorusKnotBufferGeometry';
  17917. this.parameters = {
  17918. radius: radius,
  17919. tube: tube,
  17920. tubularSegments: tubularSegments,
  17921. radialSegments: radialSegments,
  17922. p: p,
  17923. q: q
  17924. };
  17925. radius = radius || 1;
  17926. tube = tube || 0.4;
  17927. tubularSegments = Math.floor( tubularSegments ) || 64;
  17928. radialSegments = Math.floor( radialSegments ) || 8;
  17929. p = p || 2;
  17930. q = q || 3;
  17931. // buffers
  17932. var indices = [];
  17933. var vertices = [];
  17934. var normals = [];
  17935. var uvs = [];
  17936. // helper variables
  17937. var vertex = new Vector3();
  17938. var normal = new Vector3();
  17939. var P1 = new Vector3();
  17940. var P2 = new Vector3();
  17941. var B = new Vector3();
  17942. var T = new Vector3();
  17943. var N = new Vector3();
  17944. // generate vertices, normals and uvs
  17945. for ( var i = 0; i <= tubularSegments; ++ i ) {
  17946. // the radian "u" is used to calculate the position on the torus curve of the current tubular segement
  17947. var u = i / tubularSegments * p * Math.PI * 2;
  17948. // now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.
  17949. // these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions
  17950. calculatePositionOnCurve( u, p, q, radius, P1 );
  17951. calculatePositionOnCurve( u + 0.01, p, q, radius, P2 );
  17952. // calculate orthonormal basis
  17953. T.subVectors( P2, P1 );
  17954. N.addVectors( P2, P1 );
  17955. B.crossVectors( T, N );
  17956. N.crossVectors( B, T );
  17957. // normalize B, N. T can be ignored, we don't use it
  17958. B.normalize();
  17959. N.normalize();
  17960. for ( var j = 0; j <= radialSegments; ++ j ) {
  17961. // now calculate the vertices. they are nothing more than an extrusion of the torus curve.
  17962. // because we extrude a shape in the xy-plane, there is no need to calculate a z-value.
  17963. var v = j / radialSegments * Math.PI * 2;
  17964. var cx = - tube * Math.cos( v );
  17965. var cy = tube * Math.sin( v );
  17966. // now calculate the final vertex position.
  17967. // first we orient the extrusion with our basis vectos, then we add it to the current position on the curve
  17968. vertex.x = P1.x + ( cx * N.x + cy * B.x );
  17969. vertex.y = P1.y + ( cx * N.y + cy * B.y );
  17970. vertex.z = P1.z + ( cx * N.z + cy * B.z );
  17971. vertices.push( vertex.x, vertex.y, vertex.z );
  17972. // normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)
  17973. normal.subVectors( vertex, P1 ).normalize();
  17974. normals.push( normal.x, normal.y, normal.z );
  17975. // uv
  17976. uvs.push( i / tubularSegments );
  17977. uvs.push( j / radialSegments );
  17978. }
  17979. }
  17980. // generate indices
  17981. for ( var j$1 = 1; j$1 <= tubularSegments; j$1 ++ ) {
  17982. for ( var i$1 = 1; i$1 <= radialSegments; i$1 ++ ) {
  17983. // indices
  17984. var a = ( radialSegments + 1 ) * ( j$1 - 1 ) + ( i$1 - 1 );
  17985. var b = ( radialSegments + 1 ) * j$1 + ( i$1 - 1 );
  17986. var c = ( radialSegments + 1 ) * j$1 + i$1;
  17987. var d = ( radialSegments + 1 ) * ( j$1 - 1 ) + i$1;
  17988. // faces
  17989. indices.push( a, b, d );
  17990. indices.push( b, c, d );
  17991. }
  17992. }
  17993. // build geometry
  17994. this.setIndex( indices );
  17995. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17996. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17997. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17998. // this function calculates the current position on the torus curve
  17999. function calculatePositionOnCurve( u, p, q, radius, position ) {
  18000. var cu = Math.cos( u );
  18001. var su = Math.sin( u );
  18002. var quOverP = q / p * u;
  18003. var cs = Math.cos( quOverP );
  18004. position.x = radius * ( 2 + cs ) * 0.5 * cu;
  18005. position.y = radius * ( 2 + cs ) * su * 0.5;
  18006. position.z = radius * Math.sin( quOverP ) * 0.5;
  18007. }
  18008. }
  18009. TorusKnotBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18010. TorusKnotBufferGeometry.prototype.constructor = TorusKnotBufferGeometry;
  18011. /**
  18012. * @author oosmoxiecode
  18013. * @author mrdoob / http://mrdoob.com/
  18014. * @author Mugen87 / https://github.com/Mugen87
  18015. */
  18016. // TorusGeometry
  18017. function TorusGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
  18018. Geometry.call( this );
  18019. this.type = 'TorusGeometry';
  18020. this.parameters = {
  18021. radius: radius,
  18022. tube: tube,
  18023. radialSegments: radialSegments,
  18024. tubularSegments: tubularSegments,
  18025. arc: arc
  18026. };
  18027. this.fromBufferGeometry( new TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) );
  18028. this.mergeVertices();
  18029. }
  18030. TorusGeometry.prototype = Object.create( Geometry.prototype );
  18031. TorusGeometry.prototype.constructor = TorusGeometry;
  18032. // TorusBufferGeometry
  18033. function TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
  18034. BufferGeometry.call( this );
  18035. this.type = 'TorusBufferGeometry';
  18036. this.parameters = {
  18037. radius: radius,
  18038. tube: tube,
  18039. radialSegments: radialSegments,
  18040. tubularSegments: tubularSegments,
  18041. arc: arc
  18042. };
  18043. radius = radius || 1;
  18044. tube = tube || 0.4;
  18045. radialSegments = Math.floor( radialSegments ) || 8;
  18046. tubularSegments = Math.floor( tubularSegments ) || 6;
  18047. arc = arc || Math.PI * 2;
  18048. // buffers
  18049. var indices = [];
  18050. var vertices = [];
  18051. var normals = [];
  18052. var uvs = [];
  18053. // helper variables
  18054. var center = new Vector3();
  18055. var vertex = new Vector3();
  18056. var normal = new Vector3();
  18057. // generate vertices, normals and uvs
  18058. for ( var j = 0; j <= radialSegments; j ++ ) {
  18059. for ( var i = 0; i <= tubularSegments; i ++ ) {
  18060. var u = i / tubularSegments * arc;
  18061. var v = j / radialSegments * Math.PI * 2;
  18062. // vertex
  18063. vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
  18064. vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
  18065. vertex.z = tube * Math.sin( v );
  18066. vertices.push( vertex.x, vertex.y, vertex.z );
  18067. // normal
  18068. center.x = radius * Math.cos( u );
  18069. center.y = radius * Math.sin( u );
  18070. normal.subVectors( vertex, center ).normalize();
  18071. normals.push( normal.x, normal.y, normal.z );
  18072. // uv
  18073. uvs.push( i / tubularSegments );
  18074. uvs.push( j / radialSegments );
  18075. }
  18076. }
  18077. // generate indices
  18078. for ( var j$1 = 1; j$1 <= radialSegments; j$1 ++ ) {
  18079. for ( var i$1 = 1; i$1 <= tubularSegments; i$1 ++ ) {
  18080. // indices
  18081. var a = ( tubularSegments + 1 ) * j$1 + i$1 - 1;
  18082. var b = ( tubularSegments + 1 ) * ( j$1 - 1 ) + i$1 - 1;
  18083. var c = ( tubularSegments + 1 ) * ( j$1 - 1 ) + i$1;
  18084. var d = ( tubularSegments + 1 ) * j$1 + i$1;
  18085. // faces
  18086. indices.push( a, b, d );
  18087. indices.push( b, c, d );
  18088. }
  18089. }
  18090. // build geometry
  18091. this.setIndex( indices );
  18092. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18093. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18094. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18095. }
  18096. TorusBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18097. TorusBufferGeometry.prototype.constructor = TorusBufferGeometry;
  18098. /**
  18099. * @author Mugen87 / https://github.com/Mugen87
  18100. * Port from https://github.com/mapbox/earcut (v2.2.2)
  18101. */
  18102. var Earcut = {
  18103. triangulate: function ( data, holeIndices, dim ) {
  18104. dim = dim || 2;
  18105. var hasHoles = holeIndices && holeIndices.length,
  18106. outerLen = hasHoles ? holeIndices[ 0 ] * dim : data.length,
  18107. outerNode = linkedList( data, 0, outerLen, dim, true ),
  18108. triangles = [];
  18109. if ( ! outerNode || outerNode.next === outerNode.prev ) { return triangles; }
  18110. var minX, minY, maxX, maxY, x, y, invSize;
  18111. if ( hasHoles ) { outerNode = eliminateHoles( data, holeIndices, outerNode, dim ); }
  18112. // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
  18113. if ( data.length > 80 * dim ) {
  18114. minX = maxX = data[ 0 ];
  18115. minY = maxY = data[ 1 ];
  18116. for ( var i = dim; i < outerLen; i += dim ) {
  18117. x = data[ i ];
  18118. y = data[ i + 1 ];
  18119. if ( x < minX ) { minX = x; }
  18120. if ( y < minY ) { minY = y; }
  18121. if ( x > maxX ) { maxX = x; }
  18122. if ( y > maxY ) { maxY = y; }
  18123. }
  18124. // minX, minY and invSize are later used to transform coords into integers for z-order calculation
  18125. invSize = Math.max( maxX - minX, maxY - minY );
  18126. invSize = invSize !== 0 ? 1 / invSize : 0;
  18127. }
  18128. earcutLinked( outerNode, triangles, dim, minX, minY, invSize );
  18129. return triangles;
  18130. }
  18131. };
  18132. // create a circular doubly linked list from polygon points in the specified winding order
  18133. function linkedList( data, start, end, dim, clockwise ) {
  18134. var i, last;
  18135. if ( clockwise === ( signedArea( data, start, end, dim ) > 0 ) ) {
  18136. for ( i = start; i < end; i += dim ) { last = insertNode( i, data[ i ], data[ i + 1 ], last ); }
  18137. } else {
  18138. for ( i = end - dim; i >= start; i -= dim ) { last = insertNode( i, data[ i ], data[ i + 1 ], last ); }
  18139. }
  18140. if ( last && equals( last, last.next ) ) {
  18141. removeNode( last );
  18142. last = last.next;
  18143. }
  18144. return last;
  18145. }
  18146. // eliminate colinear or duplicate points
  18147. function filterPoints( start, end ) {
  18148. if ( ! start ) { return start; }
  18149. if ( ! end ) { end = start; }
  18150. var p = start,
  18151. again;
  18152. do {
  18153. again = false;
  18154. if ( ! p.steiner && ( equals( p, p.next ) || area( p.prev, p, p.next ) === 0 ) ) {
  18155. removeNode( p );
  18156. p = end = p.prev;
  18157. if ( p === p.next ) { break; }
  18158. again = true;
  18159. } else {
  18160. p = p.next;
  18161. }
  18162. } while ( again || p !== end );
  18163. return end;
  18164. }
  18165. // main ear slicing loop which triangulates a polygon (given as a linked list)
  18166. function earcutLinked( ear, triangles, dim, minX, minY, invSize, pass ) {
  18167. if ( ! ear ) { return; }
  18168. // interlink polygon nodes in z-order
  18169. if ( ! pass && invSize ) { indexCurve( ear, minX, minY, invSize ); }
  18170. var stop = ear,
  18171. prev, next;
  18172. // iterate through ears, slicing them one by one
  18173. while ( ear.prev !== ear.next ) {
  18174. prev = ear.prev;
  18175. next = ear.next;
  18176. if ( invSize ? isEarHashed( ear, minX, minY, invSize ) : isEar( ear ) ) {
  18177. // cut off the triangle
  18178. triangles.push( prev.i / dim );
  18179. triangles.push( ear.i / dim );
  18180. triangles.push( next.i / dim );
  18181. removeNode( ear );
  18182. // skipping the next vertex leads to less sliver triangles
  18183. ear = next.next;
  18184. stop = next.next;
  18185. continue;
  18186. }
  18187. ear = next;
  18188. // if we looped through the whole remaining polygon and can't find any more ears
  18189. if ( ear === stop ) {
  18190. // try filtering points and slicing again
  18191. if ( ! pass ) {
  18192. earcutLinked( filterPoints( ear ), triangles, dim, minX, minY, invSize, 1 );
  18193. // if this didn't work, try curing all small self-intersections locally
  18194. } else if ( pass === 1 ) {
  18195. ear = cureLocalIntersections( filterPoints( ear ), triangles, dim );
  18196. earcutLinked( ear, triangles, dim, minX, minY, invSize, 2 );
  18197. // as a last resort, try splitting the remaining polygon into two
  18198. } else if ( pass === 2 ) {
  18199. splitEarcut( ear, triangles, dim, minX, minY, invSize );
  18200. }
  18201. break;
  18202. }
  18203. }
  18204. }
  18205. // check whether a polygon node forms a valid ear with adjacent nodes
  18206. function isEar( ear ) {
  18207. var a = ear.prev,
  18208. b = ear,
  18209. c = ear.next;
  18210. if ( area( a, b, c ) >= 0 ) { return false; } // reflex, can't be an ear
  18211. // now make sure we don't have other points inside the potential ear
  18212. var p = ear.next.next;
  18213. while ( p !== ear.prev ) {
  18214. if ( pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  18215. area( p.prev, p, p.next ) >= 0 ) { return false; }
  18216. p = p.next;
  18217. }
  18218. return true;
  18219. }
  18220. function isEarHashed( ear, minX, minY, invSize ) {
  18221. var a = ear.prev,
  18222. b = ear,
  18223. c = ear.next;
  18224. if ( area( a, b, c ) >= 0 ) { return false; } // reflex, can't be an ear
  18225. // triangle bbox; min & max are calculated like this for speed
  18226. var minTX = a.x < b.x ? ( a.x < c.x ? a.x : c.x ) : ( b.x < c.x ? b.x : c.x ),
  18227. minTY = a.y < b.y ? ( a.y < c.y ? a.y : c.y ) : ( b.y < c.y ? b.y : c.y ),
  18228. maxTX = a.x > b.x ? ( a.x > c.x ? a.x : c.x ) : ( b.x > c.x ? b.x : c.x ),
  18229. maxTY = a.y > b.y ? ( a.y > c.y ? a.y : c.y ) : ( b.y > c.y ? b.y : c.y );
  18230. // z-order range for the current triangle bbox;
  18231. var minZ = zOrder( minTX, minTY, minX, minY, invSize ),
  18232. maxZ = zOrder( maxTX, maxTY, minX, minY, invSize );
  18233. var p = ear.prevZ,
  18234. n = ear.nextZ;
  18235. // look for points inside the triangle in both directions
  18236. while ( p && p.z >= minZ && n && n.z <= maxZ ) {
  18237. if ( p !== ear.prev && p !== ear.next &&
  18238. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  18239. area( p.prev, p, p.next ) >= 0 ) { return false; }
  18240. p = p.prevZ;
  18241. if ( n !== ear.prev && n !== ear.next &&
  18242. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&
  18243. area( n.prev, n, n.next ) >= 0 ) { return false; }
  18244. n = n.nextZ;
  18245. }
  18246. // look for remaining points in decreasing z-order
  18247. while ( p && p.z >= minZ ) {
  18248. if ( p !== ear.prev && p !== ear.next &&
  18249. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  18250. area( p.prev, p, p.next ) >= 0 ) { return false; }
  18251. p = p.prevZ;
  18252. }
  18253. // look for remaining points in increasing z-order
  18254. while ( n && n.z <= maxZ ) {
  18255. if ( n !== ear.prev && n !== ear.next &&
  18256. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&
  18257. area( n.prev, n, n.next ) >= 0 ) { return false; }
  18258. n = n.nextZ;
  18259. }
  18260. return true;
  18261. }
  18262. // go through all polygon nodes and cure small local self-intersections
  18263. function cureLocalIntersections( start, triangles, dim ) {
  18264. var p = start;
  18265. do {
  18266. var a = p.prev,
  18267. b = p.next.next;
  18268. if ( ! equals( a, b ) && intersects( a, p, p.next, b ) && locallyInside( a, b ) && locallyInside( b, a ) ) {
  18269. triangles.push( a.i / dim );
  18270. triangles.push( p.i / dim );
  18271. triangles.push( b.i / dim );
  18272. // remove two nodes involved
  18273. removeNode( p );
  18274. removeNode( p.next );
  18275. p = start = b;
  18276. }
  18277. p = p.next;
  18278. } while ( p !== start );
  18279. return filterPoints( p );
  18280. }
  18281. // try splitting polygon into two and triangulate them independently
  18282. function splitEarcut( start, triangles, dim, minX, minY, invSize ) {
  18283. // look for a valid diagonal that divides the polygon into two
  18284. var a = start;
  18285. do {
  18286. var b = a.next.next;
  18287. while ( b !== a.prev ) {
  18288. if ( a.i !== b.i && isValidDiagonal( a, b ) ) {
  18289. // split the polygon in two by the diagonal
  18290. var c = splitPolygon( a, b );
  18291. // filter colinear points around the cuts
  18292. a = filterPoints( a, a.next );
  18293. c = filterPoints( c, c.next );
  18294. // run earcut on each half
  18295. earcutLinked( a, triangles, dim, minX, minY, invSize );
  18296. earcutLinked( c, triangles, dim, minX, minY, invSize );
  18297. return;
  18298. }
  18299. b = b.next;
  18300. }
  18301. a = a.next;
  18302. } while ( a !== start );
  18303. }
  18304. // link every hole into the outer loop, producing a single-ring polygon without holes
  18305. function eliminateHoles( data, holeIndices, outerNode, dim ) {
  18306. var queue = [],
  18307. i, len, start, end, list;
  18308. for ( i = 0, len = holeIndices.length; i < len; i ++ ) {
  18309. start = holeIndices[ i ] * dim;
  18310. end = i < len - 1 ? holeIndices[ i + 1 ] * dim : data.length;
  18311. list = linkedList( data, start, end, dim, false );
  18312. if ( list === list.next ) { list.steiner = true; }
  18313. queue.push( getLeftmost( list ) );
  18314. }
  18315. queue.sort( compareX );
  18316. // process holes from left to right
  18317. for ( i = 0; i < queue.length; i ++ ) {
  18318. eliminateHole( queue[ i ], outerNode );
  18319. outerNode = filterPoints( outerNode, outerNode.next );
  18320. }
  18321. return outerNode;
  18322. }
  18323. function compareX( a, b ) {
  18324. return a.x - b.x;
  18325. }
  18326. // find a bridge between vertices that connects hole with an outer ring and and link it
  18327. function eliminateHole( hole, outerNode ) {
  18328. outerNode = findHoleBridge( hole, outerNode );
  18329. if ( outerNode ) {
  18330. var b = splitPolygon( outerNode, hole );
  18331. // filter collinear points around the cuts
  18332. filterPoints( outerNode, outerNode.next );
  18333. filterPoints( b, b.next );
  18334. }
  18335. }
  18336. // David Eberly's algorithm for finding a bridge between hole and outer polygon
  18337. function findHoleBridge( hole, outerNode ) {
  18338. var p = outerNode,
  18339. hx = hole.x,
  18340. hy = hole.y,
  18341. qx = - Infinity,
  18342. m;
  18343. // find a segment intersected by a ray from the hole's leftmost point to the left;
  18344. // segment's endpoint with lesser x will be potential connection point
  18345. do {
  18346. if ( hy <= p.y && hy >= p.next.y && p.next.y !== p.y ) {
  18347. var x = p.x + ( hy - p.y ) * ( p.next.x - p.x ) / ( p.next.y - p.y );
  18348. if ( x <= hx && x > qx ) {
  18349. qx = x;
  18350. if ( x === hx ) {
  18351. if ( hy === p.y ) { return p; }
  18352. if ( hy === p.next.y ) { return p.next; }
  18353. }
  18354. m = p.x < p.next.x ? p : p.next;
  18355. }
  18356. }
  18357. p = p.next;
  18358. } while ( p !== outerNode );
  18359. if ( ! m ) { return null; }
  18360. if ( hx === qx ) { return m; } // hole touches outer segment; pick leftmost endpoint
  18361. // look for points inside the triangle of hole point, segment intersection and endpoint;
  18362. // if there are no points found, we have a valid connection;
  18363. // otherwise choose the point of the minimum angle with the ray as connection point
  18364. var stop = m,
  18365. mx = m.x,
  18366. my = m.y,
  18367. tanMin = Infinity,
  18368. tan;
  18369. p = m;
  18370. do {
  18371. if ( hx >= p.x && p.x >= mx && hx !== p.x &&
  18372. pointInTriangle( hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y ) ) {
  18373. tan = Math.abs( hy - p.y ) / ( hx - p.x ); // tangential
  18374. if ( locallyInside( p, hole ) && ( tan < tanMin || ( tan === tanMin && ( p.x > m.x || ( p.x === m.x && sectorContainsSector( m, p ) ) ) ) ) ) {
  18375. m = p;
  18376. tanMin = tan;
  18377. }
  18378. }
  18379. p = p.next;
  18380. } while ( p !== stop );
  18381. return m;
  18382. }
  18383. // whether sector in vertex m contains sector in vertex p in the same coordinates
  18384. function sectorContainsSector( m, p ) {
  18385. return area( m.prev, m, p.prev ) < 0 && area( p.next, m, m.next ) < 0;
  18386. }
  18387. // interlink polygon nodes in z-order
  18388. function indexCurve( start, minX, minY, invSize ) {
  18389. var p = start;
  18390. do {
  18391. if ( p.z === null ) { p.z = zOrder( p.x, p.y, minX, minY, invSize ); }
  18392. p.prevZ = p.prev;
  18393. p.nextZ = p.next;
  18394. p = p.next;
  18395. } while ( p !== start );
  18396. p.prevZ.nextZ = null;
  18397. p.prevZ = null;
  18398. sortLinked( p );
  18399. }
  18400. // Simon Tatham's linked list merge sort algorithm
  18401. // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
  18402. function sortLinked( list ) {
  18403. var i, p, q, e, tail, numMerges, pSize, qSize,
  18404. inSize = 1;
  18405. do {
  18406. p = list;
  18407. list = null;
  18408. tail = null;
  18409. numMerges = 0;
  18410. while ( p ) {
  18411. numMerges ++;
  18412. q = p;
  18413. pSize = 0;
  18414. for ( i = 0; i < inSize; i ++ ) {
  18415. pSize ++;
  18416. q = q.nextZ;
  18417. if ( ! q ) { break; }
  18418. }
  18419. qSize = inSize;
  18420. while ( pSize > 0 || ( qSize > 0 && q ) ) {
  18421. if ( pSize !== 0 && ( qSize === 0 || ! q || p.z <= q.z ) ) {
  18422. e = p;
  18423. p = p.nextZ;
  18424. pSize --;
  18425. } else {
  18426. e = q;
  18427. q = q.nextZ;
  18428. qSize --;
  18429. }
  18430. if ( tail ) { tail.nextZ = e; }
  18431. else { list = e; }
  18432. e.prevZ = tail;
  18433. tail = e;
  18434. }
  18435. p = q;
  18436. }
  18437. tail.nextZ = null;
  18438. inSize *= 2;
  18439. } while ( numMerges > 1 );
  18440. return list;
  18441. }
  18442. // z-order of a point given coords and inverse of the longer side of data bbox
  18443. function zOrder( x, y, minX, minY, invSize ) {
  18444. // coords are transformed into non-negative 15-bit integer range
  18445. x = 32767 * ( x - minX ) * invSize;
  18446. y = 32767 * ( y - minY ) * invSize;
  18447. x = ( x | ( x << 8 ) ) & 0x00FF00FF;
  18448. x = ( x | ( x << 4 ) ) & 0x0F0F0F0F;
  18449. x = ( x | ( x << 2 ) ) & 0x33333333;
  18450. x = ( x | ( x << 1 ) ) & 0x55555555;
  18451. y = ( y | ( y << 8 ) ) & 0x00FF00FF;
  18452. y = ( y | ( y << 4 ) ) & 0x0F0F0F0F;
  18453. y = ( y | ( y << 2 ) ) & 0x33333333;
  18454. y = ( y | ( y << 1 ) ) & 0x55555555;
  18455. return x | ( y << 1 );
  18456. }
  18457. // find the leftmost node of a polygon ring
  18458. function getLeftmost( start ) {
  18459. var p = start,
  18460. leftmost = start;
  18461. do {
  18462. if ( p.x < leftmost.x || ( p.x === leftmost.x && p.y < leftmost.y ) ) { leftmost = p; }
  18463. p = p.next;
  18464. } while ( p !== start );
  18465. return leftmost;
  18466. }
  18467. // check if a point lies within a convex triangle
  18468. function pointInTriangle( ax, ay, bx, by, cx, cy, px, py ) {
  18469. return ( cx - px ) * ( ay - py ) - ( ax - px ) * ( cy - py ) >= 0 &&
  18470. ( ax - px ) * ( by - py ) - ( bx - px ) * ( ay - py ) >= 0 &&
  18471. ( bx - px ) * ( cy - py ) - ( cx - px ) * ( by - py ) >= 0;
  18472. }
  18473. // check if a diagonal between two polygon nodes is valid (lies in polygon interior)
  18474. function isValidDiagonal( a, b ) {
  18475. return a.next.i !== b.i && a.prev.i !== b.i && ! intersectsPolygon( a, b ) && // dones't intersect other edges
  18476. ( locallyInside( a, b ) && locallyInside( b, a ) && middleInside( a, b ) && // locally visible
  18477. ( area( a.prev, a, b.prev ) || area( a, b.prev, b ) ) || // does not create opposite-facing sectors
  18478. equals( a, b ) && area( a.prev, a, a.next ) > 0 && area( b.prev, b, b.next ) > 0 ); // special zero-length case
  18479. }
  18480. // signed area of a triangle
  18481. function area( p, q, r ) {
  18482. return ( q.y - p.y ) * ( r.x - q.x ) - ( q.x - p.x ) * ( r.y - q.y );
  18483. }
  18484. // check if two points are equal
  18485. function equals( p1, p2 ) {
  18486. return p1.x === p2.x && p1.y === p2.y;
  18487. }
  18488. // check if two segments intersect
  18489. function intersects( p1, q1, p2, q2 ) {
  18490. var o1 = sign( area( p1, q1, p2 ) );
  18491. var o2 = sign( area( p1, q1, q2 ) );
  18492. var o3 = sign( area( p2, q2, p1 ) );
  18493. var o4 = sign( area( p2, q2, q1 ) );
  18494. if ( o1 !== o2 && o3 !== o4 ) { return true; } // general case
  18495. if ( o1 === 0 && onSegment( p1, p2, q1 ) ) { return true; } // p1, q1 and p2 are collinear and p2 lies on p1q1
  18496. if ( o2 === 0 && onSegment( p1, q2, q1 ) ) { return true; } // p1, q1 and q2 are collinear and q2 lies on p1q1
  18497. if ( o3 === 0 && onSegment( p2, p1, q2 ) ) { return true; } // p2, q2 and p1 are collinear and p1 lies on p2q2
  18498. if ( o4 === 0 && onSegment( p2, q1, q2 ) ) { return true; } // p2, q2 and q1 are collinear and q1 lies on p2q2
  18499. return false;
  18500. }
  18501. // for collinear points p, q, r, check if point q lies on segment pr
  18502. function onSegment( p, q, r ) {
  18503. return q.x <= Math.max( p.x, r.x ) && q.x >= Math.min( p.x, r.x ) && q.y <= Math.max( p.y, r.y ) && q.y >= Math.min( p.y, r.y );
  18504. }
  18505. function sign( num ) {
  18506. return num > 0 ? 1 : num < 0 ? - 1 : 0;
  18507. }
  18508. // check if a polygon diagonal intersects any polygon segments
  18509. function intersectsPolygon( a, b ) {
  18510. var p = a;
  18511. do {
  18512. if ( p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&
  18513. intersects( p, p.next, a, b ) ) { return true; }
  18514. p = p.next;
  18515. } while ( p !== a );
  18516. return false;
  18517. }
  18518. // check if a polygon diagonal is locally inside the polygon
  18519. function locallyInside( a, b ) {
  18520. return area( a.prev, a, a.next ) < 0 ?
  18521. area( a, b, a.next ) >= 0 && area( a, a.prev, b ) >= 0 :
  18522. area( a, b, a.prev ) < 0 || area( a, a.next, b ) < 0;
  18523. }
  18524. // check if the middle point of a polygon diagonal is inside the polygon
  18525. function middleInside( a, b ) {
  18526. var p = a,
  18527. inside = false,
  18528. px = ( a.x + b.x ) / 2,
  18529. py = ( a.y + b.y ) / 2;
  18530. do {
  18531. if ( ( ( p.y > py ) !== ( p.next.y > py ) ) && p.next.y !== p.y &&
  18532. ( px < ( p.next.x - p.x ) * ( py - p.y ) / ( p.next.y - p.y ) + p.x ) )
  18533. { inside = ! inside; }
  18534. p = p.next;
  18535. } while ( p !== a );
  18536. return inside;
  18537. }
  18538. // link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
  18539. // if one belongs to the outer ring and another to a hole, it merges it into a single ring
  18540. function splitPolygon( a, b ) {
  18541. var a2 = new Node( a.i, a.x, a.y ),
  18542. b2 = new Node( b.i, b.x, b.y ),
  18543. an = a.next,
  18544. bp = b.prev;
  18545. a.next = b;
  18546. b.prev = a;
  18547. a2.next = an;
  18548. an.prev = a2;
  18549. b2.next = a2;
  18550. a2.prev = b2;
  18551. bp.next = b2;
  18552. b2.prev = bp;
  18553. return b2;
  18554. }
  18555. // create a node and optionally link it with previous one (in a circular doubly linked list)
  18556. function insertNode( i, x, y, last ) {
  18557. var p = new Node( i, x, y );
  18558. if ( ! last ) {
  18559. p.prev = p;
  18560. p.next = p;
  18561. } else {
  18562. p.next = last.next;
  18563. p.prev = last;
  18564. last.next.prev = p;
  18565. last.next = p;
  18566. }
  18567. return p;
  18568. }
  18569. function removeNode( p ) {
  18570. p.next.prev = p.prev;
  18571. p.prev.next = p.next;
  18572. if ( p.prevZ ) { p.prevZ.nextZ = p.nextZ; }
  18573. if ( p.nextZ ) { p.nextZ.prevZ = p.prevZ; }
  18574. }
  18575. function Node( i, x, y ) {
  18576. // vertex index in coordinates array
  18577. this.i = i;
  18578. // vertex coordinates
  18579. this.x = x;
  18580. this.y = y;
  18581. // previous and next vertex nodes in a polygon ring
  18582. this.prev = null;
  18583. this.next = null;
  18584. // z-order curve value
  18585. this.z = null;
  18586. // previous and next nodes in z-order
  18587. this.prevZ = null;
  18588. this.nextZ = null;
  18589. // indicates whether this is a steiner point
  18590. this.steiner = false;
  18591. }
  18592. function signedArea( data, start, end, dim ) {
  18593. var sum = 0;
  18594. for ( var i = start, j = end - dim; i < end; i += dim ) {
  18595. sum += ( data[ j ] - data[ i ] ) * ( data[ i + 1 ] + data[ j + 1 ] );
  18596. j = i;
  18597. }
  18598. return sum;
  18599. }
  18600. /**
  18601. * @author zz85 / http://www.lab4games.net/zz85/blog
  18602. */
  18603. var ShapeUtils = {
  18604. // calculate area of the contour polygon
  18605. area: function ( contour ) {
  18606. var n = contour.length;
  18607. var a = 0.0;
  18608. for ( var p = n - 1, q = 0; q < n; p = q ++ ) {
  18609. a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
  18610. }
  18611. return a * 0.5;
  18612. },
  18613. isClockWise: function ( pts ) {
  18614. return ShapeUtils.area( pts ) < 0;
  18615. },
  18616. triangulateShape: function ( contour, holes ) {
  18617. var vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]
  18618. var holeIndices = []; // array of hole indices
  18619. var faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]
  18620. removeDupEndPts( contour );
  18621. addContour( vertices, contour );
  18622. //
  18623. var holeIndex = contour.length;
  18624. holes.forEach( removeDupEndPts );
  18625. for ( var i = 0; i < holes.length; i ++ ) {
  18626. holeIndices.push( holeIndex );
  18627. holeIndex += holes[ i ].length;
  18628. addContour( vertices, holes[ i ] );
  18629. }
  18630. //
  18631. var triangles = Earcut.triangulate( vertices, holeIndices );
  18632. //
  18633. for ( var i$1 = 0; i$1 < triangles.length; i$1 += 3 ) {
  18634. faces.push( triangles.slice( i$1, i$1 + 3 ) );
  18635. }
  18636. return faces;
  18637. }
  18638. };
  18639. function removeDupEndPts( points ) {
  18640. var l = points.length;
  18641. if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {
  18642. points.pop();
  18643. }
  18644. }
  18645. function addContour( vertices, contour ) {
  18646. for ( var i = 0; i < contour.length; i ++ ) {
  18647. vertices.push( contour[ i ].x );
  18648. vertices.push( contour[ i ].y );
  18649. }
  18650. }
  18651. /**
  18652. * @author zz85 / http://www.lab4games.net/zz85/blog
  18653. *
  18654. * Creates extruded geometry from a path shape.
  18655. *
  18656. * parameters = {
  18657. *
  18658. * curveSegments: <int>, // number of points on the curves
  18659. * steps: <int>, // number of points for z-side extrusions / used for subdividing segments of extrude spline too
  18660. * depth: <float>, // Depth to extrude the shape
  18661. *
  18662. * bevelEnabled: <bool>, // turn on bevel
  18663. * bevelThickness: <float>, // how deep into the original shape bevel goes
  18664. * bevelSize: <float>, // how far from shape outline (including bevelOffset) is bevel
  18665. * bevelOffset: <float>, // how far from shape outline does bevel start
  18666. * bevelSegments: <int>, // number of bevel layers
  18667. *
  18668. * extrudePath: <THREE.Curve> // curve to extrude shape along
  18669. *
  18670. * UVGenerator: <Object> // object that provides UV generator functions
  18671. *
  18672. * }
  18673. */
  18674. // ExtrudeGeometry
  18675. function ExtrudeGeometry( shapes, options ) {
  18676. Geometry.call( this );
  18677. this.type = 'ExtrudeGeometry';
  18678. this.parameters = {
  18679. shapes: shapes,
  18680. options: options
  18681. };
  18682. this.fromBufferGeometry( new ExtrudeBufferGeometry( shapes, options ) );
  18683. this.mergeVertices();
  18684. }
  18685. ExtrudeGeometry.prototype = Object.create( Geometry.prototype );
  18686. ExtrudeGeometry.prototype.constructor = ExtrudeGeometry;
  18687. ExtrudeGeometry.prototype.toJSON = function () {
  18688. var data = Geometry.prototype.toJSON.call( this );
  18689. var shapes = this.parameters.shapes;
  18690. var options = this.parameters.options;
  18691. return toJSON( shapes, options, data );
  18692. };
  18693. // ExtrudeBufferGeometry
  18694. function ExtrudeBufferGeometry( shapes, options ) {
  18695. BufferGeometry.call( this );
  18696. this.type = 'ExtrudeBufferGeometry';
  18697. this.parameters = {
  18698. shapes: shapes,
  18699. options: options
  18700. };
  18701. shapes = Array.isArray( shapes ) ? shapes : [ shapes ];
  18702. var scope = this;
  18703. var verticesArray = [];
  18704. var uvArray = [];
  18705. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  18706. var shape = shapes[ i ];
  18707. addShape( shape );
  18708. }
  18709. // build geometry
  18710. this.setAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );
  18711. this.setAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );
  18712. this.computeVertexNormals();
  18713. // functions
  18714. function addShape( shape ) {
  18715. var placeholder = [];
  18716. // options
  18717. var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
  18718. var steps = options.steps !== undefined ? options.steps : 1;
  18719. var depth = options.depth !== undefined ? options.depth : 100;
  18720. var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;
  18721. var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6;
  18722. var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2;
  18723. var bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0;
  18724. var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
  18725. var extrudePath = options.extrudePath;
  18726. var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;
  18727. // deprecated options
  18728. if ( options.amount !== undefined ) {
  18729. console.warn( 'THREE.ExtrudeBufferGeometry: amount has been renamed to depth.' );
  18730. depth = options.amount;
  18731. }
  18732. //
  18733. var extrudePts, extrudeByPath = false;
  18734. var splineTube, binormal, normal, position2;
  18735. if ( extrudePath ) {
  18736. extrudePts = extrudePath.getSpacedPoints( steps );
  18737. extrudeByPath = true;
  18738. bevelEnabled = false; // bevels not supported for path extrusion
  18739. // SETUP TNB variables
  18740. // TODO1 - have a .isClosed in spline?
  18741. splineTube = extrudePath.computeFrenetFrames( steps, false );
  18742. // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
  18743. binormal = new Vector3();
  18744. normal = new Vector3();
  18745. position2 = new Vector3();
  18746. }
  18747. // Safeguards if bevels are not enabled
  18748. if ( ! bevelEnabled ) {
  18749. bevelSegments = 0;
  18750. bevelThickness = 0;
  18751. bevelSize = 0;
  18752. bevelOffset = 0;
  18753. }
  18754. // Variables initialization
  18755. var shapePoints = shape.extractPoints( curveSegments );
  18756. var vertices = shapePoints.shape;
  18757. var holes = shapePoints.holes;
  18758. var reverse = ! ShapeUtils.isClockWise( vertices );
  18759. if ( reverse ) {
  18760. vertices = vertices.reverse();
  18761. // Maybe we should also check if holes are in the opposite direction, just to be safe ...
  18762. for ( var h = 0, hl = holes.length; h < hl; h ++ ) {
  18763. var ahole = holes[ h ];
  18764. if ( ShapeUtils.isClockWise( ahole ) ) {
  18765. holes[ h ] = ahole.reverse();
  18766. }
  18767. }
  18768. }
  18769. var faces = ShapeUtils.triangulateShape( vertices, holes );
  18770. /* Vertices */
  18771. var contour = vertices; // vertices has all points but contour has only points of circumference
  18772. for ( var h$1 = 0, hl$1 = holes.length; h$1 < hl$1; h$1 ++ ) {
  18773. var ahole$1 = holes[ h$1 ];
  18774. vertices = vertices.concat( ahole$1 );
  18775. }
  18776. function scalePt2( pt, vec, size ) {
  18777. if ( ! vec ) { console.error( "THREE.ExtrudeGeometry: vec does not exist" ); }
  18778. return vec.clone().multiplyScalar( size ).add( pt );
  18779. }
  18780. var vlen = vertices.length, flen = faces.length;
  18781. // Find directions for point movement
  18782. function getBevelVec( inPt, inPrev, inNext ) {
  18783. // computes for inPt the corresponding point inPt' on a new contour
  18784. // shifted by 1 unit (length of normalized vector) to the left
  18785. // if we walk along contour clockwise, this new contour is outside the old one
  18786. //
  18787. // inPt' is the intersection of the two lines parallel to the two
  18788. // adjacent edges of inPt at a distance of 1 unit on the left side.
  18789. var v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt
  18790. // good reading for geometry algorithms (here: line-line intersection)
  18791. // http://geomalgorithms.com/a05-_intersect-1.html
  18792. var v_prev_x = inPt.x - inPrev.x,
  18793. v_prev_y = inPt.y - inPrev.y;
  18794. var v_next_x = inNext.x - inPt.x,
  18795. v_next_y = inNext.y - inPt.y;
  18796. var v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
  18797. // check for collinear edges
  18798. var collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  18799. if ( Math.abs( collinear0 ) > Number.EPSILON ) {
  18800. // not collinear
  18801. // length of vectors for normalizing
  18802. var v_prev_len = Math.sqrt( v_prev_lensq );
  18803. var v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );
  18804. // shift adjacent points by unit vectors to the left
  18805. var ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
  18806. var ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
  18807. var ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
  18808. var ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
  18809. // scaling factor for v_prev to intersection point
  18810. var sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
  18811. ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /
  18812. ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  18813. // vector from inPt to intersection point
  18814. v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
  18815. v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
  18816. // Don't normalize!, otherwise sharp corners become ugly
  18817. // but prevent crazy spikes
  18818. var v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );
  18819. if ( v_trans_lensq <= 2 ) {
  18820. return new Vector2( v_trans_x, v_trans_y );
  18821. } else {
  18822. shrink_by = Math.sqrt( v_trans_lensq / 2 );
  18823. }
  18824. } else {
  18825. // handle special case of collinear edges
  18826. var direction_eq = false; // assumes: opposite
  18827. if ( v_prev_x > Number.EPSILON ) {
  18828. if ( v_next_x > Number.EPSILON ) {
  18829. direction_eq = true;
  18830. }
  18831. } else {
  18832. if ( v_prev_x < - Number.EPSILON ) {
  18833. if ( v_next_x < - Number.EPSILON ) {
  18834. direction_eq = true;
  18835. }
  18836. } else {
  18837. if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {
  18838. direction_eq = true;
  18839. }
  18840. }
  18841. }
  18842. if ( direction_eq ) {
  18843. // console.log("Warning: lines are a straight sequence");
  18844. v_trans_x = - v_prev_y;
  18845. v_trans_y = v_prev_x;
  18846. shrink_by = Math.sqrt( v_prev_lensq );
  18847. } else {
  18848. // console.log("Warning: lines are a straight spike");
  18849. v_trans_x = v_prev_x;
  18850. v_trans_y = v_prev_y;
  18851. shrink_by = Math.sqrt( v_prev_lensq / 2 );
  18852. }
  18853. }
  18854. return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
  18855. }
  18856. var contourMovements = [];
  18857. for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  18858. if ( j === il ) { j = 0; }
  18859. if ( k === il ) { k = 0; }
  18860. // (j)---(i)---(k)
  18861. // console.log('i,j,k', i, j , k)
  18862. contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
  18863. }
  18864. var holesMovements = [];
  18865. var oneHoleMovements, verticesMovements = contourMovements.concat();
  18866. for ( var h$2 = 0, hl$2 = holes.length; h$2 < hl$2; h$2 ++ ) {
  18867. var ahole$2 = holes[ h$2 ];
  18868. oneHoleMovements = [];
  18869. for ( var i$1 = 0, il$1 = ahole$2.length, j$1 = il$1 - 1, k$1 = i$1 + 1; i$1 < il$1; i$1 ++, j$1 ++, k$1 ++ ) {
  18870. if ( j$1 === il$1 ) { j$1 = 0; }
  18871. if ( k$1 === il$1 ) { k$1 = 0; }
  18872. // (j)---(i)---(k)
  18873. oneHoleMovements[ i$1 ] = getBevelVec( ahole$2[ i$1 ], ahole$2[ j$1 ], ahole$2[ k$1 ] );
  18874. }
  18875. holesMovements.push( oneHoleMovements );
  18876. verticesMovements = verticesMovements.concat( oneHoleMovements );
  18877. }
  18878. // Loop bevelSegments, 1 for the front, 1 for the back
  18879. for ( var b = 0; b < bevelSegments; b ++ ) {
  18880. //for ( b = bevelSegments; b > 0; b -- ) {
  18881. var t = b / bevelSegments;
  18882. var z = bevelThickness * Math.cos( t * Math.PI / 2 );
  18883. var bs$1 = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  18884. // contract shape
  18885. for ( var i$2 = 0, il$2 = contour.length; i$2 < il$2; i$2 ++ ) {
  18886. var vert = scalePt2( contour[ i$2 ], contourMovements[ i$2 ], bs$1 );
  18887. v( vert.x, vert.y, - z );
  18888. }
  18889. // expand holes
  18890. for ( var h$3 = 0, hl$3 = holes.length; h$3 < hl$3; h$3 ++ ) {
  18891. var ahole$3 = holes[ h$3 ];
  18892. oneHoleMovements = holesMovements[ h$3 ];
  18893. for ( var i$3 = 0, il$3 = ahole$3.length; i$3 < il$3; i$3 ++ ) {
  18894. var vert$1 = scalePt2( ahole$3[ i$3 ], oneHoleMovements[ i$3 ], bs$1 );
  18895. v( vert$1.x, vert$1.y, - z );
  18896. }
  18897. }
  18898. }
  18899. var bs = bevelSize + bevelOffset;
  18900. // Back facing vertices
  18901. for ( var i$4 = 0; i$4 < vlen; i$4 ++ ) {
  18902. var vert$2 = bevelEnabled ? scalePt2( vertices[ i$4 ], verticesMovements[ i$4 ], bs ) : vertices[ i$4 ];
  18903. if ( ! extrudeByPath ) {
  18904. v( vert$2.x, vert$2.y, 0 );
  18905. } else {
  18906. // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
  18907. normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert$2.x );
  18908. binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert$2.y );
  18909. position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );
  18910. v( position2.x, position2.y, position2.z );
  18911. }
  18912. }
  18913. // Add stepped vertices...
  18914. // Including front facing vertices
  18915. for ( var s = 1; s <= steps; s ++ ) {
  18916. for ( var i$5 = 0; i$5 < vlen; i$5 ++ ) {
  18917. var vert$3 = bevelEnabled ? scalePt2( vertices[ i$5 ], verticesMovements[ i$5 ], bs ) : vertices[ i$5 ];
  18918. if ( ! extrudeByPath ) {
  18919. v( vert$3.x, vert$3.y, depth / steps * s );
  18920. } else {
  18921. // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
  18922. normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert$3.x );
  18923. binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert$3.y );
  18924. position2.copy( extrudePts[ s ] ).add( normal ).add( binormal );
  18925. v( position2.x, position2.y, position2.z );
  18926. }
  18927. }
  18928. }
  18929. // Add bevel segments planes
  18930. //for ( b = 1; b <= bevelSegments; b ++ ) {
  18931. for ( var b$1 = bevelSegments - 1; b$1 >= 0; b$1 -- ) {
  18932. var t$1 = b$1 / bevelSegments;
  18933. var z$1 = bevelThickness * Math.cos( t$1 * Math.PI / 2 );
  18934. var bs$2 = bevelSize * Math.sin( t$1 * Math.PI / 2 ) + bevelOffset;
  18935. // contract shape
  18936. for ( var i$6 = 0, il$4 = contour.length; i$6 < il$4; i$6 ++ ) {
  18937. var vert$4 = scalePt2( contour[ i$6 ], contourMovements[ i$6 ], bs$2 );
  18938. v( vert$4.x, vert$4.y, depth + z$1 );
  18939. }
  18940. // expand holes
  18941. for ( var h$4 = 0, hl$4 = holes.length; h$4 < hl$4; h$4 ++ ) {
  18942. var ahole$4 = holes[ h$4 ];
  18943. oneHoleMovements = holesMovements[ h$4 ];
  18944. for ( var i$7 = 0, il$5 = ahole$4.length; i$7 < il$5; i$7 ++ ) {
  18945. var vert$5 = scalePt2( ahole$4[ i$7 ], oneHoleMovements[ i$7 ], bs$2 );
  18946. if ( ! extrudeByPath ) {
  18947. v( vert$5.x, vert$5.y, depth + z$1 );
  18948. } else {
  18949. v( vert$5.x, vert$5.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z$1 );
  18950. }
  18951. }
  18952. }
  18953. }
  18954. /* Faces */
  18955. // Top and bottom faces
  18956. buildLidFaces();
  18957. // Sides faces
  18958. buildSideFaces();
  18959. ///// Internal functions
  18960. function buildLidFaces() {
  18961. var start = verticesArray.length / 3;
  18962. if ( bevelEnabled ) {
  18963. var layer = 0; // steps + 1
  18964. var offset = vlen * layer;
  18965. // Bottom faces
  18966. for ( var i = 0; i < flen; i ++ ) {
  18967. var face = faces[ i ];
  18968. f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );
  18969. }
  18970. layer = steps + bevelSegments * 2;
  18971. offset = vlen * layer;
  18972. // Top faces
  18973. for ( var i$1 = 0; i$1 < flen; i$1 ++ ) {
  18974. var face$1 = faces[ i$1 ];
  18975. f3( face$1[ 0 ] + offset, face$1[ 1 ] + offset, face$1[ 2 ] + offset );
  18976. }
  18977. } else {
  18978. // Bottom faces
  18979. for ( var i$2 = 0; i$2 < flen; i$2 ++ ) {
  18980. var face$2 = faces[ i$2 ];
  18981. f3( face$2[ 2 ], face$2[ 1 ], face$2[ 0 ] );
  18982. }
  18983. // Top faces
  18984. for ( var i$3 = 0; i$3 < flen; i$3 ++ ) {
  18985. var face$3 = faces[ i$3 ];
  18986. f3( face$3[ 0 ] + vlen * steps, face$3[ 1 ] + vlen * steps, face$3[ 2 ] + vlen * steps );
  18987. }
  18988. }
  18989. scope.addGroup( start, verticesArray.length / 3 - start, 0 );
  18990. }
  18991. // Create faces for the z-sides of the shape
  18992. function buildSideFaces() {
  18993. var start = verticesArray.length / 3;
  18994. var layeroffset = 0;
  18995. sidewalls( contour, layeroffset );
  18996. layeroffset += contour.length;
  18997. for ( var h = 0, hl = holes.length; h < hl; h ++ ) {
  18998. var ahole = holes[ h ];
  18999. sidewalls( ahole, layeroffset );
  19000. //, true
  19001. layeroffset += ahole.length;
  19002. }
  19003. scope.addGroup( start, verticesArray.length / 3 - start, 1 );
  19004. }
  19005. function sidewalls( contour, layeroffset ) {
  19006. var i = contour.length;
  19007. while ( -- i >= 0 ) {
  19008. var j = i;
  19009. var k = i - 1;
  19010. if ( k < 0 ) { k = contour.length - 1; }
  19011. //console.log('b', i,j, i-1, k,vertices.length);
  19012. for ( var s = 0, sl = ( steps + bevelSegments * 2 ); s < sl; s ++ ) {
  19013. var slen1 = vlen * s;
  19014. var slen2 = vlen * ( s + 1 );
  19015. var a = layeroffset + j + slen1,
  19016. b = layeroffset + k + slen1,
  19017. c = layeroffset + k + slen2,
  19018. d = layeroffset + j + slen2;
  19019. f4( a, b, c, d );
  19020. }
  19021. }
  19022. }
  19023. function v( x, y, z ) {
  19024. placeholder.push( x );
  19025. placeholder.push( y );
  19026. placeholder.push( z );
  19027. }
  19028. function f3( a, b, c ) {
  19029. addVertex( a );
  19030. addVertex( b );
  19031. addVertex( c );
  19032. var nextIndex = verticesArray.length / 3;
  19033. var uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  19034. addUV( uvs[ 0 ] );
  19035. addUV( uvs[ 1 ] );
  19036. addUV( uvs[ 2 ] );
  19037. }
  19038. function f4( a, b, c, d ) {
  19039. addVertex( a );
  19040. addVertex( b );
  19041. addVertex( d );
  19042. addVertex( b );
  19043. addVertex( c );
  19044. addVertex( d );
  19045. var nextIndex = verticesArray.length / 3;
  19046. var uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  19047. addUV( uvs[ 0 ] );
  19048. addUV( uvs[ 1 ] );
  19049. addUV( uvs[ 3 ] );
  19050. addUV( uvs[ 1 ] );
  19051. addUV( uvs[ 2 ] );
  19052. addUV( uvs[ 3 ] );
  19053. }
  19054. function addVertex( index ) {
  19055. verticesArray.push( placeholder[ index * 3 + 0 ] );
  19056. verticesArray.push( placeholder[ index * 3 + 1 ] );
  19057. verticesArray.push( placeholder[ index * 3 + 2 ] );
  19058. }
  19059. function addUV( vector2 ) {
  19060. uvArray.push( vector2.x );
  19061. uvArray.push( vector2.y );
  19062. }
  19063. }
  19064. }
  19065. ExtrudeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19066. ExtrudeBufferGeometry.prototype.constructor = ExtrudeBufferGeometry;
  19067. ExtrudeBufferGeometry.prototype.toJSON = function () {
  19068. var data = BufferGeometry.prototype.toJSON.call( this );
  19069. var shapes = this.parameters.shapes;
  19070. var options = this.parameters.options;
  19071. return toJSON( shapes, options, data );
  19072. };
  19073. //
  19074. var WorldUVGenerator = {
  19075. generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {
  19076. var a_x = vertices[ indexA * 3 ];
  19077. var a_y = vertices[ indexA * 3 + 1 ];
  19078. var b_x = vertices[ indexB * 3 ];
  19079. var b_y = vertices[ indexB * 3 + 1 ];
  19080. var c_x = vertices[ indexC * 3 ];
  19081. var c_y = vertices[ indexC * 3 + 1 ];
  19082. return [
  19083. new Vector2( a_x, a_y ),
  19084. new Vector2( b_x, b_y ),
  19085. new Vector2( c_x, c_y )
  19086. ];
  19087. },
  19088. generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {
  19089. var a_x = vertices[ indexA * 3 ];
  19090. var a_y = vertices[ indexA * 3 + 1 ];
  19091. var a_z = vertices[ indexA * 3 + 2 ];
  19092. var b_x = vertices[ indexB * 3 ];
  19093. var b_y = vertices[ indexB * 3 + 1 ];
  19094. var b_z = vertices[ indexB * 3 + 2 ];
  19095. var c_x = vertices[ indexC * 3 ];
  19096. var c_y = vertices[ indexC * 3 + 1 ];
  19097. var c_z = vertices[ indexC * 3 + 2 ];
  19098. var d_x = vertices[ indexD * 3 ];
  19099. var d_y = vertices[ indexD * 3 + 1 ];
  19100. var d_z = vertices[ indexD * 3 + 2 ];
  19101. if ( Math.abs( a_y - b_y ) < 0.01 ) {
  19102. return [
  19103. new Vector2( a_x, 1 - a_z ),
  19104. new Vector2( b_x, 1 - b_z ),
  19105. new Vector2( c_x, 1 - c_z ),
  19106. new Vector2( d_x, 1 - d_z )
  19107. ];
  19108. } else {
  19109. return [
  19110. new Vector2( a_y, 1 - a_z ),
  19111. new Vector2( b_y, 1 - b_z ),
  19112. new Vector2( c_y, 1 - c_z ),
  19113. new Vector2( d_y, 1 - d_z )
  19114. ];
  19115. }
  19116. }
  19117. };
  19118. function toJSON( shapes, options, data ) {
  19119. //
  19120. data.shapes = [];
  19121. if ( Array.isArray( shapes ) ) {
  19122. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  19123. var shape = shapes[ i ];
  19124. data.shapes.push( shape.uuid );
  19125. }
  19126. } else {
  19127. data.shapes.push( shapes.uuid );
  19128. }
  19129. //
  19130. if ( options.extrudePath !== undefined ) { data.options.extrudePath = options.extrudePath.toJSON(); }
  19131. return data;
  19132. }
  19133. /**
  19134. * @author zz85 / http://www.lab4games.net/zz85/blog
  19135. * @author alteredq / http://alteredqualia.com/
  19136. *
  19137. * Text = 3D Text
  19138. *
  19139. * parameters = {
  19140. * font: <THREE.Font>, // font
  19141. *
  19142. * size: <float>, // size of the text
  19143. * height: <float>, // thickness to extrude text
  19144. * curveSegments: <int>, // number of points on the curves
  19145. *
  19146. * bevelEnabled: <bool>, // turn on bevel
  19147. * bevelThickness: <float>, // how deep into text bevel goes
  19148. * bevelSize: <float>, // how far from text outline (including bevelOffset) is bevel
  19149. * bevelOffset: <float> // how far from text outline does bevel start
  19150. * }
  19151. */
  19152. // TextGeometry
  19153. function TextGeometry( text, parameters ) {
  19154. Geometry.call( this );
  19155. this.type = 'TextGeometry';
  19156. this.parameters = {
  19157. text: text,
  19158. parameters: parameters
  19159. };
  19160. this.fromBufferGeometry( new TextBufferGeometry( text, parameters ) );
  19161. this.mergeVertices();
  19162. }
  19163. TextGeometry.prototype = Object.create( Geometry.prototype );
  19164. TextGeometry.prototype.constructor = TextGeometry;
  19165. // TextBufferGeometry
  19166. function TextBufferGeometry( text, parameters ) {
  19167. parameters = parameters || {};
  19168. var font = parameters.font;
  19169. if ( ! ( font && font.isFont ) ) {
  19170. console.error( 'THREE.TextGeometry: font parameter is not an instance of THREE.Font.' );
  19171. return new Geometry();
  19172. }
  19173. var shapes = font.generateShapes( text, parameters.size );
  19174. // translate parameters to ExtrudeGeometry API
  19175. parameters.depth = parameters.height !== undefined ? parameters.height : 50;
  19176. // defaults
  19177. if ( parameters.bevelThickness === undefined ) { parameters.bevelThickness = 10; }
  19178. if ( parameters.bevelSize === undefined ) { parameters.bevelSize = 8; }
  19179. if ( parameters.bevelEnabled === undefined ) { parameters.bevelEnabled = false; }
  19180. ExtrudeBufferGeometry.call( this, shapes, parameters );
  19181. this.type = 'TextBufferGeometry';
  19182. }
  19183. TextBufferGeometry.prototype = Object.create( ExtrudeBufferGeometry.prototype );
  19184. TextBufferGeometry.prototype.constructor = TextBufferGeometry;
  19185. /**
  19186. * @author mrdoob / http://mrdoob.com/
  19187. * @author benaadams / https://twitter.com/ben_a_adams
  19188. * @author Mugen87 / https://github.com/Mugen87
  19189. */
  19190. // SphereGeometry
  19191. function SphereGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
  19192. Geometry.call( this );
  19193. this.type = 'SphereGeometry';
  19194. this.parameters = {
  19195. radius: radius,
  19196. widthSegments: widthSegments,
  19197. heightSegments: heightSegments,
  19198. phiStart: phiStart,
  19199. phiLength: phiLength,
  19200. thetaStart: thetaStart,
  19201. thetaLength: thetaLength
  19202. };
  19203. this.fromBufferGeometry( new SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) );
  19204. this.mergeVertices();
  19205. }
  19206. SphereGeometry.prototype = Object.create( Geometry.prototype );
  19207. SphereGeometry.prototype.constructor = SphereGeometry;
  19208. // SphereBufferGeometry
  19209. function SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
  19210. BufferGeometry.call( this );
  19211. this.type = 'SphereBufferGeometry';
  19212. this.parameters = {
  19213. radius: radius,
  19214. widthSegments: widthSegments,
  19215. heightSegments: heightSegments,
  19216. phiStart: phiStart,
  19217. phiLength: phiLength,
  19218. thetaStart: thetaStart,
  19219. thetaLength: thetaLength
  19220. };
  19221. radius = radius || 1;
  19222. widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 );
  19223. heightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 );
  19224. phiStart = phiStart !== undefined ? phiStart : 0;
  19225. phiLength = phiLength !== undefined ? phiLength : Math.PI * 2;
  19226. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  19227. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI;
  19228. var thetaEnd = Math.min( thetaStart + thetaLength, Math.PI );
  19229. var index = 0;
  19230. var grid = [];
  19231. var vertex = new Vector3();
  19232. var normal = new Vector3();
  19233. // buffers
  19234. var indices = [];
  19235. var vertices = [];
  19236. var normals = [];
  19237. var uvs = [];
  19238. // generate vertices, normals and uvs
  19239. for ( var iy = 0; iy <= heightSegments; iy ++ ) {
  19240. var verticesRow = [];
  19241. var v = iy / heightSegments;
  19242. // special case for the poles
  19243. var uOffset = 0;
  19244. if ( iy == 0 && thetaStart == 0 ) {
  19245. uOffset = 0.5 / widthSegments;
  19246. } else if ( iy == heightSegments && thetaEnd == Math.PI ) {
  19247. uOffset = - 0.5 / widthSegments;
  19248. }
  19249. for ( var ix = 0; ix <= widthSegments; ix ++ ) {
  19250. var u = ix / widthSegments;
  19251. // vertex
  19252. vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  19253. vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
  19254. vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  19255. vertices.push( vertex.x, vertex.y, vertex.z );
  19256. // normal
  19257. normal.copy( vertex ).normalize();
  19258. normals.push( normal.x, normal.y, normal.z );
  19259. // uv
  19260. uvs.push( u + uOffset, 1 - v );
  19261. verticesRow.push( index ++ );
  19262. }
  19263. grid.push( verticesRow );
  19264. }
  19265. // indices
  19266. for ( var iy$1 = 0; iy$1 < heightSegments; iy$1 ++ ) {
  19267. for ( var ix$1 = 0; ix$1 < widthSegments; ix$1 ++ ) {
  19268. var a = grid[ iy$1 ][ ix$1 + 1 ];
  19269. var b = grid[ iy$1 ][ ix$1 ];
  19270. var c = grid[ iy$1 + 1 ][ ix$1 ];
  19271. var d = grid[ iy$1 + 1 ][ ix$1 + 1 ];
  19272. if ( iy$1 !== 0 || thetaStart > 0 ) { indices.push( a, b, d ); }
  19273. if ( iy$1 !== heightSegments - 1 || thetaEnd < Math.PI ) { indices.push( b, c, d ); }
  19274. }
  19275. }
  19276. // build geometry
  19277. this.setIndex( indices );
  19278. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19279. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19280. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19281. }
  19282. SphereBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19283. SphereBufferGeometry.prototype.constructor = SphereBufferGeometry;
  19284. /**
  19285. * @author Kaleb Murphy
  19286. * @author Mugen87 / https://github.com/Mugen87
  19287. */
  19288. // RingGeometry
  19289. function RingGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
  19290. Geometry.call( this );
  19291. this.type = 'RingGeometry';
  19292. this.parameters = {
  19293. innerRadius: innerRadius,
  19294. outerRadius: outerRadius,
  19295. thetaSegments: thetaSegments,
  19296. phiSegments: phiSegments,
  19297. thetaStart: thetaStart,
  19298. thetaLength: thetaLength
  19299. };
  19300. this.fromBufferGeometry( new RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) );
  19301. this.mergeVertices();
  19302. }
  19303. RingGeometry.prototype = Object.create( Geometry.prototype );
  19304. RingGeometry.prototype.constructor = RingGeometry;
  19305. // RingBufferGeometry
  19306. function RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
  19307. BufferGeometry.call( this );
  19308. this.type = 'RingBufferGeometry';
  19309. this.parameters = {
  19310. innerRadius: innerRadius,
  19311. outerRadius: outerRadius,
  19312. thetaSegments: thetaSegments,
  19313. phiSegments: phiSegments,
  19314. thetaStart: thetaStart,
  19315. thetaLength: thetaLength
  19316. };
  19317. innerRadius = innerRadius || 0.5;
  19318. outerRadius = outerRadius || 1;
  19319. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  19320. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  19321. thetaSegments = thetaSegments !== undefined ? Math.max( 3, thetaSegments ) : 8;
  19322. phiSegments = phiSegments !== undefined ? Math.max( 1, phiSegments ) : 1;
  19323. // buffers
  19324. var indices = [];
  19325. var vertices = [];
  19326. var normals = [];
  19327. var uvs = [];
  19328. // some helper variables
  19329. var radius = innerRadius;
  19330. var radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
  19331. var vertex = new Vector3();
  19332. var uv = new Vector2();
  19333. // generate vertices, normals and uvs
  19334. for ( var j = 0; j <= phiSegments; j ++ ) {
  19335. for ( var i = 0; i <= thetaSegments; i ++ ) {
  19336. // values are generate from the inside of the ring to the outside
  19337. var segment = thetaStart + i / thetaSegments * thetaLength;
  19338. // vertex
  19339. vertex.x = radius * Math.cos( segment );
  19340. vertex.y = radius * Math.sin( segment );
  19341. vertices.push( vertex.x, vertex.y, vertex.z );
  19342. // normal
  19343. normals.push( 0, 0, 1 );
  19344. // uv
  19345. uv.x = ( vertex.x / outerRadius + 1 ) / 2;
  19346. uv.y = ( vertex.y / outerRadius + 1 ) / 2;
  19347. uvs.push( uv.x, uv.y );
  19348. }
  19349. // increase the radius for next row of vertices
  19350. radius += radiusStep;
  19351. }
  19352. // indices
  19353. for ( var j$1 = 0; j$1 < phiSegments; j$1 ++ ) {
  19354. var thetaSegmentLevel = j$1 * ( thetaSegments + 1 );
  19355. for ( var i$1 = 0; i$1 < thetaSegments; i$1 ++ ) {
  19356. var segment$1 = i$1 + thetaSegmentLevel;
  19357. var a = segment$1;
  19358. var b = segment$1 + thetaSegments + 1;
  19359. var c = segment$1 + thetaSegments + 2;
  19360. var d = segment$1 + 1;
  19361. // faces
  19362. indices.push( a, b, d );
  19363. indices.push( b, c, d );
  19364. }
  19365. }
  19366. // build geometry
  19367. this.setIndex( indices );
  19368. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19369. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19370. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19371. }
  19372. RingBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19373. RingBufferGeometry.prototype.constructor = RingBufferGeometry;
  19374. /**
  19375. * @author zz85 / https://github.com/zz85
  19376. * @author bhouston / http://clara.io
  19377. * @author Mugen87 / https://github.com/Mugen87
  19378. */
  19379. // LatheGeometry
  19380. function LatheGeometry( points, segments, phiStart, phiLength ) {
  19381. Geometry.call( this );
  19382. this.type = 'LatheGeometry';
  19383. this.parameters = {
  19384. points: points,
  19385. segments: segments,
  19386. phiStart: phiStart,
  19387. phiLength: phiLength
  19388. };
  19389. this.fromBufferGeometry( new LatheBufferGeometry( points, segments, phiStart, phiLength ) );
  19390. this.mergeVertices();
  19391. }
  19392. LatheGeometry.prototype = Object.create( Geometry.prototype );
  19393. LatheGeometry.prototype.constructor = LatheGeometry;
  19394. // LatheBufferGeometry
  19395. function LatheBufferGeometry( points, segments, phiStart, phiLength ) {
  19396. BufferGeometry.call( this );
  19397. this.type = 'LatheBufferGeometry';
  19398. this.parameters = {
  19399. points: points,
  19400. segments: segments,
  19401. phiStart: phiStart,
  19402. phiLength: phiLength
  19403. };
  19404. segments = Math.floor( segments ) || 12;
  19405. phiStart = phiStart || 0;
  19406. phiLength = phiLength || Math.PI * 2;
  19407. // clamp phiLength so it's in range of [ 0, 2PI ]
  19408. phiLength = MathUtils.clamp( phiLength, 0, Math.PI * 2 );
  19409. // buffers
  19410. var indices = [];
  19411. var vertices = [];
  19412. var uvs = [];
  19413. // helper variables
  19414. var inverseSegments = 1.0 / segments;
  19415. var vertex = new Vector3();
  19416. var uv = new Vector2();
  19417. // generate vertices and uvs
  19418. for ( var i = 0; i <= segments; i ++ ) {
  19419. var phi = phiStart + i * inverseSegments * phiLength;
  19420. var sin = Math.sin( phi );
  19421. var cos = Math.cos( phi );
  19422. for ( var j = 0; j <= ( points.length - 1 ); j ++ ) {
  19423. // vertex
  19424. vertex.x = points[ j ].x * sin;
  19425. vertex.y = points[ j ].y;
  19426. vertex.z = points[ j ].x * cos;
  19427. vertices.push( vertex.x, vertex.y, vertex.z );
  19428. // uv
  19429. uv.x = i / segments;
  19430. uv.y = j / ( points.length - 1 );
  19431. uvs.push( uv.x, uv.y );
  19432. }
  19433. }
  19434. // indices
  19435. for ( var i$1 = 0; i$1 < segments; i$1 ++ ) {
  19436. for ( var j$1 = 0; j$1 < ( points.length - 1 ); j$1 ++ ) {
  19437. var base = j$1 + i$1 * points.length;
  19438. var a = base;
  19439. var b = base + points.length;
  19440. var c = base + points.length + 1;
  19441. var d = base + 1;
  19442. // faces
  19443. indices.push( a, b, d );
  19444. indices.push( b, c, d );
  19445. }
  19446. }
  19447. // build geometry
  19448. this.setIndex( indices );
  19449. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19450. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19451. // generate normals
  19452. this.computeVertexNormals();
  19453. // if the geometry is closed, we need to average the normals along the seam.
  19454. // because the corresponding vertices are identical (but still have different UVs).
  19455. if ( phiLength === Math.PI * 2 ) {
  19456. var normals = this.attributes.normal.array;
  19457. var n1 = new Vector3();
  19458. var n2 = new Vector3();
  19459. var n = new Vector3();
  19460. // this is the buffer offset for the last line of vertices
  19461. var base$1 = segments * points.length * 3;
  19462. for ( var i$2 = 0, j$2 = 0; i$2 < points.length; i$2 ++, j$2 += 3 ) {
  19463. // select the normal of the vertex in the first line
  19464. n1.x = normals[ j$2 + 0 ];
  19465. n1.y = normals[ j$2 + 1 ];
  19466. n1.z = normals[ j$2 + 2 ];
  19467. // select the normal of the vertex in the last line
  19468. n2.x = normals[ base$1 + j$2 + 0 ];
  19469. n2.y = normals[ base$1 + j$2 + 1 ];
  19470. n2.z = normals[ base$1 + j$2 + 2 ];
  19471. // average normals
  19472. n.addVectors( n1, n2 ).normalize();
  19473. // assign the new values to both normals
  19474. normals[ j$2 + 0 ] = normals[ base$1 + j$2 + 0 ] = n.x;
  19475. normals[ j$2 + 1 ] = normals[ base$1 + j$2 + 1 ] = n.y;
  19476. normals[ j$2 + 2 ] = normals[ base$1 + j$2 + 2 ] = n.z;
  19477. }
  19478. }
  19479. }
  19480. LatheBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19481. LatheBufferGeometry.prototype.constructor = LatheBufferGeometry;
  19482. /**
  19483. * @author jonobr1 / http://jonobr1.com
  19484. * @author Mugen87 / https://github.com/Mugen87
  19485. */
  19486. // ShapeGeometry
  19487. function ShapeGeometry( shapes, curveSegments ) {
  19488. Geometry.call( this );
  19489. this.type = 'ShapeGeometry';
  19490. if ( typeof curveSegments === 'object' ) {
  19491. console.warn( 'THREE.ShapeGeometry: Options parameter has been removed.' );
  19492. curveSegments = curveSegments.curveSegments;
  19493. }
  19494. this.parameters = {
  19495. shapes: shapes,
  19496. curveSegments: curveSegments
  19497. };
  19498. this.fromBufferGeometry( new ShapeBufferGeometry( shapes, curveSegments ) );
  19499. this.mergeVertices();
  19500. }
  19501. ShapeGeometry.prototype = Object.create( Geometry.prototype );
  19502. ShapeGeometry.prototype.constructor = ShapeGeometry;
  19503. ShapeGeometry.prototype.toJSON = function () {
  19504. var data = Geometry.prototype.toJSON.call( this );
  19505. var shapes = this.parameters.shapes;
  19506. return toJSON$1( shapes, data );
  19507. };
  19508. // ShapeBufferGeometry
  19509. function ShapeBufferGeometry( shapes, curveSegments ) {
  19510. BufferGeometry.call( this );
  19511. this.type = 'ShapeBufferGeometry';
  19512. this.parameters = {
  19513. shapes: shapes,
  19514. curveSegments: curveSegments
  19515. };
  19516. curveSegments = curveSegments || 12;
  19517. // buffers
  19518. var indices = [];
  19519. var vertices = [];
  19520. var normals = [];
  19521. var uvs = [];
  19522. // helper variables
  19523. var groupStart = 0;
  19524. var groupCount = 0;
  19525. // allow single and array values for "shapes" parameter
  19526. if ( Array.isArray( shapes ) === false ) {
  19527. addShape( shapes );
  19528. } else {
  19529. for ( var i = 0; i < shapes.length; i ++ ) {
  19530. addShape( shapes[ i ] );
  19531. this.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support
  19532. groupStart += groupCount;
  19533. groupCount = 0;
  19534. }
  19535. }
  19536. // build geometry
  19537. this.setIndex( indices );
  19538. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19539. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19540. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19541. // helper functions
  19542. function addShape( shape ) {
  19543. var indexOffset = vertices.length / 3;
  19544. var points = shape.extractPoints( curveSegments );
  19545. var shapeVertices = points.shape;
  19546. var shapeHoles = points.holes;
  19547. // check direction of vertices
  19548. if ( ShapeUtils.isClockWise( shapeVertices ) === false ) {
  19549. shapeVertices = shapeVertices.reverse();
  19550. }
  19551. for ( var i = 0, l = shapeHoles.length; i < l; i ++ ) {
  19552. var shapeHole = shapeHoles[ i ];
  19553. if ( ShapeUtils.isClockWise( shapeHole ) === true ) {
  19554. shapeHoles[ i ] = shapeHole.reverse();
  19555. }
  19556. }
  19557. var faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );
  19558. // join vertices of inner and outer paths to a single array
  19559. for ( var i$1 = 0, l$1 = shapeHoles.length; i$1 < l$1; i$1 ++ ) {
  19560. var shapeHole$1 = shapeHoles[ i$1 ];
  19561. shapeVertices = shapeVertices.concat( shapeHole$1 );
  19562. }
  19563. // vertices, normals, uvs
  19564. for ( var i$2 = 0, l$2 = shapeVertices.length; i$2 < l$2; i$2 ++ ) {
  19565. var vertex = shapeVertices[ i$2 ];
  19566. vertices.push( vertex.x, vertex.y, 0 );
  19567. normals.push( 0, 0, 1 );
  19568. uvs.push( vertex.x, vertex.y ); // world uvs
  19569. }
  19570. // incides
  19571. for ( var i$3 = 0, l$3 = faces.length; i$3 < l$3; i$3 ++ ) {
  19572. var face = faces[ i$3 ];
  19573. var a = face[ 0 ] + indexOffset;
  19574. var b = face[ 1 ] + indexOffset;
  19575. var c = face[ 2 ] + indexOffset;
  19576. indices.push( a, b, c );
  19577. groupCount += 3;
  19578. }
  19579. }
  19580. }
  19581. ShapeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19582. ShapeBufferGeometry.prototype.constructor = ShapeBufferGeometry;
  19583. ShapeBufferGeometry.prototype.toJSON = function () {
  19584. var data = BufferGeometry.prototype.toJSON.call( this );
  19585. var shapes = this.parameters.shapes;
  19586. return toJSON$1( shapes, data );
  19587. };
  19588. //
  19589. function toJSON$1( shapes, data ) {
  19590. data.shapes = [];
  19591. if ( Array.isArray( shapes ) ) {
  19592. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  19593. var shape = shapes[ i ];
  19594. data.shapes.push( shape.uuid );
  19595. }
  19596. } else {
  19597. data.shapes.push( shapes.uuid );
  19598. }
  19599. return data;
  19600. }
  19601. /**
  19602. * @author WestLangley / http://github.com/WestLangley
  19603. * @author Mugen87 / https://github.com/Mugen87
  19604. */
  19605. function EdgesGeometry( geometry, thresholdAngle ) {
  19606. BufferGeometry.call( this );
  19607. this.type = 'EdgesGeometry';
  19608. this.parameters = {
  19609. thresholdAngle: thresholdAngle
  19610. };
  19611. thresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1;
  19612. // buffer
  19613. var vertices = [];
  19614. // helper variables
  19615. var thresholdDot = Math.cos( MathUtils.DEG2RAD * thresholdAngle );
  19616. var edge = [ 0, 0 ], edges = {};
  19617. var edge1, edge2, key;
  19618. var keys = [ 'a', 'b', 'c' ];
  19619. // prepare source geometry
  19620. var geometry2;
  19621. if ( geometry.isBufferGeometry ) {
  19622. geometry2 = new Geometry();
  19623. geometry2.fromBufferGeometry( geometry );
  19624. } else {
  19625. geometry2 = geometry.clone();
  19626. }
  19627. geometry2.mergeVertices();
  19628. geometry2.computeFaceNormals();
  19629. var sourceVertices = geometry2.vertices;
  19630. var faces = geometry2.faces;
  19631. // now create a data structure where each entry represents an edge with its adjoining faces
  19632. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  19633. var face = faces[ i ];
  19634. for ( var j = 0; j < 3; j ++ ) {
  19635. edge1 = face[ keys[ j ] ];
  19636. edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
  19637. edge[ 0 ] = Math.min( edge1, edge2 );
  19638. edge[ 1 ] = Math.max( edge1, edge2 );
  19639. key = edge[ 0 ] + ',' + edge[ 1 ];
  19640. if ( edges[ key ] === undefined ) {
  19641. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ], face1: i, face2: undefined };
  19642. } else {
  19643. edges[ key ].face2 = i;
  19644. }
  19645. }
  19646. }
  19647. // generate vertices
  19648. for ( key in edges ) {
  19649. var e = edges[ key ];
  19650. // an edge is only rendered if the angle (in degrees) between the face normals of the adjoining faces exceeds this value. default = 1 degree.
  19651. if ( e.face2 === undefined || faces[ e.face1 ].normal.dot( faces[ e.face2 ].normal ) <= thresholdDot ) {
  19652. var vertex = sourceVertices[ e.index1 ];
  19653. vertices.push( vertex.x, vertex.y, vertex.z );
  19654. vertex = sourceVertices[ e.index2 ];
  19655. vertices.push( vertex.x, vertex.y, vertex.z );
  19656. }
  19657. }
  19658. // build geometry
  19659. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19660. }
  19661. EdgesGeometry.prototype = Object.create( BufferGeometry.prototype );
  19662. EdgesGeometry.prototype.constructor = EdgesGeometry;
  19663. /**
  19664. * @author mrdoob / http://mrdoob.com/
  19665. * @author Mugen87 / https://github.com/Mugen87
  19666. */
  19667. // CylinderGeometry
  19668. function CylinderGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19669. Geometry.call( this );
  19670. this.type = 'CylinderGeometry';
  19671. this.parameters = {
  19672. radiusTop: radiusTop,
  19673. radiusBottom: radiusBottom,
  19674. height: height,
  19675. radialSegments: radialSegments,
  19676. heightSegments: heightSegments,
  19677. openEnded: openEnded,
  19678. thetaStart: thetaStart,
  19679. thetaLength: thetaLength
  19680. };
  19681. this.fromBufferGeometry( new CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) );
  19682. this.mergeVertices();
  19683. }
  19684. CylinderGeometry.prototype = Object.create( Geometry.prototype );
  19685. CylinderGeometry.prototype.constructor = CylinderGeometry;
  19686. // CylinderBufferGeometry
  19687. function CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19688. BufferGeometry.call( this );
  19689. this.type = 'CylinderBufferGeometry';
  19690. this.parameters = {
  19691. radiusTop: radiusTop,
  19692. radiusBottom: radiusBottom,
  19693. height: height,
  19694. radialSegments: radialSegments,
  19695. heightSegments: heightSegments,
  19696. openEnded: openEnded,
  19697. thetaStart: thetaStart,
  19698. thetaLength: thetaLength
  19699. };
  19700. var scope = this;
  19701. radiusTop = radiusTop !== undefined ? radiusTop : 1;
  19702. radiusBottom = radiusBottom !== undefined ? radiusBottom : 1;
  19703. height = height || 1;
  19704. radialSegments = Math.floor( radialSegments ) || 8;
  19705. heightSegments = Math.floor( heightSegments ) || 1;
  19706. openEnded = openEnded !== undefined ? openEnded : false;
  19707. thetaStart = thetaStart !== undefined ? thetaStart : 0.0;
  19708. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  19709. // buffers
  19710. var indices = [];
  19711. var vertices = [];
  19712. var normals = [];
  19713. var uvs = [];
  19714. // helper variables
  19715. var index = 0;
  19716. var indexArray = [];
  19717. var halfHeight = height / 2;
  19718. var groupStart = 0;
  19719. // generate geometry
  19720. generateTorso();
  19721. if ( openEnded === false ) {
  19722. if ( radiusTop > 0 ) { generateCap( true ); }
  19723. if ( radiusBottom > 0 ) { generateCap( false ); }
  19724. }
  19725. // build geometry
  19726. this.setIndex( indices );
  19727. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19728. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19729. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19730. function generateTorso() {
  19731. var normal = new Vector3();
  19732. var vertex = new Vector3();
  19733. var groupCount = 0;
  19734. // this will be used to calculate the normal
  19735. var slope = ( radiusBottom - radiusTop ) / height;
  19736. // generate vertices, normals and uvs
  19737. for ( var y = 0; y <= heightSegments; y ++ ) {
  19738. var indexRow = [];
  19739. var v = y / heightSegments;
  19740. // calculate the radius of the current row
  19741. var radius = v * ( radiusBottom - radiusTop ) + radiusTop;
  19742. for ( var x = 0; x <= radialSegments; x ++ ) {
  19743. var u = x / radialSegments;
  19744. var theta = u * thetaLength + thetaStart;
  19745. var sinTheta = Math.sin( theta );
  19746. var cosTheta = Math.cos( theta );
  19747. // vertex
  19748. vertex.x = radius * sinTheta;
  19749. vertex.y = - v * height + halfHeight;
  19750. vertex.z = radius * cosTheta;
  19751. vertices.push( vertex.x, vertex.y, vertex.z );
  19752. // normal
  19753. normal.set( sinTheta, slope, cosTheta ).normalize();
  19754. normals.push( normal.x, normal.y, normal.z );
  19755. // uv
  19756. uvs.push( u, 1 - v );
  19757. // save index of vertex in respective row
  19758. indexRow.push( index ++ );
  19759. }
  19760. // now save vertices of the row in our index array
  19761. indexArray.push( indexRow );
  19762. }
  19763. // generate indices
  19764. for ( var x$1 = 0; x$1 < radialSegments; x$1 ++ ) {
  19765. for ( var y$1 = 0; y$1 < heightSegments; y$1 ++ ) {
  19766. // we use the index array to access the correct indices
  19767. var a = indexArray[ y$1 ][ x$1 ];
  19768. var b = indexArray[ y$1 + 1 ][ x$1 ];
  19769. var c = indexArray[ y$1 + 1 ][ x$1 + 1 ];
  19770. var d = indexArray[ y$1 ][ x$1 + 1 ];
  19771. // faces
  19772. indices.push( a, b, d );
  19773. indices.push( b, c, d );
  19774. // update group counter
  19775. groupCount += 6;
  19776. }
  19777. }
  19778. // add a group to the geometry. this will ensure multi material support
  19779. scope.addGroup( groupStart, groupCount, 0 );
  19780. // calculate new start value for groups
  19781. groupStart += groupCount;
  19782. }
  19783. function generateCap( top ) {
  19784. var centerIndexStart, centerIndexEnd;
  19785. var uv = new Vector2();
  19786. var vertex = new Vector3();
  19787. var groupCount = 0;
  19788. var radius = ( top === true ) ? radiusTop : radiusBottom;
  19789. var sign = ( top === true ) ? 1 : - 1;
  19790. // save the index of the first center vertex
  19791. centerIndexStart = index;
  19792. // first we generate the center vertex data of the cap.
  19793. // because the geometry needs one set of uvs per face,
  19794. // we must generate a center vertex per face/segment
  19795. for ( var x = 1; x <= radialSegments; x ++ ) {
  19796. // vertex
  19797. vertices.push( 0, halfHeight * sign, 0 );
  19798. // normal
  19799. normals.push( 0, sign, 0 );
  19800. // uv
  19801. uvs.push( 0.5, 0.5 );
  19802. // increase index
  19803. index ++;
  19804. }
  19805. // save the index of the last center vertex
  19806. centerIndexEnd = index;
  19807. // now we generate the surrounding vertices, normals and uvs
  19808. for ( var x$1 = 0; x$1 <= radialSegments; x$1 ++ ) {
  19809. var u = x$1 / radialSegments;
  19810. var theta = u * thetaLength + thetaStart;
  19811. var cosTheta = Math.cos( theta );
  19812. var sinTheta = Math.sin( theta );
  19813. // vertex
  19814. vertex.x = radius * sinTheta;
  19815. vertex.y = halfHeight * sign;
  19816. vertex.z = radius * cosTheta;
  19817. vertices.push( vertex.x, vertex.y, vertex.z );
  19818. // normal
  19819. normals.push( 0, sign, 0 );
  19820. // uv
  19821. uv.x = ( cosTheta * 0.5 ) + 0.5;
  19822. uv.y = ( sinTheta * 0.5 * sign ) + 0.5;
  19823. uvs.push( uv.x, uv.y );
  19824. // increase index
  19825. index ++;
  19826. }
  19827. // generate indices
  19828. for ( var x$2 = 0; x$2 < radialSegments; x$2 ++ ) {
  19829. var c = centerIndexStart + x$2;
  19830. var i = centerIndexEnd + x$2;
  19831. if ( top === true ) {
  19832. // face top
  19833. indices.push( i, i + 1, c );
  19834. } else {
  19835. // face bottom
  19836. indices.push( i + 1, i, c );
  19837. }
  19838. groupCount += 3;
  19839. }
  19840. // add a group to the geometry. this will ensure multi material support
  19841. scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );
  19842. // calculate new start value for groups
  19843. groupStart += groupCount;
  19844. }
  19845. }
  19846. CylinderBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19847. CylinderBufferGeometry.prototype.constructor = CylinderBufferGeometry;
  19848. /**
  19849. * @author abelnation / http://github.com/abelnation
  19850. */
  19851. // ConeGeometry
  19852. function ConeGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19853. CylinderGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  19854. this.type = 'ConeGeometry';
  19855. this.parameters = {
  19856. radius: radius,
  19857. height: height,
  19858. radialSegments: radialSegments,
  19859. heightSegments: heightSegments,
  19860. openEnded: openEnded,
  19861. thetaStart: thetaStart,
  19862. thetaLength: thetaLength
  19863. };
  19864. }
  19865. ConeGeometry.prototype = Object.create( CylinderGeometry.prototype );
  19866. ConeGeometry.prototype.constructor = ConeGeometry;
  19867. // ConeBufferGeometry
  19868. function ConeBufferGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19869. CylinderBufferGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  19870. this.type = 'ConeBufferGeometry';
  19871. this.parameters = {
  19872. radius: radius,
  19873. height: height,
  19874. radialSegments: radialSegments,
  19875. heightSegments: heightSegments,
  19876. openEnded: openEnded,
  19877. thetaStart: thetaStart,
  19878. thetaLength: thetaLength
  19879. };
  19880. }
  19881. ConeBufferGeometry.prototype = Object.create( CylinderBufferGeometry.prototype );
  19882. ConeBufferGeometry.prototype.constructor = ConeBufferGeometry;
  19883. /**
  19884. * @author benaadams / https://twitter.com/ben_a_adams
  19885. * @author Mugen87 / https://github.com/Mugen87
  19886. * @author hughes
  19887. */
  19888. // CircleGeometry
  19889. function CircleGeometry( radius, segments, thetaStart, thetaLength ) {
  19890. Geometry.call( this );
  19891. this.type = 'CircleGeometry';
  19892. this.parameters = {
  19893. radius: radius,
  19894. segments: segments,
  19895. thetaStart: thetaStart,
  19896. thetaLength: thetaLength
  19897. };
  19898. this.fromBufferGeometry( new CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) );
  19899. this.mergeVertices();
  19900. }
  19901. CircleGeometry.prototype = Object.create( Geometry.prototype );
  19902. CircleGeometry.prototype.constructor = CircleGeometry;
  19903. // CircleBufferGeometry
  19904. function CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) {
  19905. BufferGeometry.call( this );
  19906. this.type = 'CircleBufferGeometry';
  19907. this.parameters = {
  19908. radius: radius,
  19909. segments: segments,
  19910. thetaStart: thetaStart,
  19911. thetaLength: thetaLength
  19912. };
  19913. radius = radius || 1;
  19914. segments = segments !== undefined ? Math.max( 3, segments ) : 8;
  19915. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  19916. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  19917. // buffers
  19918. var indices = [];
  19919. var vertices = [];
  19920. var normals = [];
  19921. var uvs = [];
  19922. // helper variables
  19923. var vertex = new Vector3();
  19924. var uv = new Vector2();
  19925. // center point
  19926. vertices.push( 0, 0, 0 );
  19927. normals.push( 0, 0, 1 );
  19928. uvs.push( 0.5, 0.5 );
  19929. for ( var s = 0, i = 3; s <= segments; s ++, i += 3 ) {
  19930. var segment = thetaStart + s / segments * thetaLength;
  19931. // vertex
  19932. vertex.x = radius * Math.cos( segment );
  19933. vertex.y = radius * Math.sin( segment );
  19934. vertices.push( vertex.x, vertex.y, vertex.z );
  19935. // normal
  19936. normals.push( 0, 0, 1 );
  19937. // uvs
  19938. uv.x = ( vertices[ i ] / radius + 1 ) / 2;
  19939. uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;
  19940. uvs.push( uv.x, uv.y );
  19941. }
  19942. // indices
  19943. for ( var i$1 = 1; i$1 <= segments; i$1 ++ ) {
  19944. indices.push( i$1, i$1 + 1, 0 );
  19945. }
  19946. // build geometry
  19947. this.setIndex( indices );
  19948. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19949. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19950. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19951. }
  19952. CircleBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19953. CircleBufferGeometry.prototype.constructor = CircleBufferGeometry;
  19954. var Geometries = /*#__PURE__*/Object.freeze({
  19955. __proto__: null,
  19956. WireframeGeometry: WireframeGeometry,
  19957. ParametricGeometry: ParametricGeometry,
  19958. ParametricBufferGeometry: ParametricBufferGeometry,
  19959. TetrahedronGeometry: TetrahedronGeometry,
  19960. TetrahedronBufferGeometry: TetrahedronBufferGeometry,
  19961. OctahedronGeometry: OctahedronGeometry,
  19962. OctahedronBufferGeometry: OctahedronBufferGeometry,
  19963. IcosahedronGeometry: IcosahedronGeometry,
  19964. IcosahedronBufferGeometry: IcosahedronBufferGeometry,
  19965. DodecahedronGeometry: DodecahedronGeometry,
  19966. DodecahedronBufferGeometry: DodecahedronBufferGeometry,
  19967. PolyhedronGeometry: PolyhedronGeometry,
  19968. PolyhedronBufferGeometry: PolyhedronBufferGeometry,
  19969. TubeGeometry: TubeGeometry,
  19970. TubeBufferGeometry: TubeBufferGeometry,
  19971. TorusKnotGeometry: TorusKnotGeometry,
  19972. TorusKnotBufferGeometry: TorusKnotBufferGeometry,
  19973. TorusGeometry: TorusGeometry,
  19974. TorusBufferGeometry: TorusBufferGeometry,
  19975. TextGeometry: TextGeometry,
  19976. TextBufferGeometry: TextBufferGeometry,
  19977. SphereGeometry: SphereGeometry,
  19978. SphereBufferGeometry: SphereBufferGeometry,
  19979. RingGeometry: RingGeometry,
  19980. RingBufferGeometry: RingBufferGeometry,
  19981. PlaneGeometry: PlaneGeometry,
  19982. PlaneBufferGeometry: PlaneBufferGeometry,
  19983. LatheGeometry: LatheGeometry,
  19984. LatheBufferGeometry: LatheBufferGeometry,
  19985. ShapeGeometry: ShapeGeometry,
  19986. ShapeBufferGeometry: ShapeBufferGeometry,
  19987. ExtrudeGeometry: ExtrudeGeometry,
  19988. ExtrudeBufferGeometry: ExtrudeBufferGeometry,
  19989. EdgesGeometry: EdgesGeometry,
  19990. ConeGeometry: ConeGeometry,
  19991. ConeBufferGeometry: ConeBufferGeometry,
  19992. CylinderGeometry: CylinderGeometry,
  19993. CylinderBufferGeometry: CylinderBufferGeometry,
  19994. CircleGeometry: CircleGeometry,
  19995. CircleBufferGeometry: CircleBufferGeometry,
  19996. BoxGeometry: BoxGeometry,
  19997. BoxBufferGeometry: BoxBufferGeometry
  19998. });
  19999. /**
  20000. * @author mrdoob / http://mrdoob.com/
  20001. *
  20002. * parameters = {
  20003. * color: <THREE.Color>
  20004. * }
  20005. */
  20006. function ShadowMaterial( parameters ) {
  20007. Material.call( this );
  20008. this.type = 'ShadowMaterial';
  20009. this.color = new Color( 0x000000 );
  20010. this.transparent = true;
  20011. this.setValues( parameters );
  20012. }
  20013. ShadowMaterial.prototype = Object.create( Material.prototype );
  20014. ShadowMaterial.prototype.constructor = ShadowMaterial;
  20015. ShadowMaterial.prototype.isShadowMaterial = true;
  20016. ShadowMaterial.prototype.copy = function ( source ) {
  20017. Material.prototype.copy.call( this, source );
  20018. this.color.copy( source.color );
  20019. return this;
  20020. };
  20021. /**
  20022. * @author mrdoob / http://mrdoob.com/
  20023. */
  20024. function RawShaderMaterial( parameters ) {
  20025. ShaderMaterial.call( this, parameters );
  20026. this.type = 'RawShaderMaterial';
  20027. }
  20028. RawShaderMaterial.prototype = Object.create( ShaderMaterial.prototype );
  20029. RawShaderMaterial.prototype.constructor = RawShaderMaterial;
  20030. RawShaderMaterial.prototype.isRawShaderMaterial = true;
  20031. /**
  20032. * @author WestLangley / http://github.com/WestLangley
  20033. *
  20034. * parameters = {
  20035. * color: <hex>,
  20036. * roughness: <float>,
  20037. * metalness: <float>,
  20038. * opacity: <float>,
  20039. *
  20040. * map: new THREE.Texture( <Image> ),
  20041. *
  20042. * lightMap: new THREE.Texture( <Image> ),
  20043. * lightMapIntensity: <float>
  20044. *
  20045. * aoMap: new THREE.Texture( <Image> ),
  20046. * aoMapIntensity: <float>
  20047. *
  20048. * emissive: <hex>,
  20049. * emissiveIntensity: <float>
  20050. * emissiveMap: new THREE.Texture( <Image> ),
  20051. *
  20052. * bumpMap: new THREE.Texture( <Image> ),
  20053. * bumpScale: <float>,
  20054. *
  20055. * normalMap: new THREE.Texture( <Image> ),
  20056. * normalMapType: THREE.TangentSpaceNormalMap,
  20057. * normalScale: <Vector2>,
  20058. *
  20059. * displacementMap: new THREE.Texture( <Image> ),
  20060. * displacementScale: <float>,
  20061. * displacementBias: <float>,
  20062. *
  20063. * roughnessMap: new THREE.Texture( <Image> ),
  20064. *
  20065. * metalnessMap: new THREE.Texture( <Image> ),
  20066. *
  20067. * alphaMap: new THREE.Texture( <Image> ),
  20068. *
  20069. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  20070. * envMapIntensity: <float>
  20071. *
  20072. * refractionRatio: <float>,
  20073. *
  20074. * wireframe: <boolean>,
  20075. * wireframeLinewidth: <float>,
  20076. *
  20077. * skinning: <bool>,
  20078. * morphTargets: <bool>,
  20079. * morphNormals: <bool>
  20080. * }
  20081. */
  20082. function MeshStandardMaterial( parameters ) {
  20083. Material.call( this );
  20084. this.defines = { 'STANDARD': '' };
  20085. this.type = 'MeshStandardMaterial';
  20086. this.color = new Color( 0xffffff ); // diffuse
  20087. this.roughness = 1.0;
  20088. this.metalness = 0.0;
  20089. this.map = null;
  20090. this.lightMap = null;
  20091. this.lightMapIntensity = 1.0;
  20092. this.aoMap = null;
  20093. this.aoMapIntensity = 1.0;
  20094. this.emissive = new Color( 0x000000 );
  20095. this.emissiveIntensity = 1.0;
  20096. this.emissiveMap = null;
  20097. this.bumpMap = null;
  20098. this.bumpScale = 1;
  20099. this.normalMap = null;
  20100. this.normalMapType = TangentSpaceNormalMap;
  20101. this.normalScale = new Vector2( 1, 1 );
  20102. this.displacementMap = null;
  20103. this.displacementScale = 1;
  20104. this.displacementBias = 0;
  20105. this.roughnessMap = null;
  20106. this.metalnessMap = null;
  20107. this.alphaMap = null;
  20108. this.envMap = null;
  20109. this.envMapIntensity = 1.0;
  20110. this.refractionRatio = 0.98;
  20111. this.wireframe = false;
  20112. this.wireframeLinewidth = 1;
  20113. this.wireframeLinecap = 'round';
  20114. this.wireframeLinejoin = 'round';
  20115. this.skinning = false;
  20116. this.morphTargets = false;
  20117. this.morphNormals = false;
  20118. this.vertexTangents = false;
  20119. this.setValues( parameters );
  20120. }
  20121. MeshStandardMaterial.prototype = Object.create( Material.prototype );
  20122. MeshStandardMaterial.prototype.constructor = MeshStandardMaterial;
  20123. MeshStandardMaterial.prototype.isMeshStandardMaterial = true;
  20124. MeshStandardMaterial.prototype.copy = function ( source ) {
  20125. Material.prototype.copy.call( this, source );
  20126. this.defines = { 'STANDARD': '' };
  20127. this.color.copy( source.color );
  20128. this.roughness = source.roughness;
  20129. this.metalness = source.metalness;
  20130. this.map = source.map;
  20131. this.lightMap = source.lightMap;
  20132. this.lightMapIntensity = source.lightMapIntensity;
  20133. this.aoMap = source.aoMap;
  20134. this.aoMapIntensity = source.aoMapIntensity;
  20135. this.emissive.copy( source.emissive );
  20136. this.emissiveMap = source.emissiveMap;
  20137. this.emissiveIntensity = source.emissiveIntensity;
  20138. this.bumpMap = source.bumpMap;
  20139. this.bumpScale = source.bumpScale;
  20140. this.normalMap = source.normalMap;
  20141. this.normalMapType = source.normalMapType;
  20142. this.normalScale.copy( source.normalScale );
  20143. this.displacementMap = source.displacementMap;
  20144. this.displacementScale = source.displacementScale;
  20145. this.displacementBias = source.displacementBias;
  20146. this.roughnessMap = source.roughnessMap;
  20147. this.metalnessMap = source.metalnessMap;
  20148. this.alphaMap = source.alphaMap;
  20149. this.envMap = source.envMap;
  20150. this.envMapIntensity = source.envMapIntensity;
  20151. this.refractionRatio = source.refractionRatio;
  20152. this.wireframe = source.wireframe;
  20153. this.wireframeLinewidth = source.wireframeLinewidth;
  20154. this.wireframeLinecap = source.wireframeLinecap;
  20155. this.wireframeLinejoin = source.wireframeLinejoin;
  20156. this.skinning = source.skinning;
  20157. this.morphTargets = source.morphTargets;
  20158. this.morphNormals = source.morphNormals;
  20159. this.vertexTangents = source.vertexTangents;
  20160. return this;
  20161. };
  20162. /**
  20163. * @author WestLangley / http://github.com/WestLangley
  20164. *
  20165. * parameters = {
  20166. * clearcoat: <float>,
  20167. * clearcoatMap: new THREE.Texture( <Image> ),
  20168. * clearcoatRoughness: <float>,
  20169. * clearcoatRoughnessMap: new THREE.Texture( <Image> ),
  20170. * clearcoatNormalScale: <Vector2>,
  20171. * clearcoatNormalMap: new THREE.Texture( <Image> ),
  20172. *
  20173. * reflectivity: <float>,
  20174. *
  20175. * sheen: <Color>,
  20176. *
  20177. * transmission: <float>,
  20178. * transmissionMap: new THREE.Texture( <Image> )
  20179. * }
  20180. */
  20181. function MeshPhysicalMaterial( parameters ) {
  20182. MeshStandardMaterial.call( this );
  20183. this.defines = {
  20184. 'STANDARD': '',
  20185. 'PHYSICAL': ''
  20186. };
  20187. this.type = 'MeshPhysicalMaterial';
  20188. this.clearcoat = 0.0;
  20189. this.clearcoatMap = null;
  20190. this.clearcoatRoughness = 0.0;
  20191. this.clearcoatRoughnessMap = null;
  20192. this.clearcoatNormalScale = new Vector2( 1, 1 );
  20193. this.clearcoatNormalMap = null;
  20194. this.reflectivity = 0.5; // maps to F0 = 0.04
  20195. this.sheen = null; // null will disable sheen bsdf
  20196. this.transmission = 0.0;
  20197. this.transmissionMap = null;
  20198. this.setValues( parameters );
  20199. }
  20200. MeshPhysicalMaterial.prototype = Object.create( MeshStandardMaterial.prototype );
  20201. MeshPhysicalMaterial.prototype.constructor = MeshPhysicalMaterial;
  20202. MeshPhysicalMaterial.prototype.isMeshPhysicalMaterial = true;
  20203. MeshPhysicalMaterial.prototype.copy = function ( source ) {
  20204. MeshStandardMaterial.prototype.copy.call( this, source );
  20205. this.defines = {
  20206. 'STANDARD': '',
  20207. 'PHYSICAL': ''
  20208. };
  20209. this.clearcoat = source.clearcoat;
  20210. this.clearcoatMap = source.clearcoatMap;
  20211. this.clearcoatRoughness = source.clearcoatRoughness;
  20212. this.clearcoatRoughnessMap = source.clearcoatRoughnessMap;
  20213. this.clearcoatNormalMap = source.clearcoatNormalMap;
  20214. this.clearcoatNormalScale.copy( source.clearcoatNormalScale );
  20215. this.reflectivity = source.reflectivity;
  20216. if ( source.sheen ) {
  20217. this.sheen = ( this.sheen || new Color() ).copy( source.sheen );
  20218. } else {
  20219. this.sheen = null;
  20220. }
  20221. this.transmission = source.transmission;
  20222. this.transmissionMap = source.transmissionMap;
  20223. return this;
  20224. };
  20225. /**
  20226. * @author mrdoob / http://mrdoob.com/
  20227. * @author alteredq / http://alteredqualia.com/
  20228. *
  20229. * parameters = {
  20230. * color: <hex>,
  20231. * specular: <hex>,
  20232. * shininess: <float>,
  20233. * opacity: <float>,
  20234. *
  20235. * map: new THREE.Texture( <Image> ),
  20236. *
  20237. * lightMap: new THREE.Texture( <Image> ),
  20238. * lightMapIntensity: <float>
  20239. *
  20240. * aoMap: new THREE.Texture( <Image> ),
  20241. * aoMapIntensity: <float>
  20242. *
  20243. * emissive: <hex>,
  20244. * emissiveIntensity: <float>
  20245. * emissiveMap: new THREE.Texture( <Image> ),
  20246. *
  20247. * bumpMap: new THREE.Texture( <Image> ),
  20248. * bumpScale: <float>,
  20249. *
  20250. * normalMap: new THREE.Texture( <Image> ),
  20251. * normalMapType: THREE.TangentSpaceNormalMap,
  20252. * normalScale: <Vector2>,
  20253. *
  20254. * displacementMap: new THREE.Texture( <Image> ),
  20255. * displacementScale: <float>,
  20256. * displacementBias: <float>,
  20257. *
  20258. * specularMap: new THREE.Texture( <Image> ),
  20259. *
  20260. * alphaMap: new THREE.Texture( <Image> ),
  20261. *
  20262. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  20263. * combine: THREE.MultiplyOperation,
  20264. * reflectivity: <float>,
  20265. * refractionRatio: <float>,
  20266. *
  20267. * wireframe: <boolean>,
  20268. * wireframeLinewidth: <float>,
  20269. *
  20270. * skinning: <bool>,
  20271. * morphTargets: <bool>,
  20272. * morphNormals: <bool>
  20273. * }
  20274. */
  20275. function MeshPhongMaterial( parameters ) {
  20276. Material.call( this );
  20277. this.type = 'MeshPhongMaterial';
  20278. this.color = new Color( 0xffffff ); // diffuse
  20279. this.specular = new Color( 0x111111 );
  20280. this.shininess = 30;
  20281. this.map = null;
  20282. this.lightMap = null;
  20283. this.lightMapIntensity = 1.0;
  20284. this.aoMap = null;
  20285. this.aoMapIntensity = 1.0;
  20286. this.emissive = new Color( 0x000000 );
  20287. this.emissiveIntensity = 1.0;
  20288. this.emissiveMap = null;
  20289. this.bumpMap = null;
  20290. this.bumpScale = 1;
  20291. this.normalMap = null;
  20292. this.normalMapType = TangentSpaceNormalMap;
  20293. this.normalScale = new Vector2( 1, 1 );
  20294. this.displacementMap = null;
  20295. this.displacementScale = 1;
  20296. this.displacementBias = 0;
  20297. this.specularMap = null;
  20298. this.alphaMap = null;
  20299. this.envMap = null;
  20300. this.combine = MultiplyOperation;
  20301. this.reflectivity = 1;
  20302. this.refractionRatio = 0.98;
  20303. this.wireframe = false;
  20304. this.wireframeLinewidth = 1;
  20305. this.wireframeLinecap = 'round';
  20306. this.wireframeLinejoin = 'round';
  20307. this.skinning = false;
  20308. this.morphTargets = false;
  20309. this.morphNormals = false;
  20310. this.setValues( parameters );
  20311. }
  20312. MeshPhongMaterial.prototype = Object.create( Material.prototype );
  20313. MeshPhongMaterial.prototype.constructor = MeshPhongMaterial;
  20314. MeshPhongMaterial.prototype.isMeshPhongMaterial = true;
  20315. MeshPhongMaterial.prototype.copy = function ( source ) {
  20316. Material.prototype.copy.call( this, source );
  20317. this.color.copy( source.color );
  20318. this.specular.copy( source.specular );
  20319. this.shininess = source.shininess;
  20320. this.map = source.map;
  20321. this.lightMap = source.lightMap;
  20322. this.lightMapIntensity = source.lightMapIntensity;
  20323. this.aoMap = source.aoMap;
  20324. this.aoMapIntensity = source.aoMapIntensity;
  20325. this.emissive.copy( source.emissive );
  20326. this.emissiveMap = source.emissiveMap;
  20327. this.emissiveIntensity = source.emissiveIntensity;
  20328. this.bumpMap = source.bumpMap;
  20329. this.bumpScale = source.bumpScale;
  20330. this.normalMap = source.normalMap;
  20331. this.normalMapType = source.normalMapType;
  20332. this.normalScale.copy( source.normalScale );
  20333. this.displacementMap = source.displacementMap;
  20334. this.displacementScale = source.displacementScale;
  20335. this.displacementBias = source.displacementBias;
  20336. this.specularMap = source.specularMap;
  20337. this.alphaMap = source.alphaMap;
  20338. this.envMap = source.envMap;
  20339. this.combine = source.combine;
  20340. this.reflectivity = source.reflectivity;
  20341. this.refractionRatio = source.refractionRatio;
  20342. this.wireframe = source.wireframe;
  20343. this.wireframeLinewidth = source.wireframeLinewidth;
  20344. this.wireframeLinecap = source.wireframeLinecap;
  20345. this.wireframeLinejoin = source.wireframeLinejoin;
  20346. this.skinning = source.skinning;
  20347. this.morphTargets = source.morphTargets;
  20348. this.morphNormals = source.morphNormals;
  20349. return this;
  20350. };
  20351. /**
  20352. * @author takahirox / http://github.com/takahirox
  20353. *
  20354. * parameters = {
  20355. * color: <hex>,
  20356. *
  20357. * map: new THREE.Texture( <Image> ),
  20358. * gradientMap: new THREE.Texture( <Image> ),
  20359. *
  20360. * lightMap: new THREE.Texture( <Image> ),
  20361. * lightMapIntensity: <float>
  20362. *
  20363. * aoMap: new THREE.Texture( <Image> ),
  20364. * aoMapIntensity: <float>
  20365. *
  20366. * emissive: <hex>,
  20367. * emissiveIntensity: <float>
  20368. * emissiveMap: new THREE.Texture( <Image> ),
  20369. *
  20370. * bumpMap: new THREE.Texture( <Image> ),
  20371. * bumpScale: <float>,
  20372. *
  20373. * normalMap: new THREE.Texture( <Image> ),
  20374. * normalMapType: THREE.TangentSpaceNormalMap,
  20375. * normalScale: <Vector2>,
  20376. *
  20377. * displacementMap: new THREE.Texture( <Image> ),
  20378. * displacementScale: <float>,
  20379. * displacementBias: <float>,
  20380. *
  20381. * alphaMap: new THREE.Texture( <Image> ),
  20382. *
  20383. * wireframe: <boolean>,
  20384. * wireframeLinewidth: <float>,
  20385. *
  20386. * skinning: <bool>,
  20387. * morphTargets: <bool>,
  20388. * morphNormals: <bool>
  20389. * }
  20390. */
  20391. function MeshToonMaterial( parameters ) {
  20392. Material.call( this );
  20393. this.defines = { 'TOON': '' };
  20394. this.type = 'MeshToonMaterial';
  20395. this.color = new Color( 0xffffff );
  20396. this.map = null;
  20397. this.gradientMap = null;
  20398. this.lightMap = null;
  20399. this.lightMapIntensity = 1.0;
  20400. this.aoMap = null;
  20401. this.aoMapIntensity = 1.0;
  20402. this.emissive = new Color( 0x000000 );
  20403. this.emissiveIntensity = 1.0;
  20404. this.emissiveMap = null;
  20405. this.bumpMap = null;
  20406. this.bumpScale = 1;
  20407. this.normalMap = null;
  20408. this.normalMapType = TangentSpaceNormalMap;
  20409. this.normalScale = new Vector2( 1, 1 );
  20410. this.displacementMap = null;
  20411. this.displacementScale = 1;
  20412. this.displacementBias = 0;
  20413. this.alphaMap = null;
  20414. this.wireframe = false;
  20415. this.wireframeLinewidth = 1;
  20416. this.wireframeLinecap = 'round';
  20417. this.wireframeLinejoin = 'round';
  20418. this.skinning = false;
  20419. this.morphTargets = false;
  20420. this.morphNormals = false;
  20421. this.setValues( parameters );
  20422. }
  20423. MeshToonMaterial.prototype = Object.create( Material.prototype );
  20424. MeshToonMaterial.prototype.constructor = MeshToonMaterial;
  20425. MeshToonMaterial.prototype.isMeshToonMaterial = true;
  20426. MeshToonMaterial.prototype.copy = function ( source ) {
  20427. Material.prototype.copy.call( this, source );
  20428. this.color.copy( source.color );
  20429. this.map = source.map;
  20430. this.gradientMap = source.gradientMap;
  20431. this.lightMap = source.lightMap;
  20432. this.lightMapIntensity = source.lightMapIntensity;
  20433. this.aoMap = source.aoMap;
  20434. this.aoMapIntensity = source.aoMapIntensity;
  20435. this.emissive.copy( source.emissive );
  20436. this.emissiveMap = source.emissiveMap;
  20437. this.emissiveIntensity = source.emissiveIntensity;
  20438. this.bumpMap = source.bumpMap;
  20439. this.bumpScale = source.bumpScale;
  20440. this.normalMap = source.normalMap;
  20441. this.normalMapType = source.normalMapType;
  20442. this.normalScale.copy( source.normalScale );
  20443. this.displacementMap = source.displacementMap;
  20444. this.displacementScale = source.displacementScale;
  20445. this.displacementBias = source.displacementBias;
  20446. this.alphaMap = source.alphaMap;
  20447. this.wireframe = source.wireframe;
  20448. this.wireframeLinewidth = source.wireframeLinewidth;
  20449. this.wireframeLinecap = source.wireframeLinecap;
  20450. this.wireframeLinejoin = source.wireframeLinejoin;
  20451. this.skinning = source.skinning;
  20452. this.morphTargets = source.morphTargets;
  20453. this.morphNormals = source.morphNormals;
  20454. return this;
  20455. };
  20456. /**
  20457. * @author mrdoob / http://mrdoob.com/
  20458. * @author WestLangley / http://github.com/WestLangley
  20459. *
  20460. * parameters = {
  20461. * opacity: <float>,
  20462. *
  20463. * bumpMap: new THREE.Texture( <Image> ),
  20464. * bumpScale: <float>,
  20465. *
  20466. * normalMap: new THREE.Texture( <Image> ),
  20467. * normalMapType: THREE.TangentSpaceNormalMap,
  20468. * normalScale: <Vector2>,
  20469. *
  20470. * displacementMap: new THREE.Texture( <Image> ),
  20471. * displacementScale: <float>,
  20472. * displacementBias: <float>,
  20473. *
  20474. * wireframe: <boolean>,
  20475. * wireframeLinewidth: <float>
  20476. *
  20477. * skinning: <bool>,
  20478. * morphTargets: <bool>,
  20479. * morphNormals: <bool>
  20480. * }
  20481. */
  20482. function MeshNormalMaterial( parameters ) {
  20483. Material.call( this );
  20484. this.type = 'MeshNormalMaterial';
  20485. this.bumpMap = null;
  20486. this.bumpScale = 1;
  20487. this.normalMap = null;
  20488. this.normalMapType = TangentSpaceNormalMap;
  20489. this.normalScale = new Vector2( 1, 1 );
  20490. this.displacementMap = null;
  20491. this.displacementScale = 1;
  20492. this.displacementBias = 0;
  20493. this.wireframe = false;
  20494. this.wireframeLinewidth = 1;
  20495. this.fog = false;
  20496. this.skinning = false;
  20497. this.morphTargets = false;
  20498. this.morphNormals = false;
  20499. this.setValues( parameters );
  20500. }
  20501. MeshNormalMaterial.prototype = Object.create( Material.prototype );
  20502. MeshNormalMaterial.prototype.constructor = MeshNormalMaterial;
  20503. MeshNormalMaterial.prototype.isMeshNormalMaterial = true;
  20504. MeshNormalMaterial.prototype.copy = function ( source ) {
  20505. Material.prototype.copy.call( this, source );
  20506. this.bumpMap = source.bumpMap;
  20507. this.bumpScale = source.bumpScale;
  20508. this.normalMap = source.normalMap;
  20509. this.normalMapType = source.normalMapType;
  20510. this.normalScale.copy( source.normalScale );
  20511. this.displacementMap = source.displacementMap;
  20512. this.displacementScale = source.displacementScale;
  20513. this.displacementBias = source.displacementBias;
  20514. this.wireframe = source.wireframe;
  20515. this.wireframeLinewidth = source.wireframeLinewidth;
  20516. this.skinning = source.skinning;
  20517. this.morphTargets = source.morphTargets;
  20518. this.morphNormals = source.morphNormals;
  20519. return this;
  20520. };
  20521. /**
  20522. * @author mrdoob / http://mrdoob.com/
  20523. * @author alteredq / http://alteredqualia.com/
  20524. *
  20525. * parameters = {
  20526. * color: <hex>,
  20527. * opacity: <float>,
  20528. *
  20529. * map: new THREE.Texture( <Image> ),
  20530. *
  20531. * lightMap: new THREE.Texture( <Image> ),
  20532. * lightMapIntensity: <float>
  20533. *
  20534. * aoMap: new THREE.Texture( <Image> ),
  20535. * aoMapIntensity: <float>
  20536. *
  20537. * emissive: <hex>,
  20538. * emissiveIntensity: <float>
  20539. * emissiveMap: new THREE.Texture( <Image> ),
  20540. *
  20541. * specularMap: new THREE.Texture( <Image> ),
  20542. *
  20543. * alphaMap: new THREE.Texture( <Image> ),
  20544. *
  20545. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  20546. * combine: THREE.Multiply,
  20547. * reflectivity: <float>,
  20548. * refractionRatio: <float>,
  20549. *
  20550. * wireframe: <boolean>,
  20551. * wireframeLinewidth: <float>,
  20552. *
  20553. * skinning: <bool>,
  20554. * morphTargets: <bool>,
  20555. * morphNormals: <bool>
  20556. * }
  20557. */
  20558. function MeshLambertMaterial( parameters ) {
  20559. Material.call( this );
  20560. this.type = 'MeshLambertMaterial';
  20561. this.color = new Color( 0xffffff ); // diffuse
  20562. this.map = null;
  20563. this.lightMap = null;
  20564. this.lightMapIntensity = 1.0;
  20565. this.aoMap = null;
  20566. this.aoMapIntensity = 1.0;
  20567. this.emissive = new Color( 0x000000 );
  20568. this.emissiveIntensity = 1.0;
  20569. this.emissiveMap = null;
  20570. this.specularMap = null;
  20571. this.alphaMap = null;
  20572. this.envMap = null;
  20573. this.combine = MultiplyOperation;
  20574. this.reflectivity = 1;
  20575. this.refractionRatio = 0.98;
  20576. this.wireframe = false;
  20577. this.wireframeLinewidth = 1;
  20578. this.wireframeLinecap = 'round';
  20579. this.wireframeLinejoin = 'round';
  20580. this.skinning = false;
  20581. this.morphTargets = false;
  20582. this.morphNormals = false;
  20583. this.setValues( parameters );
  20584. }
  20585. MeshLambertMaterial.prototype = Object.create( Material.prototype );
  20586. MeshLambertMaterial.prototype.constructor = MeshLambertMaterial;
  20587. MeshLambertMaterial.prototype.isMeshLambertMaterial = true;
  20588. MeshLambertMaterial.prototype.copy = function ( source ) {
  20589. Material.prototype.copy.call( this, source );
  20590. this.color.copy( source.color );
  20591. this.map = source.map;
  20592. this.lightMap = source.lightMap;
  20593. this.lightMapIntensity = source.lightMapIntensity;
  20594. this.aoMap = source.aoMap;
  20595. this.aoMapIntensity = source.aoMapIntensity;
  20596. this.emissive.copy( source.emissive );
  20597. this.emissiveMap = source.emissiveMap;
  20598. this.emissiveIntensity = source.emissiveIntensity;
  20599. this.specularMap = source.specularMap;
  20600. this.alphaMap = source.alphaMap;
  20601. this.envMap = source.envMap;
  20602. this.combine = source.combine;
  20603. this.reflectivity = source.reflectivity;
  20604. this.refractionRatio = source.refractionRatio;
  20605. this.wireframe = source.wireframe;
  20606. this.wireframeLinewidth = source.wireframeLinewidth;
  20607. this.wireframeLinecap = source.wireframeLinecap;
  20608. this.wireframeLinejoin = source.wireframeLinejoin;
  20609. this.skinning = source.skinning;
  20610. this.morphTargets = source.morphTargets;
  20611. this.morphNormals = source.morphNormals;
  20612. return this;
  20613. };
  20614. /**
  20615. * @author WestLangley / http://github.com/WestLangley
  20616. *
  20617. * parameters = {
  20618. * color: <hex>,
  20619. * opacity: <float>,
  20620. *
  20621. * matcap: new THREE.Texture( <Image> ),
  20622. *
  20623. * map: new THREE.Texture( <Image> ),
  20624. *
  20625. * bumpMap: new THREE.Texture( <Image> ),
  20626. * bumpScale: <float>,
  20627. *
  20628. * normalMap: new THREE.Texture( <Image> ),
  20629. * normalMapType: THREE.TangentSpaceNormalMap,
  20630. * normalScale: <Vector2>,
  20631. *
  20632. * displacementMap: new THREE.Texture( <Image> ),
  20633. * displacementScale: <float>,
  20634. * displacementBias: <float>,
  20635. *
  20636. * alphaMap: new THREE.Texture( <Image> ),
  20637. *
  20638. * skinning: <bool>,
  20639. * morphTargets: <bool>,
  20640. * morphNormals: <bool>
  20641. * }
  20642. */
  20643. function MeshMatcapMaterial( parameters ) {
  20644. Material.call( this );
  20645. this.defines = { 'MATCAP': '' };
  20646. this.type = 'MeshMatcapMaterial';
  20647. this.color = new Color( 0xffffff ); // diffuse
  20648. this.matcap = null;
  20649. this.map = null;
  20650. this.bumpMap = null;
  20651. this.bumpScale = 1;
  20652. this.normalMap = null;
  20653. this.normalMapType = TangentSpaceNormalMap;
  20654. this.normalScale = new Vector2( 1, 1 );
  20655. this.displacementMap = null;
  20656. this.displacementScale = 1;
  20657. this.displacementBias = 0;
  20658. this.alphaMap = null;
  20659. this.skinning = false;
  20660. this.morphTargets = false;
  20661. this.morphNormals = false;
  20662. this.setValues( parameters );
  20663. }
  20664. MeshMatcapMaterial.prototype = Object.create( Material.prototype );
  20665. MeshMatcapMaterial.prototype.constructor = MeshMatcapMaterial;
  20666. MeshMatcapMaterial.prototype.isMeshMatcapMaterial = true;
  20667. MeshMatcapMaterial.prototype.copy = function ( source ) {
  20668. Material.prototype.copy.call( this, source );
  20669. this.defines = { 'MATCAP': '' };
  20670. this.color.copy( source.color );
  20671. this.matcap = source.matcap;
  20672. this.map = source.map;
  20673. this.bumpMap = source.bumpMap;
  20674. this.bumpScale = source.bumpScale;
  20675. this.normalMap = source.normalMap;
  20676. this.normalMapType = source.normalMapType;
  20677. this.normalScale.copy( source.normalScale );
  20678. this.displacementMap = source.displacementMap;
  20679. this.displacementScale = source.displacementScale;
  20680. this.displacementBias = source.displacementBias;
  20681. this.alphaMap = source.alphaMap;
  20682. this.skinning = source.skinning;
  20683. this.morphTargets = source.morphTargets;
  20684. this.morphNormals = source.morphNormals;
  20685. return this;
  20686. };
  20687. /**
  20688. * @author alteredq / http://alteredqualia.com/
  20689. *
  20690. * parameters = {
  20691. * color: <hex>,
  20692. * opacity: <float>,
  20693. *
  20694. * linewidth: <float>,
  20695. *
  20696. * scale: <float>,
  20697. * dashSize: <float>,
  20698. * gapSize: <float>
  20699. * }
  20700. */
  20701. function LineDashedMaterial( parameters ) {
  20702. LineBasicMaterial.call( this );
  20703. this.type = 'LineDashedMaterial';
  20704. this.scale = 1;
  20705. this.dashSize = 3;
  20706. this.gapSize = 1;
  20707. this.setValues( parameters );
  20708. }
  20709. LineDashedMaterial.prototype = Object.create( LineBasicMaterial.prototype );
  20710. LineDashedMaterial.prototype.constructor = LineDashedMaterial;
  20711. LineDashedMaterial.prototype.isLineDashedMaterial = true;
  20712. LineDashedMaterial.prototype.copy = function ( source ) {
  20713. LineBasicMaterial.prototype.copy.call( this, source );
  20714. this.scale = source.scale;
  20715. this.dashSize = source.dashSize;
  20716. this.gapSize = source.gapSize;
  20717. return this;
  20718. };
  20719. var Materials = /*#__PURE__*/Object.freeze({
  20720. __proto__: null,
  20721. ShadowMaterial: ShadowMaterial,
  20722. SpriteMaterial: SpriteMaterial,
  20723. RawShaderMaterial: RawShaderMaterial,
  20724. ShaderMaterial: ShaderMaterial,
  20725. PointsMaterial: PointsMaterial,
  20726. MeshPhysicalMaterial: MeshPhysicalMaterial,
  20727. MeshStandardMaterial: MeshStandardMaterial,
  20728. MeshPhongMaterial: MeshPhongMaterial,
  20729. MeshToonMaterial: MeshToonMaterial,
  20730. MeshNormalMaterial: MeshNormalMaterial,
  20731. MeshLambertMaterial: MeshLambertMaterial,
  20732. MeshDepthMaterial: MeshDepthMaterial,
  20733. MeshDistanceMaterial: MeshDistanceMaterial,
  20734. MeshBasicMaterial: MeshBasicMaterial,
  20735. MeshMatcapMaterial: MeshMatcapMaterial,
  20736. LineDashedMaterial: LineDashedMaterial,
  20737. LineBasicMaterial: LineBasicMaterial,
  20738. Material: Material
  20739. });
  20740. /**
  20741. * @author tschw
  20742. * @author Ben Houston / http://clara.io/
  20743. * @author David Sarno / http://lighthaus.us/
  20744. */
  20745. var AnimationUtils = {
  20746. // same as Array.prototype.slice, but also works on typed arrays
  20747. arraySlice: function ( array, from, to ) {
  20748. if ( AnimationUtils.isTypedArray( array ) ) {
  20749. // in ios9 array.subarray(from, undefined) will return empty array
  20750. // but array.subarray(from) or array.subarray(from, len) is correct
  20751. return new array.constructor( array.subarray( from, to !== undefined ? to : array.length ) );
  20752. }
  20753. return array.slice( from, to );
  20754. },
  20755. // converts an array to a specific type
  20756. convertArray: function ( array, type, forceClone ) {
  20757. if ( ! array || // let 'undefined' and 'null' pass
  20758. ! forceClone && array.constructor === type ) { return array; }
  20759. if ( typeof type.BYTES_PER_ELEMENT === 'number' ) {
  20760. return new type( array ); // create typed array
  20761. }
  20762. return Array.prototype.slice.call( array ); // create Array
  20763. },
  20764. isTypedArray: function ( object ) {
  20765. return ArrayBuffer.isView( object ) &&
  20766. ! ( object instanceof DataView );
  20767. },
  20768. // returns an array by which times and values can be sorted
  20769. getKeyframeOrder: function ( times ) {
  20770. function compareTime( i, j ) {
  20771. return times[ i ] - times[ j ];
  20772. }
  20773. var n = times.length;
  20774. var result = new Array( n );
  20775. for ( var i = 0; i !== n; ++ i ) { result[ i ] = i; }
  20776. result.sort( compareTime );
  20777. return result;
  20778. },
  20779. // uses the array previously returned by 'getKeyframeOrder' to sort data
  20780. sortedArray: function ( values, stride, order ) {
  20781. var nValues = values.length;
  20782. var result = new values.constructor( nValues );
  20783. for ( var i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {
  20784. var srcOffset = order[ i ] * stride;
  20785. for ( var j = 0; j !== stride; ++ j ) {
  20786. result[ dstOffset ++ ] = values[ srcOffset + j ];
  20787. }
  20788. }
  20789. return result;
  20790. },
  20791. // function for parsing AOS keyframe formats
  20792. flattenJSON: function ( jsonKeys, times, values, valuePropertyName ) {
  20793. var i = 1, key = jsonKeys[ 0 ];
  20794. while ( key !== undefined && key[ valuePropertyName ] === undefined ) {
  20795. key = jsonKeys[ i ++ ];
  20796. }
  20797. if ( key === undefined ) { return; } // no data
  20798. var value = key[ valuePropertyName ];
  20799. if ( value === undefined ) { return; } // no data
  20800. if ( Array.isArray( value ) ) {
  20801. do {
  20802. value = key[ valuePropertyName ];
  20803. if ( value !== undefined ) {
  20804. times.push( key.time );
  20805. values.push.apply( values, value ); // push all elements
  20806. }
  20807. key = jsonKeys[ i ++ ];
  20808. } while ( key !== undefined );
  20809. } else if ( value.toArray !== undefined ) {
  20810. // ...assume THREE.Math-ish
  20811. do {
  20812. value = key[ valuePropertyName ];
  20813. if ( value !== undefined ) {
  20814. times.push( key.time );
  20815. value.toArray( values, values.length );
  20816. }
  20817. key = jsonKeys[ i ++ ];
  20818. } while ( key !== undefined );
  20819. } else {
  20820. // otherwise push as-is
  20821. do {
  20822. value = key[ valuePropertyName ];
  20823. if ( value !== undefined ) {
  20824. times.push( key.time );
  20825. values.push( value );
  20826. }
  20827. key = jsonKeys[ i ++ ];
  20828. } while ( key !== undefined );
  20829. }
  20830. },
  20831. subclip: function ( sourceClip, name, startFrame, endFrame, fps ) {
  20832. fps = fps || 30;
  20833. var clip = sourceClip.clone();
  20834. clip.name = name;
  20835. var tracks = [];
  20836. for ( var i = 0; i < clip.tracks.length; ++ i ) {
  20837. var track = clip.tracks[ i ];
  20838. var valueSize = track.getValueSize();
  20839. var times = [];
  20840. var values = [];
  20841. for ( var j = 0; j < track.times.length; ++ j ) {
  20842. var frame = track.times[ j ] * fps;
  20843. if ( frame < startFrame || frame >= endFrame ) { continue; }
  20844. times.push( track.times[ j ] );
  20845. for ( var k = 0; k < valueSize; ++ k ) {
  20846. values.push( track.values[ j * valueSize + k ] );
  20847. }
  20848. }
  20849. if ( times.length === 0 ) { continue; }
  20850. track.times = AnimationUtils.convertArray( times, track.times.constructor );
  20851. track.values = AnimationUtils.convertArray( values, track.values.constructor );
  20852. tracks.push( track );
  20853. }
  20854. clip.tracks = tracks;
  20855. // find minimum .times value across all tracks in the trimmed clip
  20856. var minStartTime = Infinity;
  20857. for ( var i$1 = 0; i$1 < clip.tracks.length; ++ i$1 ) {
  20858. if ( minStartTime > clip.tracks[ i$1 ].times[ 0 ] ) {
  20859. minStartTime = clip.tracks[ i$1 ].times[ 0 ];
  20860. }
  20861. }
  20862. // shift all tracks such that clip begins at t=0
  20863. for ( var i$2 = 0; i$2 < clip.tracks.length; ++ i$2 ) {
  20864. clip.tracks[ i$2 ].shift( - 1 * minStartTime );
  20865. }
  20866. clip.resetDuration();
  20867. return clip;
  20868. },
  20869. makeClipAdditive: function ( targetClip, referenceFrame, referenceClip, fps ) {
  20870. if ( referenceFrame === undefined ) { referenceFrame = 0; }
  20871. if ( referenceClip === undefined ) { referenceClip = targetClip; }
  20872. if ( fps === undefined || fps <= 0 ) { fps = 30; }
  20873. var numTracks = targetClip.tracks.length;
  20874. var referenceTime = referenceFrame / fps;
  20875. // Make each track's values relative to the values at the reference frame
  20876. var loop = function ( i ) {
  20877. var referenceTrack = referenceClip.tracks[ i ];
  20878. var referenceTrackType = referenceTrack.ValueTypeName;
  20879. // Skip this track if it's non-numeric
  20880. if ( referenceTrackType === 'bool' || referenceTrackType === 'string' ) { return; }
  20881. // Find the track in the target clip whose name and type matches the reference track
  20882. var targetTrack = targetClip.tracks.find( function ( track ) {
  20883. return track.name === referenceTrack.name
  20884. && track.ValueTypeName === referenceTrackType;
  20885. } );
  20886. if ( targetTrack === undefined ) { return; }
  20887. var valueSize = referenceTrack.getValueSize();
  20888. var lastIndex = referenceTrack.times.length - 1;
  20889. var referenceValue = (void 0);
  20890. // Find the value to subtract out of the track
  20891. if ( referenceTime <= referenceTrack.times[ 0 ] ) {
  20892. // Reference frame is earlier than the first keyframe, so just use the first keyframe
  20893. referenceValue = AnimationUtils.arraySlice( referenceTrack.values, 0, referenceTrack.valueSize );
  20894. } else if ( referenceTime >= referenceTrack.times[ lastIndex ] ) {
  20895. // Reference frame is after the last keyframe, so just use the last keyframe
  20896. var startIndex = lastIndex * valueSize;
  20897. referenceValue = AnimationUtils.arraySlice( referenceTrack.values, startIndex );
  20898. } else {
  20899. // Interpolate to the reference value
  20900. var interpolant = referenceTrack.createInterpolant();
  20901. interpolant.evaluate( referenceTime );
  20902. referenceValue = interpolant.resultBuffer;
  20903. }
  20904. // Conjugate the quaternion
  20905. if ( referenceTrackType === 'quaternion' ) {
  20906. var referenceQuat = new Quaternion(
  20907. referenceValue[ 0 ],
  20908. referenceValue[ 1 ],
  20909. referenceValue[ 2 ],
  20910. referenceValue[ 3 ]
  20911. ).normalize().conjugate();
  20912. referenceQuat.toArray( referenceValue );
  20913. }
  20914. // Subtract the reference value from all of the track values
  20915. var numTimes = targetTrack.times.length;
  20916. for ( var j = 0; j < numTimes; ++ j ) {
  20917. var valueStart = j * valueSize;
  20918. if ( referenceTrackType === 'quaternion' ) {
  20919. // Multiply the conjugate for quaternion track types
  20920. Quaternion.multiplyQuaternionsFlat(
  20921. targetTrack.values,
  20922. valueStart,
  20923. referenceValue,
  20924. 0,
  20925. targetTrack.values,
  20926. valueStart
  20927. );
  20928. } else {
  20929. // Subtract each value for all other numeric track types
  20930. for ( var k = 0; k < valueSize; ++ k ) {
  20931. targetTrack.values[ valueStart + k ] -= referenceValue[ k ];
  20932. }
  20933. }
  20934. }
  20935. };
  20936. for ( var i = 0; i < numTracks; ++ i ) loop( i );
  20937. targetClip.blendMode = AdditiveAnimationBlendMode;
  20938. return targetClip;
  20939. }
  20940. };
  20941. /**
  20942. * Abstract base class of interpolants over parametric samples.
  20943. *
  20944. * The parameter domain is one dimensional, typically the time or a path
  20945. * along a curve defined by the data.
  20946. *
  20947. * The sample values can have any dimensionality and derived classes may
  20948. * apply special interpretations to the data.
  20949. *
  20950. * This class provides the interval seek in a Template Method, deferring
  20951. * the actual interpolation to derived classes.
  20952. *
  20953. * Time complexity is O(1) for linear access crossing at most two points
  20954. * and O(log N) for random access, where N is the number of positions.
  20955. *
  20956. * References:
  20957. *
  20958. * http://www.oodesign.com/template-method-pattern.html
  20959. *
  20960. * @author tschw
  20961. */
  20962. function Interpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20963. this.parameterPositions = parameterPositions;
  20964. this._cachedIndex = 0;
  20965. this.resultBuffer = resultBuffer !== undefined ?
  20966. resultBuffer : new sampleValues.constructor( sampleSize );
  20967. this.sampleValues = sampleValues;
  20968. this.valueSize = sampleSize;
  20969. }
  20970. Object.assign( Interpolant.prototype, {
  20971. evaluate: function ( t ) {
  20972. var pp = this.parameterPositions,
  20973. i1 = this._cachedIndex,
  20974. t1 = pp[ i1 ],
  20975. t0 = pp[ i1 - 1 ];
  20976. validate_interval: {
  20977. seek: {
  20978. var right;
  20979. linear_scan: {
  20980. //- See http://jsperf.com/comparison-to-undefined/3
  20981. //- slower code:
  20982. //-
  20983. //- if ( t >= t1 || t1 === undefined ) {
  20984. forward_scan: if ( ! ( t < t1 ) ) {
  20985. for ( var giveUpAt = i1 + 2; ; ) {
  20986. if ( t1 === undefined ) {
  20987. if ( t < t0 ) { break forward_scan; }
  20988. // after end
  20989. i1 = pp.length;
  20990. this._cachedIndex = i1;
  20991. return this.afterEnd_( i1 - 1, t, t0 );
  20992. }
  20993. if ( i1 === giveUpAt ) { break; } // this loop
  20994. t0 = t1;
  20995. t1 = pp[ ++ i1 ];
  20996. if ( t < t1 ) {
  20997. // we have arrived at the sought interval
  20998. break seek;
  20999. }
  21000. }
  21001. // prepare binary search on the right side of the index
  21002. right = pp.length;
  21003. break linear_scan;
  21004. }
  21005. //- slower code:
  21006. //- if ( t < t0 || t0 === undefined ) {
  21007. if ( ! ( t >= t0 ) ) {
  21008. // looping?
  21009. var t1global = pp[ 1 ];
  21010. if ( t < t1global ) {
  21011. i1 = 2; // + 1, using the scan for the details
  21012. t0 = t1global;
  21013. }
  21014. // linear reverse scan
  21015. for ( var giveUpAt$1 = i1 - 2; ; ) {
  21016. if ( t0 === undefined ) {
  21017. // before start
  21018. this._cachedIndex = 0;
  21019. return this.beforeStart_( 0, t, t1 );
  21020. }
  21021. if ( i1 === giveUpAt$1 ) { break; } // this loop
  21022. t1 = t0;
  21023. t0 = pp[ -- i1 - 1 ];
  21024. if ( t >= t0 ) {
  21025. // we have arrived at the sought interval
  21026. break seek;
  21027. }
  21028. }
  21029. // prepare binary search on the left side of the index
  21030. right = i1;
  21031. i1 = 0;
  21032. break linear_scan;
  21033. }
  21034. // the interval is valid
  21035. break validate_interval;
  21036. } // linear scan
  21037. // binary search
  21038. while ( i1 < right ) {
  21039. var mid = ( i1 + right ) >>> 1;
  21040. if ( t < pp[ mid ] ) {
  21041. right = mid;
  21042. } else {
  21043. i1 = mid + 1;
  21044. }
  21045. }
  21046. t1 = pp[ i1 ];
  21047. t0 = pp[ i1 - 1 ];
  21048. // check boundary cases, again
  21049. if ( t0 === undefined ) {
  21050. this._cachedIndex = 0;
  21051. return this.beforeStart_( 0, t, t1 );
  21052. }
  21053. if ( t1 === undefined ) {
  21054. i1 = pp.length;
  21055. this._cachedIndex = i1;
  21056. return this.afterEnd_( i1 - 1, t0, t );
  21057. }
  21058. } // seek
  21059. this._cachedIndex = i1;
  21060. this.intervalChanged_( i1, t0, t1 );
  21061. } // validate_interval
  21062. return this.interpolate_( i1, t0, t, t1 );
  21063. },
  21064. settings: null, // optional, subclass-specific settings structure
  21065. // Note: The indirection allows central control of many interpolants.
  21066. // --- Protected interface
  21067. DefaultSettings_: {},
  21068. getSettings_: function () {
  21069. return this.settings || this.DefaultSettings_;
  21070. },
  21071. copySampleValue_: function ( index ) {
  21072. // copies a sample value to the result buffer
  21073. var result = this.resultBuffer,
  21074. values = this.sampleValues,
  21075. stride = this.valueSize,
  21076. offset = index * stride;
  21077. for ( var i = 0; i !== stride; ++ i ) {
  21078. result[ i ] = values[ offset + i ];
  21079. }
  21080. return result;
  21081. },
  21082. // Template methods for derived classes:
  21083. interpolate_: function ( /* i1, t0, t, t1 */ ) {
  21084. throw new Error( 'call to abstract method' );
  21085. // implementations shall return this.resultBuffer
  21086. },
  21087. intervalChanged_: function ( /* i1, t0, t1 */ ) {
  21088. // empty
  21089. }
  21090. } );
  21091. // DECLARE ALIAS AFTER assign prototype
  21092. Object.assign( Interpolant.prototype, {
  21093. //( 0, t, t0 ), returns this.resultBuffer
  21094. beforeStart_: Interpolant.prototype.copySampleValue_,
  21095. //( N-1, tN-1, t ), returns this.resultBuffer
  21096. afterEnd_: Interpolant.prototype.copySampleValue_,
  21097. } );
  21098. /**
  21099. * Fast and simple cubic spline interpolant.
  21100. *
  21101. * It was derived from a Hermitian construction setting the first derivative
  21102. * at each sample position to the linear slope between neighboring positions
  21103. * over their parameter interval.
  21104. *
  21105. * @author tschw
  21106. */
  21107. function CubicInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  21108. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  21109. this._weightPrev = - 0;
  21110. this._offsetPrev = - 0;
  21111. this._weightNext = - 0;
  21112. this._offsetNext = - 0;
  21113. }
  21114. CubicInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  21115. constructor: CubicInterpolant,
  21116. DefaultSettings_: {
  21117. endingStart: ZeroCurvatureEnding,
  21118. endingEnd: ZeroCurvatureEnding
  21119. },
  21120. intervalChanged_: function ( i1, t0, t1 ) {
  21121. var pp = this.parameterPositions,
  21122. iPrev = i1 - 2,
  21123. iNext = i1 + 1,
  21124. tPrev = pp[ iPrev ],
  21125. tNext = pp[ iNext ];
  21126. if ( tPrev === undefined ) {
  21127. switch ( this.getSettings_().endingStart ) {
  21128. case ZeroSlopeEnding:
  21129. // f'(t0) = 0
  21130. iPrev = i1;
  21131. tPrev = 2 * t0 - t1;
  21132. break;
  21133. case WrapAroundEnding:
  21134. // use the other end of the curve
  21135. iPrev = pp.length - 2;
  21136. tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];
  21137. break;
  21138. default: // ZeroCurvatureEnding
  21139. // f''(t0) = 0 a.k.a. Natural Spline
  21140. iPrev = i1;
  21141. tPrev = t1;
  21142. }
  21143. }
  21144. if ( tNext === undefined ) {
  21145. switch ( this.getSettings_().endingEnd ) {
  21146. case ZeroSlopeEnding:
  21147. // f'(tN) = 0
  21148. iNext = i1;
  21149. tNext = 2 * t1 - t0;
  21150. break;
  21151. case WrapAroundEnding:
  21152. // use the other end of the curve
  21153. iNext = 1;
  21154. tNext = t1 + pp[ 1 ] - pp[ 0 ];
  21155. break;
  21156. default: // ZeroCurvatureEnding
  21157. // f''(tN) = 0, a.k.a. Natural Spline
  21158. iNext = i1 - 1;
  21159. tNext = t0;
  21160. }
  21161. }
  21162. var halfDt = ( t1 - t0 ) * 0.5,
  21163. stride = this.valueSize;
  21164. this._weightPrev = halfDt / ( t0 - tPrev );
  21165. this._weightNext = halfDt / ( tNext - t1 );
  21166. this._offsetPrev = iPrev * stride;
  21167. this._offsetNext = iNext * stride;
  21168. },
  21169. interpolate_: function ( i1, t0, t, t1 ) {
  21170. var result = this.resultBuffer,
  21171. values = this.sampleValues,
  21172. stride = this.valueSize,
  21173. o1 = i1 * stride, o0 = o1 - stride,
  21174. oP = this._offsetPrev, oN = this._offsetNext,
  21175. wP = this._weightPrev, wN = this._weightNext,
  21176. p = ( t - t0 ) / ( t1 - t0 ),
  21177. pp = p * p,
  21178. ppp = pp * p;
  21179. // evaluate polynomials
  21180. var sP = - wP * ppp + 2 * wP * pp - wP * p;
  21181. var s0 = ( 1 + wP ) * ppp + ( - 1.5 - 2 * wP ) * pp + ( - 0.5 + wP ) * p + 1;
  21182. var s1 = ( - 1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;
  21183. var sN = wN * ppp - wN * pp;
  21184. // combine data linearly
  21185. for ( var i = 0; i !== stride; ++ i ) {
  21186. result[ i ] =
  21187. sP * values[ oP + i ] +
  21188. s0 * values[ o0 + i ] +
  21189. s1 * values[ o1 + i ] +
  21190. sN * values[ oN + i ];
  21191. }
  21192. return result;
  21193. }
  21194. } );
  21195. /**
  21196. * @author tschw
  21197. */
  21198. function LinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  21199. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  21200. }
  21201. LinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  21202. constructor: LinearInterpolant,
  21203. interpolate_: function ( i1, t0, t, t1 ) {
  21204. var result = this.resultBuffer,
  21205. values = this.sampleValues,
  21206. stride = this.valueSize,
  21207. offset1 = i1 * stride,
  21208. offset0 = offset1 - stride,
  21209. weight1 = ( t - t0 ) / ( t1 - t0 ),
  21210. weight0 = 1 - weight1;
  21211. for ( var i = 0; i !== stride; ++ i ) {
  21212. result[ i ] =
  21213. values[ offset0 + i ] * weight0 +
  21214. values[ offset1 + i ] * weight1;
  21215. }
  21216. return result;
  21217. }
  21218. } );
  21219. /**
  21220. *
  21221. * Interpolant that evaluates to the sample value at the position preceeding
  21222. * the parameter.
  21223. *
  21224. * @author tschw
  21225. */
  21226. function DiscreteInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  21227. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  21228. }
  21229. DiscreteInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  21230. constructor: DiscreteInterpolant,
  21231. interpolate_: function ( i1 /*, t0, t, t1 */ ) {
  21232. return this.copySampleValue_( i1 - 1 );
  21233. }
  21234. } );
  21235. /**
  21236. *
  21237. * A timed sequence of keyframes for a specific property.
  21238. *
  21239. *
  21240. * @author Ben Houston / http://clara.io/
  21241. * @author David Sarno / http://lighthaus.us/
  21242. * @author tschw
  21243. */
  21244. function KeyframeTrack( name, times, values, interpolation ) {
  21245. if ( name === undefined ) { throw new Error( 'THREE.KeyframeTrack: track name is undefined' ); }
  21246. if ( times === undefined || times.length === 0 ) { throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name ); }
  21247. this.name = name;
  21248. this.times = AnimationUtils.convertArray( times, this.TimeBufferType );
  21249. this.values = AnimationUtils.convertArray( values, this.ValueBufferType );
  21250. this.setInterpolation( interpolation || this.DefaultInterpolation );
  21251. }
  21252. // Static methods
  21253. Object.assign( KeyframeTrack, {
  21254. // Serialization (in static context, because of constructor invocation
  21255. // and automatic invocation of .toJSON):
  21256. toJSON: function ( track ) {
  21257. var trackType = track.constructor;
  21258. var json;
  21259. // derived classes can define a static toJSON method
  21260. if ( trackType.toJSON !== undefined ) {
  21261. json = trackType.toJSON( track );
  21262. } else {
  21263. // by default, we assume the data can be serialized as-is
  21264. json = {
  21265. 'name': track.name,
  21266. 'times': AnimationUtils.convertArray( track.times, Array ),
  21267. 'values': AnimationUtils.convertArray( track.values, Array )
  21268. };
  21269. var interpolation = track.getInterpolation();
  21270. if ( interpolation !== track.DefaultInterpolation ) {
  21271. json.interpolation = interpolation;
  21272. }
  21273. }
  21274. json.type = track.ValueTypeName; // mandatory
  21275. return json;
  21276. }
  21277. } );
  21278. Object.assign( KeyframeTrack.prototype, {
  21279. constructor: KeyframeTrack,
  21280. TimeBufferType: Float32Array,
  21281. ValueBufferType: Float32Array,
  21282. DefaultInterpolation: InterpolateLinear,
  21283. InterpolantFactoryMethodDiscrete: function ( result ) {
  21284. return new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result );
  21285. },
  21286. InterpolantFactoryMethodLinear: function ( result ) {
  21287. return new LinearInterpolant( this.times, this.values, this.getValueSize(), result );
  21288. },
  21289. InterpolantFactoryMethodSmooth: function ( result ) {
  21290. return new CubicInterpolant( this.times, this.values, this.getValueSize(), result );
  21291. },
  21292. setInterpolation: function ( interpolation ) {
  21293. var factoryMethod;
  21294. switch ( interpolation ) {
  21295. case InterpolateDiscrete:
  21296. factoryMethod = this.InterpolantFactoryMethodDiscrete;
  21297. break;
  21298. case InterpolateLinear:
  21299. factoryMethod = this.InterpolantFactoryMethodLinear;
  21300. break;
  21301. case InterpolateSmooth:
  21302. factoryMethod = this.InterpolantFactoryMethodSmooth;
  21303. break;
  21304. }
  21305. if ( factoryMethod === undefined ) {
  21306. var message = "unsupported interpolation for " +
  21307. this.ValueTypeName + " keyframe track named " + this.name;
  21308. if ( this.createInterpolant === undefined ) {
  21309. // fall back to default, unless the default itself is messed up
  21310. if ( interpolation !== this.DefaultInterpolation ) {
  21311. this.setInterpolation( this.DefaultInterpolation );
  21312. } else {
  21313. throw new Error( message ); // fatal, in this case
  21314. }
  21315. }
  21316. console.warn( 'THREE.KeyframeTrack:', message );
  21317. return this;
  21318. }
  21319. this.createInterpolant = factoryMethod;
  21320. return this;
  21321. },
  21322. getInterpolation: function () {
  21323. switch ( this.createInterpolant ) {
  21324. case this.InterpolantFactoryMethodDiscrete:
  21325. return InterpolateDiscrete;
  21326. case this.InterpolantFactoryMethodLinear:
  21327. return InterpolateLinear;
  21328. case this.InterpolantFactoryMethodSmooth:
  21329. return InterpolateSmooth;
  21330. }
  21331. },
  21332. getValueSize: function () {
  21333. return this.values.length / this.times.length;
  21334. },
  21335. // move all keyframes either forwards or backwards in time
  21336. shift: function ( timeOffset ) {
  21337. if ( timeOffset !== 0.0 ) {
  21338. var times = this.times;
  21339. for ( var i = 0, n = times.length; i !== n; ++ i ) {
  21340. times[ i ] += timeOffset;
  21341. }
  21342. }
  21343. return this;
  21344. },
  21345. // scale all keyframe times by a factor (useful for frame <-> seconds conversions)
  21346. scale: function ( timeScale ) {
  21347. if ( timeScale !== 1.0 ) {
  21348. var times = this.times;
  21349. for ( var i = 0, n = times.length; i !== n; ++ i ) {
  21350. times[ i ] *= timeScale;
  21351. }
  21352. }
  21353. return this;
  21354. },
  21355. // removes keyframes before and after animation without changing any values within the range [startTime, endTime].
  21356. // IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values
  21357. trim: function ( startTime, endTime ) {
  21358. var times = this.times,
  21359. nKeys = times.length;
  21360. var from = 0,
  21361. to = nKeys - 1;
  21362. while ( from !== nKeys && times[ from ] < startTime ) {
  21363. ++ from;
  21364. }
  21365. while ( to !== - 1 && times[ to ] > endTime ) {
  21366. -- to;
  21367. }
  21368. ++ to; // inclusive -> exclusive bound
  21369. if ( from !== 0 || to !== nKeys ) {
  21370. // empty tracks are forbidden, so keep at least one keyframe
  21371. if ( from >= to ) {
  21372. to = Math.max( to, 1 );
  21373. from = to - 1;
  21374. }
  21375. var stride = this.getValueSize();
  21376. this.times = AnimationUtils.arraySlice( times, from, to );
  21377. this.values = AnimationUtils.arraySlice( this.values, from * stride, to * stride );
  21378. }
  21379. return this;
  21380. },
  21381. // ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable
  21382. validate: function () {
  21383. var valid = true;
  21384. var valueSize = this.getValueSize();
  21385. if ( valueSize - Math.floor( valueSize ) !== 0 ) {
  21386. console.error( 'THREE.KeyframeTrack: Invalid value size in track.', this );
  21387. valid = false;
  21388. }
  21389. var times = this.times,
  21390. values = this.values,
  21391. nKeys = times.length;
  21392. if ( nKeys === 0 ) {
  21393. console.error( 'THREE.KeyframeTrack: Track is empty.', this );
  21394. valid = false;
  21395. }
  21396. var prevTime = null;
  21397. for ( var i = 0; i !== nKeys; i ++ ) {
  21398. var currTime = times[ i ];
  21399. if ( typeof currTime === 'number' && isNaN( currTime ) ) {
  21400. console.error( 'THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime );
  21401. valid = false;
  21402. break;
  21403. }
  21404. if ( prevTime !== null && prevTime > currTime ) {
  21405. console.error( 'THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime );
  21406. valid = false;
  21407. break;
  21408. }
  21409. prevTime = currTime;
  21410. }
  21411. if ( values !== undefined ) {
  21412. if ( AnimationUtils.isTypedArray( values ) ) {
  21413. for ( var i$1 = 0, n = values.length; i$1 !== n; ++ i$1 ) {
  21414. var value = values[ i$1 ];
  21415. if ( isNaN( value ) ) {
  21416. console.error( 'THREE.KeyframeTrack: Value is not a valid number.', this, i$1, value );
  21417. valid = false;
  21418. break;
  21419. }
  21420. }
  21421. }
  21422. }
  21423. return valid;
  21424. },
  21425. // removes equivalent sequential keys as common in morph target sequences
  21426. // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)
  21427. optimize: function () {
  21428. // times or values may be shared with other tracks, so overwriting is unsafe
  21429. var times = AnimationUtils.arraySlice( this.times ),
  21430. values = AnimationUtils.arraySlice( this.values ),
  21431. stride = this.getValueSize(),
  21432. smoothInterpolation = this.getInterpolation() === InterpolateSmooth,
  21433. lastIndex = times.length - 1;
  21434. var writeIndex = 1;
  21435. for ( var i = 1; i < lastIndex; ++ i ) {
  21436. var keep = false;
  21437. var time = times[ i ];
  21438. var timeNext = times[ i + 1 ];
  21439. // remove adjacent keyframes scheduled at the same time
  21440. if ( time !== timeNext && ( i !== 1 || time !== time[ 0 ] ) ) {
  21441. if ( ! smoothInterpolation ) {
  21442. // remove unnecessary keyframes same as their neighbors
  21443. var offset = i * stride,
  21444. offsetP = offset - stride,
  21445. offsetN = offset + stride;
  21446. for ( var j = 0; j !== stride; ++ j ) {
  21447. var value = values[ offset + j ];
  21448. if ( value !== values[ offsetP + j ] ||
  21449. value !== values[ offsetN + j ] ) {
  21450. keep = true;
  21451. break;
  21452. }
  21453. }
  21454. } else {
  21455. keep = true;
  21456. }
  21457. }
  21458. // in-place compaction
  21459. if ( keep ) {
  21460. if ( i !== writeIndex ) {
  21461. times[ writeIndex ] = times[ i ];
  21462. var readOffset = i * stride,
  21463. writeOffset = writeIndex * stride;
  21464. for ( var j$1 = 0; j$1 !== stride; ++ j$1 ) {
  21465. values[ writeOffset + j$1 ] = values[ readOffset + j$1 ];
  21466. }
  21467. }
  21468. ++ writeIndex;
  21469. }
  21470. }
  21471. // flush last keyframe (compaction looks ahead)
  21472. if ( lastIndex > 0 ) {
  21473. times[ writeIndex ] = times[ lastIndex ];
  21474. for ( var readOffset$1 = lastIndex * stride, writeOffset$1 = writeIndex * stride, j$2 = 0; j$2 !== stride; ++ j$2 ) {
  21475. values[ writeOffset$1 + j$2 ] = values[ readOffset$1 + j$2 ];
  21476. }
  21477. ++ writeIndex;
  21478. }
  21479. if ( writeIndex !== times.length ) {
  21480. this.times = AnimationUtils.arraySlice( times, 0, writeIndex );
  21481. this.values = AnimationUtils.arraySlice( values, 0, writeIndex * stride );
  21482. } else {
  21483. this.times = times;
  21484. this.values = values;
  21485. }
  21486. return this;
  21487. },
  21488. clone: function () {
  21489. var times = AnimationUtils.arraySlice( this.times, 0 );
  21490. var values = AnimationUtils.arraySlice( this.values, 0 );
  21491. var TypedKeyframeTrack = this.constructor;
  21492. var track = new TypedKeyframeTrack( this.name, times, values );
  21493. // Interpolant argument to constructor is not saved, so copy the factory method directly.
  21494. track.createInterpolant = this.createInterpolant;
  21495. return track;
  21496. }
  21497. } );
  21498. /**
  21499. *
  21500. * A Track of Boolean keyframe values.
  21501. *
  21502. *
  21503. * @author Ben Houston / http://clara.io/
  21504. * @author David Sarno / http://lighthaus.us/
  21505. * @author tschw
  21506. */
  21507. function BooleanKeyframeTrack( name, times, values ) {
  21508. KeyframeTrack.call( this, name, times, values );
  21509. }
  21510. BooleanKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21511. constructor: BooleanKeyframeTrack,
  21512. ValueTypeName: 'bool',
  21513. ValueBufferType: Array,
  21514. DefaultInterpolation: InterpolateDiscrete,
  21515. InterpolantFactoryMethodLinear: undefined,
  21516. InterpolantFactoryMethodSmooth: undefined
  21517. // Note: Actually this track could have a optimized / compressed
  21518. // representation of a single value and a custom interpolant that
  21519. // computes "firstValue ^ isOdd( index )".
  21520. } );
  21521. /**
  21522. *
  21523. * A Track of keyframe values that represent color.
  21524. *
  21525. *
  21526. * @author Ben Houston / http://clara.io/
  21527. * @author David Sarno / http://lighthaus.us/
  21528. * @author tschw
  21529. */
  21530. function ColorKeyframeTrack( name, times, values, interpolation ) {
  21531. KeyframeTrack.call( this, name, times, values, interpolation );
  21532. }
  21533. ColorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21534. constructor: ColorKeyframeTrack,
  21535. ValueTypeName: 'color'
  21536. // ValueBufferType is inherited
  21537. // DefaultInterpolation is inherited
  21538. // Note: Very basic implementation and nothing special yet.
  21539. // However, this is the place for color space parameterization.
  21540. } );
  21541. /**
  21542. *
  21543. * A Track of numeric keyframe values.
  21544. *
  21545. * @author Ben Houston / http://clara.io/
  21546. * @author David Sarno / http://lighthaus.us/
  21547. * @author tschw
  21548. */
  21549. function NumberKeyframeTrack( name, times, values, interpolation ) {
  21550. KeyframeTrack.call( this, name, times, values, interpolation );
  21551. }
  21552. NumberKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21553. constructor: NumberKeyframeTrack,
  21554. ValueTypeName: 'number'
  21555. // ValueBufferType is inherited
  21556. // DefaultInterpolation is inherited
  21557. } );
  21558. /**
  21559. * Spherical linear unit quaternion interpolant.
  21560. *
  21561. * @author tschw
  21562. */
  21563. function QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  21564. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  21565. }
  21566. QuaternionLinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  21567. constructor: QuaternionLinearInterpolant,
  21568. interpolate_: function ( i1, t0, t, t1 ) {
  21569. var result = this.resultBuffer,
  21570. values = this.sampleValues,
  21571. stride = this.valueSize,
  21572. alpha = ( t - t0 ) / ( t1 - t0 );
  21573. var offset = i1 * stride;
  21574. for ( var end = offset + stride; offset !== end; offset += 4 ) {
  21575. Quaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha );
  21576. }
  21577. return result;
  21578. }
  21579. } );
  21580. /**
  21581. *
  21582. * A Track of quaternion keyframe values.
  21583. *
  21584. * @author Ben Houston / http://clara.io/
  21585. * @author David Sarno / http://lighthaus.us/
  21586. * @author tschw
  21587. */
  21588. function QuaternionKeyframeTrack( name, times, values, interpolation ) {
  21589. KeyframeTrack.call( this, name, times, values, interpolation );
  21590. }
  21591. QuaternionKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21592. constructor: QuaternionKeyframeTrack,
  21593. ValueTypeName: 'quaternion',
  21594. // ValueBufferType is inherited
  21595. DefaultInterpolation: InterpolateLinear,
  21596. InterpolantFactoryMethodLinear: function ( result ) {
  21597. return new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result );
  21598. },
  21599. InterpolantFactoryMethodSmooth: undefined // not yet implemented
  21600. } );
  21601. /**
  21602. *
  21603. * A Track that interpolates Strings
  21604. *
  21605. *
  21606. * @author Ben Houston / http://clara.io/
  21607. * @author David Sarno / http://lighthaus.us/
  21608. * @author tschw
  21609. */
  21610. function StringKeyframeTrack( name, times, values, interpolation ) {
  21611. KeyframeTrack.call( this, name, times, values, interpolation );
  21612. }
  21613. StringKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21614. constructor: StringKeyframeTrack,
  21615. ValueTypeName: 'string',
  21616. ValueBufferType: Array,
  21617. DefaultInterpolation: InterpolateDiscrete,
  21618. InterpolantFactoryMethodLinear: undefined,
  21619. InterpolantFactoryMethodSmooth: undefined
  21620. } );
  21621. /**
  21622. *
  21623. * A Track of vectored keyframe values.
  21624. *
  21625. *
  21626. * @author Ben Houston / http://clara.io/
  21627. * @author David Sarno / http://lighthaus.us/
  21628. * @author tschw
  21629. */
  21630. function VectorKeyframeTrack( name, times, values, interpolation ) {
  21631. KeyframeTrack.call( this, name, times, values, interpolation );
  21632. }
  21633. VectorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21634. constructor: VectorKeyframeTrack,
  21635. ValueTypeName: 'vector'
  21636. // ValueBufferType is inherited
  21637. // DefaultInterpolation is inherited
  21638. } );
  21639. /**
  21640. *
  21641. * Reusable set of Tracks that represent an animation.
  21642. *
  21643. * @author Ben Houston / http://clara.io/
  21644. * @author David Sarno / http://lighthaus.us/
  21645. */
  21646. function AnimationClip( name, duration, tracks, blendMode ) {
  21647. this.name = name;
  21648. this.tracks = tracks;
  21649. this.duration = ( duration !== undefined ) ? duration : - 1;
  21650. this.blendMode = ( blendMode !== undefined ) ? blendMode : NormalAnimationBlendMode;
  21651. this.uuid = MathUtils.generateUUID();
  21652. // this means it should figure out its duration by scanning the tracks
  21653. if ( this.duration < 0 ) {
  21654. this.resetDuration();
  21655. }
  21656. }
  21657. function getTrackTypeForValueTypeName( typeName ) {
  21658. switch ( typeName.toLowerCase() ) {
  21659. case 'scalar':
  21660. case 'double':
  21661. case 'float':
  21662. case 'number':
  21663. case 'integer':
  21664. return NumberKeyframeTrack;
  21665. case 'vector':
  21666. case 'vector2':
  21667. case 'vector3':
  21668. case 'vector4':
  21669. return VectorKeyframeTrack;
  21670. case 'color':
  21671. return ColorKeyframeTrack;
  21672. case 'quaternion':
  21673. return QuaternionKeyframeTrack;
  21674. case 'bool':
  21675. case 'boolean':
  21676. return BooleanKeyframeTrack;
  21677. case 'string':
  21678. return StringKeyframeTrack;
  21679. }
  21680. throw new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName );
  21681. }
  21682. function parseKeyframeTrack( json ) {
  21683. if ( json.type === undefined ) {
  21684. throw new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' );
  21685. }
  21686. var trackType = getTrackTypeForValueTypeName( json.type );
  21687. if ( json.times === undefined ) {
  21688. var times = [], values = [];
  21689. AnimationUtils.flattenJSON( json.keys, times, values, 'value' );
  21690. json.times = times;
  21691. json.values = values;
  21692. }
  21693. // derived classes can define a static parse method
  21694. if ( trackType.parse !== undefined ) {
  21695. return trackType.parse( json );
  21696. } else {
  21697. // by default, we assume a constructor compatible with the base
  21698. return new trackType( json.name, json.times, json.values, json.interpolation );
  21699. }
  21700. }
  21701. Object.assign( AnimationClip, {
  21702. parse: function ( json ) {
  21703. var tracks = [],
  21704. jsonTracks = json.tracks,
  21705. frameTime = 1.0 / ( json.fps || 1.0 );
  21706. for ( var i = 0, n = jsonTracks.length; i !== n; ++ i ) {
  21707. tracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) );
  21708. }
  21709. return new AnimationClip( json.name, json.duration, tracks, json.blendMode );
  21710. },
  21711. toJSON: function ( clip ) {
  21712. var tracks = [],
  21713. clipTracks = clip.tracks;
  21714. var json = {
  21715. 'name': clip.name,
  21716. 'duration': clip.duration,
  21717. 'tracks': tracks,
  21718. 'uuid': clip.uuid,
  21719. 'blendMode': clip.blendMode
  21720. };
  21721. for ( var i = 0, n = clipTracks.length; i !== n; ++ i ) {
  21722. tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );
  21723. }
  21724. return json;
  21725. },
  21726. CreateFromMorphTargetSequence: function ( name, morphTargetSequence, fps, noLoop ) {
  21727. var numMorphTargets = morphTargetSequence.length;
  21728. var tracks = [];
  21729. for ( var i = 0; i < numMorphTargets; i ++ ) {
  21730. var times = [];
  21731. var values = [];
  21732. times.push(
  21733. ( i + numMorphTargets - 1 ) % numMorphTargets,
  21734. i,
  21735. ( i + 1 ) % numMorphTargets );
  21736. values.push( 0, 1, 0 );
  21737. var order = AnimationUtils.getKeyframeOrder( times );
  21738. times = AnimationUtils.sortedArray( times, 1, order );
  21739. values = AnimationUtils.sortedArray( values, 1, order );
  21740. // if there is a key at the first frame, duplicate it as the
  21741. // last frame as well for perfect loop.
  21742. if ( ! noLoop && times[ 0 ] === 0 ) {
  21743. times.push( numMorphTargets );
  21744. values.push( values[ 0 ] );
  21745. }
  21746. tracks.push(
  21747. new NumberKeyframeTrack(
  21748. '.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',
  21749. times, values
  21750. ).scale( 1.0 / fps ) );
  21751. }
  21752. return new AnimationClip( name, - 1, tracks );
  21753. },
  21754. findByName: function ( objectOrClipArray, name ) {
  21755. var clipArray = objectOrClipArray;
  21756. if ( ! Array.isArray( objectOrClipArray ) ) {
  21757. var o = objectOrClipArray;
  21758. clipArray = o.geometry && o.geometry.animations || o.animations;
  21759. }
  21760. for ( var i = 0; i < clipArray.length; i ++ ) {
  21761. if ( clipArray[ i ].name === name ) {
  21762. return clipArray[ i ];
  21763. }
  21764. }
  21765. return null;
  21766. },
  21767. CreateClipsFromMorphTargetSequences: function ( morphTargets, fps, noLoop ) {
  21768. var animationToMorphTargets = {};
  21769. // tested with https://regex101.com/ on trick sequences
  21770. // such flamingo_flyA_003, flamingo_run1_003, crdeath0059
  21771. var pattern = /^([\w-]*?)([\d]+)$/;
  21772. // sort morph target names into animation groups based
  21773. // patterns like Walk_001, Walk_002, Run_001, Run_002
  21774. for ( var i = 0, il = morphTargets.length; i < il; i ++ ) {
  21775. var morphTarget = morphTargets[ i ];
  21776. var parts = morphTarget.name.match( pattern );
  21777. if ( parts && parts.length > 1 ) {
  21778. var name = parts[ 1 ];
  21779. var animationMorphTargets = animationToMorphTargets[ name ];
  21780. if ( ! animationMorphTargets ) {
  21781. animationToMorphTargets[ name ] = animationMorphTargets = [];
  21782. }
  21783. animationMorphTargets.push( morphTarget );
  21784. }
  21785. }
  21786. var clips = [];
  21787. for ( var name$1 in animationToMorphTargets ) {
  21788. clips.push( AnimationClip.CreateFromMorphTargetSequence( name$1, animationToMorphTargets[ name$1 ], fps, noLoop ) );
  21789. }
  21790. return clips;
  21791. },
  21792. // parse the animation.hierarchy format
  21793. parseAnimation: function ( animation, bones ) {
  21794. if ( ! animation ) {
  21795. console.error( 'THREE.AnimationClip: No animation in JSONLoader data.' );
  21796. return null;
  21797. }
  21798. var addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) {
  21799. // only return track if there are actually keys.
  21800. if ( animationKeys.length !== 0 ) {
  21801. var times = [];
  21802. var values = [];
  21803. AnimationUtils.flattenJSON( animationKeys, times, values, propertyName );
  21804. // empty keys are filtered out, so check again
  21805. if ( times.length !== 0 ) {
  21806. destTracks.push( new trackType( trackName, times, values ) );
  21807. }
  21808. }
  21809. };
  21810. var tracks = [];
  21811. var clipName = animation.name || 'default';
  21812. var fps = animation.fps || 30;
  21813. var blendMode = animation.blendMode;
  21814. // automatic length determination in AnimationClip.
  21815. var duration = animation.length || - 1;
  21816. var hierarchyTracks = animation.hierarchy || [];
  21817. for ( var h = 0; h < hierarchyTracks.length; h ++ ) {
  21818. var animationKeys = hierarchyTracks[ h ].keys;
  21819. // skip empty tracks
  21820. if ( ! animationKeys || animationKeys.length === 0 ) { continue; }
  21821. // process morph targets
  21822. if ( animationKeys[ 0 ].morphTargets ) {
  21823. // figure out all morph targets used in this track
  21824. var morphTargetNames = {};
  21825. var k = (void 0);
  21826. for ( k = 0; k < animationKeys.length; k ++ ) {
  21827. if ( animationKeys[ k ].morphTargets ) {
  21828. for ( var m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) {
  21829. morphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = - 1;
  21830. }
  21831. }
  21832. }
  21833. // create a track for each morph target with all zero
  21834. // morphTargetInfluences except for the keys in which
  21835. // the morphTarget is named.
  21836. for ( var morphTargetName in morphTargetNames ) {
  21837. var times = [];
  21838. var values = [];
  21839. for ( var m$1 = 0; m$1 !== animationKeys[ k ].morphTargets.length; ++ m$1 ) {
  21840. var animationKey = animationKeys[ k ];
  21841. times.push( animationKey.time );
  21842. values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );
  21843. }
  21844. tracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) );
  21845. }
  21846. duration = morphTargetNames.length * ( fps || 1.0 );
  21847. } else {
  21848. // ...assume skeletal animation
  21849. var boneName = '.bones[' + bones[ h ].name + ']';
  21850. addNonemptyTrack(
  21851. VectorKeyframeTrack, boneName + '.position',
  21852. animationKeys, 'pos', tracks );
  21853. addNonemptyTrack(
  21854. QuaternionKeyframeTrack, boneName + '.quaternion',
  21855. animationKeys, 'rot', tracks );
  21856. addNonemptyTrack(
  21857. VectorKeyframeTrack, boneName + '.scale',
  21858. animationKeys, 'scl', tracks );
  21859. }
  21860. }
  21861. if ( tracks.length === 0 ) {
  21862. return null;
  21863. }
  21864. var clip = new AnimationClip( clipName, duration, tracks, blendMode );
  21865. return clip;
  21866. }
  21867. } );
  21868. Object.assign( AnimationClip.prototype, {
  21869. resetDuration: function () {
  21870. var tracks = this.tracks;
  21871. var duration = 0;
  21872. for ( var i = 0, n = tracks.length; i !== n; ++ i ) {
  21873. var track = this.tracks[ i ];
  21874. duration = Math.max( duration, track.times[ track.times.length - 1 ] );
  21875. }
  21876. this.duration = duration;
  21877. return this;
  21878. },
  21879. trim: function () {
  21880. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21881. this.tracks[ i ].trim( 0, this.duration );
  21882. }
  21883. return this;
  21884. },
  21885. validate: function () {
  21886. var valid = true;
  21887. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21888. valid = valid && this.tracks[ i ].validate();
  21889. }
  21890. return valid;
  21891. },
  21892. optimize: function () {
  21893. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21894. this.tracks[ i ].optimize();
  21895. }
  21896. return this;
  21897. },
  21898. clone: function () {
  21899. var tracks = [];
  21900. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21901. tracks.push( this.tracks[ i ].clone() );
  21902. }
  21903. return new AnimationClip( this.name, this.duration, tracks, this.blendMode );
  21904. }
  21905. } );
  21906. /**
  21907. * @author mrdoob / http://mrdoob.com/
  21908. */
  21909. var Cache = {
  21910. enabled: false,
  21911. files: {},
  21912. add: function ( key, file ) {
  21913. if ( this.enabled === false ) { return; }
  21914. // console.log( 'THREE.Cache', 'Adding key:', key );
  21915. this.files[ key ] = file;
  21916. },
  21917. get: function ( key ) {
  21918. if ( this.enabled === false ) { return; }
  21919. // console.log( 'THREE.Cache', 'Checking key:', key );
  21920. return this.files[ key ];
  21921. },
  21922. remove: function ( key ) {
  21923. delete this.files[ key ];
  21924. },
  21925. clear: function () {
  21926. this.files = {};
  21927. }
  21928. };
  21929. /**
  21930. * @author mrdoob / http://mrdoob.com/
  21931. */
  21932. function LoadingManager( onLoad, onProgress, onError ) {
  21933. var scope = this;
  21934. var isLoading = false;
  21935. var itemsLoaded = 0;
  21936. var itemsTotal = 0;
  21937. var urlModifier = undefined;
  21938. var handlers = [];
  21939. // Refer to #5689 for the reason why we don't set .onStart
  21940. // in the constructor
  21941. this.onStart = undefined;
  21942. this.onLoad = onLoad;
  21943. this.onProgress = onProgress;
  21944. this.onError = onError;
  21945. this.itemStart = function ( url ) {
  21946. itemsTotal ++;
  21947. if ( isLoading === false ) {
  21948. if ( scope.onStart !== undefined ) {
  21949. scope.onStart( url, itemsLoaded, itemsTotal );
  21950. }
  21951. }
  21952. isLoading = true;
  21953. };
  21954. this.itemEnd = function ( url ) {
  21955. itemsLoaded ++;
  21956. if ( scope.onProgress !== undefined ) {
  21957. scope.onProgress( url, itemsLoaded, itemsTotal );
  21958. }
  21959. if ( itemsLoaded === itemsTotal ) {
  21960. isLoading = false;
  21961. if ( scope.onLoad !== undefined ) {
  21962. scope.onLoad();
  21963. }
  21964. }
  21965. };
  21966. this.itemError = function ( url ) {
  21967. if ( scope.onError !== undefined ) {
  21968. scope.onError( url );
  21969. }
  21970. };
  21971. this.resolveURL = function ( url ) {
  21972. if ( urlModifier ) {
  21973. return urlModifier( url );
  21974. }
  21975. return url;
  21976. };
  21977. this.setURLModifier = function ( transform ) {
  21978. urlModifier = transform;
  21979. return this;
  21980. };
  21981. this.addHandler = function ( regex, loader ) {
  21982. handlers.push( regex, loader );
  21983. return this;
  21984. };
  21985. this.removeHandler = function ( regex ) {
  21986. var index = handlers.indexOf( regex );
  21987. if ( index !== - 1 ) {
  21988. handlers.splice( index, 2 );
  21989. }
  21990. return this;
  21991. };
  21992. this.getHandler = function ( file ) {
  21993. for ( var i = 0, l = handlers.length; i < l; i += 2 ) {
  21994. var regex = handlers[ i ];
  21995. var loader = handlers[ i + 1 ];
  21996. if ( regex.global ) { regex.lastIndex = 0; } // see #17920
  21997. if ( regex.test( file ) ) {
  21998. return loader;
  21999. }
  22000. }
  22001. return null;
  22002. };
  22003. }
  22004. var DefaultLoadingManager = new LoadingManager();
  22005. /**
  22006. * @author alteredq / http://alteredqualia.com/
  22007. */
  22008. function Loader( manager ) {
  22009. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  22010. this.crossOrigin = 'anonymous';
  22011. this.path = '';
  22012. this.resourcePath = '';
  22013. this.requestHeader = {};
  22014. }
  22015. Object.assign( Loader.prototype, {
  22016. load: function ( /* url, onLoad, onProgress, onError */ ) {},
  22017. loadAsync: function ( url, onProgress ) {
  22018. var scope = this;
  22019. return new Promise( function ( resolve, reject ) {
  22020. scope.load( url, resolve, onProgress, reject );
  22021. } );
  22022. },
  22023. parse: function ( /* data */ ) {},
  22024. setCrossOrigin: function ( crossOrigin ) {
  22025. this.crossOrigin = crossOrigin;
  22026. return this;
  22027. },
  22028. setPath: function ( path ) {
  22029. this.path = path;
  22030. return this;
  22031. },
  22032. setResourcePath: function ( resourcePath ) {
  22033. this.resourcePath = resourcePath;
  22034. return this;
  22035. },
  22036. setRequestHeader: function ( requestHeader ) {
  22037. this.requestHeader = requestHeader;
  22038. return this;
  22039. }
  22040. } );
  22041. /**
  22042. * @author mrdoob / http://mrdoob.com/
  22043. */
  22044. var loading = {};
  22045. function FileLoader( manager ) {
  22046. Loader.call( this, manager );
  22047. }
  22048. FileLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  22049. constructor: FileLoader,
  22050. load: function ( url, onLoad, onProgress, onError ) {
  22051. if ( url === undefined ) { url = ''; }
  22052. if ( this.path !== undefined ) { url = this.path + url; }
  22053. url = this.manager.resolveURL( url );
  22054. var scope = this;
  22055. var cached = Cache.get( url );
  22056. if ( cached !== undefined ) {
  22057. scope.manager.itemStart( url );
  22058. setTimeout( function () {
  22059. if ( onLoad ) { onLoad( cached ); }
  22060. scope.manager.itemEnd( url );
  22061. }, 0 );
  22062. return cached;
  22063. }
  22064. // Check if request is duplicate
  22065. if ( loading[ url ] !== undefined ) {
  22066. loading[ url ].push( {
  22067. onLoad: onLoad,
  22068. onProgress: onProgress,
  22069. onError: onError
  22070. } );
  22071. return;
  22072. }
  22073. // Check for data: URI
  22074. var dataUriRegex = /^data:(.*?)(;base64)?,(.*)$/;
  22075. var dataUriRegexResult = url.match( dataUriRegex );
  22076. var request;
  22077. // Safari can not handle Data URIs through XMLHttpRequest so process manually
  22078. if ( dataUriRegexResult ) {
  22079. var mimeType = dataUriRegexResult[ 1 ];
  22080. var isBase64 = !! dataUriRegexResult[ 2 ];
  22081. var data = dataUriRegexResult[ 3 ];
  22082. data = decodeURIComponent( data );
  22083. if ( isBase64 ) { data = atob( data ); }
  22084. try {
  22085. var response;
  22086. var responseType = ( this.responseType || '' ).toLowerCase();
  22087. switch ( responseType ) {
  22088. case 'arraybuffer':
  22089. case 'blob':
  22090. var view = new Uint8Array( data.length );
  22091. for ( var i = 0; i < data.length; i ++ ) {
  22092. view[ i ] = data.charCodeAt( i );
  22093. }
  22094. if ( responseType === 'blob' ) {
  22095. response = new Blob( [ view.buffer ], { type: mimeType } );
  22096. } else {
  22097. response = view.buffer;
  22098. }
  22099. break;
  22100. case 'document':
  22101. var parser = new DOMParser();
  22102. response = parser.parseFromString( data, mimeType );
  22103. break;
  22104. case 'json':
  22105. response = JSON.parse( data );
  22106. break;
  22107. default: // 'text' or other
  22108. response = data;
  22109. break;
  22110. }
  22111. // Wait for next browser tick like standard XMLHttpRequest event dispatching does
  22112. setTimeout( function () {
  22113. if ( onLoad ) { onLoad( response ); }
  22114. scope.manager.itemEnd( url );
  22115. }, 0 );
  22116. } catch ( error ) {
  22117. // Wait for next browser tick like standard XMLHttpRequest event dispatching does
  22118. setTimeout( function () {
  22119. if ( onError ) { onError( error ); }
  22120. scope.manager.itemError( url );
  22121. scope.manager.itemEnd( url );
  22122. }, 0 );
  22123. }
  22124. } else {
  22125. // Initialise array for duplicate requests
  22126. loading[ url ] = [];
  22127. loading[ url ].push( {
  22128. onLoad: onLoad,
  22129. onProgress: onProgress,
  22130. onError: onError
  22131. } );
  22132. request = new XMLHttpRequest();
  22133. request.open( 'GET', url, true );
  22134. request.addEventListener( 'load', function ( event ) {
  22135. var response = this.response;
  22136. var callbacks = loading[ url ];
  22137. delete loading[ url ];
  22138. if ( this.status === 200 || this.status === 0 ) {
  22139. // Some browsers return HTTP Status 0 when using non-http protocol
  22140. // e.g. 'file://' or 'data://'. Handle as success.
  22141. if ( this.status === 0 ) { console.warn( 'THREE.FileLoader: HTTP Status 0 received.' ); }
  22142. // Add to cache only on HTTP success, so that we do not cache
  22143. // error response bodies as proper responses to requests.
  22144. Cache.add( url, response );
  22145. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  22146. var callback = callbacks[ i ];
  22147. if ( callback.onLoad ) { callback.onLoad( response ); }
  22148. }
  22149. scope.manager.itemEnd( url );
  22150. } else {
  22151. for ( var i$1 = 0, il$1 = callbacks.length; i$1 < il$1; i$1 ++ ) {
  22152. var callback$1 = callbacks[ i$1 ];
  22153. if ( callback$1.onError ) { callback$1.onError( event ); }
  22154. }
  22155. scope.manager.itemError( url );
  22156. scope.manager.itemEnd( url );
  22157. }
  22158. }, false );
  22159. request.addEventListener( 'progress', function ( event ) {
  22160. var callbacks = loading[ url ];
  22161. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  22162. var callback = callbacks[ i ];
  22163. if ( callback.onProgress ) { callback.onProgress( event ); }
  22164. }
  22165. }, false );
  22166. request.addEventListener( 'error', function ( event ) {
  22167. var callbacks = loading[ url ];
  22168. delete loading[ url ];
  22169. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  22170. var callback = callbacks[ i ];
  22171. if ( callback.onError ) { callback.onError( event ); }
  22172. }
  22173. scope.manager.itemError( url );
  22174. scope.manager.itemEnd( url );
  22175. }, false );
  22176. request.addEventListener( 'abort', function ( event ) {
  22177. var callbacks = loading[ url ];
  22178. delete loading[ url ];
  22179. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  22180. var callback = callbacks[ i ];
  22181. if ( callback.onError ) { callback.onError( event ); }
  22182. }
  22183. scope.manager.itemError( url );
  22184. scope.manager.itemEnd( url );
  22185. }, false );
  22186. if ( this.responseType !== undefined ) { request.responseType = this.responseType; }
  22187. if ( this.withCredentials !== undefined ) { request.withCredentials = this.withCredentials; }
  22188. if ( request.overrideMimeType ) { request.overrideMimeType( this.mimeType !== undefined ? this.mimeType : 'text/plain' ); }
  22189. for ( var header in this.requestHeader ) {
  22190. request.setRequestHeader( header, this.requestHeader[ header ] );
  22191. }
  22192. request.send( null );
  22193. }
  22194. scope.manager.itemStart( url );
  22195. return request;
  22196. },
  22197. setResponseType: function ( value ) {
  22198. this.responseType = value;
  22199. return this;
  22200. },
  22201. setWithCredentials: function ( value ) {
  22202. this.withCredentials = value;
  22203. return this;
  22204. },
  22205. setMimeType: function ( value ) {
  22206. this.mimeType = value;
  22207. return this;
  22208. }
  22209. } );
  22210. /**
  22211. * @author bhouston / http://clara.io/
  22212. */
  22213. function AnimationLoader( manager ) {
  22214. Loader.call( this, manager );
  22215. }
  22216. AnimationLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  22217. constructor: AnimationLoader,
  22218. load: function ( url, onLoad, onProgress, onError ) {
  22219. var scope = this;
  22220. var loader = new FileLoader( scope.manager );
  22221. loader.setPath( scope.path );
  22222. loader.load( url, function ( text ) {
  22223. try {
  22224. onLoad( scope.parse( JSON.parse( text ) ) );
  22225. } catch ( e ) {
  22226. if ( onError ) {
  22227. onError( e );
  22228. } else {
  22229. console.error( e );
  22230. }
  22231. scope.manager.itemError( url );
  22232. }
  22233. }, onProgress, onError );
  22234. },
  22235. parse: function ( json ) {
  22236. var animations = [];
  22237. for ( var i = 0; i < json.length; i ++ ) {
  22238. var clip = AnimationClip.parse( json[ i ] );
  22239. animations.push( clip );
  22240. }
  22241. return animations;
  22242. }
  22243. } );
  22244. /**
  22245. * @author mrdoob / http://mrdoob.com/
  22246. *
  22247. * Abstract Base class to block based textures loader (dds, pvr, ...)
  22248. *
  22249. * Sub classes have to implement the parse() method which will be used in load().
  22250. */
  22251. function CompressedTextureLoader( manager ) {
  22252. Loader.call( this, manager );
  22253. }
  22254. CompressedTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  22255. constructor: CompressedTextureLoader,
  22256. load: function ( url, onLoad, onProgress, onError ) {
  22257. var scope = this;
  22258. var images = [];
  22259. var texture = new CompressedTexture();
  22260. texture.image = images;
  22261. var loader = new FileLoader( this.manager );
  22262. loader.setPath( this.path );
  22263. loader.setResponseType( 'arraybuffer' );
  22264. var loaded = 0;
  22265. function loadTexture( i ) {
  22266. loader.load( url[ i ], function ( buffer ) {
  22267. var texDatas = scope.parse( buffer, true );
  22268. images[ i ] = {
  22269. width: texDatas.width,
  22270. height: texDatas.height,
  22271. format: texDatas.format,
  22272. mipmaps: texDatas.mipmaps
  22273. };
  22274. loaded += 1;
  22275. if ( loaded === 6 ) {
  22276. if ( texDatas.mipmapCount === 1 )
  22277. { texture.minFilter = LinearFilter; }
  22278. texture.format = texDatas.format;
  22279. texture.needsUpdate = true;
  22280. if ( onLoad ) { onLoad( texture ); }
  22281. }
  22282. }, onProgress, onError );
  22283. }
  22284. if ( Array.isArray( url ) ) {
  22285. for ( var i = 0, il = url.length; i < il; ++ i ) {
  22286. loadTexture( i );
  22287. }
  22288. } else {
  22289. // compressed cubemap texture stored in a single DDS file
  22290. loader.load( url, function ( buffer ) {
  22291. var texDatas = scope.parse( buffer, true );
  22292. if ( texDatas.isCubemap ) {
  22293. var faces = texDatas.mipmaps.length / texDatas.mipmapCount;
  22294. for ( var f = 0; f < faces; f ++ ) {
  22295. images[ f ] = { mipmaps: [] };
  22296. for ( var i = 0; i < texDatas.mipmapCount; i ++ ) {
  22297. images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );
  22298. images[ f ].format = texDatas.format;
  22299. images[ f ].width = texDatas.width;
  22300. images[ f ].height = texDatas.height;
  22301. }
  22302. }
  22303. } else {
  22304. texture.image.width = texDatas.width;
  22305. texture.image.height = texDatas.height;
  22306. texture.mipmaps = texDatas.mipmaps;
  22307. }
  22308. if ( texDatas.mipmapCount === 1 ) {
  22309. texture.minFilter = LinearFilter;
  22310. }
  22311. texture.format = texDatas.format;
  22312. texture.needsUpdate = true;
  22313. if ( onLoad ) { onLoad( texture ); }
  22314. }, onProgress, onError );
  22315. }
  22316. return texture;
  22317. }
  22318. } );
  22319. /**
  22320. * @author Nikos M. / https://github.com/foo123/
  22321. *
  22322. * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...)
  22323. *
  22324. * Sub classes have to implement the parse() method which will be used in load().
  22325. */
  22326. function DataTextureLoader( manager ) {
  22327. Loader.call( this, manager );
  22328. }
  22329. DataTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  22330. constructor: DataTextureLoader,
  22331. load: function ( url, onLoad, onProgress, onError ) {
  22332. var scope = this;
  22333. var texture = new DataTexture();
  22334. var loader = new FileLoader( this.manager );
  22335. loader.setResponseType( 'arraybuffer' );
  22336. loader.setPath( this.path );
  22337. loader.load( url, function ( buffer ) {
  22338. var texData = scope.parse( buffer );
  22339. if ( ! texData ) { return; }
  22340. if ( texData.image !== undefined ) {
  22341. texture.image = texData.image;
  22342. } else if ( texData.data !== undefined ) {
  22343. texture.image.width = texData.width;
  22344. texture.image.height = texData.height;
  22345. texture.image.data = texData.data;
  22346. }
  22347. texture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;
  22348. texture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;
  22349. texture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;
  22350. texture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearFilter;
  22351. texture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;
  22352. if ( texData.format !== undefined ) {
  22353. texture.format = texData.format;
  22354. }
  22355. if ( texData.type !== undefined ) {
  22356. texture.type = texData.type;
  22357. }
  22358. if ( texData.mipmaps !== undefined ) {
  22359. texture.mipmaps = texData.mipmaps;
  22360. texture.minFilter = LinearMipmapLinearFilter; // presumably...
  22361. }
  22362. if ( texData.mipmapCount === 1 ) {
  22363. texture.minFilter = LinearFilter;
  22364. }
  22365. texture.needsUpdate = true;
  22366. if ( onLoad ) { onLoad( texture, texData ); }
  22367. }, onProgress, onError );
  22368. return texture;
  22369. }
  22370. } );
  22371. /**
  22372. * @author mrdoob / http://mrdoob.com/
  22373. */
  22374. function ImageLoader( manager ) {
  22375. Loader.call( this, manager );
  22376. }
  22377. ImageLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  22378. constructor: ImageLoader,
  22379. load: function ( url, onLoad, onProgress, onError ) {
  22380. if ( this.path !== undefined ) { url = this.path + url; }
  22381. url = this.manager.resolveURL( url );
  22382. var scope = this;
  22383. var cached = Cache.get( url );
  22384. if ( cached !== undefined ) {
  22385. scope.manager.itemStart( url );
  22386. setTimeout( function () {
  22387. if ( onLoad ) { onLoad( cached ); }
  22388. scope.manager.itemEnd( url );
  22389. }, 0 );
  22390. return cached;
  22391. }
  22392. var image = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'img' );
  22393. function onImageLoad() {
  22394. image.removeEventListener( 'load', onImageLoad, false );
  22395. image.removeEventListener( 'error', onImageError, false );
  22396. Cache.add( url, this );
  22397. if ( onLoad ) { onLoad( this ); }
  22398. scope.manager.itemEnd( url );
  22399. }
  22400. function onImageError( event ) {
  22401. image.removeEventListener( 'load', onImageLoad, false );
  22402. image.removeEventListener( 'error', onImageError, false );
  22403. if ( onError ) { onError( event ); }
  22404. scope.manager.itemError( url );
  22405. scope.manager.itemEnd( url );
  22406. }
  22407. image.addEventListener( 'load', onImageLoad, false );
  22408. image.addEventListener( 'error', onImageError, false );
  22409. if ( url.substr( 0, 5 ) !== 'data:' ) {
  22410. if ( this.crossOrigin !== undefined ) { image.crossOrigin = this.crossOrigin; }
  22411. }
  22412. scope.manager.itemStart( url );
  22413. image.src = url;
  22414. return image;
  22415. }
  22416. } );
  22417. /**
  22418. * @author mrdoob / http://mrdoob.com/
  22419. */
  22420. function CubeTextureLoader( manager ) {
  22421. Loader.call( this, manager );
  22422. }
  22423. CubeTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  22424. constructor: CubeTextureLoader,
  22425. load: function ( urls, onLoad, onProgress, onError ) {
  22426. var texture = new CubeTexture();
  22427. var loader = new ImageLoader( this.manager );
  22428. loader.setCrossOrigin( this.crossOrigin );
  22429. loader.setPath( this.path );
  22430. var loaded = 0;
  22431. function loadTexture( i ) {
  22432. loader.load( urls[ i ], function ( image ) {
  22433. texture.images[ i ] = image;
  22434. loaded ++;
  22435. if ( loaded === 6 ) {
  22436. texture.needsUpdate = true;
  22437. if ( onLoad ) { onLoad( texture ); }
  22438. }
  22439. }, undefined, onError );
  22440. }
  22441. for ( var i = 0; i < urls.length; ++ i ) {
  22442. loadTexture( i );
  22443. }
  22444. return texture;
  22445. }
  22446. } );
  22447. /**
  22448. * @author mrdoob / http://mrdoob.com/
  22449. */
  22450. function TextureLoader( manager ) {
  22451. Loader.call( this, manager );
  22452. }
  22453. TextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  22454. constructor: TextureLoader,
  22455. load: function ( url, onLoad, onProgress, onError ) {
  22456. var texture = new Texture();
  22457. var loader = new ImageLoader( this.manager );
  22458. loader.setCrossOrigin( this.crossOrigin );
  22459. loader.setPath( this.path );
  22460. loader.load( url, function ( image ) {
  22461. texture.image = image;
  22462. // JPEGs can't have an alpha channel, so memory can be saved by storing them as RGB.
  22463. var isJPEG = url.search( /\.jpe?g($|\?)/i ) > 0 || url.search( /^data\:image\/jpeg/ ) === 0;
  22464. texture.format = isJPEG ? RGBFormat : RGBAFormat;
  22465. texture.needsUpdate = true;
  22466. if ( onLoad !== undefined ) {
  22467. onLoad( texture );
  22468. }
  22469. }, onProgress, onError );
  22470. return texture;
  22471. }
  22472. } );
  22473. /**
  22474. * @author zz85 / http://www.lab4games.net/zz85/blog
  22475. * Extensible curve object
  22476. *
  22477. * Some common of curve methods:
  22478. * .getPoint( t, optionalTarget ), .getTangent( t, optionalTarget )
  22479. * .getPointAt( u, optionalTarget ), .getTangentAt( u, optionalTarget )
  22480. * .getPoints(), .getSpacedPoints()
  22481. * .getLength()
  22482. * .updateArcLengths()
  22483. *
  22484. * This following curves inherit from THREE.Curve:
  22485. *
  22486. * -- 2D curves --
  22487. * THREE.ArcCurve
  22488. * THREE.CubicBezierCurve
  22489. * THREE.EllipseCurve
  22490. * THREE.LineCurve
  22491. * THREE.QuadraticBezierCurve
  22492. * THREE.SplineCurve
  22493. *
  22494. * -- 3D curves --
  22495. * THREE.CatmullRomCurve3
  22496. * THREE.CubicBezierCurve3
  22497. * THREE.LineCurve3
  22498. * THREE.QuadraticBezierCurve3
  22499. *
  22500. * A series of curves can be represented as a THREE.CurvePath.
  22501. *
  22502. **/
  22503. /**************************************************************
  22504. * Abstract Curve base class
  22505. **************************************************************/
  22506. function Curve() {
  22507. this.type = 'Curve';
  22508. this.arcLengthDivisions = 200;
  22509. }
  22510. Object.assign( Curve.prototype, {
  22511. // Virtual base class method to overwrite and implement in subclasses
  22512. // - t [0 .. 1]
  22513. getPoint: function ( /* t, optionalTarget */ ) {
  22514. console.warn( 'THREE.Curve: .getPoint() not implemented.' );
  22515. return null;
  22516. },
  22517. // Get point at relative position in curve according to arc length
  22518. // - u [0 .. 1]
  22519. getPointAt: function ( u, optionalTarget ) {
  22520. var t = this.getUtoTmapping( u );
  22521. return this.getPoint( t, optionalTarget );
  22522. },
  22523. // Get sequence of points using getPoint( t )
  22524. getPoints: function ( divisions ) {
  22525. if ( divisions === undefined ) { divisions = 5; }
  22526. var points = [];
  22527. for ( var d = 0; d <= divisions; d ++ ) {
  22528. points.push( this.getPoint( d / divisions ) );
  22529. }
  22530. return points;
  22531. },
  22532. // Get sequence of points using getPointAt( u )
  22533. getSpacedPoints: function ( divisions ) {
  22534. if ( divisions === undefined ) { divisions = 5; }
  22535. var points = [];
  22536. for ( var d = 0; d <= divisions; d ++ ) {
  22537. points.push( this.getPointAt( d / divisions ) );
  22538. }
  22539. return points;
  22540. },
  22541. // Get total curve arc length
  22542. getLength: function () {
  22543. var lengths = this.getLengths();
  22544. return lengths[ lengths.length - 1 ];
  22545. },
  22546. // Get list of cumulative segment lengths
  22547. getLengths: function ( divisions ) {
  22548. if ( divisions === undefined ) { divisions = this.arcLengthDivisions; }
  22549. if ( this.cacheArcLengths &&
  22550. ( this.cacheArcLengths.length === divisions + 1 ) &&
  22551. ! this.needsUpdate ) {
  22552. return this.cacheArcLengths;
  22553. }
  22554. this.needsUpdate = false;
  22555. var cache = [];
  22556. var current, last = this.getPoint( 0 );
  22557. var sum = 0;
  22558. cache.push( 0 );
  22559. for ( var p = 1; p <= divisions; p ++ ) {
  22560. current = this.getPoint( p / divisions );
  22561. sum += current.distanceTo( last );
  22562. cache.push( sum );
  22563. last = current;
  22564. }
  22565. this.cacheArcLengths = cache;
  22566. return cache; // { sums: cache, sum: sum }; Sum is in the last element.
  22567. },
  22568. updateArcLengths: function () {
  22569. this.needsUpdate = true;
  22570. this.getLengths();
  22571. },
  22572. // Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant
  22573. getUtoTmapping: function ( u, distance ) {
  22574. var arcLengths = this.getLengths();
  22575. var i = 0, il = arcLengths.length;
  22576. var targetArcLength; // The targeted u distance value to get
  22577. if ( distance ) {
  22578. targetArcLength = distance;
  22579. } else {
  22580. targetArcLength = u * arcLengths[ il - 1 ];
  22581. }
  22582. // binary search for the index with largest value smaller than target u distance
  22583. var low = 0, high = il - 1, comparison;
  22584. while ( low <= high ) {
  22585. 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
  22586. comparison = arcLengths[ i ] - targetArcLength;
  22587. if ( comparison < 0 ) {
  22588. low = i + 1;
  22589. } else if ( comparison > 0 ) {
  22590. high = i - 1;
  22591. } else {
  22592. high = i;
  22593. break;
  22594. // DONE
  22595. }
  22596. }
  22597. i = high;
  22598. if ( arcLengths[ i ] === targetArcLength ) {
  22599. return i / ( il - 1 );
  22600. }
  22601. // we could get finer grain at lengths, or use simple interpolation between two points
  22602. var lengthBefore = arcLengths[ i ];
  22603. var lengthAfter = arcLengths[ i + 1 ];
  22604. var segmentLength = lengthAfter - lengthBefore;
  22605. // determine where we are between the 'before' and 'after' points
  22606. var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
  22607. // add that fractional amount to t
  22608. var t = ( i + segmentFraction ) / ( il - 1 );
  22609. return t;
  22610. },
  22611. // Returns a unit vector tangent at t
  22612. // In case any sub curve does not implement its tangent derivation,
  22613. // 2 points a small delta apart will be used to find its gradient
  22614. // which seems to give a reasonable approximation
  22615. getTangent: function ( t, optionalTarget ) {
  22616. var delta = 0.0001;
  22617. var t1 = t - delta;
  22618. var t2 = t + delta;
  22619. // Capping in case of danger
  22620. if ( t1 < 0 ) { t1 = 0; }
  22621. if ( t2 > 1 ) { t2 = 1; }
  22622. var pt1 = this.getPoint( t1 );
  22623. var pt2 = this.getPoint( t2 );
  22624. var tangent = optionalTarget || ( ( pt1.isVector2 ) ? new Vector2() : new Vector3() );
  22625. tangent.copy( pt2 ).sub( pt1 ).normalize();
  22626. return tangent;
  22627. },
  22628. getTangentAt: function ( u, optionalTarget ) {
  22629. var t = this.getUtoTmapping( u );
  22630. return this.getTangent( t, optionalTarget );
  22631. },
  22632. computeFrenetFrames: function ( segments, closed ) {
  22633. // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf
  22634. var normal = new Vector3();
  22635. var tangents = [];
  22636. var normals = [];
  22637. var binormals = [];
  22638. var vec = new Vector3();
  22639. var mat = new Matrix4();
  22640. // compute the tangent vectors for each segment on the curve
  22641. for ( var i = 0; i <= segments; i ++ ) {
  22642. var u = i / segments;
  22643. tangents[ i ] = this.getTangentAt( u, new Vector3() );
  22644. tangents[ i ].normalize();
  22645. }
  22646. // select an initial normal vector perpendicular to the first tangent vector,
  22647. // and in the direction of the minimum tangent xyz component
  22648. normals[ 0 ] = new Vector3();
  22649. binormals[ 0 ] = new Vector3();
  22650. var min = Number.MAX_VALUE;
  22651. var tx = Math.abs( tangents[ 0 ].x );
  22652. var ty = Math.abs( tangents[ 0 ].y );
  22653. var tz = Math.abs( tangents[ 0 ].z );
  22654. if ( tx <= min ) {
  22655. min = tx;
  22656. normal.set( 1, 0, 0 );
  22657. }
  22658. if ( ty <= min ) {
  22659. min = ty;
  22660. normal.set( 0, 1, 0 );
  22661. }
  22662. if ( tz <= min ) {
  22663. normal.set( 0, 0, 1 );
  22664. }
  22665. vec.crossVectors( tangents[ 0 ], normal ).normalize();
  22666. normals[ 0 ].crossVectors( tangents[ 0 ], vec );
  22667. binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );
  22668. // compute the slowly-varying normal and binormal vectors for each segment on the curve
  22669. for ( var i$1 = 1; i$1 <= segments; i$1 ++ ) {
  22670. normals[ i$1 ] = normals[ i$1 - 1 ].clone();
  22671. binormals[ i$1 ] = binormals[ i$1 - 1 ].clone();
  22672. vec.crossVectors( tangents[ i$1 - 1 ], tangents[ i$1 ] );
  22673. if ( vec.length() > Number.EPSILON ) {
  22674. vec.normalize();
  22675. var theta = Math.acos( MathUtils.clamp( tangents[ i$1 - 1 ].dot( tangents[ i$1 ] ), - 1, 1 ) ); // clamp for floating pt errors
  22676. normals[ i$1 ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );
  22677. }
  22678. binormals[ i$1 ].crossVectors( tangents[ i$1 ], normals[ i$1 ] );
  22679. }
  22680. // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
  22681. if ( closed === true ) {
  22682. var theta$1 = Math.acos( MathUtils.clamp( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) );
  22683. theta$1 /= segments;
  22684. if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {
  22685. theta$1 = - theta$1;
  22686. }
  22687. for ( var i$2 = 1; i$2 <= segments; i$2 ++ ) {
  22688. // twist a little...
  22689. normals[ i$2 ].applyMatrix4( mat.makeRotationAxis( tangents[ i$2 ], theta$1 * i$2 ) );
  22690. binormals[ i$2 ].crossVectors( tangents[ i$2 ], normals[ i$2 ] );
  22691. }
  22692. }
  22693. return {
  22694. tangents: tangents,
  22695. normals: normals,
  22696. binormals: binormals
  22697. };
  22698. },
  22699. clone: function () {
  22700. return new this.constructor().copy( this );
  22701. },
  22702. copy: function ( source ) {
  22703. this.arcLengthDivisions = source.arcLengthDivisions;
  22704. return this;
  22705. },
  22706. toJSON: function () {
  22707. var data = {
  22708. metadata: {
  22709. version: 4.5,
  22710. type: 'Curve',
  22711. generator: 'Curve.toJSON'
  22712. }
  22713. };
  22714. data.arcLengthDivisions = this.arcLengthDivisions;
  22715. data.type = this.type;
  22716. return data;
  22717. },
  22718. fromJSON: function ( json ) {
  22719. this.arcLengthDivisions = json.arcLengthDivisions;
  22720. return this;
  22721. }
  22722. } );
  22723. function EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  22724. Curve.call( this );
  22725. this.type = 'EllipseCurve';
  22726. this.aX = aX || 0;
  22727. this.aY = aY || 0;
  22728. this.xRadius = xRadius || 1;
  22729. this.yRadius = yRadius || 1;
  22730. this.aStartAngle = aStartAngle || 0;
  22731. this.aEndAngle = aEndAngle || 2 * Math.PI;
  22732. this.aClockwise = aClockwise || false;
  22733. this.aRotation = aRotation || 0;
  22734. }
  22735. EllipseCurve.prototype = Object.create( Curve.prototype );
  22736. EllipseCurve.prototype.constructor = EllipseCurve;
  22737. EllipseCurve.prototype.isEllipseCurve = true;
  22738. EllipseCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22739. var point = optionalTarget || new Vector2();
  22740. var twoPi = Math.PI * 2;
  22741. var deltaAngle = this.aEndAngle - this.aStartAngle;
  22742. var samePoints = Math.abs( deltaAngle ) < Number.EPSILON;
  22743. // ensures that deltaAngle is 0 .. 2 PI
  22744. while ( deltaAngle < 0 ) { deltaAngle += twoPi; }
  22745. while ( deltaAngle > twoPi ) { deltaAngle -= twoPi; }
  22746. if ( deltaAngle < Number.EPSILON ) {
  22747. if ( samePoints ) {
  22748. deltaAngle = 0;
  22749. } else {
  22750. deltaAngle = twoPi;
  22751. }
  22752. }
  22753. if ( this.aClockwise === true && ! samePoints ) {
  22754. if ( deltaAngle === twoPi ) {
  22755. deltaAngle = - twoPi;
  22756. } else {
  22757. deltaAngle = deltaAngle - twoPi;
  22758. }
  22759. }
  22760. var angle = this.aStartAngle + t * deltaAngle;
  22761. var x = this.aX + this.xRadius * Math.cos( angle );
  22762. var y = this.aY + this.yRadius * Math.sin( angle );
  22763. if ( this.aRotation !== 0 ) {
  22764. var cos = Math.cos( this.aRotation );
  22765. var sin = Math.sin( this.aRotation );
  22766. var tx = x - this.aX;
  22767. var ty = y - this.aY;
  22768. // Rotate the point about the center of the ellipse.
  22769. x = tx * cos - ty * sin + this.aX;
  22770. y = tx * sin + ty * cos + this.aY;
  22771. }
  22772. return point.set( x, y );
  22773. };
  22774. EllipseCurve.prototype.copy = function ( source ) {
  22775. Curve.prototype.copy.call( this, source );
  22776. this.aX = source.aX;
  22777. this.aY = source.aY;
  22778. this.xRadius = source.xRadius;
  22779. this.yRadius = source.yRadius;
  22780. this.aStartAngle = source.aStartAngle;
  22781. this.aEndAngle = source.aEndAngle;
  22782. this.aClockwise = source.aClockwise;
  22783. this.aRotation = source.aRotation;
  22784. return this;
  22785. };
  22786. EllipseCurve.prototype.toJSON = function () {
  22787. var data = Curve.prototype.toJSON.call( this );
  22788. data.aX = this.aX;
  22789. data.aY = this.aY;
  22790. data.xRadius = this.xRadius;
  22791. data.yRadius = this.yRadius;
  22792. data.aStartAngle = this.aStartAngle;
  22793. data.aEndAngle = this.aEndAngle;
  22794. data.aClockwise = this.aClockwise;
  22795. data.aRotation = this.aRotation;
  22796. return data;
  22797. };
  22798. EllipseCurve.prototype.fromJSON = function ( json ) {
  22799. Curve.prototype.fromJSON.call( this, json );
  22800. this.aX = json.aX;
  22801. this.aY = json.aY;
  22802. this.xRadius = json.xRadius;
  22803. this.yRadius = json.yRadius;
  22804. this.aStartAngle = json.aStartAngle;
  22805. this.aEndAngle = json.aEndAngle;
  22806. this.aClockwise = json.aClockwise;
  22807. this.aRotation = json.aRotation;
  22808. return this;
  22809. };
  22810. function ArcCurve( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  22811. EllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  22812. this.type = 'ArcCurve';
  22813. }
  22814. ArcCurve.prototype = Object.create( EllipseCurve.prototype );
  22815. ArcCurve.prototype.constructor = ArcCurve;
  22816. ArcCurve.prototype.isArcCurve = true;
  22817. /**
  22818. * @author zz85 https://github.com/zz85
  22819. *
  22820. * Centripetal CatmullRom Curve - which is useful for avoiding
  22821. * cusps and self-intersections in non-uniform catmull rom curves.
  22822. * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf
  22823. *
  22824. * curve.type accepts centripetal(default), chordal and catmullrom
  22825. * curve.tension is used for catmullrom which defaults to 0.5
  22826. */
  22827. /*
  22828. Based on an optimized c++ solution in
  22829. - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/
  22830. - http://ideone.com/NoEbVM
  22831. This CubicPoly class could be used for reusing some variables and calculations,
  22832. but for three.js curve use, it could be possible inlined and flatten into a single function call
  22833. which can be placed in CurveUtils.
  22834. */
  22835. function CubicPoly() {
  22836. var c0 = 0, c1 = 0, c2 = 0, c3 = 0;
  22837. /*
  22838. * Compute coefficients for a cubic polynomial
  22839. * p(s) = c0 + c1*s + c2*s^2 + c3*s^3
  22840. * such that
  22841. * p(0) = x0, p(1) = x1
  22842. * and
  22843. * p'(0) = t0, p'(1) = t1.
  22844. */
  22845. function init( x0, x1, t0, t1 ) {
  22846. c0 = x0;
  22847. c1 = t0;
  22848. c2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1;
  22849. c3 = 2 * x0 - 2 * x1 + t0 + t1;
  22850. }
  22851. return {
  22852. initCatmullRom: function ( x0, x1, x2, x3, tension ) {
  22853. init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );
  22854. },
  22855. initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {
  22856. // compute tangents when parameterized in [t1,t2]
  22857. var t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;
  22858. var t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;
  22859. // rescale tangents for parametrization in [0,1]
  22860. t1 *= dt1;
  22861. t2 *= dt1;
  22862. init( x1, x2, t1, t2 );
  22863. },
  22864. calc: function ( t ) {
  22865. var t2 = t * t;
  22866. var t3 = t2 * t;
  22867. return c0 + c1 * t + c2 * t2 + c3 * t3;
  22868. }
  22869. };
  22870. }
  22871. //
  22872. var tmp = new Vector3();
  22873. var px = new CubicPoly(), py = new CubicPoly(), pz = new CubicPoly();
  22874. function CatmullRomCurve3( points, closed, curveType, tension ) {
  22875. Curve.call( this );
  22876. this.type = 'CatmullRomCurve3';
  22877. this.points = points || [];
  22878. this.closed = closed || false;
  22879. this.curveType = curveType || 'centripetal';
  22880. this.tension = ( tension !== undefined ) ? tension : 0.5;
  22881. }
  22882. CatmullRomCurve3.prototype = Object.create( Curve.prototype );
  22883. CatmullRomCurve3.prototype.constructor = CatmullRomCurve3;
  22884. CatmullRomCurve3.prototype.isCatmullRomCurve3 = true;
  22885. CatmullRomCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22886. var point = optionalTarget || new Vector3();
  22887. var points = this.points;
  22888. var l = points.length;
  22889. var p = ( l - ( this.closed ? 0 : 1 ) ) * t;
  22890. var intPoint = Math.floor( p );
  22891. var weight = p - intPoint;
  22892. if ( this.closed ) {
  22893. intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l;
  22894. } else if ( weight === 0 && intPoint === l - 1 ) {
  22895. intPoint = l - 2;
  22896. weight = 1;
  22897. }
  22898. var p0, p1, p2, p3; // 4 points
  22899. if ( this.closed || intPoint > 0 ) {
  22900. p0 = points[ ( intPoint - 1 ) % l ];
  22901. } else {
  22902. // extrapolate first point
  22903. tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );
  22904. p0 = tmp;
  22905. }
  22906. p1 = points[ intPoint % l ];
  22907. p2 = points[ ( intPoint + 1 ) % l ];
  22908. if ( this.closed || intPoint + 2 < l ) {
  22909. p3 = points[ ( intPoint + 2 ) % l ];
  22910. } else {
  22911. // extrapolate last point
  22912. tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );
  22913. p3 = tmp;
  22914. }
  22915. if ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) {
  22916. // init Centripetal / Chordal Catmull-Rom
  22917. var pow = this.curveType === 'chordal' ? 0.5 : 0.25;
  22918. var dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );
  22919. var dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );
  22920. var dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );
  22921. // safety check for repeated points
  22922. if ( dt1 < 1e-4 ) { dt1 = 1.0; }
  22923. if ( dt0 < 1e-4 ) { dt0 = dt1; }
  22924. if ( dt2 < 1e-4 ) { dt2 = dt1; }
  22925. px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );
  22926. py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );
  22927. pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );
  22928. } else if ( this.curveType === 'catmullrom' ) {
  22929. px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension );
  22930. py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension );
  22931. pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension );
  22932. }
  22933. point.set(
  22934. px.calc( weight ),
  22935. py.calc( weight ),
  22936. pz.calc( weight )
  22937. );
  22938. return point;
  22939. };
  22940. CatmullRomCurve3.prototype.copy = function ( source ) {
  22941. Curve.prototype.copy.call( this, source );
  22942. this.points = [];
  22943. for ( var i = 0, l = source.points.length; i < l; i ++ ) {
  22944. var point = source.points[ i ];
  22945. this.points.push( point.clone() );
  22946. }
  22947. this.closed = source.closed;
  22948. this.curveType = source.curveType;
  22949. this.tension = source.tension;
  22950. return this;
  22951. };
  22952. CatmullRomCurve3.prototype.toJSON = function () {
  22953. var data = Curve.prototype.toJSON.call( this );
  22954. data.points = [];
  22955. for ( var i = 0, l = this.points.length; i < l; i ++ ) {
  22956. var point = this.points[ i ];
  22957. data.points.push( point.toArray() );
  22958. }
  22959. data.closed = this.closed;
  22960. data.curveType = this.curveType;
  22961. data.tension = this.tension;
  22962. return data;
  22963. };
  22964. CatmullRomCurve3.prototype.fromJSON = function ( json ) {
  22965. Curve.prototype.fromJSON.call( this, json );
  22966. this.points = [];
  22967. for ( var i = 0, l = json.points.length; i < l; i ++ ) {
  22968. var point = json.points[ i ];
  22969. this.points.push( new Vector3().fromArray( point ) );
  22970. }
  22971. this.closed = json.closed;
  22972. this.curveType = json.curveType;
  22973. this.tension = json.tension;
  22974. return this;
  22975. };
  22976. /**
  22977. * @author zz85 / http://www.lab4games.net/zz85/blog
  22978. *
  22979. * Bezier Curves formulas obtained from
  22980. * http://en.wikipedia.org/wiki/Bézier_curve
  22981. */
  22982. function CatmullRom( t, p0, p1, p2, p3 ) {
  22983. var v0 = ( p2 - p0 ) * 0.5;
  22984. var v1 = ( p3 - p1 ) * 0.5;
  22985. var t2 = t * t;
  22986. var t3 = t * t2;
  22987. return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
  22988. }
  22989. //
  22990. function QuadraticBezierP0( t, p ) {
  22991. var k = 1 - t;
  22992. return k * k * p;
  22993. }
  22994. function QuadraticBezierP1( t, p ) {
  22995. return 2 * ( 1 - t ) * t * p;
  22996. }
  22997. function QuadraticBezierP2( t, p ) {
  22998. return t * t * p;
  22999. }
  23000. function QuadraticBezier( t, p0, p1, p2 ) {
  23001. return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +
  23002. QuadraticBezierP2( t, p2 );
  23003. }
  23004. //
  23005. function CubicBezierP0( t, p ) {
  23006. var k = 1 - t;
  23007. return k * k * k * p;
  23008. }
  23009. function CubicBezierP1( t, p ) {
  23010. var k = 1 - t;
  23011. return 3 * k * k * t * p;
  23012. }
  23013. function CubicBezierP2( t, p ) {
  23014. return 3 * ( 1 - t ) * t * t * p;
  23015. }
  23016. function CubicBezierP3( t, p ) {
  23017. return t * t * t * p;
  23018. }
  23019. function CubicBezier( t, p0, p1, p2, p3 ) {
  23020. return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +
  23021. CubicBezierP3( t, p3 );
  23022. }
  23023. function CubicBezierCurve( v0, v1, v2, v3 ) {
  23024. Curve.call( this );
  23025. this.type = 'CubicBezierCurve';
  23026. this.v0 = v0 || new Vector2();
  23027. this.v1 = v1 || new Vector2();
  23028. this.v2 = v2 || new Vector2();
  23029. this.v3 = v3 || new Vector2();
  23030. }
  23031. CubicBezierCurve.prototype = Object.create( Curve.prototype );
  23032. CubicBezierCurve.prototype.constructor = CubicBezierCurve;
  23033. CubicBezierCurve.prototype.isCubicBezierCurve = true;
  23034. CubicBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {
  23035. var point = optionalTarget || new Vector2();
  23036. var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  23037. point.set(
  23038. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  23039. CubicBezier( t, v0.y, v1.y, v2.y, v3.y )
  23040. );
  23041. return point;
  23042. };
  23043. CubicBezierCurve.prototype.copy = function ( source ) {
  23044. Curve.prototype.copy.call( this, source );
  23045. this.v0.copy( source.v0 );
  23046. this.v1.copy( source.v1 );
  23047. this.v2.copy( source.v2 );
  23048. this.v3.copy( source.v3 );
  23049. return this;
  23050. };
  23051. CubicBezierCurve.prototype.toJSON = function () {
  23052. var data = Curve.prototype.toJSON.call( this );
  23053. data.v0 = this.v0.toArray();
  23054. data.v1 = this.v1.toArray();
  23055. data.v2 = this.v2.toArray();
  23056. data.v3 = this.v3.toArray();
  23057. return data;
  23058. };
  23059. CubicBezierCurve.prototype.fromJSON = function ( json ) {
  23060. Curve.prototype.fromJSON.call( this, json );
  23061. this.v0.fromArray( json.v0 );
  23062. this.v1.fromArray( json.v1 );
  23063. this.v2.fromArray( json.v2 );
  23064. this.v3.fromArray( json.v3 );
  23065. return this;
  23066. };
  23067. function CubicBezierCurve3( v0, v1, v2, v3 ) {
  23068. Curve.call( this );
  23069. this.type = 'CubicBezierCurve3';
  23070. this.v0 = v0 || new Vector3();
  23071. this.v1 = v1 || new Vector3();
  23072. this.v2 = v2 || new Vector3();
  23073. this.v3 = v3 || new Vector3();
  23074. }
  23075. CubicBezierCurve3.prototype = Object.create( Curve.prototype );
  23076. CubicBezierCurve3.prototype.constructor = CubicBezierCurve3;
  23077. CubicBezierCurve3.prototype.isCubicBezierCurve3 = true;
  23078. CubicBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  23079. var point = optionalTarget || new Vector3();
  23080. var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  23081. point.set(
  23082. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  23083. CubicBezier( t, v0.y, v1.y, v2.y, v3.y ),
  23084. CubicBezier( t, v0.z, v1.z, v2.z, v3.z )
  23085. );
  23086. return point;
  23087. };
  23088. CubicBezierCurve3.prototype.copy = function ( source ) {
  23089. Curve.prototype.copy.call( this, source );
  23090. this.v0.copy( source.v0 );
  23091. this.v1.copy( source.v1 );
  23092. this.v2.copy( source.v2 );
  23093. this.v3.copy( source.v3 );
  23094. return this;
  23095. };
  23096. CubicBezierCurve3.prototype.toJSON = function () {
  23097. var data = Curve.prototype.toJSON.call( this );
  23098. data.v0 = this.v0.toArray();
  23099. data.v1 = this.v1.toArray();
  23100. data.v2 = this.v2.toArray();
  23101. data.v3 = this.v3.toArray();
  23102. return data;
  23103. };
  23104. CubicBezierCurve3.prototype.fromJSON = function ( json ) {
  23105. Curve.prototype.fromJSON.call( this, json );
  23106. this.v0.fromArray( json.v0 );
  23107. this.v1.fromArray( json.v1 );
  23108. this.v2.fromArray( json.v2 );
  23109. this.v3.fromArray( json.v3 );
  23110. return this;
  23111. };
  23112. function LineCurve( v1, v2 ) {
  23113. Curve.call( this );
  23114. this.type = 'LineCurve';
  23115. this.v1 = v1 || new Vector2();
  23116. this.v2 = v2 || new Vector2();
  23117. }
  23118. LineCurve.prototype = Object.create( Curve.prototype );
  23119. LineCurve.prototype.constructor = LineCurve;
  23120. LineCurve.prototype.isLineCurve = true;
  23121. LineCurve.prototype.getPoint = function ( t, optionalTarget ) {
  23122. var point = optionalTarget || new Vector2();
  23123. if ( t === 1 ) {
  23124. point.copy( this.v2 );
  23125. } else {
  23126. point.copy( this.v2 ).sub( this.v1 );
  23127. point.multiplyScalar( t ).add( this.v1 );
  23128. }
  23129. return point;
  23130. };
  23131. // Line curve is linear, so we can overwrite default getPointAt
  23132. LineCurve.prototype.getPointAt = function ( u, optionalTarget ) {
  23133. return this.getPoint( u, optionalTarget );
  23134. };
  23135. LineCurve.prototype.getTangent = function ( t, optionalTarget ) {
  23136. var tangent = optionalTarget || new Vector2();
  23137. tangent.copy( this.v2 ).sub( this.v1 ).normalize();
  23138. return tangent;
  23139. };
  23140. LineCurve.prototype.copy = function ( source ) {
  23141. Curve.prototype.copy.call( this, source );
  23142. this.v1.copy( source.v1 );
  23143. this.v2.copy( source.v2 );
  23144. return this;
  23145. };
  23146. LineCurve.prototype.toJSON = function () {
  23147. var data = Curve.prototype.toJSON.call( this );
  23148. data.v1 = this.v1.toArray();
  23149. data.v2 = this.v2.toArray();
  23150. return data;
  23151. };
  23152. LineCurve.prototype.fromJSON = function ( json ) {
  23153. Curve.prototype.fromJSON.call( this, json );
  23154. this.v1.fromArray( json.v1 );
  23155. this.v2.fromArray( json.v2 );
  23156. return this;
  23157. };
  23158. function LineCurve3( v1, v2 ) {
  23159. Curve.call( this );
  23160. this.type = 'LineCurve3';
  23161. this.v1 = v1 || new Vector3();
  23162. this.v2 = v2 || new Vector3();
  23163. }
  23164. LineCurve3.prototype = Object.create( Curve.prototype );
  23165. LineCurve3.prototype.constructor = LineCurve3;
  23166. LineCurve3.prototype.isLineCurve3 = true;
  23167. LineCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  23168. var point = optionalTarget || new Vector3();
  23169. if ( t === 1 ) {
  23170. point.copy( this.v2 );
  23171. } else {
  23172. point.copy( this.v2 ).sub( this.v1 );
  23173. point.multiplyScalar( t ).add( this.v1 );
  23174. }
  23175. return point;
  23176. };
  23177. // Line curve is linear, so we can overwrite default getPointAt
  23178. LineCurve3.prototype.getPointAt = function ( u, optionalTarget ) {
  23179. return this.getPoint( u, optionalTarget );
  23180. };
  23181. LineCurve3.prototype.copy = function ( source ) {
  23182. Curve.prototype.copy.call( this, source );
  23183. this.v1.copy( source.v1 );
  23184. this.v2.copy( source.v2 );
  23185. return this;
  23186. };
  23187. LineCurve3.prototype.toJSON = function () {
  23188. var data = Curve.prototype.toJSON.call( this );
  23189. data.v1 = this.v1.toArray();
  23190. data.v2 = this.v2.toArray();
  23191. return data;
  23192. };
  23193. LineCurve3.prototype.fromJSON = function ( json ) {
  23194. Curve.prototype.fromJSON.call( this, json );
  23195. this.v1.fromArray( json.v1 );
  23196. this.v2.fromArray( json.v2 );
  23197. return this;
  23198. };
  23199. function QuadraticBezierCurve( v0, v1, v2 ) {
  23200. Curve.call( this );
  23201. this.type = 'QuadraticBezierCurve';
  23202. this.v0 = v0 || new Vector2();
  23203. this.v1 = v1 || new Vector2();
  23204. this.v2 = v2 || new Vector2();
  23205. }
  23206. QuadraticBezierCurve.prototype = Object.create( Curve.prototype );
  23207. QuadraticBezierCurve.prototype.constructor = QuadraticBezierCurve;
  23208. QuadraticBezierCurve.prototype.isQuadraticBezierCurve = true;
  23209. QuadraticBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {
  23210. var point = optionalTarget || new Vector2();
  23211. var v0 = this.v0, v1 = this.v1, v2 = this.v2;
  23212. point.set(
  23213. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  23214. QuadraticBezier( t, v0.y, v1.y, v2.y )
  23215. );
  23216. return point;
  23217. };
  23218. QuadraticBezierCurve.prototype.copy = function ( source ) {
  23219. Curve.prototype.copy.call( this, source );
  23220. this.v0.copy( source.v0 );
  23221. this.v1.copy( source.v1 );
  23222. this.v2.copy( source.v2 );
  23223. return this;
  23224. };
  23225. QuadraticBezierCurve.prototype.toJSON = function () {
  23226. var data = Curve.prototype.toJSON.call( this );
  23227. data.v0 = this.v0.toArray();
  23228. data.v1 = this.v1.toArray();
  23229. data.v2 = this.v2.toArray();
  23230. return data;
  23231. };
  23232. QuadraticBezierCurve.prototype.fromJSON = function ( json ) {
  23233. Curve.prototype.fromJSON.call( this, json );
  23234. this.v0.fromArray( json.v0 );
  23235. this.v1.fromArray( json.v1 );
  23236. this.v2.fromArray( json.v2 );
  23237. return this;
  23238. };
  23239. function QuadraticBezierCurve3( v0, v1, v2 ) {
  23240. Curve.call( this );
  23241. this.type = 'QuadraticBezierCurve3';
  23242. this.v0 = v0 || new Vector3();
  23243. this.v1 = v1 || new Vector3();
  23244. this.v2 = v2 || new Vector3();
  23245. }
  23246. QuadraticBezierCurve3.prototype = Object.create( Curve.prototype );
  23247. QuadraticBezierCurve3.prototype.constructor = QuadraticBezierCurve3;
  23248. QuadraticBezierCurve3.prototype.isQuadraticBezierCurve3 = true;
  23249. QuadraticBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  23250. var point = optionalTarget || new Vector3();
  23251. var v0 = this.v0, v1 = this.v1, v2 = this.v2;
  23252. point.set(
  23253. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  23254. QuadraticBezier( t, v0.y, v1.y, v2.y ),
  23255. QuadraticBezier( t, v0.z, v1.z, v2.z )
  23256. );
  23257. return point;
  23258. };
  23259. QuadraticBezierCurve3.prototype.copy = function ( source ) {
  23260. Curve.prototype.copy.call( this, source );
  23261. this.v0.copy( source.v0 );
  23262. this.v1.copy( source.v1 );
  23263. this.v2.copy( source.v2 );
  23264. return this;
  23265. };
  23266. QuadraticBezierCurve3.prototype.toJSON = function () {
  23267. var data = Curve.prototype.toJSON.call( this );
  23268. data.v0 = this.v0.toArray();
  23269. data.v1 = this.v1.toArray();
  23270. data.v2 = this.v2.toArray();
  23271. return data;
  23272. };
  23273. QuadraticBezierCurve3.prototype.fromJSON = function ( json ) {
  23274. Curve.prototype.fromJSON.call( this, json );
  23275. this.v0.fromArray( json.v0 );
  23276. this.v1.fromArray( json.v1 );
  23277. this.v2.fromArray( json.v2 );
  23278. return this;
  23279. };
  23280. function SplineCurve( points /* array of Vector2 */ ) {
  23281. Curve.call( this );
  23282. this.type = 'SplineCurve';
  23283. this.points = points || [];
  23284. }
  23285. SplineCurve.prototype = Object.create( Curve.prototype );
  23286. SplineCurve.prototype.constructor = SplineCurve;
  23287. SplineCurve.prototype.isSplineCurve = true;
  23288. SplineCurve.prototype.getPoint = function ( t, optionalTarget ) {
  23289. var point = optionalTarget || new Vector2();
  23290. var points = this.points;
  23291. var p = ( points.length - 1 ) * t;
  23292. var intPoint = Math.floor( p );
  23293. var weight = p - intPoint;
  23294. var p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];
  23295. var p1 = points[ intPoint ];
  23296. var p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
  23297. var p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];
  23298. point.set(
  23299. CatmullRom( weight, p0.x, p1.x, p2.x, p3.x ),
  23300. CatmullRom( weight, p0.y, p1.y, p2.y, p3.y )
  23301. );
  23302. return point;
  23303. };
  23304. SplineCurve.prototype.copy = function ( source ) {
  23305. Curve.prototype.copy.call( this, source );
  23306. this.points = [];
  23307. for ( var i = 0, l = source.points.length; i < l; i ++ ) {
  23308. var point = source.points[ i ];
  23309. this.points.push( point.clone() );
  23310. }
  23311. return this;
  23312. };
  23313. SplineCurve.prototype.toJSON = function () {
  23314. var data = Curve.prototype.toJSON.call( this );
  23315. data.points = [];
  23316. for ( var i = 0, l = this.points.length; i < l; i ++ ) {
  23317. var point = this.points[ i ];
  23318. data.points.push( point.toArray() );
  23319. }
  23320. return data;
  23321. };
  23322. SplineCurve.prototype.fromJSON = function ( json ) {
  23323. Curve.prototype.fromJSON.call( this, json );
  23324. this.points = [];
  23325. for ( var i = 0, l = json.points.length; i < l; i ++ ) {
  23326. var point = json.points[ i ];
  23327. this.points.push( new Vector2().fromArray( point ) );
  23328. }
  23329. return this;
  23330. };
  23331. var Curves = /*#__PURE__*/Object.freeze({
  23332. __proto__: null,
  23333. ArcCurve: ArcCurve,
  23334. CatmullRomCurve3: CatmullRomCurve3,
  23335. CubicBezierCurve: CubicBezierCurve,
  23336. CubicBezierCurve3: CubicBezierCurve3,
  23337. EllipseCurve: EllipseCurve,
  23338. LineCurve: LineCurve,
  23339. LineCurve3: LineCurve3,
  23340. QuadraticBezierCurve: QuadraticBezierCurve,
  23341. QuadraticBezierCurve3: QuadraticBezierCurve3,
  23342. SplineCurve: SplineCurve
  23343. });
  23344. /**
  23345. * @author zz85 / http://www.lab4games.net/zz85/blog
  23346. *
  23347. **/
  23348. /**************************************************************
  23349. * Curved Path - a curve path is simply a array of connected
  23350. * curves, but retains the api of a curve
  23351. **************************************************************/
  23352. function CurvePath() {
  23353. Curve.call( this );
  23354. this.type = 'CurvePath';
  23355. this.curves = [];
  23356. this.autoClose = false; // Automatically closes the path
  23357. }
  23358. CurvePath.prototype = Object.assign( Object.create( Curve.prototype ), {
  23359. constructor: CurvePath,
  23360. add: function ( curve ) {
  23361. this.curves.push( curve );
  23362. },
  23363. closePath: function () {
  23364. // Add a line curve if start and end of lines are not connected
  23365. var startPoint = this.curves[ 0 ].getPoint( 0 );
  23366. var endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );
  23367. if ( ! startPoint.equals( endPoint ) ) {
  23368. this.curves.push( new LineCurve( endPoint, startPoint ) );
  23369. }
  23370. },
  23371. // To get accurate point with reference to
  23372. // entire path distance at time t,
  23373. // following has to be done:
  23374. // 1. Length of each sub path have to be known
  23375. // 2. Locate and identify type of curve
  23376. // 3. Get t for the curve
  23377. // 4. Return curve.getPointAt(t')
  23378. getPoint: function ( t ) {
  23379. var d = t * this.getLength();
  23380. var curveLengths = this.getCurveLengths();
  23381. var i = 0;
  23382. // To think about boundaries points.
  23383. while ( i < curveLengths.length ) {
  23384. if ( curveLengths[ i ] >= d ) {
  23385. var diff = curveLengths[ i ] - d;
  23386. var curve = this.curves[ i ];
  23387. var segmentLength = curve.getLength();
  23388. var u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;
  23389. return curve.getPointAt( u );
  23390. }
  23391. i ++;
  23392. }
  23393. return null;
  23394. // loop where sum != 0, sum > d , sum+1 <d
  23395. },
  23396. // We cannot use the default THREE.Curve getPoint() with getLength() because in
  23397. // THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
  23398. // getPoint() depends on getLength
  23399. getLength: function () {
  23400. var lens = this.getCurveLengths();
  23401. return lens[ lens.length - 1 ];
  23402. },
  23403. // cacheLengths must be recalculated.
  23404. updateArcLengths: function () {
  23405. this.needsUpdate = true;
  23406. this.cacheLengths = null;
  23407. this.getCurveLengths();
  23408. },
  23409. // Compute lengths and cache them
  23410. // We cannot overwrite getLengths() because UtoT mapping uses it.
  23411. getCurveLengths: function () {
  23412. // We use cache values if curves and cache array are same length
  23413. if ( this.cacheLengths && this.cacheLengths.length === this.curves.length ) {
  23414. return this.cacheLengths;
  23415. }
  23416. // Get length of sub-curve
  23417. // Push sums into cached array
  23418. var lengths = [];
  23419. var sums = 0;
  23420. for ( var i = 0, l = this.curves.length; i < l; i ++ ) {
  23421. sums += this.curves[ i ].getLength();
  23422. lengths.push( sums );
  23423. }
  23424. this.cacheLengths = lengths;
  23425. return lengths;
  23426. },
  23427. getSpacedPoints: function ( divisions ) {
  23428. if ( divisions === undefined ) { divisions = 40; }
  23429. var points = [];
  23430. for ( var i = 0; i <= divisions; i ++ ) {
  23431. points.push( this.getPoint( i / divisions ) );
  23432. }
  23433. if ( this.autoClose ) {
  23434. points.push( points[ 0 ] );
  23435. }
  23436. return points;
  23437. },
  23438. getPoints: function ( divisions ) {
  23439. divisions = divisions || 12;
  23440. var points = [];
  23441. var last;
  23442. for ( var i = 0, curves = this.curves; i < curves.length; i ++ ) {
  23443. var curve = curves[ i ];
  23444. var resolution = ( curve && curve.isEllipseCurve ) ? divisions * 2
  23445. : ( curve && ( curve.isLineCurve || curve.isLineCurve3 ) ) ? 1
  23446. : ( curve && curve.isSplineCurve ) ? divisions * curve.points.length
  23447. : divisions;
  23448. var pts = curve.getPoints( resolution );
  23449. for ( var j = 0; j < pts.length; j ++ ) {
  23450. var point = pts[ j ];
  23451. if ( last && last.equals( point ) ) { continue; } // ensures no consecutive points are duplicates
  23452. points.push( point );
  23453. last = point;
  23454. }
  23455. }
  23456. if ( this.autoClose && points.length > 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) {
  23457. points.push( points[ 0 ] );
  23458. }
  23459. return points;
  23460. },
  23461. copy: function ( source ) {
  23462. Curve.prototype.copy.call( this, source );
  23463. this.curves = [];
  23464. for ( var i = 0, l = source.curves.length; i < l; i ++ ) {
  23465. var curve = source.curves[ i ];
  23466. this.curves.push( curve.clone() );
  23467. }
  23468. this.autoClose = source.autoClose;
  23469. return this;
  23470. },
  23471. toJSON: function () {
  23472. var data = Curve.prototype.toJSON.call( this );
  23473. data.autoClose = this.autoClose;
  23474. data.curves = [];
  23475. for ( var i = 0, l = this.curves.length; i < l; i ++ ) {
  23476. var curve = this.curves[ i ];
  23477. data.curves.push( curve.toJSON() );
  23478. }
  23479. return data;
  23480. },
  23481. fromJSON: function ( json ) {
  23482. Curve.prototype.fromJSON.call( this, json );
  23483. this.autoClose = json.autoClose;
  23484. this.curves = [];
  23485. for ( var i = 0, l = json.curves.length; i < l; i ++ ) {
  23486. var curve = json.curves[ i ];
  23487. this.curves.push( new Curves[ curve.type ]().fromJSON( curve ) );
  23488. }
  23489. return this;
  23490. }
  23491. } );
  23492. /**
  23493. * @author zz85 / http://www.lab4games.net/zz85/blog
  23494. * Creates free form 2d path using series of points, lines or curves.
  23495. **/
  23496. function Path( points ) {
  23497. CurvePath.call( this );
  23498. this.type = 'Path';
  23499. this.currentPoint = new Vector2();
  23500. if ( points ) {
  23501. this.setFromPoints( points );
  23502. }
  23503. }
  23504. Path.prototype = Object.assign( Object.create( CurvePath.prototype ), {
  23505. constructor: Path,
  23506. setFromPoints: function ( points ) {
  23507. this.moveTo( points[ 0 ].x, points[ 0 ].y );
  23508. for ( var i = 1, l = points.length; i < l; i ++ ) {
  23509. this.lineTo( points[ i ].x, points[ i ].y );
  23510. }
  23511. return this;
  23512. },
  23513. moveTo: function ( x, y ) {
  23514. this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?
  23515. return this;
  23516. },
  23517. lineTo: function ( x, y ) {
  23518. var curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );
  23519. this.curves.push( curve );
  23520. this.currentPoint.set( x, y );
  23521. return this;
  23522. },
  23523. quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
  23524. var curve = new QuadraticBezierCurve(
  23525. this.currentPoint.clone(),
  23526. new Vector2( aCPx, aCPy ),
  23527. new Vector2( aX, aY )
  23528. );
  23529. this.curves.push( curve );
  23530. this.currentPoint.set( aX, aY );
  23531. return this;
  23532. },
  23533. bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  23534. var curve = new CubicBezierCurve(
  23535. this.currentPoint.clone(),
  23536. new Vector2( aCP1x, aCP1y ),
  23537. new Vector2( aCP2x, aCP2y ),
  23538. new Vector2( aX, aY )
  23539. );
  23540. this.curves.push( curve );
  23541. this.currentPoint.set( aX, aY );
  23542. return this;
  23543. },
  23544. splineThru: function ( pts /*Array of Vector*/ ) {
  23545. var npts = [ this.currentPoint.clone() ].concat( pts );
  23546. var curve = new SplineCurve( npts );
  23547. this.curves.push( curve );
  23548. this.currentPoint.copy( pts[ pts.length - 1 ] );
  23549. return this;
  23550. },
  23551. arc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  23552. var x0 = this.currentPoint.x;
  23553. var y0 = this.currentPoint.y;
  23554. this.absarc( aX + x0, aY + y0, aRadius,
  23555. aStartAngle, aEndAngle, aClockwise );
  23556. return this;
  23557. },
  23558. absarc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  23559. this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  23560. return this;
  23561. },
  23562. ellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  23563. var x0 = this.currentPoint.x;
  23564. var y0 = this.currentPoint.y;
  23565. this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  23566. return this;
  23567. },
  23568. absellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  23569. var curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  23570. if ( this.curves.length > 0 ) {
  23571. // if a previous curve is present, attempt to join
  23572. var firstPoint = curve.getPoint( 0 );
  23573. if ( ! firstPoint.equals( this.currentPoint ) ) {
  23574. this.lineTo( firstPoint.x, firstPoint.y );
  23575. }
  23576. }
  23577. this.curves.push( curve );
  23578. var lastPoint = curve.getPoint( 1 );
  23579. this.currentPoint.copy( lastPoint );
  23580. return this;
  23581. },
  23582. copy: function ( source ) {
  23583. CurvePath.prototype.copy.call( this, source );
  23584. this.currentPoint.copy( source.currentPoint );
  23585. return this;
  23586. },
  23587. toJSON: function () {
  23588. var data = CurvePath.prototype.toJSON.call( this );
  23589. data.currentPoint = this.currentPoint.toArray();
  23590. return data;
  23591. },
  23592. fromJSON: function ( json ) {
  23593. CurvePath.prototype.fromJSON.call( this, json );
  23594. this.currentPoint.fromArray( json.currentPoint );
  23595. return this;
  23596. }
  23597. } );
  23598. /**
  23599. * @author zz85 / http://www.lab4games.net/zz85/blog
  23600. * Defines a 2d shape plane using paths.
  23601. **/
  23602. // STEP 1 Create a path.
  23603. // STEP 2 Turn path into shape.
  23604. // STEP 3 ExtrudeGeometry takes in Shape/Shapes
  23605. // STEP 3a - Extract points from each shape, turn to vertices
  23606. // STEP 3b - Triangulate each shape, add faces.
  23607. function Shape( points ) {
  23608. Path.call( this, points );
  23609. this.uuid = MathUtils.generateUUID();
  23610. this.type = 'Shape';
  23611. this.holes = [];
  23612. }
  23613. Shape.prototype = Object.assign( Object.create( Path.prototype ), {
  23614. constructor: Shape,
  23615. getPointsHoles: function ( divisions ) {
  23616. var holesPts = [];
  23617. for ( var i = 0, l = this.holes.length; i < l; i ++ ) {
  23618. holesPts[ i ] = this.holes[ i ].getPoints( divisions );
  23619. }
  23620. return holesPts;
  23621. },
  23622. // get points of shape and holes (keypoints based on segments parameter)
  23623. extractPoints: function ( divisions ) {
  23624. return {
  23625. shape: this.getPoints( divisions ),
  23626. holes: this.getPointsHoles( divisions )
  23627. };
  23628. },
  23629. copy: function ( source ) {
  23630. Path.prototype.copy.call( this, source );
  23631. this.holes = [];
  23632. for ( var i = 0, l = source.holes.length; i < l; i ++ ) {
  23633. var hole = source.holes[ i ];
  23634. this.holes.push( hole.clone() );
  23635. }
  23636. return this;
  23637. },
  23638. toJSON: function () {
  23639. var data = Path.prototype.toJSON.call( this );
  23640. data.uuid = this.uuid;
  23641. data.holes = [];
  23642. for ( var i = 0, l = this.holes.length; i < l; i ++ ) {
  23643. var hole = this.holes[ i ];
  23644. data.holes.push( hole.toJSON() );
  23645. }
  23646. return data;
  23647. },
  23648. fromJSON: function ( json ) {
  23649. Path.prototype.fromJSON.call( this, json );
  23650. this.uuid = json.uuid;
  23651. this.holes = [];
  23652. for ( var i = 0, l = json.holes.length; i < l; i ++ ) {
  23653. var hole = json.holes[ i ];
  23654. this.holes.push( new Path().fromJSON( hole ) );
  23655. }
  23656. return this;
  23657. }
  23658. } );
  23659. /**
  23660. * @author mrdoob / http://mrdoob.com/
  23661. * @author alteredq / http://alteredqualia.com/
  23662. */
  23663. function Light( color, intensity ) {
  23664. Object3D.call( this );
  23665. this.type = 'Light';
  23666. this.color = new Color( color );
  23667. this.intensity = intensity !== undefined ? intensity : 1;
  23668. this.receiveShadow = undefined;
  23669. }
  23670. Light.prototype = Object.assign( Object.create( Object3D.prototype ), {
  23671. constructor: Light,
  23672. isLight: true,
  23673. copy: function ( source ) {
  23674. Object3D.prototype.copy.call( this, source );
  23675. this.color.copy( source.color );
  23676. this.intensity = source.intensity;
  23677. return this;
  23678. },
  23679. toJSON: function ( meta ) {
  23680. var data = Object3D.prototype.toJSON.call( this, meta );
  23681. data.object.color = this.color.getHex();
  23682. data.object.intensity = this.intensity;
  23683. if ( this.groundColor !== undefined ) { data.object.groundColor = this.groundColor.getHex(); }
  23684. if ( this.distance !== undefined ) { data.object.distance = this.distance; }
  23685. if ( this.angle !== undefined ) { data.object.angle = this.angle; }
  23686. if ( this.decay !== undefined ) { data.object.decay = this.decay; }
  23687. if ( this.penumbra !== undefined ) { data.object.penumbra = this.penumbra; }
  23688. if ( this.shadow !== undefined ) { data.object.shadow = this.shadow.toJSON(); }
  23689. return data;
  23690. }
  23691. } );
  23692. /**
  23693. * @author alteredq / http://alteredqualia.com/
  23694. */
  23695. function HemisphereLight( skyColor, groundColor, intensity ) {
  23696. Light.call( this, skyColor, intensity );
  23697. this.type = 'HemisphereLight';
  23698. this.castShadow = undefined;
  23699. this.position.copy( Object3D.DefaultUp );
  23700. this.updateMatrix();
  23701. this.groundColor = new Color( groundColor );
  23702. }
  23703. HemisphereLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23704. constructor: HemisphereLight,
  23705. isHemisphereLight: true,
  23706. copy: function ( source ) {
  23707. Light.prototype.copy.call( this, source );
  23708. this.groundColor.copy( source.groundColor );
  23709. return this;
  23710. }
  23711. } );
  23712. /**
  23713. * @author mrdoob / http://mrdoob.com/
  23714. */
  23715. function LightShadow( camera ) {
  23716. this.camera = camera;
  23717. this.bias = 0;
  23718. this.normalBias = 0;
  23719. this.radius = 1;
  23720. this.mapSize = new Vector2( 512, 512 );
  23721. this.map = null;
  23722. this.mapPass = null;
  23723. this.matrix = new Matrix4();
  23724. this.autoUpdate = true;
  23725. this.needsUpdate = false;
  23726. this._frustum = new Frustum();
  23727. this._frameExtents = new Vector2( 1, 1 );
  23728. this._viewportCount = 1;
  23729. this._viewports = [
  23730. new Vector4( 0, 0, 1, 1 )
  23731. ];
  23732. }
  23733. Object.assign( LightShadow.prototype, {
  23734. _projScreenMatrix: new Matrix4(),
  23735. _lightPositionWorld: new Vector3(),
  23736. _lookTarget: new Vector3(),
  23737. getViewportCount: function () {
  23738. return this._viewportCount;
  23739. },
  23740. getFrustum: function () {
  23741. return this._frustum;
  23742. },
  23743. updateMatrices: function ( light ) {
  23744. var shadowCamera = this.camera,
  23745. shadowMatrix = this.matrix,
  23746. projScreenMatrix = this._projScreenMatrix,
  23747. lookTarget = this._lookTarget,
  23748. lightPositionWorld = this._lightPositionWorld;
  23749. lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  23750. shadowCamera.position.copy( lightPositionWorld );
  23751. lookTarget.setFromMatrixPosition( light.target.matrixWorld );
  23752. shadowCamera.lookAt( lookTarget );
  23753. shadowCamera.updateMatrixWorld();
  23754. projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
  23755. this._frustum.setFromProjectionMatrix( projScreenMatrix );
  23756. shadowMatrix.set(
  23757. 0.5, 0.0, 0.0, 0.5,
  23758. 0.0, 0.5, 0.0, 0.5,
  23759. 0.0, 0.0, 0.5, 0.5,
  23760. 0.0, 0.0, 0.0, 1.0
  23761. );
  23762. shadowMatrix.multiply( shadowCamera.projectionMatrix );
  23763. shadowMatrix.multiply( shadowCamera.matrixWorldInverse );
  23764. },
  23765. getViewport: function ( viewportIndex ) {
  23766. return this._viewports[ viewportIndex ];
  23767. },
  23768. getFrameExtents: function () {
  23769. return this._frameExtents;
  23770. },
  23771. copy: function ( source ) {
  23772. this.camera = source.camera.clone();
  23773. this.bias = source.bias;
  23774. this.radius = source.radius;
  23775. this.mapSize.copy( source.mapSize );
  23776. return this;
  23777. },
  23778. clone: function () {
  23779. return new this.constructor().copy( this );
  23780. },
  23781. toJSON: function () {
  23782. var object = {};
  23783. if ( this.bias !== 0 ) { object.bias = this.bias; }
  23784. if ( this.normalBias !== 0 ) { object.normalBias = this.normalBias; }
  23785. if ( this.radius !== 1 ) { object.radius = this.radius; }
  23786. if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) { object.mapSize = this.mapSize.toArray(); }
  23787. object.camera = this.camera.toJSON( false ).object;
  23788. delete object.camera.matrix;
  23789. return object;
  23790. }
  23791. } );
  23792. /**
  23793. * @author mrdoob / http://mrdoob.com/
  23794. */
  23795. function SpotLightShadow() {
  23796. LightShadow.call( this, new PerspectiveCamera( 50, 1, 0.5, 500 ) );
  23797. }
  23798. SpotLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  23799. constructor: SpotLightShadow,
  23800. isSpotLightShadow: true,
  23801. updateMatrices: function ( light ) {
  23802. var camera = this.camera;
  23803. var fov = MathUtils.RAD2DEG * 2 * light.angle;
  23804. var aspect = this.mapSize.width / this.mapSize.height;
  23805. var far = light.distance || camera.far;
  23806. if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {
  23807. camera.fov = fov;
  23808. camera.aspect = aspect;
  23809. camera.far = far;
  23810. camera.updateProjectionMatrix();
  23811. }
  23812. LightShadow.prototype.updateMatrices.call( this, light );
  23813. }
  23814. } );
  23815. /**
  23816. * @author alteredq / http://alteredqualia.com/
  23817. */
  23818. function SpotLight( color, intensity, distance, angle, penumbra, decay ) {
  23819. Light.call( this, color, intensity );
  23820. this.type = 'SpotLight';
  23821. this.position.copy( Object3D.DefaultUp );
  23822. this.updateMatrix();
  23823. this.target = new Object3D();
  23824. Object.defineProperty( this, 'power', {
  23825. get: function () {
  23826. // intensity = power per solid angle.
  23827. // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23828. return this.intensity * Math.PI;
  23829. },
  23830. set: function ( power ) {
  23831. // intensity = power per solid angle.
  23832. // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23833. this.intensity = power / Math.PI;
  23834. }
  23835. } );
  23836. this.distance = ( distance !== undefined ) ? distance : 0;
  23837. this.angle = ( angle !== undefined ) ? angle : Math.PI / 3;
  23838. this.penumbra = ( penumbra !== undefined ) ? penumbra : 0;
  23839. this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
  23840. this.shadow = new SpotLightShadow();
  23841. }
  23842. SpotLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23843. constructor: SpotLight,
  23844. isSpotLight: true,
  23845. copy: function ( source ) {
  23846. Light.prototype.copy.call( this, source );
  23847. this.distance = source.distance;
  23848. this.angle = source.angle;
  23849. this.penumbra = source.penumbra;
  23850. this.decay = source.decay;
  23851. this.target = source.target.clone();
  23852. this.shadow = source.shadow.clone();
  23853. return this;
  23854. }
  23855. } );
  23856. function PointLightShadow() {
  23857. LightShadow.call( this, new PerspectiveCamera( 90, 1, 0.5, 500 ) );
  23858. this._frameExtents = new Vector2( 4, 2 );
  23859. this._viewportCount = 6;
  23860. this._viewports = [
  23861. // These viewports map a cube-map onto a 2D texture with the
  23862. // following orientation:
  23863. //
  23864. // xzXZ
  23865. // y Y
  23866. //
  23867. // X - Positive x direction
  23868. // x - Negative x direction
  23869. // Y - Positive y direction
  23870. // y - Negative y direction
  23871. // Z - Positive z direction
  23872. // z - Negative z direction
  23873. // positive X
  23874. new Vector4( 2, 1, 1, 1 ),
  23875. // negative X
  23876. new Vector4( 0, 1, 1, 1 ),
  23877. // positive Z
  23878. new Vector4( 3, 1, 1, 1 ),
  23879. // negative Z
  23880. new Vector4( 1, 1, 1, 1 ),
  23881. // positive Y
  23882. new Vector4( 3, 0, 1, 1 ),
  23883. // negative Y
  23884. new Vector4( 1, 0, 1, 1 )
  23885. ];
  23886. this._cubeDirections = [
  23887. new Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ),
  23888. new Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 )
  23889. ];
  23890. this._cubeUps = [
  23891. new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ),
  23892. new Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ), new Vector3( 0, 0, - 1 )
  23893. ];
  23894. }
  23895. PointLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  23896. constructor: PointLightShadow,
  23897. isPointLightShadow: true,
  23898. updateMatrices: function ( light, viewportIndex ) {
  23899. if ( viewportIndex === undefined ) { viewportIndex = 0; }
  23900. var camera = this.camera,
  23901. shadowMatrix = this.matrix,
  23902. lightPositionWorld = this._lightPositionWorld,
  23903. lookTarget = this._lookTarget,
  23904. projScreenMatrix = this._projScreenMatrix;
  23905. lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  23906. camera.position.copy( lightPositionWorld );
  23907. lookTarget.copy( camera.position );
  23908. lookTarget.add( this._cubeDirections[ viewportIndex ] );
  23909. camera.up.copy( this._cubeUps[ viewportIndex ] );
  23910. camera.lookAt( lookTarget );
  23911. camera.updateMatrixWorld();
  23912. shadowMatrix.makeTranslation( - lightPositionWorld.x, - lightPositionWorld.y, - lightPositionWorld.z );
  23913. projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  23914. this._frustum.setFromProjectionMatrix( projScreenMatrix );
  23915. }
  23916. } );
  23917. /**
  23918. * @author mrdoob / http://mrdoob.com/
  23919. */
  23920. function PointLight( color, intensity, distance, decay ) {
  23921. Light.call( this, color, intensity );
  23922. this.type = 'PointLight';
  23923. Object.defineProperty( this, 'power', {
  23924. get: function () {
  23925. // intensity = power per solid angle.
  23926. // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23927. return this.intensity * 4 * Math.PI;
  23928. },
  23929. set: function ( power ) {
  23930. // intensity = power per solid angle.
  23931. // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23932. this.intensity = power / ( 4 * Math.PI );
  23933. }
  23934. } );
  23935. this.distance = ( distance !== undefined ) ? distance : 0;
  23936. this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
  23937. this.shadow = new PointLightShadow();
  23938. }
  23939. PointLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23940. constructor: PointLight,
  23941. isPointLight: true,
  23942. copy: function ( source ) {
  23943. Light.prototype.copy.call( this, source );
  23944. this.distance = source.distance;
  23945. this.decay = source.decay;
  23946. this.shadow = source.shadow.clone();
  23947. return this;
  23948. }
  23949. } );
  23950. /**
  23951. * @author alteredq / http://alteredqualia.com/
  23952. * @author arose / http://github.com/arose
  23953. */
  23954. function OrthographicCamera( left, right, top, bottom, near, far ) {
  23955. Camera.call( this );
  23956. this.type = 'OrthographicCamera';
  23957. this.zoom = 1;
  23958. this.view = null;
  23959. this.left = ( left !== undefined ) ? left : - 1;
  23960. this.right = ( right !== undefined ) ? right : 1;
  23961. this.top = ( top !== undefined ) ? top : 1;
  23962. this.bottom = ( bottom !== undefined ) ? bottom : - 1;
  23963. this.near = ( near !== undefined ) ? near : 0.1;
  23964. this.far = ( far !== undefined ) ? far : 2000;
  23965. this.updateProjectionMatrix();
  23966. }
  23967. OrthographicCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
  23968. constructor: OrthographicCamera,
  23969. isOrthographicCamera: true,
  23970. copy: function ( source, recursive ) {
  23971. Camera.prototype.copy.call( this, source, recursive );
  23972. this.left = source.left;
  23973. this.right = source.right;
  23974. this.top = source.top;
  23975. this.bottom = source.bottom;
  23976. this.near = source.near;
  23977. this.far = source.far;
  23978. this.zoom = source.zoom;
  23979. this.view = source.view === null ? null : Object.assign( {}, source.view );
  23980. return this;
  23981. },
  23982. setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
  23983. if ( this.view === null ) {
  23984. this.view = {
  23985. enabled: true,
  23986. fullWidth: 1,
  23987. fullHeight: 1,
  23988. offsetX: 0,
  23989. offsetY: 0,
  23990. width: 1,
  23991. height: 1
  23992. };
  23993. }
  23994. this.view.enabled = true;
  23995. this.view.fullWidth = fullWidth;
  23996. this.view.fullHeight = fullHeight;
  23997. this.view.offsetX = x;
  23998. this.view.offsetY = y;
  23999. this.view.width = width;
  24000. this.view.height = height;
  24001. this.updateProjectionMatrix();
  24002. },
  24003. clearViewOffset: function () {
  24004. if ( this.view !== null ) {
  24005. this.view.enabled = false;
  24006. }
  24007. this.updateProjectionMatrix();
  24008. },
  24009. updateProjectionMatrix: function () {
  24010. var dx = ( this.right - this.left ) / ( 2 * this.zoom );
  24011. var dy = ( this.top - this.bottom ) / ( 2 * this.zoom );
  24012. var cx = ( this.right + this.left ) / 2;
  24013. var cy = ( this.top + this.bottom ) / 2;
  24014. var left = cx - dx;
  24015. var right = cx + dx;
  24016. var top = cy + dy;
  24017. var bottom = cy - dy;
  24018. if ( this.view !== null && this.view.enabled ) {
  24019. var scaleW = ( this.right - this.left ) / this.view.fullWidth / this.zoom;
  24020. var scaleH = ( this.top - this.bottom ) / this.view.fullHeight / this.zoom;
  24021. left += scaleW * this.view.offsetX;
  24022. right = left + scaleW * this.view.width;
  24023. top -= scaleH * this.view.offsetY;
  24024. bottom = top - scaleH * this.view.height;
  24025. }
  24026. this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far );
  24027. this.projectionMatrixInverse.getInverse( this.projectionMatrix );
  24028. },
  24029. toJSON: function ( meta ) {
  24030. var data = Object3D.prototype.toJSON.call( this, meta );
  24031. data.object.zoom = this.zoom;
  24032. data.object.left = this.left;
  24033. data.object.right = this.right;
  24034. data.object.top = this.top;
  24035. data.object.bottom = this.bottom;
  24036. data.object.near = this.near;
  24037. data.object.far = this.far;
  24038. if ( this.view !== null ) { data.object.view = Object.assign( {}, this.view ); }
  24039. return data;
  24040. }
  24041. } );
  24042. /**
  24043. * @author mrdoob / http://mrdoob.com/
  24044. */
  24045. function DirectionalLightShadow() {
  24046. LightShadow.call( this, new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) );
  24047. }
  24048. DirectionalLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  24049. constructor: DirectionalLightShadow,
  24050. isDirectionalLightShadow: true,
  24051. updateMatrices: function ( light ) {
  24052. LightShadow.prototype.updateMatrices.call( this, light );
  24053. }
  24054. } );
  24055. /**
  24056. * @author mrdoob / http://mrdoob.com/
  24057. * @author alteredq / http://alteredqualia.com/
  24058. */
  24059. function DirectionalLight( color, intensity ) {
  24060. Light.call( this, color, intensity );
  24061. this.type = 'DirectionalLight';
  24062. this.position.copy( Object3D.DefaultUp );
  24063. this.updateMatrix();
  24064. this.target = new Object3D();
  24065. this.shadow = new DirectionalLightShadow();
  24066. }
  24067. DirectionalLight.prototype = Object.assign( Object.create( Light.prototype ), {
  24068. constructor: DirectionalLight,
  24069. isDirectionalLight: true,
  24070. copy: function ( source ) {
  24071. Light.prototype.copy.call( this, source );
  24072. this.target = source.target.clone();
  24073. this.shadow = source.shadow.clone();
  24074. return this;
  24075. }
  24076. } );
  24077. /**
  24078. * @author mrdoob / http://mrdoob.com/
  24079. */
  24080. function AmbientLight( color, intensity ) {
  24081. Light.call( this, color, intensity );
  24082. this.type = 'AmbientLight';
  24083. this.castShadow = undefined;
  24084. }
  24085. AmbientLight.prototype = Object.assign( Object.create( Light.prototype ), {
  24086. constructor: AmbientLight,
  24087. isAmbientLight: true
  24088. } );
  24089. /**
  24090. * @author abelnation / http://github.com/abelnation
  24091. */
  24092. function RectAreaLight( color, intensity, width, height ) {
  24093. Light.call( this, color, intensity );
  24094. this.type = 'RectAreaLight';
  24095. this.width = ( width !== undefined ) ? width : 10;
  24096. this.height = ( height !== undefined ) ? height : 10;
  24097. }
  24098. RectAreaLight.prototype = Object.assign( Object.create( Light.prototype ), {
  24099. constructor: RectAreaLight,
  24100. isRectAreaLight: true,
  24101. copy: function ( source ) {
  24102. Light.prototype.copy.call( this, source );
  24103. this.width = source.width;
  24104. this.height = source.height;
  24105. return this;
  24106. },
  24107. toJSON: function ( meta ) {
  24108. var data = Light.prototype.toJSON.call( this, meta );
  24109. data.object.width = this.width;
  24110. data.object.height = this.height;
  24111. return data;
  24112. }
  24113. } );
  24114. /**
  24115. * @author bhouston / http://clara.io
  24116. * @author WestLangley / http://github.com/WestLangley
  24117. *
  24118. * Primary reference:
  24119. * https://graphics.stanford.edu/papers/envmap/envmap.pdf
  24120. *
  24121. * Secondary reference:
  24122. * https://www.ppsloan.org/publications/StupidSH36.pdf
  24123. */
  24124. // 3-band SH defined by 9 coefficients
  24125. function SphericalHarmonics3() {
  24126. this.coefficients = [];
  24127. for ( var i = 0; i < 9; i ++ ) {
  24128. this.coefficients.push( new Vector3() );
  24129. }
  24130. }
  24131. Object.assign( SphericalHarmonics3.prototype, {
  24132. isSphericalHarmonics3: true,
  24133. set: function ( coefficients ) {
  24134. for ( var i = 0; i < 9; i ++ ) {
  24135. this.coefficients[ i ].copy( coefficients[ i ] );
  24136. }
  24137. return this;
  24138. },
  24139. zero: function () {
  24140. for ( var i = 0; i < 9; i ++ ) {
  24141. this.coefficients[ i ].set( 0, 0, 0 );
  24142. }
  24143. return this;
  24144. },
  24145. // get the radiance in the direction of the normal
  24146. // target is a Vector3
  24147. getAt: function ( normal, target ) {
  24148. // normal is assumed to be unit length
  24149. var x = normal.x, y = normal.y, z = normal.z;
  24150. var coeff = this.coefficients;
  24151. // band 0
  24152. target.copy( coeff[ 0 ] ).multiplyScalar( 0.282095 );
  24153. // band 1
  24154. target.addScaledVector( coeff[ 1 ], 0.488603 * y );
  24155. target.addScaledVector( coeff[ 2 ], 0.488603 * z );
  24156. target.addScaledVector( coeff[ 3 ], 0.488603 * x );
  24157. // band 2
  24158. target.addScaledVector( coeff[ 4 ], 1.092548 * ( x * y ) );
  24159. target.addScaledVector( coeff[ 5 ], 1.092548 * ( y * z ) );
  24160. target.addScaledVector( coeff[ 6 ], 0.315392 * ( 3.0 * z * z - 1.0 ) );
  24161. target.addScaledVector( coeff[ 7 ], 1.092548 * ( x * z ) );
  24162. target.addScaledVector( coeff[ 8 ], 0.546274 * ( x * x - y * y ) );
  24163. return target;
  24164. },
  24165. // get the irradiance (radiance convolved with cosine lobe) in the direction of the normal
  24166. // target is a Vector3
  24167. // https://graphics.stanford.edu/papers/envmap/envmap.pdf
  24168. getIrradianceAt: function ( normal, target ) {
  24169. // normal is assumed to be unit length
  24170. var x = normal.x, y = normal.y, z = normal.z;
  24171. var coeff = this.coefficients;
  24172. // band 0
  24173. target.copy( coeff[ 0 ] ).multiplyScalar( 0.886227 ); // π * 0.282095
  24174. // band 1
  24175. target.addScaledVector( coeff[ 1 ], 2.0 * 0.511664 * y ); // ( 2 * π / 3 ) * 0.488603
  24176. target.addScaledVector( coeff[ 2 ], 2.0 * 0.511664 * z );
  24177. target.addScaledVector( coeff[ 3 ], 2.0 * 0.511664 * x );
  24178. // band 2
  24179. target.addScaledVector( coeff[ 4 ], 2.0 * 0.429043 * x * y ); // ( π / 4 ) * 1.092548
  24180. target.addScaledVector( coeff[ 5 ], 2.0 * 0.429043 * y * z );
  24181. target.addScaledVector( coeff[ 6 ], 0.743125 * z * z - 0.247708 ); // ( π / 4 ) * 0.315392 * 3
  24182. target.addScaledVector( coeff[ 7 ], 2.0 * 0.429043 * x * z );
  24183. target.addScaledVector( coeff[ 8 ], 0.429043 * ( x * x - y * y ) ); // ( π / 4 ) * 0.546274
  24184. return target;
  24185. },
  24186. add: function ( sh ) {
  24187. for ( var i = 0; i < 9; i ++ ) {
  24188. this.coefficients[ i ].add( sh.coefficients[ i ] );
  24189. }
  24190. return this;
  24191. },
  24192. addScaledSH: function ( sh, s ) {
  24193. for ( var i = 0; i < 9; i ++ ) {
  24194. this.coefficients[ i ].addScaledVector( sh.coefficients[ i ], s );
  24195. }
  24196. return this;
  24197. },
  24198. scale: function ( s ) {
  24199. for ( var i = 0; i < 9; i ++ ) {
  24200. this.coefficients[ i ].multiplyScalar( s );
  24201. }
  24202. return this;
  24203. },
  24204. lerp: function ( sh, alpha ) {
  24205. for ( var i = 0; i < 9; i ++ ) {
  24206. this.coefficients[ i ].lerp( sh.coefficients[ i ], alpha );
  24207. }
  24208. return this;
  24209. },
  24210. equals: function ( sh ) {
  24211. for ( var i = 0; i < 9; i ++ ) {
  24212. if ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) {
  24213. return false;
  24214. }
  24215. }
  24216. return true;
  24217. },
  24218. copy: function ( sh ) {
  24219. return this.set( sh.coefficients );
  24220. },
  24221. clone: function () {
  24222. return new this.constructor().copy( this );
  24223. },
  24224. fromArray: function ( array, offset ) {
  24225. if ( offset === undefined ) { offset = 0; }
  24226. var coefficients = this.coefficients;
  24227. for ( var i = 0; i < 9; i ++ ) {
  24228. coefficients[ i ].fromArray( array, offset + ( i * 3 ) );
  24229. }
  24230. return this;
  24231. },
  24232. toArray: function ( array, offset ) {
  24233. if ( array === undefined ) { array = []; }
  24234. if ( offset === undefined ) { offset = 0; }
  24235. var coefficients = this.coefficients;
  24236. for ( var i = 0; i < 9; i ++ ) {
  24237. coefficients[ i ].toArray( array, offset + ( i * 3 ) );
  24238. }
  24239. return array;
  24240. }
  24241. } );
  24242. Object.assign( SphericalHarmonics3, {
  24243. // evaluate the basis functions
  24244. // shBasis is an Array[ 9 ]
  24245. getBasisAt: function ( normal, shBasis ) {
  24246. // normal is assumed to be unit length
  24247. var x = normal.x, y = normal.y, z = normal.z;
  24248. // band 0
  24249. shBasis[ 0 ] = 0.282095;
  24250. // band 1
  24251. shBasis[ 1 ] = 0.488603 * y;
  24252. shBasis[ 2 ] = 0.488603 * z;
  24253. shBasis[ 3 ] = 0.488603 * x;
  24254. // band 2
  24255. shBasis[ 4 ] = 1.092548 * x * y;
  24256. shBasis[ 5 ] = 1.092548 * y * z;
  24257. shBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 );
  24258. shBasis[ 7 ] = 1.092548 * x * z;
  24259. shBasis[ 8 ] = 0.546274 * ( x * x - y * y );
  24260. }
  24261. } );
  24262. /**
  24263. * @author WestLangley / http://github.com/WestLangley
  24264. *
  24265. * A LightProbe is a source of indirect-diffuse light
  24266. */
  24267. function LightProbe( sh, intensity ) {
  24268. Light.call( this, undefined, intensity );
  24269. this.type = 'LightProbe';
  24270. this.sh = ( sh !== undefined ) ? sh : new SphericalHarmonics3();
  24271. }
  24272. LightProbe.prototype = Object.assign( Object.create( Light.prototype ), {
  24273. constructor: LightProbe,
  24274. isLightProbe: true,
  24275. copy: function ( source ) {
  24276. Light.prototype.copy.call( this, source );
  24277. this.sh.copy( source.sh );
  24278. return this;
  24279. },
  24280. fromJSON: function ( json ) {
  24281. this.intensity = json.intensity; // TODO: Move this bit to Light.fromJSON();
  24282. this.sh.fromArray( json.sh );
  24283. return this;
  24284. },
  24285. toJSON: function ( meta ) {
  24286. var data = Light.prototype.toJSON.call( this, meta );
  24287. data.object.sh = this.sh.toArray();
  24288. return data;
  24289. }
  24290. } );
  24291. /**
  24292. * @author mrdoob / http://mrdoob.com/
  24293. */
  24294. function MaterialLoader( manager ) {
  24295. Loader.call( this, manager );
  24296. this.textures = {};
  24297. }
  24298. MaterialLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  24299. constructor: MaterialLoader,
  24300. load: function ( url, onLoad, onProgress, onError ) {
  24301. var scope = this;
  24302. var loader = new FileLoader( scope.manager );
  24303. loader.setPath( scope.path );
  24304. loader.load( url, function ( text ) {
  24305. try {
  24306. onLoad( scope.parse( JSON.parse( text ) ) );
  24307. } catch ( e ) {
  24308. if ( onError ) {
  24309. onError( e );
  24310. } else {
  24311. console.error( e );
  24312. }
  24313. scope.manager.itemError( url );
  24314. }
  24315. }, onProgress, onError );
  24316. },
  24317. parse: function ( json ) {
  24318. var textures = this.textures;
  24319. function getTexture( name ) {
  24320. if ( textures[ name ] === undefined ) {
  24321. console.warn( 'THREE.MaterialLoader: Undefined texture', name );
  24322. }
  24323. return textures[ name ];
  24324. }
  24325. var material = new Materials[ json.type ]();
  24326. if ( json.uuid !== undefined ) { material.uuid = json.uuid; }
  24327. if ( json.name !== undefined ) { material.name = json.name; }
  24328. if ( json.color !== undefined ) { material.color.setHex( json.color ); }
  24329. if ( json.roughness !== undefined ) { material.roughness = json.roughness; }
  24330. if ( json.metalness !== undefined ) { material.metalness = json.metalness; }
  24331. if ( json.sheen !== undefined ) { material.sheen = new Color().setHex( json.sheen ); }
  24332. if ( json.emissive !== undefined ) { material.emissive.setHex( json.emissive ); }
  24333. if ( json.specular !== undefined ) { material.specular.setHex( json.specular ); }
  24334. if ( json.shininess !== undefined ) { material.shininess = json.shininess; }
  24335. if ( json.clearcoat !== undefined ) { material.clearcoat = json.clearcoat; }
  24336. if ( json.clearcoatRoughness !== undefined ) { material.clearcoatRoughness = json.clearcoatRoughness; }
  24337. if ( json.fog !== undefined ) { material.fog = json.fog; }
  24338. if ( json.flatShading !== undefined ) { material.flatShading = json.flatShading; }
  24339. if ( json.blending !== undefined ) { material.blending = json.blending; }
  24340. if ( json.combine !== undefined ) { material.combine = json.combine; }
  24341. if ( json.side !== undefined ) { material.side = json.side; }
  24342. if ( json.opacity !== undefined ) { material.opacity = json.opacity; }
  24343. if ( json.transparent !== undefined ) { material.transparent = json.transparent; }
  24344. if ( json.transparency !== undefined ) { material.transparency = json.transparency; }
  24345. if ( json.alphaTest !== undefined ) { material.alphaTest = json.alphaTest; }
  24346. if ( json.depthTest !== undefined ) { material.depthTest = json.depthTest; }
  24347. if ( json.depthWrite !== undefined ) { material.depthWrite = json.depthWrite; }
  24348. if ( json.colorWrite !== undefined ) { material.colorWrite = json.colorWrite; }
  24349. if ( json.stencilWrite !== undefined ) { material.stencilWrite = json.stencilWrite; }
  24350. if ( json.stencilWriteMask !== undefined ) { material.stencilWriteMask = json.stencilWriteMask; }
  24351. if ( json.stencilFunc !== undefined ) { material.stencilFunc = json.stencilFunc; }
  24352. if ( json.stencilRef !== undefined ) { material.stencilRef = json.stencilRef; }
  24353. if ( json.stencilFuncMask !== undefined ) { material.stencilFuncMask = json.stencilFuncMask; }
  24354. if ( json.stencilFail !== undefined ) { material.stencilFail = json.stencilFail; }
  24355. if ( json.stencilZFail !== undefined ) { material.stencilZFail = json.stencilZFail; }
  24356. if ( json.stencilZPass !== undefined ) { material.stencilZPass = json.stencilZPass; }
  24357. if ( json.wireframe !== undefined ) { material.wireframe = json.wireframe; }
  24358. if ( json.wireframeLinewidth !== undefined ) { material.wireframeLinewidth = json.wireframeLinewidth; }
  24359. if ( json.wireframeLinecap !== undefined ) { material.wireframeLinecap = json.wireframeLinecap; }
  24360. if ( json.wireframeLinejoin !== undefined ) { material.wireframeLinejoin = json.wireframeLinejoin; }
  24361. if ( json.rotation !== undefined ) { material.rotation = json.rotation; }
  24362. if ( json.linewidth !== 1 ) { material.linewidth = json.linewidth; }
  24363. if ( json.dashSize !== undefined ) { material.dashSize = json.dashSize; }
  24364. if ( json.gapSize !== undefined ) { material.gapSize = json.gapSize; }
  24365. if ( json.scale !== undefined ) { material.scale = json.scale; }
  24366. if ( json.polygonOffset !== undefined ) { material.polygonOffset = json.polygonOffset; }
  24367. if ( json.polygonOffsetFactor !== undefined ) { material.polygonOffsetFactor = json.polygonOffsetFactor; }
  24368. if ( json.polygonOffsetUnits !== undefined ) { material.polygonOffsetUnits = json.polygonOffsetUnits; }
  24369. if ( json.skinning !== undefined ) { material.skinning = json.skinning; }
  24370. if ( json.morphTargets !== undefined ) { material.morphTargets = json.morphTargets; }
  24371. if ( json.morphNormals !== undefined ) { material.morphNormals = json.morphNormals; }
  24372. if ( json.dithering !== undefined ) { material.dithering = json.dithering; }
  24373. if ( json.vertexTangents !== undefined ) { material.vertexTangents = json.vertexTangents; }
  24374. if ( json.visible !== undefined ) { material.visible = json.visible; }
  24375. if ( json.toneMapped !== undefined ) { material.toneMapped = json.toneMapped; }
  24376. if ( json.userData !== undefined ) { material.userData = json.userData; }
  24377. if ( json.vertexColors !== undefined ) {
  24378. if ( typeof json.vertexColors === 'number' ) {
  24379. material.vertexColors = ( json.vertexColors > 0 ) ? true : false;
  24380. } else {
  24381. material.vertexColors = json.vertexColors;
  24382. }
  24383. }
  24384. // Shader Material
  24385. if ( json.uniforms !== undefined ) {
  24386. for ( var name in json.uniforms ) {
  24387. var uniform = json.uniforms[ name ];
  24388. material.uniforms[ name ] = {};
  24389. switch ( uniform.type ) {
  24390. case 't':
  24391. material.uniforms[ name ].value = getTexture( uniform.value );
  24392. break;
  24393. case 'c':
  24394. material.uniforms[ name ].value = new Color().setHex( uniform.value );
  24395. break;
  24396. case 'v2':
  24397. material.uniforms[ name ].value = new Vector2().fromArray( uniform.value );
  24398. break;
  24399. case 'v3':
  24400. material.uniforms[ name ].value = new Vector3().fromArray( uniform.value );
  24401. break;
  24402. case 'v4':
  24403. material.uniforms[ name ].value = new Vector4().fromArray( uniform.value );
  24404. break;
  24405. case 'm3':
  24406. material.uniforms[ name ].value = new Matrix3().fromArray( uniform.value );
  24407. case 'm4':
  24408. material.uniforms[ name ].value = new Matrix4().fromArray( uniform.value );
  24409. break;
  24410. default:
  24411. material.uniforms[ name ].value = uniform.value;
  24412. }
  24413. }
  24414. }
  24415. if ( json.defines !== undefined ) { material.defines = json.defines; }
  24416. if ( json.vertexShader !== undefined ) { material.vertexShader = json.vertexShader; }
  24417. if ( json.fragmentShader !== undefined ) { material.fragmentShader = json.fragmentShader; }
  24418. if ( json.extensions !== undefined ) {
  24419. for ( var key in json.extensions ) {
  24420. material.extensions[ key ] = json.extensions[ key ];
  24421. }
  24422. }
  24423. // Deprecated
  24424. if ( json.shading !== undefined ) { material.flatShading = json.shading === 1; } // THREE.FlatShading
  24425. // for PointsMaterial
  24426. if ( json.size !== undefined ) { material.size = json.size; }
  24427. if ( json.sizeAttenuation !== undefined ) { material.sizeAttenuation = json.sizeAttenuation; }
  24428. // maps
  24429. if ( json.map !== undefined ) { material.map = getTexture( json.map ); }
  24430. if ( json.matcap !== undefined ) { material.matcap = getTexture( json.matcap ); }
  24431. if ( json.alphaMap !== undefined ) { material.alphaMap = getTexture( json.alphaMap ); }
  24432. if ( json.bumpMap !== undefined ) { material.bumpMap = getTexture( json.bumpMap ); }
  24433. if ( json.bumpScale !== undefined ) { material.bumpScale = json.bumpScale; }
  24434. if ( json.normalMap !== undefined ) { material.normalMap = getTexture( json.normalMap ); }
  24435. if ( json.normalMapType !== undefined ) { material.normalMapType = json.normalMapType; }
  24436. if ( json.normalScale !== undefined ) {
  24437. var normalScale = json.normalScale;
  24438. if ( Array.isArray( normalScale ) === false ) {
  24439. // Blender exporter used to export a scalar. See #7459
  24440. normalScale = [ normalScale, normalScale ];
  24441. }
  24442. material.normalScale = new Vector2().fromArray( normalScale );
  24443. }
  24444. if ( json.displacementMap !== undefined ) { material.displacementMap = getTexture( json.displacementMap ); }
  24445. if ( json.displacementScale !== undefined ) { material.displacementScale = json.displacementScale; }
  24446. if ( json.displacementBias !== undefined ) { material.displacementBias = json.displacementBias; }
  24447. if ( json.roughnessMap !== undefined ) { material.roughnessMap = getTexture( json.roughnessMap ); }
  24448. if ( json.metalnessMap !== undefined ) { material.metalnessMap = getTexture( json.metalnessMap ); }
  24449. if ( json.emissiveMap !== undefined ) { material.emissiveMap = getTexture( json.emissiveMap ); }
  24450. if ( json.emissiveIntensity !== undefined ) { material.emissiveIntensity = json.emissiveIntensity; }
  24451. if ( json.specularMap !== undefined ) { material.specularMap = getTexture( json.specularMap ); }
  24452. if ( json.envMap !== undefined ) { material.envMap = getTexture( json.envMap ); }
  24453. if ( json.envMapIntensity !== undefined ) { material.envMapIntensity = json.envMapIntensity; }
  24454. if ( json.reflectivity !== undefined ) { material.reflectivity = json.reflectivity; }
  24455. if ( json.refractionRatio !== undefined ) { material.refractionRatio = json.refractionRatio; }
  24456. if ( json.lightMap !== undefined ) { material.lightMap = getTexture( json.lightMap ); }
  24457. if ( json.lightMapIntensity !== undefined ) { material.lightMapIntensity = json.lightMapIntensity; }
  24458. if ( json.aoMap !== undefined ) { material.aoMap = getTexture( json.aoMap ); }
  24459. if ( json.aoMapIntensity !== undefined ) { material.aoMapIntensity = json.aoMapIntensity; }
  24460. if ( json.gradientMap !== undefined ) { material.gradientMap = getTexture( json.gradientMap ); }
  24461. if ( json.clearcoatMap !== undefined ) { material.clearcoatMap = getTexture( json.clearcoatMap ); }
  24462. if ( json.clearcoatRoughnessMap !== undefined ) { material.clearcoatRoughnessMap = getTexture( json.clearcoatRoughnessMap ); }
  24463. if ( json.clearcoatNormalMap !== undefined ) { material.clearcoatNormalMap = getTexture( json.clearcoatNormalMap ); }
  24464. if ( json.clearcoatNormalScale !== undefined ) { material.clearcoatNormalScale = new Vector2().fromArray( json.clearcoatNormalScale ); }
  24465. if ( json.transmission !== undefined ) { material.transmission = json.transmission; }
  24466. if ( json.transmissionMap !== undefined ) { material.transmissionMap = getTexture( json.transmissionMap ); }
  24467. return material;
  24468. },
  24469. setTextures: function ( value ) {
  24470. this.textures = value;
  24471. return this;
  24472. }
  24473. } );
  24474. /**
  24475. * @author Don McCurdy / https://www.donmccurdy.com
  24476. */
  24477. var LoaderUtils = {
  24478. decodeText: function ( array ) {
  24479. if ( typeof TextDecoder !== 'undefined' ) {
  24480. return new TextDecoder().decode( array );
  24481. }
  24482. // Avoid the String.fromCharCode.apply(null, array) shortcut, which
  24483. // throws a "maximum call stack size exceeded" error for large arrays.
  24484. var s = '';
  24485. for ( var i = 0, il = array.length; i < il; i ++ ) {
  24486. // Implicitly assumes little-endian.
  24487. s += String.fromCharCode( array[ i ] );
  24488. }
  24489. try {
  24490. // merges multi-byte utf-8 characters.
  24491. return decodeURIComponent( escape( s ) );
  24492. } catch ( e ) { // see #16358
  24493. return s;
  24494. }
  24495. },
  24496. extractUrlBase: function ( url ) {
  24497. var index = url.lastIndexOf( '/' );
  24498. if ( index === - 1 ) { return './'; }
  24499. return url.substr( 0, index + 1 );
  24500. }
  24501. };
  24502. /**
  24503. * @author benaadams / https://twitter.com/ben_a_adams
  24504. */
  24505. function InstancedBufferGeometry() {
  24506. BufferGeometry.call( this );
  24507. this.type = 'InstancedBufferGeometry';
  24508. this.instanceCount = Infinity;
  24509. }
  24510. InstancedBufferGeometry.prototype = Object.assign( Object.create( BufferGeometry.prototype ), {
  24511. constructor: InstancedBufferGeometry,
  24512. isInstancedBufferGeometry: true,
  24513. copy: function ( source ) {
  24514. BufferGeometry.prototype.copy.call( this, source );
  24515. this.instanceCount = source.instanceCount;
  24516. return this;
  24517. },
  24518. clone: function () {
  24519. return new this.constructor().copy( this );
  24520. },
  24521. toJSON: function () {
  24522. var data = BufferGeometry.prototype.toJSON.call( this );
  24523. data.instanceCount = this.instanceCount;
  24524. data.isInstancedBufferGeometry = true;
  24525. return data;
  24526. }
  24527. } );
  24528. /**
  24529. * @author benaadams / https://twitter.com/ben_a_adams
  24530. */
  24531. function InstancedBufferAttribute( array, itemSize, normalized, meshPerAttribute ) {
  24532. if ( typeof ( normalized ) === 'number' ) {
  24533. meshPerAttribute = normalized;
  24534. normalized = false;
  24535. console.error( 'THREE.InstancedBufferAttribute: The constructor now expects normalized as the third argument.' );
  24536. }
  24537. BufferAttribute.call( this, array, itemSize, normalized );
  24538. this.meshPerAttribute = meshPerAttribute || 1;
  24539. }
  24540. InstancedBufferAttribute.prototype = Object.assign( Object.create( BufferAttribute.prototype ), {
  24541. constructor: InstancedBufferAttribute,
  24542. isInstancedBufferAttribute: true,
  24543. copy: function ( source ) {
  24544. BufferAttribute.prototype.copy.call( this, source );
  24545. this.meshPerAttribute = source.meshPerAttribute;
  24546. return this;
  24547. },
  24548. toJSON: function () {
  24549. var data = BufferAttribute.prototype.toJSON.call( this );
  24550. data.meshPerAttribute = this.meshPerAttribute;
  24551. data.isInstancedBufferAttribute = true;
  24552. return data;
  24553. }
  24554. } );
  24555. /**
  24556. * @author mrdoob / http://mrdoob.com/
  24557. */
  24558. function BufferGeometryLoader( manager ) {
  24559. Loader.call( this, manager );
  24560. }
  24561. BufferGeometryLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  24562. constructor: BufferGeometryLoader,
  24563. load: function ( url, onLoad, onProgress, onError ) {
  24564. var scope = this;
  24565. var loader = new FileLoader( scope.manager );
  24566. loader.setPath( scope.path );
  24567. loader.load( url, function ( text ) {
  24568. try {
  24569. onLoad( scope.parse( JSON.parse( text ) ) );
  24570. } catch ( e ) {
  24571. if ( onError ) {
  24572. onError( e );
  24573. } else {
  24574. console.error( e );
  24575. }
  24576. scope.manager.itemError( url );
  24577. }
  24578. }, onProgress, onError );
  24579. },
  24580. parse: function ( json ) {
  24581. var interleavedBufferMap = {};
  24582. var arrayBufferMap = {};
  24583. function getInterleavedBuffer( json, uuid ) {
  24584. if ( interleavedBufferMap[ uuid ] !== undefined ) { return interleavedBufferMap[ uuid ]; }
  24585. var interleavedBuffers = json.interleavedBuffers;
  24586. var interleavedBuffer = interleavedBuffers[ uuid ];
  24587. var buffer = getArrayBuffer( json, interleavedBuffer.buffer );
  24588. var array = new TYPED_ARRAYS[ interleavedBuffer.type ]( buffer );
  24589. var ib = new InterleavedBuffer( array, interleavedBuffer.stride );
  24590. ib.uuid = interleavedBuffer.uuid;
  24591. interleavedBufferMap[ uuid ] = ib;
  24592. return ib;
  24593. }
  24594. function getArrayBuffer( json, uuid ) {
  24595. if ( arrayBufferMap[ uuid ] !== undefined ) { return arrayBufferMap[ uuid ]; }
  24596. var arrayBuffers = json.arrayBuffers;
  24597. var arrayBuffer = arrayBuffers[ uuid ];
  24598. var ab = new Uint32Array( arrayBuffer ).buffer;
  24599. arrayBufferMap[ uuid ] = ab;
  24600. return ab;
  24601. }
  24602. var geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry();
  24603. var index = json.data.index;
  24604. if ( index !== undefined ) {
  24605. var typedArray = new TYPED_ARRAYS[ index.type ]( index.array );
  24606. geometry.setIndex( new BufferAttribute( typedArray, 1 ) );
  24607. }
  24608. var attributes = json.data.attributes;
  24609. for ( var key in attributes ) {
  24610. var attribute = attributes[ key ];
  24611. var bufferAttribute = (void 0);
  24612. if ( attribute.isInterleavedBufferAttribute ) {
  24613. var interleavedBuffer = getInterleavedBuffer( json.data, attribute.data );
  24614. bufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized );
  24615. } else {
  24616. var typedArray$1 = new TYPED_ARRAYS[ attribute.type ]( attribute.array );
  24617. var bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute;
  24618. bufferAttribute = new bufferAttributeConstr( typedArray$1, attribute.itemSize, attribute.normalized );
  24619. }
  24620. if ( attribute.name !== undefined ) { bufferAttribute.name = attribute.name; }
  24621. geometry.setAttribute( key, bufferAttribute );
  24622. }
  24623. var morphAttributes = json.data.morphAttributes;
  24624. if ( morphAttributes ) {
  24625. for ( var key$1 in morphAttributes ) {
  24626. var attributeArray = morphAttributes[ key$1 ];
  24627. var array = [];
  24628. for ( var i = 0, il = attributeArray.length; i < il; i ++ ) {
  24629. var attribute$1 = attributeArray[ i ];
  24630. var bufferAttribute$1 = (void 0);
  24631. if ( attribute$1.isInterleavedBufferAttribute ) {
  24632. var interleavedBuffer$1 = getInterleavedBuffer( json.data, attribute$1.data );
  24633. bufferAttribute$1 = new InterleavedBufferAttribute( interleavedBuffer$1, attribute$1.itemSize, attribute$1.offset, attribute$1.normalized );
  24634. } else {
  24635. var typedArray$2 = new TYPED_ARRAYS[ attribute$1.type ]( attribute$1.array );
  24636. bufferAttribute$1 = new BufferAttribute( typedArray$2, attribute$1.itemSize, attribute$1.normalized );
  24637. }
  24638. if ( attribute$1.name !== undefined ) { bufferAttribute$1.name = attribute$1.name; }
  24639. array.push( bufferAttribute$1 );
  24640. }
  24641. geometry.morphAttributes[ key$1 ] = array;
  24642. }
  24643. }
  24644. var morphTargetsRelative = json.data.morphTargetsRelative;
  24645. if ( morphTargetsRelative ) {
  24646. geometry.morphTargetsRelative = true;
  24647. }
  24648. var groups = json.data.groups || json.data.drawcalls || json.data.offsets;
  24649. if ( groups !== undefined ) {
  24650. for ( var i$1 = 0, n = groups.length; i$1 !== n; ++ i$1 ) {
  24651. var group = groups[ i$1 ];
  24652. geometry.addGroup( group.start, group.count, group.materialIndex );
  24653. }
  24654. }
  24655. var boundingSphere = json.data.boundingSphere;
  24656. if ( boundingSphere !== undefined ) {
  24657. var center = new Vector3();
  24658. if ( boundingSphere.center !== undefined ) {
  24659. center.fromArray( boundingSphere.center );
  24660. }
  24661. geometry.boundingSphere = new Sphere( center, boundingSphere.radius );
  24662. }
  24663. if ( json.name ) { geometry.name = json.name; }
  24664. if ( json.userData ) { geometry.userData = json.userData; }
  24665. return geometry;
  24666. }
  24667. } );
  24668. var TYPED_ARRAYS = {
  24669. Int8Array: Int8Array,
  24670. Uint8Array: Uint8Array,
  24671. // Workaround for IE11 pre KB2929437. See #11440
  24672. Uint8ClampedArray: typeof Uint8ClampedArray !== 'undefined' ? Uint8ClampedArray : Uint8Array,
  24673. Int16Array: Int16Array,
  24674. Uint16Array: Uint16Array,
  24675. Int32Array: Int32Array,
  24676. Uint32Array: Uint32Array,
  24677. Float32Array: Float32Array,
  24678. Float64Array: Float64Array
  24679. };
  24680. /**
  24681. * @author mrdoob / http://mrdoob.com/
  24682. */
  24683. function ObjectLoader( manager ) {
  24684. Loader.call( this, manager );
  24685. }
  24686. ObjectLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  24687. constructor: ObjectLoader,
  24688. load: function ( url, onLoad, onProgress, onError ) {
  24689. var scope = this;
  24690. var path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;
  24691. this.resourcePath = this.resourcePath || path;
  24692. var loader = new FileLoader( scope.manager );
  24693. loader.setPath( this.path );
  24694. loader.load( url, function ( text ) {
  24695. var json = null;
  24696. try {
  24697. json = JSON.parse( text );
  24698. } catch ( error ) {
  24699. if ( onError !== undefined ) { onError( error ); }
  24700. console.error( 'THREE:ObjectLoader: Can\'t parse ' + url + '.', error.message );
  24701. return;
  24702. }
  24703. var metadata = json.metadata;
  24704. if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
  24705. console.error( 'THREE.ObjectLoader: Can\'t load ' + url );
  24706. return;
  24707. }
  24708. scope.parse( json, onLoad );
  24709. }, onProgress, onError );
  24710. },
  24711. parse: function ( json, onLoad ) {
  24712. var shapes = this.parseShape( json.shapes );
  24713. var geometries = this.parseGeometries( json.geometries, shapes );
  24714. var images = this.parseImages( json.images, function () {
  24715. if ( onLoad !== undefined ) { onLoad( object ); }
  24716. } );
  24717. var textures = this.parseTextures( json.textures, images );
  24718. var materials = this.parseMaterials( json.materials, textures );
  24719. var object = this.parseObject( json.object, geometries, materials );
  24720. if ( json.animations ) {
  24721. object.animations = this.parseAnimations( json.animations );
  24722. }
  24723. if ( json.images === undefined || json.images.length === 0 ) {
  24724. if ( onLoad !== undefined ) { onLoad( object ); }
  24725. }
  24726. return object;
  24727. },
  24728. parseShape: function ( json ) {
  24729. var shapes = {};
  24730. if ( json !== undefined ) {
  24731. for ( var i = 0, l = json.length; i < l; i ++ ) {
  24732. var shape = new Shape().fromJSON( json[ i ] );
  24733. shapes[ shape.uuid ] = shape;
  24734. }
  24735. }
  24736. return shapes;
  24737. },
  24738. parseGeometries: function ( json, shapes ) {
  24739. var geometries = {};
  24740. var geometryShapes;
  24741. if ( json !== undefined ) {
  24742. var bufferGeometryLoader = new BufferGeometryLoader();
  24743. for ( var i = 0, l = json.length; i < l; i ++ ) {
  24744. var geometry = (void 0);
  24745. var data = json[ i ];
  24746. switch ( data.type ) {
  24747. case 'PlaneGeometry':
  24748. case 'PlaneBufferGeometry':
  24749. geometry = new Geometries[ data.type ](
  24750. data.width,
  24751. data.height,
  24752. data.widthSegments,
  24753. data.heightSegments
  24754. );
  24755. break;
  24756. case 'BoxGeometry':
  24757. case 'BoxBufferGeometry':
  24758. case 'CubeGeometry': // backwards compatible
  24759. geometry = new Geometries[ data.type ](
  24760. data.width,
  24761. data.height,
  24762. data.depth,
  24763. data.widthSegments,
  24764. data.heightSegments,
  24765. data.depthSegments
  24766. );
  24767. break;
  24768. case 'CircleGeometry':
  24769. case 'CircleBufferGeometry':
  24770. geometry = new Geometries[ data.type ](
  24771. data.radius,
  24772. data.segments,
  24773. data.thetaStart,
  24774. data.thetaLength
  24775. );
  24776. break;
  24777. case 'CylinderGeometry':
  24778. case 'CylinderBufferGeometry':
  24779. geometry = new Geometries[ data.type ](
  24780. data.radiusTop,
  24781. data.radiusBottom,
  24782. data.height,
  24783. data.radialSegments,
  24784. data.heightSegments,
  24785. data.openEnded,
  24786. data.thetaStart,
  24787. data.thetaLength
  24788. );
  24789. break;
  24790. case 'ConeGeometry':
  24791. case 'ConeBufferGeometry':
  24792. geometry = new Geometries[ data.type ](
  24793. data.radius,
  24794. data.height,
  24795. data.radialSegments,
  24796. data.heightSegments,
  24797. data.openEnded,
  24798. data.thetaStart,
  24799. data.thetaLength
  24800. );
  24801. break;
  24802. case 'SphereGeometry':
  24803. case 'SphereBufferGeometry':
  24804. geometry = new Geometries[ data.type ](
  24805. data.radius,
  24806. data.widthSegments,
  24807. data.heightSegments,
  24808. data.phiStart,
  24809. data.phiLength,
  24810. data.thetaStart,
  24811. data.thetaLength
  24812. );
  24813. break;
  24814. case 'DodecahedronGeometry':
  24815. case 'DodecahedronBufferGeometry':
  24816. case 'IcosahedronGeometry':
  24817. case 'IcosahedronBufferGeometry':
  24818. case 'OctahedronGeometry':
  24819. case 'OctahedronBufferGeometry':
  24820. case 'TetrahedronGeometry':
  24821. case 'TetrahedronBufferGeometry':
  24822. geometry = new Geometries[ data.type ](
  24823. data.radius,
  24824. data.detail
  24825. );
  24826. break;
  24827. case 'RingGeometry':
  24828. case 'RingBufferGeometry':
  24829. geometry = new Geometries[ data.type ](
  24830. data.innerRadius,
  24831. data.outerRadius,
  24832. data.thetaSegments,
  24833. data.phiSegments,
  24834. data.thetaStart,
  24835. data.thetaLength
  24836. );
  24837. break;
  24838. case 'TorusGeometry':
  24839. case 'TorusBufferGeometry':
  24840. geometry = new Geometries[ data.type ](
  24841. data.radius,
  24842. data.tube,
  24843. data.radialSegments,
  24844. data.tubularSegments,
  24845. data.arc
  24846. );
  24847. break;
  24848. case 'TorusKnotGeometry':
  24849. case 'TorusKnotBufferGeometry':
  24850. geometry = new Geometries[ data.type ](
  24851. data.radius,
  24852. data.tube,
  24853. data.tubularSegments,
  24854. data.radialSegments,
  24855. data.p,
  24856. data.q
  24857. );
  24858. break;
  24859. case 'TubeGeometry':
  24860. case 'TubeBufferGeometry':
  24861. // This only works for built-in curves (e.g. CatmullRomCurve3).
  24862. // User defined curves or instances of CurvePath will not be deserialized.
  24863. geometry = new Geometries[ data.type ](
  24864. new Curves[ data.path.type ]().fromJSON( data.path ),
  24865. data.tubularSegments,
  24866. data.radius,
  24867. data.radialSegments,
  24868. data.closed
  24869. );
  24870. break;
  24871. case 'LatheGeometry':
  24872. case 'LatheBufferGeometry':
  24873. geometry = new Geometries[ data.type ](
  24874. data.points,
  24875. data.segments,
  24876. data.phiStart,
  24877. data.phiLength
  24878. );
  24879. break;
  24880. case 'PolyhedronGeometry':
  24881. case 'PolyhedronBufferGeometry':
  24882. geometry = new Geometries[ data.type ](
  24883. data.vertices,
  24884. data.indices,
  24885. data.radius,
  24886. data.details
  24887. );
  24888. break;
  24889. case 'ShapeGeometry':
  24890. case 'ShapeBufferGeometry':
  24891. geometryShapes = [];
  24892. for ( var j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  24893. var shape = shapes[ data.shapes[ j ] ];
  24894. geometryShapes.push( shape );
  24895. }
  24896. geometry = new Geometries[ data.type ](
  24897. geometryShapes,
  24898. data.curveSegments
  24899. );
  24900. break;
  24901. case 'ExtrudeGeometry':
  24902. case 'ExtrudeBufferGeometry':
  24903. geometryShapes = [];
  24904. for ( var j$1 = 0, jl$1 = data.shapes.length; j$1 < jl$1; j$1 ++ ) {
  24905. var shape$1 = shapes[ data.shapes[ j$1 ] ];
  24906. geometryShapes.push( shape$1 );
  24907. }
  24908. var extrudePath = data.options.extrudePath;
  24909. if ( extrudePath !== undefined ) {
  24910. data.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath );
  24911. }
  24912. geometry = new Geometries[ data.type ](
  24913. geometryShapes,
  24914. data.options
  24915. );
  24916. break;
  24917. case 'BufferGeometry':
  24918. case 'InstancedBufferGeometry':
  24919. geometry = bufferGeometryLoader.parse( data );
  24920. break;
  24921. case 'Geometry':
  24922. console.error( 'THREE.ObjectLoader: Loading "Geometry" is not supported anymore.' );
  24923. break;
  24924. default:
  24925. console.warn( 'THREE.ObjectLoader: Unsupported geometry type "' + data.type + '"' );
  24926. continue;
  24927. }
  24928. geometry.uuid = data.uuid;
  24929. if ( data.name !== undefined ) { geometry.name = data.name; }
  24930. if ( geometry.isBufferGeometry === true && data.userData !== undefined ) { geometry.userData = data.userData; }
  24931. geometries[ data.uuid ] = geometry;
  24932. }
  24933. }
  24934. return geometries;
  24935. },
  24936. parseMaterials: function ( json, textures ) {
  24937. var cache = {}; // MultiMaterial
  24938. var materials = {};
  24939. if ( json !== undefined ) {
  24940. var loader = new MaterialLoader();
  24941. loader.setTextures( textures );
  24942. for ( var i = 0, l = json.length; i < l; i ++ ) {
  24943. var data = json[ i ];
  24944. if ( data.type === 'MultiMaterial' ) {
  24945. // Deprecated
  24946. var array = [];
  24947. for ( var j = 0; j < data.materials.length; j ++ ) {
  24948. var material = data.materials[ j ];
  24949. if ( cache[ material.uuid ] === undefined ) {
  24950. cache[ material.uuid ] = loader.parse( material );
  24951. }
  24952. array.push( cache[ material.uuid ] );
  24953. }
  24954. materials[ data.uuid ] = array;
  24955. } else {
  24956. if ( cache[ data.uuid ] === undefined ) {
  24957. cache[ data.uuid ] = loader.parse( data );
  24958. }
  24959. materials[ data.uuid ] = cache[ data.uuid ];
  24960. }
  24961. }
  24962. }
  24963. return materials;
  24964. },
  24965. parseAnimations: function ( json ) {
  24966. var animations = [];
  24967. for ( var i = 0; i < json.length; i ++ ) {
  24968. var data = json[ i ];
  24969. var clip = AnimationClip.parse( data );
  24970. if ( data.uuid !== undefined ) { clip.uuid = data.uuid; }
  24971. animations.push( clip );
  24972. }
  24973. return animations;
  24974. },
  24975. parseImages: function ( json, onLoad ) {
  24976. var scope = this;
  24977. var images = {};
  24978. var loader;
  24979. function loadImage( url ) {
  24980. scope.manager.itemStart( url );
  24981. return loader.load( url, function () {
  24982. scope.manager.itemEnd( url );
  24983. }, undefined, function () {
  24984. scope.manager.itemError( url );
  24985. scope.manager.itemEnd( url );
  24986. } );
  24987. }
  24988. if ( json !== undefined && json.length > 0 ) {
  24989. var manager = new LoadingManager( onLoad );
  24990. loader = new ImageLoader( manager );
  24991. loader.setCrossOrigin( this.crossOrigin );
  24992. for ( var i = 0, il = json.length; i < il; i ++ ) {
  24993. var image = json[ i ];
  24994. var url = image.url;
  24995. if ( Array.isArray( url ) ) {
  24996. // load array of images e.g CubeTexture
  24997. images[ image.uuid ] = [];
  24998. for ( var j = 0, jl = url.length; j < jl; j ++ ) {
  24999. var currentUrl = url[ j ];
  25000. var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( currentUrl ) ? currentUrl : scope.resourcePath + currentUrl;
  25001. images[ image.uuid ].push( loadImage( path ) );
  25002. }
  25003. } else {
  25004. // load single image
  25005. var path$1 = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( image.url ) ? image.url : scope.resourcePath + image.url;
  25006. images[ image.uuid ] = loadImage( path$1 );
  25007. }
  25008. }
  25009. }
  25010. return images;
  25011. },
  25012. parseTextures: function ( json, images ) {
  25013. function parseConstant( value, type ) {
  25014. if ( typeof value === 'number' ) { return value; }
  25015. console.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value );
  25016. return type[ value ];
  25017. }
  25018. var textures = {};
  25019. if ( json !== undefined ) {
  25020. for ( var i = 0, l = json.length; i < l; i ++ ) {
  25021. var data = json[ i ];
  25022. if ( data.image === undefined ) {
  25023. console.warn( 'THREE.ObjectLoader: No "image" specified for', data.uuid );
  25024. }
  25025. if ( images[ data.image ] === undefined ) {
  25026. console.warn( 'THREE.ObjectLoader: Undefined image', data.image );
  25027. }
  25028. var texture = (void 0);
  25029. if ( Array.isArray( images[ data.image ] ) ) {
  25030. texture = new CubeTexture( images[ data.image ] );
  25031. } else {
  25032. texture = new Texture( images[ data.image ] );
  25033. }
  25034. texture.needsUpdate = true;
  25035. texture.uuid = data.uuid;
  25036. if ( data.name !== undefined ) { texture.name = data.name; }
  25037. if ( data.mapping !== undefined ) { texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING ); }
  25038. if ( data.offset !== undefined ) { texture.offset.fromArray( data.offset ); }
  25039. if ( data.repeat !== undefined ) { texture.repeat.fromArray( data.repeat ); }
  25040. if ( data.center !== undefined ) { texture.center.fromArray( data.center ); }
  25041. if ( data.rotation !== undefined ) { texture.rotation = data.rotation; }
  25042. if ( data.wrap !== undefined ) {
  25043. texture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING );
  25044. texture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING );
  25045. }
  25046. if ( data.format !== undefined ) { texture.format = data.format; }
  25047. if ( data.type !== undefined ) { texture.type = data.type; }
  25048. if ( data.encoding !== undefined ) { texture.encoding = data.encoding; }
  25049. if ( data.minFilter !== undefined ) { texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER ); }
  25050. if ( data.magFilter !== undefined ) { texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER ); }
  25051. if ( data.anisotropy !== undefined ) { texture.anisotropy = data.anisotropy; }
  25052. if ( data.flipY !== undefined ) { texture.flipY = data.flipY; }
  25053. if ( data.premultiplyAlpha !== undefined ) { texture.premultiplyAlpha = data.premultiplyAlpha; }
  25054. if ( data.unpackAlignment !== undefined ) { texture.unpackAlignment = data.unpackAlignment; }
  25055. textures[ data.uuid ] = texture;
  25056. }
  25057. }
  25058. return textures;
  25059. },
  25060. parseObject: function ( data, geometries, materials ) {
  25061. var object;
  25062. function getGeometry( name ) {
  25063. if ( geometries[ name ] === undefined ) {
  25064. console.warn( 'THREE.ObjectLoader: Undefined geometry', name );
  25065. }
  25066. return geometries[ name ];
  25067. }
  25068. function getMaterial( name ) {
  25069. if ( name === undefined ) { return undefined; }
  25070. if ( Array.isArray( name ) ) {
  25071. var array = [];
  25072. for ( var i = 0, l = name.length; i < l; i ++ ) {
  25073. var uuid = name[ i ];
  25074. if ( materials[ uuid ] === undefined ) {
  25075. console.warn( 'THREE.ObjectLoader: Undefined material', uuid );
  25076. }
  25077. array.push( materials[ uuid ] );
  25078. }
  25079. return array;
  25080. }
  25081. if ( materials[ name ] === undefined ) {
  25082. console.warn( 'THREE.ObjectLoader: Undefined material', name );
  25083. }
  25084. return materials[ name ];
  25085. }
  25086. var geometry, material;
  25087. switch ( data.type ) {
  25088. case 'Scene':
  25089. object = new Scene();
  25090. if ( data.background !== undefined ) {
  25091. if ( Number.isInteger( data.background ) ) {
  25092. object.background = new Color( data.background );
  25093. }
  25094. }
  25095. if ( data.fog !== undefined ) {
  25096. if ( data.fog.type === 'Fog' ) {
  25097. object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );
  25098. } else if ( data.fog.type === 'FogExp2' ) {
  25099. object.fog = new FogExp2( data.fog.color, data.fog.density );
  25100. }
  25101. }
  25102. break;
  25103. case 'PerspectiveCamera':
  25104. object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );
  25105. if ( data.focus !== undefined ) { object.focus = data.focus; }
  25106. if ( data.zoom !== undefined ) { object.zoom = data.zoom; }
  25107. if ( data.filmGauge !== undefined ) { object.filmGauge = data.filmGauge; }
  25108. if ( data.filmOffset !== undefined ) { object.filmOffset = data.filmOffset; }
  25109. if ( data.view !== undefined ) { object.view = Object.assign( {}, data.view ); }
  25110. break;
  25111. case 'OrthographicCamera':
  25112. object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );
  25113. if ( data.zoom !== undefined ) { object.zoom = data.zoom; }
  25114. if ( data.view !== undefined ) { object.view = Object.assign( {}, data.view ); }
  25115. break;
  25116. case 'AmbientLight':
  25117. object = new AmbientLight( data.color, data.intensity );
  25118. break;
  25119. case 'DirectionalLight':
  25120. object = new DirectionalLight( data.color, data.intensity );
  25121. break;
  25122. case 'PointLight':
  25123. object = new PointLight( data.color, data.intensity, data.distance, data.decay );
  25124. break;
  25125. case 'RectAreaLight':
  25126. object = new RectAreaLight( data.color, data.intensity, data.width, data.height );
  25127. break;
  25128. case 'SpotLight':
  25129. object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );
  25130. break;
  25131. case 'HemisphereLight':
  25132. object = new HemisphereLight( data.color, data.groundColor, data.intensity );
  25133. break;
  25134. case 'LightProbe':
  25135. object = new LightProbe().fromJSON( data );
  25136. break;
  25137. case 'SkinnedMesh':
  25138. console.warn( 'THREE.ObjectLoader.parseObject() does not support SkinnedMesh yet.' );
  25139. case 'Mesh':
  25140. geometry = getGeometry( data.geometry );
  25141. material = getMaterial( data.material );
  25142. object = new Mesh( geometry, material );
  25143. break;
  25144. case 'InstancedMesh':
  25145. geometry = getGeometry( data.geometry );
  25146. material = getMaterial( data.material );
  25147. var count = data.count;
  25148. var instanceMatrix = data.instanceMatrix;
  25149. object = new InstancedMesh( geometry, material, count );
  25150. object.instanceMatrix = new BufferAttribute( new Float32Array( instanceMatrix.array ), 16 );
  25151. break;
  25152. case 'LOD':
  25153. object = new LOD();
  25154. break;
  25155. case 'Line':
  25156. object = new Line( getGeometry( data.geometry ), getMaterial( data.material ), data.mode );
  25157. break;
  25158. case 'LineLoop':
  25159. object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) );
  25160. break;
  25161. case 'LineSegments':
  25162. object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );
  25163. break;
  25164. case 'PointCloud':
  25165. case 'Points':
  25166. object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );
  25167. break;
  25168. case 'Sprite':
  25169. object = new Sprite( getMaterial( data.material ) );
  25170. break;
  25171. case 'Group':
  25172. object = new Group();
  25173. break;
  25174. default:
  25175. object = new Object3D();
  25176. }
  25177. object.uuid = data.uuid;
  25178. if ( data.name !== undefined ) { object.name = data.name; }
  25179. if ( data.matrix !== undefined ) {
  25180. object.matrix.fromArray( data.matrix );
  25181. if ( data.matrixAutoUpdate !== undefined ) { object.matrixAutoUpdate = data.matrixAutoUpdate; }
  25182. if ( object.matrixAutoUpdate ) { object.matrix.decompose( object.position, object.quaternion, object.scale ); }
  25183. } else {
  25184. if ( data.position !== undefined ) { object.position.fromArray( data.position ); }
  25185. if ( data.rotation !== undefined ) { object.rotation.fromArray( data.rotation ); }
  25186. if ( data.quaternion !== undefined ) { object.quaternion.fromArray( data.quaternion ); }
  25187. if ( data.scale !== undefined ) { object.scale.fromArray( data.scale ); }
  25188. }
  25189. if ( data.castShadow !== undefined ) { object.castShadow = data.castShadow; }
  25190. if ( data.receiveShadow !== undefined ) { object.receiveShadow = data.receiveShadow; }
  25191. if ( data.shadow ) {
  25192. if ( data.shadow.bias !== undefined ) { object.shadow.bias = data.shadow.bias; }
  25193. if ( data.shadow.normalBias !== undefined ) { object.shadow.normalBias = data.shadow.normalBias; }
  25194. if ( data.shadow.radius !== undefined ) { object.shadow.radius = data.shadow.radius; }
  25195. if ( data.shadow.mapSize !== undefined ) { object.shadow.mapSize.fromArray( data.shadow.mapSize ); }
  25196. if ( data.shadow.camera !== undefined ) { object.shadow.camera = this.parseObject( data.shadow.camera ); }
  25197. }
  25198. if ( data.visible !== undefined ) { object.visible = data.visible; }
  25199. if ( data.frustumCulled !== undefined ) { object.frustumCulled = data.frustumCulled; }
  25200. if ( data.renderOrder !== undefined ) { object.renderOrder = data.renderOrder; }
  25201. if ( data.userData !== undefined ) { object.userData = data.userData; }
  25202. if ( data.layers !== undefined ) { object.layers.mask = data.layers; }
  25203. if ( data.children !== undefined ) {
  25204. var children = data.children;
  25205. for ( var i = 0; i < children.length; i ++ ) {
  25206. object.add( this.parseObject( children[ i ], geometries, materials ) );
  25207. }
  25208. }
  25209. if ( data.type === 'LOD' ) {
  25210. if ( data.autoUpdate !== undefined ) { object.autoUpdate = data.autoUpdate; }
  25211. var levels = data.levels;
  25212. for ( var l = 0; l < levels.length; l ++ ) {
  25213. var level = levels[ l ];
  25214. var child = object.getObjectByProperty( 'uuid', level.object );
  25215. if ( child !== undefined ) {
  25216. object.addLevel( child, level.distance );
  25217. }
  25218. }
  25219. }
  25220. return object;
  25221. }
  25222. } );
  25223. var TEXTURE_MAPPING = {
  25224. UVMapping: UVMapping,
  25225. CubeReflectionMapping: CubeReflectionMapping,
  25226. CubeRefractionMapping: CubeRefractionMapping,
  25227. EquirectangularReflectionMapping: EquirectangularReflectionMapping,
  25228. EquirectangularRefractionMapping: EquirectangularRefractionMapping,
  25229. CubeUVReflectionMapping: CubeUVReflectionMapping,
  25230. CubeUVRefractionMapping: CubeUVRefractionMapping
  25231. };
  25232. var TEXTURE_WRAPPING = {
  25233. RepeatWrapping: RepeatWrapping,
  25234. ClampToEdgeWrapping: ClampToEdgeWrapping,
  25235. MirroredRepeatWrapping: MirroredRepeatWrapping
  25236. };
  25237. var TEXTURE_FILTER = {
  25238. NearestFilter: NearestFilter,
  25239. NearestMipmapNearestFilter: NearestMipmapNearestFilter,
  25240. NearestMipmapLinearFilter: NearestMipmapLinearFilter,
  25241. LinearFilter: LinearFilter,
  25242. LinearMipmapNearestFilter: LinearMipmapNearestFilter,
  25243. LinearMipmapLinearFilter: LinearMipmapLinearFilter
  25244. };
  25245. /**
  25246. * @author thespite / http://clicktorelease.com/
  25247. */
  25248. function ImageBitmapLoader( manager ) {
  25249. if ( typeof createImageBitmap === 'undefined' ) {
  25250. console.warn( 'THREE.ImageBitmapLoader: createImageBitmap() not supported.' );
  25251. }
  25252. if ( typeof fetch === 'undefined' ) {
  25253. console.warn( 'THREE.ImageBitmapLoader: fetch() not supported.' );
  25254. }
  25255. Loader.call( this, manager );
  25256. this.options = { premultiplyAlpha: 'none' };
  25257. }
  25258. ImageBitmapLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  25259. constructor: ImageBitmapLoader,
  25260. isImageBitmapLoader: true,
  25261. setOptions: function setOptions( options ) {
  25262. this.options = options;
  25263. return this;
  25264. },
  25265. load: function ( url, onLoad, onProgress, onError ) {
  25266. if ( url === undefined ) { url = ''; }
  25267. if ( this.path !== undefined ) { url = this.path + url; }
  25268. url = this.manager.resolveURL( url );
  25269. var scope = this;
  25270. var cached = Cache.get( url );
  25271. if ( cached !== undefined ) {
  25272. scope.manager.itemStart( url );
  25273. setTimeout( function () {
  25274. if ( onLoad ) { onLoad( cached ); }
  25275. scope.manager.itemEnd( url );
  25276. }, 0 );
  25277. return cached;
  25278. }
  25279. fetch( url ).then( function ( res ) {
  25280. return res.blob();
  25281. } ).then( function ( blob ) {
  25282. return createImageBitmap( blob, scope.options );
  25283. } ).then( function ( imageBitmap ) {
  25284. Cache.add( url, imageBitmap );
  25285. if ( onLoad ) { onLoad( imageBitmap ); }
  25286. scope.manager.itemEnd( url );
  25287. } ).catch( function ( e ) {
  25288. if ( onError ) { onError( e ); }
  25289. scope.manager.itemError( url );
  25290. scope.manager.itemEnd( url );
  25291. } );
  25292. scope.manager.itemStart( url );
  25293. }
  25294. } );
  25295. /**
  25296. * @author zz85 / http://www.lab4games.net/zz85/blog
  25297. * minimal class for proxing functions to Path. Replaces old "extractSubpaths()"
  25298. **/
  25299. function ShapePath() {
  25300. this.type = 'ShapePath';
  25301. this.color = new Color();
  25302. this.subPaths = [];
  25303. this.currentPath = null;
  25304. }
  25305. Object.assign( ShapePath.prototype, {
  25306. moveTo: function ( x, y ) {
  25307. this.currentPath = new Path();
  25308. this.subPaths.push( this.currentPath );
  25309. this.currentPath.moveTo( x, y );
  25310. return this;
  25311. },
  25312. lineTo: function ( x, y ) {
  25313. this.currentPath.lineTo( x, y );
  25314. return this;
  25315. },
  25316. quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
  25317. this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );
  25318. return this;
  25319. },
  25320. bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  25321. this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );
  25322. return this;
  25323. },
  25324. splineThru: function ( pts ) {
  25325. this.currentPath.splineThru( pts );
  25326. return this;
  25327. },
  25328. toShapes: function ( isCCW, noHoles ) {
  25329. function toShapesNoHoles( inSubpaths ) {
  25330. var shapes = [];
  25331. for ( var i = 0, l = inSubpaths.length; i < l; i ++ ) {
  25332. var tmpPath = inSubpaths[ i ];
  25333. var tmpShape = new Shape();
  25334. tmpShape.curves = tmpPath.curves;
  25335. shapes.push( tmpShape );
  25336. }
  25337. return shapes;
  25338. }
  25339. function isPointInsidePolygon( inPt, inPolygon ) {
  25340. var polyLen = inPolygon.length;
  25341. // inPt on polygon contour => immediate success or
  25342. // toggling of inside/outside at every single! intersection point of an edge
  25343. // with the horizontal line through inPt, left of inPt
  25344. // not counting lowerY endpoints of edges and whole edges on that line
  25345. var inside = false;
  25346. for ( var p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {
  25347. var edgeLowPt = inPolygon[ p ];
  25348. var edgeHighPt = inPolygon[ q ];
  25349. var edgeDx = edgeHighPt.x - edgeLowPt.x;
  25350. var edgeDy = edgeHighPt.y - edgeLowPt.y;
  25351. if ( Math.abs( edgeDy ) > Number.EPSILON ) {
  25352. // not parallel
  25353. if ( edgeDy < 0 ) {
  25354. edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;
  25355. edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;
  25356. }
  25357. if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) { continue; }
  25358. if ( inPt.y === edgeLowPt.y ) {
  25359. if ( inPt.x === edgeLowPt.x ) { return true; } // inPt is on contour ?
  25360. // continue; // no intersection or edgeLowPt => doesn't count !!!
  25361. } else {
  25362. var perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );
  25363. if ( perpEdge === 0 ) { return true; } // inPt is on contour ?
  25364. if ( perpEdge < 0 ) { continue; }
  25365. inside = ! inside; // true intersection left of inPt
  25366. }
  25367. } else {
  25368. // parallel or collinear
  25369. if ( inPt.y !== edgeLowPt.y ) { continue; } // parallel
  25370. // edge lies on the same horizontal line as inPt
  25371. if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
  25372. ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) { return true; } // inPt: Point on contour !
  25373. // continue;
  25374. }
  25375. }
  25376. return inside;
  25377. }
  25378. var isClockWise = ShapeUtils.isClockWise;
  25379. var subPaths = this.subPaths;
  25380. if ( subPaths.length === 0 ) { return []; }
  25381. if ( noHoles === true ) { return toShapesNoHoles( subPaths ); }
  25382. var solid, tmpPath, tmpShape, shapes = [];
  25383. if ( subPaths.length === 1 ) {
  25384. tmpPath = subPaths[ 0 ];
  25385. tmpShape = new Shape();
  25386. tmpShape.curves = tmpPath.curves;
  25387. shapes.push( tmpShape );
  25388. return shapes;
  25389. }
  25390. var holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );
  25391. holesFirst = isCCW ? ! holesFirst : holesFirst;
  25392. // console.log("Holes first", holesFirst);
  25393. var betterShapeHoles = [];
  25394. var newShapes = [];
  25395. var newShapeHoles = [];
  25396. var mainIdx = 0;
  25397. var tmpPoints;
  25398. newShapes[ mainIdx ] = undefined;
  25399. newShapeHoles[ mainIdx ] = [];
  25400. for ( var i = 0, l = subPaths.length; i < l; i ++ ) {
  25401. tmpPath = subPaths[ i ];
  25402. tmpPoints = tmpPath.getPoints();
  25403. solid = isClockWise( tmpPoints );
  25404. solid = isCCW ? ! solid : solid;
  25405. if ( solid ) {
  25406. if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ) { mainIdx ++; }
  25407. newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints };
  25408. newShapes[ mainIdx ].s.curves = tmpPath.curves;
  25409. if ( holesFirst ) { mainIdx ++; }
  25410. newShapeHoles[ mainIdx ] = [];
  25411. //console.log('cw', i);
  25412. } else {
  25413. newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );
  25414. //console.log('ccw', i);
  25415. }
  25416. }
  25417. // only Holes? -> probably all Shapes with wrong orientation
  25418. if ( ! newShapes[ 0 ] ) { return toShapesNoHoles( subPaths ); }
  25419. if ( newShapes.length > 1 ) {
  25420. var ambiguous = false;
  25421. var toChange = [];
  25422. for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  25423. betterShapeHoles[ sIdx ] = [];
  25424. }
  25425. for ( var sIdx$1 = 0, sLen$1 = newShapes.length; sIdx$1 < sLen$1; sIdx$1 ++ ) {
  25426. var sho = newShapeHoles[ sIdx$1 ];
  25427. for ( var hIdx = 0; hIdx < sho.length; hIdx ++ ) {
  25428. var ho = sho[ hIdx ];
  25429. var hole_unassigned = true;
  25430. for ( var s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {
  25431. if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {
  25432. if ( sIdx$1 !== s2Idx ) { toChange.push( { froms: sIdx$1, tos: s2Idx, hole: hIdx } ); }
  25433. if ( hole_unassigned ) {
  25434. hole_unassigned = false;
  25435. betterShapeHoles[ s2Idx ].push( ho );
  25436. } else {
  25437. ambiguous = true;
  25438. }
  25439. }
  25440. }
  25441. if ( hole_unassigned ) {
  25442. betterShapeHoles[ sIdx$1 ].push( ho );
  25443. }
  25444. }
  25445. }
  25446. // console.log("ambiguous: ", ambiguous);
  25447. if ( toChange.length > 0 ) {
  25448. // console.log("to change: ", toChange);
  25449. if ( ! ambiguous ) { newShapeHoles = betterShapeHoles; }
  25450. }
  25451. }
  25452. var tmpHoles;
  25453. for ( var i$1 = 0, il = newShapes.length; i$1 < il; i$1 ++ ) {
  25454. tmpShape = newShapes[ i$1 ].s;
  25455. shapes.push( tmpShape );
  25456. tmpHoles = newShapeHoles[ i$1 ];
  25457. for ( var j = 0, jl = tmpHoles.length; j < jl; j ++ ) {
  25458. tmpShape.holes.push( tmpHoles[ j ].h );
  25459. }
  25460. }
  25461. //console.log("shape", shapes);
  25462. return shapes;
  25463. }
  25464. } );
  25465. /**
  25466. * @author zz85 / http://www.lab4games.net/zz85/blog
  25467. * @author mrdoob / http://mrdoob.com/
  25468. */
  25469. function Font( data ) {
  25470. this.type = 'Font';
  25471. this.data = data;
  25472. }
  25473. Object.assign( Font.prototype, {
  25474. isFont: true,
  25475. generateShapes: function ( text, size ) {
  25476. if ( size === undefined ) { size = 100; }
  25477. var shapes = [];
  25478. var paths = createPaths( text, size, this.data );
  25479. for ( var p = 0, pl = paths.length; p < pl; p ++ ) {
  25480. Array.prototype.push.apply( shapes, paths[ p ].toShapes() );
  25481. }
  25482. return shapes;
  25483. }
  25484. } );
  25485. function createPaths( text, size, data ) {
  25486. var chars = Array.from ? Array.from( text ) : String( text ).split( '' ); // workaround for IE11, see #13988
  25487. var scale = size / data.resolution;
  25488. var line_height = ( data.boundingBox.yMax - data.boundingBox.yMin + data.underlineThickness ) * scale;
  25489. var paths = [];
  25490. var offsetX = 0, offsetY = 0;
  25491. for ( var i = 0; i < chars.length; i ++ ) {
  25492. var char = chars[ i ];
  25493. if ( char === '\n' ) {
  25494. offsetX = 0;
  25495. offsetY -= line_height;
  25496. } else {
  25497. var ret = createPath( char, scale, offsetX, offsetY, data );
  25498. offsetX += ret.offsetX;
  25499. paths.push( ret.path );
  25500. }
  25501. }
  25502. return paths;
  25503. }
  25504. function createPath( char, scale, offsetX, offsetY, data ) {
  25505. var glyph = data.glyphs[ char ] || data.glyphs[ '?' ];
  25506. if ( ! glyph ) {
  25507. console.error( 'THREE.Font: character "' + char + '" does not exists in font family ' + data.familyName + '.' );
  25508. return;
  25509. }
  25510. var path = new ShapePath();
  25511. var x, y, cpx, cpy, cpx1, cpy1, cpx2, cpy2;
  25512. if ( glyph.o ) {
  25513. var outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) );
  25514. for ( var i = 0, l = outline.length; i < l; ) {
  25515. var action = outline[ i ++ ];
  25516. switch ( action ) {
  25517. case 'm': // moveTo
  25518. x = outline[ i ++ ] * scale + offsetX;
  25519. y = outline[ i ++ ] * scale + offsetY;
  25520. path.moveTo( x, y );
  25521. break;
  25522. case 'l': // lineTo
  25523. x = outline[ i ++ ] * scale + offsetX;
  25524. y = outline[ i ++ ] * scale + offsetY;
  25525. path.lineTo( x, y );
  25526. break;
  25527. case 'q': // quadraticCurveTo
  25528. cpx = outline[ i ++ ] * scale + offsetX;
  25529. cpy = outline[ i ++ ] * scale + offsetY;
  25530. cpx1 = outline[ i ++ ] * scale + offsetX;
  25531. cpy1 = outline[ i ++ ] * scale + offsetY;
  25532. path.quadraticCurveTo( cpx1, cpy1, cpx, cpy );
  25533. break;
  25534. case 'b': // bezierCurveTo
  25535. cpx = outline[ i ++ ] * scale + offsetX;
  25536. cpy = outline[ i ++ ] * scale + offsetY;
  25537. cpx1 = outline[ i ++ ] * scale + offsetX;
  25538. cpy1 = outline[ i ++ ] * scale + offsetY;
  25539. cpx2 = outline[ i ++ ] * scale + offsetX;
  25540. cpy2 = outline[ i ++ ] * scale + offsetY;
  25541. path.bezierCurveTo( cpx1, cpy1, cpx2, cpy2, cpx, cpy );
  25542. break;
  25543. }
  25544. }
  25545. }
  25546. return { offsetX: glyph.ha * scale, path: path };
  25547. }
  25548. /**
  25549. * @author mrdoob / http://mrdoob.com/
  25550. */
  25551. function FontLoader( manager ) {
  25552. Loader.call( this, manager );
  25553. }
  25554. FontLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  25555. constructor: FontLoader,
  25556. load: function ( url, onLoad, onProgress, onError ) {
  25557. var scope = this;
  25558. var loader = new FileLoader( this.manager );
  25559. loader.setPath( this.path );
  25560. loader.load( url, function ( text ) {
  25561. var json;
  25562. try {
  25563. json = JSON.parse( text );
  25564. } catch ( e ) {
  25565. console.warn( 'THREE.FontLoader: typeface.js support is being deprecated. Use typeface.json instead.' );
  25566. json = JSON.parse( text.substring( 65, text.length - 2 ) );
  25567. }
  25568. var font = scope.parse( json );
  25569. if ( onLoad ) { onLoad( font ); }
  25570. }, onProgress, onError );
  25571. },
  25572. parse: function ( json ) {
  25573. return new Font( json );
  25574. }
  25575. } );
  25576. /**
  25577. * @author mrdoob / http://mrdoob.com/
  25578. */
  25579. var _context;
  25580. var AudioContext = {
  25581. getContext: function () {
  25582. if ( _context === undefined ) {
  25583. _context = new ( window.AudioContext || window.webkitAudioContext )();
  25584. }
  25585. return _context;
  25586. },
  25587. setContext: function ( value ) {
  25588. _context = value;
  25589. }
  25590. };
  25591. /**
  25592. * @author Reece Aaron Lecrivain / http://reecenotes.com/
  25593. */
  25594. function AudioLoader( manager ) {
  25595. Loader.call( this, manager );
  25596. }
  25597. AudioLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  25598. constructor: AudioLoader,
  25599. load: function ( url, onLoad, onProgress, onError ) {
  25600. var scope = this;
  25601. var loader = new FileLoader( scope.manager );
  25602. loader.setResponseType( 'arraybuffer' );
  25603. loader.setPath( scope.path );
  25604. loader.load( url, function ( buffer ) {
  25605. try {
  25606. // Create a copy of the buffer. The `decodeAudioData` method
  25607. // detaches the buffer when complete, preventing reuse.
  25608. var bufferCopy = buffer.slice( 0 );
  25609. var context = AudioContext.getContext();
  25610. context.decodeAudioData( bufferCopy, function ( audioBuffer ) {
  25611. onLoad( audioBuffer );
  25612. } );
  25613. } catch ( e ) {
  25614. if ( onError ) {
  25615. onError( e );
  25616. } else {
  25617. console.error( e );
  25618. }
  25619. scope.manager.itemError( url );
  25620. }
  25621. }, onProgress, onError );
  25622. }
  25623. } );
  25624. /**
  25625. * @author WestLangley / http://github.com/WestLangley
  25626. */
  25627. function HemisphereLightProbe( skyColor, groundColor, intensity ) {
  25628. LightProbe.call( this, undefined, intensity );
  25629. var color1 = new Color().set( skyColor );
  25630. var color2 = new Color().set( groundColor );
  25631. var sky = new Vector3( color1.r, color1.g, color1.b );
  25632. var ground = new Vector3( color2.r, color2.g, color2.b );
  25633. // without extra factor of PI in the shader, should = 1 / Math.sqrt( Math.PI );
  25634. var c0 = Math.sqrt( Math.PI );
  25635. var c1 = c0 * Math.sqrt( 0.75 );
  25636. this.sh.coefficients[ 0 ].copy( sky ).add( ground ).multiplyScalar( c0 );
  25637. this.sh.coefficients[ 1 ].copy( sky ).sub( ground ).multiplyScalar( c1 );
  25638. }
  25639. HemisphereLightProbe.prototype = Object.assign( Object.create( LightProbe.prototype ), {
  25640. constructor: HemisphereLightProbe,
  25641. isHemisphereLightProbe: true,
  25642. copy: function ( source ) { // modifying colors not currently supported
  25643. LightProbe.prototype.copy.call( this, source );
  25644. return this;
  25645. },
  25646. toJSON: function ( meta ) {
  25647. var data = LightProbe.prototype.toJSON.call( this, meta );
  25648. // data.sh = this.sh.toArray(); // todo
  25649. return data;
  25650. }
  25651. } );
  25652. /**
  25653. * @author WestLangley / http://github.com/WestLangley
  25654. */
  25655. function AmbientLightProbe( color, intensity ) {
  25656. LightProbe.call( this, undefined, intensity );
  25657. var color1 = new Color().set( color );
  25658. // without extra factor of PI in the shader, would be 2 / Math.sqrt( Math.PI );
  25659. this.sh.coefficients[ 0 ].set( color1.r, color1.g, color1.b ).multiplyScalar( 2 * Math.sqrt( Math.PI ) );
  25660. }
  25661. AmbientLightProbe.prototype = Object.assign( Object.create( LightProbe.prototype ), {
  25662. constructor: AmbientLightProbe,
  25663. isAmbientLightProbe: true,
  25664. copy: function ( source ) { // modifying color not currently supported
  25665. LightProbe.prototype.copy.call( this, source );
  25666. return this;
  25667. },
  25668. toJSON: function ( meta ) {
  25669. var data = LightProbe.prototype.toJSON.call( this, meta );
  25670. // data.sh = this.sh.toArray(); // todo
  25671. return data;
  25672. }
  25673. } );
  25674. var _eyeRight = new Matrix4();
  25675. var _eyeLeft = new Matrix4();
  25676. /**
  25677. * @author mrdoob / http://mrdoob.com/
  25678. */
  25679. function StereoCamera() {
  25680. this.type = 'StereoCamera';
  25681. this.aspect = 1;
  25682. this.eyeSep = 0.064;
  25683. this.cameraL = new PerspectiveCamera();
  25684. this.cameraL.layers.enable( 1 );
  25685. this.cameraL.matrixAutoUpdate = false;
  25686. this.cameraR = new PerspectiveCamera();
  25687. this.cameraR.layers.enable( 2 );
  25688. this.cameraR.matrixAutoUpdate = false;
  25689. this._cache = {
  25690. focus: null,
  25691. fov: null,
  25692. aspect: null,
  25693. near: null,
  25694. far: null,
  25695. zoom: null,
  25696. eyeSep: null
  25697. };
  25698. }
  25699. Object.assign( StereoCamera.prototype, {
  25700. update: function ( camera ) {
  25701. var cache = this._cache;
  25702. var needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov ||
  25703. cache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near ||
  25704. cache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep;
  25705. if ( needsUpdate ) {
  25706. cache.focus = camera.focus;
  25707. cache.fov = camera.fov;
  25708. cache.aspect = camera.aspect * this.aspect;
  25709. cache.near = camera.near;
  25710. cache.far = camera.far;
  25711. cache.zoom = camera.zoom;
  25712. cache.eyeSep = this.eyeSep;
  25713. // Off-axis stereoscopic effect based on
  25714. // http://paulbourke.net/stereographics/stereorender/
  25715. var projectionMatrix = camera.projectionMatrix.clone();
  25716. var eyeSepHalf = cache.eyeSep / 2;
  25717. var eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus;
  25718. var ymax = ( cache.near * Math.tan( MathUtils.DEG2RAD * cache.fov * 0.5 ) ) / cache.zoom;
  25719. var xmin, xmax;
  25720. // translate xOffset
  25721. _eyeLeft.elements[ 12 ] = - eyeSepHalf;
  25722. _eyeRight.elements[ 12 ] = eyeSepHalf;
  25723. // for left eye
  25724. xmin = - ymax * cache.aspect + eyeSepOnProjection;
  25725. xmax = ymax * cache.aspect + eyeSepOnProjection;
  25726. projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  25727. projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  25728. this.cameraL.projectionMatrix.copy( projectionMatrix );
  25729. // for right eye
  25730. xmin = - ymax * cache.aspect - eyeSepOnProjection;
  25731. xmax = ymax * cache.aspect - eyeSepOnProjection;
  25732. projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  25733. projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  25734. this.cameraR.projectionMatrix.copy( projectionMatrix );
  25735. }
  25736. this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeLeft );
  25737. this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeRight );
  25738. }
  25739. } );
  25740. /**
  25741. * @author alteredq / http://alteredqualia.com/
  25742. */
  25743. function Clock( autoStart ) {
  25744. this.autoStart = ( autoStart !== undefined ) ? autoStart : true;
  25745. this.startTime = 0;
  25746. this.oldTime = 0;
  25747. this.elapsedTime = 0;
  25748. this.running = false;
  25749. }
  25750. Object.assign( Clock.prototype, {
  25751. start: function () {
  25752. this.startTime = ( typeof performance === 'undefined' ? Date : performance ).now(); // see #10732
  25753. this.oldTime = this.startTime;
  25754. this.elapsedTime = 0;
  25755. this.running = true;
  25756. },
  25757. stop: function () {
  25758. this.getElapsedTime();
  25759. this.running = false;
  25760. this.autoStart = false;
  25761. },
  25762. getElapsedTime: function () {
  25763. this.getDelta();
  25764. return this.elapsedTime;
  25765. },
  25766. getDelta: function () {
  25767. var diff = 0;
  25768. if ( this.autoStart && ! this.running ) {
  25769. this.start();
  25770. return 0;
  25771. }
  25772. if ( this.running ) {
  25773. var newTime = ( typeof performance === 'undefined' ? Date : performance ).now();
  25774. diff = ( newTime - this.oldTime ) / 1000;
  25775. this.oldTime = newTime;
  25776. this.elapsedTime += diff;
  25777. }
  25778. return diff;
  25779. }
  25780. } );
  25781. /**
  25782. * @author mrdoob / http://mrdoob.com/
  25783. */
  25784. var _position$2 = new Vector3();
  25785. var _quaternion$3 = new Quaternion();
  25786. var _scale$1 = new Vector3();
  25787. var _orientation = new Vector3();
  25788. function AudioListener() {
  25789. Object3D.call( this );
  25790. this.type = 'AudioListener';
  25791. this.context = AudioContext.getContext();
  25792. this.gain = this.context.createGain();
  25793. this.gain.connect( this.context.destination );
  25794. this.filter = null;
  25795. this.timeDelta = 0;
  25796. // private
  25797. this._clock = new Clock();
  25798. }
  25799. AudioListener.prototype = Object.assign( Object.create( Object3D.prototype ), {
  25800. constructor: AudioListener,
  25801. getInput: function () {
  25802. return this.gain;
  25803. },
  25804. removeFilter: function ( ) {
  25805. if ( this.filter !== null ) {
  25806. this.gain.disconnect( this.filter );
  25807. this.filter.disconnect( this.context.destination );
  25808. this.gain.connect( this.context.destination );
  25809. this.filter = null;
  25810. }
  25811. return this;
  25812. },
  25813. getFilter: function () {
  25814. return this.filter;
  25815. },
  25816. setFilter: function ( value ) {
  25817. if ( this.filter !== null ) {
  25818. this.gain.disconnect( this.filter );
  25819. this.filter.disconnect( this.context.destination );
  25820. } else {
  25821. this.gain.disconnect( this.context.destination );
  25822. }
  25823. this.filter = value;
  25824. this.gain.connect( this.filter );
  25825. this.filter.connect( this.context.destination );
  25826. return this;
  25827. },
  25828. getMasterVolume: function () {
  25829. return this.gain.gain.value;
  25830. },
  25831. setMasterVolume: function ( value ) {
  25832. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  25833. return this;
  25834. },
  25835. updateMatrixWorld: function ( force ) {
  25836. Object3D.prototype.updateMatrixWorld.call( this, force );
  25837. var listener = this.context.listener;
  25838. var up = this.up;
  25839. this.timeDelta = this._clock.getDelta();
  25840. this.matrixWorld.decompose( _position$2, _quaternion$3, _scale$1 );
  25841. _orientation.set( 0, 0, - 1 ).applyQuaternion( _quaternion$3 );
  25842. if ( listener.positionX ) {
  25843. // code path for Chrome (see #14393)
  25844. var endTime = this.context.currentTime + this.timeDelta;
  25845. listener.positionX.linearRampToValueAtTime( _position$2.x, endTime );
  25846. listener.positionY.linearRampToValueAtTime( _position$2.y, endTime );
  25847. listener.positionZ.linearRampToValueAtTime( _position$2.z, endTime );
  25848. listener.forwardX.linearRampToValueAtTime( _orientation.x, endTime );
  25849. listener.forwardY.linearRampToValueAtTime( _orientation.y, endTime );
  25850. listener.forwardZ.linearRampToValueAtTime( _orientation.z, endTime );
  25851. listener.upX.linearRampToValueAtTime( up.x, endTime );
  25852. listener.upY.linearRampToValueAtTime( up.y, endTime );
  25853. listener.upZ.linearRampToValueAtTime( up.z, endTime );
  25854. } else {
  25855. listener.setPosition( _position$2.x, _position$2.y, _position$2.z );
  25856. listener.setOrientation( _orientation.x, _orientation.y, _orientation.z, up.x, up.y, up.z );
  25857. }
  25858. }
  25859. } );
  25860. /**
  25861. * @author mrdoob / http://mrdoob.com/
  25862. * @author Reece Aaron Lecrivain / http://reecenotes.com/
  25863. */
  25864. function Audio( listener ) {
  25865. Object3D.call( this );
  25866. this.type = 'Audio';
  25867. this.listener = listener;
  25868. this.context = listener.context;
  25869. this.gain = this.context.createGain();
  25870. this.gain.connect( listener.getInput() );
  25871. this.autoplay = false;
  25872. this.buffer = null;
  25873. this.detune = 0;
  25874. this.loop = false;
  25875. this.loopStart = 0;
  25876. this.loopEnd = 0;
  25877. this.offset = 0;
  25878. this.duration = undefined;
  25879. this.playbackRate = 1;
  25880. this.isPlaying = false;
  25881. this.hasPlaybackControl = true;
  25882. this.sourceType = 'empty';
  25883. this._startedAt = 0;
  25884. this._progress = 0;
  25885. this.filters = [];
  25886. }
  25887. Audio.prototype = Object.assign( Object.create( Object3D.prototype ), {
  25888. constructor: Audio,
  25889. getOutput: function () {
  25890. return this.gain;
  25891. },
  25892. setNodeSource: function ( audioNode ) {
  25893. this.hasPlaybackControl = false;
  25894. this.sourceType = 'audioNode';
  25895. this.source = audioNode;
  25896. this.connect();
  25897. return this;
  25898. },
  25899. setMediaElementSource: function ( mediaElement ) {
  25900. this.hasPlaybackControl = false;
  25901. this.sourceType = 'mediaNode';
  25902. this.source = this.context.createMediaElementSource( mediaElement );
  25903. this.connect();
  25904. return this;
  25905. },
  25906. setMediaStreamSource: function ( mediaStream ) {
  25907. this.hasPlaybackControl = false;
  25908. this.sourceType = 'mediaStreamNode';
  25909. this.source = this.context.createMediaStreamSource( mediaStream );
  25910. this.connect();
  25911. return this;
  25912. },
  25913. setBuffer: function ( audioBuffer ) {
  25914. this.buffer = audioBuffer;
  25915. this.sourceType = 'buffer';
  25916. if ( this.autoplay ) { this.play(); }
  25917. return this;
  25918. },
  25919. play: function ( delay ) {
  25920. if ( delay === undefined ) { delay = 0; }
  25921. if ( this.isPlaying === true ) {
  25922. console.warn( 'THREE.Audio: Audio is already playing.' );
  25923. return;
  25924. }
  25925. if ( this.hasPlaybackControl === false ) {
  25926. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25927. return;
  25928. }
  25929. this._startedAt = this.context.currentTime + delay;
  25930. var source = this.context.createBufferSource();
  25931. source.buffer = this.buffer;
  25932. source.loop = this.loop;
  25933. source.loopStart = this.loopStart;
  25934. source.loopEnd = this.loopEnd;
  25935. source.onended = this.onEnded.bind( this );
  25936. source.start( this._startedAt, this._progress + this.offset, this.duration );
  25937. this.isPlaying = true;
  25938. this.source = source;
  25939. this.setDetune( this.detune );
  25940. this.setPlaybackRate( this.playbackRate );
  25941. return this.connect();
  25942. },
  25943. pause: function () {
  25944. if ( this.hasPlaybackControl === false ) {
  25945. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25946. return;
  25947. }
  25948. if ( this.isPlaying === true ) {
  25949. // update current progress
  25950. this._progress += Math.max( this.context.currentTime - this._startedAt, 0 ) * this.playbackRate;
  25951. if ( this.loop === true ) {
  25952. // ensure _progress does not exceed duration with looped audios
  25953. this._progress = this._progress % ( this.duration || this.buffer.duration );
  25954. }
  25955. this.source.stop();
  25956. this.source.onended = null;
  25957. this.isPlaying = false;
  25958. }
  25959. return this;
  25960. },
  25961. stop: function () {
  25962. if ( this.hasPlaybackControl === false ) {
  25963. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25964. return;
  25965. }
  25966. this._progress = 0;
  25967. this.source.stop();
  25968. this.source.onended = null;
  25969. this.isPlaying = false;
  25970. return this;
  25971. },
  25972. connect: function () {
  25973. if ( this.filters.length > 0 ) {
  25974. this.source.connect( this.filters[ 0 ] );
  25975. for ( var i = 1, l = this.filters.length; i < l; i ++ ) {
  25976. this.filters[ i - 1 ].connect( this.filters[ i ] );
  25977. }
  25978. this.filters[ this.filters.length - 1 ].connect( this.getOutput() );
  25979. } else {
  25980. this.source.connect( this.getOutput() );
  25981. }
  25982. return this;
  25983. },
  25984. disconnect: function () {
  25985. if ( this.filters.length > 0 ) {
  25986. this.source.disconnect( this.filters[ 0 ] );
  25987. for ( var i = 1, l = this.filters.length; i < l; i ++ ) {
  25988. this.filters[ i - 1 ].disconnect( this.filters[ i ] );
  25989. }
  25990. this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );
  25991. } else {
  25992. this.source.disconnect( this.getOutput() );
  25993. }
  25994. return this;
  25995. },
  25996. getFilters: function () {
  25997. return this.filters;
  25998. },
  25999. setFilters: function ( value ) {
  26000. if ( ! value ) { value = []; }
  26001. if ( this.isPlaying === true ) {
  26002. this.disconnect();
  26003. this.filters = value;
  26004. this.connect();
  26005. } else {
  26006. this.filters = value;
  26007. }
  26008. return this;
  26009. },
  26010. setDetune: function ( value ) {
  26011. this.detune = value;
  26012. if ( this.source.detune === undefined ) { return; } // only set detune when available
  26013. if ( this.isPlaying === true ) {
  26014. this.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 );
  26015. }
  26016. return this;
  26017. },
  26018. getDetune: function () {
  26019. return this.detune;
  26020. },
  26021. getFilter: function () {
  26022. return this.getFilters()[ 0 ];
  26023. },
  26024. setFilter: function ( filter ) {
  26025. return this.setFilters( filter ? [ filter ] : [] );
  26026. },
  26027. setPlaybackRate: function ( value ) {
  26028. if ( this.hasPlaybackControl === false ) {
  26029. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  26030. return;
  26031. }
  26032. this.playbackRate = value;
  26033. if ( this.isPlaying === true ) {
  26034. this.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 );
  26035. }
  26036. return this;
  26037. },
  26038. getPlaybackRate: function () {
  26039. return this.playbackRate;
  26040. },
  26041. onEnded: function () {
  26042. this.isPlaying = false;
  26043. },
  26044. getLoop: function () {
  26045. if ( this.hasPlaybackControl === false ) {
  26046. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  26047. return false;
  26048. }
  26049. return this.loop;
  26050. },
  26051. setLoop: function ( value ) {
  26052. if ( this.hasPlaybackControl === false ) {
  26053. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  26054. return;
  26055. }
  26056. this.loop = value;
  26057. if ( this.isPlaying === true ) {
  26058. this.source.loop = this.loop;
  26059. }
  26060. return this;
  26061. },
  26062. setLoopStart: function ( value ) {
  26063. this.loopStart = value;
  26064. return this;
  26065. },
  26066. setLoopEnd: function ( value ) {
  26067. this.loopEnd = value;
  26068. return this;
  26069. },
  26070. getVolume: function () {
  26071. return this.gain.gain.value;
  26072. },
  26073. setVolume: function ( value ) {
  26074. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  26075. return this;
  26076. }
  26077. } );
  26078. /**
  26079. * @author mrdoob / http://mrdoob.com/
  26080. */
  26081. var _position$3 = new Vector3();
  26082. var _quaternion$4 = new Quaternion();
  26083. var _scale$2 = new Vector3();
  26084. var _orientation$1 = new Vector3();
  26085. function PositionalAudio( listener ) {
  26086. Audio.call( this, listener );
  26087. this.panner = this.context.createPanner();
  26088. this.panner.panningModel = 'HRTF';
  26089. this.panner.connect( this.gain );
  26090. }
  26091. PositionalAudio.prototype = Object.assign( Object.create( Audio.prototype ), {
  26092. constructor: PositionalAudio,
  26093. getOutput: function () {
  26094. return this.panner;
  26095. },
  26096. getRefDistance: function () {
  26097. return this.panner.refDistance;
  26098. },
  26099. setRefDistance: function ( value ) {
  26100. this.panner.refDistance = value;
  26101. return this;
  26102. },
  26103. getRolloffFactor: function () {
  26104. return this.panner.rolloffFactor;
  26105. },
  26106. setRolloffFactor: function ( value ) {
  26107. this.panner.rolloffFactor = value;
  26108. return this;
  26109. },
  26110. getDistanceModel: function () {
  26111. return this.panner.distanceModel;
  26112. },
  26113. setDistanceModel: function ( value ) {
  26114. this.panner.distanceModel = value;
  26115. return this;
  26116. },
  26117. getMaxDistance: function () {
  26118. return this.panner.maxDistance;
  26119. },
  26120. setMaxDistance: function ( value ) {
  26121. this.panner.maxDistance = value;
  26122. return this;
  26123. },
  26124. setDirectionalCone: function ( coneInnerAngle, coneOuterAngle, coneOuterGain ) {
  26125. this.panner.coneInnerAngle = coneInnerAngle;
  26126. this.panner.coneOuterAngle = coneOuterAngle;
  26127. this.panner.coneOuterGain = coneOuterGain;
  26128. return this;
  26129. },
  26130. updateMatrixWorld: function ( force ) {
  26131. Object3D.prototype.updateMatrixWorld.call( this, force );
  26132. if ( this.hasPlaybackControl === true && this.isPlaying === false ) { return; }
  26133. this.matrixWorld.decompose( _position$3, _quaternion$4, _scale$2 );
  26134. _orientation$1.set( 0, 0, 1 ).applyQuaternion( _quaternion$4 );
  26135. var panner = this.panner;
  26136. if ( panner.positionX ) {
  26137. // code path for Chrome and Firefox (see #14393)
  26138. var endTime = this.context.currentTime + this.listener.timeDelta;
  26139. panner.positionX.linearRampToValueAtTime( _position$3.x, endTime );
  26140. panner.positionY.linearRampToValueAtTime( _position$3.y, endTime );
  26141. panner.positionZ.linearRampToValueAtTime( _position$3.z, endTime );
  26142. panner.orientationX.linearRampToValueAtTime( _orientation$1.x, endTime );
  26143. panner.orientationY.linearRampToValueAtTime( _orientation$1.y, endTime );
  26144. panner.orientationZ.linearRampToValueAtTime( _orientation$1.z, endTime );
  26145. } else {
  26146. panner.setPosition( _position$3.x, _position$3.y, _position$3.z );
  26147. panner.setOrientation( _orientation$1.x, _orientation$1.y, _orientation$1.z );
  26148. }
  26149. }
  26150. } );
  26151. /**
  26152. * @author mrdoob / http://mrdoob.com/
  26153. */
  26154. function AudioAnalyser( audio, fftSize ) {
  26155. this.analyser = audio.context.createAnalyser();
  26156. this.analyser.fftSize = fftSize !== undefined ? fftSize : 2048;
  26157. this.data = new Uint8Array( this.analyser.frequencyBinCount );
  26158. audio.getOutput().connect( this.analyser );
  26159. }
  26160. Object.assign( AudioAnalyser.prototype, {
  26161. getFrequencyData: function () {
  26162. this.analyser.getByteFrequencyData( this.data );
  26163. return this.data;
  26164. },
  26165. getAverageFrequency: function () {
  26166. var value = 0;
  26167. var data = this.getFrequencyData();
  26168. for ( var i = 0; i < data.length; i ++ ) {
  26169. value += data[ i ];
  26170. }
  26171. return value / data.length;
  26172. }
  26173. } );
  26174. /**
  26175. *
  26176. * Buffered scene graph property that allows weighted accumulation.
  26177. *
  26178. *
  26179. * @author Ben Houston / http://clara.io/
  26180. * @author David Sarno / http://lighthaus.us/
  26181. * @author tschw
  26182. */
  26183. function PropertyMixer( binding, typeName, valueSize ) {
  26184. this.binding = binding;
  26185. this.valueSize = valueSize;
  26186. var mixFunction,
  26187. mixFunctionAdditive,
  26188. setIdentity;
  26189. // buffer layout: [ incoming | accu0 | accu1 | orig | addAccu | (optional work) ]
  26190. //
  26191. // interpolators can use .buffer as their .result
  26192. // the data then goes to 'incoming'
  26193. //
  26194. // 'accu0' and 'accu1' are used frame-interleaved for
  26195. // the cumulative result and are compared to detect
  26196. // changes
  26197. //
  26198. // 'orig' stores the original state of the property
  26199. //
  26200. // 'add' is used for additive cumulative results
  26201. //
  26202. // 'work' is optional and is only present for quaternion types. It is used
  26203. // to store intermediate quaternion multiplication results
  26204. switch ( typeName ) {
  26205. case 'quaternion':
  26206. mixFunction = this._slerp;
  26207. mixFunctionAdditive = this._slerpAdditive;
  26208. setIdentity = this._setAdditiveIdentityQuaternion;
  26209. this.buffer = new Float64Array( valueSize * 6 );
  26210. this._workIndex = 5;
  26211. break;
  26212. case 'string':
  26213. case 'bool':
  26214. mixFunction = this._select;
  26215. // Use the regular mix function and for additive on these types,
  26216. // additive is not relevant for non-numeric types
  26217. mixFunctionAdditive = this._select;
  26218. setIdentity = this._setAdditiveIdentityOther;
  26219. this.buffer = new Array( valueSize * 5 );
  26220. break;
  26221. default:
  26222. mixFunction = this._lerp;
  26223. mixFunctionAdditive = this._lerpAdditive;
  26224. setIdentity = this._setAdditiveIdentityNumeric;
  26225. this.buffer = new Float64Array( valueSize * 5 );
  26226. }
  26227. this._mixBufferRegion = mixFunction;
  26228. this._mixBufferRegionAdditive = mixFunctionAdditive;
  26229. this._setIdentity = setIdentity;
  26230. this._origIndex = 3;
  26231. this._addIndex = 4;
  26232. this.cumulativeWeight = 0;
  26233. this.cumulativeWeightAdditive = 0;
  26234. this.useCount = 0;
  26235. this.referenceCount = 0;
  26236. }
  26237. Object.assign( PropertyMixer.prototype, {
  26238. // accumulate data in the 'incoming' region into 'accu<i>'
  26239. accumulate: function ( accuIndex, weight ) {
  26240. // note: happily accumulating nothing when weight = 0, the caller knows
  26241. // the weight and shouldn't have made the call in the first place
  26242. var buffer = this.buffer,
  26243. stride = this.valueSize,
  26244. offset = accuIndex * stride + stride;
  26245. var currentWeight = this.cumulativeWeight;
  26246. if ( currentWeight === 0 ) {
  26247. // accuN := incoming * weight
  26248. for ( var i = 0; i !== stride; ++ i ) {
  26249. buffer[ offset + i ] = buffer[ i ];
  26250. }
  26251. currentWeight = weight;
  26252. } else {
  26253. // accuN := accuN + incoming * weight
  26254. currentWeight += weight;
  26255. var mix = weight / currentWeight;
  26256. this._mixBufferRegion( buffer, offset, 0, mix, stride );
  26257. }
  26258. this.cumulativeWeight = currentWeight;
  26259. },
  26260. // accumulate data in the 'incoming' region into 'add'
  26261. accumulateAdditive: function ( weight ) {
  26262. var buffer = this.buffer,
  26263. stride = this.valueSize,
  26264. offset = stride * this._addIndex;
  26265. if ( this.cumulativeWeightAdditive === 0 ) {
  26266. // add = identity
  26267. this._setIdentity();
  26268. }
  26269. // add := add + incoming * weight
  26270. this._mixBufferRegionAdditive( buffer, offset, 0, weight, stride );
  26271. this.cumulativeWeightAdditive += weight;
  26272. },
  26273. // apply the state of 'accu<i>' to the binding when accus differ
  26274. apply: function ( accuIndex ) {
  26275. var stride = this.valueSize,
  26276. buffer = this.buffer,
  26277. offset = accuIndex * stride + stride,
  26278. weight = this.cumulativeWeight,
  26279. weightAdditive = this.cumulativeWeightAdditive,
  26280. binding = this.binding;
  26281. this.cumulativeWeight = 0;
  26282. this.cumulativeWeightAdditive = 0;
  26283. if ( weight < 1 ) {
  26284. // accuN := accuN + original * ( 1 - cumulativeWeight )
  26285. var originalValueOffset = stride * this._origIndex;
  26286. this._mixBufferRegion(
  26287. buffer, offset, originalValueOffset, 1 - weight, stride );
  26288. }
  26289. if ( weightAdditive > 0 ) {
  26290. // accuN := accuN + additive accuN
  26291. this._mixBufferRegionAdditive( buffer, offset, this._addIndex * stride, 1, stride );
  26292. }
  26293. for ( var i = stride, e = stride + stride; i !== e; ++ i ) {
  26294. if ( buffer[ i ] !== buffer[ i + stride ] ) {
  26295. // value has changed -> update scene graph
  26296. binding.setValue( buffer, offset );
  26297. break;
  26298. }
  26299. }
  26300. },
  26301. // remember the state of the bound property and copy it to both accus
  26302. saveOriginalState: function () {
  26303. var binding = this.binding;
  26304. var buffer = this.buffer,
  26305. stride = this.valueSize,
  26306. originalValueOffset = stride * this._origIndex;
  26307. binding.getValue( buffer, originalValueOffset );
  26308. // accu[0..1] := orig -- initially detect changes against the original
  26309. for ( var i = stride, e = originalValueOffset; i !== e; ++ i ) {
  26310. buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];
  26311. }
  26312. // Add to identity for additive
  26313. this._setIdentity();
  26314. this.cumulativeWeight = 0;
  26315. this.cumulativeWeightAdditive = 0;
  26316. },
  26317. // apply the state previously taken via 'saveOriginalState' to the binding
  26318. restoreOriginalState: function () {
  26319. var originalValueOffset = this.valueSize * 3;
  26320. this.binding.setValue( this.buffer, originalValueOffset );
  26321. },
  26322. _setAdditiveIdentityNumeric: function () {
  26323. var startIndex = this._addIndex * this.valueSize;
  26324. var endIndex = startIndex + this.valueSize;
  26325. for ( var i = startIndex; i < endIndex; i ++ ) {
  26326. this.buffer[ i ] = 0;
  26327. }
  26328. },
  26329. _setAdditiveIdentityQuaternion: function () {
  26330. this._setAdditiveIdentityNumeric();
  26331. this.buffer[ this._addIndex * 4 + 3 ] = 1;
  26332. },
  26333. _setAdditiveIdentityOther: function () {
  26334. var startIndex = this._origIndex * this.valueSize;
  26335. var targetIndex = this._addIndex * this.valueSize;
  26336. for ( var i = 0; i < this.valueSize; i ++ ) {
  26337. this.buffer[ targetIndex + i ] = this.buffer[ startIndex + i ];
  26338. }
  26339. },
  26340. // mix functions
  26341. _select: function ( buffer, dstOffset, srcOffset, t, stride ) {
  26342. if ( t >= 0.5 ) {
  26343. for ( var i = 0; i !== stride; ++ i ) {
  26344. buffer[ dstOffset + i ] = buffer[ srcOffset + i ];
  26345. }
  26346. }
  26347. },
  26348. _slerp: function ( buffer, dstOffset, srcOffset, t ) {
  26349. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t );
  26350. },
  26351. _slerpAdditive: function ( buffer, dstOffset, srcOffset, t, stride ) {
  26352. var workOffset = this._workIndex * stride;
  26353. // Store result in intermediate buffer offset
  26354. Quaternion.multiplyQuaternionsFlat( buffer, workOffset, buffer, dstOffset, buffer, srcOffset );
  26355. // Slerp to the intermediate result
  26356. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, workOffset, t );
  26357. },
  26358. _lerp: function ( buffer, dstOffset, srcOffset, t, stride ) {
  26359. var s = 1 - t;
  26360. for ( var i = 0; i !== stride; ++ i ) {
  26361. var j = dstOffset + i;
  26362. buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;
  26363. }
  26364. },
  26365. _lerpAdditive: function ( buffer, dstOffset, srcOffset, t, stride ) {
  26366. for ( var i = 0; i !== stride; ++ i ) {
  26367. var j = dstOffset + i;
  26368. buffer[ j ] = buffer[ j ] + buffer[ srcOffset + i ] * t;
  26369. }
  26370. }
  26371. } );
  26372. /**
  26373. *
  26374. * A reference to a real property in the scene graph.
  26375. *
  26376. *
  26377. * @author Ben Houston / http://clara.io/
  26378. * @author David Sarno / http://lighthaus.us/
  26379. * @author tschw
  26380. */
  26381. // Characters [].:/ are reserved for track binding syntax.
  26382. var _RESERVED_CHARS_RE = '\\[\\]\\.:\\/';
  26383. var _reservedRe = new RegExp( '[' + _RESERVED_CHARS_RE + ']', 'g' );
  26384. // Attempts to allow node names from any language. ES5's `\w` regexp matches
  26385. // only latin characters, and the unicode \p{L} is not yet supported. So
  26386. // instead, we exclude reserved characters and match everything else.
  26387. var _wordChar = '[^' + _RESERVED_CHARS_RE + ']';
  26388. var _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace( '\\.', '' ) + ']';
  26389. // Parent directories, delimited by '/' or ':'. Currently unused, but must
  26390. // be matched to parse the rest of the track name.
  26391. var _directoryRe = /((?:WC+[\/:])*)/.source.replace( 'WC', _wordChar );
  26392. // Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.
  26393. var _nodeRe = /(WCOD+)?/.source.replace( 'WCOD', _wordCharOrDot );
  26394. // Object on target node, and accessor. May not contain reserved
  26395. // characters. Accessor may contain any character except closing bracket.
  26396. var _objectRe = /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace( 'WC', _wordChar );
  26397. // Property and accessor. May not contain reserved characters. Accessor may
  26398. // contain any non-bracket characters.
  26399. var _propertyRe = /\.(WC+)(?:\[(.+)\])?/.source.replace( 'WC', _wordChar );
  26400. var _trackRe = new RegExp( ''
  26401. + '^'
  26402. + _directoryRe
  26403. + _nodeRe
  26404. + _objectRe
  26405. + _propertyRe
  26406. + '$'
  26407. );
  26408. var _supportedObjectNames = [ 'material', 'materials', 'bones' ];
  26409. function Composite( targetGroup, path, optionalParsedPath ) {
  26410. var parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );
  26411. this._targetGroup = targetGroup;
  26412. this._bindings = targetGroup.subscribe_( path, parsedPath );
  26413. }
  26414. Object.assign( Composite.prototype, {
  26415. getValue: function ( array, offset ) {
  26416. this.bind(); // bind all binding
  26417. var firstValidIndex = this._targetGroup.nCachedObjects_,
  26418. binding = this._bindings[ firstValidIndex ];
  26419. // and only call .getValue on the first
  26420. if ( binding !== undefined ) { binding.getValue( array, offset ); }
  26421. },
  26422. setValue: function ( array, offset ) {
  26423. var bindings = this._bindings;
  26424. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  26425. bindings[ i ].setValue( array, offset );
  26426. }
  26427. },
  26428. bind: function () {
  26429. var bindings = this._bindings;
  26430. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  26431. bindings[ i ].bind();
  26432. }
  26433. },
  26434. unbind: function () {
  26435. var bindings = this._bindings;
  26436. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  26437. bindings[ i ].unbind();
  26438. }
  26439. }
  26440. } );
  26441. function PropertyBinding( rootNode, path, parsedPath ) {
  26442. this.path = path;
  26443. this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );
  26444. this.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName ) || rootNode;
  26445. this.rootNode = rootNode;
  26446. }
  26447. Object.assign( PropertyBinding, {
  26448. Composite: Composite,
  26449. create: function ( root, path, parsedPath ) {
  26450. if ( ! ( root && root.isAnimationObjectGroup ) ) {
  26451. return new PropertyBinding( root, path, parsedPath );
  26452. } else {
  26453. return new PropertyBinding.Composite( root, path, parsedPath );
  26454. }
  26455. },
  26456. /**
  26457. * Replaces spaces with underscores and removes unsupported characters from
  26458. * node names, to ensure compatibility with parseTrackName().
  26459. *
  26460. * @param {string} name Node name to be sanitized.
  26461. * @return {string}
  26462. */
  26463. sanitizeNodeName: function ( name ) {
  26464. return name.replace( /\s/g, '_' ).replace( _reservedRe, '' );
  26465. },
  26466. parseTrackName: function ( trackName ) {
  26467. var matches = _trackRe.exec( trackName );
  26468. if ( ! matches ) {
  26469. throw new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName );
  26470. }
  26471. var results = {
  26472. // directoryName: matches[ 1 ], // (tschw) currently unused
  26473. nodeName: matches[ 2 ],
  26474. objectName: matches[ 3 ],
  26475. objectIndex: matches[ 4 ],
  26476. propertyName: matches[ 5 ], // required
  26477. propertyIndex: matches[ 6 ]
  26478. };
  26479. var lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );
  26480. if ( lastDot !== undefined && lastDot !== - 1 ) {
  26481. var objectName = results.nodeName.substring( lastDot + 1 );
  26482. // Object names must be checked against an allowlist. Otherwise, there
  26483. // is no way to parse 'foo.bar.baz': 'baz' must be a property, but
  26484. // 'bar' could be the objectName, or part of a nodeName (which can
  26485. // include '.' characters).
  26486. if ( _supportedObjectNames.indexOf( objectName ) !== - 1 ) {
  26487. results.nodeName = results.nodeName.substring( 0, lastDot );
  26488. results.objectName = objectName;
  26489. }
  26490. }
  26491. if ( results.propertyName === null || results.propertyName.length === 0 ) {
  26492. throw new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName );
  26493. }
  26494. return results;
  26495. },
  26496. findNode: function ( root, nodeName ) {
  26497. if ( ! nodeName || nodeName === "" || nodeName === "." || nodeName === - 1 || nodeName === root.name || nodeName === root.uuid ) {
  26498. return root;
  26499. }
  26500. // search into skeleton bones.
  26501. if ( root.skeleton ) {
  26502. var bone = root.skeleton.getBoneByName( nodeName );
  26503. if ( bone !== undefined ) {
  26504. return bone;
  26505. }
  26506. }
  26507. // search into node subtree.
  26508. if ( root.children ) {
  26509. var searchNodeSubtree = function ( children ) {
  26510. for ( var i = 0; i < children.length; i ++ ) {
  26511. var childNode = children[ i ];
  26512. if ( childNode.name === nodeName || childNode.uuid === nodeName ) {
  26513. return childNode;
  26514. }
  26515. var result = searchNodeSubtree( childNode.children );
  26516. if ( result ) { return result; }
  26517. }
  26518. return null;
  26519. };
  26520. var subTreeNode = searchNodeSubtree( root.children );
  26521. if ( subTreeNode ) {
  26522. return subTreeNode;
  26523. }
  26524. }
  26525. return null;
  26526. }
  26527. } );
  26528. Object.assign( PropertyBinding.prototype, { // prototype, continued
  26529. // these are used to "bind" a nonexistent property
  26530. _getValue_unavailable: function () {},
  26531. _setValue_unavailable: function () {},
  26532. BindingType: {
  26533. Direct: 0,
  26534. EntireArray: 1,
  26535. ArrayElement: 2,
  26536. HasFromToArray: 3
  26537. },
  26538. Versioning: {
  26539. None: 0,
  26540. NeedsUpdate: 1,
  26541. MatrixWorldNeedsUpdate: 2
  26542. },
  26543. GetterByBindingType: [
  26544. function getValue_direct( buffer, offset ) {
  26545. buffer[ offset ] = this.node[ this.propertyName ];
  26546. },
  26547. function getValue_array( buffer, offset ) {
  26548. var source = this.resolvedProperty;
  26549. for ( var i = 0, n = source.length; i !== n; ++ i ) {
  26550. buffer[ offset ++ ] = source[ i ];
  26551. }
  26552. },
  26553. function getValue_arrayElement( buffer, offset ) {
  26554. buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];
  26555. },
  26556. function getValue_toArray( buffer, offset ) {
  26557. this.resolvedProperty.toArray( buffer, offset );
  26558. }
  26559. ],
  26560. SetterByBindingTypeAndVersioning: [
  26561. [
  26562. // Direct
  26563. function setValue_direct( buffer, offset ) {
  26564. this.targetObject[ this.propertyName ] = buffer[ offset ];
  26565. },
  26566. function setValue_direct_setNeedsUpdate( buffer, offset ) {
  26567. this.targetObject[ this.propertyName ] = buffer[ offset ];
  26568. this.targetObject.needsUpdate = true;
  26569. },
  26570. function setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {
  26571. this.targetObject[ this.propertyName ] = buffer[ offset ];
  26572. this.targetObject.matrixWorldNeedsUpdate = true;
  26573. }
  26574. ], [
  26575. // EntireArray
  26576. function setValue_array( buffer, offset ) {
  26577. var dest = this.resolvedProperty;
  26578. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  26579. dest[ i ] = buffer[ offset ++ ];
  26580. }
  26581. },
  26582. function setValue_array_setNeedsUpdate( buffer, offset ) {
  26583. var dest = this.resolvedProperty;
  26584. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  26585. dest[ i ] = buffer[ offset ++ ];
  26586. }
  26587. this.targetObject.needsUpdate = true;
  26588. },
  26589. function setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {
  26590. var dest = this.resolvedProperty;
  26591. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  26592. dest[ i ] = buffer[ offset ++ ];
  26593. }
  26594. this.targetObject.matrixWorldNeedsUpdate = true;
  26595. }
  26596. ], [
  26597. // ArrayElement
  26598. function setValue_arrayElement( buffer, offset ) {
  26599. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  26600. },
  26601. function setValue_arrayElement_setNeedsUpdate( buffer, offset ) {
  26602. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  26603. this.targetObject.needsUpdate = true;
  26604. },
  26605. function setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {
  26606. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  26607. this.targetObject.matrixWorldNeedsUpdate = true;
  26608. }
  26609. ], [
  26610. // HasToFromArray
  26611. function setValue_fromArray( buffer, offset ) {
  26612. this.resolvedProperty.fromArray( buffer, offset );
  26613. },
  26614. function setValue_fromArray_setNeedsUpdate( buffer, offset ) {
  26615. this.resolvedProperty.fromArray( buffer, offset );
  26616. this.targetObject.needsUpdate = true;
  26617. },
  26618. function setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {
  26619. this.resolvedProperty.fromArray( buffer, offset );
  26620. this.targetObject.matrixWorldNeedsUpdate = true;
  26621. }
  26622. ]
  26623. ],
  26624. getValue: function getValue_unbound( targetArray, offset ) {
  26625. this.bind();
  26626. this.getValue( targetArray, offset );
  26627. // Note: This class uses a State pattern on a per-method basis:
  26628. // 'bind' sets 'this.getValue' / 'setValue' and shadows the
  26629. // prototype version of these methods with one that represents
  26630. // the bound state. When the property is not found, the methods
  26631. // become no-ops.
  26632. },
  26633. setValue: function getValue_unbound( sourceArray, offset ) {
  26634. this.bind();
  26635. this.setValue( sourceArray, offset );
  26636. },
  26637. // create getter / setter pair for a property in the scene graph
  26638. bind: function () {
  26639. var targetObject = this.node,
  26640. parsedPath = this.parsedPath,
  26641. objectName = parsedPath.objectName,
  26642. propertyName = parsedPath.propertyName,
  26643. propertyIndex = parsedPath.propertyIndex;
  26644. if ( ! targetObject ) {
  26645. targetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName ) || this.rootNode;
  26646. this.node = targetObject;
  26647. }
  26648. // set fail state so we can just 'return' on error
  26649. this.getValue = this._getValue_unavailable;
  26650. this.setValue = this._setValue_unavailable;
  26651. // ensure there is a value node
  26652. if ( ! targetObject ) {
  26653. console.error( 'THREE.PropertyBinding: Trying to update node for track: ' + this.path + ' but it wasn\'t found.' );
  26654. return;
  26655. }
  26656. if ( objectName ) {
  26657. var objectIndex = parsedPath.objectIndex;
  26658. // special cases were we need to reach deeper into the hierarchy to get the face materials....
  26659. switch ( objectName ) {
  26660. case 'materials':
  26661. if ( ! targetObject.material ) {
  26662. console.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this );
  26663. return;
  26664. }
  26665. if ( ! targetObject.material.materials ) {
  26666. console.error( 'THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this );
  26667. return;
  26668. }
  26669. targetObject = targetObject.material.materials;
  26670. break;
  26671. case 'bones':
  26672. if ( ! targetObject.skeleton ) {
  26673. console.error( 'THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this );
  26674. return;
  26675. }
  26676. // potential future optimization: skip this if propertyIndex is already an integer
  26677. // and convert the integer string to a true integer.
  26678. targetObject = targetObject.skeleton.bones;
  26679. // support resolving morphTarget names into indices.
  26680. for ( var i = 0; i < targetObject.length; i ++ ) {
  26681. if ( targetObject[ i ].name === objectIndex ) {
  26682. objectIndex = i;
  26683. break;
  26684. }
  26685. }
  26686. break;
  26687. default:
  26688. if ( targetObject[ objectName ] === undefined ) {
  26689. console.error( 'THREE.PropertyBinding: Can not bind to objectName of node undefined.', this );
  26690. return;
  26691. }
  26692. targetObject = targetObject[ objectName ];
  26693. }
  26694. if ( objectIndex !== undefined ) {
  26695. if ( targetObject[ objectIndex ] === undefined ) {
  26696. console.error( 'THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject );
  26697. return;
  26698. }
  26699. targetObject = targetObject[ objectIndex ];
  26700. }
  26701. }
  26702. // resolve property
  26703. var nodeProperty = targetObject[ propertyName ];
  26704. if ( nodeProperty === undefined ) {
  26705. var nodeName = parsedPath.nodeName;
  26706. console.error( 'THREE.PropertyBinding: Trying to update property for track: ' + nodeName +
  26707. '.' + propertyName + ' but it wasn\'t found.', targetObject );
  26708. return;
  26709. }
  26710. // determine versioning scheme
  26711. var versioning = this.Versioning.None;
  26712. this.targetObject = targetObject;
  26713. if ( targetObject.needsUpdate !== undefined ) { // material
  26714. versioning = this.Versioning.NeedsUpdate;
  26715. } else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform
  26716. versioning = this.Versioning.MatrixWorldNeedsUpdate;
  26717. }
  26718. // determine how the property gets bound
  26719. var bindingType = this.BindingType.Direct;
  26720. if ( propertyIndex !== undefined ) {
  26721. // access a sub element of the property array (only primitives are supported right now)
  26722. if ( propertyName === "morphTargetInfluences" ) {
  26723. // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.
  26724. // support resolving morphTarget names into indices.
  26725. if ( ! targetObject.geometry ) {
  26726. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );
  26727. return;
  26728. }
  26729. if ( targetObject.geometry.isBufferGeometry ) {
  26730. if ( ! targetObject.geometry.morphAttributes ) {
  26731. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );
  26732. return;
  26733. }
  26734. if ( targetObject.morphTargetDictionary[ propertyIndex ] !== undefined ) {
  26735. propertyIndex = targetObject.morphTargetDictionary[ propertyIndex ];
  26736. }
  26737. } else {
  26738. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences on THREE.Geometry. Use THREE.BufferGeometry instead.', this );
  26739. return;
  26740. }
  26741. }
  26742. bindingType = this.BindingType.ArrayElement;
  26743. this.resolvedProperty = nodeProperty;
  26744. this.propertyIndex = propertyIndex;
  26745. } else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {
  26746. // must use copy for Object3D.Euler/Quaternion
  26747. bindingType = this.BindingType.HasFromToArray;
  26748. this.resolvedProperty = nodeProperty;
  26749. } else if ( Array.isArray( nodeProperty ) ) {
  26750. bindingType = this.BindingType.EntireArray;
  26751. this.resolvedProperty = nodeProperty;
  26752. } else {
  26753. this.propertyName = propertyName;
  26754. }
  26755. // select getter / setter
  26756. this.getValue = this.GetterByBindingType[ bindingType ];
  26757. this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];
  26758. },
  26759. unbind: function () {
  26760. this.node = null;
  26761. // back to the prototype version of getValue / setValue
  26762. // note: avoiding to mutate the shape of 'this' via 'delete'
  26763. this.getValue = this._getValue_unbound;
  26764. this.setValue = this._setValue_unbound;
  26765. }
  26766. } );
  26767. // DECLARE ALIAS AFTER assign prototype
  26768. Object.assign( PropertyBinding.prototype, {
  26769. // initial state of these methods that calls 'bind'
  26770. _getValue_unbound: PropertyBinding.prototype.getValue,
  26771. _setValue_unbound: PropertyBinding.prototype.setValue,
  26772. } );
  26773. /**
  26774. *
  26775. * A group of objects that receives a shared animation state.
  26776. *
  26777. * Usage:
  26778. *
  26779. * - Add objects you would otherwise pass as 'root' to the
  26780. * constructor or the .clipAction method of AnimationMixer.
  26781. *
  26782. * - Instead pass this object as 'root'.
  26783. *
  26784. * - You can also add and remove objects later when the mixer
  26785. * is running.
  26786. *
  26787. * Note:
  26788. *
  26789. * Objects of this class appear as one object to the mixer,
  26790. * so cache control of the individual objects must be done
  26791. * on the group.
  26792. *
  26793. * Limitation:
  26794. *
  26795. * - The animated properties must be compatible among the
  26796. * all objects in the group.
  26797. *
  26798. * - A single property can either be controlled through a
  26799. * target group or directly, but not both.
  26800. *
  26801. * @author tschw
  26802. */
  26803. function AnimationObjectGroup() {
  26804. this.uuid = MathUtils.generateUUID();
  26805. // cached objects followed by the active ones
  26806. this._objects = Array.prototype.slice.call( arguments );
  26807. this.nCachedObjects_ = 0; // threshold
  26808. // note: read by PropertyBinding.Composite
  26809. var indices = {};
  26810. this._indicesByUUID = indices; // for bookkeeping
  26811. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  26812. indices[ arguments[ i ].uuid ] = i;
  26813. }
  26814. this._paths = []; // inside: string
  26815. this._parsedPaths = []; // inside: { we don't care, here }
  26816. this._bindings = []; // inside: Array< PropertyBinding >
  26817. this._bindingsIndicesByPath = {}; // inside: indices in these arrays
  26818. var scope = this;
  26819. this.stats = {
  26820. objects: {
  26821. get total() {
  26822. return scope._objects.length;
  26823. },
  26824. get inUse() {
  26825. return this.total - scope.nCachedObjects_;
  26826. }
  26827. },
  26828. get bindingsPerObject() {
  26829. return scope._bindings.length;
  26830. }
  26831. };
  26832. }
  26833. Object.assign( AnimationObjectGroup.prototype, {
  26834. isAnimationObjectGroup: true,
  26835. add: function () {
  26836. var objects = this._objects,
  26837. indicesByUUID = this._indicesByUUID,
  26838. paths = this._paths,
  26839. parsedPaths = this._parsedPaths,
  26840. bindings = this._bindings,
  26841. nBindings = bindings.length;
  26842. var knownObject = undefined,
  26843. nObjects = objects.length,
  26844. nCachedObjects = this.nCachedObjects_;
  26845. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  26846. var object = arguments[ i ],
  26847. uuid = object.uuid;
  26848. var index = indicesByUUID[ uuid ];
  26849. if ( index === undefined ) {
  26850. // unknown object -> add it to the ACTIVE region
  26851. index = nObjects ++;
  26852. indicesByUUID[ uuid ] = index;
  26853. objects.push( object );
  26854. // accounting is done, now do the same for all bindings
  26855. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  26856. bindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) );
  26857. }
  26858. } else if ( index < nCachedObjects ) {
  26859. knownObject = objects[ index ];
  26860. // move existing object to the ACTIVE region
  26861. var firstActiveIndex = -- nCachedObjects,
  26862. lastCachedObject = objects[ firstActiveIndex ];
  26863. indicesByUUID[ lastCachedObject.uuid ] = index;
  26864. objects[ index ] = lastCachedObject;
  26865. indicesByUUID[ uuid ] = firstActiveIndex;
  26866. objects[ firstActiveIndex ] = object;
  26867. // accounting is done, now do the same for all bindings
  26868. for ( var j$1 = 0, m$1 = nBindings; j$1 !== m$1; ++ j$1 ) {
  26869. var bindingsForPath = bindings[ j$1 ],
  26870. lastCached = bindingsForPath[ firstActiveIndex ];
  26871. var binding = bindingsForPath[ index ];
  26872. bindingsForPath[ index ] = lastCached;
  26873. if ( binding === undefined ) {
  26874. // since we do not bother to create new bindings
  26875. // for objects that are cached, the binding may
  26876. // or may not exist
  26877. binding = new PropertyBinding( object, paths[ j$1 ], parsedPaths[ j$1 ] );
  26878. }
  26879. bindingsForPath[ firstActiveIndex ] = binding;
  26880. }
  26881. } else if ( objects[ index ] !== knownObject ) {
  26882. console.error( 'THREE.AnimationObjectGroup: Different objects with the same UUID ' +
  26883. 'detected. Clean the caches or recreate your infrastructure when reloading scenes.' );
  26884. } // else the object is already where we want it to be
  26885. } // for arguments
  26886. this.nCachedObjects_ = nCachedObjects;
  26887. },
  26888. remove: function () {
  26889. var objects = this._objects,
  26890. indicesByUUID = this._indicesByUUID,
  26891. bindings = this._bindings,
  26892. nBindings = bindings.length;
  26893. var nCachedObjects = this.nCachedObjects_;
  26894. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  26895. var object = arguments[ i ],
  26896. uuid = object.uuid,
  26897. index = indicesByUUID[ uuid ];
  26898. if ( index !== undefined && index >= nCachedObjects ) {
  26899. // move existing object into the CACHED region
  26900. var lastCachedIndex = nCachedObjects ++,
  26901. firstActiveObject = objects[ lastCachedIndex ];
  26902. indicesByUUID[ firstActiveObject.uuid ] = index;
  26903. objects[ index ] = firstActiveObject;
  26904. indicesByUUID[ uuid ] = lastCachedIndex;
  26905. objects[ lastCachedIndex ] = object;
  26906. // accounting is done, now do the same for all bindings
  26907. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  26908. var bindingsForPath = bindings[ j ],
  26909. firstActive = bindingsForPath[ lastCachedIndex ],
  26910. binding = bindingsForPath[ index ];
  26911. bindingsForPath[ index ] = firstActive;
  26912. bindingsForPath[ lastCachedIndex ] = binding;
  26913. }
  26914. }
  26915. } // for arguments
  26916. this.nCachedObjects_ = nCachedObjects;
  26917. },
  26918. // remove & forget
  26919. uncache: function () {
  26920. var objects = this._objects,
  26921. indicesByUUID = this._indicesByUUID,
  26922. bindings = this._bindings,
  26923. nBindings = bindings.length;
  26924. var nCachedObjects = this.nCachedObjects_,
  26925. nObjects = objects.length;
  26926. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  26927. var object = arguments[ i ],
  26928. uuid = object.uuid,
  26929. index = indicesByUUID[ uuid ];
  26930. if ( index !== undefined ) {
  26931. delete indicesByUUID[ uuid ];
  26932. if ( index < nCachedObjects ) {
  26933. // object is cached, shrink the CACHED region
  26934. var firstActiveIndex = -- nCachedObjects,
  26935. lastCachedObject = objects[ firstActiveIndex ],
  26936. lastIndex = -- nObjects,
  26937. lastObject = objects[ lastIndex ];
  26938. // last cached object takes this object's place
  26939. indicesByUUID[ lastCachedObject.uuid ] = index;
  26940. objects[ index ] = lastCachedObject;
  26941. // last object goes to the activated slot and pop
  26942. indicesByUUID[ lastObject.uuid ] = firstActiveIndex;
  26943. objects[ firstActiveIndex ] = lastObject;
  26944. objects.pop();
  26945. // accounting is done, now do the same for all bindings
  26946. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  26947. var bindingsForPath = bindings[ j ],
  26948. lastCached = bindingsForPath[ firstActiveIndex ],
  26949. last = bindingsForPath[ lastIndex ];
  26950. bindingsForPath[ index ] = lastCached;
  26951. bindingsForPath[ firstActiveIndex ] = last;
  26952. bindingsForPath.pop();
  26953. }
  26954. } else {
  26955. // object is active, just swap with the last and pop
  26956. var lastIndex$1 = -- nObjects,
  26957. lastObject$1 = objects[ lastIndex$1 ];
  26958. indicesByUUID[ lastObject$1.uuid ] = index;
  26959. objects[ index ] = lastObject$1;
  26960. objects.pop();
  26961. // accounting is done, now do the same for all bindings
  26962. for ( var j$1 = 0, m$1 = nBindings; j$1 !== m$1; ++ j$1 ) {
  26963. var bindingsForPath$1 = bindings[ j$1 ];
  26964. bindingsForPath$1[ index ] = bindingsForPath$1[ lastIndex$1 ];
  26965. bindingsForPath$1.pop();
  26966. }
  26967. } // cached or active
  26968. } // if object is known
  26969. } // for arguments
  26970. this.nCachedObjects_ = nCachedObjects;
  26971. },
  26972. // Internal interface used by befriended PropertyBinding.Composite:
  26973. subscribe_: function ( path, parsedPath ) {
  26974. // returns an array of bindings for the given path that is changed
  26975. // according to the contained objects in the group
  26976. var indicesByPath = this._bindingsIndicesByPath,
  26977. index = indicesByPath[ path ],
  26978. bindings = this._bindings;
  26979. if ( index !== undefined ) { return bindings[ index ]; }
  26980. var paths = this._paths,
  26981. parsedPaths = this._parsedPaths,
  26982. objects = this._objects,
  26983. nObjects = objects.length,
  26984. nCachedObjects = this.nCachedObjects_,
  26985. bindingsForPath = new Array( nObjects );
  26986. index = bindings.length;
  26987. indicesByPath[ path ] = index;
  26988. paths.push( path );
  26989. parsedPaths.push( parsedPath );
  26990. bindings.push( bindingsForPath );
  26991. for ( var i = nCachedObjects, n = objects.length; i !== n; ++ i ) {
  26992. var object = objects[ i ];
  26993. bindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath );
  26994. }
  26995. return bindingsForPath;
  26996. },
  26997. unsubscribe_: function ( path ) {
  26998. // tells the group to forget about a property path and no longer
  26999. // update the array previously obtained with 'subscribe_'
  27000. var indicesByPath = this._bindingsIndicesByPath,
  27001. index = indicesByPath[ path ];
  27002. if ( index !== undefined ) {
  27003. var paths = this._paths,
  27004. parsedPaths = this._parsedPaths,
  27005. bindings = this._bindings,
  27006. lastBindingsIndex = bindings.length - 1,
  27007. lastBindings = bindings[ lastBindingsIndex ],
  27008. lastBindingsPath = path[ lastBindingsIndex ];
  27009. indicesByPath[ lastBindingsPath ] = index;
  27010. bindings[ index ] = lastBindings;
  27011. bindings.pop();
  27012. parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];
  27013. parsedPaths.pop();
  27014. paths[ index ] = paths[ lastBindingsIndex ];
  27015. paths.pop();
  27016. }
  27017. }
  27018. } );
  27019. /**
  27020. *
  27021. * Action provided by AnimationMixer for scheduling clip playback on specific
  27022. * objects.
  27023. *
  27024. * @author Ben Houston / http://clara.io/
  27025. * @author David Sarno / http://lighthaus.us/
  27026. * @author tschw
  27027. *
  27028. */
  27029. function AnimationAction( mixer, clip, localRoot, blendMode ) {
  27030. this._mixer = mixer;
  27031. this._clip = clip;
  27032. this._localRoot = localRoot || null;
  27033. this.blendMode = blendMode || clip.blendMode;
  27034. var tracks = clip.tracks,
  27035. nTracks = tracks.length,
  27036. interpolants = new Array( nTracks );
  27037. var interpolantSettings = {
  27038. endingStart: ZeroCurvatureEnding,
  27039. endingEnd: ZeroCurvatureEnding
  27040. };
  27041. for ( var i = 0; i !== nTracks; ++ i ) {
  27042. var interpolant = tracks[ i ].createInterpolant( null );
  27043. interpolants[ i ] = interpolant;
  27044. interpolant.settings = interpolantSettings;
  27045. }
  27046. this._interpolantSettings = interpolantSettings;
  27047. this._interpolants = interpolants; // bound by the mixer
  27048. // inside: PropertyMixer (managed by the mixer)
  27049. this._propertyBindings = new Array( nTracks );
  27050. this._cacheIndex = null; // for the memory manager
  27051. this._byClipCacheIndex = null; // for the memory manager
  27052. this._timeScaleInterpolant = null;
  27053. this._weightInterpolant = null;
  27054. this.loop = LoopRepeat;
  27055. this._loopCount = - 1;
  27056. // global mixer time when the action is to be started
  27057. // it's set back to 'null' upon start of the action
  27058. this._startTime = null;
  27059. // scaled local time of the action
  27060. // gets clamped or wrapped to 0..clip.duration according to loop
  27061. this.time = 0;
  27062. this.timeScale = 1;
  27063. this._effectiveTimeScale = 1;
  27064. this.weight = 1;
  27065. this._effectiveWeight = 1;
  27066. this.repetitions = Infinity; // no. of repetitions when looping
  27067. this.paused = false; // true -> zero effective time scale
  27068. this.enabled = true; // false -> zero effective weight
  27069. this.clampWhenFinished = false;// keep feeding the last frame?
  27070. this.zeroSlopeAtStart = true;// for smooth interpolation w/o separate
  27071. this.zeroSlopeAtEnd = true;// clips for start, loop and end
  27072. }
  27073. Object.assign( AnimationAction.prototype, {
  27074. // State & Scheduling
  27075. play: function () {
  27076. this._mixer._activateAction( this );
  27077. return this;
  27078. },
  27079. stop: function () {
  27080. this._mixer._deactivateAction( this );
  27081. return this.reset();
  27082. },
  27083. reset: function () {
  27084. this.paused = false;
  27085. this.enabled = true;
  27086. this.time = 0; // restart clip
  27087. this._loopCount = - 1;// forget previous loops
  27088. this._startTime = null;// forget scheduling
  27089. return this.stopFading().stopWarping();
  27090. },
  27091. isRunning: function () {
  27092. return this.enabled && ! this.paused && this.timeScale !== 0 &&
  27093. this._startTime === null && this._mixer._isActiveAction( this );
  27094. },
  27095. // return true when play has been called
  27096. isScheduled: function () {
  27097. return this._mixer._isActiveAction( this );
  27098. },
  27099. startAt: function ( time ) {
  27100. this._startTime = time;
  27101. return this;
  27102. },
  27103. setLoop: function ( mode, repetitions ) {
  27104. this.loop = mode;
  27105. this.repetitions = repetitions;
  27106. return this;
  27107. },
  27108. // Weight
  27109. // set the weight stopping any scheduled fading
  27110. // although .enabled = false yields an effective weight of zero, this
  27111. // method does *not* change .enabled, because it would be confusing
  27112. setEffectiveWeight: function ( weight ) {
  27113. this.weight = weight;
  27114. // note: same logic as when updated at runtime
  27115. this._effectiveWeight = this.enabled ? weight : 0;
  27116. return this.stopFading();
  27117. },
  27118. // return the weight considering fading and .enabled
  27119. getEffectiveWeight: function () {
  27120. return this._effectiveWeight;
  27121. },
  27122. fadeIn: function ( duration ) {
  27123. return this._scheduleFading( duration, 0, 1 );
  27124. },
  27125. fadeOut: function ( duration ) {
  27126. return this._scheduleFading( duration, 1, 0 );
  27127. },
  27128. crossFadeFrom: function ( fadeOutAction, duration, warp ) {
  27129. fadeOutAction.fadeOut( duration );
  27130. this.fadeIn( duration );
  27131. if ( warp ) {
  27132. var fadeInDuration = this._clip.duration,
  27133. fadeOutDuration = fadeOutAction._clip.duration,
  27134. startEndRatio = fadeOutDuration / fadeInDuration,
  27135. endStartRatio = fadeInDuration / fadeOutDuration;
  27136. fadeOutAction.warp( 1.0, startEndRatio, duration );
  27137. this.warp( endStartRatio, 1.0, duration );
  27138. }
  27139. return this;
  27140. },
  27141. crossFadeTo: function ( fadeInAction, duration, warp ) {
  27142. return fadeInAction.crossFadeFrom( this, duration, warp );
  27143. },
  27144. stopFading: function () {
  27145. var weightInterpolant = this._weightInterpolant;
  27146. if ( weightInterpolant !== null ) {
  27147. this._weightInterpolant = null;
  27148. this._mixer._takeBackControlInterpolant( weightInterpolant );
  27149. }
  27150. return this;
  27151. },
  27152. // Time Scale Control
  27153. // set the time scale stopping any scheduled warping
  27154. // although .paused = true yields an effective time scale of zero, this
  27155. // method does *not* change .paused, because it would be confusing
  27156. setEffectiveTimeScale: function ( timeScale ) {
  27157. this.timeScale = timeScale;
  27158. this._effectiveTimeScale = this.paused ? 0 : timeScale;
  27159. return this.stopWarping();
  27160. },
  27161. // return the time scale considering warping and .paused
  27162. getEffectiveTimeScale: function () {
  27163. return this._effectiveTimeScale;
  27164. },
  27165. setDuration: function ( duration ) {
  27166. this.timeScale = this._clip.duration / duration;
  27167. return this.stopWarping();
  27168. },
  27169. syncWith: function ( action ) {
  27170. this.time = action.time;
  27171. this.timeScale = action.timeScale;
  27172. return this.stopWarping();
  27173. },
  27174. halt: function ( duration ) {
  27175. return this.warp( this._effectiveTimeScale, 0, duration );
  27176. },
  27177. warp: function ( startTimeScale, endTimeScale, duration ) {
  27178. var mixer = this._mixer,
  27179. now = mixer.time,
  27180. timeScale = this.timeScale;
  27181. var interpolant = this._timeScaleInterpolant;
  27182. if ( interpolant === null ) {
  27183. interpolant = mixer._lendControlInterpolant();
  27184. this._timeScaleInterpolant = interpolant;
  27185. }
  27186. var times = interpolant.parameterPositions,
  27187. values = interpolant.sampleValues;
  27188. times[ 0 ] = now;
  27189. times[ 1 ] = now + duration;
  27190. values[ 0 ] = startTimeScale / timeScale;
  27191. values[ 1 ] = endTimeScale / timeScale;
  27192. return this;
  27193. },
  27194. stopWarping: function () {
  27195. var timeScaleInterpolant = this._timeScaleInterpolant;
  27196. if ( timeScaleInterpolant !== null ) {
  27197. this._timeScaleInterpolant = null;
  27198. this._mixer._takeBackControlInterpolant( timeScaleInterpolant );
  27199. }
  27200. return this;
  27201. },
  27202. // Object Accessors
  27203. getMixer: function () {
  27204. return this._mixer;
  27205. },
  27206. getClip: function () {
  27207. return this._clip;
  27208. },
  27209. getRoot: function () {
  27210. return this._localRoot || this._mixer._root;
  27211. },
  27212. // Interna
  27213. _update: function ( time, deltaTime, timeDirection, accuIndex ) {
  27214. // called by the mixer
  27215. if ( ! this.enabled ) {
  27216. // call ._updateWeight() to update ._effectiveWeight
  27217. this._updateWeight( time );
  27218. return;
  27219. }
  27220. var startTime = this._startTime;
  27221. if ( startTime !== null ) {
  27222. // check for scheduled start of action
  27223. var timeRunning = ( time - startTime ) * timeDirection;
  27224. if ( timeRunning < 0 || timeDirection === 0 ) {
  27225. return; // yet to come / don't decide when delta = 0
  27226. }
  27227. // start
  27228. this._startTime = null; // unschedule
  27229. deltaTime = timeDirection * timeRunning;
  27230. }
  27231. // apply time scale and advance time
  27232. deltaTime *= this._updateTimeScale( time );
  27233. var clipTime = this._updateTime( deltaTime );
  27234. // note: _updateTime may disable the action resulting in
  27235. // an effective weight of 0
  27236. var weight = this._updateWeight( time );
  27237. if ( weight > 0 ) {
  27238. var interpolants = this._interpolants;
  27239. var propertyMixers = this._propertyBindings;
  27240. switch ( this.blendMode ) {
  27241. case AdditiveAnimationBlendMode:
  27242. for ( var j = 0, m = interpolants.length; j !== m; ++ j ) {
  27243. interpolants[ j ].evaluate( clipTime );
  27244. propertyMixers[ j ].accumulateAdditive( weight );
  27245. }
  27246. break;
  27247. case NormalAnimationBlendMode:
  27248. default:
  27249. for ( var j$1 = 0, m$1 = interpolants.length; j$1 !== m$1; ++ j$1 ) {
  27250. interpolants[ j$1 ].evaluate( clipTime );
  27251. propertyMixers[ j$1 ].accumulate( accuIndex, weight );
  27252. }
  27253. }
  27254. }
  27255. },
  27256. _updateWeight: function ( time ) {
  27257. var weight = 0;
  27258. if ( this.enabled ) {
  27259. weight = this.weight;
  27260. var interpolant = this._weightInterpolant;
  27261. if ( interpolant !== null ) {
  27262. var interpolantValue = interpolant.evaluate( time )[ 0 ];
  27263. weight *= interpolantValue;
  27264. if ( time > interpolant.parameterPositions[ 1 ] ) {
  27265. this.stopFading();
  27266. if ( interpolantValue === 0 ) {
  27267. // faded out, disable
  27268. this.enabled = false;
  27269. }
  27270. }
  27271. }
  27272. }
  27273. this._effectiveWeight = weight;
  27274. return weight;
  27275. },
  27276. _updateTimeScale: function ( time ) {
  27277. var timeScale = 0;
  27278. if ( ! this.paused ) {
  27279. timeScale = this.timeScale;
  27280. var interpolant = this._timeScaleInterpolant;
  27281. if ( interpolant !== null ) {
  27282. var interpolantValue = interpolant.evaluate( time )[ 0 ];
  27283. timeScale *= interpolantValue;
  27284. if ( time > interpolant.parameterPositions[ 1 ] ) {
  27285. this.stopWarping();
  27286. if ( timeScale === 0 ) {
  27287. // motion has halted, pause
  27288. this.paused = true;
  27289. } else {
  27290. // warp done - apply final time scale
  27291. this.timeScale = timeScale;
  27292. }
  27293. }
  27294. }
  27295. }
  27296. this._effectiveTimeScale = timeScale;
  27297. return timeScale;
  27298. },
  27299. _updateTime: function ( deltaTime ) {
  27300. var duration = this._clip.duration;
  27301. var loop = this.loop;
  27302. var time = this.time + deltaTime;
  27303. var loopCount = this._loopCount;
  27304. var pingPong = ( loop === LoopPingPong );
  27305. if ( deltaTime === 0 ) {
  27306. if ( loopCount === - 1 ) { return time; }
  27307. return ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time;
  27308. }
  27309. if ( loop === LoopOnce ) {
  27310. if ( loopCount === - 1 ) {
  27311. // just started
  27312. this._loopCount = 0;
  27313. this._setEndings( true, true, false );
  27314. }
  27315. handle_stop: {
  27316. if ( time >= duration ) {
  27317. time = duration;
  27318. } else if ( time < 0 ) {
  27319. time = 0;
  27320. } else {
  27321. this.time = time;
  27322. break handle_stop;
  27323. }
  27324. if ( this.clampWhenFinished ) { this.paused = true; }
  27325. else { this.enabled = false; }
  27326. this.time = time;
  27327. this._mixer.dispatchEvent( {
  27328. type: 'finished', action: this,
  27329. direction: deltaTime < 0 ? - 1 : 1
  27330. } );
  27331. }
  27332. } else { // repetitive Repeat or PingPong
  27333. if ( loopCount === - 1 ) {
  27334. // just started
  27335. if ( deltaTime >= 0 ) {
  27336. loopCount = 0;
  27337. this._setEndings( true, this.repetitions === 0, pingPong );
  27338. } else {
  27339. // when looping in reverse direction, the initial
  27340. // transition through zero counts as a repetition,
  27341. // so leave loopCount at -1
  27342. this._setEndings( this.repetitions === 0, true, pingPong );
  27343. }
  27344. }
  27345. if ( time >= duration || time < 0 ) {
  27346. // wrap around
  27347. var loopDelta = Math.floor( time / duration ); // signed
  27348. time -= duration * loopDelta;
  27349. loopCount += Math.abs( loopDelta );
  27350. var pending = this.repetitions - loopCount;
  27351. if ( pending <= 0 ) {
  27352. // have to stop (switch state, clamp time, fire event)
  27353. if ( this.clampWhenFinished ) { this.paused = true; }
  27354. else { this.enabled = false; }
  27355. time = deltaTime > 0 ? duration : 0;
  27356. this.time = time;
  27357. this._mixer.dispatchEvent( {
  27358. type: 'finished', action: this,
  27359. direction: deltaTime > 0 ? 1 : - 1
  27360. } );
  27361. } else {
  27362. // keep running
  27363. if ( pending === 1 ) {
  27364. // entering the last round
  27365. var atStart = deltaTime < 0;
  27366. this._setEndings( atStart, ! atStart, pingPong );
  27367. } else {
  27368. this._setEndings( false, false, pingPong );
  27369. }
  27370. this._loopCount = loopCount;
  27371. this.time = time;
  27372. this._mixer.dispatchEvent( {
  27373. type: 'loop', action: this, loopDelta: loopDelta
  27374. } );
  27375. }
  27376. } else {
  27377. this.time = time;
  27378. }
  27379. if ( pingPong && ( loopCount & 1 ) === 1 ) {
  27380. // invert time for the "pong round"
  27381. return duration - time;
  27382. }
  27383. }
  27384. return time;
  27385. },
  27386. _setEndings: function ( atStart, atEnd, pingPong ) {
  27387. var settings = this._interpolantSettings;
  27388. if ( pingPong ) {
  27389. settings.endingStart = ZeroSlopeEnding;
  27390. settings.endingEnd = ZeroSlopeEnding;
  27391. } else {
  27392. // assuming for LoopOnce atStart == atEnd == true
  27393. if ( atStart ) {
  27394. settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;
  27395. } else {
  27396. settings.endingStart = WrapAroundEnding;
  27397. }
  27398. if ( atEnd ) {
  27399. settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;
  27400. } else {
  27401. settings.endingEnd = WrapAroundEnding;
  27402. }
  27403. }
  27404. },
  27405. _scheduleFading: function ( duration, weightNow, weightThen ) {
  27406. var mixer = this._mixer, now = mixer.time;
  27407. var interpolant = this._weightInterpolant;
  27408. if ( interpolant === null ) {
  27409. interpolant = mixer._lendControlInterpolant();
  27410. this._weightInterpolant = interpolant;
  27411. }
  27412. var times = interpolant.parameterPositions,
  27413. values = interpolant.sampleValues;
  27414. times[ 0 ] = now;
  27415. values[ 0 ] = weightNow;
  27416. times[ 1 ] = now + duration;
  27417. values[ 1 ] = weightThen;
  27418. return this;
  27419. }
  27420. } );
  27421. /**
  27422. *
  27423. * Player for AnimationClips.
  27424. *
  27425. *
  27426. * @author Ben Houston / http://clara.io/
  27427. * @author David Sarno / http://lighthaus.us/
  27428. * @author tschw
  27429. */
  27430. function AnimationMixer( root ) {
  27431. this._root = root;
  27432. this._initMemoryManager();
  27433. this._accuIndex = 0;
  27434. this.time = 0;
  27435. this.timeScale = 1.0;
  27436. }
  27437. AnimationMixer.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  27438. constructor: AnimationMixer,
  27439. _bindAction: function ( action, prototypeAction ) {
  27440. var root = action._localRoot || this._root,
  27441. tracks = action._clip.tracks,
  27442. nTracks = tracks.length,
  27443. bindings = action._propertyBindings,
  27444. interpolants = action._interpolants,
  27445. rootUuid = root.uuid,
  27446. bindingsByRoot = this._bindingsByRootAndName;
  27447. var bindingsByName = bindingsByRoot[ rootUuid ];
  27448. if ( bindingsByName === undefined ) {
  27449. bindingsByName = {};
  27450. bindingsByRoot[ rootUuid ] = bindingsByName;
  27451. }
  27452. for ( var i = 0; i !== nTracks; ++ i ) {
  27453. var track = tracks[ i ],
  27454. trackName = track.name;
  27455. var binding = bindingsByName[ trackName ];
  27456. if ( binding !== undefined ) {
  27457. bindings[ i ] = binding;
  27458. } else {
  27459. binding = bindings[ i ];
  27460. if ( binding !== undefined ) {
  27461. // existing binding, make sure the cache knows
  27462. if ( binding._cacheIndex === null ) {
  27463. ++ binding.referenceCount;
  27464. this._addInactiveBinding( binding, rootUuid, trackName );
  27465. }
  27466. continue;
  27467. }
  27468. var path = prototypeAction && prototypeAction.
  27469. _propertyBindings[ i ].binding.parsedPath;
  27470. binding = new PropertyMixer(
  27471. PropertyBinding.create( root, trackName, path ),
  27472. track.ValueTypeName, track.getValueSize() );
  27473. ++ binding.referenceCount;
  27474. this._addInactiveBinding( binding, rootUuid, trackName );
  27475. bindings[ i ] = binding;
  27476. }
  27477. interpolants[ i ].resultBuffer = binding.buffer;
  27478. }
  27479. },
  27480. _activateAction: function ( action ) {
  27481. if ( ! this._isActiveAction( action ) ) {
  27482. if ( action._cacheIndex === null ) {
  27483. // this action has been forgotten by the cache, but the user
  27484. // appears to be still using it -> rebind
  27485. var rootUuid = ( action._localRoot || this._root ).uuid,
  27486. clipUuid = action._clip.uuid,
  27487. actionsForClip = this._actionsByClip[ clipUuid ];
  27488. this._bindAction( action,
  27489. actionsForClip && actionsForClip.knownActions[ 0 ] );
  27490. this._addInactiveAction( action, clipUuid, rootUuid );
  27491. }
  27492. var bindings = action._propertyBindings;
  27493. // increment reference counts / sort out state
  27494. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  27495. var binding = bindings[ i ];
  27496. if ( binding.useCount ++ === 0 ) {
  27497. this._lendBinding( binding );
  27498. binding.saveOriginalState();
  27499. }
  27500. }
  27501. this._lendAction( action );
  27502. }
  27503. },
  27504. _deactivateAction: function ( action ) {
  27505. if ( this._isActiveAction( action ) ) {
  27506. var bindings = action._propertyBindings;
  27507. // decrement reference counts / sort out state
  27508. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  27509. var binding = bindings[ i ];
  27510. if ( -- binding.useCount === 0 ) {
  27511. binding.restoreOriginalState();
  27512. this._takeBackBinding( binding );
  27513. }
  27514. }
  27515. this._takeBackAction( action );
  27516. }
  27517. },
  27518. // Memory manager
  27519. _initMemoryManager: function () {
  27520. this._actions = []; // 'nActiveActions' followed by inactive ones
  27521. this._nActiveActions = 0;
  27522. this._actionsByClip = {};
  27523. // inside:
  27524. // {
  27525. // knownActions: Array< AnimationAction > - used as prototypes
  27526. // actionByRoot: AnimationAction - lookup
  27527. // }
  27528. this._bindings = []; // 'nActiveBindings' followed by inactive ones
  27529. this._nActiveBindings = 0;
  27530. this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >
  27531. this._controlInterpolants = []; // same game as above
  27532. this._nActiveControlInterpolants = 0;
  27533. var scope = this;
  27534. this.stats = {
  27535. actions: {
  27536. get total() {
  27537. return scope._actions.length;
  27538. },
  27539. get inUse() {
  27540. return scope._nActiveActions;
  27541. }
  27542. },
  27543. bindings: {
  27544. get total() {
  27545. return scope._bindings.length;
  27546. },
  27547. get inUse() {
  27548. return scope._nActiveBindings;
  27549. }
  27550. },
  27551. controlInterpolants: {
  27552. get total() {
  27553. return scope._controlInterpolants.length;
  27554. },
  27555. get inUse() {
  27556. return scope._nActiveControlInterpolants;
  27557. }
  27558. }
  27559. };
  27560. },
  27561. // Memory management for AnimationAction objects
  27562. _isActiveAction: function ( action ) {
  27563. var index = action._cacheIndex;
  27564. return index !== null && index < this._nActiveActions;
  27565. },
  27566. _addInactiveAction: function ( action, clipUuid, rootUuid ) {
  27567. var actions = this._actions,
  27568. actionsByClip = this._actionsByClip;
  27569. var actionsForClip = actionsByClip[ clipUuid ];
  27570. if ( actionsForClip === undefined ) {
  27571. actionsForClip = {
  27572. knownActions: [ action ],
  27573. actionByRoot: {}
  27574. };
  27575. action._byClipCacheIndex = 0;
  27576. actionsByClip[ clipUuid ] = actionsForClip;
  27577. } else {
  27578. var knownActions = actionsForClip.knownActions;
  27579. action._byClipCacheIndex = knownActions.length;
  27580. knownActions.push( action );
  27581. }
  27582. action._cacheIndex = actions.length;
  27583. actions.push( action );
  27584. actionsForClip.actionByRoot[ rootUuid ] = action;
  27585. },
  27586. _removeInactiveAction: function ( action ) {
  27587. var actions = this._actions,
  27588. lastInactiveAction = actions[ actions.length - 1 ],
  27589. cacheIndex = action._cacheIndex;
  27590. lastInactiveAction._cacheIndex = cacheIndex;
  27591. actions[ cacheIndex ] = lastInactiveAction;
  27592. actions.pop();
  27593. action._cacheIndex = null;
  27594. var clipUuid = action._clip.uuid,
  27595. actionsByClip = this._actionsByClip,
  27596. actionsForClip = actionsByClip[ clipUuid ],
  27597. knownActionsForClip = actionsForClip.knownActions,
  27598. lastKnownAction =
  27599. knownActionsForClip[ knownActionsForClip.length - 1 ],
  27600. byClipCacheIndex = action._byClipCacheIndex;
  27601. lastKnownAction._byClipCacheIndex = byClipCacheIndex;
  27602. knownActionsForClip[ byClipCacheIndex ] = lastKnownAction;
  27603. knownActionsForClip.pop();
  27604. action._byClipCacheIndex = null;
  27605. var actionByRoot = actionsForClip.actionByRoot,
  27606. rootUuid = ( action._localRoot || this._root ).uuid;
  27607. delete actionByRoot[ rootUuid ];
  27608. if ( knownActionsForClip.length === 0 ) {
  27609. delete actionsByClip[ clipUuid ];
  27610. }
  27611. this._removeInactiveBindingsForAction( action );
  27612. },
  27613. _removeInactiveBindingsForAction: function ( action ) {
  27614. var bindings = action._propertyBindings;
  27615. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  27616. var binding = bindings[ i ];
  27617. if ( -- binding.referenceCount === 0 ) {
  27618. this._removeInactiveBinding( binding );
  27619. }
  27620. }
  27621. },
  27622. _lendAction: function ( action ) {
  27623. // [ active actions | inactive actions ]
  27624. // [ active actions >| inactive actions ]
  27625. // s a
  27626. // <-swap->
  27627. // a s
  27628. var actions = this._actions,
  27629. prevIndex = action._cacheIndex,
  27630. lastActiveIndex = this._nActiveActions ++,
  27631. firstInactiveAction = actions[ lastActiveIndex ];
  27632. action._cacheIndex = lastActiveIndex;
  27633. actions[ lastActiveIndex ] = action;
  27634. firstInactiveAction._cacheIndex = prevIndex;
  27635. actions[ prevIndex ] = firstInactiveAction;
  27636. },
  27637. _takeBackAction: function ( action ) {
  27638. // [ active actions | inactive actions ]
  27639. // [ active actions |< inactive actions ]
  27640. // a s
  27641. // <-swap->
  27642. // s a
  27643. var actions = this._actions,
  27644. prevIndex = action._cacheIndex,
  27645. firstInactiveIndex = -- this._nActiveActions,
  27646. lastActiveAction = actions[ firstInactiveIndex ];
  27647. action._cacheIndex = firstInactiveIndex;
  27648. actions[ firstInactiveIndex ] = action;
  27649. lastActiveAction._cacheIndex = prevIndex;
  27650. actions[ prevIndex ] = lastActiveAction;
  27651. },
  27652. // Memory management for PropertyMixer objects
  27653. _addInactiveBinding: function ( binding, rootUuid, trackName ) {
  27654. var bindingsByRoot = this._bindingsByRootAndName,
  27655. bindings = this._bindings;
  27656. var bindingByName = bindingsByRoot[ rootUuid ];
  27657. if ( bindingByName === undefined ) {
  27658. bindingByName = {};
  27659. bindingsByRoot[ rootUuid ] = bindingByName;
  27660. }
  27661. bindingByName[ trackName ] = binding;
  27662. binding._cacheIndex = bindings.length;
  27663. bindings.push( binding );
  27664. },
  27665. _removeInactiveBinding: function ( binding ) {
  27666. var bindings = this._bindings,
  27667. propBinding = binding.binding,
  27668. rootUuid = propBinding.rootNode.uuid,
  27669. trackName = propBinding.path,
  27670. bindingsByRoot = this._bindingsByRootAndName,
  27671. bindingByName = bindingsByRoot[ rootUuid ],
  27672. lastInactiveBinding = bindings[ bindings.length - 1 ],
  27673. cacheIndex = binding._cacheIndex;
  27674. lastInactiveBinding._cacheIndex = cacheIndex;
  27675. bindings[ cacheIndex ] = lastInactiveBinding;
  27676. bindings.pop();
  27677. delete bindingByName[ trackName ];
  27678. if ( Object.keys( bindingByName ).length === 0 ) {
  27679. delete bindingsByRoot[ rootUuid ];
  27680. }
  27681. },
  27682. _lendBinding: function ( binding ) {
  27683. var bindings = this._bindings,
  27684. prevIndex = binding._cacheIndex,
  27685. lastActiveIndex = this._nActiveBindings ++,
  27686. firstInactiveBinding = bindings[ lastActiveIndex ];
  27687. binding._cacheIndex = lastActiveIndex;
  27688. bindings[ lastActiveIndex ] = binding;
  27689. firstInactiveBinding._cacheIndex = prevIndex;
  27690. bindings[ prevIndex ] = firstInactiveBinding;
  27691. },
  27692. _takeBackBinding: function ( binding ) {
  27693. var bindings = this._bindings,
  27694. prevIndex = binding._cacheIndex,
  27695. firstInactiveIndex = -- this._nActiveBindings,
  27696. lastActiveBinding = bindings[ firstInactiveIndex ];
  27697. binding._cacheIndex = firstInactiveIndex;
  27698. bindings[ firstInactiveIndex ] = binding;
  27699. lastActiveBinding._cacheIndex = prevIndex;
  27700. bindings[ prevIndex ] = lastActiveBinding;
  27701. },
  27702. // Memory management of Interpolants for weight and time scale
  27703. _lendControlInterpolant: function () {
  27704. var interpolants = this._controlInterpolants,
  27705. lastActiveIndex = this._nActiveControlInterpolants ++;
  27706. var interpolant = interpolants[ lastActiveIndex ];
  27707. if ( interpolant === undefined ) {
  27708. interpolant = new LinearInterpolant(
  27709. new Float32Array( 2 ), new Float32Array( 2 ),
  27710. 1, this._controlInterpolantsResultBuffer );
  27711. interpolant.__cacheIndex = lastActiveIndex;
  27712. interpolants[ lastActiveIndex ] = interpolant;
  27713. }
  27714. return interpolant;
  27715. },
  27716. _takeBackControlInterpolant: function ( interpolant ) {
  27717. var interpolants = this._controlInterpolants,
  27718. prevIndex = interpolant.__cacheIndex,
  27719. firstInactiveIndex = -- this._nActiveControlInterpolants,
  27720. lastActiveInterpolant = interpolants[ firstInactiveIndex ];
  27721. interpolant.__cacheIndex = firstInactiveIndex;
  27722. interpolants[ firstInactiveIndex ] = interpolant;
  27723. lastActiveInterpolant.__cacheIndex = prevIndex;
  27724. interpolants[ prevIndex ] = lastActiveInterpolant;
  27725. },
  27726. _controlInterpolantsResultBuffer: new Float32Array( 1 ),
  27727. // return an action for a clip optionally using a custom root target
  27728. // object (this method allocates a lot of dynamic memory in case a
  27729. // previously unknown clip/root combination is specified)
  27730. clipAction: function ( clip, optionalRoot, blendMode ) {
  27731. var root = optionalRoot || this._root,
  27732. rootUuid = root.uuid;
  27733. var clipObject = typeof clip === 'string' ? AnimationClip.findByName( root, clip ) : clip;
  27734. var clipUuid = clipObject !== null ? clipObject.uuid : clip;
  27735. var actionsForClip = this._actionsByClip[ clipUuid ],
  27736. prototypeAction = null;
  27737. if ( blendMode === undefined ) {
  27738. if ( clipObject !== null ) {
  27739. blendMode = clipObject.blendMode;
  27740. } else {
  27741. blendMode = NormalAnimationBlendMode;
  27742. }
  27743. }
  27744. if ( actionsForClip !== undefined ) {
  27745. var existingAction = actionsForClip.actionByRoot[ rootUuid ];
  27746. if ( existingAction !== undefined && existingAction.blendMode === blendMode ) {
  27747. return existingAction;
  27748. }
  27749. // we know the clip, so we don't have to parse all
  27750. // the bindings again but can just copy
  27751. prototypeAction = actionsForClip.knownActions[ 0 ];
  27752. // also, take the clip from the prototype action
  27753. if ( clipObject === null )
  27754. { clipObject = prototypeAction._clip; }
  27755. }
  27756. // clip must be known when specified via string
  27757. if ( clipObject === null ) { return null; }
  27758. // allocate all resources required to run it
  27759. var newAction = new AnimationAction( this, clipObject, optionalRoot, blendMode );
  27760. this._bindAction( newAction, prototypeAction );
  27761. // and make the action known to the memory manager
  27762. this._addInactiveAction( newAction, clipUuid, rootUuid );
  27763. return newAction;
  27764. },
  27765. // get an existing action
  27766. existingAction: function ( clip, optionalRoot ) {
  27767. var root = optionalRoot || this._root,
  27768. rootUuid = root.uuid,
  27769. clipObject = typeof clip === 'string' ?
  27770. AnimationClip.findByName( root, clip ) : clip,
  27771. clipUuid = clipObject ? clipObject.uuid : clip,
  27772. actionsForClip = this._actionsByClip[ clipUuid ];
  27773. if ( actionsForClip !== undefined ) {
  27774. return actionsForClip.actionByRoot[ rootUuid ] || null;
  27775. }
  27776. return null;
  27777. },
  27778. // deactivates all previously scheduled actions
  27779. stopAllAction: function () {
  27780. var actions = this._actions,
  27781. nActions = this._nActiveActions;
  27782. for ( var i = nActions - 1; i >= 0; -- i ) {
  27783. actions[ i ].stop();
  27784. }
  27785. return this;
  27786. },
  27787. // advance the time and update apply the animation
  27788. update: function ( deltaTime ) {
  27789. deltaTime *= this.timeScale;
  27790. var actions = this._actions,
  27791. nActions = this._nActiveActions,
  27792. time = this.time += deltaTime,
  27793. timeDirection = Math.sign( deltaTime ),
  27794. accuIndex = this._accuIndex ^= 1;
  27795. // run active actions
  27796. for ( var i = 0; i !== nActions; ++ i ) {
  27797. var action = actions[ i ];
  27798. action._update( time, deltaTime, timeDirection, accuIndex );
  27799. }
  27800. // update scene graph
  27801. var bindings = this._bindings,
  27802. nBindings = this._nActiveBindings;
  27803. for ( var i$1 = 0; i$1 !== nBindings; ++ i$1 ) {
  27804. bindings[ i$1 ].apply( accuIndex );
  27805. }
  27806. return this;
  27807. },
  27808. // Allows you to seek to a specific time in an animation.
  27809. setTime: function ( timeInSeconds ) {
  27810. this.time = 0; // Zero out time attribute for AnimationMixer object;
  27811. for ( var i = 0; i < this._actions.length; i ++ ) {
  27812. this._actions[ i ].time = 0; // Zero out time attribute for all associated AnimationAction objects.
  27813. }
  27814. return this.update( timeInSeconds ); // Update used to set exact time. Returns "this" AnimationMixer object.
  27815. },
  27816. // return this mixer's root target object
  27817. getRoot: function () {
  27818. return this._root;
  27819. },
  27820. // free all resources specific to a particular clip
  27821. uncacheClip: function ( clip ) {
  27822. var actions = this._actions,
  27823. clipUuid = clip.uuid,
  27824. actionsByClip = this._actionsByClip,
  27825. actionsForClip = actionsByClip[ clipUuid ];
  27826. if ( actionsForClip !== undefined ) {
  27827. // note: just calling _removeInactiveAction would mess up the
  27828. // iteration state and also require updating the state we can
  27829. // just throw away
  27830. var actionsToRemove = actionsForClip.knownActions;
  27831. for ( var i = 0, n = actionsToRemove.length; i !== n; ++ i ) {
  27832. var action = actionsToRemove[ i ];
  27833. this._deactivateAction( action );
  27834. var cacheIndex = action._cacheIndex,
  27835. lastInactiveAction = actions[ actions.length - 1 ];
  27836. action._cacheIndex = null;
  27837. action._byClipCacheIndex = null;
  27838. lastInactiveAction._cacheIndex = cacheIndex;
  27839. actions[ cacheIndex ] = lastInactiveAction;
  27840. actions.pop();
  27841. this._removeInactiveBindingsForAction( action );
  27842. }
  27843. delete actionsByClip[ clipUuid ];
  27844. }
  27845. },
  27846. // free all resources specific to a particular root target object
  27847. uncacheRoot: function ( root ) {
  27848. var rootUuid = root.uuid,
  27849. actionsByClip = this._actionsByClip;
  27850. for ( var clipUuid in actionsByClip ) {
  27851. var actionByRoot = actionsByClip[ clipUuid ].actionByRoot,
  27852. action = actionByRoot[ rootUuid ];
  27853. if ( action !== undefined ) {
  27854. this._deactivateAction( action );
  27855. this._removeInactiveAction( action );
  27856. }
  27857. }
  27858. var bindingsByRoot = this._bindingsByRootAndName,
  27859. bindingByName = bindingsByRoot[ rootUuid ];
  27860. if ( bindingByName !== undefined ) {
  27861. for ( var trackName in bindingByName ) {
  27862. var binding = bindingByName[ trackName ];
  27863. binding.restoreOriginalState();
  27864. this._removeInactiveBinding( binding );
  27865. }
  27866. }
  27867. },
  27868. // remove a targeted clip from the cache
  27869. uncacheAction: function ( clip, optionalRoot ) {
  27870. var action = this.existingAction( clip, optionalRoot );
  27871. if ( action !== null ) {
  27872. this._deactivateAction( action );
  27873. this._removeInactiveAction( action );
  27874. }
  27875. }
  27876. } );
  27877. /**
  27878. * @author mrdoob / http://mrdoob.com/
  27879. */
  27880. function Uniform( value ) {
  27881. if ( typeof value === 'string' ) {
  27882. console.warn( 'THREE.Uniform: Type parameter is no longer needed.' );
  27883. value = arguments[ 1 ];
  27884. }
  27885. this.value = value;
  27886. }
  27887. Uniform.prototype.clone = function () {
  27888. return new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );
  27889. };
  27890. /**
  27891. * @author benaadams / https://twitter.com/ben_a_adams
  27892. */
  27893. function InstancedInterleavedBuffer( array, stride, meshPerAttribute ) {
  27894. InterleavedBuffer.call( this, array, stride );
  27895. this.meshPerAttribute = meshPerAttribute || 1;
  27896. }
  27897. InstancedInterleavedBuffer.prototype = Object.assign( Object.create( InterleavedBuffer.prototype ), {
  27898. constructor: InstancedInterleavedBuffer,
  27899. isInstancedInterleavedBuffer: true,
  27900. copy: function ( source ) {
  27901. InterleavedBuffer.prototype.copy.call( this, source );
  27902. this.meshPerAttribute = source.meshPerAttribute;
  27903. return this;
  27904. },
  27905. clone: function ( data ) {
  27906. var ib = InterleavedBuffer.prototype.clone.call( this, data );
  27907. ib.meshPerAttribute = this.meshPerAttribute;
  27908. return ib;
  27909. },
  27910. toJSON: function ( data ) {
  27911. var json = InterleavedBuffer.prototype.toJSON.call( this, data );
  27912. json.isInstancedInterleavedBuffer = true;
  27913. json.meshPerAttribute = this.meshPerAttribute;
  27914. return json;
  27915. }
  27916. } );
  27917. /**
  27918. * @author mrdoob / http://mrdoob.com/
  27919. * @author bhouston / http://clara.io/
  27920. * @author stephomi / http://stephaneginier.com/
  27921. */
  27922. function Raycaster( origin, direction, near, far ) {
  27923. this.ray = new Ray( origin, direction );
  27924. // direction is assumed to be normalized (for accurate distance calculations)
  27925. this.near = near || 0;
  27926. this.far = far || Infinity;
  27927. this.camera = null;
  27928. this.layers = new Layers();
  27929. this.params = {
  27930. Mesh: {},
  27931. Line: { threshold: 1 },
  27932. LOD: {},
  27933. Points: { threshold: 1 },
  27934. Sprite: {}
  27935. };
  27936. Object.defineProperties( this.params, {
  27937. PointCloud: {
  27938. get: function () {
  27939. console.warn( 'THREE.Raycaster: params.PointCloud has been renamed to params.Points.' );
  27940. return this.Points;
  27941. }
  27942. }
  27943. } );
  27944. }
  27945. function ascSort( a, b ) {
  27946. return a.distance - b.distance;
  27947. }
  27948. function intersectObject( object, raycaster, intersects, recursive ) {
  27949. if ( object.layers.test( raycaster.layers ) ) {
  27950. object.raycast( raycaster, intersects );
  27951. }
  27952. if ( recursive === true ) {
  27953. var children = object.children;
  27954. for ( var i = 0, l = children.length; i < l; i ++ ) {
  27955. intersectObject( children[ i ], raycaster, intersects, true );
  27956. }
  27957. }
  27958. }
  27959. Object.assign( Raycaster.prototype, {
  27960. set: function ( origin, direction ) {
  27961. // direction is assumed to be normalized (for accurate distance calculations)
  27962. this.ray.set( origin, direction );
  27963. },
  27964. setFromCamera: function ( coords, camera ) {
  27965. if ( ( camera && camera.isPerspectiveCamera ) ) {
  27966. this.ray.origin.setFromMatrixPosition( camera.matrixWorld );
  27967. this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();
  27968. this.camera = camera;
  27969. } else if ( ( camera && camera.isOrthographicCamera ) ) {
  27970. this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera
  27971. this.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld );
  27972. this.camera = camera;
  27973. } else {
  27974. console.error( 'THREE.Raycaster: Unsupported camera type.' );
  27975. }
  27976. },
  27977. intersectObject: function ( object, recursive, optionalTarget ) {
  27978. var intersects = optionalTarget || [];
  27979. intersectObject( object, this, intersects, recursive );
  27980. intersects.sort( ascSort );
  27981. return intersects;
  27982. },
  27983. intersectObjects: function ( objects, recursive, optionalTarget ) {
  27984. var intersects = optionalTarget || [];
  27985. if ( Array.isArray( objects ) === false ) {
  27986. console.warn( 'THREE.Raycaster.intersectObjects: objects is not an Array.' );
  27987. return intersects;
  27988. }
  27989. for ( var i = 0, l = objects.length; i < l; i ++ ) {
  27990. intersectObject( objects[ i ], this, intersects, recursive );
  27991. }
  27992. intersects.sort( ascSort );
  27993. return intersects;
  27994. }
  27995. } );
  27996. /**
  27997. * @author bhouston / http://clara.io
  27998. * @author WestLangley / http://github.com/WestLangley
  27999. *
  28000. * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system
  28001. *
  28002. * The polar angle (phi) is measured from the positive y-axis. The positive y-axis is up.
  28003. * The azimuthal angle (theta) is measured from the positive z-axis.
  28004. */
  28005. function Spherical( radius, phi, theta ) {
  28006. this.radius = ( radius !== undefined ) ? radius : 1.0;
  28007. this.phi = ( phi !== undefined ) ? phi : 0; // polar angle
  28008. this.theta = ( theta !== undefined ) ? theta : 0; // azimuthal angle
  28009. return this;
  28010. }
  28011. Object.assign( Spherical.prototype, {
  28012. set: function ( radius, phi, theta ) {
  28013. this.radius = radius;
  28014. this.phi = phi;
  28015. this.theta = theta;
  28016. return this;
  28017. },
  28018. clone: function () {
  28019. return new this.constructor().copy( this );
  28020. },
  28021. copy: function ( other ) {
  28022. this.radius = other.radius;
  28023. this.phi = other.phi;
  28024. this.theta = other.theta;
  28025. return this;
  28026. },
  28027. // restrict phi to be betwee EPS and PI-EPS
  28028. makeSafe: function () {
  28029. var EPS = 0.000001;
  28030. this.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) );
  28031. return this;
  28032. },
  28033. setFromVector3: function ( v ) {
  28034. return this.setFromCartesianCoords( v.x, v.y, v.z );
  28035. },
  28036. setFromCartesianCoords: function ( x, y, z ) {
  28037. this.radius = Math.sqrt( x * x + y * y + z * z );
  28038. if ( this.radius === 0 ) {
  28039. this.theta = 0;
  28040. this.phi = 0;
  28041. } else {
  28042. this.theta = Math.atan2( x, z );
  28043. this.phi = Math.acos( MathUtils.clamp( y / this.radius, - 1, 1 ) );
  28044. }
  28045. return this;
  28046. }
  28047. } );
  28048. /**
  28049. * @author Mugen87 / https://github.com/Mugen87
  28050. *
  28051. * Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system
  28052. *
  28053. */
  28054. function Cylindrical( radius, theta, y ) {
  28055. this.radius = ( radius !== undefined ) ? radius : 1.0; // distance from the origin to a point in the x-z plane
  28056. this.theta = ( theta !== undefined ) ? theta : 0; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis
  28057. this.y = ( y !== undefined ) ? y : 0; // height above the x-z plane
  28058. return this;
  28059. }
  28060. Object.assign( Cylindrical.prototype, {
  28061. set: function ( radius, theta, y ) {
  28062. this.radius = radius;
  28063. this.theta = theta;
  28064. this.y = y;
  28065. return this;
  28066. },
  28067. clone: function () {
  28068. return new this.constructor().copy( this );
  28069. },
  28070. copy: function ( other ) {
  28071. this.radius = other.radius;
  28072. this.theta = other.theta;
  28073. this.y = other.y;
  28074. return this;
  28075. },
  28076. setFromVector3: function ( v ) {
  28077. return this.setFromCartesianCoords( v.x, v.y, v.z );
  28078. },
  28079. setFromCartesianCoords: function ( x, y, z ) {
  28080. this.radius = Math.sqrt( x * x + z * z );
  28081. this.theta = Math.atan2( x, z );
  28082. this.y = y;
  28083. return this;
  28084. }
  28085. } );
  28086. /**
  28087. * @author bhouston / http://clara.io
  28088. */
  28089. var _vector$7 = new Vector2();
  28090. function Box2( min, max ) {
  28091. this.min = ( min !== undefined ) ? min : new Vector2( + Infinity, + Infinity );
  28092. this.max = ( max !== undefined ) ? max : new Vector2( - Infinity, - Infinity );
  28093. }
  28094. Object.assign( Box2.prototype, {
  28095. set: function ( min, max ) {
  28096. this.min.copy( min );
  28097. this.max.copy( max );
  28098. return this;
  28099. },
  28100. setFromPoints: function ( points ) {
  28101. this.makeEmpty();
  28102. for ( var i = 0, il = points.length; i < il; i ++ ) {
  28103. this.expandByPoint( points[ i ] );
  28104. }
  28105. return this;
  28106. },
  28107. setFromCenterAndSize: function ( center, size ) {
  28108. var halfSize = _vector$7.copy( size ).multiplyScalar( 0.5 );
  28109. this.min.copy( center ).sub( halfSize );
  28110. this.max.copy( center ).add( halfSize );
  28111. return this;
  28112. },
  28113. clone: function () {
  28114. return new this.constructor().copy( this );
  28115. },
  28116. copy: function ( box ) {
  28117. this.min.copy( box.min );
  28118. this.max.copy( box.max );
  28119. return this;
  28120. },
  28121. makeEmpty: function () {
  28122. this.min.x = this.min.y = + Infinity;
  28123. this.max.x = this.max.y = - Infinity;
  28124. return this;
  28125. },
  28126. isEmpty: function () {
  28127. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  28128. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );
  28129. },
  28130. getCenter: function ( target ) {
  28131. if ( target === undefined ) {
  28132. console.warn( 'THREE.Box2: .getCenter() target is now required' );
  28133. target = new Vector2();
  28134. }
  28135. return this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  28136. },
  28137. getSize: function ( target ) {
  28138. if ( target === undefined ) {
  28139. console.warn( 'THREE.Box2: .getSize() target is now required' );
  28140. target = new Vector2();
  28141. }
  28142. return this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min );
  28143. },
  28144. expandByPoint: function ( point ) {
  28145. this.min.min( point );
  28146. this.max.max( point );
  28147. return this;
  28148. },
  28149. expandByVector: function ( vector ) {
  28150. this.min.sub( vector );
  28151. this.max.add( vector );
  28152. return this;
  28153. },
  28154. expandByScalar: function ( scalar ) {
  28155. this.min.addScalar( - scalar );
  28156. this.max.addScalar( scalar );
  28157. return this;
  28158. },
  28159. containsPoint: function ( point ) {
  28160. return point.x < this.min.x || point.x > this.max.x ||
  28161. point.y < this.min.y || point.y > this.max.y ? false : true;
  28162. },
  28163. containsBox: function ( box ) {
  28164. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  28165. this.min.y <= box.min.y && box.max.y <= this.max.y;
  28166. },
  28167. getParameter: function ( point, target ) {
  28168. // This can potentially have a divide by zero if the box
  28169. // has a size dimension of 0.
  28170. if ( target === undefined ) {
  28171. console.warn( 'THREE.Box2: .getParameter() target is now required' );
  28172. target = new Vector2();
  28173. }
  28174. return target.set(
  28175. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  28176. ( point.y - this.min.y ) / ( this.max.y - this.min.y )
  28177. );
  28178. },
  28179. intersectsBox: function ( box ) {
  28180. // using 4 splitting planes to rule out intersections
  28181. return box.max.x < this.min.x || box.min.x > this.max.x ||
  28182. box.max.y < this.min.y || box.min.y > this.max.y ? false : true;
  28183. },
  28184. clampPoint: function ( point, target ) {
  28185. if ( target === undefined ) {
  28186. console.warn( 'THREE.Box2: .clampPoint() target is now required' );
  28187. target = new Vector2();
  28188. }
  28189. return target.copy( point ).clamp( this.min, this.max );
  28190. },
  28191. distanceToPoint: function ( point ) {
  28192. var clampedPoint = _vector$7.copy( point ).clamp( this.min, this.max );
  28193. return clampedPoint.sub( point ).length();
  28194. },
  28195. intersect: function ( box ) {
  28196. this.min.max( box.min );
  28197. this.max.min( box.max );
  28198. return this;
  28199. },
  28200. union: function ( box ) {
  28201. this.min.min( box.min );
  28202. this.max.max( box.max );
  28203. return this;
  28204. },
  28205. translate: function ( offset ) {
  28206. this.min.add( offset );
  28207. this.max.add( offset );
  28208. return this;
  28209. },
  28210. equals: function ( box ) {
  28211. return box.min.equals( this.min ) && box.max.equals( this.max );
  28212. }
  28213. } );
  28214. /**
  28215. * @author bhouston / http://clara.io
  28216. */
  28217. var _startP = new Vector3();
  28218. var _startEnd = new Vector3();
  28219. function Line3( start, end ) {
  28220. this.start = ( start !== undefined ) ? start : new Vector3();
  28221. this.end = ( end !== undefined ) ? end : new Vector3();
  28222. }
  28223. Object.assign( Line3.prototype, {
  28224. set: function ( start, end ) {
  28225. this.start.copy( start );
  28226. this.end.copy( end );
  28227. return this;
  28228. },
  28229. clone: function () {
  28230. return new this.constructor().copy( this );
  28231. },
  28232. copy: function ( line ) {
  28233. this.start.copy( line.start );
  28234. this.end.copy( line.end );
  28235. return this;
  28236. },
  28237. getCenter: function ( target ) {
  28238. if ( target === undefined ) {
  28239. console.warn( 'THREE.Line3: .getCenter() target is now required' );
  28240. target = new Vector3();
  28241. }
  28242. return target.addVectors( this.start, this.end ).multiplyScalar( 0.5 );
  28243. },
  28244. delta: function ( target ) {
  28245. if ( target === undefined ) {
  28246. console.warn( 'THREE.Line3: .delta() target is now required' );
  28247. target = new Vector3();
  28248. }
  28249. return target.subVectors( this.end, this.start );
  28250. },
  28251. distanceSq: function () {
  28252. return this.start.distanceToSquared( this.end );
  28253. },
  28254. distance: function () {
  28255. return this.start.distanceTo( this.end );
  28256. },
  28257. at: function ( t, target ) {
  28258. if ( target === undefined ) {
  28259. console.warn( 'THREE.Line3: .at() target is now required' );
  28260. target = new Vector3();
  28261. }
  28262. return this.delta( target ).multiplyScalar( t ).add( this.start );
  28263. },
  28264. closestPointToPointParameter: function ( point, clampToLine ) {
  28265. _startP.subVectors( point, this.start );
  28266. _startEnd.subVectors( this.end, this.start );
  28267. var startEnd2 = _startEnd.dot( _startEnd );
  28268. var startEnd_startP = _startEnd.dot( _startP );
  28269. var t = startEnd_startP / startEnd2;
  28270. if ( clampToLine ) {
  28271. t = MathUtils.clamp( t, 0, 1 );
  28272. }
  28273. return t;
  28274. },
  28275. closestPointToPoint: function ( point, clampToLine, target ) {
  28276. var t = this.closestPointToPointParameter( point, clampToLine );
  28277. if ( target === undefined ) {
  28278. console.warn( 'THREE.Line3: .closestPointToPoint() target is now required' );
  28279. target = new Vector3();
  28280. }
  28281. return this.delta( target ).multiplyScalar( t ).add( this.start );
  28282. },
  28283. applyMatrix4: function ( matrix ) {
  28284. this.start.applyMatrix4( matrix );
  28285. this.end.applyMatrix4( matrix );
  28286. return this;
  28287. },
  28288. equals: function ( line ) {
  28289. return line.start.equals( this.start ) && line.end.equals( this.end );
  28290. }
  28291. } );
  28292. /**
  28293. * @author alteredq / http://alteredqualia.com/
  28294. */
  28295. function ImmediateRenderObject( material ) {
  28296. Object3D.call( this );
  28297. this.material = material;
  28298. this.render = function ( /* renderCallback */ ) {};
  28299. this.hasPositions = false;
  28300. this.hasNormals = false;
  28301. this.hasColors = false;
  28302. this.hasUvs = false;
  28303. this.positionArray = null;
  28304. this.normalArray = null;
  28305. this.colorArray = null;
  28306. this.uvArray = null;
  28307. this.count = 0;
  28308. }
  28309. ImmediateRenderObject.prototype = Object.create( Object3D.prototype );
  28310. ImmediateRenderObject.prototype.constructor = ImmediateRenderObject;
  28311. ImmediateRenderObject.prototype.isImmediateRenderObject = true;
  28312. /**
  28313. * @author alteredq / http://alteredqualia.com/
  28314. * @author mrdoob / http://mrdoob.com/
  28315. * @author WestLangley / http://github.com/WestLangley
  28316. */
  28317. var _vector$8 = new Vector3();
  28318. function SpotLightHelper( light, color ) {
  28319. Object3D.call( this );
  28320. this.light = light;
  28321. this.light.updateMatrixWorld();
  28322. this.matrix = light.matrixWorld;
  28323. this.matrixAutoUpdate = false;
  28324. this.color = color;
  28325. var geometry = new BufferGeometry();
  28326. var positions = [
  28327. 0, 0, 0, 0, 0, 1,
  28328. 0, 0, 0, 1, 0, 1,
  28329. 0, 0, 0, - 1, 0, 1,
  28330. 0, 0, 0, 0, 1, 1,
  28331. 0, 0, 0, 0, - 1, 1
  28332. ];
  28333. for ( var i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {
  28334. var p1 = ( i / l ) * Math.PI * 2;
  28335. var p2 = ( j / l ) * Math.PI * 2;
  28336. positions.push(
  28337. Math.cos( p1 ), Math.sin( p1 ), 1,
  28338. Math.cos( p2 ), Math.sin( p2 ), 1
  28339. );
  28340. }
  28341. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  28342. var material = new LineBasicMaterial( { fog: false, toneMapped: false } );
  28343. this.cone = new LineSegments( geometry, material );
  28344. this.add( this.cone );
  28345. this.update();
  28346. }
  28347. SpotLightHelper.prototype = Object.create( Object3D.prototype );
  28348. SpotLightHelper.prototype.constructor = SpotLightHelper;
  28349. SpotLightHelper.prototype.dispose = function () {
  28350. this.cone.geometry.dispose();
  28351. this.cone.material.dispose();
  28352. };
  28353. SpotLightHelper.prototype.update = function () {
  28354. this.light.updateMatrixWorld();
  28355. var coneLength = this.light.distance ? this.light.distance : 1000;
  28356. var coneWidth = coneLength * Math.tan( this.light.angle );
  28357. this.cone.scale.set( coneWidth, coneWidth, coneLength );
  28358. _vector$8.setFromMatrixPosition( this.light.target.matrixWorld );
  28359. this.cone.lookAt( _vector$8 );
  28360. if ( this.color !== undefined ) {
  28361. this.cone.material.color.set( this.color );
  28362. } else {
  28363. this.cone.material.color.copy( this.light.color );
  28364. }
  28365. };
  28366. /**
  28367. * @author Sean Griffin / http://twitter.com/sgrif
  28368. * @author Michael Guerrero / http://realitymeltdown.com
  28369. * @author mrdoob / http://mrdoob.com/
  28370. * @author ikerr / http://verold.com
  28371. * @author Mugen87 / https://github.com/Mugen87
  28372. */
  28373. var _vector$9 = new Vector3();
  28374. var _boneMatrix = new Matrix4();
  28375. var _matrixWorldInv = new Matrix4();
  28376. function getBoneList( object ) {
  28377. var boneList = [];
  28378. if ( object && object.isBone ) {
  28379. boneList.push( object );
  28380. }
  28381. for ( var i = 0; i < object.children.length; i ++ ) {
  28382. boneList.push.apply( boneList, getBoneList( object.children[ i ] ) );
  28383. }
  28384. return boneList;
  28385. }
  28386. function SkeletonHelper( object ) {
  28387. var bones = getBoneList( object );
  28388. var geometry = new BufferGeometry();
  28389. var vertices = [];
  28390. var colors = [];
  28391. var color1 = new Color( 0, 0, 1 );
  28392. var color2 = new Color( 0, 1, 0 );
  28393. for ( var i = 0; i < bones.length; i ++ ) {
  28394. var bone = bones[ i ];
  28395. if ( bone.parent && bone.parent.isBone ) {
  28396. vertices.push( 0, 0, 0 );
  28397. vertices.push( 0, 0, 0 );
  28398. colors.push( color1.r, color1.g, color1.b );
  28399. colors.push( color2.r, color2.g, color2.b );
  28400. }
  28401. }
  28402. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  28403. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  28404. var material = new LineBasicMaterial( { vertexColors: true, depthTest: false, depthWrite: false, toneMapped: false, transparent: true } );
  28405. LineSegments.call( this, geometry, material );
  28406. this.type = 'SkeletonHelper';
  28407. this.root = object;
  28408. this.bones = bones;
  28409. this.matrix = object.matrixWorld;
  28410. this.matrixAutoUpdate = false;
  28411. }
  28412. SkeletonHelper.prototype = Object.create( LineSegments.prototype );
  28413. SkeletonHelper.prototype.constructor = SkeletonHelper;
  28414. SkeletonHelper.prototype.isSkeletonHelper = true;
  28415. SkeletonHelper.prototype.updateMatrixWorld = function ( force ) {
  28416. var bones = this.bones;
  28417. var geometry = this.geometry;
  28418. var position = geometry.getAttribute( 'position' );
  28419. _matrixWorldInv.getInverse( this.root.matrixWorld );
  28420. for ( var i = 0, j = 0; i < bones.length; i ++ ) {
  28421. var bone = bones[ i ];
  28422. if ( bone.parent && bone.parent.isBone ) {
  28423. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.matrixWorld );
  28424. _vector$9.setFromMatrixPosition( _boneMatrix );
  28425. position.setXYZ( j, _vector$9.x, _vector$9.y, _vector$9.z );
  28426. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.parent.matrixWorld );
  28427. _vector$9.setFromMatrixPosition( _boneMatrix );
  28428. position.setXYZ( j + 1, _vector$9.x, _vector$9.y, _vector$9.z );
  28429. j += 2;
  28430. }
  28431. }
  28432. geometry.getAttribute( 'position' ).needsUpdate = true;
  28433. Object3D.prototype.updateMatrixWorld.call( this, force );
  28434. };
  28435. /**
  28436. * @author alteredq / http://alteredqualia.com/
  28437. * @author mrdoob / http://mrdoob.com/
  28438. */
  28439. function PointLightHelper( light, sphereSize, color ) {
  28440. this.light = light;
  28441. this.light.updateMatrixWorld();
  28442. this.color = color;
  28443. var geometry = new SphereBufferGeometry( sphereSize, 4, 2 );
  28444. var material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );
  28445. Mesh.call( this, geometry, material );
  28446. this.type = 'PointLightHelper';
  28447. this.matrix = this.light.matrixWorld;
  28448. this.matrixAutoUpdate = false;
  28449. this.update();
  28450. /*
  28451. const distanceGeometry = new THREE.IcosahedronBufferGeometry( 1, 2 );
  28452. const distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
  28453. this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
  28454. this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );
  28455. const d = light.distance;
  28456. if ( d === 0.0 ) {
  28457. this.lightDistance.visible = false;
  28458. } else {
  28459. this.lightDistance.scale.set( d, d, d );
  28460. }
  28461. this.add( this.lightDistance );
  28462. */
  28463. }
  28464. PointLightHelper.prototype = Object.create( Mesh.prototype );
  28465. PointLightHelper.prototype.constructor = PointLightHelper;
  28466. PointLightHelper.prototype.dispose = function () {
  28467. this.geometry.dispose();
  28468. this.material.dispose();
  28469. };
  28470. PointLightHelper.prototype.update = function () {
  28471. if ( this.color !== undefined ) {
  28472. this.material.color.set( this.color );
  28473. } else {
  28474. this.material.color.copy( this.light.color );
  28475. }
  28476. /*
  28477. const d = this.light.distance;
  28478. if ( d === 0.0 ) {
  28479. this.lightDistance.visible = false;
  28480. } else {
  28481. this.lightDistance.visible = true;
  28482. this.lightDistance.scale.set( d, d, d );
  28483. }
  28484. */
  28485. };
  28486. /**
  28487. * @author alteredq / http://alteredqualia.com/
  28488. * @author mrdoob / http://mrdoob.com/
  28489. * @author Mugen87 / https://github.com/Mugen87
  28490. */
  28491. var _vector$a = new Vector3();
  28492. var _color1 = new Color();
  28493. var _color2 = new Color();
  28494. function HemisphereLightHelper( light, size, color ) {
  28495. Object3D.call( this );
  28496. this.light = light;
  28497. this.light.updateMatrixWorld();
  28498. this.matrix = light.matrixWorld;
  28499. this.matrixAutoUpdate = false;
  28500. this.color = color;
  28501. var geometry = new OctahedronBufferGeometry( size );
  28502. geometry.rotateY( Math.PI * 0.5 );
  28503. this.material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );
  28504. if ( this.color === undefined ) { this.material.vertexColors = true; }
  28505. var position = geometry.getAttribute( 'position' );
  28506. var colors = new Float32Array( position.count * 3 );
  28507. geometry.setAttribute( 'color', new BufferAttribute( colors, 3 ) );
  28508. this.add( new Mesh( geometry, this.material ) );
  28509. this.update();
  28510. }
  28511. HemisphereLightHelper.prototype = Object.create( Object3D.prototype );
  28512. HemisphereLightHelper.prototype.constructor = HemisphereLightHelper;
  28513. HemisphereLightHelper.prototype.dispose = function () {
  28514. this.children[ 0 ].geometry.dispose();
  28515. this.children[ 0 ].material.dispose();
  28516. };
  28517. HemisphereLightHelper.prototype.update = function () {
  28518. var mesh = this.children[ 0 ];
  28519. if ( this.color !== undefined ) {
  28520. this.material.color.set( this.color );
  28521. } else {
  28522. var colors = mesh.geometry.getAttribute( 'color' );
  28523. _color1.copy( this.light.color );
  28524. _color2.copy( this.light.groundColor );
  28525. for ( var i = 0, l = colors.count; i < l; i ++ ) {
  28526. var color = ( i < ( l / 2 ) ) ? _color1 : _color2;
  28527. colors.setXYZ( i, color.r, color.g, color.b );
  28528. }
  28529. colors.needsUpdate = true;
  28530. }
  28531. mesh.lookAt( _vector$a.setFromMatrixPosition( this.light.matrixWorld ).negate() );
  28532. };
  28533. /**
  28534. * @author mrdoob / http://mrdoob.com/
  28535. */
  28536. function GridHelper( size, divisions, color1, color2 ) {
  28537. size = size || 10;
  28538. divisions = divisions || 10;
  28539. color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
  28540. color2 = new Color( color2 !== undefined ? color2 : 0x888888 );
  28541. var center = divisions / 2;
  28542. var step = size / divisions;
  28543. var halfSize = size / 2;
  28544. var vertices = [], colors = [];
  28545. for ( var i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) {
  28546. vertices.push( - halfSize, 0, k, halfSize, 0, k );
  28547. vertices.push( k, 0, - halfSize, k, 0, halfSize );
  28548. var color = i === center ? color1 : color2;
  28549. color.toArray( colors, j ); j += 3;
  28550. color.toArray( colors, j ); j += 3;
  28551. color.toArray( colors, j ); j += 3;
  28552. color.toArray( colors, j ); j += 3;
  28553. }
  28554. var geometry = new BufferGeometry();
  28555. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  28556. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  28557. var material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  28558. LineSegments.call( this, geometry, material );
  28559. this.type = 'GridHelper';
  28560. }
  28561. GridHelper.prototype = Object.assign( Object.create( LineSegments.prototype ), {
  28562. constructor: GridHelper,
  28563. copy: function ( source ) {
  28564. LineSegments.prototype.copy.call( this, source );
  28565. this.geometry.copy( source.geometry );
  28566. this.material.copy( source.material );
  28567. return this;
  28568. },
  28569. clone: function () {
  28570. return new this.constructor().copy( this );
  28571. }
  28572. } );
  28573. /**
  28574. * @author mrdoob / http://mrdoob.com/
  28575. * @author Mugen87 / http://github.com/Mugen87
  28576. * @author Hectate / http://www.github.com/Hectate
  28577. */
  28578. function PolarGridHelper( radius, radials, circles, divisions, color1, color2 ) {
  28579. radius = radius || 10;
  28580. radials = radials || 16;
  28581. circles = circles || 8;
  28582. divisions = divisions || 64;
  28583. color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
  28584. color2 = new Color( color2 !== undefined ? color2 : 0x888888 );
  28585. var vertices = [];
  28586. var colors = [];
  28587. // create the radials
  28588. for ( var i = 0; i <= radials; i ++ ) {
  28589. var v = ( i / radials ) * ( Math.PI * 2 );
  28590. var x = Math.sin( v ) * radius;
  28591. var z = Math.cos( v ) * radius;
  28592. vertices.push( 0, 0, 0 );
  28593. vertices.push( x, 0, z );
  28594. var color = ( i & 1 ) ? color1 : color2;
  28595. colors.push( color.r, color.g, color.b );
  28596. colors.push( color.r, color.g, color.b );
  28597. }
  28598. // create the circles
  28599. for ( var i$1 = 0; i$1 <= circles; i$1 ++ ) {
  28600. var color$1 = ( i$1 & 1 ) ? color1 : color2;
  28601. var r = radius - ( radius / circles * i$1 );
  28602. for ( var j = 0; j < divisions; j ++ ) {
  28603. // first vertex
  28604. var v$1 = ( j / divisions ) * ( Math.PI * 2 );
  28605. var x$1 = Math.sin( v$1 ) * r;
  28606. var z$1 = Math.cos( v$1 ) * r;
  28607. vertices.push( x$1, 0, z$1 );
  28608. colors.push( color$1.r, color$1.g, color$1.b );
  28609. // second vertex
  28610. v$1 = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );
  28611. x$1 = Math.sin( v$1 ) * r;
  28612. z$1 = Math.cos( v$1 ) * r;
  28613. vertices.push( x$1, 0, z$1 );
  28614. colors.push( color$1.r, color$1.g, color$1.b );
  28615. }
  28616. }
  28617. var geometry = new BufferGeometry();
  28618. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  28619. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  28620. var material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  28621. LineSegments.call( this, geometry, material );
  28622. this.type = 'PolarGridHelper';
  28623. }
  28624. PolarGridHelper.prototype = Object.create( LineSegments.prototype );
  28625. PolarGridHelper.prototype.constructor = PolarGridHelper;
  28626. /**
  28627. * @author alteredq / http://alteredqualia.com/
  28628. * @author mrdoob / http://mrdoob.com/
  28629. * @author WestLangley / http://github.com/WestLangley
  28630. */
  28631. var _v1$5 = new Vector3();
  28632. var _v2$3 = new Vector3();
  28633. var _v3$1 = new Vector3();
  28634. function DirectionalLightHelper( light, size, color ) {
  28635. Object3D.call( this );
  28636. this.light = light;
  28637. this.light.updateMatrixWorld();
  28638. this.matrix = light.matrixWorld;
  28639. this.matrixAutoUpdate = false;
  28640. this.color = color;
  28641. if ( size === undefined ) { size = 1; }
  28642. var geometry = new BufferGeometry();
  28643. geometry.setAttribute( 'position', new Float32BufferAttribute( [
  28644. - size, size, 0,
  28645. size, size, 0,
  28646. size, - size, 0,
  28647. - size, - size, 0,
  28648. - size, size, 0
  28649. ], 3 ) );
  28650. var material = new LineBasicMaterial( { fog: false, toneMapped: false } );
  28651. this.lightPlane = new Line( geometry, material );
  28652. this.add( this.lightPlane );
  28653. geometry = new BufferGeometry();
  28654. geometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );
  28655. this.targetLine = new Line( geometry, material );
  28656. this.add( this.targetLine );
  28657. this.update();
  28658. }
  28659. DirectionalLightHelper.prototype = Object.create( Object3D.prototype );
  28660. DirectionalLightHelper.prototype.constructor = DirectionalLightHelper;
  28661. DirectionalLightHelper.prototype.dispose = function () {
  28662. this.lightPlane.geometry.dispose();
  28663. this.lightPlane.material.dispose();
  28664. this.targetLine.geometry.dispose();
  28665. this.targetLine.material.dispose();
  28666. };
  28667. DirectionalLightHelper.prototype.update = function () {
  28668. _v1$5.setFromMatrixPosition( this.light.matrixWorld );
  28669. _v2$3.setFromMatrixPosition( this.light.target.matrixWorld );
  28670. _v3$1.subVectors( _v2$3, _v1$5 );
  28671. this.lightPlane.lookAt( _v2$3 );
  28672. if ( this.color !== undefined ) {
  28673. this.lightPlane.material.color.set( this.color );
  28674. this.targetLine.material.color.set( this.color );
  28675. } else {
  28676. this.lightPlane.material.color.copy( this.light.color );
  28677. this.targetLine.material.color.copy( this.light.color );
  28678. }
  28679. this.targetLine.lookAt( _v2$3 );
  28680. this.targetLine.scale.z = _v3$1.length();
  28681. };
  28682. /**
  28683. * @author alteredq / http://alteredqualia.com/
  28684. * @author Mugen87 / https://github.com/Mugen87
  28685. *
  28686. * - shows frustum, line of sight and up of the camera
  28687. * - suitable for fast updates
  28688. * - based on frustum visualization in lightgl.js shadowmap example
  28689. * http://evanw.github.com/lightgl.js/tests/shadowmap.html
  28690. */
  28691. var _vector$b = new Vector3();
  28692. var _camera = new Camera();
  28693. function CameraHelper( camera ) {
  28694. var geometry = new BufferGeometry();
  28695. var material = new LineBasicMaterial( { color: 0xffffff, vertexColors: true, toneMapped: false } );
  28696. var vertices = [];
  28697. var colors = [];
  28698. var pointMap = {};
  28699. // colors
  28700. var colorFrustum = new Color( 0xffaa00 );
  28701. var colorCone = new Color( 0xff0000 );
  28702. var colorUp = new Color( 0x00aaff );
  28703. var colorTarget = new Color( 0xffffff );
  28704. var colorCross = new Color( 0x333333 );
  28705. // near
  28706. addLine( 'n1', 'n2', colorFrustum );
  28707. addLine( 'n2', 'n4', colorFrustum );
  28708. addLine( 'n4', 'n3', colorFrustum );
  28709. addLine( 'n3', 'n1', colorFrustum );
  28710. // far
  28711. addLine( 'f1', 'f2', colorFrustum );
  28712. addLine( 'f2', 'f4', colorFrustum );
  28713. addLine( 'f4', 'f3', colorFrustum );
  28714. addLine( 'f3', 'f1', colorFrustum );
  28715. // sides
  28716. addLine( 'n1', 'f1', colorFrustum );
  28717. addLine( 'n2', 'f2', colorFrustum );
  28718. addLine( 'n3', 'f3', colorFrustum );
  28719. addLine( 'n4', 'f4', colorFrustum );
  28720. // cone
  28721. addLine( 'p', 'n1', colorCone );
  28722. addLine( 'p', 'n2', colorCone );
  28723. addLine( 'p', 'n3', colorCone );
  28724. addLine( 'p', 'n4', colorCone );
  28725. // up
  28726. addLine( 'u1', 'u2', colorUp );
  28727. addLine( 'u2', 'u3', colorUp );
  28728. addLine( 'u3', 'u1', colorUp );
  28729. // target
  28730. addLine( 'c', 't', colorTarget );
  28731. addLine( 'p', 'c', colorCross );
  28732. // cross
  28733. addLine( 'cn1', 'cn2', colorCross );
  28734. addLine( 'cn3', 'cn4', colorCross );
  28735. addLine( 'cf1', 'cf2', colorCross );
  28736. addLine( 'cf3', 'cf4', colorCross );
  28737. function addLine( a, b, color ) {
  28738. addPoint( a, color );
  28739. addPoint( b, color );
  28740. }
  28741. function addPoint( id, color ) {
  28742. vertices.push( 0, 0, 0 );
  28743. colors.push( color.r, color.g, color.b );
  28744. if ( pointMap[ id ] === undefined ) {
  28745. pointMap[ id ] = [];
  28746. }
  28747. pointMap[ id ].push( ( vertices.length / 3 ) - 1 );
  28748. }
  28749. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  28750. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  28751. LineSegments.call( this, geometry, material );
  28752. this.type = 'CameraHelper';
  28753. this.camera = camera;
  28754. if ( this.camera.updateProjectionMatrix ) { this.camera.updateProjectionMatrix(); }
  28755. this.matrix = camera.matrixWorld;
  28756. this.matrixAutoUpdate = false;
  28757. this.pointMap = pointMap;
  28758. this.update();
  28759. }
  28760. CameraHelper.prototype = Object.create( LineSegments.prototype );
  28761. CameraHelper.prototype.constructor = CameraHelper;
  28762. CameraHelper.prototype.update = function () {
  28763. var geometry = this.geometry;
  28764. var pointMap = this.pointMap;
  28765. var w = 1, h = 1;
  28766. // we need just camera projection matrix inverse
  28767. // world matrix must be identity
  28768. _camera.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse );
  28769. // center / target
  28770. setPoint( 'c', pointMap, geometry, _camera, 0, 0, - 1 );
  28771. setPoint( 't', pointMap, geometry, _camera, 0, 0, 1 );
  28772. // near
  28773. setPoint( 'n1', pointMap, geometry, _camera, - w, - h, - 1 );
  28774. setPoint( 'n2', pointMap, geometry, _camera, w, - h, - 1 );
  28775. setPoint( 'n3', pointMap, geometry, _camera, - w, h, - 1 );
  28776. setPoint( 'n4', pointMap, geometry, _camera, w, h, - 1 );
  28777. // far
  28778. setPoint( 'f1', pointMap, geometry, _camera, - w, - h, 1 );
  28779. setPoint( 'f2', pointMap, geometry, _camera, w, - h, 1 );
  28780. setPoint( 'f3', pointMap, geometry, _camera, - w, h, 1 );
  28781. setPoint( 'f4', pointMap, geometry, _camera, w, h, 1 );
  28782. // up
  28783. setPoint( 'u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, - 1 );
  28784. setPoint( 'u2', pointMap, geometry, _camera, - w * 0.7, h * 1.1, - 1 );
  28785. setPoint( 'u3', pointMap, geometry, _camera, 0, h * 2, - 1 );
  28786. // cross
  28787. setPoint( 'cf1', pointMap, geometry, _camera, - w, 0, 1 );
  28788. setPoint( 'cf2', pointMap, geometry, _camera, w, 0, 1 );
  28789. setPoint( 'cf3', pointMap, geometry, _camera, 0, - h, 1 );
  28790. setPoint( 'cf4', pointMap, geometry, _camera, 0, h, 1 );
  28791. setPoint( 'cn1', pointMap, geometry, _camera, - w, 0, - 1 );
  28792. setPoint( 'cn2', pointMap, geometry, _camera, w, 0, - 1 );
  28793. setPoint( 'cn3', pointMap, geometry, _camera, 0, - h, - 1 );
  28794. setPoint( 'cn4', pointMap, geometry, _camera, 0, h, - 1 );
  28795. geometry.getAttribute( 'position' ).needsUpdate = true;
  28796. };
  28797. function setPoint( point, pointMap, geometry, camera, x, y, z ) {
  28798. _vector$b.set( x, y, z ).unproject( camera );
  28799. var points = pointMap[ point ];
  28800. if ( points !== undefined ) {
  28801. var position = geometry.getAttribute( 'position' );
  28802. for ( var i = 0, l = points.length; i < l; i ++ ) {
  28803. position.setXYZ( points[ i ], _vector$b.x, _vector$b.y, _vector$b.z );
  28804. }
  28805. }
  28806. }
  28807. /**
  28808. * @author mrdoob / http://mrdoob.com/
  28809. * @author Mugen87 / http://github.com/Mugen87
  28810. */
  28811. var _box$3 = new Box3();
  28812. function BoxHelper( object, color ) {
  28813. this.object = object;
  28814. if ( color === undefined ) { color = 0xffff00; }
  28815. 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 ] );
  28816. var positions = new Float32Array( 8 * 3 );
  28817. var geometry = new BufferGeometry();
  28818. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  28819. geometry.setAttribute( 'position', new BufferAttribute( positions, 3 ) );
  28820. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  28821. this.type = 'BoxHelper';
  28822. this.matrixAutoUpdate = false;
  28823. this.update();
  28824. }
  28825. BoxHelper.prototype = Object.create( LineSegments.prototype );
  28826. BoxHelper.prototype.constructor = BoxHelper;
  28827. BoxHelper.prototype.update = function ( object ) {
  28828. if ( object !== undefined ) {
  28829. console.warn( 'THREE.BoxHelper: .update() has no longer arguments.' );
  28830. }
  28831. if ( this.object !== undefined ) {
  28832. _box$3.setFromObject( this.object );
  28833. }
  28834. if ( _box$3.isEmpty() ) { return; }
  28835. var min = _box$3.min;
  28836. var max = _box$3.max;
  28837. /*
  28838. 5____4
  28839. 1/___0/|
  28840. | 6__|_7
  28841. 2/___3/
  28842. 0: max.x, max.y, max.z
  28843. 1: min.x, max.y, max.z
  28844. 2: min.x, min.y, max.z
  28845. 3: max.x, min.y, max.z
  28846. 4: max.x, max.y, min.z
  28847. 5: min.x, max.y, min.z
  28848. 6: min.x, min.y, min.z
  28849. 7: max.x, min.y, min.z
  28850. */
  28851. var position = this.geometry.attributes.position;
  28852. var array = position.array;
  28853. array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z;
  28854. array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z;
  28855. array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z;
  28856. array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;
  28857. array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;
  28858. array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;
  28859. array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;
  28860. array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;
  28861. position.needsUpdate = true;
  28862. this.geometry.computeBoundingSphere();
  28863. };
  28864. BoxHelper.prototype.setFromObject = function ( object ) {
  28865. this.object = object;
  28866. this.update();
  28867. return this;
  28868. };
  28869. BoxHelper.prototype.copy = function ( source ) {
  28870. LineSegments.prototype.copy.call( this, source );
  28871. this.object = source.object;
  28872. return this;
  28873. };
  28874. BoxHelper.prototype.clone = function () {
  28875. return new this.constructor().copy( this );
  28876. };
  28877. /**
  28878. * @author WestLangley / http://github.com/WestLangley
  28879. */
  28880. function Box3Helper( box, color ) {
  28881. this.type = 'Box3Helper';
  28882. this.box = box;
  28883. if ( color === undefined ) { color = 0xffff00; }
  28884. 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 ] );
  28885. 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 ];
  28886. var geometry = new BufferGeometry();
  28887. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  28888. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  28889. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  28890. this.type = 'Box3Helper';
  28891. this.geometry.computeBoundingSphere();
  28892. }
  28893. Box3Helper.prototype = Object.create( LineSegments.prototype );
  28894. Box3Helper.prototype.constructor = Box3Helper;
  28895. Box3Helper.prototype.updateMatrixWorld = function ( force ) {
  28896. var box = this.box;
  28897. if ( box.isEmpty() ) { return; }
  28898. box.getCenter( this.position );
  28899. box.getSize( this.scale );
  28900. this.scale.multiplyScalar( 0.5 );
  28901. Object3D.prototype.updateMatrixWorld.call( this, force );
  28902. };
  28903. /**
  28904. * @author WestLangley / http://github.com/WestLangley
  28905. */
  28906. function PlaneHelper( plane, size, hex ) {
  28907. this.plane = plane;
  28908. this.size = ( size === undefined ) ? 1 : size;
  28909. var color = ( hex !== undefined ) ? hex : 0xffff00;
  28910. 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 ];
  28911. var geometry = new BufferGeometry();
  28912. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  28913. geometry.computeBoundingSphere();
  28914. Line.call( this, geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  28915. this.type = 'PlaneHelper';
  28916. //
  28917. var positions2 = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, - 1, 1, 1, - 1, 1 ];
  28918. var geometry2 = new BufferGeometry();
  28919. geometry2.setAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
  28920. geometry2.computeBoundingSphere();
  28921. this.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false, toneMapped: false } ) ) );
  28922. }
  28923. PlaneHelper.prototype = Object.create( Line.prototype );
  28924. PlaneHelper.prototype.constructor = PlaneHelper;
  28925. PlaneHelper.prototype.updateMatrixWorld = function ( force ) {
  28926. var scale = - this.plane.constant;
  28927. if ( Math.abs( scale ) < 1e-8 ) { scale = 1e-8; } // sign does not matter
  28928. this.scale.set( 0.5 * this.size, 0.5 * this.size, scale );
  28929. this.children[ 0 ].material.side = ( scale < 0 ) ? BackSide : FrontSide; // renderer flips side when determinant < 0; flipping not wanted here
  28930. this.lookAt( this.plane.normal );
  28931. Object3D.prototype.updateMatrixWorld.call( this, force );
  28932. };
  28933. /**
  28934. * @author WestLangley / http://github.com/WestLangley
  28935. * @author zz85 / http://github.com/zz85
  28936. * @author bhouston / http://clara.io
  28937. *
  28938. * Creates an arrow for visualizing directions
  28939. *
  28940. * Parameters:
  28941. * dir - Vector3
  28942. * origin - Vector3
  28943. * length - Number
  28944. * color - color in hex value
  28945. * headLength - Number
  28946. * headWidth - Number
  28947. */
  28948. var _axis = new Vector3();
  28949. var _lineGeometry, _coneGeometry;
  28950. function ArrowHelper( dir, origin, length, color, headLength, headWidth ) {
  28951. // dir is assumed to be normalized
  28952. Object3D.call( this );
  28953. this.type = 'ArrowHelper';
  28954. if ( dir === undefined ) { dir = new Vector3( 0, 0, 1 ); }
  28955. if ( origin === undefined ) { origin = new Vector3( 0, 0, 0 ); }
  28956. if ( length === undefined ) { length = 1; }
  28957. if ( color === undefined ) { color = 0xffff00; }
  28958. if ( headLength === undefined ) { headLength = 0.2 * length; }
  28959. if ( headWidth === undefined ) { headWidth = 0.2 * headLength; }
  28960. if ( _lineGeometry === undefined ) {
  28961. _lineGeometry = new BufferGeometry();
  28962. _lineGeometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );
  28963. _coneGeometry = new CylinderBufferGeometry( 0, 0.5, 1, 5, 1 );
  28964. _coneGeometry.translate( 0, - 0.5, 0 );
  28965. }
  28966. this.position.copy( origin );
  28967. this.line = new Line( _lineGeometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  28968. this.line.matrixAutoUpdate = false;
  28969. this.add( this.line );
  28970. this.cone = new Mesh( _coneGeometry, new MeshBasicMaterial( { color: color, toneMapped: false } ) );
  28971. this.cone.matrixAutoUpdate = false;
  28972. this.add( this.cone );
  28973. this.setDirection( dir );
  28974. this.setLength( length, headLength, headWidth );
  28975. }
  28976. ArrowHelper.prototype = Object.create( Object3D.prototype );
  28977. ArrowHelper.prototype.constructor = ArrowHelper;
  28978. ArrowHelper.prototype.setDirection = function ( dir ) {
  28979. // dir is assumed to be normalized
  28980. if ( dir.y > 0.99999 ) {
  28981. this.quaternion.set( 0, 0, 0, 1 );
  28982. } else if ( dir.y < - 0.99999 ) {
  28983. this.quaternion.set( 1, 0, 0, 0 );
  28984. } else {
  28985. _axis.set( dir.z, 0, - dir.x ).normalize();
  28986. var radians = Math.acos( dir.y );
  28987. this.quaternion.setFromAxisAngle( _axis, radians );
  28988. }
  28989. };
  28990. ArrowHelper.prototype.setLength = function ( length, headLength, headWidth ) {
  28991. if ( headLength === undefined ) { headLength = 0.2 * length; }
  28992. if ( headWidth === undefined ) { headWidth = 0.2 * headLength; }
  28993. this.line.scale.set( 1, Math.max( 0.0001, length - headLength ), 1 ); // see #17458
  28994. this.line.updateMatrix();
  28995. this.cone.scale.set( headWidth, headLength, headWidth );
  28996. this.cone.position.y = length;
  28997. this.cone.updateMatrix();
  28998. };
  28999. ArrowHelper.prototype.setColor = function ( color ) {
  29000. this.line.material.color.set( color );
  29001. this.cone.material.color.set( color );
  29002. };
  29003. ArrowHelper.prototype.copy = function ( source ) {
  29004. Object3D.prototype.copy.call( this, source, false );
  29005. this.line.copy( source.line );
  29006. this.cone.copy( source.cone );
  29007. return this;
  29008. };
  29009. ArrowHelper.prototype.clone = function () {
  29010. return new this.constructor().copy( this );
  29011. };
  29012. /**
  29013. * @author sroucheray / http://sroucheray.org/
  29014. * @author mrdoob / http://mrdoob.com/
  29015. */
  29016. function AxesHelper( size ) {
  29017. size = size || 1;
  29018. var vertices = [
  29019. 0, 0, 0, size, 0, 0,
  29020. 0, 0, 0, 0, size, 0,
  29021. 0, 0, 0, 0, 0, size
  29022. ];
  29023. var colors = [
  29024. 1, 0, 0, 1, 0.6, 0,
  29025. 0, 1, 0, 0.6, 1, 0,
  29026. 0, 0, 1, 0, 0.6, 1
  29027. ];
  29028. var geometry = new BufferGeometry();
  29029. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  29030. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  29031. var material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  29032. LineSegments.call( this, geometry, material );
  29033. this.type = 'AxesHelper';
  29034. }
  29035. AxesHelper.prototype = Object.create( LineSegments.prototype );
  29036. AxesHelper.prototype.constructor = AxesHelper;
  29037. /**
  29038. * @author Emmett Lalish / elalish
  29039. *
  29040. * This class generates a Prefiltered, Mipmapped Radiance Environment Map
  29041. * (PMREM) from a cubeMap environment texture. This allows different levels of
  29042. * blur to be quickly accessed based on material roughness. It is packed into a
  29043. * special CubeUV format that allows us to perform custom interpolation so that
  29044. * we can support nonlinear formats such as RGBE. Unlike a traditional mipmap
  29045. * chain, it only goes down to the LOD_MIN level (above), and then creates extra
  29046. * even more filtered 'mips' at the same LOD_MIN resolution, associated with
  29047. * higher roughness levels. In this way we maintain resolution to smoothly
  29048. * interpolate diffuse lighting while limiting sampling computation.
  29049. */
  29050. var LOD_MIN = 4;
  29051. var LOD_MAX = 8;
  29052. var SIZE_MAX = Math.pow( 2, LOD_MAX );
  29053. // The standard deviations (radians) associated with the extra mips. These are
  29054. // chosen to approximate a Trowbridge-Reitz distribution function times the
  29055. // geometric shadowing function. These sigma values squared must match the
  29056. // variance #defines in cube_uv_reflection_fragment.glsl.js.
  29057. var EXTRA_LOD_SIGMA = [ 0.125, 0.215, 0.35, 0.446, 0.526, 0.582 ];
  29058. var TOTAL_LODS = LOD_MAX - LOD_MIN + 1 + EXTRA_LOD_SIGMA.length;
  29059. // The maximum length of the blur for loop. Smaller sigmas will use fewer
  29060. // samples and exit early, but not recompile the shader.
  29061. var MAX_SAMPLES = 20;
  29062. var ENCODINGS = {};
  29063. ENCODINGS[ LinearEncoding ] = 0;
  29064. ENCODINGS[ sRGBEncoding ] = 1;
  29065. ENCODINGS[ RGBEEncoding ] = 2;
  29066. ENCODINGS[ RGBM7Encoding ] = 3;
  29067. ENCODINGS[ RGBM16Encoding ] = 4;
  29068. ENCODINGS[ RGBDEncoding ] = 5;
  29069. ENCODINGS[ GammaEncoding ] = 6;
  29070. var _flatCamera = new OrthographicCamera();
  29071. var ref = _createPlanes();
  29072. var _lodPlanes = ref._lodPlanes;
  29073. var _sizeLods = ref._sizeLods;
  29074. var _sigmas = ref._sigmas;
  29075. var _oldTarget = null;
  29076. // Golden Ratio
  29077. var PHI = ( 1 + Math.sqrt( 5 ) ) / 2;
  29078. var INV_PHI = 1 / PHI;
  29079. // Vertices of a dodecahedron (except the opposites, which represent the
  29080. // same axis), used as axis directions evenly spread on a sphere.
  29081. var _axisDirections = [
  29082. new Vector3( 1, 1, 1 ),
  29083. new Vector3( - 1, 1, 1 ),
  29084. new Vector3( 1, 1, - 1 ),
  29085. new Vector3( - 1, 1, - 1 ),
  29086. new Vector3( 0, PHI, INV_PHI ),
  29087. new Vector3( 0, PHI, - INV_PHI ),
  29088. new Vector3( INV_PHI, 0, PHI ),
  29089. new Vector3( - INV_PHI, 0, PHI ),
  29090. new Vector3( PHI, INV_PHI, 0 ),
  29091. new Vector3( - PHI, INV_PHI, 0 ) ];
  29092. function PMREMGenerator( renderer ) {
  29093. this._renderer = renderer;
  29094. this._pingPongRenderTarget = null;
  29095. this._blurMaterial = _getBlurShader( MAX_SAMPLES );
  29096. this._equirectShader = null;
  29097. this._cubemapShader = null;
  29098. this._compileMaterial( this._blurMaterial );
  29099. }
  29100. PMREMGenerator.prototype = {
  29101. constructor: PMREMGenerator,
  29102. /**
  29103. * Generates a PMREM from a supplied Scene, which can be faster than using an
  29104. * image if networking bandwidth is low. Optional sigma specifies a blur radius
  29105. * in radians to be applied to the scene before PMREM generation. Optional near
  29106. * and far planes ensure the scene is rendered in its entirety (the cubeCamera
  29107. * is placed at the origin).
  29108. */
  29109. fromScene: function ( scene, sigma, near, far ) {
  29110. if ( sigma === void 0 ) sigma = 0;
  29111. if ( near === void 0 ) near = 0.1;
  29112. if ( far === void 0 ) far = 100;
  29113. _oldTarget = this._renderer.getRenderTarget();
  29114. var cubeUVRenderTarget = this._allocateTargets();
  29115. this._sceneToCubeUV( scene, near, far, cubeUVRenderTarget );
  29116. if ( sigma > 0 ) {
  29117. this._blur( cubeUVRenderTarget, 0, 0, sigma );
  29118. }
  29119. this._applyPMREM( cubeUVRenderTarget );
  29120. this._cleanup( cubeUVRenderTarget );
  29121. return cubeUVRenderTarget;
  29122. },
  29123. /**
  29124. * Generates a PMREM from an equirectangular texture, which can be either LDR
  29125. * (RGBFormat) or HDR (RGBEFormat). The ideal input image size is 1k (1024 x 512),
  29126. * as this matches best with the 256 x 256 cubemap output.
  29127. */
  29128. fromEquirectangular: function ( equirectangular ) {
  29129. return this._fromTexture( equirectangular );
  29130. },
  29131. /**
  29132. * Generates a PMREM from an cubemap texture, which can be either LDR
  29133. * (RGBFormat) or HDR (RGBEFormat). The ideal input cube size is 256 x 256,
  29134. * as this matches best with the 256 x 256 cubemap output.
  29135. */
  29136. fromCubemap: function ( cubemap ) {
  29137. return this._fromTexture( cubemap );
  29138. },
  29139. /**
  29140. * Pre-compiles the cubemap shader. You can get faster start-up by invoking this method during
  29141. * your texture's network fetch for increased concurrency.
  29142. */
  29143. compileCubemapShader: function () {
  29144. if ( this._cubemapShader === null ) {
  29145. this._cubemapShader = _getCubemapShader();
  29146. this._compileMaterial( this._cubemapShader );
  29147. }
  29148. },
  29149. /**
  29150. * Pre-compiles the equirectangular shader. You can get faster start-up by invoking this method during
  29151. * your texture's network fetch for increased concurrency.
  29152. */
  29153. compileEquirectangularShader: function () {
  29154. if ( this._equirectShader === null ) {
  29155. this._equirectShader = _getEquirectShader();
  29156. this._compileMaterial( this._equirectShader );
  29157. }
  29158. },
  29159. /**
  29160. * Disposes of the PMREMGenerator's internal memory. Note that PMREMGenerator is a static class,
  29161. * so you should not need more than one PMREMGenerator object. If you do, calling dispose() on
  29162. * one of them will cause any others to also become unusable.
  29163. */
  29164. dispose: function () {
  29165. this._blurMaterial.dispose();
  29166. if ( this._cubemapShader !== null ) { this._cubemapShader.dispose(); }
  29167. if ( this._equirectShader !== null ) { this._equirectShader.dispose(); }
  29168. for ( var i = 0; i < _lodPlanes.length; i ++ ) {
  29169. _lodPlanes[ i ].dispose();
  29170. }
  29171. },
  29172. // private interface
  29173. _cleanup: function ( outputTarget ) {
  29174. this._pingPongRenderTarget.dispose();
  29175. this._renderer.setRenderTarget( _oldTarget );
  29176. outputTarget.scissorTest = false;
  29177. _setViewport( outputTarget, 0, 0, outputTarget.width, outputTarget.height );
  29178. },
  29179. _fromTexture: function ( texture ) {
  29180. _oldTarget = this._renderer.getRenderTarget();
  29181. var cubeUVRenderTarget = this._allocateTargets( texture );
  29182. this._textureToCubeUV( texture, cubeUVRenderTarget );
  29183. this._applyPMREM( cubeUVRenderTarget );
  29184. this._cleanup( cubeUVRenderTarget );
  29185. return cubeUVRenderTarget;
  29186. },
  29187. _allocateTargets: function ( texture ) { // warning: null texture is valid
  29188. var params = {
  29189. magFilter: NearestFilter,
  29190. minFilter: NearestFilter,
  29191. generateMipmaps: false,
  29192. type: UnsignedByteType,
  29193. format: RGBEFormat,
  29194. encoding: _isLDR( texture ) ? texture.encoding : RGBEEncoding,
  29195. depthBuffer: false,
  29196. stencilBuffer: false
  29197. };
  29198. var cubeUVRenderTarget = _createRenderTarget( params );
  29199. cubeUVRenderTarget.depthBuffer = texture ? false : true;
  29200. this._pingPongRenderTarget = _createRenderTarget( params );
  29201. return cubeUVRenderTarget;
  29202. },
  29203. _compileMaterial: function ( material ) {
  29204. var tmpMesh = new Mesh( _lodPlanes[ 0 ], material );
  29205. this._renderer.compile( tmpMesh, _flatCamera );
  29206. },
  29207. _sceneToCubeUV: function ( scene, near, far, cubeUVRenderTarget ) {
  29208. var fov = 90;
  29209. var aspect = 1;
  29210. var cubeCamera = new PerspectiveCamera( fov, aspect, near, far );
  29211. var upSign = [ 1, - 1, 1, 1, 1, 1 ];
  29212. var forwardSign = [ 1, 1, 1, - 1, - 1, - 1 ];
  29213. var renderer = this._renderer;
  29214. var outputEncoding = renderer.outputEncoding;
  29215. var toneMapping = renderer.toneMapping;
  29216. var clearColor = renderer.getClearColor();
  29217. var clearAlpha = renderer.getClearAlpha();
  29218. renderer.toneMapping = NoToneMapping;
  29219. renderer.outputEncoding = LinearEncoding;
  29220. var background = scene.background;
  29221. if ( background && background.isColor ) {
  29222. background.convertSRGBToLinear();
  29223. // Convert linear to RGBE
  29224. var maxComponent = Math.max( background.r, background.g, background.b );
  29225. var fExp = Math.min( Math.max( Math.ceil( Math.log2( maxComponent ) ), - 128.0 ), 127.0 );
  29226. background = background.multiplyScalar( Math.pow( 2.0, - fExp ) );
  29227. var alpha = ( fExp + 128.0 ) / 255.0;
  29228. renderer.setClearColor( background, alpha );
  29229. scene.background = null;
  29230. }
  29231. for ( var i = 0; i < 6; i ++ ) {
  29232. var col = i % 3;
  29233. if ( col == 0 ) {
  29234. cubeCamera.up.set( 0, upSign[ i ], 0 );
  29235. cubeCamera.lookAt( forwardSign[ i ], 0, 0 );
  29236. } else if ( col == 1 ) {
  29237. cubeCamera.up.set( 0, 0, upSign[ i ] );
  29238. cubeCamera.lookAt( 0, forwardSign[ i ], 0 );
  29239. } else {
  29240. cubeCamera.up.set( 0, upSign[ i ], 0 );
  29241. cubeCamera.lookAt( 0, 0, forwardSign[ i ] );
  29242. }
  29243. _setViewport( cubeUVRenderTarget,
  29244. col * SIZE_MAX, i > 2 ? SIZE_MAX : 0, SIZE_MAX, SIZE_MAX );
  29245. renderer.setRenderTarget( cubeUVRenderTarget );
  29246. renderer.render( scene, cubeCamera );
  29247. }
  29248. renderer.toneMapping = toneMapping;
  29249. renderer.outputEncoding = outputEncoding;
  29250. renderer.setClearColor( clearColor, clearAlpha );
  29251. },
  29252. _textureToCubeUV: function ( texture, cubeUVRenderTarget ) {
  29253. var renderer = this._renderer;
  29254. if ( texture.isCubeTexture ) {
  29255. if ( this._cubemapShader == null ) {
  29256. this._cubemapShader = _getCubemapShader();
  29257. }
  29258. } else {
  29259. if ( this._equirectShader == null ) {
  29260. this._equirectShader = _getEquirectShader();
  29261. }
  29262. }
  29263. var material = texture.isCubeTexture ? this._cubemapShader : this._equirectShader;
  29264. var mesh = new Mesh( _lodPlanes[ 0 ], material );
  29265. var uniforms = material.uniforms;
  29266. uniforms[ 'envMap' ].value = texture;
  29267. if ( ! texture.isCubeTexture ) {
  29268. uniforms[ 'texelSize' ].value.set( 1.0 / texture.image.width, 1.0 / texture.image.height );
  29269. }
  29270. uniforms[ 'inputEncoding' ].value = ENCODINGS[ texture.encoding ];
  29271. uniforms[ 'outputEncoding' ].value = ENCODINGS[ cubeUVRenderTarget.texture.encoding ];
  29272. _setViewport( cubeUVRenderTarget, 0, 0, 3 * SIZE_MAX, 2 * SIZE_MAX );
  29273. renderer.setRenderTarget( cubeUVRenderTarget );
  29274. renderer.render( mesh, _flatCamera );
  29275. },
  29276. _applyPMREM: function ( cubeUVRenderTarget ) {
  29277. var renderer = this._renderer;
  29278. var autoClear = renderer.autoClear;
  29279. renderer.autoClear = false;
  29280. for ( var i = 1; i < TOTAL_LODS; i ++ ) {
  29281. var sigma = Math.sqrt( _sigmas[ i ] * _sigmas[ i ] - _sigmas[ i - 1 ] * _sigmas[ i - 1 ] );
  29282. var poleAxis = _axisDirections[ ( i - 1 ) % _axisDirections.length ];
  29283. this._blur( cubeUVRenderTarget, i - 1, i, sigma, poleAxis );
  29284. }
  29285. renderer.autoClear = autoClear;
  29286. },
  29287. /**
  29288. * This is a two-pass Gaussian blur for a cubemap. Normally this is done
  29289. * vertically and horizontally, but this breaks down on a cube. Here we apply
  29290. * the blur latitudinally (around the poles), and then longitudinally (towards
  29291. * the poles) to approximate the orthogonally-separable blur. It is least
  29292. * accurate at the poles, but still does a decent job.
  29293. */
  29294. _blur: function ( cubeUVRenderTarget, lodIn, lodOut, sigma, poleAxis ) {
  29295. var pingPongRenderTarget = this._pingPongRenderTarget;
  29296. this._halfBlur(
  29297. cubeUVRenderTarget,
  29298. pingPongRenderTarget,
  29299. lodIn,
  29300. lodOut,
  29301. sigma,
  29302. 'latitudinal',
  29303. poleAxis );
  29304. this._halfBlur(
  29305. pingPongRenderTarget,
  29306. cubeUVRenderTarget,
  29307. lodOut,
  29308. lodOut,
  29309. sigma,
  29310. 'longitudinal',
  29311. poleAxis );
  29312. },
  29313. _halfBlur: function ( targetIn, targetOut, lodIn, lodOut, sigmaRadians, direction, poleAxis ) {
  29314. var renderer = this._renderer;
  29315. var blurMaterial = this._blurMaterial;
  29316. if ( direction !== 'latitudinal' && direction !== 'longitudinal' ) {
  29317. console.error(
  29318. 'blur direction must be either latitudinal or longitudinal!' );
  29319. }
  29320. // Number of standard deviations at which to cut off the discrete approximation.
  29321. var STANDARD_DEVIATIONS = 3;
  29322. var blurMesh = new Mesh( _lodPlanes[ lodOut ], blurMaterial );
  29323. var blurUniforms = blurMaterial.uniforms;
  29324. var pixels = _sizeLods[ lodIn ] - 1;
  29325. var radiansPerPixel = isFinite( sigmaRadians ) ? Math.PI / ( 2 * pixels ) : 2 * Math.PI / ( 2 * MAX_SAMPLES - 1 );
  29326. var sigmaPixels = sigmaRadians / radiansPerPixel;
  29327. var samples = isFinite( sigmaRadians ) ? 1 + Math.floor( STANDARD_DEVIATIONS * sigmaPixels ) : MAX_SAMPLES;
  29328. if ( samples > MAX_SAMPLES ) {
  29329. console.warn( ("sigmaRadians, " + sigmaRadians + ", is too large and will clip, as it requested " + samples + " samples when the maximum is set to " + MAX_SAMPLES) );
  29330. }
  29331. var weights = [];
  29332. var sum = 0;
  29333. for ( var i = 0; i < MAX_SAMPLES; ++ i ) {
  29334. var x$1 = i / sigmaPixels;
  29335. var weight = Math.exp( - x$1 * x$1 / 2 );
  29336. weights.push( weight );
  29337. if ( i == 0 ) {
  29338. sum += weight;
  29339. } else if ( i < samples ) {
  29340. sum += 2 * weight;
  29341. }
  29342. }
  29343. for ( var i$1 = 0; i$1 < weights.length; i$1 ++ ) {
  29344. weights[ i$1 ] = weights[ i$1 ] / sum;
  29345. }
  29346. blurUniforms[ 'envMap' ].value = targetIn.texture;
  29347. blurUniforms[ 'samples' ].value = samples;
  29348. blurUniforms[ 'weights' ].value = weights;
  29349. blurUniforms[ 'latitudinal' ].value = direction === 'latitudinal';
  29350. if ( poleAxis ) {
  29351. blurUniforms[ 'poleAxis' ].value = poleAxis;
  29352. }
  29353. blurUniforms[ 'dTheta' ].value = radiansPerPixel;
  29354. blurUniforms[ 'mipInt' ].value = LOD_MAX - lodIn;
  29355. blurUniforms[ 'inputEncoding' ].value = ENCODINGS[ targetIn.texture.encoding ];
  29356. blurUniforms[ 'outputEncoding' ].value = ENCODINGS[ targetIn.texture.encoding ];
  29357. var outputSize = _sizeLods[ lodOut ];
  29358. var x = 3 * Math.max( 0, SIZE_MAX - 2 * outputSize );
  29359. var y = ( lodOut === 0 ? 0 : 2 * SIZE_MAX ) + 2 * outputSize * ( lodOut > LOD_MAX - LOD_MIN ? lodOut - LOD_MAX + LOD_MIN : 0 );
  29360. _setViewport( targetOut, x, y, 3 * outputSize, 2 * outputSize );
  29361. renderer.setRenderTarget( targetOut );
  29362. renderer.render( blurMesh, _flatCamera );
  29363. }
  29364. };
  29365. function _isLDR( texture ) {
  29366. if ( texture === undefined || texture.type !== UnsignedByteType ) { return false; }
  29367. return texture.encoding === LinearEncoding || texture.encoding === sRGBEncoding || texture.encoding === GammaEncoding;
  29368. }
  29369. function _createPlanes() {
  29370. var _lodPlanes = [];
  29371. var _sizeLods = [];
  29372. var _sigmas = [];
  29373. var lod = LOD_MAX;
  29374. for ( var i = 0; i < TOTAL_LODS; i ++ ) {
  29375. var sizeLod = Math.pow( 2, lod );
  29376. _sizeLods.push( sizeLod );
  29377. var sigma = 1.0 / sizeLod;
  29378. if ( i > LOD_MAX - LOD_MIN ) {
  29379. sigma = EXTRA_LOD_SIGMA[ i - LOD_MAX + LOD_MIN - 1 ];
  29380. } else if ( i == 0 ) {
  29381. sigma = 0;
  29382. }
  29383. _sigmas.push( sigma );
  29384. var texelSize = 1.0 / ( sizeLod - 1 );
  29385. var min = - texelSize / 2;
  29386. var max = 1 + texelSize / 2;
  29387. var uv1 = [ min, min, max, min, max, max, min, min, max, max, min, max ];
  29388. var cubeFaces = 6;
  29389. var vertices = 6;
  29390. var positionSize = 3;
  29391. var uvSize = 2;
  29392. var faceIndexSize = 1;
  29393. var position = new Float32Array( positionSize * vertices * cubeFaces );
  29394. var uv = new Float32Array( uvSize * vertices * cubeFaces );
  29395. var faceIndex = new Float32Array( faceIndexSize * vertices * cubeFaces );
  29396. for ( var face = 0; face < cubeFaces; face ++ ) {
  29397. var x = ( face % 3 ) * 2 / 3 - 1;
  29398. var y = face > 2 ? 0 : - 1;
  29399. var coordinates = [
  29400. x, y, 0,
  29401. x + 2 / 3, y, 0,
  29402. x + 2 / 3, y + 1, 0,
  29403. x, y, 0,
  29404. x + 2 / 3, y + 1, 0,
  29405. x, y + 1, 0
  29406. ];
  29407. position.set( coordinates, positionSize * vertices * face );
  29408. uv.set( uv1, uvSize * vertices * face );
  29409. var fill = [ face, face, face, face, face, face ];
  29410. faceIndex.set( fill, faceIndexSize * vertices * face );
  29411. }
  29412. var planes = new BufferGeometry();
  29413. planes.setAttribute( 'position', new BufferAttribute( position, positionSize ) );
  29414. planes.setAttribute( 'uv', new BufferAttribute( uv, uvSize ) );
  29415. planes.setAttribute( 'faceIndex', new BufferAttribute( faceIndex, faceIndexSize ) );
  29416. _lodPlanes.push( planes );
  29417. if ( lod > LOD_MIN ) {
  29418. lod --;
  29419. }
  29420. }
  29421. return { _lodPlanes: _lodPlanes, _sizeLods: _sizeLods, _sigmas: _sigmas };
  29422. }
  29423. function _createRenderTarget( params ) {
  29424. var cubeUVRenderTarget = new WebGLRenderTarget( 3 * SIZE_MAX, 3 * SIZE_MAX, params );
  29425. cubeUVRenderTarget.texture.mapping = CubeUVReflectionMapping;
  29426. cubeUVRenderTarget.texture.name = 'PMREM.cubeUv';
  29427. cubeUVRenderTarget.scissorTest = true;
  29428. return cubeUVRenderTarget;
  29429. }
  29430. function _setViewport( target, x, y, width, height ) {
  29431. target.viewport.set( x, y, width, height );
  29432. target.scissor.set( x, y, width, height );
  29433. }
  29434. function _getBlurShader( maxSamples ) {
  29435. var weights = new Float32Array( maxSamples );
  29436. var poleAxis = new Vector3( 0, 1, 0 );
  29437. var shaderMaterial = new RawShaderMaterial( {
  29438. name: 'SphericalGaussianBlur',
  29439. defines: { 'n': maxSamples },
  29440. uniforms: {
  29441. 'envMap': { value: null },
  29442. 'samples': { value: 1 },
  29443. 'weights': { value: weights },
  29444. 'latitudinal': { value: false },
  29445. 'dTheta': { value: 0 },
  29446. 'mipInt': { value: 0 },
  29447. 'poleAxis': { value: poleAxis },
  29448. 'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },
  29449. 'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }
  29450. },
  29451. vertexShader: _getCommonVertexShader(),
  29452. fragmentShader: /* glsl */("\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform sampler2D envMap;\n\t\t\tuniform int samples;\n\t\t\tuniform float weights[ n ];\n\t\t\tuniform bool latitudinal;\n\t\t\tuniform float dTheta;\n\t\t\tuniform float mipInt;\n\t\t\tuniform vec3 poleAxis;\n\n\t\t\t" + (_getEncodings()) + "\n\n\t\t\t#define ENVMAP_TYPE_CUBE_UV\n\t\t\t#include <cube_uv_reflection_fragment>\n\n\t\t\tvec3 getSample( float theta, vec3 axis ) {\n\n\t\t\t\tfloat cosTheta = cos( theta );\n\t\t\t\t// Rodrigues' axis-angle rotation\n\t\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\n\t\t\t\treturn bilinearCubeUV( envMap, sampleDirection, mipInt );\n\n\t\t\t}\n\n\t\t\tvoid main() {\n\n\t\t\t\tvec3 axis = latitudinal ? poleAxis : cross( poleAxis, vOutputDirection );\n\n\t\t\t\tif ( all( equal( axis, vec3( 0.0 ) ) ) ) {\n\n\t\t\t\t\taxis = vec3( vOutputDirection.z, 0.0, - vOutputDirection.x );\n\n\t\t\t\t}\n\n\t\t\t\taxis = normalize( axis );\n\n\t\t\t\tgl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n\t\t\t\tgl_FragColor.rgb += weights[ 0 ] * getSample( 0.0, axis );\n\n\t\t\t\tfor ( int i = 1; i < n; i++ ) {\n\n\t\t\t\t\tif ( i >= samples ) {\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tfloat theta = dTheta * float( i );\n\t\t\t\t\tgl_FragColor.rgb += weights[ i ] * getSample( -1.0 * theta, axis );\n\t\t\t\t\tgl_FragColor.rgb += weights[ i ] * getSample( theta, axis );\n\n\t\t\t\t}\n\n\t\t\t\tgl_FragColor = linearToOutputTexel( gl_FragColor );\n\n\t\t\t}\n\t\t"),
  29453. blending: NoBlending,
  29454. depthTest: false,
  29455. depthWrite: false
  29456. } );
  29457. return shaderMaterial;
  29458. }
  29459. function _getEquirectShader() {
  29460. var texelSize = new Vector2( 1, 1 );
  29461. var shaderMaterial = new RawShaderMaterial( {
  29462. name: 'EquirectangularToCubeUV',
  29463. uniforms: {
  29464. 'envMap': { value: null },
  29465. 'texelSize': { value: texelSize },
  29466. 'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },
  29467. 'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }
  29468. },
  29469. vertexShader: _getCommonVertexShader(),
  29470. fragmentShader: /* glsl */("\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform sampler2D envMap;\n\t\t\tuniform vec2 texelSize;\n\n\t\t\t" + (_getEncodings()) + "\n\n\t\t\t#include <common>\n\n\t\t\tvoid main() {\n\n\t\t\t\tgl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n\n\t\t\t\tvec3 outputDirection = normalize( vOutputDirection );\n\t\t\t\tvec2 uv = equirectUv( outputDirection );\n\n\t\t\t\tvec2 f = fract( uv / texelSize - 0.5 );\n\t\t\t\tuv -= f * texelSize;\n\t\t\t\tvec3 tl = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;\n\t\t\t\tuv.x += texelSize.x;\n\t\t\t\tvec3 tr = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;\n\t\t\t\tuv.y += texelSize.y;\n\t\t\t\tvec3 br = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;\n\t\t\t\tuv.x -= texelSize.x;\n\t\t\t\tvec3 bl = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;\n\n\t\t\t\tvec3 tm = mix( tl, tr, f.x );\n\t\t\t\tvec3 bm = mix( bl, br, f.x );\n\t\t\t\tgl_FragColor.rgb = mix( tm, bm, f.y );\n\n\t\t\t\tgl_FragColor = linearToOutputTexel( gl_FragColor );\n\n\t\t\t}\n\t\t"),
  29471. blending: NoBlending,
  29472. depthTest: false,
  29473. depthWrite: false
  29474. } );
  29475. return shaderMaterial;
  29476. }
  29477. function _getCubemapShader() {
  29478. var shaderMaterial = new RawShaderMaterial( {
  29479. name: 'CubemapToCubeUV',
  29480. uniforms: {
  29481. 'envMap': { value: null },
  29482. 'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },
  29483. 'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }
  29484. },
  29485. vertexShader: _getCommonVertexShader(),
  29486. fragmentShader: /* glsl */("\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform samplerCube envMap;\n\n\t\t\t" + (_getEncodings()) + "\n\n\t\t\tvoid main() {\n\n\t\t\t\tgl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n\t\t\t\tgl_FragColor.rgb = envMapTexelToLinear( textureCube( envMap, vec3( - vOutputDirection.x, vOutputDirection.yz ) ) ).rgb;\n\t\t\t\tgl_FragColor = linearToOutputTexel( gl_FragColor );\n\n\t\t\t}\n\t\t"),
  29487. blending: NoBlending,
  29488. depthTest: false,
  29489. depthWrite: false
  29490. } );
  29491. return shaderMaterial;
  29492. }
  29493. function _getCommonVertexShader() {
  29494. return /* glsl */"\n\n\t\tprecision mediump float;\n\t\tprecision mediump int;\n\n\t\tattribute vec3 position;\n\t\tattribute vec2 uv;\n\t\tattribute float faceIndex;\n\n\t\tvarying vec3 vOutputDirection;\n\n\t\t// RH coordinate system; PMREM face-indexing convention\n\t\tvec3 getDirection( vec2 uv, float face ) {\n\n\t\t\tuv = 2.0 * uv - 1.0;\n\n\t\t\tvec3 direction = vec3( uv, 1.0 );\n\n\t\t\tif ( face == 0.0 ) {\n\n\t\t\t\tdirection = direction.zyx; // ( 1, v, u ) pos x\n\n\t\t\t} else if ( face == 1.0 ) {\n\n\t\t\t\tdirection = direction.xzy;\n\t\t\t\tdirection.xz *= -1.0; // ( -u, 1, -v ) pos y\n\n\t\t\t} else if ( face == 2.0 ) {\n\n\t\t\t\tdirection.x *= -1.0; // ( -u, v, 1 ) pos z\n\n\t\t\t} else if ( face == 3.0 ) {\n\n\t\t\t\tdirection = direction.zyx;\n\t\t\t\tdirection.xz *= -1.0; // ( -1, v, -u ) neg x\n\n\t\t\t} else if ( face == 4.0 ) {\n\n\t\t\t\tdirection = direction.xzy;\n\t\t\t\tdirection.xy *= -1.0; // ( -u, -1, v ) neg y\n\n\t\t\t} else if ( face == 5.0 ) {\n\n\t\t\t\tdirection.z *= -1.0; // ( u, v, -1 ) neg z\n\n\t\t\t}\n\n\t\t\treturn direction;\n\n\t\t}\n\n\t\tvoid main() {\n\n\t\t\tvOutputDirection = getDirection( uv, faceIndex );\n\t\t\tgl_Position = vec4( position, 1.0 );\n\n\t\t}\n\t";
  29495. }
  29496. function _getEncodings() {
  29497. return /* glsl */"\n\n\t\tuniform int inputEncoding;\n\t\tuniform int outputEncoding;\n\n\t\t#include <encodings_pars_fragment>\n\n\t\tvec4 inputTexelToLinear( vec4 value ) {\n\n\t\t\tif ( inputEncoding == 0 ) {\n\n\t\t\t\treturn value;\n\n\t\t\t} else if ( inputEncoding == 1 ) {\n\n\t\t\t\treturn sRGBToLinear( value );\n\n\t\t\t} else if ( inputEncoding == 2 ) {\n\n\t\t\t\treturn RGBEToLinear( value );\n\n\t\t\t} else if ( inputEncoding == 3 ) {\n\n\t\t\t\treturn RGBMToLinear( value, 7.0 );\n\n\t\t\t} else if ( inputEncoding == 4 ) {\n\n\t\t\t\treturn RGBMToLinear( value, 16.0 );\n\n\t\t\t} else if ( inputEncoding == 5 ) {\n\n\t\t\t\treturn RGBDToLinear( value, 256.0 );\n\n\t\t\t} else {\n\n\t\t\t\treturn GammaToLinear( value, 2.2 );\n\n\t\t\t}\n\n\t\t}\n\n\t\tvec4 linearToOutputTexel( vec4 value ) {\n\n\t\t\tif ( outputEncoding == 0 ) {\n\n\t\t\t\treturn value;\n\n\t\t\t} else if ( outputEncoding == 1 ) {\n\n\t\t\t\treturn LinearTosRGB( value );\n\n\t\t\t} else if ( outputEncoding == 2 ) {\n\n\t\t\t\treturn LinearToRGBE( value );\n\n\t\t\t} else if ( outputEncoding == 3 ) {\n\n\t\t\t\treturn LinearToRGBM( value, 7.0 );\n\n\t\t\t} else if ( outputEncoding == 4 ) {\n\n\t\t\t\treturn LinearToRGBM( value, 16.0 );\n\n\t\t\t} else if ( outputEncoding == 5 ) {\n\n\t\t\t\treturn LinearToRGBD( value, 256.0 );\n\n\t\t\t} else {\n\n\t\t\t\treturn LinearToGamma( value, 2.2 );\n\n\t\t\t}\n\n\t\t}\n\n\t\tvec4 envMapTexelToLinear( vec4 color ) {\n\n\t\t\treturn inputTexelToLinear( color );\n\n\t\t}\n\t";
  29498. }
  29499. /**
  29500. * @author mrdoob / http://mrdoob.com/
  29501. */
  29502. function Face4( a, b, c, d, normal, color, materialIndex ) {
  29503. console.warn( 'THREE.Face4 has been removed. A THREE.Face3 will be created instead.' );
  29504. return new Face3( a, b, c, normal, color, materialIndex );
  29505. }
  29506. var LineStrip = 0;
  29507. var LinePieces = 1;
  29508. var NoColors = 0;
  29509. var FaceColors = 1;
  29510. var VertexColors = 2;
  29511. function MeshFaceMaterial( materials ) {
  29512. console.warn( 'THREE.MeshFaceMaterial has been removed. Use an Array instead.' );
  29513. return materials;
  29514. }
  29515. function MultiMaterial( materials ) {
  29516. if ( materials === undefined ) { materials = []; }
  29517. console.warn( 'THREE.MultiMaterial has been removed. Use an Array instead.' );
  29518. materials.isMultiMaterial = true;
  29519. materials.materials = materials;
  29520. materials.clone = function () {
  29521. return materials.slice();
  29522. };
  29523. return materials;
  29524. }
  29525. function PointCloud( geometry, material ) {
  29526. console.warn( 'THREE.PointCloud has been renamed to THREE.Points.' );
  29527. return new Points( geometry, material );
  29528. }
  29529. function Particle( material ) {
  29530. console.warn( 'THREE.Particle has been renamed to THREE.Sprite.' );
  29531. return new Sprite( material );
  29532. }
  29533. function ParticleSystem( geometry, material ) {
  29534. console.warn( 'THREE.ParticleSystem has been renamed to THREE.Points.' );
  29535. return new Points( geometry, material );
  29536. }
  29537. function PointCloudMaterial( parameters ) {
  29538. console.warn( 'THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.' );
  29539. return new PointsMaterial( parameters );
  29540. }
  29541. function ParticleBasicMaterial( parameters ) {
  29542. console.warn( 'THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.' );
  29543. return new PointsMaterial( parameters );
  29544. }
  29545. function ParticleSystemMaterial( parameters ) {
  29546. console.warn( 'THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.' );
  29547. return new PointsMaterial( parameters );
  29548. }
  29549. function Vertex( x, y, z ) {
  29550. console.warn( 'THREE.Vertex has been removed. Use THREE.Vector3 instead.' );
  29551. return new Vector3( x, y, z );
  29552. }
  29553. //
  29554. function DynamicBufferAttribute( array, itemSize ) {
  29555. console.warn( 'THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setUsage( THREE.DynamicDrawUsage ) instead.' );
  29556. return new BufferAttribute( array, itemSize ).setUsage( DynamicDrawUsage );
  29557. }
  29558. function Int8Attribute( array, itemSize ) {
  29559. console.warn( 'THREE.Int8Attribute has been removed. Use new THREE.Int8BufferAttribute() instead.' );
  29560. return new Int8BufferAttribute( array, itemSize );
  29561. }
  29562. function Uint8Attribute( array, itemSize ) {
  29563. console.warn( 'THREE.Uint8Attribute has been removed. Use new THREE.Uint8BufferAttribute() instead.' );
  29564. return new Uint8BufferAttribute( array, itemSize );
  29565. }
  29566. function Uint8ClampedAttribute( array, itemSize ) {
  29567. console.warn( 'THREE.Uint8ClampedAttribute has been removed. Use new THREE.Uint8ClampedBufferAttribute() instead.' );
  29568. return new Uint8ClampedBufferAttribute( array, itemSize );
  29569. }
  29570. function Int16Attribute( array, itemSize ) {
  29571. console.warn( 'THREE.Int16Attribute has been removed. Use new THREE.Int16BufferAttribute() instead.' );
  29572. return new Int16BufferAttribute( array, itemSize );
  29573. }
  29574. function Uint16Attribute( array, itemSize ) {
  29575. console.warn( 'THREE.Uint16Attribute has been removed. Use new THREE.Uint16BufferAttribute() instead.' );
  29576. return new Uint16BufferAttribute( array, itemSize );
  29577. }
  29578. function Int32Attribute( array, itemSize ) {
  29579. console.warn( 'THREE.Int32Attribute has been removed. Use new THREE.Int32BufferAttribute() instead.' );
  29580. return new Int32BufferAttribute( array, itemSize );
  29581. }
  29582. function Uint32Attribute( array, itemSize ) {
  29583. console.warn( 'THREE.Uint32Attribute has been removed. Use new THREE.Uint32BufferAttribute() instead.' );
  29584. return new Uint32BufferAttribute( array, itemSize );
  29585. }
  29586. function Float32Attribute( array, itemSize ) {
  29587. console.warn( 'THREE.Float32Attribute has been removed. Use new THREE.Float32BufferAttribute() instead.' );
  29588. return new Float32BufferAttribute( array, itemSize );
  29589. }
  29590. function Float64Attribute( array, itemSize ) {
  29591. console.warn( 'THREE.Float64Attribute has been removed. Use new THREE.Float64BufferAttribute() instead.' );
  29592. return new Float64BufferAttribute( array, itemSize );
  29593. }
  29594. //
  29595. Curve.create = function ( construct, getPoint ) {
  29596. console.log( 'THREE.Curve.create() has been deprecated' );
  29597. construct.prototype = Object.create( Curve.prototype );
  29598. construct.prototype.constructor = construct;
  29599. construct.prototype.getPoint = getPoint;
  29600. return construct;
  29601. };
  29602. //
  29603. Object.assign( CurvePath.prototype, {
  29604. createPointsGeometry: function ( divisions ) {
  29605. console.warn( 'THREE.CurvePath: .createPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  29606. // generate geometry from path points (for Line or Points objects)
  29607. var pts = this.getPoints( divisions );
  29608. return this.createGeometry( pts );
  29609. },
  29610. createSpacedPointsGeometry: function ( divisions ) {
  29611. console.warn( 'THREE.CurvePath: .createSpacedPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  29612. // generate geometry from equidistant sampling along the path
  29613. var pts = this.getSpacedPoints( divisions );
  29614. return this.createGeometry( pts );
  29615. },
  29616. createGeometry: function ( points ) {
  29617. console.warn( 'THREE.CurvePath: .createGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  29618. var geometry = new Geometry();
  29619. for ( var i = 0, l = points.length; i < l; i ++ ) {
  29620. var point = points[ i ];
  29621. geometry.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );
  29622. }
  29623. return geometry;
  29624. }
  29625. } );
  29626. //
  29627. Object.assign( Path.prototype, {
  29628. fromPoints: function ( points ) {
  29629. console.warn( 'THREE.Path: .fromPoints() has been renamed to .setFromPoints().' );
  29630. return this.setFromPoints( points );
  29631. }
  29632. } );
  29633. //
  29634. function ClosedSplineCurve3( points ) {
  29635. console.warn( 'THREE.ClosedSplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
  29636. CatmullRomCurve3.call( this, points );
  29637. this.type = 'catmullrom';
  29638. this.closed = true;
  29639. }
  29640. ClosedSplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
  29641. //
  29642. function SplineCurve3( points ) {
  29643. console.warn( 'THREE.SplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
  29644. CatmullRomCurve3.call( this, points );
  29645. this.type = 'catmullrom';
  29646. }
  29647. SplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
  29648. //
  29649. function Spline( points ) {
  29650. console.warn( 'THREE.Spline has been removed. Use THREE.CatmullRomCurve3 instead.' );
  29651. CatmullRomCurve3.call( this, points );
  29652. this.type = 'catmullrom';
  29653. }
  29654. Spline.prototype = Object.create( CatmullRomCurve3.prototype );
  29655. Object.assign( Spline.prototype, {
  29656. initFromArray: function ( /* a */ ) {
  29657. console.error( 'THREE.Spline: .initFromArray() has been removed.' );
  29658. },
  29659. getControlPointsArray: function ( /* optionalTarget */ ) {
  29660. console.error( 'THREE.Spline: .getControlPointsArray() has been removed.' );
  29661. },
  29662. reparametrizeByArcLength: function ( /* samplingCoef */ ) {
  29663. console.error( 'THREE.Spline: .reparametrizeByArcLength() has been removed.' );
  29664. }
  29665. } );
  29666. //
  29667. function AxisHelper( size ) {
  29668. console.warn( 'THREE.AxisHelper has been renamed to THREE.AxesHelper.' );
  29669. return new AxesHelper( size );
  29670. }
  29671. function BoundingBoxHelper( object, color ) {
  29672. console.warn( 'THREE.BoundingBoxHelper has been deprecated. Creating a THREE.BoxHelper instead.' );
  29673. return new BoxHelper( object, color );
  29674. }
  29675. function EdgesHelper( object, hex ) {
  29676. console.warn( 'THREE.EdgesHelper has been removed. Use THREE.EdgesGeometry instead.' );
  29677. return new LineSegments( new EdgesGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );
  29678. }
  29679. GridHelper.prototype.setColors = function () {
  29680. console.error( 'THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.' );
  29681. };
  29682. SkeletonHelper.prototype.update = function () {
  29683. console.error( 'THREE.SkeletonHelper: update() no longer needs to be called.' );
  29684. };
  29685. function WireframeHelper( object, hex ) {
  29686. console.warn( 'THREE.WireframeHelper has been removed. Use THREE.WireframeGeometry instead.' );
  29687. return new LineSegments( new WireframeGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );
  29688. }
  29689. //
  29690. Object.assign( Loader.prototype, {
  29691. extractUrlBase: function ( url ) {
  29692. console.warn( 'THREE.Loader: .extractUrlBase() has been deprecated. Use THREE.LoaderUtils.extractUrlBase() instead.' );
  29693. return LoaderUtils.extractUrlBase( url );
  29694. }
  29695. } );
  29696. Loader.Handlers = {
  29697. add: function ( /* regex, loader */ ) {
  29698. console.error( 'THREE.Loader: Handlers.add() has been removed. Use LoadingManager.addHandler() instead.' );
  29699. },
  29700. get: function ( /* file */ ) {
  29701. console.error( 'THREE.Loader: Handlers.get() has been removed. Use LoadingManager.getHandler() instead.' );
  29702. }
  29703. };
  29704. function XHRLoader( manager ) {
  29705. console.warn( 'THREE.XHRLoader has been renamed to THREE.FileLoader.' );
  29706. return new FileLoader( manager );
  29707. }
  29708. function BinaryTextureLoader( manager ) {
  29709. console.warn( 'THREE.BinaryTextureLoader has been renamed to THREE.DataTextureLoader.' );
  29710. return new DataTextureLoader( manager );
  29711. }
  29712. Object.assign( ObjectLoader.prototype, {
  29713. setTexturePath: function ( value ) {
  29714. console.warn( 'THREE.ObjectLoader: .setTexturePath() has been renamed to .setResourcePath().' );
  29715. return this.setResourcePath( value );
  29716. }
  29717. } );
  29718. //
  29719. Object.assign( Box2.prototype, {
  29720. center: function ( optionalTarget ) {
  29721. console.warn( 'THREE.Box2: .center() has been renamed to .getCenter().' );
  29722. return this.getCenter( optionalTarget );
  29723. },
  29724. empty: function () {
  29725. console.warn( 'THREE.Box2: .empty() has been renamed to .isEmpty().' );
  29726. return this.isEmpty();
  29727. },
  29728. isIntersectionBox: function ( box ) {
  29729. console.warn( 'THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().' );
  29730. return this.intersectsBox( box );
  29731. },
  29732. size: function ( optionalTarget ) {
  29733. console.warn( 'THREE.Box2: .size() has been renamed to .getSize().' );
  29734. return this.getSize( optionalTarget );
  29735. }
  29736. } );
  29737. Object.assign( Box3.prototype, {
  29738. center: function ( optionalTarget ) {
  29739. console.warn( 'THREE.Box3: .center() has been renamed to .getCenter().' );
  29740. return this.getCenter( optionalTarget );
  29741. },
  29742. empty: function () {
  29743. console.warn( 'THREE.Box3: .empty() has been renamed to .isEmpty().' );
  29744. return this.isEmpty();
  29745. },
  29746. isIntersectionBox: function ( box ) {
  29747. console.warn( 'THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().' );
  29748. return this.intersectsBox( box );
  29749. },
  29750. isIntersectionSphere: function ( sphere ) {
  29751. console.warn( 'THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
  29752. return this.intersectsSphere( sphere );
  29753. },
  29754. size: function ( optionalTarget ) {
  29755. console.warn( 'THREE.Box3: .size() has been renamed to .getSize().' );
  29756. return this.getSize( optionalTarget );
  29757. }
  29758. } );
  29759. Object.assign( Sphere.prototype, {
  29760. empty: function () {
  29761. console.warn( 'THREE.Sphere: .empty() has been renamed to .isEmpty().' );
  29762. return this.isEmpty();
  29763. },
  29764. } );
  29765. Frustum.prototype.setFromMatrix = function ( m ) {
  29766. console.warn( 'THREE.Frustum: .setFromMatrix() has been renamed to .setFromProjectionMatrix().' );
  29767. return this.setFromProjectionMatrix( m );
  29768. };
  29769. Line3.prototype.center = function ( optionalTarget ) {
  29770. console.warn( 'THREE.Line3: .center() has been renamed to .getCenter().' );
  29771. return this.getCenter( optionalTarget );
  29772. };
  29773. Object.assign( MathUtils, {
  29774. random16: function () {
  29775. console.warn( 'THREE.Math: .random16() has been deprecated. Use Math.random() instead.' );
  29776. return Math.random();
  29777. },
  29778. nearestPowerOfTwo: function ( value ) {
  29779. console.warn( 'THREE.Math: .nearestPowerOfTwo() has been renamed to .floorPowerOfTwo().' );
  29780. return MathUtils.floorPowerOfTwo( value );
  29781. },
  29782. nextPowerOfTwo: function ( value ) {
  29783. console.warn( 'THREE.Math: .nextPowerOfTwo() has been renamed to .ceilPowerOfTwo().' );
  29784. return MathUtils.ceilPowerOfTwo( value );
  29785. }
  29786. } );
  29787. Object.assign( Matrix3.prototype, {
  29788. flattenToArrayOffset: function ( array, offset ) {
  29789. console.warn( "THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
  29790. return this.toArray( array, offset );
  29791. },
  29792. multiplyVector3: function ( vector ) {
  29793. console.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' );
  29794. return vector.applyMatrix3( this );
  29795. },
  29796. multiplyVector3Array: function ( /* a */ ) {
  29797. console.error( 'THREE.Matrix3: .multiplyVector3Array() has been removed.' );
  29798. },
  29799. applyToBufferAttribute: function ( attribute ) {
  29800. console.warn( 'THREE.Matrix3: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix3( matrix ) instead.' );
  29801. return attribute.applyMatrix3( this );
  29802. },
  29803. applyToVector3Array: function ( /* array, offset, length */ ) {
  29804. console.error( 'THREE.Matrix3: .applyToVector3Array() has been removed.' );
  29805. }
  29806. } );
  29807. Object.assign( Matrix4.prototype, {
  29808. extractPosition: function ( m ) {
  29809. console.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' );
  29810. return this.copyPosition( m );
  29811. },
  29812. flattenToArrayOffset: function ( array, offset ) {
  29813. console.warn( "THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
  29814. return this.toArray( array, offset );
  29815. },
  29816. getPosition: function () {
  29817. console.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' );
  29818. return new Vector3().setFromMatrixColumn( this, 3 );
  29819. },
  29820. setRotationFromQuaternion: function ( q ) {
  29821. console.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' );
  29822. return this.makeRotationFromQuaternion( q );
  29823. },
  29824. multiplyToArray: function () {
  29825. console.warn( 'THREE.Matrix4: .multiplyToArray() has been removed.' );
  29826. },
  29827. multiplyVector3: function ( vector ) {
  29828. console.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  29829. return vector.applyMatrix4( this );
  29830. },
  29831. multiplyVector4: function ( vector ) {
  29832. console.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  29833. return vector.applyMatrix4( this );
  29834. },
  29835. multiplyVector3Array: function ( /* a */ ) {
  29836. console.error( 'THREE.Matrix4: .multiplyVector3Array() has been removed.' );
  29837. },
  29838. rotateAxis: function ( v ) {
  29839. console.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' );
  29840. v.transformDirection( this );
  29841. },
  29842. crossVector: function ( vector ) {
  29843. console.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  29844. return vector.applyMatrix4( this );
  29845. },
  29846. translate: function () {
  29847. console.error( 'THREE.Matrix4: .translate() has been removed.' );
  29848. },
  29849. rotateX: function () {
  29850. console.error( 'THREE.Matrix4: .rotateX() has been removed.' );
  29851. },
  29852. rotateY: function () {
  29853. console.error( 'THREE.Matrix4: .rotateY() has been removed.' );
  29854. },
  29855. rotateZ: function () {
  29856. console.error( 'THREE.Matrix4: .rotateZ() has been removed.' );
  29857. },
  29858. rotateByAxis: function () {
  29859. console.error( 'THREE.Matrix4: .rotateByAxis() has been removed.' );
  29860. },
  29861. applyToBufferAttribute: function ( attribute ) {
  29862. console.warn( 'THREE.Matrix4: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix4( matrix ) instead.' );
  29863. return attribute.applyMatrix4( this );
  29864. },
  29865. applyToVector3Array: function ( /* array, offset, length */ ) {
  29866. console.error( 'THREE.Matrix4: .applyToVector3Array() has been removed.' );
  29867. },
  29868. makeFrustum: function ( left, right, bottom, top, near, far ) {
  29869. console.warn( 'THREE.Matrix4: .makeFrustum() has been removed. Use .makePerspective( left, right, top, bottom, near, far ) instead.' );
  29870. return this.makePerspective( left, right, top, bottom, near, far );
  29871. }
  29872. } );
  29873. Plane.prototype.isIntersectionLine = function ( line ) {
  29874. console.warn( 'THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().' );
  29875. return this.intersectsLine( line );
  29876. };
  29877. Quaternion.prototype.multiplyVector3 = function ( vector ) {
  29878. console.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );
  29879. return vector.applyQuaternion( this );
  29880. };
  29881. Object.assign( Ray.prototype, {
  29882. isIntersectionBox: function ( box ) {
  29883. console.warn( 'THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().' );
  29884. return this.intersectsBox( box );
  29885. },
  29886. isIntersectionPlane: function ( plane ) {
  29887. console.warn( 'THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().' );
  29888. return this.intersectsPlane( plane );
  29889. },
  29890. isIntersectionSphere: function ( sphere ) {
  29891. console.warn( 'THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
  29892. return this.intersectsSphere( sphere );
  29893. }
  29894. } );
  29895. Object.assign( Triangle.prototype, {
  29896. area: function () {
  29897. console.warn( 'THREE.Triangle: .area() has been renamed to .getArea().' );
  29898. return this.getArea();
  29899. },
  29900. barycoordFromPoint: function ( point, target ) {
  29901. console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
  29902. return this.getBarycoord( point, target );
  29903. },
  29904. midpoint: function ( target ) {
  29905. console.warn( 'THREE.Triangle: .midpoint() has been renamed to .getMidpoint().' );
  29906. return this.getMidpoint( target );
  29907. },
  29908. normal: function ( target ) {
  29909. console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
  29910. return this.getNormal( target );
  29911. },
  29912. plane: function ( target ) {
  29913. console.warn( 'THREE.Triangle: .plane() has been renamed to .getPlane().' );
  29914. return this.getPlane( target );
  29915. }
  29916. } );
  29917. Object.assign( Triangle, {
  29918. barycoordFromPoint: function ( point, a, b, c, target ) {
  29919. console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
  29920. return Triangle.getBarycoord( point, a, b, c, target );
  29921. },
  29922. normal: function ( a, b, c, target ) {
  29923. console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
  29924. return Triangle.getNormal( a, b, c, target );
  29925. }
  29926. } );
  29927. Object.assign( Shape.prototype, {
  29928. extractAllPoints: function ( divisions ) {
  29929. console.warn( 'THREE.Shape: .extractAllPoints() has been removed. Use .extractPoints() instead.' );
  29930. return this.extractPoints( divisions );
  29931. },
  29932. extrude: function ( options ) {
  29933. console.warn( 'THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead.' );
  29934. return new ExtrudeGeometry( this, options );
  29935. },
  29936. makeGeometry: function ( options ) {
  29937. console.warn( 'THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead.' );
  29938. return new ShapeGeometry( this, options );
  29939. }
  29940. } );
  29941. Object.assign( Vector2.prototype, {
  29942. fromAttribute: function ( attribute, index, offset ) {
  29943. console.warn( 'THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  29944. return this.fromBufferAttribute( attribute, index, offset );
  29945. },
  29946. distanceToManhattan: function ( v ) {
  29947. console.warn( 'THREE.Vector2: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
  29948. return this.manhattanDistanceTo( v );
  29949. },
  29950. lengthManhattan: function () {
  29951. console.warn( 'THREE.Vector2: .lengthManhattan() has been renamed to .manhattanLength().' );
  29952. return this.manhattanLength();
  29953. }
  29954. } );
  29955. Object.assign( Vector3.prototype, {
  29956. setEulerFromRotationMatrix: function () {
  29957. console.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' );
  29958. },
  29959. setEulerFromQuaternion: function () {
  29960. console.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' );
  29961. },
  29962. getPositionFromMatrix: function ( m ) {
  29963. console.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' );
  29964. return this.setFromMatrixPosition( m );
  29965. },
  29966. getScaleFromMatrix: function ( m ) {
  29967. console.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' );
  29968. return this.setFromMatrixScale( m );
  29969. },
  29970. getColumnFromMatrix: function ( index, matrix ) {
  29971. console.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' );
  29972. return this.setFromMatrixColumn( matrix, index );
  29973. },
  29974. applyProjection: function ( m ) {
  29975. console.warn( 'THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead.' );
  29976. return this.applyMatrix4( m );
  29977. },
  29978. fromAttribute: function ( attribute, index, offset ) {
  29979. console.warn( 'THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  29980. return this.fromBufferAttribute( attribute, index, offset );
  29981. },
  29982. distanceToManhattan: function ( v ) {
  29983. console.warn( 'THREE.Vector3: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
  29984. return this.manhattanDistanceTo( v );
  29985. },
  29986. lengthManhattan: function () {
  29987. console.warn( 'THREE.Vector3: .lengthManhattan() has been renamed to .manhattanLength().' );
  29988. return this.manhattanLength();
  29989. }
  29990. } );
  29991. Object.assign( Vector4.prototype, {
  29992. fromAttribute: function ( attribute, index, offset ) {
  29993. console.warn( 'THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  29994. return this.fromBufferAttribute( attribute, index, offset );
  29995. },
  29996. lengthManhattan: function () {
  29997. console.warn( 'THREE.Vector4: .lengthManhattan() has been renamed to .manhattanLength().' );
  29998. return this.manhattanLength();
  29999. }
  30000. } );
  30001. //
  30002. Object.assign( Geometry.prototype, {
  30003. computeTangents: function () {
  30004. console.error( 'THREE.Geometry: .computeTangents() has been removed.' );
  30005. },
  30006. computeLineDistances: function () {
  30007. console.error( 'THREE.Geometry: .computeLineDistances() has been removed. Use THREE.Line.computeLineDistances() instead.' );
  30008. },
  30009. applyMatrix: function ( matrix ) {
  30010. console.warn( 'THREE.Geometry: .applyMatrix() has been renamed to .applyMatrix4().' );
  30011. return this.applyMatrix4( matrix );
  30012. }
  30013. } );
  30014. Object.assign( Object3D.prototype, {
  30015. getChildByName: function ( name ) {
  30016. console.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' );
  30017. return this.getObjectByName( name );
  30018. },
  30019. renderDepth: function () {
  30020. console.warn( 'THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.' );
  30021. },
  30022. translate: function ( distance, axis ) {
  30023. console.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' );
  30024. return this.translateOnAxis( axis, distance );
  30025. },
  30026. getWorldRotation: function () {
  30027. console.error( 'THREE.Object3D: .getWorldRotation() has been removed. Use THREE.Object3D.getWorldQuaternion( target ) instead.' );
  30028. },
  30029. applyMatrix: function ( matrix ) {
  30030. console.warn( 'THREE.Object3D: .applyMatrix() has been renamed to .applyMatrix4().' );
  30031. return this.applyMatrix4( matrix );
  30032. }
  30033. } );
  30034. Object.defineProperties( Object3D.prototype, {
  30035. eulerOrder: {
  30036. get: function () {
  30037. console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
  30038. return this.rotation.order;
  30039. },
  30040. set: function ( value ) {
  30041. console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
  30042. this.rotation.order = value;
  30043. }
  30044. },
  30045. useQuaternion: {
  30046. get: function () {
  30047. console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  30048. },
  30049. set: function () {
  30050. console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  30051. }
  30052. }
  30053. } );
  30054. Object.assign( Mesh.prototype, {
  30055. setDrawMode: function () {
  30056. console.error( 'THREE.Mesh: .setDrawMode() has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.' );
  30057. },
  30058. } );
  30059. Object.defineProperties( Mesh.prototype, {
  30060. drawMode: {
  30061. get: function () {
  30062. console.error( 'THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode.' );
  30063. return TrianglesDrawMode;
  30064. },
  30065. set: function () {
  30066. console.error( 'THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.' );
  30067. }
  30068. }
  30069. } );
  30070. Object.defineProperties( LOD.prototype, {
  30071. objects: {
  30072. get: function () {
  30073. console.warn( 'THREE.LOD: .objects has been renamed to .levels.' );
  30074. return this.levels;
  30075. }
  30076. }
  30077. } );
  30078. Object.defineProperty( Skeleton.prototype, 'useVertexTexture', {
  30079. get: function () {
  30080. console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );
  30081. },
  30082. set: function () {
  30083. console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );
  30084. }
  30085. } );
  30086. SkinnedMesh.prototype.initBones = function () {
  30087. console.error( 'THREE.SkinnedMesh: initBones() has been removed.' );
  30088. };
  30089. Object.defineProperty( Curve.prototype, '__arcLengthDivisions', {
  30090. get: function () {
  30091. console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
  30092. return this.arcLengthDivisions;
  30093. },
  30094. set: function ( value ) {
  30095. console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
  30096. this.arcLengthDivisions = value;
  30097. }
  30098. } );
  30099. //
  30100. PerspectiveCamera.prototype.setLens = function ( focalLength, filmGauge ) {
  30101. console.warn( "THREE.PerspectiveCamera.setLens is deprecated. " +
  30102. "Use .setFocalLength and .filmGauge for a photographic setup." );
  30103. if ( filmGauge !== undefined ) { this.filmGauge = filmGauge; }
  30104. this.setFocalLength( focalLength );
  30105. };
  30106. //
  30107. Object.defineProperties( Light.prototype, {
  30108. onlyShadow: {
  30109. set: function () {
  30110. console.warn( 'THREE.Light: .onlyShadow has been removed.' );
  30111. }
  30112. },
  30113. shadowCameraFov: {
  30114. set: function ( value ) {
  30115. console.warn( 'THREE.Light: .shadowCameraFov is now .shadow.camera.fov.' );
  30116. this.shadow.camera.fov = value;
  30117. }
  30118. },
  30119. shadowCameraLeft: {
  30120. set: function ( value ) {
  30121. console.warn( 'THREE.Light: .shadowCameraLeft is now .shadow.camera.left.' );
  30122. this.shadow.camera.left = value;
  30123. }
  30124. },
  30125. shadowCameraRight: {
  30126. set: function ( value ) {
  30127. console.warn( 'THREE.Light: .shadowCameraRight is now .shadow.camera.right.' );
  30128. this.shadow.camera.right = value;
  30129. }
  30130. },
  30131. shadowCameraTop: {
  30132. set: function ( value ) {
  30133. console.warn( 'THREE.Light: .shadowCameraTop is now .shadow.camera.top.' );
  30134. this.shadow.camera.top = value;
  30135. }
  30136. },
  30137. shadowCameraBottom: {
  30138. set: function ( value ) {
  30139. console.warn( 'THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom.' );
  30140. this.shadow.camera.bottom = value;
  30141. }
  30142. },
  30143. shadowCameraNear: {
  30144. set: function ( value ) {
  30145. console.warn( 'THREE.Light: .shadowCameraNear is now .shadow.camera.near.' );
  30146. this.shadow.camera.near = value;
  30147. }
  30148. },
  30149. shadowCameraFar: {
  30150. set: function ( value ) {
  30151. console.warn( 'THREE.Light: .shadowCameraFar is now .shadow.camera.far.' );
  30152. this.shadow.camera.far = value;
  30153. }
  30154. },
  30155. shadowCameraVisible: {
  30156. set: function () {
  30157. console.warn( 'THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.' );
  30158. }
  30159. },
  30160. shadowBias: {
  30161. set: function ( value ) {
  30162. console.warn( 'THREE.Light: .shadowBias is now .shadow.bias.' );
  30163. this.shadow.bias = value;
  30164. }
  30165. },
  30166. shadowDarkness: {
  30167. set: function () {
  30168. console.warn( 'THREE.Light: .shadowDarkness has been removed.' );
  30169. }
  30170. },
  30171. shadowMapWidth: {
  30172. set: function ( value ) {
  30173. console.warn( 'THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.' );
  30174. this.shadow.mapSize.width = value;
  30175. }
  30176. },
  30177. shadowMapHeight: {
  30178. set: function ( value ) {
  30179. console.warn( 'THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.' );
  30180. this.shadow.mapSize.height = value;
  30181. }
  30182. }
  30183. } );
  30184. //
  30185. Object.defineProperties( BufferAttribute.prototype, {
  30186. length: {
  30187. get: function () {
  30188. console.warn( 'THREE.BufferAttribute: .length has been deprecated. Use .count instead.' );
  30189. return this.array.length;
  30190. }
  30191. },
  30192. dynamic: {
  30193. get: function () {
  30194. console.warn( 'THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.' );
  30195. return this.usage === DynamicDrawUsage;
  30196. },
  30197. set: function ( /* value */ ) {
  30198. console.warn( 'THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.' );
  30199. this.setUsage( DynamicDrawUsage );
  30200. }
  30201. }
  30202. } );
  30203. Object.assign( BufferAttribute.prototype, {
  30204. setDynamic: function ( value ) {
  30205. console.warn( 'THREE.BufferAttribute: .setDynamic() has been deprecated. Use .setUsage() instead.' );
  30206. this.setUsage( value === true ? DynamicDrawUsage : StaticDrawUsage );
  30207. return this;
  30208. },
  30209. copyIndicesArray: function ( /* indices */ ) {
  30210. console.error( 'THREE.BufferAttribute: .copyIndicesArray() has been removed.' );
  30211. },
  30212. setArray: function ( /* array */ ) {
  30213. console.error( 'THREE.BufferAttribute: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers' );
  30214. }
  30215. } );
  30216. Object.assign( BufferGeometry.prototype, {
  30217. addIndex: function ( index ) {
  30218. console.warn( 'THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().' );
  30219. this.setIndex( index );
  30220. },
  30221. addAttribute: function ( name, attribute ) {
  30222. console.warn( 'THREE.BufferGeometry: .addAttribute() has been renamed to .setAttribute().' );
  30223. if ( ! ( attribute && attribute.isBufferAttribute ) && ! ( attribute && attribute.isInterleavedBufferAttribute ) ) {
  30224. console.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' );
  30225. return this.setAttribute( name, new BufferAttribute( arguments[ 1 ], arguments[ 2 ] ) );
  30226. }
  30227. if ( name === 'index' ) {
  30228. console.warn( 'THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.' );
  30229. this.setIndex( attribute );
  30230. return this;
  30231. }
  30232. return this.setAttribute( name, attribute );
  30233. },
  30234. addDrawCall: function ( start, count, indexOffset ) {
  30235. if ( indexOffset !== undefined ) {
  30236. console.warn( 'THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.' );
  30237. }
  30238. console.warn( 'THREE.BufferGeometry: .addDrawCall() is now .addGroup().' );
  30239. this.addGroup( start, count );
  30240. },
  30241. clearDrawCalls: function () {
  30242. console.warn( 'THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().' );
  30243. this.clearGroups();
  30244. },
  30245. computeTangents: function () {
  30246. console.warn( 'THREE.BufferGeometry: .computeTangents() has been removed.' );
  30247. },
  30248. computeOffsets: function () {
  30249. console.warn( 'THREE.BufferGeometry: .computeOffsets() has been removed.' );
  30250. },
  30251. removeAttribute: function ( name ) {
  30252. console.warn( 'THREE.BufferGeometry: .removeAttribute() has been renamed to .deleteAttribute().' );
  30253. return this.deleteAttribute( name );
  30254. },
  30255. applyMatrix: function ( matrix ) {
  30256. console.warn( 'THREE.BufferGeometry: .applyMatrix() has been renamed to .applyMatrix4().' );
  30257. return this.applyMatrix4( matrix );
  30258. }
  30259. } );
  30260. Object.defineProperties( BufferGeometry.prototype, {
  30261. drawcalls: {
  30262. get: function () {
  30263. console.error( 'THREE.BufferGeometry: .drawcalls has been renamed to .groups.' );
  30264. return this.groups;
  30265. }
  30266. },
  30267. offsets: {
  30268. get: function () {
  30269. console.warn( 'THREE.BufferGeometry: .offsets has been renamed to .groups.' );
  30270. return this.groups;
  30271. }
  30272. }
  30273. } );
  30274. Object.defineProperties( InstancedBufferGeometry.prototype, {
  30275. maxInstancedCount: {
  30276. get: function () {
  30277. console.warn( 'THREE.InstancedBufferGeometry: .maxInstancedCount has been renamed to .instanceCount.' );
  30278. return this.instanceCount;
  30279. },
  30280. set: function ( value ) {
  30281. console.warn( 'THREE.InstancedBufferGeometry: .maxInstancedCount has been renamed to .instanceCount.' );
  30282. this.instanceCount = value;
  30283. }
  30284. }
  30285. } );
  30286. Object.defineProperties( Raycaster.prototype, {
  30287. linePrecision: {
  30288. get: function () {
  30289. console.warn( 'THREE.Raycaster: .linePrecision has been deprecated. Use .params.Line.threshold instead.' );
  30290. return this.params.Line.threshold;
  30291. },
  30292. set: function ( value ) {
  30293. console.warn( 'THREE.Raycaster: .linePrecision has been deprecated. Use .params.Line.threshold instead.' );
  30294. this.params.Line.threshold = value;
  30295. }
  30296. }
  30297. } );
  30298. Object.defineProperties( InterleavedBuffer.prototype, {
  30299. dynamic: {
  30300. get: function () {
  30301. console.warn( 'THREE.InterleavedBuffer: .length has been deprecated. Use .usage instead.' );
  30302. return this.usage === DynamicDrawUsage;
  30303. },
  30304. set: function ( value ) {
  30305. console.warn( 'THREE.InterleavedBuffer: .length has been deprecated. Use .usage instead.' );
  30306. this.setUsage( value );
  30307. }
  30308. }
  30309. } );
  30310. Object.assign( InterleavedBuffer.prototype, {
  30311. setDynamic: function ( value ) {
  30312. console.warn( 'THREE.InterleavedBuffer: .setDynamic() has been deprecated. Use .setUsage() instead.' );
  30313. this.setUsage( value === true ? DynamicDrawUsage : StaticDrawUsage );
  30314. return this;
  30315. },
  30316. setArray: function ( /* array */ ) {
  30317. console.error( 'THREE.InterleavedBuffer: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers' );
  30318. }
  30319. } );
  30320. //
  30321. Object.assign( ExtrudeBufferGeometry.prototype, {
  30322. getArrays: function () {
  30323. console.error( 'THREE.ExtrudeBufferGeometry: .getArrays() has been removed.' );
  30324. },
  30325. addShapeList: function () {
  30326. console.error( 'THREE.ExtrudeBufferGeometry: .addShapeList() has been removed.' );
  30327. },
  30328. addShape: function () {
  30329. console.error( 'THREE.ExtrudeBufferGeometry: .addShape() has been removed.' );
  30330. }
  30331. } );
  30332. //
  30333. Object.defineProperties( Uniform.prototype, {
  30334. dynamic: {
  30335. set: function () {
  30336. console.warn( 'THREE.Uniform: .dynamic has been removed. Use object.onBeforeRender() instead.' );
  30337. }
  30338. },
  30339. onUpdate: {
  30340. value: function () {
  30341. console.warn( 'THREE.Uniform: .onUpdate() has been removed. Use object.onBeforeRender() instead.' );
  30342. return this;
  30343. }
  30344. }
  30345. } );
  30346. //
  30347. Object.defineProperties( Material.prototype, {
  30348. wrapAround: {
  30349. get: function () {
  30350. console.warn( 'THREE.Material: .wrapAround has been removed.' );
  30351. },
  30352. set: function () {
  30353. console.warn( 'THREE.Material: .wrapAround has been removed.' );
  30354. }
  30355. },
  30356. overdraw: {
  30357. get: function () {
  30358. console.warn( 'THREE.Material: .overdraw has been removed.' );
  30359. },
  30360. set: function () {
  30361. console.warn( 'THREE.Material: .overdraw has been removed.' );
  30362. }
  30363. },
  30364. wrapRGB: {
  30365. get: function () {
  30366. console.warn( 'THREE.Material: .wrapRGB has been removed.' );
  30367. return new Color();
  30368. }
  30369. },
  30370. shading: {
  30371. get: function () {
  30372. console.error( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  30373. },
  30374. set: function ( value ) {
  30375. console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  30376. this.flatShading = ( value === FlatShading );
  30377. }
  30378. },
  30379. stencilMask: {
  30380. get: function () {
  30381. console.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' );
  30382. return this.stencilFuncMask;
  30383. },
  30384. set: function ( value ) {
  30385. console.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' );
  30386. this.stencilFuncMask = value;
  30387. }
  30388. }
  30389. } );
  30390. Object.defineProperties( MeshPhongMaterial.prototype, {
  30391. metal: {
  30392. get: function () {
  30393. console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead.' );
  30394. return false;
  30395. },
  30396. set: function () {
  30397. console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead' );
  30398. }
  30399. }
  30400. } );
  30401. Object.defineProperties( ShaderMaterial.prototype, {
  30402. derivatives: {
  30403. get: function () {
  30404. console.warn( 'THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
  30405. return this.extensions.derivatives;
  30406. },
  30407. set: function ( value ) {
  30408. console.warn( 'THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
  30409. this.extensions.derivatives = value;
  30410. }
  30411. }
  30412. } );
  30413. //
  30414. Object.assign( WebGLRenderer.prototype, {
  30415. clearTarget: function ( renderTarget, color, depth, stencil ) {
  30416. console.warn( 'THREE.WebGLRenderer: .clearTarget() has been deprecated. Use .setRenderTarget() and .clear() instead.' );
  30417. this.setRenderTarget( renderTarget );
  30418. this.clear( color, depth, stencil );
  30419. },
  30420. animate: function ( callback ) {
  30421. console.warn( 'THREE.WebGLRenderer: .animate() is now .setAnimationLoop().' );
  30422. this.setAnimationLoop( callback );
  30423. },
  30424. getCurrentRenderTarget: function () {
  30425. console.warn( 'THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget().' );
  30426. return this.getRenderTarget();
  30427. },
  30428. getMaxAnisotropy: function () {
  30429. console.warn( 'THREE.WebGLRenderer: .getMaxAnisotropy() is now .capabilities.getMaxAnisotropy().' );
  30430. return this.capabilities.getMaxAnisotropy();
  30431. },
  30432. getPrecision: function () {
  30433. console.warn( 'THREE.WebGLRenderer: .getPrecision() is now .capabilities.precision.' );
  30434. return this.capabilities.precision;
  30435. },
  30436. resetGLState: function () {
  30437. console.warn( 'THREE.WebGLRenderer: .resetGLState() is now .state.reset().' );
  30438. return this.state.reset();
  30439. },
  30440. supportsFloatTextures: function () {
  30441. console.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).' );
  30442. return this.extensions.get( 'OES_texture_float' );
  30443. },
  30444. supportsHalfFloatTextures: function () {
  30445. console.warn( 'THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \'OES_texture_half_float\' ).' );
  30446. return this.extensions.get( 'OES_texture_half_float' );
  30447. },
  30448. supportsStandardDerivatives: function () {
  30449. console.warn( 'THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \'OES_standard_derivatives\' ).' );
  30450. return this.extensions.get( 'OES_standard_derivatives' );
  30451. },
  30452. supportsCompressedTextureS3TC: function () {
  30453. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \'WEBGL_compressed_texture_s3tc\' ).' );
  30454. return this.extensions.get( 'WEBGL_compressed_texture_s3tc' );
  30455. },
  30456. supportsCompressedTexturePVRTC: function () {
  30457. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \'WEBGL_compressed_texture_pvrtc\' ).' );
  30458. return this.extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  30459. },
  30460. supportsBlendMinMax: function () {
  30461. console.warn( 'THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \'EXT_blend_minmax\' ).' );
  30462. return this.extensions.get( 'EXT_blend_minmax' );
  30463. },
  30464. supportsVertexTextures: function () {
  30465. console.warn( 'THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures.' );
  30466. return this.capabilities.vertexTextures;
  30467. },
  30468. supportsInstancedArrays: function () {
  30469. console.warn( 'THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \'ANGLE_instanced_arrays\' ).' );
  30470. return this.extensions.get( 'ANGLE_instanced_arrays' );
  30471. },
  30472. enableScissorTest: function ( boolean ) {
  30473. console.warn( 'THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().' );
  30474. this.setScissorTest( boolean );
  30475. },
  30476. initMaterial: function () {
  30477. console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );
  30478. },
  30479. addPrePlugin: function () {
  30480. console.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );
  30481. },
  30482. addPostPlugin: function () {
  30483. console.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );
  30484. },
  30485. updateShadowMap: function () {
  30486. console.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );
  30487. },
  30488. setFaceCulling: function () {
  30489. console.warn( 'THREE.WebGLRenderer: .setFaceCulling() has been removed.' );
  30490. },
  30491. allocTextureUnit: function () {
  30492. console.warn( 'THREE.WebGLRenderer: .allocTextureUnit() has been removed.' );
  30493. },
  30494. setTexture: function () {
  30495. console.warn( 'THREE.WebGLRenderer: .setTexture() has been removed.' );
  30496. },
  30497. setTexture2D: function () {
  30498. console.warn( 'THREE.WebGLRenderer: .setTexture2D() has been removed.' );
  30499. },
  30500. setTextureCube: function () {
  30501. console.warn( 'THREE.WebGLRenderer: .setTextureCube() has been removed.' );
  30502. },
  30503. getActiveMipMapLevel: function () {
  30504. console.warn( 'THREE.WebGLRenderer: .getActiveMipMapLevel() is now .getActiveMipmapLevel().' );
  30505. return this.getActiveMipmapLevel();
  30506. }
  30507. } );
  30508. Object.defineProperties( WebGLRenderer.prototype, {
  30509. shadowMapEnabled: {
  30510. get: function () {
  30511. return this.shadowMap.enabled;
  30512. },
  30513. set: function ( value ) {
  30514. console.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' );
  30515. this.shadowMap.enabled = value;
  30516. }
  30517. },
  30518. shadowMapType: {
  30519. get: function () {
  30520. return this.shadowMap.type;
  30521. },
  30522. set: function ( value ) {
  30523. console.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' );
  30524. this.shadowMap.type = value;
  30525. }
  30526. },
  30527. shadowMapCullFace: {
  30528. get: function () {
  30529. console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
  30530. return undefined;
  30531. },
  30532. set: function ( /* value */ ) {
  30533. console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
  30534. }
  30535. },
  30536. context: {
  30537. get: function () {
  30538. console.warn( 'THREE.WebGLRenderer: .context has been removed. Use .getContext() instead.' );
  30539. return this.getContext();
  30540. }
  30541. },
  30542. vr: {
  30543. get: function () {
  30544. console.warn( 'THREE.WebGLRenderer: .vr has been renamed to .xr' );
  30545. return this.xr;
  30546. }
  30547. },
  30548. gammaInput: {
  30549. get: function () {
  30550. console.warn( 'THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.' );
  30551. return false;
  30552. },
  30553. set: function () {
  30554. console.warn( 'THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.' );
  30555. }
  30556. },
  30557. gammaOutput: {
  30558. get: function () {
  30559. console.warn( 'THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.' );
  30560. return false;
  30561. },
  30562. set: function ( value ) {
  30563. console.warn( 'THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.' );
  30564. this.outputEncoding = ( value === true ) ? sRGBEncoding : LinearEncoding;
  30565. }
  30566. },
  30567. toneMappingWhitePoint: {
  30568. get: function () {
  30569. console.warn( 'THREE.WebGLRenderer: .toneMappingWhitePoint has been removed.' );
  30570. return 1.0;
  30571. },
  30572. set: function () {
  30573. console.warn( 'THREE.WebGLRenderer: .toneMappingWhitePoint has been removed.' );
  30574. }
  30575. },
  30576. } );
  30577. Object.defineProperties( WebGLShadowMap.prototype, {
  30578. cullFace: {
  30579. get: function () {
  30580. console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
  30581. return undefined;
  30582. },
  30583. set: function ( /* cullFace */ ) {
  30584. console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
  30585. }
  30586. },
  30587. renderReverseSided: {
  30588. get: function () {
  30589. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
  30590. return undefined;
  30591. },
  30592. set: function () {
  30593. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
  30594. }
  30595. },
  30596. renderSingleSided: {
  30597. get: function () {
  30598. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
  30599. return undefined;
  30600. },
  30601. set: function () {
  30602. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
  30603. }
  30604. }
  30605. } );
  30606. function WebGLRenderTargetCube( width, height, options ) {
  30607. console.warn( 'THREE.WebGLRenderTargetCube( width, height, options ) is now WebGLCubeRenderTarget( size, options ).' );
  30608. return new WebGLCubeRenderTarget( width, options );
  30609. }
  30610. //
  30611. Object.defineProperties( WebGLRenderTarget.prototype, {
  30612. wrapS: {
  30613. get: function () {
  30614. console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
  30615. return this.texture.wrapS;
  30616. },
  30617. set: function ( value ) {
  30618. console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
  30619. this.texture.wrapS = value;
  30620. }
  30621. },
  30622. wrapT: {
  30623. get: function () {
  30624. console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
  30625. return this.texture.wrapT;
  30626. },
  30627. set: function ( value ) {
  30628. console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
  30629. this.texture.wrapT = value;
  30630. }
  30631. },
  30632. magFilter: {
  30633. get: function () {
  30634. console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
  30635. return this.texture.magFilter;
  30636. },
  30637. set: function ( value ) {
  30638. console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
  30639. this.texture.magFilter = value;
  30640. }
  30641. },
  30642. minFilter: {
  30643. get: function () {
  30644. console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
  30645. return this.texture.minFilter;
  30646. },
  30647. set: function ( value ) {
  30648. console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
  30649. this.texture.minFilter = value;
  30650. }
  30651. },
  30652. anisotropy: {
  30653. get: function () {
  30654. console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
  30655. return this.texture.anisotropy;
  30656. },
  30657. set: function ( value ) {
  30658. console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
  30659. this.texture.anisotropy = value;
  30660. }
  30661. },
  30662. offset: {
  30663. get: function () {
  30664. console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
  30665. return this.texture.offset;
  30666. },
  30667. set: function ( value ) {
  30668. console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
  30669. this.texture.offset = value;
  30670. }
  30671. },
  30672. repeat: {
  30673. get: function () {
  30674. console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
  30675. return this.texture.repeat;
  30676. },
  30677. set: function ( value ) {
  30678. console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
  30679. this.texture.repeat = value;
  30680. }
  30681. },
  30682. format: {
  30683. get: function () {
  30684. console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
  30685. return this.texture.format;
  30686. },
  30687. set: function ( value ) {
  30688. console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
  30689. this.texture.format = value;
  30690. }
  30691. },
  30692. type: {
  30693. get: function () {
  30694. console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
  30695. return this.texture.type;
  30696. },
  30697. set: function ( value ) {
  30698. console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
  30699. this.texture.type = value;
  30700. }
  30701. },
  30702. generateMipmaps: {
  30703. get: function () {
  30704. console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
  30705. return this.texture.generateMipmaps;
  30706. },
  30707. set: function ( value ) {
  30708. console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
  30709. this.texture.generateMipmaps = value;
  30710. }
  30711. }
  30712. } );
  30713. //
  30714. Object.defineProperties( Audio.prototype, {
  30715. load: {
  30716. value: function ( file ) {
  30717. console.warn( 'THREE.Audio: .load has been deprecated. Use THREE.AudioLoader instead.' );
  30718. var scope = this;
  30719. var audioLoader = new AudioLoader();
  30720. audioLoader.load( file, function ( buffer ) {
  30721. scope.setBuffer( buffer );
  30722. } );
  30723. return this;
  30724. }
  30725. },
  30726. startTime: {
  30727. set: function () {
  30728. console.warn( 'THREE.Audio: .startTime is now .play( delay ).' );
  30729. }
  30730. }
  30731. } );
  30732. AudioAnalyser.prototype.getData = function () {
  30733. console.warn( 'THREE.AudioAnalyser: .getData() is now .getFrequencyData().' );
  30734. return this.getFrequencyData();
  30735. };
  30736. //
  30737. CubeCamera.prototype.updateCubeMap = function ( renderer, scene ) {
  30738. console.warn( 'THREE.CubeCamera: .updateCubeMap() is now .update().' );
  30739. return this.update( renderer, scene );
  30740. };
  30741. //
  30742. var GeometryUtils = {
  30743. merge: function ( geometry1, geometry2, materialIndexOffset ) {
  30744. console.warn( 'THREE.GeometryUtils: .merge() has been moved to Geometry. Use geometry.merge( geometry2, matrix, materialIndexOffset ) instead.' );
  30745. var matrix;
  30746. if ( geometry2.isMesh ) {
  30747. geometry2.matrixAutoUpdate && geometry2.updateMatrix();
  30748. matrix = geometry2.matrix;
  30749. geometry2 = geometry2.geometry;
  30750. }
  30751. geometry1.merge( geometry2, matrix, materialIndexOffset );
  30752. },
  30753. center: function ( geometry ) {
  30754. console.warn( 'THREE.GeometryUtils: .center() has been moved to Geometry. Use geometry.center() instead.' );
  30755. return geometry.center();
  30756. }
  30757. };
  30758. ImageUtils.crossOrigin = undefined;
  30759. ImageUtils.loadTexture = function ( url, mapping, onLoad, onError ) {
  30760. console.warn( 'THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.' );
  30761. var loader = new TextureLoader();
  30762. loader.setCrossOrigin( this.crossOrigin );
  30763. var texture = loader.load( url, onLoad, undefined, onError );
  30764. if ( mapping ) { texture.mapping = mapping; }
  30765. return texture;
  30766. };
  30767. ImageUtils.loadTextureCube = function ( urls, mapping, onLoad, onError ) {
  30768. console.warn( 'THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.' );
  30769. var loader = new CubeTextureLoader();
  30770. loader.setCrossOrigin( this.crossOrigin );
  30771. var texture = loader.load( urls, onLoad, undefined, onError );
  30772. if ( mapping ) { texture.mapping = mapping; }
  30773. return texture;
  30774. };
  30775. ImageUtils.loadCompressedTexture = function () {
  30776. console.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' );
  30777. };
  30778. ImageUtils.loadCompressedTextureCube = function () {
  30779. console.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' );
  30780. };
  30781. //
  30782. function CanvasRenderer() {
  30783. console.error( 'THREE.CanvasRenderer has been removed' );
  30784. }
  30785. //
  30786. function JSONLoader() {
  30787. console.error( 'THREE.JSONLoader has been removed.' );
  30788. }
  30789. //
  30790. var SceneUtils = {
  30791. createMultiMaterialObject: function ( /* geometry, materials */ ) {
  30792. console.error( 'THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js' );
  30793. },
  30794. detach: function ( /* child, parent, scene */ ) {
  30795. console.error( 'THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js' );
  30796. },
  30797. attach: function ( /* child, scene, parent */ ) {
  30798. console.error( 'THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js' );
  30799. }
  30800. };
  30801. //
  30802. function LensFlare() {
  30803. console.error( 'THREE.LensFlare has been moved to /examples/jsm/objects/Lensflare.js' );
  30804. }
  30805. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  30806. /* eslint-disable no-undef */
  30807. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'register', { detail: {
  30808. revision: REVISION,
  30809. } } ) );
  30810. /* eslint-enable no-undef */
  30811. }
  30812. exports.ACESFilmicToneMapping = ACESFilmicToneMapping;
  30813. exports.AddEquation = AddEquation;
  30814. exports.AddOperation = AddOperation;
  30815. exports.AdditiveAnimationBlendMode = AdditiveAnimationBlendMode;
  30816. exports.AdditiveBlending = AdditiveBlending;
  30817. exports.AlphaFormat = AlphaFormat;
  30818. exports.AlwaysDepth = AlwaysDepth;
  30819. exports.AlwaysStencilFunc = AlwaysStencilFunc;
  30820. exports.AmbientLight = AmbientLight;
  30821. exports.AmbientLightProbe = AmbientLightProbe;
  30822. exports.AnimationClip = AnimationClip;
  30823. exports.AnimationLoader = AnimationLoader;
  30824. exports.AnimationMixer = AnimationMixer;
  30825. exports.AnimationObjectGroup = AnimationObjectGroup;
  30826. exports.AnimationUtils = AnimationUtils;
  30827. exports.ArcCurve = ArcCurve;
  30828. exports.ArrayCamera = ArrayCamera;
  30829. exports.ArrowHelper = ArrowHelper;
  30830. exports.Audio = Audio;
  30831. exports.AudioAnalyser = AudioAnalyser;
  30832. exports.AudioContext = AudioContext;
  30833. exports.AudioListener = AudioListener;
  30834. exports.AudioLoader = AudioLoader;
  30835. exports.AxesHelper = AxesHelper;
  30836. exports.AxisHelper = AxisHelper;
  30837. exports.BackSide = BackSide;
  30838. exports.BasicDepthPacking = BasicDepthPacking;
  30839. exports.BasicShadowMap = BasicShadowMap;
  30840. exports.BinaryTextureLoader = BinaryTextureLoader;
  30841. exports.Bone = Bone;
  30842. exports.BooleanKeyframeTrack = BooleanKeyframeTrack;
  30843. exports.BoundingBoxHelper = BoundingBoxHelper;
  30844. exports.Box2 = Box2;
  30845. exports.Box3 = Box3;
  30846. exports.Box3Helper = Box3Helper;
  30847. exports.BoxBufferGeometry = BoxBufferGeometry;
  30848. exports.BoxGeometry = BoxGeometry;
  30849. exports.BoxHelper = BoxHelper;
  30850. exports.BufferAttribute = BufferAttribute;
  30851. exports.BufferGeometry = BufferGeometry;
  30852. exports.BufferGeometryLoader = BufferGeometryLoader;
  30853. exports.ByteType = ByteType;
  30854. exports.Cache = Cache;
  30855. exports.Camera = Camera;
  30856. exports.CameraHelper = CameraHelper;
  30857. exports.CanvasRenderer = CanvasRenderer;
  30858. exports.CanvasTexture = CanvasTexture;
  30859. exports.CatmullRomCurve3 = CatmullRomCurve3;
  30860. exports.CineonToneMapping = CineonToneMapping;
  30861. exports.CircleBufferGeometry = CircleBufferGeometry;
  30862. exports.CircleGeometry = CircleGeometry;
  30863. exports.ClampToEdgeWrapping = ClampToEdgeWrapping;
  30864. exports.Clock = Clock;
  30865. exports.ClosedSplineCurve3 = ClosedSplineCurve3;
  30866. exports.Color = Color;
  30867. exports.ColorKeyframeTrack = ColorKeyframeTrack;
  30868. exports.CompressedTexture = CompressedTexture;
  30869. exports.CompressedTextureLoader = CompressedTextureLoader;
  30870. exports.ConeBufferGeometry = ConeBufferGeometry;
  30871. exports.ConeGeometry = ConeGeometry;
  30872. exports.CubeCamera = CubeCamera;
  30873. exports.CubeGeometry = BoxGeometry;
  30874. exports.CubeReflectionMapping = CubeReflectionMapping;
  30875. exports.CubeRefractionMapping = CubeRefractionMapping;
  30876. exports.CubeTexture = CubeTexture;
  30877. exports.CubeTextureLoader = CubeTextureLoader;
  30878. exports.CubeUVReflectionMapping = CubeUVReflectionMapping;
  30879. exports.CubeUVRefractionMapping = CubeUVRefractionMapping;
  30880. exports.CubicBezierCurve = CubicBezierCurve;
  30881. exports.CubicBezierCurve3 = CubicBezierCurve3;
  30882. exports.CubicInterpolant = CubicInterpolant;
  30883. exports.CullFaceBack = CullFaceBack;
  30884. exports.CullFaceFront = CullFaceFront;
  30885. exports.CullFaceFrontBack = CullFaceFrontBack;
  30886. exports.CullFaceNone = CullFaceNone;
  30887. exports.Curve = Curve;
  30888. exports.CurvePath = CurvePath;
  30889. exports.CustomBlending = CustomBlending;
  30890. exports.CustomToneMapping = CustomToneMapping;
  30891. exports.CylinderBufferGeometry = CylinderBufferGeometry;
  30892. exports.CylinderGeometry = CylinderGeometry;
  30893. exports.Cylindrical = Cylindrical;
  30894. exports.DataTexture = DataTexture;
  30895. exports.DataTexture2DArray = DataTexture2DArray;
  30896. exports.DataTexture3D = DataTexture3D;
  30897. exports.DataTextureLoader = DataTextureLoader;
  30898. exports.DecrementStencilOp = DecrementStencilOp;
  30899. exports.DecrementWrapStencilOp = DecrementWrapStencilOp;
  30900. exports.DefaultLoadingManager = DefaultLoadingManager;
  30901. exports.DepthFormat = DepthFormat;
  30902. exports.DepthStencilFormat = DepthStencilFormat;
  30903. exports.DepthTexture = DepthTexture;
  30904. exports.DirectionalLight = DirectionalLight;
  30905. exports.DirectionalLightHelper = DirectionalLightHelper;
  30906. exports.DirectionalLightShadow = DirectionalLightShadow;
  30907. exports.DiscreteInterpolant = DiscreteInterpolant;
  30908. exports.DodecahedronBufferGeometry = DodecahedronBufferGeometry;
  30909. exports.DodecahedronGeometry = DodecahedronGeometry;
  30910. exports.DoubleSide = DoubleSide;
  30911. exports.DstAlphaFactor = DstAlphaFactor;
  30912. exports.DstColorFactor = DstColorFactor;
  30913. exports.DynamicBufferAttribute = DynamicBufferAttribute;
  30914. exports.DynamicCopyUsage = DynamicCopyUsage;
  30915. exports.DynamicDrawUsage = DynamicDrawUsage;
  30916. exports.DynamicReadUsage = DynamicReadUsage;
  30917. exports.EdgesGeometry = EdgesGeometry;
  30918. exports.EdgesHelper = EdgesHelper;
  30919. exports.EllipseCurve = EllipseCurve;
  30920. exports.EqualDepth = EqualDepth;
  30921. exports.EqualStencilFunc = EqualStencilFunc;
  30922. exports.EquirectangularReflectionMapping = EquirectangularReflectionMapping;
  30923. exports.EquirectangularRefractionMapping = EquirectangularRefractionMapping;
  30924. exports.Euler = Euler;
  30925. exports.EventDispatcher = EventDispatcher;
  30926. exports.ExtrudeBufferGeometry = ExtrudeBufferGeometry;
  30927. exports.ExtrudeGeometry = ExtrudeGeometry;
  30928. exports.Face3 = Face3;
  30929. exports.Face4 = Face4;
  30930. exports.FaceColors = FaceColors;
  30931. exports.FileLoader = FileLoader;
  30932. exports.FlatShading = FlatShading;
  30933. exports.Float32Attribute = Float32Attribute;
  30934. exports.Float32BufferAttribute = Float32BufferAttribute;
  30935. exports.Float64Attribute = Float64Attribute;
  30936. exports.Float64BufferAttribute = Float64BufferAttribute;
  30937. exports.FloatType = FloatType;
  30938. exports.Fog = Fog;
  30939. exports.FogExp2 = FogExp2;
  30940. exports.Font = Font;
  30941. exports.FontLoader = FontLoader;
  30942. exports.FrontSide = FrontSide;
  30943. exports.Frustum = Frustum;
  30944. exports.GammaEncoding = GammaEncoding;
  30945. exports.Geometry = Geometry;
  30946. exports.GeometryUtils = GeometryUtils;
  30947. exports.GreaterDepth = GreaterDepth;
  30948. exports.GreaterEqualDepth = GreaterEqualDepth;
  30949. exports.GreaterEqualStencilFunc = GreaterEqualStencilFunc;
  30950. exports.GreaterStencilFunc = GreaterStencilFunc;
  30951. exports.GridHelper = GridHelper;
  30952. exports.Group = Group;
  30953. exports.HalfFloatType = HalfFloatType;
  30954. exports.HemisphereLight = HemisphereLight;
  30955. exports.HemisphereLightHelper = HemisphereLightHelper;
  30956. exports.HemisphereLightProbe = HemisphereLightProbe;
  30957. exports.IcosahedronBufferGeometry = IcosahedronBufferGeometry;
  30958. exports.IcosahedronGeometry = IcosahedronGeometry;
  30959. exports.ImageBitmapLoader = ImageBitmapLoader;
  30960. exports.ImageLoader = ImageLoader;
  30961. exports.ImageUtils = ImageUtils;
  30962. exports.ImmediateRenderObject = ImmediateRenderObject;
  30963. exports.IncrementStencilOp = IncrementStencilOp;
  30964. exports.IncrementWrapStencilOp = IncrementWrapStencilOp;
  30965. exports.InstancedBufferAttribute = InstancedBufferAttribute;
  30966. exports.InstancedBufferGeometry = InstancedBufferGeometry;
  30967. exports.InstancedInterleavedBuffer = InstancedInterleavedBuffer;
  30968. exports.InstancedMesh = InstancedMesh;
  30969. exports.Int16Attribute = Int16Attribute;
  30970. exports.Int16BufferAttribute = Int16BufferAttribute;
  30971. exports.Int32Attribute = Int32Attribute;
  30972. exports.Int32BufferAttribute = Int32BufferAttribute;
  30973. exports.Int8Attribute = Int8Attribute;
  30974. exports.Int8BufferAttribute = Int8BufferAttribute;
  30975. exports.IntType = IntType;
  30976. exports.InterleavedBuffer = InterleavedBuffer;
  30977. exports.InterleavedBufferAttribute = InterleavedBufferAttribute;
  30978. exports.Interpolant = Interpolant;
  30979. exports.InterpolateDiscrete = InterpolateDiscrete;
  30980. exports.InterpolateLinear = InterpolateLinear;
  30981. exports.InterpolateSmooth = InterpolateSmooth;
  30982. exports.InvertStencilOp = InvertStencilOp;
  30983. exports.JSONLoader = JSONLoader;
  30984. exports.KeepStencilOp = KeepStencilOp;
  30985. exports.KeyframeTrack = KeyframeTrack;
  30986. exports.LOD = LOD;
  30987. exports.LatheBufferGeometry = LatheBufferGeometry;
  30988. exports.LatheGeometry = LatheGeometry;
  30989. exports.Layers = Layers;
  30990. exports.LensFlare = LensFlare;
  30991. exports.LessDepth = LessDepth;
  30992. exports.LessEqualDepth = LessEqualDepth;
  30993. exports.LessEqualStencilFunc = LessEqualStencilFunc;
  30994. exports.LessStencilFunc = LessStencilFunc;
  30995. exports.Light = Light;
  30996. exports.LightProbe = LightProbe;
  30997. exports.LightShadow = LightShadow;
  30998. exports.Line = Line;
  30999. exports.Line3 = Line3;
  31000. exports.LineBasicMaterial = LineBasicMaterial;
  31001. exports.LineCurve = LineCurve;
  31002. exports.LineCurve3 = LineCurve3;
  31003. exports.LineDashedMaterial = LineDashedMaterial;
  31004. exports.LineLoop = LineLoop;
  31005. exports.LinePieces = LinePieces;
  31006. exports.LineSegments = LineSegments;
  31007. exports.LineStrip = LineStrip;
  31008. exports.LinearEncoding = LinearEncoding;
  31009. exports.LinearFilter = LinearFilter;
  31010. exports.LinearInterpolant = LinearInterpolant;
  31011. exports.LinearMipMapLinearFilter = LinearMipMapLinearFilter;
  31012. exports.LinearMipMapNearestFilter = LinearMipMapNearestFilter;
  31013. exports.LinearMipmapLinearFilter = LinearMipmapLinearFilter;
  31014. exports.LinearMipmapNearestFilter = LinearMipmapNearestFilter;
  31015. exports.LinearToneMapping = LinearToneMapping;
  31016. exports.Loader = Loader;
  31017. exports.LoaderUtils = LoaderUtils;
  31018. exports.LoadingManager = LoadingManager;
  31019. exports.LogLuvEncoding = LogLuvEncoding;
  31020. exports.LoopOnce = LoopOnce;
  31021. exports.LoopPingPong = LoopPingPong;
  31022. exports.LoopRepeat = LoopRepeat;
  31023. exports.LuminanceAlphaFormat = LuminanceAlphaFormat;
  31024. exports.LuminanceFormat = LuminanceFormat;
  31025. exports.MOUSE = MOUSE;
  31026. exports.Material = Material;
  31027. exports.MaterialLoader = MaterialLoader;
  31028. exports.Math = MathUtils;
  31029. exports.MathUtils = MathUtils;
  31030. exports.Matrix3 = Matrix3;
  31031. exports.Matrix4 = Matrix4;
  31032. exports.MaxEquation = MaxEquation;
  31033. exports.Mesh = Mesh;
  31034. exports.MeshBasicMaterial = MeshBasicMaterial;
  31035. exports.MeshDepthMaterial = MeshDepthMaterial;
  31036. exports.MeshDistanceMaterial = MeshDistanceMaterial;
  31037. exports.MeshFaceMaterial = MeshFaceMaterial;
  31038. exports.MeshLambertMaterial = MeshLambertMaterial;
  31039. exports.MeshMatcapMaterial = MeshMatcapMaterial;
  31040. exports.MeshNormalMaterial = MeshNormalMaterial;
  31041. exports.MeshPhongMaterial = MeshPhongMaterial;
  31042. exports.MeshPhysicalMaterial = MeshPhysicalMaterial;
  31043. exports.MeshStandardMaterial = MeshStandardMaterial;
  31044. exports.MeshToonMaterial = MeshToonMaterial;
  31045. exports.MinEquation = MinEquation;
  31046. exports.MirroredRepeatWrapping = MirroredRepeatWrapping;
  31047. exports.MixOperation = MixOperation;
  31048. exports.MultiMaterial = MultiMaterial;
  31049. exports.MultiplyBlending = MultiplyBlending;
  31050. exports.MultiplyOperation = MultiplyOperation;
  31051. exports.NearestFilter = NearestFilter;
  31052. exports.NearestMipMapLinearFilter = NearestMipMapLinearFilter;
  31053. exports.NearestMipMapNearestFilter = NearestMipMapNearestFilter;
  31054. exports.NearestMipmapLinearFilter = NearestMipmapLinearFilter;
  31055. exports.NearestMipmapNearestFilter = NearestMipmapNearestFilter;
  31056. exports.NeverDepth = NeverDepth;
  31057. exports.NeverStencilFunc = NeverStencilFunc;
  31058. exports.NoBlending = NoBlending;
  31059. exports.NoColors = NoColors;
  31060. exports.NoToneMapping = NoToneMapping;
  31061. exports.NormalAnimationBlendMode = NormalAnimationBlendMode;
  31062. exports.NormalBlending = NormalBlending;
  31063. exports.NotEqualDepth = NotEqualDepth;
  31064. exports.NotEqualStencilFunc = NotEqualStencilFunc;
  31065. exports.NumberKeyframeTrack = NumberKeyframeTrack;
  31066. exports.Object3D = Object3D;
  31067. exports.ObjectLoader = ObjectLoader;
  31068. exports.ObjectSpaceNormalMap = ObjectSpaceNormalMap;
  31069. exports.OctahedronBufferGeometry = OctahedronBufferGeometry;
  31070. exports.OctahedronGeometry = OctahedronGeometry;
  31071. exports.OneFactor = OneFactor;
  31072. exports.OneMinusDstAlphaFactor = OneMinusDstAlphaFactor;
  31073. exports.OneMinusDstColorFactor = OneMinusDstColorFactor;
  31074. exports.OneMinusSrcAlphaFactor = OneMinusSrcAlphaFactor;
  31075. exports.OneMinusSrcColorFactor = OneMinusSrcColorFactor;
  31076. exports.OrthographicCamera = OrthographicCamera;
  31077. exports.PCFShadowMap = PCFShadowMap;
  31078. exports.PCFSoftShadowMap = PCFSoftShadowMap;
  31079. exports.PMREMGenerator = PMREMGenerator;
  31080. exports.ParametricBufferGeometry = ParametricBufferGeometry;
  31081. exports.ParametricGeometry = ParametricGeometry;
  31082. exports.Particle = Particle;
  31083. exports.ParticleBasicMaterial = ParticleBasicMaterial;
  31084. exports.ParticleSystem = ParticleSystem;
  31085. exports.ParticleSystemMaterial = ParticleSystemMaterial;
  31086. exports.Path = Path;
  31087. exports.PerspectiveCamera = PerspectiveCamera;
  31088. exports.Plane = Plane;
  31089. exports.PlaneBufferGeometry = PlaneBufferGeometry;
  31090. exports.PlaneGeometry = PlaneGeometry;
  31091. exports.PlaneHelper = PlaneHelper;
  31092. exports.PointCloud = PointCloud;
  31093. exports.PointCloudMaterial = PointCloudMaterial;
  31094. exports.PointLight = PointLight;
  31095. exports.PointLightHelper = PointLightHelper;
  31096. exports.Points = Points;
  31097. exports.PointsMaterial = PointsMaterial;
  31098. exports.PolarGridHelper = PolarGridHelper;
  31099. exports.PolyhedronBufferGeometry = PolyhedronBufferGeometry;
  31100. exports.PolyhedronGeometry = PolyhedronGeometry;
  31101. exports.PositionalAudio = PositionalAudio;
  31102. exports.PropertyBinding = PropertyBinding;
  31103. exports.PropertyMixer = PropertyMixer;
  31104. exports.QuadraticBezierCurve = QuadraticBezierCurve;
  31105. exports.QuadraticBezierCurve3 = QuadraticBezierCurve3;
  31106. exports.Quaternion = Quaternion;
  31107. exports.QuaternionKeyframeTrack = QuaternionKeyframeTrack;
  31108. exports.QuaternionLinearInterpolant = QuaternionLinearInterpolant;
  31109. exports.REVISION = REVISION;
  31110. exports.RGBADepthPacking = RGBADepthPacking;
  31111. exports.RGBAFormat = RGBAFormat;
  31112. exports.RGBAIntegerFormat = RGBAIntegerFormat;
  31113. exports.RGBA_ASTC_10x10_Format = RGBA_ASTC_10x10_Format;
  31114. exports.RGBA_ASTC_10x5_Format = RGBA_ASTC_10x5_Format;
  31115. exports.RGBA_ASTC_10x6_Format = RGBA_ASTC_10x6_Format;
  31116. exports.RGBA_ASTC_10x8_Format = RGBA_ASTC_10x8_Format;
  31117. exports.RGBA_ASTC_12x10_Format = RGBA_ASTC_12x10_Format;
  31118. exports.RGBA_ASTC_12x12_Format = RGBA_ASTC_12x12_Format;
  31119. exports.RGBA_ASTC_4x4_Format = RGBA_ASTC_4x4_Format;
  31120. exports.RGBA_ASTC_5x4_Format = RGBA_ASTC_5x4_Format;
  31121. exports.RGBA_ASTC_5x5_Format = RGBA_ASTC_5x5_Format;
  31122. exports.RGBA_ASTC_6x5_Format = RGBA_ASTC_6x5_Format;
  31123. exports.RGBA_ASTC_6x6_Format = RGBA_ASTC_6x6_Format;
  31124. exports.RGBA_ASTC_8x5_Format = RGBA_ASTC_8x5_Format;
  31125. exports.RGBA_ASTC_8x6_Format = RGBA_ASTC_8x6_Format;
  31126. exports.RGBA_ASTC_8x8_Format = RGBA_ASTC_8x8_Format;
  31127. exports.RGBA_BPTC_Format = RGBA_BPTC_Format;
  31128. exports.RGBA_ETC2_EAC_Format = RGBA_ETC2_EAC_Format;
  31129. exports.RGBA_PVRTC_2BPPV1_Format = RGBA_PVRTC_2BPPV1_Format;
  31130. exports.RGBA_PVRTC_4BPPV1_Format = RGBA_PVRTC_4BPPV1_Format;
  31131. exports.RGBA_S3TC_DXT1_Format = RGBA_S3TC_DXT1_Format;
  31132. exports.RGBA_S3TC_DXT3_Format = RGBA_S3TC_DXT3_Format;
  31133. exports.RGBA_S3TC_DXT5_Format = RGBA_S3TC_DXT5_Format;
  31134. exports.RGBDEncoding = RGBDEncoding;
  31135. exports.RGBEEncoding = RGBEEncoding;
  31136. exports.RGBEFormat = RGBEFormat;
  31137. exports.RGBFormat = RGBFormat;
  31138. exports.RGBIntegerFormat = RGBIntegerFormat;
  31139. exports.RGBM16Encoding = RGBM16Encoding;
  31140. exports.RGBM7Encoding = RGBM7Encoding;
  31141. exports.RGB_ETC1_Format = RGB_ETC1_Format;
  31142. exports.RGB_ETC2_Format = RGB_ETC2_Format;
  31143. exports.RGB_PVRTC_2BPPV1_Format = RGB_PVRTC_2BPPV1_Format;
  31144. exports.RGB_PVRTC_4BPPV1_Format = RGB_PVRTC_4BPPV1_Format;
  31145. exports.RGB_S3TC_DXT1_Format = RGB_S3TC_DXT1_Format;
  31146. exports.RGFormat = RGFormat;
  31147. exports.RGIntegerFormat = RGIntegerFormat;
  31148. exports.RawShaderMaterial = RawShaderMaterial;
  31149. exports.Ray = Ray;
  31150. exports.Raycaster = Raycaster;
  31151. exports.RectAreaLight = RectAreaLight;
  31152. exports.RedFormat = RedFormat;
  31153. exports.RedIntegerFormat = RedIntegerFormat;
  31154. exports.ReinhardToneMapping = ReinhardToneMapping;
  31155. exports.RepeatWrapping = RepeatWrapping;
  31156. exports.ReplaceStencilOp = ReplaceStencilOp;
  31157. exports.ReverseSubtractEquation = ReverseSubtractEquation;
  31158. exports.RingBufferGeometry = RingBufferGeometry;
  31159. exports.RingGeometry = RingGeometry;
  31160. exports.SRGB8_ALPHA8_ASTC_10x10_Format = SRGB8_ALPHA8_ASTC_10x10_Format;
  31161. exports.SRGB8_ALPHA8_ASTC_10x5_Format = SRGB8_ALPHA8_ASTC_10x5_Format;
  31162. exports.SRGB8_ALPHA8_ASTC_10x6_Format = SRGB8_ALPHA8_ASTC_10x6_Format;
  31163. exports.SRGB8_ALPHA8_ASTC_10x8_Format = SRGB8_ALPHA8_ASTC_10x8_Format;
  31164. exports.SRGB8_ALPHA8_ASTC_12x10_Format = SRGB8_ALPHA8_ASTC_12x10_Format;
  31165. exports.SRGB8_ALPHA8_ASTC_12x12_Format = SRGB8_ALPHA8_ASTC_12x12_Format;
  31166. exports.SRGB8_ALPHA8_ASTC_4x4_Format = SRGB8_ALPHA8_ASTC_4x4_Format;
  31167. exports.SRGB8_ALPHA8_ASTC_5x4_Format = SRGB8_ALPHA8_ASTC_5x4_Format;
  31168. exports.SRGB8_ALPHA8_ASTC_5x5_Format = SRGB8_ALPHA8_ASTC_5x5_Format;
  31169. exports.SRGB8_ALPHA8_ASTC_6x5_Format = SRGB8_ALPHA8_ASTC_6x5_Format;
  31170. exports.SRGB8_ALPHA8_ASTC_6x6_Format = SRGB8_ALPHA8_ASTC_6x6_Format;
  31171. exports.SRGB8_ALPHA8_ASTC_8x5_Format = SRGB8_ALPHA8_ASTC_8x5_Format;
  31172. exports.SRGB8_ALPHA8_ASTC_8x6_Format = SRGB8_ALPHA8_ASTC_8x6_Format;
  31173. exports.SRGB8_ALPHA8_ASTC_8x8_Format = SRGB8_ALPHA8_ASTC_8x8_Format;
  31174. exports.Scene = Scene;
  31175. exports.SceneUtils = SceneUtils;
  31176. exports.ShaderChunk = ShaderChunk;
  31177. exports.ShaderLib = ShaderLib;
  31178. exports.ShaderMaterial = ShaderMaterial;
  31179. exports.ShadowMaterial = ShadowMaterial;
  31180. exports.Shape = Shape;
  31181. exports.ShapeBufferGeometry = ShapeBufferGeometry;
  31182. exports.ShapeGeometry = ShapeGeometry;
  31183. exports.ShapePath = ShapePath;
  31184. exports.ShapeUtils = ShapeUtils;
  31185. exports.ShortType = ShortType;
  31186. exports.Skeleton = Skeleton;
  31187. exports.SkeletonHelper = SkeletonHelper;
  31188. exports.SkinnedMesh = SkinnedMesh;
  31189. exports.SmoothShading = SmoothShading;
  31190. exports.Sphere = Sphere;
  31191. exports.SphereBufferGeometry = SphereBufferGeometry;
  31192. exports.SphereGeometry = SphereGeometry;
  31193. exports.Spherical = Spherical;
  31194. exports.SphericalHarmonics3 = SphericalHarmonics3;
  31195. exports.Spline = Spline;
  31196. exports.SplineCurve = SplineCurve;
  31197. exports.SplineCurve3 = SplineCurve3;
  31198. exports.SpotLight = SpotLight;
  31199. exports.SpotLightHelper = SpotLightHelper;
  31200. exports.SpotLightShadow = SpotLightShadow;
  31201. exports.Sprite = Sprite;
  31202. exports.SpriteMaterial = SpriteMaterial;
  31203. exports.SrcAlphaFactor = SrcAlphaFactor;
  31204. exports.SrcAlphaSaturateFactor = SrcAlphaSaturateFactor;
  31205. exports.SrcColorFactor = SrcColorFactor;
  31206. exports.StaticCopyUsage = StaticCopyUsage;
  31207. exports.StaticDrawUsage = StaticDrawUsage;
  31208. exports.StaticReadUsage = StaticReadUsage;
  31209. exports.StereoCamera = StereoCamera;
  31210. exports.StreamCopyUsage = StreamCopyUsage;
  31211. exports.StreamDrawUsage = StreamDrawUsage;
  31212. exports.StreamReadUsage = StreamReadUsage;
  31213. exports.StringKeyframeTrack = StringKeyframeTrack;
  31214. exports.SubtractEquation = SubtractEquation;
  31215. exports.SubtractiveBlending = SubtractiveBlending;
  31216. exports.TOUCH = TOUCH;
  31217. exports.TangentSpaceNormalMap = TangentSpaceNormalMap;
  31218. exports.TetrahedronBufferGeometry = TetrahedronBufferGeometry;
  31219. exports.TetrahedronGeometry = TetrahedronGeometry;
  31220. exports.TextBufferGeometry = TextBufferGeometry;
  31221. exports.TextGeometry = TextGeometry;
  31222. exports.Texture = Texture;
  31223. exports.TextureLoader = TextureLoader;
  31224. exports.TorusBufferGeometry = TorusBufferGeometry;
  31225. exports.TorusGeometry = TorusGeometry;
  31226. exports.TorusKnotBufferGeometry = TorusKnotBufferGeometry;
  31227. exports.TorusKnotGeometry = TorusKnotGeometry;
  31228. exports.Triangle = Triangle;
  31229. exports.TriangleFanDrawMode = TriangleFanDrawMode;
  31230. exports.TriangleStripDrawMode = TriangleStripDrawMode;
  31231. exports.TrianglesDrawMode = TrianglesDrawMode;
  31232. exports.TubeBufferGeometry = TubeBufferGeometry;
  31233. exports.TubeGeometry = TubeGeometry;
  31234. exports.UVMapping = UVMapping;
  31235. exports.Uint16Attribute = Uint16Attribute;
  31236. exports.Uint16BufferAttribute = Uint16BufferAttribute;
  31237. exports.Uint32Attribute = Uint32Attribute;
  31238. exports.Uint32BufferAttribute = Uint32BufferAttribute;
  31239. exports.Uint8Attribute = Uint8Attribute;
  31240. exports.Uint8BufferAttribute = Uint8BufferAttribute;
  31241. exports.Uint8ClampedAttribute = Uint8ClampedAttribute;
  31242. exports.Uint8ClampedBufferAttribute = Uint8ClampedBufferAttribute;
  31243. exports.Uniform = Uniform;
  31244. exports.UniformsLib = UniformsLib;
  31245. exports.UniformsUtils = UniformsUtils;
  31246. exports.UnsignedByteType = UnsignedByteType;
  31247. exports.UnsignedInt248Type = UnsignedInt248Type;
  31248. exports.UnsignedIntType = UnsignedIntType;
  31249. exports.UnsignedShort4444Type = UnsignedShort4444Type;
  31250. exports.UnsignedShort5551Type = UnsignedShort5551Type;
  31251. exports.UnsignedShort565Type = UnsignedShort565Type;
  31252. exports.UnsignedShortType = UnsignedShortType;
  31253. exports.VSMShadowMap = VSMShadowMap;
  31254. exports.Vector2 = Vector2;
  31255. exports.Vector3 = Vector3;
  31256. exports.Vector4 = Vector4;
  31257. exports.VectorKeyframeTrack = VectorKeyframeTrack;
  31258. exports.Vertex = Vertex;
  31259. exports.VertexColors = VertexColors;
  31260. exports.VideoTexture = VideoTexture;
  31261. exports.WebGL1Renderer = WebGL1Renderer;
  31262. exports.WebGLCubeRenderTarget = WebGLCubeRenderTarget;
  31263. exports.WebGLMultisampleRenderTarget = WebGLMultisampleRenderTarget;
  31264. exports.WebGLRenderTarget = WebGLRenderTarget;
  31265. exports.WebGLRenderTargetCube = WebGLRenderTargetCube;
  31266. exports.WebGLRenderer = WebGLRenderer;
  31267. exports.WebGLUtils = WebGLUtils;
  31268. exports.WireframeGeometry = WireframeGeometry;
  31269. exports.WireframeHelper = WireframeHelper;
  31270. exports.WrapAroundEnding = WrapAroundEnding;
  31271. exports.XHRLoader = XHRLoader;
  31272. exports.ZeroCurvatureEnding = ZeroCurvatureEnding;
  31273. exports.ZeroFactor = ZeroFactor;
  31274. exports.ZeroSlopeEnding = ZeroSlopeEnding;
  31275. exports.ZeroStencilOp = ZeroStencilOp;
  31276. exports.sRGBEncoding = sRGBEncoding;
  31277. Object.defineProperty(exports, '__esModule', { value: true });
  31278. })));