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 = '120dev';
  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. var GLSL1 = "100";
  247. var GLSL3 = "300 es";
  248. /**
  249. * https://github.com/mrdoob/eventdispatcher.js/
  250. */
  251. function EventDispatcher() {}
  252. Object.assign( EventDispatcher.prototype, {
  253. addEventListener: function ( type, listener ) {
  254. if ( this._listeners === undefined ) { this._listeners = {}; }
  255. var listeners = this._listeners;
  256. if ( listeners[ type ] === undefined ) {
  257. listeners[ type ] = [];
  258. }
  259. if ( listeners[ type ].indexOf( listener ) === - 1 ) {
  260. listeners[ type ].push( listener );
  261. }
  262. },
  263. hasEventListener: function ( type, listener ) {
  264. if ( this._listeners === undefined ) { return false; }
  265. var listeners = this._listeners;
  266. return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1;
  267. },
  268. removeEventListener: function ( type, listener ) {
  269. if ( this._listeners === undefined ) { return; }
  270. var listeners = this._listeners;
  271. var listenerArray = listeners[ type ];
  272. if ( listenerArray !== undefined ) {
  273. var index = listenerArray.indexOf( listener );
  274. if ( index !== - 1 ) {
  275. listenerArray.splice( index, 1 );
  276. }
  277. }
  278. },
  279. dispatchEvent: function ( event ) {
  280. if ( this._listeners === undefined ) { return; }
  281. var listeners = this._listeners;
  282. var listenerArray = listeners[ event.type ];
  283. if ( listenerArray !== undefined ) {
  284. event.target = this;
  285. // Make a copy, in case listeners are removed while iterating.
  286. var array = listenerArray.slice( 0 );
  287. for ( var i = 0, l = array.length; i < l; i ++ ) {
  288. array[ i ].call( this, event );
  289. }
  290. }
  291. }
  292. } );
  293. var _lut = [];
  294. for ( var i = 0; i < 256; i ++ ) {
  295. _lut[ i ] = ( i < 16 ? '0' : '' ) + ( i ).toString( 16 );
  296. }
  297. var _seed = 1234567;
  298. var MathUtils = {
  299. DEG2RAD: Math.PI / 180,
  300. RAD2DEG: 180 / Math.PI,
  301. generateUUID: function () {
  302. // http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136
  303. var d0 = Math.random() * 0xffffffff | 0;
  304. var d1 = Math.random() * 0xffffffff | 0;
  305. var d2 = Math.random() * 0xffffffff | 0;
  306. var d3 = Math.random() * 0xffffffff | 0;
  307. var uuid = _lut[ d0 & 0xff ] + _lut[ d0 >> 8 & 0xff ] + _lut[ d0 >> 16 & 0xff ] + _lut[ d0 >> 24 & 0xff ] + '-' +
  308. _lut[ d1 & 0xff ] + _lut[ d1 >> 8 & 0xff ] + '-' + _lut[ d1 >> 16 & 0x0f | 0x40 ] + _lut[ d1 >> 24 & 0xff ] + '-' +
  309. _lut[ d2 & 0x3f | 0x80 ] + _lut[ d2 >> 8 & 0xff ] + '-' + _lut[ d2 >> 16 & 0xff ] + _lut[ d2 >> 24 & 0xff ] +
  310. _lut[ d3 & 0xff ] + _lut[ d3 >> 8 & 0xff ] + _lut[ d3 >> 16 & 0xff ] + _lut[ d3 >> 24 & 0xff ];
  311. // .toUpperCase() here flattens concatenated strings to save heap memory space.
  312. return uuid.toUpperCase();
  313. },
  314. clamp: function ( value, min, max ) {
  315. return Math.max( min, Math.min( max, value ) );
  316. },
  317. // compute euclidian modulo of m % n
  318. // https://en.wikipedia.org/wiki/Modulo_operation
  319. euclideanModulo: function ( n, m ) {
  320. return ( ( n % m ) + m ) % m;
  321. },
  322. // Linear mapping from range <a1, a2> to range <b1, b2>
  323. mapLinear: function ( x, a1, a2, b1, b2 ) {
  324. return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
  325. },
  326. // https://en.wikipedia.org/wiki/Linear_interpolation
  327. lerp: function ( x, y, t ) {
  328. return ( 1 - t ) * x + t * y;
  329. },
  330. // http://en.wikipedia.org/wiki/Smoothstep
  331. smoothstep: function ( x, min, max ) {
  332. if ( x <= min ) { return 0; }
  333. if ( x >= max ) { return 1; }
  334. x = ( x - min ) / ( max - min );
  335. return x * x * ( 3 - 2 * x );
  336. },
  337. smootherstep: function ( x, min, max ) {
  338. if ( x <= min ) { return 0; }
  339. if ( x >= max ) { return 1; }
  340. x = ( x - min ) / ( max - min );
  341. return x * x * x * ( x * ( x * 6 - 15 ) + 10 );
  342. },
  343. // Random integer from <low, high> interval
  344. randInt: function ( low, high ) {
  345. return low + Math.floor( Math.random() * ( high - low + 1 ) );
  346. },
  347. // Random float from <low, high> interval
  348. randFloat: function ( low, high ) {
  349. return low + Math.random() * ( high - low );
  350. },
  351. // Random float from <-range/2, range/2> interval
  352. randFloatSpread: function ( range ) {
  353. return range * ( 0.5 - Math.random() );
  354. },
  355. // Deterministic pseudo-random float in the interval [ 0, 1 ]
  356. seededRandom: function ( s ) {
  357. if ( s !== undefined ) { _seed = s % 2147483647; }
  358. // Park-Miller algorithm
  359. _seed = _seed * 16807 % 2147483647;
  360. return ( _seed - 1 ) / 2147483646;
  361. },
  362. degToRad: function ( degrees ) {
  363. return degrees * MathUtils.DEG2RAD;
  364. },
  365. radToDeg: function ( radians ) {
  366. return radians * MathUtils.RAD2DEG;
  367. },
  368. isPowerOfTwo: function ( value ) {
  369. return ( value & ( value - 1 ) ) === 0 && value !== 0;
  370. },
  371. ceilPowerOfTwo: function ( value ) {
  372. return Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) );
  373. },
  374. floorPowerOfTwo: function ( value ) {
  375. return Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );
  376. },
  377. setQuaternionFromProperEuler: function ( q, a, b, c, order ) {
  378. // Intrinsic Proper Euler Angles - see https://en.wikipedia.org/wiki/Euler_angles
  379. // rotations are applied to the axes in the order specified by 'order'
  380. // rotation by angle 'a' is applied first, then by angle 'b', then by angle 'c'
  381. // angles are in radians
  382. var cos = Math.cos;
  383. var sin = Math.sin;
  384. var c2 = cos( b / 2 );
  385. var s2 = sin( b / 2 );
  386. var c13 = cos( ( a + c ) / 2 );
  387. var s13 = sin( ( a + c ) / 2 );
  388. var c1_3 = cos( ( a - c ) / 2 );
  389. var s1_3 = sin( ( a - c ) / 2 );
  390. var c3_1 = cos( ( c - a ) / 2 );
  391. var s3_1 = sin( ( c - a ) / 2 );
  392. switch ( order ) {
  393. case 'XYX':
  394. q.set( c2 * s13, s2 * c1_3, s2 * s1_3, c2 * c13 );
  395. break;
  396. case 'YZY':
  397. q.set( s2 * s1_3, c2 * s13, s2 * c1_3, c2 * c13 );
  398. break;
  399. case 'ZXZ':
  400. q.set( s2 * c1_3, s2 * s1_3, c2 * s13, c2 * c13 );
  401. break;
  402. case 'XZX':
  403. q.set( c2 * s13, s2 * s3_1, s2 * c3_1, c2 * c13 );
  404. break;
  405. case 'YXY':
  406. q.set( s2 * c3_1, c2 * s13, s2 * s3_1, c2 * c13 );
  407. break;
  408. case 'ZYZ':
  409. q.set( s2 * s3_1, s2 * c3_1, c2 * s13, c2 * c13 );
  410. break;
  411. default:
  412. console.warn( 'THREE.MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: ' + order );
  413. }
  414. }
  415. };
  416. var Vector2 = function Vector2( x, y ) {
  417. if ( x === void 0 ) x = 0;
  418. if ( y === void 0 ) y = 0;
  419. Object.defineProperty( this, 'isVector2', { value: true } );
  420. this.x = x;
  421. this.y = y;
  422. };
  423. var prototypeAccessors = { width: { configurable: true },height: { configurable: true } };
  424. prototypeAccessors.width.get = function () {
  425. return this.x;
  426. };
  427. prototypeAccessors.width.set = function ( value ) {
  428. this.x = value;
  429. };
  430. prototypeAccessors.height.get = function () {
  431. return this.y;
  432. };
  433. prototypeAccessors.height.set = function ( value ) {
  434. this.y = value;
  435. };
  436. Vector2.prototype.set = function set ( x, y ) {
  437. this.x = x;
  438. this.y = y;
  439. return this;
  440. };
  441. Vector2.prototype.setScalar = function setScalar ( scalar ) {
  442. this.x = scalar;
  443. this.y = scalar;
  444. return this;
  445. };
  446. Vector2.prototype.setX = function setX ( x ) {
  447. this.x = x;
  448. return this;
  449. };
  450. Vector2.prototype.setY = function setY ( y ) {
  451. this.y = y;
  452. return this;
  453. };
  454. Vector2.prototype.setComponent = function setComponent ( index, value ) {
  455. switch ( index ) {
  456. case 0: this.x = value; break;
  457. case 1: this.y = value; break;
  458. default: throw new Error( 'index is out of range: ' + index );
  459. }
  460. return this;
  461. };
  462. Vector2.prototype.getComponent = function getComponent ( index ) {
  463. switch ( index ) {
  464. case 0: return this.x;
  465. case 1: return this.y;
  466. default: throw new Error( 'index is out of range: ' + index );
  467. }
  468. };
  469. Vector2.prototype.clone = function clone () {
  470. return new this.constructor( this.x, this.y );
  471. };
  472. Vector2.prototype.copy = function copy ( v ) {
  473. this.x = v.x;
  474. this.y = v.y;
  475. return this;
  476. };
  477. Vector2.prototype.add = function add ( v, w ) {
  478. if ( w !== undefined ) {
  479. console.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  480. return this.addVectors( v, w );
  481. }
  482. this.x += v.x;
  483. this.y += v.y;
  484. return this;
  485. };
  486. Vector2.prototype.addScalar = function addScalar ( s ) {
  487. this.x += s;
  488. this.y += s;
  489. return this;
  490. };
  491. Vector2.prototype.addVectors = function addVectors ( a, b ) {
  492. this.x = a.x + b.x;
  493. this.y = a.y + b.y;
  494. return this;
  495. };
  496. Vector2.prototype.addScaledVector = function addScaledVector ( v, s ) {
  497. this.x += v.x * s;
  498. this.y += v.y * s;
  499. return this;
  500. };
  501. Vector2.prototype.sub = function sub ( v, w ) {
  502. if ( w !== undefined ) {
  503. console.warn( 'THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  504. return this.subVectors( v, w );
  505. }
  506. this.x -= v.x;
  507. this.y -= v.y;
  508. return this;
  509. };
  510. Vector2.prototype.subScalar = function subScalar ( s ) {
  511. this.x -= s;
  512. this.y -= s;
  513. return this;
  514. };
  515. Vector2.prototype.subVectors = function subVectors ( a, b ) {
  516. this.x = a.x - b.x;
  517. this.y = a.y - b.y;
  518. return this;
  519. };
  520. Vector2.prototype.multiply = function multiply ( v ) {
  521. this.x *= v.x;
  522. this.y *= v.y;
  523. return this;
  524. };
  525. Vector2.prototype.multiplyScalar = function multiplyScalar ( scalar ) {
  526. this.x *= scalar;
  527. this.y *= scalar;
  528. return this;
  529. };
  530. Vector2.prototype.divide = function divide ( v ) {
  531. this.x /= v.x;
  532. this.y /= v.y;
  533. return this;
  534. };
  535. Vector2.prototype.divideScalar = function divideScalar ( scalar ) {
  536. return this.multiplyScalar( 1 / scalar );
  537. };
  538. Vector2.prototype.applyMatrix3 = function applyMatrix3 ( m ) {
  539. var x = this.x, y = this.y;
  540. var e = m.elements;
  541. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ];
  542. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ];
  543. return this;
  544. };
  545. Vector2.prototype.min = function min ( v ) {
  546. this.x = Math.min( this.x, v.x );
  547. this.y = Math.min( this.y, v.y );
  548. return this;
  549. };
  550. Vector2.prototype.max = function max ( v ) {
  551. this.x = Math.max( this.x, v.x );
  552. this.y = Math.max( this.y, v.y );
  553. return this;
  554. };
  555. Vector2.prototype.clamp = function clamp ( min, max ) {
  556. // assumes min < max, componentwise
  557. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  558. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  559. return this;
  560. };
  561. Vector2.prototype.clampScalar = function clampScalar ( minVal, maxVal ) {
  562. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  563. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  564. return this;
  565. };
  566. Vector2.prototype.clampLength = function clampLength ( min, max ) {
  567. var length = this.length();
  568. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  569. };
  570. Vector2.prototype.floor = function floor () {
  571. this.x = Math.floor( this.x );
  572. this.y = Math.floor( this.y );
  573. return this;
  574. };
  575. Vector2.prototype.ceil = function ceil () {
  576. this.x = Math.ceil( this.x );
  577. this.y = Math.ceil( this.y );
  578. return this;
  579. };
  580. Vector2.prototype.round = function round () {
  581. this.x = Math.round( this.x );
  582. this.y = Math.round( this.y );
  583. return this;
  584. };
  585. Vector2.prototype.roundToZero = function roundToZero () {
  586. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  587. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  588. return this;
  589. };
  590. Vector2.prototype.negate = function negate () {
  591. this.x = - this.x;
  592. this.y = - this.y;
  593. return this;
  594. };
  595. Vector2.prototype.dot = function dot ( v ) {
  596. return this.x * v.x + this.y * v.y;
  597. };
  598. Vector2.prototype.cross = function cross ( v ) {
  599. return this.x * v.y - this.y * v.x;
  600. };
  601. Vector2.prototype.lengthSq = function lengthSq () {
  602. return this.x * this.x + this.y * this.y;
  603. };
  604. Vector2.prototype.length = function length () {
  605. return Math.sqrt( this.x * this.x + this.y * this.y );
  606. };
  607. Vector2.prototype.manhattanLength = function manhattanLength () {
  608. return Math.abs( this.x ) + Math.abs( this.y );
  609. };
  610. Vector2.prototype.normalize = function normalize () {
  611. return this.divideScalar( this.length() || 1 );
  612. };
  613. Vector2.prototype.angle = function angle () {
  614. // computes the angle in radians with respect to the positive x-axis
  615. var angle = Math.atan2( - this.y, - this.x ) + Math.PI;
  616. return angle;
  617. };
  618. Vector2.prototype.distanceTo = function distanceTo ( v ) {
  619. return Math.sqrt( this.distanceToSquared( v ) );
  620. };
  621. Vector2.prototype.distanceToSquared = function distanceToSquared ( v ) {
  622. var dx = this.x - v.x, dy = this.y - v.y;
  623. return dx * dx + dy * dy;
  624. };
  625. Vector2.prototype.manhattanDistanceTo = function manhattanDistanceTo ( v ) {
  626. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );
  627. };
  628. Vector2.prototype.setLength = function setLength ( length ) {
  629. return this.normalize().multiplyScalar( length );
  630. };
  631. Vector2.prototype.lerp = function lerp ( v, alpha ) {
  632. this.x += ( v.x - this.x ) * alpha;
  633. this.y += ( v.y - this.y ) * alpha;
  634. return this;
  635. };
  636. Vector2.prototype.lerpVectors = function lerpVectors ( v1, v2, alpha ) {
  637. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  638. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  639. return this;
  640. };
  641. Vector2.prototype.equals = function equals ( v ) {
  642. return ( ( v.x === this.x ) && ( v.y === this.y ) );
  643. };
  644. Vector2.prototype.fromArray = function fromArray ( array, offset ) {
  645. if ( offset === undefined ) { offset = 0; }
  646. this.x = array[ offset ];
  647. this.y = array[ offset + 1 ];
  648. return this;
  649. };
  650. Vector2.prototype.toArray = function toArray ( array, offset ) {
  651. if ( array === undefined ) { array = []; }
  652. if ( offset === undefined ) { offset = 0; }
  653. array[ offset ] = this.x;
  654. array[ offset + 1 ] = this.y;
  655. return array;
  656. };
  657. Vector2.prototype.fromBufferAttribute = function fromBufferAttribute ( attribute, index, offset ) {
  658. if ( offset !== undefined ) {
  659. console.warn( 'THREE.Vector2: offset has been removed from .fromBufferAttribute().' );
  660. }
  661. this.x = attribute.getX( index );
  662. this.y = attribute.getY( index );
  663. return this;
  664. };
  665. Vector2.prototype.rotateAround = function rotateAround ( center, angle ) {
  666. var c = Math.cos( angle ), s = Math.sin( angle );
  667. var x = this.x - center.x;
  668. var y = this.y - center.y;
  669. this.x = x * c - y * s + center.x;
  670. this.y = x * s + y * c + center.y;
  671. return this;
  672. };
  673. Vector2.prototype.random = function random () {
  674. this.x = Math.random();
  675. this.y = Math.random();
  676. return this;
  677. };
  678. Object.defineProperties( Vector2.prototype, prototypeAccessors );
  679. var Matrix3 = function Matrix3() {
  680. Object.defineProperty( this, 'isMatrix3', { value: true } );
  681. this.elements = [
  682. 1, 0, 0,
  683. 0, 1, 0,
  684. 0, 0, 1
  685. ];
  686. if ( arguments.length > 0 ) {
  687. console.error( 'THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.' );
  688. }
  689. };
  690. Matrix3.prototype.set = function set ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  691. var te = this.elements;
  692. te[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;
  693. te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;
  694. te[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;
  695. return this;
  696. };
  697. Matrix3.prototype.identity = function identity () {
  698. this.set(
  699. 1, 0, 0,
  700. 0, 1, 0,
  701. 0, 0, 1
  702. );
  703. return this;
  704. };
  705. Matrix3.prototype.clone = function clone () {
  706. return new this.constructor().fromArray( this.elements );
  707. };
  708. Matrix3.prototype.copy = function copy ( m ) {
  709. var te = this.elements;
  710. var me = m.elements;
  711. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ];
  712. te[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ];
  713. te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ];
  714. return this;
  715. };
  716. Matrix3.prototype.extractBasis = function extractBasis ( xAxis, yAxis, zAxis ) {
  717. xAxis.setFromMatrix3Column( this, 0 );
  718. yAxis.setFromMatrix3Column( this, 1 );
  719. zAxis.setFromMatrix3Column( this, 2 );
  720. return this;
  721. };
  722. Matrix3.prototype.setFromMatrix4 = function setFromMatrix4 ( m ) {
  723. var me = m.elements;
  724. this.set(
  725. me[ 0 ], me[ 4 ], me[ 8 ],
  726. me[ 1 ], me[ 5 ], me[ 9 ],
  727. me[ 2 ], me[ 6 ], me[ 10 ]
  728. );
  729. return this;
  730. };
  731. Matrix3.prototype.multiply = function multiply ( m ) {
  732. return this.multiplyMatrices( this, m );
  733. };
  734. Matrix3.prototype.premultiply = function premultiply ( m ) {
  735. return this.multiplyMatrices( m, this );
  736. };
  737. Matrix3.prototype.multiplyMatrices = function multiplyMatrices ( a, b ) {
  738. var ae = a.elements;
  739. var be = b.elements;
  740. var te = this.elements;
  741. var a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ];
  742. var a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ];
  743. var a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ];
  744. var b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ];
  745. var b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ];
  746. var b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ];
  747. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31;
  748. te[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32;
  749. te[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33;
  750. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31;
  751. te[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32;
  752. te[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33;
  753. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31;
  754. te[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32;
  755. te[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33;
  756. return this;
  757. };
  758. Matrix3.prototype.multiplyScalar = function multiplyScalar ( s ) {
  759. var te = this.elements;
  760. te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;
  761. te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;
  762. te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;
  763. return this;
  764. };
  765. Matrix3.prototype.determinant = function determinant () {
  766. var te = this.elements;
  767. var a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],
  768. d = te[ 3 ], e = te[ 4 ], f = te[ 5 ],
  769. g = te[ 6 ], h = te[ 7 ], i = te[ 8 ];
  770. return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
  771. };
  772. Matrix3.prototype.getInverse = function getInverse ( matrix, throwOnDegenerate ) {
  773. if ( throwOnDegenerate !== undefined ) {
  774. console.warn( "THREE.Matrix3: .getInverse() can no longer be configured to throw on degenerate." );
  775. }
  776. var me = matrix.elements,
  777. te = this.elements,
  778. n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ],
  779. n12 = me[ 3 ], n22 = me[ 4 ], n32 = me[ 5 ],
  780. n13 = me[ 6 ], n23 = me[ 7 ], n33 = me[ 8 ],
  781. t11 = n33 * n22 - n32 * n23,
  782. t12 = n32 * n13 - n33 * n12,
  783. t13 = n23 * n12 - n22 * n13,
  784. det = n11 * t11 + n21 * t12 + n31 * t13;
  785. if ( det === 0 ) { return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0 ); }
  786. var detInv = 1 / det;
  787. te[ 0 ] = t11 * detInv;
  788. te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;
  789. te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;
  790. te[ 3 ] = t12 * detInv;
  791. te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;
  792. te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;
  793. te[ 6 ] = t13 * detInv;
  794. te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;
  795. te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;
  796. return this;
  797. };
  798. Matrix3.prototype.transpose = function transpose () {
  799. var tmp;
  800. var m = this.elements;
  801. tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;
  802. tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;
  803. tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;
  804. return this;
  805. };
  806. Matrix3.prototype.getNormalMatrix = function getNormalMatrix ( matrix4 ) {
  807. return this.setFromMatrix4( matrix4 ).getInverse( this ).transpose();
  808. };
  809. Matrix3.prototype.transposeIntoArray = function transposeIntoArray ( r ) {
  810. var m = this.elements;
  811. r[ 0 ] = m[ 0 ];
  812. r[ 1 ] = m[ 3 ];
  813. r[ 2 ] = m[ 6 ];
  814. r[ 3 ] = m[ 1 ];
  815. r[ 4 ] = m[ 4 ];
  816. r[ 5 ] = m[ 7 ];
  817. r[ 6 ] = m[ 2 ];
  818. r[ 7 ] = m[ 5 ];
  819. r[ 8 ] = m[ 8 ];
  820. return this;
  821. };
  822. Matrix3.prototype.setUvTransform = function setUvTransform ( tx, ty, sx, sy, rotation, cx, cy ) {
  823. var c = Math.cos( rotation );
  824. var s = Math.sin( rotation );
  825. this.set(
  826. sx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx,
  827. - sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty,
  828. 0, 0, 1
  829. );
  830. };
  831. Matrix3.prototype.scale = function scale ( sx, sy ) {
  832. var te = this.elements;
  833. te[ 0 ] *= sx; te[ 3 ] *= sx; te[ 6 ] *= sx;
  834. te[ 1 ] *= sy; te[ 4 ] *= sy; te[ 7 ] *= sy;
  835. return this;
  836. };
  837. Matrix3.prototype.rotate = function rotate ( theta ) {
  838. var c = Math.cos( theta );
  839. var s = Math.sin( theta );
  840. var te = this.elements;
  841. var a11 = te[ 0 ], a12 = te[ 3 ], a13 = te[ 6 ];
  842. var a21 = te[ 1 ], a22 = te[ 4 ], a23 = te[ 7 ];
  843. te[ 0 ] = c * a11 + s * a21;
  844. te[ 3 ] = c * a12 + s * a22;
  845. te[ 6 ] = c * a13 + s * a23;
  846. te[ 1 ] = - s * a11 + c * a21;
  847. te[ 4 ] = - s * a12 + c * a22;
  848. te[ 7 ] = - s * a13 + c * a23;
  849. return this;
  850. };
  851. Matrix3.prototype.translate = function translate ( tx, ty ) {
  852. var te = this.elements;
  853. te[ 0 ] += tx * te[ 2 ]; te[ 3 ] += tx * te[ 5 ]; te[ 6 ] += tx * te[ 8 ];
  854. te[ 1 ] += ty * te[ 2 ]; te[ 4 ] += ty * te[ 5 ]; te[ 7 ] += ty * te[ 8 ];
  855. return this;
  856. };
  857. Matrix3.prototype.equals = function equals ( matrix ) {
  858. var te = this.elements;
  859. var me = matrix.elements;
  860. for ( var i = 0; i < 9; i ++ ) {
  861. if ( te[ i ] !== me[ i ] ) { return false; }
  862. }
  863. return true;
  864. };
  865. Matrix3.prototype.fromArray = function fromArray ( array, offset ) {
  866. if ( offset === undefined ) { offset = 0; }
  867. for ( var i = 0; i < 9; i ++ ) {
  868. this.elements[ i ] = array[ i + offset ];
  869. }
  870. return this;
  871. };
  872. Matrix3.prototype.toArray = function toArray ( array, offset ) {
  873. if ( array === undefined ) { array = []; }
  874. if ( offset === undefined ) { offset = 0; }
  875. var te = this.elements;
  876. array[ offset ] = te[ 0 ];
  877. array[ offset + 1 ] = te[ 1 ];
  878. array[ offset + 2 ] = te[ 2 ];
  879. array[ offset + 3 ] = te[ 3 ];
  880. array[ offset + 4 ] = te[ 4 ];
  881. array[ offset + 5 ] = te[ 5 ];
  882. array[ offset + 6 ] = te[ 6 ];
  883. array[ offset + 7 ] = te[ 7 ];
  884. array[ offset + 8 ] = te[ 8 ];
  885. return array;
  886. };
  887. var _canvas;
  888. var ImageUtils = {
  889. getDataURL: function ( image ) {
  890. if ( /^data:/i.test( image.src ) ) {
  891. return image.src;
  892. }
  893. if ( typeof HTMLCanvasElement == 'undefined' ) {
  894. return image.src;
  895. }
  896. var canvas;
  897. if ( image instanceof HTMLCanvasElement ) {
  898. canvas = image;
  899. } else {
  900. if ( _canvas === undefined ) { _canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ); }
  901. _canvas.width = image.width;
  902. _canvas.height = image.height;
  903. var context = _canvas.getContext( '2d' );
  904. if ( image instanceof ImageData ) {
  905. context.putImageData( image, 0, 0 );
  906. } else {
  907. context.drawImage( image, 0, 0, image.width, image.height );
  908. }
  909. canvas = _canvas;
  910. }
  911. if ( canvas.width > 2048 || canvas.height > 2048 ) {
  912. return canvas.toDataURL( 'image/jpeg', 0.6 );
  913. } else {
  914. return canvas.toDataURL( 'image/png' );
  915. }
  916. }
  917. };
  918. var textureId = 0;
  919. function Texture( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
  920. Object.defineProperty( this, 'id', { value: textureId ++ } );
  921. this.uuid = MathUtils.generateUUID();
  922. this.name = '';
  923. this.image = image !== undefined ? image : Texture.DEFAULT_IMAGE;
  924. this.mipmaps = [];
  925. this.mapping = mapping !== undefined ? mapping : Texture.DEFAULT_MAPPING;
  926. this.wrapS = wrapS !== undefined ? wrapS : ClampToEdgeWrapping;
  927. this.wrapT = wrapT !== undefined ? wrapT : ClampToEdgeWrapping;
  928. this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
  929. this.minFilter = minFilter !== undefined ? minFilter : LinearMipmapLinearFilter;
  930. this.anisotropy = anisotropy !== undefined ? anisotropy : 1;
  931. this.format = format !== undefined ? format : RGBAFormat;
  932. this.internalFormat = null;
  933. this.type = type !== undefined ? type : UnsignedByteType;
  934. this.offset = new Vector2( 0, 0 );
  935. this.repeat = new Vector2( 1, 1 );
  936. this.center = new Vector2( 0, 0 );
  937. this.rotation = 0;
  938. this.matrixAutoUpdate = true;
  939. this.matrix = new Matrix3();
  940. this.generateMipmaps = true;
  941. this.premultiplyAlpha = false;
  942. this.flipY = true;
  943. this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
  944. // Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap.
  945. //
  946. // Also changing the encoding after already used by a Material will not automatically make the Material
  947. // update. You need to explicitly call Material.needsUpdate to trigger it to recompile.
  948. this.encoding = encoding !== undefined ? encoding : LinearEncoding;
  949. this.version = 0;
  950. this.onUpdate = null;
  951. }
  952. Texture.DEFAULT_IMAGE = undefined;
  953. Texture.DEFAULT_MAPPING = UVMapping;
  954. Texture.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  955. constructor: Texture,
  956. isTexture: true,
  957. updateMatrix: function () {
  958. this.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y );
  959. },
  960. clone: function () {
  961. return new this.constructor().copy( this );
  962. },
  963. copy: function ( source ) {
  964. this.name = source.name;
  965. this.image = source.image;
  966. this.mipmaps = source.mipmaps.slice( 0 );
  967. this.mapping = source.mapping;
  968. this.wrapS = source.wrapS;
  969. this.wrapT = source.wrapT;
  970. this.magFilter = source.magFilter;
  971. this.minFilter = source.minFilter;
  972. this.anisotropy = source.anisotropy;
  973. this.format = source.format;
  974. this.internalFormat = source.internalFormat;
  975. this.type = source.type;
  976. this.offset.copy( source.offset );
  977. this.repeat.copy( source.repeat );
  978. this.center.copy( source.center );
  979. this.rotation = source.rotation;
  980. this.matrixAutoUpdate = source.matrixAutoUpdate;
  981. this.matrix.copy( source.matrix );
  982. this.generateMipmaps = source.generateMipmaps;
  983. this.premultiplyAlpha = source.premultiplyAlpha;
  984. this.flipY = source.flipY;
  985. this.unpackAlignment = source.unpackAlignment;
  986. this.encoding = source.encoding;
  987. return this;
  988. },
  989. toJSON: function ( meta ) {
  990. var isRootObject = ( meta === undefined || typeof meta === 'string' );
  991. if ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) {
  992. return meta.textures[ this.uuid ];
  993. }
  994. var output = {
  995. metadata: {
  996. version: 4.5,
  997. type: 'Texture',
  998. generator: 'Texture.toJSON'
  999. },
  1000. uuid: this.uuid,
  1001. name: this.name,
  1002. mapping: this.mapping,
  1003. repeat: [ this.repeat.x, this.repeat.y ],
  1004. offset: [ this.offset.x, this.offset.y ],
  1005. center: [ this.center.x, this.center.y ],
  1006. rotation: this.rotation,
  1007. wrap: [ this.wrapS, this.wrapT ],
  1008. format: this.format,
  1009. type: this.type,
  1010. encoding: this.encoding,
  1011. minFilter: this.minFilter,
  1012. magFilter: this.magFilter,
  1013. anisotropy: this.anisotropy,
  1014. flipY: this.flipY,
  1015. premultiplyAlpha: this.premultiplyAlpha,
  1016. unpackAlignment: this.unpackAlignment
  1017. };
  1018. if ( this.image !== undefined ) {
  1019. // TODO: Move to THREE.Image
  1020. var image = this.image;
  1021. if ( image.uuid === undefined ) {
  1022. image.uuid = MathUtils.generateUUID(); // UGH
  1023. }
  1024. if ( ! isRootObject && meta.images[ image.uuid ] === undefined ) {
  1025. var url;
  1026. if ( Array.isArray( image ) ) {
  1027. // process array of images e.g. CubeTexture
  1028. url = [];
  1029. for ( var i = 0, l = image.length; i < l; i ++ ) {
  1030. url.push( ImageUtils.getDataURL( image[ i ] ) );
  1031. }
  1032. } else {
  1033. // process single image
  1034. url = ImageUtils.getDataURL( image );
  1035. }
  1036. meta.images[ image.uuid ] = {
  1037. uuid: image.uuid,
  1038. url: url
  1039. };
  1040. }
  1041. output.image = image.uuid;
  1042. }
  1043. if ( ! isRootObject ) {
  1044. meta.textures[ this.uuid ] = output;
  1045. }
  1046. return output;
  1047. },
  1048. dispose: function () {
  1049. this.dispatchEvent( { type: 'dispose' } );
  1050. },
  1051. transformUv: function ( uv ) {
  1052. if ( this.mapping !== UVMapping ) { return uv; }
  1053. uv.applyMatrix3( this.matrix );
  1054. if ( uv.x < 0 || uv.x > 1 ) {
  1055. switch ( this.wrapS ) {
  1056. case RepeatWrapping:
  1057. uv.x = uv.x - Math.floor( uv.x );
  1058. break;
  1059. case ClampToEdgeWrapping:
  1060. uv.x = uv.x < 0 ? 0 : 1;
  1061. break;
  1062. case MirroredRepeatWrapping:
  1063. if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {
  1064. uv.x = Math.ceil( uv.x ) - uv.x;
  1065. } else {
  1066. uv.x = uv.x - Math.floor( uv.x );
  1067. }
  1068. break;
  1069. }
  1070. }
  1071. if ( uv.y < 0 || uv.y > 1 ) {
  1072. switch ( this.wrapT ) {
  1073. case RepeatWrapping:
  1074. uv.y = uv.y - Math.floor( uv.y );
  1075. break;
  1076. case ClampToEdgeWrapping:
  1077. uv.y = uv.y < 0 ? 0 : 1;
  1078. break;
  1079. case MirroredRepeatWrapping:
  1080. if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {
  1081. uv.y = Math.ceil( uv.y ) - uv.y;
  1082. } else {
  1083. uv.y = uv.y - Math.floor( uv.y );
  1084. }
  1085. break;
  1086. }
  1087. }
  1088. if ( this.flipY ) {
  1089. uv.y = 1 - uv.y;
  1090. }
  1091. return uv;
  1092. }
  1093. } );
  1094. Object.defineProperty( Texture.prototype, "needsUpdate", {
  1095. set: function ( value ) {
  1096. if ( value === true ) { this.version ++; }
  1097. }
  1098. } );
  1099. var Vector4 = function Vector4( x, y, z, w ) {
  1100. if ( x === void 0 ) x = 0;
  1101. if ( y === void 0 ) y = 0;
  1102. if ( z === void 0 ) z = 0;
  1103. if ( w === void 0 ) w = 1;
  1104. Object.defineProperty( this, 'isVector4', { value: true } );
  1105. this.x = x;
  1106. this.y = y;
  1107. this.z = z;
  1108. this.w = w;
  1109. };
  1110. var prototypeAccessors$1 = { width: { configurable: true },height: { configurable: true } };
  1111. prototypeAccessors$1.width.get = function () {
  1112. return this.z;
  1113. };
  1114. prototypeAccessors$1.width.set = function ( value ) {
  1115. this.z = value;
  1116. };
  1117. prototypeAccessors$1.height.get = function () {
  1118. return this.w;
  1119. };
  1120. prototypeAccessors$1.height.set = function ( value ) {
  1121. this.w = value;
  1122. };
  1123. Vector4.prototype.set = function set ( x, y, z, w ) {
  1124. this.x = x;
  1125. this.y = y;
  1126. this.z = z;
  1127. this.w = w;
  1128. return this;
  1129. };
  1130. Vector4.prototype.setScalar = function setScalar ( scalar ) {
  1131. this.x = scalar;
  1132. this.y = scalar;
  1133. this.z = scalar;
  1134. this.w = scalar;
  1135. return this;
  1136. };
  1137. Vector4.prototype.setX = function setX ( x ) {
  1138. this.x = x;
  1139. return this;
  1140. };
  1141. Vector4.prototype.setY = function setY ( y ) {
  1142. this.y = y;
  1143. return this;
  1144. };
  1145. Vector4.prototype.setZ = function setZ ( z ) {
  1146. this.z = z;
  1147. return this;
  1148. };
  1149. Vector4.prototype.setW = function setW ( w ) {
  1150. this.w = w;
  1151. return this;
  1152. };
  1153. Vector4.prototype.setComponent = function setComponent ( index, value ) {
  1154. switch ( index ) {
  1155. case 0: this.x = value; break;
  1156. case 1: this.y = value; break;
  1157. case 2: this.z = value; break;
  1158. case 3: this.w = value; break;
  1159. default: throw new Error( 'index is out of range: ' + index );
  1160. }
  1161. return this;
  1162. };
  1163. Vector4.prototype.getComponent = function getComponent ( index ) {
  1164. switch ( index ) {
  1165. case 0: return this.x;
  1166. case 1: return this.y;
  1167. case 2: return this.z;
  1168. case 3: return this.w;
  1169. default: throw new Error( 'index is out of range: ' + index );
  1170. }
  1171. };
  1172. Vector4.prototype.clone = function clone () {
  1173. return new this.constructor( this.x, this.y, this.z, this.w );
  1174. };
  1175. Vector4.prototype.copy = function copy ( v ) {
  1176. this.x = v.x;
  1177. this.y = v.y;
  1178. this.z = v.z;
  1179. this.w = ( v.w !== undefined ) ? v.w : 1;
  1180. return this;
  1181. };
  1182. Vector4.prototype.add = function add ( v, w ) {
  1183. if ( w !== undefined ) {
  1184. console.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  1185. return this.addVectors( v, w );
  1186. }
  1187. this.x += v.x;
  1188. this.y += v.y;
  1189. this.z += v.z;
  1190. this.w += v.w;
  1191. return this;
  1192. };
  1193. Vector4.prototype.addScalar = function addScalar ( s ) {
  1194. this.x += s;
  1195. this.y += s;
  1196. this.z += s;
  1197. this.w += s;
  1198. return this;
  1199. };
  1200. Vector4.prototype.addVectors = function addVectors ( a, b ) {
  1201. this.x = a.x + b.x;
  1202. this.y = a.y + b.y;
  1203. this.z = a.z + b.z;
  1204. this.w = a.w + b.w;
  1205. return this;
  1206. };
  1207. Vector4.prototype.addScaledVector = function addScaledVector ( v, s ) {
  1208. this.x += v.x * s;
  1209. this.y += v.y * s;
  1210. this.z += v.z * s;
  1211. this.w += v.w * s;
  1212. return this;
  1213. };
  1214. Vector4.prototype.sub = function sub ( v, w ) {
  1215. if ( w !== undefined ) {
  1216. console.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  1217. return this.subVectors( v, w );
  1218. }
  1219. this.x -= v.x;
  1220. this.y -= v.y;
  1221. this.z -= v.z;
  1222. this.w -= v.w;
  1223. return this;
  1224. };
  1225. Vector4.prototype.subScalar = function subScalar ( s ) {
  1226. this.x -= s;
  1227. this.y -= s;
  1228. this.z -= s;
  1229. this.w -= s;
  1230. return this;
  1231. };
  1232. Vector4.prototype.subVectors = function subVectors ( a, b ) {
  1233. this.x = a.x - b.x;
  1234. this.y = a.y - b.y;
  1235. this.z = a.z - b.z;
  1236. this.w = a.w - b.w;
  1237. return this;
  1238. };
  1239. Vector4.prototype.multiplyScalar = function multiplyScalar ( scalar ) {
  1240. this.x *= scalar;
  1241. this.y *= scalar;
  1242. this.z *= scalar;
  1243. this.w *= scalar;
  1244. return this;
  1245. };
  1246. Vector4.prototype.applyMatrix4 = function applyMatrix4 ( m ) {
  1247. var x = this.x, y = this.y, z = this.z, w = this.w;
  1248. var e = m.elements;
  1249. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;
  1250. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;
  1251. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;
  1252. this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;
  1253. return this;
  1254. };
  1255. Vector4.prototype.divideScalar = function divideScalar ( scalar ) {
  1256. return this.multiplyScalar( 1 / scalar );
  1257. };
  1258. Vector4.prototype.setAxisAngleFromQuaternion = function setAxisAngleFromQuaternion ( q ) {
  1259. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
  1260. // q is assumed to be normalized
  1261. this.w = 2 * Math.acos( q.w );
  1262. var s = Math.sqrt( 1 - q.w * q.w );
  1263. if ( s < 0.0001 ) {
  1264. this.x = 1;
  1265. this.y = 0;
  1266. this.z = 0;
  1267. } else {
  1268. this.x = q.x / s;
  1269. this.y = q.y / s;
  1270. this.z = q.z / s;
  1271. }
  1272. return this;
  1273. };
  1274. Vector4.prototype.setAxisAngleFromRotationMatrix = function setAxisAngleFromRotationMatrix ( m ) {
  1275. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
  1276. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  1277. var angle, x, y, z; // variables for result
  1278. var epsilon = 0.01, // margin to allow for rounding errors
  1279. epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees
  1280. te = m.elements,
  1281. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  1282. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  1283. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  1284. if ( ( Math.abs( m12 - m21 ) < epsilon ) &&
  1285. ( Math.abs( m13 - m31 ) < epsilon ) &&
  1286. ( Math.abs( m23 - m32 ) < epsilon ) ) {
  1287. // singularity found
  1288. // first check for identity matrix which must have +1 for all terms
  1289. // in leading diagonal and zero in other terms
  1290. if ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&
  1291. ( Math.abs( m13 + m31 ) < epsilon2 ) &&
  1292. ( Math.abs( m23 + m32 ) < epsilon2 ) &&
  1293. ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
  1294. // this singularity is identity matrix so angle = 0
  1295. this.set( 1, 0, 0, 0 );
  1296. return this; // zero angle, arbitrary axis
  1297. }
  1298. // otherwise this singularity is angle = 180
  1299. angle = Math.PI;
  1300. var xx = ( m11 + 1 ) / 2;
  1301. var yy = ( m22 + 1 ) / 2;
  1302. var zz = ( m33 + 1 ) / 2;
  1303. var xy = ( m12 + m21 ) / 4;
  1304. var xz = ( m13 + m31 ) / 4;
  1305. var yz = ( m23 + m32 ) / 4;
  1306. if ( ( xx > yy ) && ( xx > zz ) ) {
  1307. // m11 is the largest diagonal term
  1308. if ( xx < epsilon ) {
  1309. x = 0;
  1310. y = 0.707106781;
  1311. z = 0.707106781;
  1312. } else {
  1313. x = Math.sqrt( xx );
  1314. y = xy / x;
  1315. z = xz / x;
  1316. }
  1317. } else if ( yy > zz ) {
  1318. // m22 is the largest diagonal term
  1319. if ( yy < epsilon ) {
  1320. x = 0.707106781;
  1321. y = 0;
  1322. z = 0.707106781;
  1323. } else {
  1324. y = Math.sqrt( yy );
  1325. x = xy / y;
  1326. z = yz / y;
  1327. }
  1328. } else {
  1329. // m33 is the largest diagonal term so base result on this
  1330. if ( zz < epsilon ) {
  1331. x = 0.707106781;
  1332. y = 0.707106781;
  1333. z = 0;
  1334. } else {
  1335. z = Math.sqrt( zz );
  1336. x = xz / z;
  1337. y = yz / z;
  1338. }
  1339. }
  1340. this.set( x, y, z, angle );
  1341. return this; // return 180 deg rotation
  1342. }
  1343. // as we have reached here there are no singularities so we can handle normally
  1344. var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +
  1345. ( m13 - m31 ) * ( m13 - m31 ) +
  1346. ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
  1347. if ( Math.abs( s ) < 0.001 ) { s = 1; }
  1348. // prevent divide by zero, should not happen if matrix is orthogonal and should be
  1349. // caught by singularity test above, but I've left it in just in case
  1350. this.x = ( m32 - m23 ) / s;
  1351. this.y = ( m13 - m31 ) / s;
  1352. this.z = ( m21 - m12 ) / s;
  1353. this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
  1354. return this;
  1355. };
  1356. Vector4.prototype.min = function min ( v ) {
  1357. this.x = Math.min( this.x, v.x );
  1358. this.y = Math.min( this.y, v.y );
  1359. this.z = Math.min( this.z, v.z );
  1360. this.w = Math.min( this.w, v.w );
  1361. return this;
  1362. };
  1363. Vector4.prototype.max = function max ( v ) {
  1364. this.x = Math.max( this.x, v.x );
  1365. this.y = Math.max( this.y, v.y );
  1366. this.z = Math.max( this.z, v.z );
  1367. this.w = Math.max( this.w, v.w );
  1368. return this;
  1369. };
  1370. Vector4.prototype.clamp = function clamp ( min, max ) {
  1371. // assumes min < max, componentwise
  1372. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  1373. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  1374. this.z = Math.max( min.z, Math.min( max.z, this.z ) );
  1375. this.w = Math.max( min.w, Math.min( max.w, this.w ) );
  1376. return this;
  1377. };
  1378. Vector4.prototype.clampScalar = function clampScalar ( minVal, maxVal ) {
  1379. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  1380. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  1381. this.z = Math.max( minVal, Math.min( maxVal, this.z ) );
  1382. this.w = Math.max( minVal, Math.min( maxVal, this.w ) );
  1383. return this;
  1384. };
  1385. Vector4.prototype.clampLength = function clampLength ( min, max ) {
  1386. var length = this.length();
  1387. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  1388. };
  1389. Vector4.prototype.floor = function floor () {
  1390. this.x = Math.floor( this.x );
  1391. this.y = Math.floor( this.y );
  1392. this.z = Math.floor( this.z );
  1393. this.w = Math.floor( this.w );
  1394. return this;
  1395. };
  1396. Vector4.prototype.ceil = function ceil () {
  1397. this.x = Math.ceil( this.x );
  1398. this.y = Math.ceil( this.y );
  1399. this.z = Math.ceil( this.z );
  1400. this.w = Math.ceil( this.w );
  1401. return this;
  1402. };
  1403. Vector4.prototype.round = function round () {
  1404. this.x = Math.round( this.x );
  1405. this.y = Math.round( this.y );
  1406. this.z = Math.round( this.z );
  1407. this.w = Math.round( this.w );
  1408. return this;
  1409. };
  1410. Vector4.prototype.roundToZero = function roundToZero () {
  1411. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  1412. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  1413. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  1414. this.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w );
  1415. return this;
  1416. };
  1417. Vector4.prototype.negate = function negate () {
  1418. this.x = - this.x;
  1419. this.y = - this.y;
  1420. this.z = - this.z;
  1421. this.w = - this.w;
  1422. return this;
  1423. };
  1424. Vector4.prototype.dot = function dot ( v ) {
  1425. return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
  1426. };
  1427. Vector4.prototype.lengthSq = function lengthSq () {
  1428. return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
  1429. };
  1430. Vector4.prototype.length = function length () {
  1431. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
  1432. };
  1433. Vector4.prototype.manhattanLength = function manhattanLength () {
  1434. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
  1435. };
  1436. Vector4.prototype.normalize = function normalize () {
  1437. return this.divideScalar( this.length() || 1 );
  1438. };
  1439. Vector4.prototype.setLength = function setLength ( length ) {
  1440. return this.normalize().multiplyScalar( length );
  1441. };
  1442. Vector4.prototype.lerp = function lerp ( v, alpha ) {
  1443. this.x += ( v.x - this.x ) * alpha;
  1444. this.y += ( v.y - this.y ) * alpha;
  1445. this.z += ( v.z - this.z ) * alpha;
  1446. this.w += ( v.w - this.w ) * alpha;
  1447. return this;
  1448. };
  1449. Vector4.prototype.lerpVectors = function lerpVectors ( v1, v2, alpha ) {
  1450. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  1451. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  1452. this.z = v1.z + ( v2.z - v1.z ) * alpha;
  1453. this.w = v1.w + ( v2.w - v1.w ) * alpha;
  1454. return this;
  1455. };
  1456. Vector4.prototype.equals = function equals ( v ) {
  1457. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
  1458. };
  1459. Vector4.prototype.fromArray = function fromArray ( array, offset ) {
  1460. if ( offset === undefined ) { offset = 0; }
  1461. this.x = array[ offset ];
  1462. this.y = array[ offset + 1 ];
  1463. this.z = array[ offset + 2 ];
  1464. this.w = array[ offset + 3 ];
  1465. return this;
  1466. };
  1467. Vector4.prototype.toArray = function toArray ( array, offset ) {
  1468. if ( array === undefined ) { array = []; }
  1469. if ( offset === undefined ) { offset = 0; }
  1470. array[ offset ] = this.x;
  1471. array[ offset + 1 ] = this.y;
  1472. array[ offset + 2 ] = this.z;
  1473. array[ offset + 3 ] = this.w;
  1474. return array;
  1475. };
  1476. Vector4.prototype.fromBufferAttribute = function fromBufferAttribute ( attribute, index, offset ) {
  1477. if ( offset !== undefined ) {
  1478. console.warn( 'THREE.Vector4: offset has been removed from .fromBufferAttribute().' );
  1479. }
  1480. this.x = attribute.getX( index );
  1481. this.y = attribute.getY( index );
  1482. this.z = attribute.getZ( index );
  1483. this.w = attribute.getW( index );
  1484. return this;
  1485. };
  1486. Vector4.prototype.random = function random () {
  1487. this.x = Math.random();
  1488. this.y = Math.random();
  1489. this.z = Math.random();
  1490. this.w = Math.random();
  1491. return this;
  1492. };
  1493. Object.defineProperties( Vector4.prototype, prototypeAccessors$1 );
  1494. /*
  1495. In options, we can specify:
  1496. * Texture parameters for an auto-generated target texture
  1497. * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers
  1498. */
  1499. function WebGLRenderTarget( width, height, options ) {
  1500. this.width = width;
  1501. this.height = height;
  1502. this.scissor = new Vector4( 0, 0, width, height );
  1503. this.scissorTest = false;
  1504. this.viewport = new Vector4( 0, 0, width, height );
  1505. options = options || {};
  1506. this.texture = new Texture( undefined, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding );
  1507. this.texture.image = {};
  1508. this.texture.image.width = width;
  1509. this.texture.image.height = height;
  1510. this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;
  1511. this.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;
  1512. this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;
  1513. this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : false;
  1514. this.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null;
  1515. }
  1516. WebGLRenderTarget.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  1517. constructor: WebGLRenderTarget,
  1518. isWebGLRenderTarget: true,
  1519. setSize: function ( width, height ) {
  1520. if ( this.width !== width || this.height !== height ) {
  1521. this.width = width;
  1522. this.height = height;
  1523. this.texture.image.width = width;
  1524. this.texture.image.height = height;
  1525. this.dispose();
  1526. }
  1527. this.viewport.set( 0, 0, width, height );
  1528. this.scissor.set( 0, 0, width, height );
  1529. },
  1530. clone: function () {
  1531. return new this.constructor().copy( this );
  1532. },
  1533. copy: function ( source ) {
  1534. this.width = source.width;
  1535. this.height = source.height;
  1536. this.viewport.copy( source.viewport );
  1537. this.texture = source.texture.clone();
  1538. this.depthBuffer = source.depthBuffer;
  1539. this.stencilBuffer = source.stencilBuffer;
  1540. this.depthTexture = source.depthTexture;
  1541. return this;
  1542. },
  1543. dispose: function () {
  1544. this.dispatchEvent( { type: 'dispose' } );
  1545. }
  1546. } );
  1547. function WebGLMultisampleRenderTarget( width, height, options ) {
  1548. WebGLRenderTarget.call( this, width, height, options );
  1549. this.samples = 4;
  1550. }
  1551. WebGLMultisampleRenderTarget.prototype = Object.assign( Object.create( WebGLRenderTarget.prototype ), {
  1552. constructor: WebGLMultisampleRenderTarget,
  1553. isWebGLMultisampleRenderTarget: true,
  1554. copy: function ( source ) {
  1555. WebGLRenderTarget.prototype.copy.call( this, source );
  1556. this.samples = source.samples;
  1557. return this;
  1558. }
  1559. } );
  1560. var Quaternion = function Quaternion( x, y, z, w ) {
  1561. if ( x === void 0 ) x = 0;
  1562. if ( y === void 0 ) y = 0;
  1563. if ( z === void 0 ) z = 0;
  1564. if ( w === void 0 ) w = 1;
  1565. Object.defineProperty( this, 'isQuaternion', { value: true } );
  1566. this._x = x;
  1567. this._y = y;
  1568. this._z = z;
  1569. this._w = w;
  1570. };
  1571. var prototypeAccessors$2 = { x: { configurable: true },y: { configurable: true },z: { configurable: true },w: { configurable: true } };
  1572. Quaternion.slerp = function slerp ( qa, qb, qm, t ) {
  1573. return qm.copy( qa ).slerp( qb, t );
  1574. };
  1575. Quaternion.slerpFlat = function slerpFlat ( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {
  1576. // fuzz-free, array-based Quaternion SLERP operation
  1577. var x0 = src0[ srcOffset0 + 0 ],
  1578. y0 = src0[ srcOffset0 + 1 ],
  1579. z0 = src0[ srcOffset0 + 2 ],
  1580. w0 = src0[ srcOffset0 + 3 ];
  1581. var x1 = src1[ srcOffset1 + 0 ],
  1582. y1 = src1[ srcOffset1 + 1 ],
  1583. z1 = src1[ srcOffset1 + 2 ],
  1584. w1 = src1[ srcOffset1 + 3 ];
  1585. if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {
  1586. var s = 1 - t;
  1587. var cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1,
  1588. dir = ( cos >= 0 ? 1 : - 1 ),
  1589. sqrSin = 1 - cos * cos;
  1590. // Skip the Slerp for tiny steps to avoid numeric problems:
  1591. if ( sqrSin > Number.EPSILON ) {
  1592. var sin = Math.sqrt( sqrSin ),
  1593. len = Math.atan2( sin, cos * dir );
  1594. s = Math.sin( s * len ) / sin;
  1595. t = Math.sin( t * len ) / sin;
  1596. }
  1597. var tDir = t * dir;
  1598. x0 = x0 * s + x1 * tDir;
  1599. y0 = y0 * s + y1 * tDir;
  1600. z0 = z0 * s + z1 * tDir;
  1601. w0 = w0 * s + w1 * tDir;
  1602. // Normalize in case we just did a lerp:
  1603. if ( s === 1 - t ) {
  1604. var f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );
  1605. x0 *= f;
  1606. y0 *= f;
  1607. z0 *= f;
  1608. w0 *= f;
  1609. }
  1610. }
  1611. dst[ dstOffset ] = x0;
  1612. dst[ dstOffset + 1 ] = y0;
  1613. dst[ dstOffset + 2 ] = z0;
  1614. dst[ dstOffset + 3 ] = w0;
  1615. };
  1616. Quaternion.multiplyQuaternionsFlat = function multiplyQuaternionsFlat ( dst, dstOffset, src0, srcOffset0, src1, srcOffset1 ) {
  1617. var x0 = src0[ srcOffset0 ];
  1618. var y0 = src0[ srcOffset0 + 1 ];
  1619. var z0 = src0[ srcOffset0 + 2 ];
  1620. var w0 = src0[ srcOffset0 + 3 ];
  1621. var x1 = src1[ srcOffset1 ];
  1622. var y1 = src1[ srcOffset1 + 1 ];
  1623. var z1 = src1[ srcOffset1 + 2 ];
  1624. var w1 = src1[ srcOffset1 + 3 ];
  1625. dst[ dstOffset ] = x0 * w1 + w0 * x1 + y0 * z1 - z0 * y1;
  1626. dst[ dstOffset + 1 ] = y0 * w1 + w0 * y1 + z0 * x1 - x0 * z1;
  1627. dst[ dstOffset + 2 ] = z0 * w1 + w0 * z1 + x0 * y1 - y0 * x1;
  1628. dst[ dstOffset + 3 ] = w0 * w1 - x0 * x1 - y0 * y1 - z0 * z1;
  1629. return dst;
  1630. };
  1631. prototypeAccessors$2.x.get = function () {
  1632. return this._x;
  1633. };
  1634. prototypeAccessors$2.x.set = function ( value ) {
  1635. this._x = value;
  1636. this._onChangeCallback();
  1637. };
  1638. prototypeAccessors$2.y.get = function () {
  1639. return this._y;
  1640. };
  1641. prototypeAccessors$2.y.set = function ( value ) {
  1642. this._y = value;
  1643. this._onChangeCallback();
  1644. };
  1645. prototypeAccessors$2.z.get = function () {
  1646. return this._z;
  1647. };
  1648. prototypeAccessors$2.z.set = function ( value ) {
  1649. this._z = value;
  1650. this._onChangeCallback();
  1651. };
  1652. prototypeAccessors$2.w.get = function () {
  1653. return this._w;
  1654. };
  1655. prototypeAccessors$2.w.set = function ( value ) {
  1656. this._w = value;
  1657. this._onChangeCallback();
  1658. };
  1659. Quaternion.prototype.set = function set ( x, y, z, w ) {
  1660. this._x = x;
  1661. this._y = y;
  1662. this._z = z;
  1663. this._w = w;
  1664. this._onChangeCallback();
  1665. return this;
  1666. };
  1667. Quaternion.prototype.clone = function clone () {
  1668. return new this.constructor( this._x, this._y, this._z, this._w );
  1669. };
  1670. Quaternion.prototype.copy = function copy ( quaternion ) {
  1671. this._x = quaternion.x;
  1672. this._y = quaternion.y;
  1673. this._z = quaternion.z;
  1674. this._w = quaternion.w;
  1675. this._onChangeCallback();
  1676. return this;
  1677. };
  1678. Quaternion.prototype.setFromEuler = function setFromEuler ( euler, update ) {
  1679. if ( ! ( euler && euler.isEuler ) ) {
  1680. throw new Error( 'THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.' );
  1681. }
  1682. var x = euler._x, y = euler._y, z = euler._z, order = euler._order;
  1683. // http://www.mathworks.com/matlabcentral/fileexchange/
  1684. // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
  1685. //content/SpinCalc.m
  1686. var cos = Math.cos;
  1687. var sin = Math.sin;
  1688. var c1 = cos( x / 2 );
  1689. var c2 = cos( y / 2 );
  1690. var c3 = cos( z / 2 );
  1691. var s1 = sin( x / 2 );
  1692. var s2 = sin( y / 2 );
  1693. var s3 = sin( z / 2 );
  1694. switch ( order ) {
  1695. case 'XYZ':
  1696. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  1697. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  1698. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  1699. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  1700. break;
  1701. case 'YXZ':
  1702. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  1703. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  1704. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  1705. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  1706. break;
  1707. case 'ZXY':
  1708. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  1709. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  1710. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  1711. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  1712. break;
  1713. case 'ZYX':
  1714. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  1715. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  1716. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  1717. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  1718. break;
  1719. case 'YZX':
  1720. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  1721. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  1722. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  1723. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  1724. break;
  1725. case 'XZY':
  1726. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  1727. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  1728. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  1729. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  1730. break;
  1731. default:
  1732. console.warn( 'THREE.Quaternion: .setFromEuler() encountered an unknown order: ' + order );
  1733. }
  1734. if ( update !== false ) { this._onChangeCallback(); }
  1735. return this;
  1736. };
  1737. Quaternion.prototype.setFromAxisAngle = function setFromAxisAngle ( axis, angle ) {
  1738. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
  1739. // assumes axis is normalized
  1740. var halfAngle = angle / 2, s = Math.sin( halfAngle );
  1741. this._x = axis.x * s;
  1742. this._y = axis.y * s;
  1743. this._z = axis.z * s;
  1744. this._w = Math.cos( halfAngle );
  1745. this._onChangeCallback();
  1746. return this;
  1747. };
  1748. Quaternion.prototype.setFromRotationMatrix = function setFromRotationMatrix ( m ) {
  1749. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
  1750. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  1751. var te = m.elements,
  1752. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  1753. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  1754. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],
  1755. trace = m11 + m22 + m33;
  1756. if ( trace > 0 ) {
  1757. var s = 0.5 / Math.sqrt( trace + 1.0 );
  1758. this._w = 0.25 / s;
  1759. this._x = ( m32 - m23 ) * s;
  1760. this._y = ( m13 - m31 ) * s;
  1761. this._z = ( m21 - m12 ) * s;
  1762. } else if ( m11 > m22 && m11 > m33 ) {
  1763. var s$1 = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
  1764. this._w = ( m32 - m23 ) / s$1;
  1765. this._x = 0.25 * s$1;
  1766. this._y = ( m12 + m21 ) / s$1;
  1767. this._z = ( m13 + m31 ) / s$1;
  1768. } else if ( m22 > m33 ) {
  1769. var s$2 = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
  1770. this._w = ( m13 - m31 ) / s$2;
  1771. this._x = ( m12 + m21 ) / s$2;
  1772. this._y = 0.25 * s$2;
  1773. this._z = ( m23 + m32 ) / s$2;
  1774. } else {
  1775. var s$3 = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
  1776. this._w = ( m21 - m12 ) / s$3;
  1777. this._x = ( m13 + m31 ) / s$3;
  1778. this._y = ( m23 + m32 ) / s$3;
  1779. this._z = 0.25 * s$3;
  1780. }
  1781. this._onChangeCallback();
  1782. return this;
  1783. };
  1784. Quaternion.prototype.setFromUnitVectors = function setFromUnitVectors ( vFrom, vTo ) {
  1785. // assumes direction vectors vFrom and vTo are normalized
  1786. var EPS = 0.000001;
  1787. var r = vFrom.dot( vTo ) + 1;
  1788. if ( r < EPS ) {
  1789. r = 0;
  1790. if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {
  1791. this._x = - vFrom.y;
  1792. this._y = vFrom.x;
  1793. this._z = 0;
  1794. this._w = r;
  1795. } else {
  1796. this._x = 0;
  1797. this._y = - vFrom.z;
  1798. this._z = vFrom.y;
  1799. this._w = r;
  1800. }
  1801. } else {
  1802. // crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3
  1803. this._x = vFrom.y * vTo.z - vFrom.z * vTo.y;
  1804. this._y = vFrom.z * vTo.x - vFrom.x * vTo.z;
  1805. this._z = vFrom.x * vTo.y - vFrom.y * vTo.x;
  1806. this._w = r;
  1807. }
  1808. return this.normalize();
  1809. };
  1810. Quaternion.prototype.angleTo = function angleTo ( q ) {
  1811. return 2 * Math.acos( Math.abs( MathUtils.clamp( this.dot( q ), - 1, 1 ) ) );
  1812. };
  1813. Quaternion.prototype.rotateTowards = function rotateTowards ( q, step ) {
  1814. var angle = this.angleTo( q );
  1815. if ( angle === 0 ) { return this; }
  1816. var t = Math.min( 1, step / angle );
  1817. this.slerp( q, t );
  1818. return this;
  1819. };
  1820. Quaternion.prototype.identity = function identity () {
  1821. return this.set( 0, 0, 0, 1 );
  1822. };
  1823. Quaternion.prototype.inverse = function inverse () {
  1824. // quaternion is assumed to have unit length
  1825. return this.conjugate();
  1826. };
  1827. Quaternion.prototype.conjugate = function conjugate () {
  1828. this._x *= - 1;
  1829. this._y *= - 1;
  1830. this._z *= - 1;
  1831. this._onChangeCallback();
  1832. return this;
  1833. };
  1834. Quaternion.prototype.dot = function dot ( v ) {
  1835. return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
  1836. };
  1837. Quaternion.prototype.lengthSq = function lengthSq () {
  1838. return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
  1839. };
  1840. Quaternion.prototype.length = function length () {
  1841. return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );
  1842. };
  1843. Quaternion.prototype.normalize = function normalize () {
  1844. var l = this.length();
  1845. if ( l === 0 ) {
  1846. this._x = 0;
  1847. this._y = 0;
  1848. this._z = 0;
  1849. this._w = 1;
  1850. } else {
  1851. l = 1 / l;
  1852. this._x = this._x * l;
  1853. this._y = this._y * l;
  1854. this._z = this._z * l;
  1855. this._w = this._w * l;
  1856. }
  1857. this._onChangeCallback();
  1858. return this;
  1859. };
  1860. Quaternion.prototype.multiply = function multiply ( q, p ) {
  1861. if ( p !== undefined ) {
  1862. console.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' );
  1863. return this.multiplyQuaternions( q, p );
  1864. }
  1865. return this.multiplyQuaternions( this, q );
  1866. };
  1867. Quaternion.prototype.premultiply = function premultiply ( q ) {
  1868. return this.multiplyQuaternions( q, this );
  1869. };
  1870. Quaternion.prototype.multiplyQuaternions = function multiplyQuaternions ( a, b ) {
  1871. // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
  1872. var qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
  1873. var qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;
  1874. this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
  1875. this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
  1876. this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
  1877. this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
  1878. this._onChangeCallback();
  1879. return this;
  1880. };
  1881. Quaternion.prototype.slerp = function slerp ( qb, t ) {
  1882. if ( t === 0 ) { return this; }
  1883. if ( t === 1 ) { return this.copy( qb ); }
  1884. var x = this._x, y = this._y, z = this._z, w = this._w;
  1885. // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
  1886. var cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;
  1887. if ( cosHalfTheta < 0 ) {
  1888. this._w = - qb._w;
  1889. this._x = - qb._x;
  1890. this._y = - qb._y;
  1891. this._z = - qb._z;
  1892. cosHalfTheta = - cosHalfTheta;
  1893. } else {
  1894. this.copy( qb );
  1895. }
  1896. if ( cosHalfTheta >= 1.0 ) {
  1897. this._w = w;
  1898. this._x = x;
  1899. this._y = y;
  1900. this._z = z;
  1901. return this;
  1902. }
  1903. var sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta;
  1904. if ( sqrSinHalfTheta <= Number.EPSILON ) {
  1905. var s = 1 - t;
  1906. this._w = s * w + t * this._w;
  1907. this._x = s * x + t * this._x;
  1908. this._y = s * y + t * this._y;
  1909. this._z = s * z + t * this._z;
  1910. this.normalize();
  1911. this._onChangeCallback();
  1912. return this;
  1913. }
  1914. var sinHalfTheta = Math.sqrt( sqrSinHalfTheta );
  1915. var halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta );
  1916. var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,
  1917. ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;
  1918. this._w = ( w * ratioA + this._w * ratioB );
  1919. this._x = ( x * ratioA + this._x * ratioB );
  1920. this._y = ( y * ratioA + this._y * ratioB );
  1921. this._z = ( z * ratioA + this._z * ratioB );
  1922. this._onChangeCallback();
  1923. return this;
  1924. };
  1925. Quaternion.prototype.equals = function equals ( quaternion ) {
  1926. return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
  1927. };
  1928. Quaternion.prototype.fromArray = function fromArray ( array, offset ) {
  1929. if ( offset === undefined ) { offset = 0; }
  1930. this._x = array[ offset ];
  1931. this._y = array[ offset + 1 ];
  1932. this._z = array[ offset + 2 ];
  1933. this._w = array[ offset + 3 ];
  1934. this._onChangeCallback();
  1935. return this;
  1936. };
  1937. Quaternion.prototype.toArray = function toArray ( array, offset ) {
  1938. if ( array === undefined ) { array = []; }
  1939. if ( offset === undefined ) { offset = 0; }
  1940. array[ offset ] = this._x;
  1941. array[ offset + 1 ] = this._y;
  1942. array[ offset + 2 ] = this._z;
  1943. array[ offset + 3 ] = this._w;
  1944. return array;
  1945. };
  1946. Quaternion.prototype.fromBufferAttribute = function fromBufferAttribute ( attribute, index ) {
  1947. this._x = attribute.getX( index );
  1948. this._y = attribute.getY( index );
  1949. this._z = attribute.getZ( index );
  1950. this._w = attribute.getW( index );
  1951. return this;
  1952. };
  1953. Quaternion.prototype._onChange = function _onChange ( callback ) {
  1954. this._onChangeCallback = callback;
  1955. return this;
  1956. };
  1957. Quaternion.prototype._onChangeCallback = function _onChangeCallback () {};
  1958. Object.defineProperties( Quaternion.prototype, prototypeAccessors$2 );
  1959. var Vector3 = function Vector3( x, y, z ) {
  1960. if ( x === void 0 ) x = 0;
  1961. if ( y === void 0 ) y = 0;
  1962. if ( z === void 0 ) z = 0;
  1963. Object.defineProperty( this, 'isVector3', { value: true } );
  1964. this.x = x;
  1965. this.y = y;
  1966. this.z = z;
  1967. };
  1968. Vector3.prototype.set = function set ( x, y, z ) {
  1969. if ( z === undefined ) { z = this.z; } // sprite.scale.set(x,y)
  1970. this.x = x;
  1971. this.y = y;
  1972. this.z = z;
  1973. return this;
  1974. };
  1975. Vector3.prototype.setScalar = function setScalar ( scalar ) {
  1976. this.x = scalar;
  1977. this.y = scalar;
  1978. this.z = scalar;
  1979. return this;
  1980. };
  1981. Vector3.prototype.setX = function setX ( x ) {
  1982. this.x = x;
  1983. return this;
  1984. };
  1985. Vector3.prototype.setY = function setY ( y ) {
  1986. this.y = y;
  1987. return this;
  1988. };
  1989. Vector3.prototype.setZ = function setZ ( z ) {
  1990. this.z = z;
  1991. return this;
  1992. };
  1993. Vector3.prototype.setComponent = function setComponent ( index, value ) {
  1994. switch ( index ) {
  1995. case 0: this.x = value; break;
  1996. case 1: this.y = value; break;
  1997. case 2: this.z = value; break;
  1998. default: throw new Error( 'index is out of range: ' + index );
  1999. }
  2000. return this;
  2001. };
  2002. Vector3.prototype.getComponent = function getComponent ( index ) {
  2003. switch ( index ) {
  2004. case 0: return this.x;
  2005. case 1: return this.y;
  2006. case 2: return this.z;
  2007. default: throw new Error( 'index is out of range: ' + index );
  2008. }
  2009. };
  2010. Vector3.prototype.clone = function clone () {
  2011. return new this.constructor( this.x, this.y, this.z );
  2012. };
  2013. Vector3.prototype.copy = function copy ( v ) {
  2014. this.x = v.x;
  2015. this.y = v.y;
  2016. this.z = v.z;
  2017. return this;
  2018. };
  2019. Vector3.prototype.add = function add ( v, w ) {
  2020. if ( w !== undefined ) {
  2021. console.warn( 'THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  2022. return this.addVectors( v, w );
  2023. }
  2024. this.x += v.x;
  2025. this.y += v.y;
  2026. this.z += v.z;
  2027. return this;
  2028. };
  2029. Vector3.prototype.addScalar = function addScalar ( s ) {
  2030. this.x += s;
  2031. this.y += s;
  2032. this.z += s;
  2033. return this;
  2034. };
  2035. Vector3.prototype.addVectors = function addVectors ( a, b ) {
  2036. this.x = a.x + b.x;
  2037. this.y = a.y + b.y;
  2038. this.z = a.z + b.z;
  2039. return this;
  2040. };
  2041. Vector3.prototype.addScaledVector = function addScaledVector ( v, s ) {
  2042. this.x += v.x * s;
  2043. this.y += v.y * s;
  2044. this.z += v.z * s;
  2045. return this;
  2046. };
  2047. Vector3.prototype.sub = function sub ( v, w ) {
  2048. if ( w !== undefined ) {
  2049. console.warn( 'THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  2050. return this.subVectors( v, w );
  2051. }
  2052. this.x -= v.x;
  2053. this.y -= v.y;
  2054. this.z -= v.z;
  2055. return this;
  2056. };
  2057. Vector3.prototype.subScalar = function subScalar ( s ) {
  2058. this.x -= s;
  2059. this.y -= s;
  2060. this.z -= s;
  2061. return this;
  2062. };
  2063. Vector3.prototype.subVectors = function subVectors ( a, b ) {
  2064. this.x = a.x - b.x;
  2065. this.y = a.y - b.y;
  2066. this.z = a.z - b.z;
  2067. return this;
  2068. };
  2069. Vector3.prototype.multiply = function multiply ( v, w ) {
  2070. if ( w !== undefined ) {
  2071. console.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' );
  2072. return this.multiplyVectors( v, w );
  2073. }
  2074. this.x *= v.x;
  2075. this.y *= v.y;
  2076. this.z *= v.z;
  2077. return this;
  2078. };
  2079. Vector3.prototype.multiplyScalar = function multiplyScalar ( scalar ) {
  2080. this.x *= scalar;
  2081. this.y *= scalar;
  2082. this.z *= scalar;
  2083. return this;
  2084. };
  2085. Vector3.prototype.multiplyVectors = function multiplyVectors ( a, b ) {
  2086. this.x = a.x * b.x;
  2087. this.y = a.y * b.y;
  2088. this.z = a.z * b.z;
  2089. return this;
  2090. };
  2091. Vector3.prototype.applyEuler = function applyEuler ( euler ) {
  2092. if ( ! ( euler && euler.isEuler ) ) {
  2093. console.error( 'THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.' );
  2094. }
  2095. return this.applyQuaternion( _quaternion.setFromEuler( euler ) );
  2096. };
  2097. Vector3.prototype.applyAxisAngle = function applyAxisAngle ( axis, angle ) {
  2098. return this.applyQuaternion( _quaternion.setFromAxisAngle( axis, angle ) );
  2099. };
  2100. Vector3.prototype.applyMatrix3 = function applyMatrix3 ( m ) {
  2101. var x = this.x, y = this.y, z = this.z;
  2102. var e = m.elements;
  2103. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;
  2104. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;
  2105. this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;
  2106. return this;
  2107. };
  2108. Vector3.prototype.applyNormalMatrix = function applyNormalMatrix ( m ) {
  2109. return this.applyMatrix3( m ).normalize();
  2110. };
  2111. Vector3.prototype.applyMatrix4 = function applyMatrix4 ( m ) {
  2112. var x = this.x, y = this.y, z = this.z;
  2113. var e = m.elements;
  2114. var w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );
  2115. this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w;
  2116. this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w;
  2117. this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w;
  2118. return this;
  2119. };
  2120. Vector3.prototype.applyQuaternion = function applyQuaternion ( q ) {
  2121. var x = this.x, y = this.y, z = this.z;
  2122. var qx = q.x, qy = q.y, qz = q.z, qw = q.w;
  2123. // calculate quat * vector
  2124. var ix = qw * x + qy * z - qz * y;
  2125. var iy = qw * y + qz * x - qx * z;
  2126. var iz = qw * z + qx * y - qy * x;
  2127. var iw = - qx * x - qy * y - qz * z;
  2128. // calculate result * inverse quat
  2129. this.x = ix * qw + iw * - qx + iy * - qz - iz * - qy;
  2130. this.y = iy * qw + iw * - qy + iz * - qx - ix * - qz;
  2131. this.z = iz * qw + iw * - qz + ix * - qy - iy * - qx;
  2132. return this;
  2133. };
  2134. Vector3.prototype.project = function project ( camera ) {
  2135. return this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );
  2136. };
  2137. Vector3.prototype.unproject = function unproject ( camera ) {
  2138. return this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld );
  2139. };
  2140. Vector3.prototype.transformDirection = function transformDirection ( m ) {
  2141. // input: THREE.Matrix4 affine matrix
  2142. // vector interpreted as a direction
  2143. var x = this.x, y = this.y, z = this.z;
  2144. var e = m.elements;
  2145. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;
  2146. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;
  2147. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;
  2148. return this.normalize();
  2149. };
  2150. Vector3.prototype.divide = function divide ( v ) {
  2151. this.x /= v.x;
  2152. this.y /= v.y;
  2153. this.z /= v.z;
  2154. return this;
  2155. };
  2156. Vector3.prototype.divideScalar = function divideScalar ( scalar ) {
  2157. return this.multiplyScalar( 1 / scalar );
  2158. };
  2159. Vector3.prototype.min = function min ( v ) {
  2160. this.x = Math.min( this.x, v.x );
  2161. this.y = Math.min( this.y, v.y );
  2162. this.z = Math.min( this.z, v.z );
  2163. return this;
  2164. };
  2165. Vector3.prototype.max = function max ( v ) {
  2166. this.x = Math.max( this.x, v.x );
  2167. this.y = Math.max( this.y, v.y );
  2168. this.z = Math.max( this.z, v.z );
  2169. return this;
  2170. };
  2171. Vector3.prototype.clamp = function clamp ( min, max ) {
  2172. // assumes min < max, componentwise
  2173. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  2174. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  2175. this.z = Math.max( min.z, Math.min( max.z, this.z ) );
  2176. return this;
  2177. };
  2178. Vector3.prototype.clampScalar = function clampScalar ( minVal, maxVal ) {
  2179. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  2180. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  2181. this.z = Math.max( minVal, Math.min( maxVal, this.z ) );
  2182. return this;
  2183. };
  2184. Vector3.prototype.clampLength = function clampLength ( min, max ) {
  2185. var length = this.length();
  2186. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  2187. };
  2188. Vector3.prototype.floor = function floor () {
  2189. this.x = Math.floor( this.x );
  2190. this.y = Math.floor( this.y );
  2191. this.z = Math.floor( this.z );
  2192. return this;
  2193. };
  2194. Vector3.prototype.ceil = function ceil () {
  2195. this.x = Math.ceil( this.x );
  2196. this.y = Math.ceil( this.y );
  2197. this.z = Math.ceil( this.z );
  2198. return this;
  2199. };
  2200. Vector3.prototype.round = function round () {
  2201. this.x = Math.round( this.x );
  2202. this.y = Math.round( this.y );
  2203. this.z = Math.round( this.z );
  2204. return this;
  2205. };
  2206. Vector3.prototype.roundToZero = function roundToZero () {
  2207. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  2208. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  2209. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  2210. return this;
  2211. };
  2212. Vector3.prototype.negate = function negate () {
  2213. this.x = - this.x;
  2214. this.y = - this.y;
  2215. this.z = - this.z;
  2216. return this;
  2217. };
  2218. Vector3.prototype.dot = function dot ( v ) {
  2219. return this.x * v.x + this.y * v.y + this.z * v.z;
  2220. };
  2221. // TODO lengthSquared?
  2222. Vector3.prototype.lengthSq = function lengthSq () {
  2223. return this.x * this.x + this.y * this.y + this.z * this.z;
  2224. };
  2225. Vector3.prototype.length = function length () {
  2226. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
  2227. };
  2228. Vector3.prototype.manhattanLength = function manhattanLength () {
  2229. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
  2230. };
  2231. Vector3.prototype.normalize = function normalize () {
  2232. return this.divideScalar( this.length() || 1 );
  2233. };
  2234. Vector3.prototype.setLength = function setLength ( length ) {
  2235. return this.normalize().multiplyScalar( length );
  2236. };
  2237. Vector3.prototype.lerp = function lerp ( v, alpha ) {
  2238. this.x += ( v.x - this.x ) * alpha;
  2239. this.y += ( v.y - this.y ) * alpha;
  2240. this.z += ( v.z - this.z ) * alpha;
  2241. return this;
  2242. };
  2243. Vector3.prototype.lerpVectors = function lerpVectors ( v1, v2, alpha ) {
  2244. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  2245. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  2246. this.z = v1.z + ( v2.z - v1.z ) * alpha;
  2247. return this;
  2248. };
  2249. Vector3.prototype.cross = function cross ( v, w ) {
  2250. if ( w !== undefined ) {
  2251. console.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );
  2252. return this.crossVectors( v, w );
  2253. }
  2254. return this.crossVectors( this, v );
  2255. };
  2256. Vector3.prototype.crossVectors = function crossVectors ( a, b ) {
  2257. var ax = a.x, ay = a.y, az = a.z;
  2258. var bx = b.x, by = b.y, bz = b.z;
  2259. this.x = ay * bz - az * by;
  2260. this.y = az * bx - ax * bz;
  2261. this.z = ax * by - ay * bx;
  2262. return this;
  2263. };
  2264. Vector3.prototype.projectOnVector = function projectOnVector ( v ) {
  2265. var denominator = v.lengthSq();
  2266. if ( denominator === 0 ) { return this.set( 0, 0, 0 ); }
  2267. var scalar = v.dot( this ) / denominator;
  2268. return this.copy( v ).multiplyScalar( scalar );
  2269. };
  2270. Vector3.prototype.projectOnPlane = function projectOnPlane ( planeNormal ) {
  2271. _vector.copy( this ).projectOnVector( planeNormal );
  2272. return this.sub( _vector );
  2273. };
  2274. Vector3.prototype.reflect = function reflect ( normal ) {
  2275. // reflect incident vector off plane orthogonal to normal
  2276. // normal is assumed to have unit length
  2277. return this.sub( _vector.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
  2278. };
  2279. Vector3.prototype.angleTo = function angleTo ( v ) {
  2280. var denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );
  2281. if ( denominator === 0 ) { return Math.PI / 2; }
  2282. var theta = this.dot( v ) / denominator;
  2283. // clamp, to handle numerical problems
  2284. return Math.acos( MathUtils.clamp( theta, - 1, 1 ) );
  2285. };
  2286. Vector3.prototype.distanceTo = function distanceTo ( v ) {
  2287. return Math.sqrt( this.distanceToSquared( v ) );
  2288. };
  2289. Vector3.prototype.distanceToSquared = function distanceToSquared ( v ) {
  2290. var dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;
  2291. return dx * dx + dy * dy + dz * dz;
  2292. };
  2293. Vector3.prototype.manhattanDistanceTo = function manhattanDistanceTo ( v ) {
  2294. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );
  2295. };
  2296. Vector3.prototype.setFromSpherical = function setFromSpherical ( s ) {
  2297. return this.setFromSphericalCoords( s.radius, s.phi, s.theta );
  2298. };
  2299. Vector3.prototype.setFromSphericalCoords = function setFromSphericalCoords ( radius, phi, theta ) {
  2300. var sinPhiRadius = Math.sin( phi ) * radius;
  2301. this.x = sinPhiRadius * Math.sin( theta );
  2302. this.y = Math.cos( phi ) * radius;
  2303. this.z = sinPhiRadius * Math.cos( theta );
  2304. return this;
  2305. };
  2306. Vector3.prototype.setFromCylindrical = function setFromCylindrical ( c ) {
  2307. return this.setFromCylindricalCoords( c.radius, c.theta, c.y );
  2308. };
  2309. Vector3.prototype.setFromCylindricalCoords = function setFromCylindricalCoords ( radius, theta, y ) {
  2310. this.x = radius * Math.sin( theta );
  2311. this.y = y;
  2312. this.z = radius * Math.cos( theta );
  2313. return this;
  2314. };
  2315. Vector3.prototype.setFromMatrixPosition = function setFromMatrixPosition ( m ) {
  2316. var e = m.elements;
  2317. this.x = e[ 12 ];
  2318. this.y = e[ 13 ];
  2319. this.z = e[ 14 ];
  2320. return this;
  2321. };
  2322. Vector3.prototype.setFromMatrixScale = function setFromMatrixScale ( m ) {
  2323. var sx = this.setFromMatrixColumn( m, 0 ).length();
  2324. var sy = this.setFromMatrixColumn( m, 1 ).length();
  2325. var sz = this.setFromMatrixColumn( m, 2 ).length();
  2326. this.x = sx;
  2327. this.y = sy;
  2328. this.z = sz;
  2329. return this;
  2330. };
  2331. Vector3.prototype.setFromMatrixColumn = function setFromMatrixColumn ( m, index ) {
  2332. return this.fromArray( m.elements, index * 4 );
  2333. };
  2334. Vector3.prototype.setFromMatrix3Column = function setFromMatrix3Column ( m, index ) {
  2335. return this.fromArray( m.elements, index * 3 );
  2336. };
  2337. Vector3.prototype.equals = function equals ( v ) {
  2338. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
  2339. };
  2340. Vector3.prototype.fromArray = function fromArray ( array, offset ) {
  2341. if ( offset === undefined ) { offset = 0; }
  2342. this.x = array[ offset ];
  2343. this.y = array[ offset + 1 ];
  2344. this.z = array[ offset + 2 ];
  2345. return this;
  2346. };
  2347. Vector3.prototype.toArray = function toArray ( array, offset ) {
  2348. if ( array === undefined ) { array = []; }
  2349. if ( offset === undefined ) { offset = 0; }
  2350. array[ offset ] = this.x;
  2351. array[ offset + 1 ] = this.y;
  2352. array[ offset + 2 ] = this.z;
  2353. return array;
  2354. };
  2355. Vector3.prototype.fromBufferAttribute = function fromBufferAttribute ( attribute, index, offset ) {
  2356. if ( offset !== undefined ) {
  2357. console.warn( 'THREE.Vector3: offset has been removed from .fromBufferAttribute().' );
  2358. }
  2359. this.x = attribute.getX( index );
  2360. this.y = attribute.getY( index );
  2361. this.z = attribute.getZ( index );
  2362. return this;
  2363. };
  2364. Vector3.prototype.random = function random () {
  2365. this.x = Math.random();
  2366. this.y = Math.random();
  2367. this.z = Math.random();
  2368. return this;
  2369. };
  2370. var _vector = new Vector3();
  2371. var _quaternion = new Quaternion();
  2372. var Box3 = function Box3( min, max ) {
  2373. Object.defineProperty( this, 'isBox3', { value: true } );
  2374. this.min = ( min !== undefined ) ? min : new Vector3( + Infinity, + Infinity, + Infinity );
  2375. this.max = ( max !== undefined ) ? max : new Vector3( - Infinity, - Infinity, - Infinity );
  2376. };
  2377. Box3.prototype.set = function set ( min, max ) {
  2378. this.min.copy( min );
  2379. this.max.copy( max );
  2380. return this;
  2381. };
  2382. Box3.prototype.setFromArray = function setFromArray ( array ) {
  2383. var minX = + Infinity;
  2384. var minY = + Infinity;
  2385. var minZ = + Infinity;
  2386. var maxX = - Infinity;
  2387. var maxY = - Infinity;
  2388. var maxZ = - Infinity;
  2389. for ( var i = 0, l = array.length; i < l; i += 3 ) {
  2390. var x = array[ i ];
  2391. var y = array[ i + 1 ];
  2392. var z = array[ i + 2 ];
  2393. if ( x < minX ) { minX = x; }
  2394. if ( y < minY ) { minY = y; }
  2395. if ( z < minZ ) { minZ = z; }
  2396. if ( x > maxX ) { maxX = x; }
  2397. if ( y > maxY ) { maxY = y; }
  2398. if ( z > maxZ ) { maxZ = z; }
  2399. }
  2400. this.min.set( minX, minY, minZ );
  2401. this.max.set( maxX, maxY, maxZ );
  2402. return this;
  2403. };
  2404. Box3.prototype.setFromBufferAttribute = function setFromBufferAttribute ( attribute ) {
  2405. var minX = + Infinity;
  2406. var minY = + Infinity;
  2407. var minZ = + Infinity;
  2408. var maxX = - Infinity;
  2409. var maxY = - Infinity;
  2410. var maxZ = - Infinity;
  2411. for ( var i = 0, l = attribute.count; i < l; i ++ ) {
  2412. var x = attribute.getX( i );
  2413. var y = attribute.getY( i );
  2414. var z = attribute.getZ( i );
  2415. if ( x < minX ) { minX = x; }
  2416. if ( y < minY ) { minY = y; }
  2417. if ( z < minZ ) { minZ = z; }
  2418. if ( x > maxX ) { maxX = x; }
  2419. if ( y > maxY ) { maxY = y; }
  2420. if ( z > maxZ ) { maxZ = z; }
  2421. }
  2422. this.min.set( minX, minY, minZ );
  2423. this.max.set( maxX, maxY, maxZ );
  2424. return this;
  2425. };
  2426. Box3.prototype.setFromPoints = function setFromPoints ( points ) {
  2427. this.makeEmpty();
  2428. for ( var i = 0, il = points.length; i < il; i ++ ) {
  2429. this.expandByPoint( points[ i ] );
  2430. }
  2431. return this;
  2432. };
  2433. Box3.prototype.setFromCenterAndSize = function setFromCenterAndSize ( center, size ) {
  2434. var halfSize = _vector$1.copy( size ).multiplyScalar( 0.5 );
  2435. this.min.copy( center ).sub( halfSize );
  2436. this.max.copy( center ).add( halfSize );
  2437. return this;
  2438. };
  2439. Box3.prototype.setFromObject = function setFromObject ( object ) {
  2440. this.makeEmpty();
  2441. return this.expandByObject( object );
  2442. };
  2443. Box3.prototype.clone = function clone () {
  2444. return new this.constructor().copy( this );
  2445. };
  2446. Box3.prototype.copy = function copy ( box ) {
  2447. this.min.copy( box.min );
  2448. this.max.copy( box.max );
  2449. return this;
  2450. };
  2451. Box3.prototype.makeEmpty = function makeEmpty () {
  2452. this.min.x = this.min.y = this.min.z = + Infinity;
  2453. this.max.x = this.max.y = this.max.z = - Infinity;
  2454. return this;
  2455. };
  2456. Box3.prototype.isEmpty = function isEmpty () {
  2457. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  2458. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
  2459. };
  2460. Box3.prototype.getCenter = function getCenter ( target ) {
  2461. if ( target === undefined ) {
  2462. console.warn( 'THREE.Box3: .getCenter() target is now required' );
  2463. target = new Vector3();
  2464. }
  2465. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  2466. };
  2467. Box3.prototype.getSize = function getSize ( target ) {
  2468. if ( target === undefined ) {
  2469. console.warn( 'THREE.Box3: .getSize() target is now required' );
  2470. target = new Vector3();
  2471. }
  2472. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );
  2473. };
  2474. Box3.prototype.expandByPoint = function expandByPoint ( point ) {
  2475. this.min.min( point );
  2476. this.max.max( point );
  2477. return this;
  2478. };
  2479. Box3.prototype.expandByVector = function expandByVector ( vector ) {
  2480. this.min.sub( vector );
  2481. this.max.add( vector );
  2482. return this;
  2483. };
  2484. Box3.prototype.expandByScalar = function expandByScalar ( scalar ) {
  2485. this.min.addScalar( - scalar );
  2486. this.max.addScalar( scalar );
  2487. return this;
  2488. };
  2489. Box3.prototype.expandByObject = function expandByObject ( object ) {
  2490. // Computes the world-axis-aligned bounding box of an object (including its children),
  2491. // accounting for both the object's, and children's, world transforms
  2492. object.updateWorldMatrix( false, false );
  2493. var geometry = object.geometry;
  2494. if ( geometry !== undefined ) {
  2495. if ( geometry.boundingBox === null ) {
  2496. geometry.computeBoundingBox();
  2497. }
  2498. _box.copy( geometry.boundingBox );
  2499. _box.applyMatrix4( object.matrixWorld );
  2500. this.union( _box );
  2501. }
  2502. var children = object.children;
  2503. for ( var i = 0, l = children.length; i < l; i ++ ) {
  2504. this.expandByObject( children[ i ] );
  2505. }
  2506. return this;
  2507. };
  2508. Box3.prototype.containsPoint = function containsPoint ( point ) {
  2509. return point.x < this.min.x || point.x > this.max.x ||
  2510. point.y < this.min.y || point.y > this.max.y ||
  2511. point.z < this.min.z || point.z > this.max.z ? false : true;
  2512. };
  2513. Box3.prototype.containsBox = function containsBox ( box ) {
  2514. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  2515. this.min.y <= box.min.y && box.max.y <= this.max.y &&
  2516. this.min.z <= box.min.z && box.max.z <= this.max.z;
  2517. };
  2518. Box3.prototype.getParameter = function getParameter ( point, target ) {
  2519. // This can potentially have a divide by zero if the box
  2520. // has a size dimension of 0.
  2521. if ( target === undefined ) {
  2522. console.warn( 'THREE.Box3: .getParameter() target is now required' );
  2523. target = new Vector3();
  2524. }
  2525. return target.set(
  2526. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  2527. ( point.y - this.min.y ) / ( this.max.y - this.min.y ),
  2528. ( point.z - this.min.z ) / ( this.max.z - this.min.z )
  2529. );
  2530. };
  2531. Box3.prototype.intersectsBox = function intersectsBox ( box ) {
  2532. // using 6 splitting planes to rule out intersections.
  2533. return box.max.x < this.min.x || box.min.x > this.max.x ||
  2534. box.max.y < this.min.y || box.min.y > this.max.y ||
  2535. box.max.z < this.min.z || box.min.z > this.max.z ? false : true;
  2536. };
  2537. Box3.prototype.intersectsSphere = function intersectsSphere ( sphere ) {
  2538. // Find the point on the AABB closest to the sphere center.
  2539. this.clampPoint( sphere.center, _vector$1 );
  2540. // If that point is inside the sphere, the AABB and sphere intersect.
  2541. return _vector$1.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );
  2542. };
  2543. Box3.prototype.intersectsPlane = function intersectsPlane ( plane ) {
  2544. // We compute the minimum and maximum dot product values. If those values
  2545. // are on the same side (back or front) of the plane, then there is no intersection.
  2546. var min, max;
  2547. if ( plane.normal.x > 0 ) {
  2548. min = plane.normal.x * this.min.x;
  2549. max = plane.normal.x * this.max.x;
  2550. } else {
  2551. min = plane.normal.x * this.max.x;
  2552. max = plane.normal.x * this.min.x;
  2553. }
  2554. if ( plane.normal.y > 0 ) {
  2555. min += plane.normal.y * this.min.y;
  2556. max += plane.normal.y * this.max.y;
  2557. } else {
  2558. min += plane.normal.y * this.max.y;
  2559. max += plane.normal.y * this.min.y;
  2560. }
  2561. if ( plane.normal.z > 0 ) {
  2562. min += plane.normal.z * this.min.z;
  2563. max += plane.normal.z * this.max.z;
  2564. } else {
  2565. min += plane.normal.z * this.max.z;
  2566. max += plane.normal.z * this.min.z;
  2567. }
  2568. return ( min <= - plane.constant && max >= - plane.constant );
  2569. };
  2570. Box3.prototype.intersectsTriangle = function intersectsTriangle ( triangle ) {
  2571. if ( this.isEmpty() ) {
  2572. return false;
  2573. }
  2574. // compute box center and extents
  2575. this.getCenter( _center );
  2576. _extents.subVectors( this.max, _center );
  2577. // translate triangle to aabb origin
  2578. _v0.subVectors( triangle.a, _center );
  2579. _v1.subVectors( triangle.b, _center );
  2580. _v2.subVectors( triangle.c, _center );
  2581. // compute edge vectors for triangle
  2582. _f0.subVectors( _v1, _v0 );
  2583. _f1.subVectors( _v2, _v1 );
  2584. _f2.subVectors( _v0, _v2 );
  2585. // test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb
  2586. // 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
  2587. // axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)
  2588. var axes = [
  2589. 0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y,
  2590. _f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x,
  2591. - _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0
  2592. ];
  2593. if ( ! satForAxes( axes, _v0, _v1, _v2, _extents ) ) {
  2594. return false;
  2595. }
  2596. // test 3 face normals from the aabb
  2597. axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];
  2598. if ( ! satForAxes( axes, _v0, _v1, _v2, _extents ) ) {
  2599. return false;
  2600. }
  2601. // finally testing the face normal of the triangle
  2602. // use already existing triangle edge vectors here
  2603. _triangleNormal.crossVectors( _f0, _f1 );
  2604. axes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ];
  2605. return satForAxes( axes, _v0, _v1, _v2, _extents );
  2606. };
  2607. Box3.prototype.clampPoint = function clampPoint ( point, target ) {
  2608. if ( target === undefined ) {
  2609. console.warn( 'THREE.Box3: .clampPoint() target is now required' );
  2610. target = new Vector3();
  2611. }
  2612. return target.copy( point ).clamp( this.min, this.max );
  2613. };
  2614. Box3.prototype.distanceToPoint = function distanceToPoint ( point ) {
  2615. var clampedPoint = _vector$1.copy( point ).clamp( this.min, this.max );
  2616. return clampedPoint.sub( point ).length();
  2617. };
  2618. Box3.prototype.getBoundingSphere = function getBoundingSphere ( target ) {
  2619. if ( target === undefined ) {
  2620. console.error( 'THREE.Box3: .getBoundingSphere() target is now required' );
  2621. //target = new Sphere(); // removed to avoid cyclic dependency
  2622. }
  2623. this.getCenter( target.center );
  2624. target.radius = this.getSize( _vector$1 ).length() * 0.5;
  2625. return target;
  2626. };
  2627. Box3.prototype.intersect = function intersect ( box ) {
  2628. this.min.max( box.min );
  2629. this.max.min( box.max );
  2630. // 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.
  2631. if ( this.isEmpty() ) { this.makeEmpty(); }
  2632. return this;
  2633. };
  2634. Box3.prototype.union = function union ( box ) {
  2635. this.min.min( box.min );
  2636. this.max.max( box.max );
  2637. return this;
  2638. };
  2639. Box3.prototype.applyMatrix4 = function applyMatrix4 ( matrix ) {
  2640. // transform of empty box is an empty box.
  2641. if ( this.isEmpty() ) { return this; }
  2642. // NOTE: I am using a binary pattern to specify all 2^3 combinations below
  2643. _points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
  2644. _points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
  2645. _points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
  2646. _points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
  2647. _points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
  2648. _points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
  2649. _points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
  2650. _points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
  2651. this.setFromPoints( _points );
  2652. return this;
  2653. };
  2654. Box3.prototype.translate = function translate ( offset ) {
  2655. this.min.add( offset );
  2656. this.max.add( offset );
  2657. return this;
  2658. };
  2659. Box3.prototype.equals = function equals ( box ) {
  2660. return box.min.equals( this.min ) && box.max.equals( this.max );
  2661. };
  2662. function satForAxes( axes, v0, v1, v2, extents ) {
  2663. for ( var i = 0, j = axes.length - 3; i <= j; i += 3 ) {
  2664. _testAxis.fromArray( axes, i );
  2665. // project the aabb onto the seperating axis
  2666. var r = extents.x * Math.abs( _testAxis.x ) + extents.y * Math.abs( _testAxis.y ) + extents.z * Math.abs( _testAxis.z );
  2667. // project all 3 vertices of the triangle onto the seperating axis
  2668. var p0 = v0.dot( _testAxis );
  2669. var p1 = v1.dot( _testAxis );
  2670. var p2 = v2.dot( _testAxis );
  2671. // actual test, basically see if either of the most extreme of the triangle points intersects r
  2672. if ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {
  2673. // points of the projected triangle are outside the projected half-length of the aabb
  2674. // the axis is seperating and we can exit
  2675. return false;
  2676. }
  2677. }
  2678. return true;
  2679. }
  2680. var _points = [
  2681. new Vector3(),
  2682. new Vector3(),
  2683. new Vector3(),
  2684. new Vector3(),
  2685. new Vector3(),
  2686. new Vector3(),
  2687. new Vector3(),
  2688. new Vector3()
  2689. ];
  2690. var _vector$1 = new Vector3();
  2691. var _box = new Box3();
  2692. // triangle centered vertices
  2693. var _v0 = new Vector3();
  2694. var _v1 = new Vector3();
  2695. var _v2 = new Vector3();
  2696. // triangle edge vectors
  2697. var _f0 = new Vector3();
  2698. var _f1 = new Vector3();
  2699. var _f2 = new Vector3();
  2700. var _center = new Vector3();
  2701. var _extents = new Vector3();
  2702. var _triangleNormal = new Vector3();
  2703. var _testAxis = new Vector3();
  2704. var _box$1 = new Box3();
  2705. var Sphere = function Sphere( center, radius ) {
  2706. this.center = ( center !== undefined ) ? center : new Vector3();
  2707. this.radius = ( radius !== undefined ) ? radius : - 1;
  2708. };
  2709. Sphere.prototype.set = function set ( center, radius ) {
  2710. this.center.copy( center );
  2711. this.radius = radius;
  2712. return this;
  2713. };
  2714. Sphere.prototype.setFromPoints = function setFromPoints ( points, optionalCenter ) {
  2715. var center = this.center;
  2716. if ( optionalCenter !== undefined ) {
  2717. center.copy( optionalCenter );
  2718. } else {
  2719. _box$1.setFromPoints( points ).getCenter( center );
  2720. }
  2721. var maxRadiusSq = 0;
  2722. for ( var i = 0, il = points.length; i < il; i ++ ) {
  2723. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );
  2724. }
  2725. this.radius = Math.sqrt( maxRadiusSq );
  2726. return this;
  2727. };
  2728. Sphere.prototype.clone = function clone () {
  2729. return new this.constructor().copy( this );
  2730. };
  2731. Sphere.prototype.copy = function copy ( sphere ) {
  2732. this.center.copy( sphere.center );
  2733. this.radius = sphere.radius;
  2734. return this;
  2735. };
  2736. Sphere.prototype.isEmpty = function isEmpty () {
  2737. return ( this.radius < 0 );
  2738. };
  2739. Sphere.prototype.makeEmpty = function makeEmpty () {
  2740. this.center.set( 0, 0, 0 );
  2741. this.radius = - 1;
  2742. return this;
  2743. };
  2744. Sphere.prototype.containsPoint = function containsPoint ( point ) {
  2745. return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
  2746. };
  2747. Sphere.prototype.distanceToPoint = function distanceToPoint ( point ) {
  2748. return ( point.distanceTo( this.center ) - this.radius );
  2749. };
  2750. Sphere.prototype.intersectsSphere = function intersectsSphere ( sphere ) {
  2751. var radiusSum = this.radius + sphere.radius;
  2752. return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
  2753. };
  2754. Sphere.prototype.intersectsBox = function intersectsBox ( box ) {
  2755. return box.intersectsSphere( this );
  2756. };
  2757. Sphere.prototype.intersectsPlane = function intersectsPlane ( plane ) {
  2758. return Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius;
  2759. };
  2760. Sphere.prototype.clampPoint = function clampPoint ( point, target ) {
  2761. var deltaLengthSq = this.center.distanceToSquared( point );
  2762. if ( target === undefined ) {
  2763. console.warn( 'THREE.Sphere: .clampPoint() target is now required' );
  2764. target = new Vector3();
  2765. }
  2766. target.copy( point );
  2767. if ( deltaLengthSq > ( this.radius * this.radius ) ) {
  2768. target.sub( this.center ).normalize();
  2769. target.multiplyScalar( this.radius ).add( this.center );
  2770. }
  2771. return target;
  2772. };
  2773. Sphere.prototype.getBoundingBox = function getBoundingBox ( target ) {
  2774. if ( target === undefined ) {
  2775. console.warn( 'THREE.Sphere: .getBoundingBox() target is now required' );
  2776. target = new Box3();
  2777. }
  2778. if ( this.isEmpty() ) {
  2779. // Empty sphere produces empty bounding box
  2780. target.makeEmpty();
  2781. return target;
  2782. }
  2783. target.set( this.center, this.center );
  2784. target.expandByScalar( this.radius );
  2785. return target;
  2786. };
  2787. Sphere.prototype.applyMatrix4 = function applyMatrix4 ( matrix ) {
  2788. this.center.applyMatrix4( matrix );
  2789. this.radius = this.radius * matrix.getMaxScaleOnAxis();
  2790. return this;
  2791. };
  2792. Sphere.prototype.translate = function translate ( offset ) {
  2793. this.center.add( offset );
  2794. return this;
  2795. };
  2796. Sphere.prototype.equals = function equals ( sphere ) {
  2797. return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
  2798. };
  2799. var _vector$2 = new Vector3();
  2800. var _segCenter = new Vector3();
  2801. var _segDir = new Vector3();
  2802. var _diff = new Vector3();
  2803. var _edge1 = new Vector3();
  2804. var _edge2 = new Vector3();
  2805. var _normal = new Vector3();
  2806. var Ray = function Ray( origin, direction ) {
  2807. this.origin = ( origin !== undefined ) ? origin : new Vector3();
  2808. this.direction = ( direction !== undefined ) ? direction : new Vector3( 0, 0, - 1 );
  2809. };
  2810. Ray.prototype.set = function set ( origin, direction ) {
  2811. this.origin.copy( origin );
  2812. this.direction.copy( direction );
  2813. return this;
  2814. };
  2815. Ray.prototype.clone = function clone () {
  2816. return new this.constructor().copy( this );
  2817. };
  2818. Ray.prototype.copy = function copy ( ray ) {
  2819. this.origin.copy( ray.origin );
  2820. this.direction.copy( ray.direction );
  2821. return this;
  2822. };
  2823. Ray.prototype.at = function at ( t, target ) {
  2824. if ( target === undefined ) {
  2825. console.warn( 'THREE.Ray: .at() target is now required' );
  2826. target = new Vector3();
  2827. }
  2828. return target.copy( this.direction ).multiplyScalar( t ).add( this.origin );
  2829. };
  2830. Ray.prototype.lookAt = function lookAt ( v ) {
  2831. this.direction.copy( v ).sub( this.origin ).normalize();
  2832. return this;
  2833. };
  2834. Ray.prototype.recast = function recast ( t ) {
  2835. this.origin.copy( this.at( t, _vector$2 ) );
  2836. return this;
  2837. };
  2838. Ray.prototype.closestPointToPoint = function closestPointToPoint ( point, target ) {
  2839. if ( target === undefined ) {
  2840. console.warn( 'THREE.Ray: .closestPointToPoint() target is now required' );
  2841. target = new Vector3();
  2842. }
  2843. target.subVectors( point, this.origin );
  2844. var directionDistance = target.dot( this.direction );
  2845. if ( directionDistance < 0 ) {
  2846. return target.copy( this.origin );
  2847. }
  2848. return target.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  2849. };
  2850. Ray.prototype.distanceToPoint = function distanceToPoint ( point ) {
  2851. return Math.sqrt( this.distanceSqToPoint( point ) );
  2852. };
  2853. Ray.prototype.distanceSqToPoint = function distanceSqToPoint ( point ) {
  2854. var directionDistance = _vector$2.subVectors( point, this.origin ).dot( this.direction );
  2855. // point behind the ray
  2856. if ( directionDistance < 0 ) {
  2857. return this.origin.distanceToSquared( point );
  2858. }
  2859. _vector$2.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  2860. return _vector$2.distanceToSquared( point );
  2861. };
  2862. Ray.prototype.distanceSqToSegment = function distanceSqToSegment ( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
  2863. // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteDistRaySegment.h
  2864. // It returns the min distance between the ray and the segment
  2865. // defined by v0 and v1
  2866. // It can also set two optional targets :
  2867. // - The closest point on the ray
  2868. // - The closest point on the segment
  2869. _segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );
  2870. _segDir.copy( v1 ).sub( v0 ).normalize();
  2871. _diff.copy( this.origin ).sub( _segCenter );
  2872. var segExtent = v0.distanceTo( v1 ) * 0.5;
  2873. var a01 = - this.direction.dot( _segDir );
  2874. var b0 = _diff.dot( this.direction );
  2875. var b1 = - _diff.dot( _segDir );
  2876. var c = _diff.lengthSq();
  2877. var det = Math.abs( 1 - a01 * a01 );
  2878. var s0, s1, sqrDist, extDet;
  2879. if ( det > 0 ) {
  2880. // The ray and segment are not parallel.
  2881. s0 = a01 * b1 - b0;
  2882. s1 = a01 * b0 - b1;
  2883. extDet = segExtent * det;
  2884. if ( s0 >= 0 ) {
  2885. if ( s1 >= - extDet ) {
  2886. if ( s1 <= extDet ) {
  2887. // region 0
  2888. // Minimum at interior points of ray and segment.
  2889. var invDet = 1 / det;
  2890. s0 *= invDet;
  2891. s1 *= invDet;
  2892. sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
  2893. } else {
  2894. // region 1
  2895. s1 = segExtent;
  2896. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  2897. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  2898. }
  2899. } else {
  2900. // region 5
  2901. s1 = - segExtent;
  2902. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  2903. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  2904. }
  2905. } else {
  2906. if ( s1 <= - extDet ) {
  2907. // region 4
  2908. s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
  2909. s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  2910. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  2911. } else if ( s1 <= extDet ) {
  2912. // region 3
  2913. s0 = 0;
  2914. s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
  2915. sqrDist = s1 * ( s1 + 2 * b1 ) + c;
  2916. } else {
  2917. // region 2
  2918. s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
  2919. s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  2920. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  2921. }
  2922. }
  2923. } else {
  2924. // Ray and segment are parallel.
  2925. s1 = ( a01 > 0 ) ? - segExtent : segExtent;
  2926. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  2927. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  2928. }
  2929. if ( optionalPointOnRay ) {
  2930. optionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin );
  2931. }
  2932. if ( optionalPointOnSegment ) {
  2933. optionalPointOnSegment.copy( _segDir ).multiplyScalar( s1 ).add( _segCenter );
  2934. }
  2935. return sqrDist;
  2936. };
  2937. Ray.prototype.intersectSphere = function intersectSphere ( sphere, target ) {
  2938. _vector$2.subVectors( sphere.center, this.origin );
  2939. var tca = _vector$2.dot( this.direction );
  2940. var d2 = _vector$2.dot( _vector$2 ) - tca * tca;
  2941. var radius2 = sphere.radius * sphere.radius;
  2942. if ( d2 > radius2 ) { return null; }
  2943. var thc = Math.sqrt( radius2 - d2 );
  2944. // t0 = first intersect point - entrance on front of sphere
  2945. var t0 = tca - thc;
  2946. // t1 = second intersect point - exit point on back of sphere
  2947. var t1 = tca + thc;
  2948. // test to see if both t0 and t1 are behind the ray - if so, return null
  2949. if ( t0 < 0 && t1 < 0 ) { return null; }
  2950. // test to see if t0 is behind the ray:
  2951. // if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
  2952. // in order to always return an intersect point that is in front of the ray.
  2953. if ( t0 < 0 ) { return this.at( t1, target ); }
  2954. // else t0 is in front of the ray, so return the first collision point scaled by t0
  2955. return this.at( t0, target );
  2956. };
  2957. Ray.prototype.intersectsSphere = function intersectsSphere ( sphere ) {
  2958. return this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius );
  2959. };
  2960. Ray.prototype.distanceToPlane = function distanceToPlane ( plane ) {
  2961. var denominator = plane.normal.dot( this.direction );
  2962. if ( denominator === 0 ) {
  2963. // line is coplanar, return origin
  2964. if ( plane.distanceToPoint( this.origin ) === 0 ) {
  2965. return 0;
  2966. }
  2967. // Null is preferable to undefined since undefined means.... it is undefined
  2968. return null;
  2969. }
  2970. var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
  2971. // Return if the ray never intersects the plane
  2972. return t >= 0 ? t : null;
  2973. };
  2974. Ray.prototype.intersectPlane = function intersectPlane ( plane, target ) {
  2975. var t = this.distanceToPlane( plane );
  2976. if ( t === null ) {
  2977. return null;
  2978. }
  2979. return this.at( t, target );
  2980. };
  2981. Ray.prototype.intersectsPlane = function intersectsPlane ( plane ) {
  2982. // check if the ray lies on the plane first
  2983. var distToPoint = plane.distanceToPoint( this.origin );
  2984. if ( distToPoint === 0 ) {
  2985. return true;
  2986. }
  2987. var denominator = plane.normal.dot( this.direction );
  2988. if ( denominator * distToPoint < 0 ) {
  2989. return true;
  2990. }
  2991. // ray origin is behind the plane (and is pointing behind it)
  2992. return false;
  2993. };
  2994. Ray.prototype.intersectBox = function intersectBox ( box, target ) {
  2995. var tmin, tmax, tymin, tymax, tzmin, tzmax;
  2996. var invdirx = 1 / this.direction.x,
  2997. invdiry = 1 / this.direction.y,
  2998. invdirz = 1 / this.direction.z;
  2999. var origin = this.origin;
  3000. if ( invdirx >= 0 ) {
  3001. tmin = ( box.min.x - origin.x ) * invdirx;
  3002. tmax = ( box.max.x - origin.x ) * invdirx;
  3003. } else {
  3004. tmin = ( box.max.x - origin.x ) * invdirx;
  3005. tmax = ( box.min.x - origin.x ) * invdirx;
  3006. }
  3007. if ( invdiry >= 0 ) {
  3008. tymin = ( box.min.y - origin.y ) * invdiry;
  3009. tymax = ( box.max.y - origin.y ) * invdiry;
  3010. } else {
  3011. tymin = ( box.max.y - origin.y ) * invdiry;
  3012. tymax = ( box.min.y - origin.y ) * invdiry;
  3013. }
  3014. if ( ( tmin > tymax ) || ( tymin > tmax ) ) { return null; }
  3015. // These lines also handle the case where tmin or tmax is NaN
  3016. // (result of 0 * Infinity). x !== x returns true if x is NaN
  3017. if ( tymin > tmin || tmin !== tmin ) { tmin = tymin; }
  3018. if ( tymax < tmax || tmax !== tmax ) { tmax = tymax; }
  3019. if ( invdirz >= 0 ) {
  3020. tzmin = ( box.min.z - origin.z ) * invdirz;
  3021. tzmax = ( box.max.z - origin.z ) * invdirz;
  3022. } else {
  3023. tzmin = ( box.max.z - origin.z ) * invdirz;
  3024. tzmax = ( box.min.z - origin.z ) * invdirz;
  3025. }
  3026. if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) { return null; }
  3027. if ( tzmin > tmin || tmin !== tmin ) { tmin = tzmin; }
  3028. if ( tzmax < tmax || tmax !== tmax ) { tmax = tzmax; }
  3029. //return point closest to the ray (positive side)
  3030. if ( tmax < 0 ) { return null; }
  3031. return this.at( tmin >= 0 ? tmin : tmax, target );
  3032. };
  3033. Ray.prototype.intersectsBox = function intersectsBox ( box ) {
  3034. return this.intersectBox( box, _vector$2 ) !== null;
  3035. };
  3036. Ray.prototype.intersectTriangle = function intersectTriangle ( a, b, c, backfaceCulling, target ) {
  3037. // Compute the offset origin, edges, and normal.
  3038. // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h
  3039. _edge1.subVectors( b, a );
  3040. _edge2.subVectors( c, a );
  3041. _normal.crossVectors( _edge1, _edge2 );
  3042. // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
  3043. // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
  3044. // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
  3045. // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
  3046. // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
  3047. var DdN = this.direction.dot( _normal );
  3048. var sign;
  3049. if ( DdN > 0 ) {
  3050. if ( backfaceCulling ) { return null; }
  3051. sign = 1;
  3052. } else if ( DdN < 0 ) {
  3053. sign = - 1;
  3054. DdN = - DdN;
  3055. } else {
  3056. return null;
  3057. }
  3058. _diff.subVectors( this.origin, a );
  3059. var DdQxE2 = sign * this.direction.dot( _edge2.crossVectors( _diff, _edge2 ) );
  3060. // b1 < 0, no intersection
  3061. if ( DdQxE2 < 0 ) {
  3062. return null;
  3063. }
  3064. var DdE1xQ = sign * this.direction.dot( _edge1.cross( _diff ) );
  3065. // b2 < 0, no intersection
  3066. if ( DdE1xQ < 0 ) {
  3067. return null;
  3068. }
  3069. // b1+b2 > 1, no intersection
  3070. if ( DdQxE2 + DdE1xQ > DdN ) {
  3071. return null;
  3072. }
  3073. // Line intersects triangle, check if ray does.
  3074. var QdN = - sign * _diff.dot( _normal );
  3075. // t < 0, no intersection
  3076. if ( QdN < 0 ) {
  3077. return null;
  3078. }
  3079. // Ray intersects triangle.
  3080. return this.at( QdN / DdN, target );
  3081. };
  3082. Ray.prototype.applyMatrix4 = function applyMatrix4 ( matrix4 ) {
  3083. this.origin.applyMatrix4( matrix4 );
  3084. this.direction.transformDirection( matrix4 );
  3085. return this;
  3086. };
  3087. Ray.prototype.equals = function equals ( ray ) {
  3088. return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
  3089. };
  3090. var Matrix4 = function Matrix4() {
  3091. Object.defineProperty( this, 'isMatrix4', { value: true } );
  3092. this.elements = [
  3093. 1, 0, 0, 0,
  3094. 0, 1, 0, 0,
  3095. 0, 0, 1, 0,
  3096. 0, 0, 0, 1
  3097. ];
  3098. if ( arguments.length > 0 ) {
  3099. console.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' );
  3100. }
  3101. };
  3102. Matrix4.prototype.set = function set ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  3103. var te = this.elements;
  3104. te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;
  3105. te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;
  3106. te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;
  3107. te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;
  3108. return this;
  3109. };
  3110. Matrix4.prototype.identity = function identity () {
  3111. this.set(
  3112. 1, 0, 0, 0,
  3113. 0, 1, 0, 0,
  3114. 0, 0, 1, 0,
  3115. 0, 0, 0, 1
  3116. );
  3117. return this;
  3118. };
  3119. Matrix4.prototype.clone = function clone () {
  3120. return new Matrix4().fromArray( this.elements );
  3121. };
  3122. Matrix4.prototype.copy = function copy ( m ) {
  3123. var te = this.elements;
  3124. var me = m.elements;
  3125. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];
  3126. te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];
  3127. te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];
  3128. te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];
  3129. return this;
  3130. };
  3131. Matrix4.prototype.copyPosition = function copyPosition ( m ) {
  3132. var te = this.elements, me = m.elements;
  3133. te[ 12 ] = me[ 12 ];
  3134. te[ 13 ] = me[ 13 ];
  3135. te[ 14 ] = me[ 14 ];
  3136. return this;
  3137. };
  3138. Matrix4.prototype.extractBasis = function extractBasis ( xAxis, yAxis, zAxis ) {
  3139. xAxis.setFromMatrixColumn( this, 0 );
  3140. yAxis.setFromMatrixColumn( this, 1 );
  3141. zAxis.setFromMatrixColumn( this, 2 );
  3142. return this;
  3143. };
  3144. Matrix4.prototype.makeBasis = function makeBasis ( xAxis, yAxis, zAxis ) {
  3145. this.set(
  3146. xAxis.x, yAxis.x, zAxis.x, 0,
  3147. xAxis.y, yAxis.y, zAxis.y, 0,
  3148. xAxis.z, yAxis.z, zAxis.z, 0,
  3149. 0, 0, 0, 1
  3150. );
  3151. return this;
  3152. };
  3153. Matrix4.prototype.extractRotation = function extractRotation ( m ) {
  3154. // this method does not support reflection matrices
  3155. var te = this.elements;
  3156. var me = m.elements;
  3157. var scaleX = 1 / _v1$1.setFromMatrixColumn( m, 0 ).length();
  3158. var scaleY = 1 / _v1$1.setFromMatrixColumn( m, 1 ).length();
  3159. var scaleZ = 1 / _v1$1.setFromMatrixColumn( m, 2 ).length();
  3160. te[ 0 ] = me[ 0 ] * scaleX;
  3161. te[ 1 ] = me[ 1 ] * scaleX;
  3162. te[ 2 ] = me[ 2 ] * scaleX;
  3163. te[ 3 ] = 0;
  3164. te[ 4 ] = me[ 4 ] * scaleY;
  3165. te[ 5 ] = me[ 5 ] * scaleY;
  3166. te[ 6 ] = me[ 6 ] * scaleY;
  3167. te[ 7 ] = 0;
  3168. te[ 8 ] = me[ 8 ] * scaleZ;
  3169. te[ 9 ] = me[ 9 ] * scaleZ;
  3170. te[ 10 ] = me[ 10 ] * scaleZ;
  3171. te[ 11 ] = 0;
  3172. te[ 12 ] = 0;
  3173. te[ 13 ] = 0;
  3174. te[ 14 ] = 0;
  3175. te[ 15 ] = 1;
  3176. return this;
  3177. };
  3178. Matrix4.prototype.makeRotationFromEuler = function makeRotationFromEuler ( euler ) {
  3179. if ( ! ( euler && euler.isEuler ) ) {
  3180. console.error( 'THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );
  3181. }
  3182. var te = this.elements;
  3183. var x = euler.x, y = euler.y, z = euler.z;
  3184. var a = Math.cos( x ), b = Math.sin( x );
  3185. var c = Math.cos( y ), d = Math.sin( y );
  3186. var e = Math.cos( z ), f = Math.sin( z );
  3187. if ( euler.order === 'XYZ' ) {
  3188. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  3189. te[ 0 ] = c * e;
  3190. te[ 4 ] = - c * f;
  3191. te[ 8 ] = d;
  3192. te[ 1 ] = af + be * d;
  3193. te[ 5 ] = ae - bf * d;
  3194. te[ 9 ] = - b * c;
  3195. te[ 2 ] = bf - ae * d;
  3196. te[ 6 ] = be + af * d;
  3197. te[ 10 ] = a * c;
  3198. } else if ( euler.order === 'YXZ' ) {
  3199. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  3200. te[ 0 ] = ce + df * b;
  3201. te[ 4 ] = de * b - cf;
  3202. te[ 8 ] = a * d;
  3203. te[ 1 ] = a * f;
  3204. te[ 5 ] = a * e;
  3205. te[ 9 ] = - b;
  3206. te[ 2 ] = cf * b - de;
  3207. te[ 6 ] = df + ce * b;
  3208. te[ 10 ] = a * c;
  3209. } else if ( euler.order === 'ZXY' ) {
  3210. var ce$1 = c * e, cf$1 = c * f, de$1 = d * e, df$1 = d * f;
  3211. te[ 0 ] = ce$1 - df$1 * b;
  3212. te[ 4 ] = - a * f;
  3213. te[ 8 ] = de$1 + cf$1 * b;
  3214. te[ 1 ] = cf$1 + de$1 * b;
  3215. te[ 5 ] = a * e;
  3216. te[ 9 ] = df$1 - ce$1 * b;
  3217. te[ 2 ] = - a * d;
  3218. te[ 6 ] = b;
  3219. te[ 10 ] = a * c;
  3220. } else if ( euler.order === 'ZYX' ) {
  3221. var ae$1 = a * e, af$1 = a * f, be$1 = b * e, bf$1 = b * f;
  3222. te[ 0 ] = c * e;
  3223. te[ 4 ] = be$1 * d - af$1;
  3224. te[ 8 ] = ae$1 * d + bf$1;
  3225. te[ 1 ] = c * f;
  3226. te[ 5 ] = bf$1 * d + ae$1;
  3227. te[ 9 ] = af$1 * d - be$1;
  3228. te[ 2 ] = - d;
  3229. te[ 6 ] = b * c;
  3230. te[ 10 ] = a * c;
  3231. } else if ( euler.order === 'YZX' ) {
  3232. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  3233. te[ 0 ] = c * e;
  3234. te[ 4 ] = bd - ac * f;
  3235. te[ 8 ] = bc * f + ad;
  3236. te[ 1 ] = f;
  3237. te[ 5 ] = a * e;
  3238. te[ 9 ] = - b * e;
  3239. te[ 2 ] = - d * e;
  3240. te[ 6 ] = ad * f + bc;
  3241. te[ 10 ] = ac - bd * f;
  3242. } else if ( euler.order === 'XZY' ) {
  3243. var ac$1 = a * c, ad$1 = a * d, bc$1 = b * c, bd$1 = b * d;
  3244. te[ 0 ] = c * e;
  3245. te[ 4 ] = - f;
  3246. te[ 8 ] = d * e;
  3247. te[ 1 ] = ac$1 * f + bd$1;
  3248. te[ 5 ] = a * e;
  3249. te[ 9 ] = ad$1 * f - bc$1;
  3250. te[ 2 ] = bc$1 * f - ad$1;
  3251. te[ 6 ] = b * e;
  3252. te[ 10 ] = bd$1 * f + ac$1;
  3253. }
  3254. // bottom row
  3255. te[ 3 ] = 0;
  3256. te[ 7 ] = 0;
  3257. te[ 11 ] = 0;
  3258. // last column
  3259. te[ 12 ] = 0;
  3260. te[ 13 ] = 0;
  3261. te[ 14 ] = 0;
  3262. te[ 15 ] = 1;
  3263. return this;
  3264. };
  3265. Matrix4.prototype.makeRotationFromQuaternion = function makeRotationFromQuaternion ( q ) {
  3266. return this.compose( _zero, q, _one );
  3267. };
  3268. Matrix4.prototype.lookAt = function lookAt ( eye, target, up ) {
  3269. var te = this.elements;
  3270. _z.subVectors( eye, target );
  3271. if ( _z.lengthSq() === 0 ) {
  3272. // eye and target are in the same position
  3273. _z.z = 1;
  3274. }
  3275. _z.normalize();
  3276. _x.crossVectors( up, _z );
  3277. if ( _x.lengthSq() === 0 ) {
  3278. // up and z are parallel
  3279. if ( Math.abs( up.z ) === 1 ) {
  3280. _z.x += 0.0001;
  3281. } else {
  3282. _z.z += 0.0001;
  3283. }
  3284. _z.normalize();
  3285. _x.crossVectors( up, _z );
  3286. }
  3287. _x.normalize();
  3288. _y.crossVectors( _z, _x );
  3289. te[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x;
  3290. te[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y;
  3291. te[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z;
  3292. return this;
  3293. };
  3294. Matrix4.prototype.multiply = function multiply ( m, n ) {
  3295. if ( n !== undefined ) {
  3296. console.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );
  3297. return this.multiplyMatrices( m, n );
  3298. }
  3299. return this.multiplyMatrices( this, m );
  3300. };
  3301. Matrix4.prototype.premultiply = function premultiply ( m ) {
  3302. return this.multiplyMatrices( m, this );
  3303. };
  3304. Matrix4.prototype.multiplyMatrices = function multiplyMatrices ( a, b ) {
  3305. var ae = a.elements;
  3306. var be = b.elements;
  3307. var te = this.elements;
  3308. var a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
  3309. var a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
  3310. var a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
  3311. var a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];
  3312. var b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
  3313. var b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
  3314. var b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
  3315. var b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];
  3316. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
  3317. te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
  3318. te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
  3319. te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
  3320. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
  3321. te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
  3322. te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
  3323. te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
  3324. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
  3325. te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
  3326. te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
  3327. te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
  3328. te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
  3329. te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
  3330. te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
  3331. te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
  3332. return this;
  3333. };
  3334. Matrix4.prototype.multiplyScalar = function multiplyScalar ( s ) {
  3335. var te = this.elements;
  3336. te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
  3337. te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
  3338. te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;
  3339. te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;
  3340. return this;
  3341. };
  3342. Matrix4.prototype.determinant = function determinant () {
  3343. var te = this.elements;
  3344. var n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
  3345. var n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
  3346. var n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
  3347. var n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];
  3348. //TODO: make this more efficient
  3349. //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
  3350. return (
  3351. n41 * (
  3352. + n14 * n23 * n32
  3353. - n13 * n24 * n32
  3354. - n14 * n22 * n33
  3355. + n12 * n24 * n33
  3356. + n13 * n22 * n34
  3357. - n12 * n23 * n34
  3358. ) +
  3359. n42 * (
  3360. + n11 * n23 * n34
  3361. - n11 * n24 * n33
  3362. + n14 * n21 * n33
  3363. - n13 * n21 * n34
  3364. + n13 * n24 * n31
  3365. - n14 * n23 * n31
  3366. ) +
  3367. n43 * (
  3368. + n11 * n24 * n32
  3369. - n11 * n22 * n34
  3370. - n14 * n21 * n32
  3371. + n12 * n21 * n34
  3372. + n14 * n22 * n31
  3373. - n12 * n24 * n31
  3374. ) +
  3375. n44 * (
  3376. - n13 * n22 * n31
  3377. - n11 * n23 * n32
  3378. + n11 * n22 * n33
  3379. + n13 * n21 * n32
  3380. - n12 * n21 * n33
  3381. + n12 * n23 * n31
  3382. )
  3383. );
  3384. };
  3385. Matrix4.prototype.transpose = function transpose () {
  3386. var te = this.elements;
  3387. var tmp;
  3388. tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
  3389. tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
  3390. tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;
  3391. tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
  3392. tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
  3393. tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;
  3394. return this;
  3395. };
  3396. Matrix4.prototype.setPosition = function setPosition ( x, y, z ) {
  3397. var te = this.elements;
  3398. if ( x.isVector3 ) {
  3399. te[ 12 ] = x.x;
  3400. te[ 13 ] = x.y;
  3401. te[ 14 ] = x.z;
  3402. } else {
  3403. te[ 12 ] = x;
  3404. te[ 13 ] = y;
  3405. te[ 14 ] = z;
  3406. }
  3407. return this;
  3408. };
  3409. Matrix4.prototype.getInverse = function getInverse ( m, throwOnDegenerate ) {
  3410. if ( throwOnDegenerate !== undefined ) {
  3411. console.warn( "THREE.Matrix4: .getInverse() can no longer be configured to throw on degenerate." );
  3412. }
  3413. // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
  3414. var te = this.elements,
  3415. me = m.elements,
  3416. n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ], n41 = me[ 3 ],
  3417. n12 = me[ 4 ], n22 = me[ 5 ], n32 = me[ 6 ], n42 = me[ 7 ],
  3418. n13 = me[ 8 ], n23 = me[ 9 ], n33 = me[ 10 ], n43 = me[ 11 ],
  3419. n14 = me[ 12 ], n24 = me[ 13 ], n34 = me[ 14 ], n44 = me[ 15 ],
  3420. t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,
  3421. t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,
  3422. t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,
  3423. t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
  3424. var det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;
  3425. if ( det === 0 ) { return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ); }
  3426. var detInv = 1 / det;
  3427. te[ 0 ] = t11 * detInv;
  3428. te[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv;
  3429. te[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv;
  3430. te[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;
  3431. te[ 4 ] = t12 * detInv;
  3432. te[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv;
  3433. te[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv;
  3434. te[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv;
  3435. te[ 8 ] = t13 * detInv;
  3436. te[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv;
  3437. te[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv;
  3438. te[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv;
  3439. te[ 12 ] = t14 * detInv;
  3440. te[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv;
  3441. te[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv;
  3442. te[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv;
  3443. return this;
  3444. };
  3445. Matrix4.prototype.scale = function scale ( v ) {
  3446. var te = this.elements;
  3447. var x = v.x, y = v.y, z = v.z;
  3448. te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;
  3449. te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;
  3450. te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;
  3451. te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;
  3452. return this;
  3453. };
  3454. Matrix4.prototype.getMaxScaleOnAxis = function getMaxScaleOnAxis () {
  3455. var te = this.elements;
  3456. var scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];
  3457. var scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];
  3458. var scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];
  3459. return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );
  3460. };
  3461. Matrix4.prototype.makeTranslation = function makeTranslation ( x, y, z ) {
  3462. this.set(
  3463. 1, 0, 0, x,
  3464. 0, 1, 0, y,
  3465. 0, 0, 1, z,
  3466. 0, 0, 0, 1
  3467. );
  3468. return this;
  3469. };
  3470. Matrix4.prototype.makeRotationX = function makeRotationX ( theta ) {
  3471. var c = Math.cos( theta ), s = Math.sin( theta );
  3472. this.set(
  3473. 1, 0, 0, 0,
  3474. 0, c, - s, 0,
  3475. 0, s, c, 0,
  3476. 0, 0, 0, 1
  3477. );
  3478. return this;
  3479. };
  3480. Matrix4.prototype.makeRotationY = function makeRotationY ( theta ) {
  3481. var c = Math.cos( theta ), s = Math.sin( theta );
  3482. this.set(
  3483. c, 0, s, 0,
  3484. 0, 1, 0, 0,
  3485. - s, 0, c, 0,
  3486. 0, 0, 0, 1
  3487. );
  3488. return this;
  3489. };
  3490. Matrix4.prototype.makeRotationZ = function makeRotationZ ( theta ) {
  3491. var c = Math.cos( theta ), s = Math.sin( theta );
  3492. this.set(
  3493. c, - s, 0, 0,
  3494. s, c, 0, 0,
  3495. 0, 0, 1, 0,
  3496. 0, 0, 0, 1
  3497. );
  3498. return this;
  3499. };
  3500. Matrix4.prototype.makeRotationAxis = function makeRotationAxis ( axis, angle ) {
  3501. // Based on http://www.gamedev.net/reference/articles/article1199.asp
  3502. var c = Math.cos( angle );
  3503. var s = Math.sin( angle );
  3504. var t = 1 - c;
  3505. var x = axis.x, y = axis.y, z = axis.z;
  3506. var tx = t * x, ty = t * y;
  3507. this.set(
  3508. tx * x + c, tx * y - s * z, tx * z + s * y, 0,
  3509. tx * y + s * z, ty * y + c, ty * z - s * x, 0,
  3510. tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
  3511. 0, 0, 0, 1
  3512. );
  3513. return this;
  3514. };
  3515. Matrix4.prototype.makeScale = function makeScale ( x, y, z ) {
  3516. this.set(
  3517. x, 0, 0, 0,
  3518. 0, y, 0, 0,
  3519. 0, 0, z, 0,
  3520. 0, 0, 0, 1
  3521. );
  3522. return this;
  3523. };
  3524. Matrix4.prototype.makeShear = function makeShear ( x, y, z ) {
  3525. this.set(
  3526. 1, y, z, 0,
  3527. x, 1, z, 0,
  3528. x, y, 1, 0,
  3529. 0, 0, 0, 1
  3530. );
  3531. return this;
  3532. };
  3533. Matrix4.prototype.compose = function compose ( position, quaternion, scale ) {
  3534. var te = this.elements;
  3535. var x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;
  3536. var x2 = x + x,y2 = y + y, z2 = z + z;
  3537. var xx = x * x2, xy = x * y2, xz = x * z2;
  3538. var yy = y * y2, yz = y * z2, zz = z * z2;
  3539. var wx = w * x2, wy = w * y2, wz = w * z2;
  3540. var sx = scale.x, sy = scale.y, sz = scale.z;
  3541. te[ 0 ] = ( 1 - ( yy + zz ) ) * sx;
  3542. te[ 1 ] = ( xy + wz ) * sx;
  3543. te[ 2 ] = ( xz - wy ) * sx;
  3544. te[ 3 ] = 0;
  3545. te[ 4 ] = ( xy - wz ) * sy;
  3546. te[ 5 ] = ( 1 - ( xx + zz ) ) * sy;
  3547. te[ 6 ] = ( yz + wx ) * sy;
  3548. te[ 7 ] = 0;
  3549. te[ 8 ] = ( xz + wy ) * sz;
  3550. te[ 9 ] = ( yz - wx ) * sz;
  3551. te[ 10 ] = ( 1 - ( xx + yy ) ) * sz;
  3552. te[ 11 ] = 0;
  3553. te[ 12 ] = position.x;
  3554. te[ 13 ] = position.y;
  3555. te[ 14 ] = position.z;
  3556. te[ 15 ] = 1;
  3557. return this;
  3558. };
  3559. Matrix4.prototype.decompose = function decompose ( position, quaternion, scale ) {
  3560. var te = this.elements;
  3561. var sx = _v1$1.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
  3562. var sy = _v1$1.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
  3563. var sz = _v1$1.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
  3564. // if determine is negative, we need to invert one scale
  3565. var det = this.determinant();
  3566. if ( det < 0 ) { sx = - sx; }
  3567. position.x = te[ 12 ];
  3568. position.y = te[ 13 ];
  3569. position.z = te[ 14 ];
  3570. // scale the rotation part
  3571. _m1.copy( this );
  3572. var invSX = 1 / sx;
  3573. var invSY = 1 / sy;
  3574. var invSZ = 1 / sz;
  3575. _m1.elements[ 0 ] *= invSX;
  3576. _m1.elements[ 1 ] *= invSX;
  3577. _m1.elements[ 2 ] *= invSX;
  3578. _m1.elements[ 4 ] *= invSY;
  3579. _m1.elements[ 5 ] *= invSY;
  3580. _m1.elements[ 6 ] *= invSY;
  3581. _m1.elements[ 8 ] *= invSZ;
  3582. _m1.elements[ 9 ] *= invSZ;
  3583. _m1.elements[ 10 ] *= invSZ;
  3584. quaternion.setFromRotationMatrix( _m1 );
  3585. scale.x = sx;
  3586. scale.y = sy;
  3587. scale.z = sz;
  3588. return this;
  3589. };
  3590. Matrix4.prototype.makePerspective = function makePerspective ( left, right, top, bottom, near, far ) {
  3591. if ( far === undefined ) {
  3592. console.warn( 'THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.' );
  3593. }
  3594. var te = this.elements;
  3595. var x = 2 * near / ( right - left );
  3596. var y = 2 * near / ( top - bottom );
  3597. var a = ( right + left ) / ( right - left );
  3598. var b = ( top + bottom ) / ( top - bottom );
  3599. var c = - ( far + near ) / ( far - near );
  3600. var d = - 2 * far * near / ( far - near );
  3601. te[ 0 ] = x;te[ 4 ] = 0;te[ 8 ] = a;te[ 12 ] = 0;
  3602. te[ 1 ] = 0;te[ 5 ] = y;te[ 9 ] = b;te[ 13 ] = 0;
  3603. te[ 2 ] = 0;te[ 6 ] = 0;te[ 10 ] = c;te[ 14 ] = d;
  3604. te[ 3 ] = 0;te[ 7 ] = 0;te[ 11 ] = - 1;te[ 15 ] = 0;
  3605. return this;
  3606. };
  3607. Matrix4.prototype.makeOrthographic = function makeOrthographic ( left, right, top, bottom, near, far ) {
  3608. var te = this.elements;
  3609. var w = 1.0 / ( right - left );
  3610. var h = 1.0 / ( top - bottom );
  3611. var p = 1.0 / ( far - near );
  3612. var x = ( right + left ) * w;
  3613. var y = ( top + bottom ) * h;
  3614. var z = ( far + near ) * p;
  3615. te[ 0 ] = 2 * w;te[ 4 ] = 0;te[ 8 ] = 0;te[ 12 ] = - x;
  3616. te[ 1 ] = 0;te[ 5 ] = 2 * h;te[ 9 ] = 0;te[ 13 ] = - y;
  3617. te[ 2 ] = 0;te[ 6 ] = 0;te[ 10 ] = - 2 * p;te[ 14 ] = - z;
  3618. te[ 3 ] = 0;te[ 7 ] = 0;te[ 11 ] = 0;te[ 15 ] = 1;
  3619. return this;
  3620. };
  3621. Matrix4.prototype.equals = function equals ( matrix ) {
  3622. var te = this.elements;
  3623. var me = matrix.elements;
  3624. for ( var i = 0; i < 16; i ++ ) {
  3625. if ( te[ i ] !== me[ i ] ) { return false; }
  3626. }
  3627. return true;
  3628. };
  3629. Matrix4.prototype.fromArray = function fromArray ( array, offset ) {
  3630. if ( offset === undefined ) { offset = 0; }
  3631. for ( var i = 0; i < 16; i ++ ) {
  3632. this.elements[ i ] = array[ i + offset ];
  3633. }
  3634. return this;
  3635. };
  3636. Matrix4.prototype.toArray = function toArray ( array, offset ) {
  3637. if ( array === undefined ) { array = []; }
  3638. if ( offset === undefined ) { offset = 0; }
  3639. var te = this.elements;
  3640. array[ offset ] = te[ 0 ];
  3641. array[ offset + 1 ] = te[ 1 ];
  3642. array[ offset + 2 ] = te[ 2 ];
  3643. array[ offset + 3 ] = te[ 3 ];
  3644. array[ offset + 4 ] = te[ 4 ];
  3645. array[ offset + 5 ] = te[ 5 ];
  3646. array[ offset + 6 ] = te[ 6 ];
  3647. array[ offset + 7 ] = te[ 7 ];
  3648. array[ offset + 8 ] = te[ 8 ];
  3649. array[ offset + 9 ] = te[ 9 ];
  3650. array[ offset + 10 ] = te[ 10 ];
  3651. array[ offset + 11 ] = te[ 11 ];
  3652. array[ offset + 12 ] = te[ 12 ];
  3653. array[ offset + 13 ] = te[ 13 ];
  3654. array[ offset + 14 ] = te[ 14 ];
  3655. array[ offset + 15 ] = te[ 15 ];
  3656. return array;
  3657. };
  3658. var _v1$1 = new Vector3();
  3659. var _m1 = new Matrix4();
  3660. var _zero = new Vector3( 0, 0, 0 );
  3661. var _one = new Vector3( 1, 1, 1 );
  3662. var _x = new Vector3();
  3663. var _y = new Vector3();
  3664. var _z = new Vector3();
  3665. var Euler = function Euler( x, y, z, order ) {
  3666. if ( x === void 0 ) x = 0;
  3667. if ( y === void 0 ) y = 0;
  3668. if ( z === void 0 ) z = 0;
  3669. if ( order === void 0 ) order = Euler.DefaultOrder;
  3670. Object.defineProperty( this, 'isEuler', { value: true } );
  3671. this._x = x;
  3672. this._y = y;
  3673. this._z = z;
  3674. this._order = order;
  3675. };
  3676. var prototypeAccessors$3 = { x: { configurable: true },y: { configurable: true },z: { configurable: true },order: { configurable: true } };
  3677. prototypeAccessors$3.x.get = function () {
  3678. return this._x;
  3679. };
  3680. prototypeAccessors$3.x.set = function ( value ) {
  3681. this._x = value;
  3682. this._onChangeCallback();
  3683. };
  3684. prototypeAccessors$3.y.get = function () {
  3685. return this._y;
  3686. };
  3687. prototypeAccessors$3.y.set = function ( value ) {
  3688. this._y = value;
  3689. this._onChangeCallback();
  3690. };
  3691. prototypeAccessors$3.z.get = function () {
  3692. return this._z;
  3693. };
  3694. prototypeAccessors$3.z.set = function ( value ) {
  3695. this._z = value;
  3696. this._onChangeCallback();
  3697. };
  3698. prototypeAccessors$3.order.get = function () {
  3699. return this._order;
  3700. };
  3701. prototypeAccessors$3.order.set = function ( value ) {
  3702. this._order = value;
  3703. this._onChangeCallback();
  3704. };
  3705. Euler.prototype.set = function set ( x, y, z, order ) {
  3706. this._x = x;
  3707. this._y = y;
  3708. this._z = z;
  3709. this._order = order || this._order;
  3710. this._onChangeCallback();
  3711. return this;
  3712. };
  3713. Euler.prototype.clone = function clone () {
  3714. return new this.constructor( this._x, this._y, this._z, this._order );
  3715. };
  3716. Euler.prototype.copy = function copy ( euler ) {
  3717. this._x = euler._x;
  3718. this._y = euler._y;
  3719. this._z = euler._z;
  3720. this._order = euler._order;
  3721. this._onChangeCallback();
  3722. return this;
  3723. };
  3724. Euler.prototype.setFromRotationMatrix = function setFromRotationMatrix ( m, order, update ) {
  3725. var clamp = MathUtils.clamp;
  3726. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  3727. var te = m.elements;
  3728. var m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];
  3729. var m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];
  3730. var m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  3731. order = order || this._order;
  3732. switch ( order ) {
  3733. case 'XYZ':
  3734. this._y = Math.asin( clamp( m13, - 1, 1 ) );
  3735. if ( Math.abs( m13 ) < 0.9999999 ) {
  3736. this._x = Math.atan2( - m23, m33 );
  3737. this._z = Math.atan2( - m12, m11 );
  3738. } else {
  3739. this._x = Math.atan2( m32, m22 );
  3740. this._z = 0;
  3741. }
  3742. break;
  3743. case 'YXZ':
  3744. this._x = Math.asin( - clamp( m23, - 1, 1 ) );
  3745. if ( Math.abs( m23 ) < 0.9999999 ) {
  3746. this._y = Math.atan2( m13, m33 );
  3747. this._z = Math.atan2( m21, m22 );
  3748. } else {
  3749. this._y = Math.atan2( - m31, m11 );
  3750. this._z = 0;
  3751. }
  3752. break;
  3753. case 'ZXY':
  3754. this._x = Math.asin( clamp( m32, - 1, 1 ) );
  3755. if ( Math.abs( m32 ) < 0.9999999 ) {
  3756. this._y = Math.atan2( - m31, m33 );
  3757. this._z = Math.atan2( - m12, m22 );
  3758. } else {
  3759. this._y = 0;
  3760. this._z = Math.atan2( m21, m11 );
  3761. }
  3762. break;
  3763. case 'ZYX':
  3764. this._y = Math.asin( - clamp( m31, - 1, 1 ) );
  3765. if ( Math.abs( m31 ) < 0.9999999 ) {
  3766. this._x = Math.atan2( m32, m33 );
  3767. this._z = Math.atan2( m21, m11 );
  3768. } else {
  3769. this._x = 0;
  3770. this._z = Math.atan2( - m12, m22 );
  3771. }
  3772. break;
  3773. case 'YZX':
  3774. this._z = Math.asin( clamp( m21, - 1, 1 ) );
  3775. if ( Math.abs( m21 ) < 0.9999999 ) {
  3776. this._x = Math.atan2( - m23, m22 );
  3777. this._y = Math.atan2( - m31, m11 );
  3778. } else {
  3779. this._x = 0;
  3780. this._y = Math.atan2( m13, m33 );
  3781. }
  3782. break;
  3783. case 'XZY':
  3784. this._z = Math.asin( - clamp( m12, - 1, 1 ) );
  3785. if ( Math.abs( m12 ) < 0.9999999 ) {
  3786. this._x = Math.atan2( m32, m22 );
  3787. this._y = Math.atan2( m13, m11 );
  3788. } else {
  3789. this._x = Math.atan2( - m23, m33 );
  3790. this._y = 0;
  3791. }
  3792. break;
  3793. default:
  3794. console.warn( 'THREE.Euler: .setFromRotationMatrix() encountered an unknown order: ' + order );
  3795. }
  3796. this._order = order;
  3797. if ( update !== false ) { this._onChangeCallback(); }
  3798. return this;
  3799. };
  3800. Euler.prototype.setFromQuaternion = function setFromQuaternion ( q, order, update ) {
  3801. _matrix.makeRotationFromQuaternion( q );
  3802. return this.setFromRotationMatrix( _matrix, order, update );
  3803. };
  3804. Euler.prototype.setFromVector3 = function setFromVector3 ( v, order ) {
  3805. return this.set( v.x, v.y, v.z, order || this._order );
  3806. };
  3807. Euler.prototype.reorder = function reorder ( newOrder ) {
  3808. // WARNING: this discards revolution information -bhouston
  3809. _quaternion$1.setFromEuler( this );
  3810. return this.setFromQuaternion( _quaternion$1, newOrder );
  3811. };
  3812. Euler.prototype.equals = function equals ( euler ) {
  3813. return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
  3814. };
  3815. Euler.prototype.fromArray = function fromArray ( array ) {
  3816. this._x = array[ 0 ];
  3817. this._y = array[ 1 ];
  3818. this._z = array[ 2 ];
  3819. if ( array[ 3 ] !== undefined ) { this._order = array[ 3 ]; }
  3820. this._onChangeCallback();
  3821. return this;
  3822. };
  3823. Euler.prototype.toArray = function toArray ( array, offset ) {
  3824. if ( array === undefined ) { array = []; }
  3825. if ( offset === undefined ) { offset = 0; }
  3826. array[ offset ] = this._x;
  3827. array[ offset + 1 ] = this._y;
  3828. array[ offset + 2 ] = this._z;
  3829. array[ offset + 3 ] = this._order;
  3830. return array;
  3831. };
  3832. Euler.prototype.toVector3 = function toVector3 ( optionalResult ) {
  3833. if ( optionalResult ) {
  3834. return optionalResult.set( this._x, this._y, this._z );
  3835. } else {
  3836. return new Vector3( this._x, this._y, this._z );
  3837. }
  3838. };
  3839. Euler.prototype._onChange = function _onChange ( callback ) {
  3840. this._onChangeCallback = callback;
  3841. return this;
  3842. };
  3843. Euler.prototype._onChangeCallback = function _onChangeCallback () {};
  3844. Object.defineProperties( Euler.prototype, prototypeAccessors$3 );
  3845. Euler.DefaultOrder = 'XYZ';
  3846. Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ];
  3847. var _matrix = new Matrix4();
  3848. var _quaternion$1 = new Quaternion();
  3849. var Layers = function Layers() {
  3850. this.mask = 1 | 0;
  3851. };
  3852. Layers.prototype.set = function set ( channel ) {
  3853. this.mask = 1 << channel | 0;
  3854. };
  3855. Layers.prototype.enable = function enable ( channel ) {
  3856. this.mask |= 1 << channel | 0;
  3857. };
  3858. Layers.prototype.enableAll = function enableAll () {
  3859. this.mask = 0xffffffff | 0;
  3860. };
  3861. Layers.prototype.toggle = function toggle ( channel ) {
  3862. this.mask ^= 1 << channel | 0;
  3863. };
  3864. Layers.prototype.disable = function disable ( channel ) {
  3865. this.mask &= ~ ( 1 << channel | 0 );
  3866. };
  3867. Layers.prototype.disableAll = function disableAll () {
  3868. this.mask = 0;
  3869. };
  3870. Layers.prototype.test = function test ( layers ) {
  3871. return ( this.mask & layers.mask ) !== 0;
  3872. };
  3873. var _object3DId = 0;
  3874. var _v1$2 = new Vector3();
  3875. var _q1 = new Quaternion();
  3876. var _m1$1 = new Matrix4();
  3877. var _target = new Vector3();
  3878. var _position = new Vector3();
  3879. var _scale = new Vector3();
  3880. var _quaternion$2 = new Quaternion();
  3881. var _xAxis = new Vector3( 1, 0, 0 );
  3882. var _yAxis = new Vector3( 0, 1, 0 );
  3883. var _zAxis = new Vector3( 0, 0, 1 );
  3884. var _addedEvent = { type: 'added' };
  3885. var _removedEvent = { type: 'removed' };
  3886. function Object3D() {
  3887. Object.defineProperty( this, 'id', { value: _object3DId ++ } );
  3888. this.uuid = MathUtils.generateUUID();
  3889. this.name = '';
  3890. this.type = 'Object3D';
  3891. this.parent = null;
  3892. this.children = [];
  3893. this.up = Object3D.DefaultUp.clone();
  3894. var position = new Vector3();
  3895. var rotation = new Euler();
  3896. var quaternion = new Quaternion();
  3897. var scale = new Vector3( 1, 1, 1 );
  3898. function onRotationChange() {
  3899. quaternion.setFromEuler( rotation, false );
  3900. }
  3901. function onQuaternionChange() {
  3902. rotation.setFromQuaternion( quaternion, undefined, false );
  3903. }
  3904. rotation._onChange( onRotationChange );
  3905. quaternion._onChange( onQuaternionChange );
  3906. Object.defineProperties( this, {
  3907. position: {
  3908. configurable: true,
  3909. enumerable: true,
  3910. value: position
  3911. },
  3912. rotation: {
  3913. configurable: true,
  3914. enumerable: true,
  3915. value: rotation
  3916. },
  3917. quaternion: {
  3918. configurable: true,
  3919. enumerable: true,
  3920. value: quaternion
  3921. },
  3922. scale: {
  3923. configurable: true,
  3924. enumerable: true,
  3925. value: scale
  3926. },
  3927. modelViewMatrix: {
  3928. value: new Matrix4()
  3929. },
  3930. normalMatrix: {
  3931. value: new Matrix3()
  3932. }
  3933. } );
  3934. this.matrix = new Matrix4();
  3935. this.matrixWorld = new Matrix4();
  3936. this.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate;
  3937. this.matrixWorldNeedsUpdate = false;
  3938. this.layers = new Layers();
  3939. this.visible = true;
  3940. this.castShadow = false;
  3941. this.receiveShadow = false;
  3942. this.frustumCulled = true;
  3943. this.renderOrder = 0;
  3944. this.userData = {};
  3945. }
  3946. Object3D.DefaultUp = new Vector3( 0, 1, 0 );
  3947. Object3D.DefaultMatrixAutoUpdate = true;
  3948. Object3D.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  3949. constructor: Object3D,
  3950. isObject3D: true,
  3951. onBeforeRender: function () {},
  3952. onAfterRender: function () {},
  3953. applyMatrix4: function ( matrix ) {
  3954. if ( this.matrixAutoUpdate ) { this.updateMatrix(); }
  3955. this.matrix.premultiply( matrix );
  3956. this.matrix.decompose( this.position, this.quaternion, this.scale );
  3957. },
  3958. applyQuaternion: function ( q ) {
  3959. this.quaternion.premultiply( q );
  3960. return this;
  3961. },
  3962. setRotationFromAxisAngle: function ( axis, angle ) {
  3963. // assumes axis is normalized
  3964. this.quaternion.setFromAxisAngle( axis, angle );
  3965. },
  3966. setRotationFromEuler: function ( euler ) {
  3967. this.quaternion.setFromEuler( euler, true );
  3968. },
  3969. setRotationFromMatrix: function ( m ) {
  3970. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  3971. this.quaternion.setFromRotationMatrix( m );
  3972. },
  3973. setRotationFromQuaternion: function ( q ) {
  3974. // assumes q is normalized
  3975. this.quaternion.copy( q );
  3976. },
  3977. rotateOnAxis: function ( axis, angle ) {
  3978. // rotate object on axis in object space
  3979. // axis is assumed to be normalized
  3980. _q1.setFromAxisAngle( axis, angle );
  3981. this.quaternion.multiply( _q1 );
  3982. return this;
  3983. },
  3984. rotateOnWorldAxis: function ( axis, angle ) {
  3985. // rotate object on axis in world space
  3986. // axis is assumed to be normalized
  3987. // method assumes no rotated parent
  3988. _q1.setFromAxisAngle( axis, angle );
  3989. this.quaternion.premultiply( _q1 );
  3990. return this;
  3991. },
  3992. rotateX: function ( angle ) {
  3993. return this.rotateOnAxis( _xAxis, angle );
  3994. },
  3995. rotateY: function ( angle ) {
  3996. return this.rotateOnAxis( _yAxis, angle );
  3997. },
  3998. rotateZ: function ( angle ) {
  3999. return this.rotateOnAxis( _zAxis, angle );
  4000. },
  4001. translateOnAxis: function ( axis, distance ) {
  4002. // translate object by distance along axis in object space
  4003. // axis is assumed to be normalized
  4004. _v1$2.copy( axis ).applyQuaternion( this.quaternion );
  4005. this.position.add( _v1$2.multiplyScalar( distance ) );
  4006. return this;
  4007. },
  4008. translateX: function ( distance ) {
  4009. return this.translateOnAxis( _xAxis, distance );
  4010. },
  4011. translateY: function ( distance ) {
  4012. return this.translateOnAxis( _yAxis, distance );
  4013. },
  4014. translateZ: function ( distance ) {
  4015. return this.translateOnAxis( _zAxis, distance );
  4016. },
  4017. localToWorld: function ( vector ) {
  4018. return vector.applyMatrix4( this.matrixWorld );
  4019. },
  4020. worldToLocal: function ( vector ) {
  4021. return vector.applyMatrix4( _m1$1.getInverse( this.matrixWorld ) );
  4022. },
  4023. lookAt: function ( x, y, z ) {
  4024. // This method does not support objects having non-uniformly-scaled parent(s)
  4025. if ( x.isVector3 ) {
  4026. _target.copy( x );
  4027. } else {
  4028. _target.set( x, y, z );
  4029. }
  4030. var parent = this.parent;
  4031. this.updateWorldMatrix( true, false );
  4032. _position.setFromMatrixPosition( this.matrixWorld );
  4033. if ( this.isCamera || this.isLight ) {
  4034. _m1$1.lookAt( _position, _target, this.up );
  4035. } else {
  4036. _m1$1.lookAt( _target, _position, this.up );
  4037. }
  4038. this.quaternion.setFromRotationMatrix( _m1$1 );
  4039. if ( parent ) {
  4040. _m1$1.extractRotation( parent.matrixWorld );
  4041. _q1.setFromRotationMatrix( _m1$1 );
  4042. this.quaternion.premultiply( _q1.inverse() );
  4043. }
  4044. },
  4045. add: function ( object ) {
  4046. if ( arguments.length > 1 ) {
  4047. for ( var i = 0; i < arguments.length; i ++ ) {
  4048. this.add( arguments[ i ] );
  4049. }
  4050. return this;
  4051. }
  4052. if ( object === this ) {
  4053. console.error( "THREE.Object3D.add: object can't be added as a child of itself.", object );
  4054. return this;
  4055. }
  4056. if ( ( object && object.isObject3D ) ) {
  4057. if ( object.parent !== null ) {
  4058. object.parent.remove( object );
  4059. }
  4060. object.parent = this;
  4061. this.children.push( object );
  4062. object.dispatchEvent( _addedEvent );
  4063. } else {
  4064. console.error( "THREE.Object3D.add: object not an instance of THREE.Object3D.", object );
  4065. }
  4066. return this;
  4067. },
  4068. remove: function ( object ) {
  4069. if ( arguments.length > 1 ) {
  4070. for ( var i = 0; i < arguments.length; i ++ ) {
  4071. this.remove( arguments[ i ] );
  4072. }
  4073. return this;
  4074. }
  4075. var index = this.children.indexOf( object );
  4076. if ( index !== - 1 ) {
  4077. object.parent = null;
  4078. this.children.splice( index, 1 );
  4079. object.dispatchEvent( _removedEvent );
  4080. }
  4081. return this;
  4082. },
  4083. attach: function ( object ) {
  4084. // adds object as a child of this, while maintaining the object's world transform
  4085. this.updateWorldMatrix( true, false );
  4086. _m1$1.getInverse( this.matrixWorld );
  4087. if ( object.parent !== null ) {
  4088. object.parent.updateWorldMatrix( true, false );
  4089. _m1$1.multiply( object.parent.matrixWorld );
  4090. }
  4091. object.applyMatrix4( _m1$1 );
  4092. object.updateWorldMatrix( false, false );
  4093. this.add( object );
  4094. return this;
  4095. },
  4096. getObjectById: function ( id ) {
  4097. return this.getObjectByProperty( 'id', id );
  4098. },
  4099. getObjectByName: function ( name ) {
  4100. return this.getObjectByProperty( 'name', name );
  4101. },
  4102. getObjectByProperty: function ( name, value ) {
  4103. if ( this[ name ] === value ) { return this; }
  4104. for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  4105. var child = this.children[ i ];
  4106. var object = child.getObjectByProperty( name, value );
  4107. if ( object !== undefined ) {
  4108. return object;
  4109. }
  4110. }
  4111. return undefined;
  4112. },
  4113. getWorldPosition: function ( target ) {
  4114. if ( target === undefined ) {
  4115. console.warn( 'THREE.Object3D: .getWorldPosition() target is now required' );
  4116. target = new Vector3();
  4117. }
  4118. this.updateMatrixWorld( true );
  4119. return target.setFromMatrixPosition( this.matrixWorld );
  4120. },
  4121. getWorldQuaternion: function ( target ) {
  4122. if ( target === undefined ) {
  4123. console.warn( 'THREE.Object3D: .getWorldQuaternion() target is now required' );
  4124. target = new Quaternion();
  4125. }
  4126. this.updateMatrixWorld( true );
  4127. this.matrixWorld.decompose( _position, target, _scale );
  4128. return target;
  4129. },
  4130. getWorldScale: function ( target ) {
  4131. if ( target === undefined ) {
  4132. console.warn( 'THREE.Object3D: .getWorldScale() target is now required' );
  4133. target = new Vector3();
  4134. }
  4135. this.updateMatrixWorld( true );
  4136. this.matrixWorld.decompose( _position, _quaternion$2, target );
  4137. return target;
  4138. },
  4139. getWorldDirection: function ( target ) {
  4140. if ( target === undefined ) {
  4141. console.warn( 'THREE.Object3D: .getWorldDirection() target is now required' );
  4142. target = new Vector3();
  4143. }
  4144. this.updateMatrixWorld( true );
  4145. var e = this.matrixWorld.elements;
  4146. return target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize();
  4147. },
  4148. raycast: function () {},
  4149. traverse: function ( callback ) {
  4150. callback( this );
  4151. var children = this.children;
  4152. for ( var i = 0, l = children.length; i < l; i ++ ) {
  4153. children[ i ].traverse( callback );
  4154. }
  4155. },
  4156. traverseVisible: function ( callback ) {
  4157. if ( this.visible === false ) { return; }
  4158. callback( this );
  4159. var children = this.children;
  4160. for ( var i = 0, l = children.length; i < l; i ++ ) {
  4161. children[ i ].traverseVisible( callback );
  4162. }
  4163. },
  4164. traverseAncestors: function ( callback ) {
  4165. var parent = this.parent;
  4166. if ( parent !== null ) {
  4167. callback( parent );
  4168. parent.traverseAncestors( callback );
  4169. }
  4170. },
  4171. updateMatrix: function () {
  4172. this.matrix.compose( this.position, this.quaternion, this.scale );
  4173. this.matrixWorldNeedsUpdate = true;
  4174. },
  4175. updateMatrixWorld: function ( force ) {
  4176. if ( this.matrixAutoUpdate ) { this.updateMatrix(); }
  4177. if ( this.matrixWorldNeedsUpdate || force ) {
  4178. if ( this.parent === null ) {
  4179. this.matrixWorld.copy( this.matrix );
  4180. } else {
  4181. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  4182. }
  4183. this.matrixWorldNeedsUpdate = false;
  4184. force = true;
  4185. }
  4186. // update children
  4187. var children = this.children;
  4188. for ( var i = 0, l = children.length; i < l; i ++ ) {
  4189. children[ i ].updateMatrixWorld( force );
  4190. }
  4191. },
  4192. updateWorldMatrix: function ( updateParents, updateChildren ) {
  4193. var parent = this.parent;
  4194. if ( updateParents === true && parent !== null ) {
  4195. parent.updateWorldMatrix( true, false );
  4196. }
  4197. if ( this.matrixAutoUpdate ) { this.updateMatrix(); }
  4198. if ( this.parent === null ) {
  4199. this.matrixWorld.copy( this.matrix );
  4200. } else {
  4201. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  4202. }
  4203. // update children
  4204. if ( updateChildren === true ) {
  4205. var children = this.children;
  4206. for ( var i = 0, l = children.length; i < l; i ++ ) {
  4207. children[ i ].updateWorldMatrix( false, true );
  4208. }
  4209. }
  4210. },
  4211. toJSON: function ( meta ) {
  4212. // meta is a string when called from JSON.stringify
  4213. var isRootObject = ( meta === undefined || typeof meta === 'string' );
  4214. var output = {};
  4215. // meta is a hash used to collect geometries, materials.
  4216. // not providing it implies that this is the root object
  4217. // being serialized.
  4218. if ( isRootObject ) {
  4219. // initialize meta obj
  4220. meta = {
  4221. geometries: {},
  4222. materials: {},
  4223. textures: {},
  4224. images: {},
  4225. shapes: {}
  4226. };
  4227. output.metadata = {
  4228. version: 4.5,
  4229. type: 'Object',
  4230. generator: 'Object3D.toJSON'
  4231. };
  4232. }
  4233. // standard Object3D serialization
  4234. var object = {};
  4235. object.uuid = this.uuid;
  4236. object.type = this.type;
  4237. if ( this.name !== '' ) { object.name = this.name; }
  4238. if ( this.castShadow === true ) { object.castShadow = true; }
  4239. if ( this.receiveShadow === true ) { object.receiveShadow = true; }
  4240. if ( this.visible === false ) { object.visible = false; }
  4241. if ( this.frustumCulled === false ) { object.frustumCulled = false; }
  4242. if ( this.renderOrder !== 0 ) { object.renderOrder = this.renderOrder; }
  4243. if ( JSON.stringify( this.userData ) !== '{}' ) { object.userData = this.userData; }
  4244. object.layers = this.layers.mask;
  4245. object.matrix = this.matrix.toArray();
  4246. if ( this.matrixAutoUpdate === false ) { object.matrixAutoUpdate = false; }
  4247. // object specific properties
  4248. if ( this.isInstancedMesh ) {
  4249. object.type = 'InstancedMesh';
  4250. object.count = this.count;
  4251. object.instanceMatrix = this.instanceMatrix.toJSON();
  4252. }
  4253. //
  4254. function serialize( library, element ) {
  4255. if ( library[ element.uuid ] === undefined ) {
  4256. library[ element.uuid ] = element.toJSON( meta );
  4257. }
  4258. return element.uuid;
  4259. }
  4260. if ( this.isMesh || this.isLine || this.isPoints ) {
  4261. object.geometry = serialize( meta.geometries, this.geometry );
  4262. var parameters = this.geometry.parameters;
  4263. if ( parameters !== undefined && parameters.shapes !== undefined ) {
  4264. var shapes = parameters.shapes;
  4265. if ( Array.isArray( shapes ) ) {
  4266. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  4267. var shape = shapes[ i ];
  4268. serialize( meta.shapes, shape );
  4269. }
  4270. } else {
  4271. serialize( meta.shapes, shapes );
  4272. }
  4273. }
  4274. }
  4275. if ( this.material !== undefined ) {
  4276. if ( Array.isArray( this.material ) ) {
  4277. var uuids = [];
  4278. for ( var i$1 = 0, l$1 = this.material.length; i$1 < l$1; i$1 ++ ) {
  4279. uuids.push( serialize( meta.materials, this.material[ i$1 ] ) );
  4280. }
  4281. object.material = uuids;
  4282. } else {
  4283. object.material = serialize( meta.materials, this.material );
  4284. }
  4285. }
  4286. //
  4287. if ( this.children.length > 0 ) {
  4288. object.children = [];
  4289. for ( var i$2 = 0; i$2 < this.children.length; i$2 ++ ) {
  4290. object.children.push( this.children[ i$2 ].toJSON( meta ).object );
  4291. }
  4292. }
  4293. if ( isRootObject ) {
  4294. var geometries = extractFromCache( meta.geometries );
  4295. var materials = extractFromCache( meta.materials );
  4296. var textures = extractFromCache( meta.textures );
  4297. var images = extractFromCache( meta.images );
  4298. var shapes$1 = extractFromCache( meta.shapes );
  4299. if ( geometries.length > 0 ) { output.geometries = geometries; }
  4300. if ( materials.length > 0 ) { output.materials = materials; }
  4301. if ( textures.length > 0 ) { output.textures = textures; }
  4302. if ( images.length > 0 ) { output.images = images; }
  4303. if ( shapes$1.length > 0 ) { output.shapes = shapes$1; }
  4304. }
  4305. output.object = object;
  4306. return output;
  4307. // extract data from the cache hash
  4308. // remove metadata on each item
  4309. // and return as array
  4310. function extractFromCache( cache ) {
  4311. var values = [];
  4312. for ( var key in cache ) {
  4313. var data = cache[ key ];
  4314. delete data.metadata;
  4315. values.push( data );
  4316. }
  4317. return values;
  4318. }
  4319. },
  4320. clone: function ( recursive ) {
  4321. return new this.constructor().copy( this, recursive );
  4322. },
  4323. copy: function ( source, recursive ) {
  4324. if ( recursive === undefined ) { recursive = true; }
  4325. this.name = source.name;
  4326. this.up.copy( source.up );
  4327. this.position.copy( source.position );
  4328. this.rotation.order = source.rotation.order;
  4329. this.quaternion.copy( source.quaternion );
  4330. this.scale.copy( source.scale );
  4331. this.matrix.copy( source.matrix );
  4332. this.matrixWorld.copy( source.matrixWorld );
  4333. this.matrixAutoUpdate = source.matrixAutoUpdate;
  4334. this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;
  4335. this.layers.mask = source.layers.mask;
  4336. this.visible = source.visible;
  4337. this.castShadow = source.castShadow;
  4338. this.receiveShadow = source.receiveShadow;
  4339. this.frustumCulled = source.frustumCulled;
  4340. this.renderOrder = source.renderOrder;
  4341. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  4342. if ( recursive === true ) {
  4343. for ( var i = 0; i < source.children.length; i ++ ) {
  4344. var child = source.children[ i ];
  4345. this.add( child.clone() );
  4346. }
  4347. }
  4348. return this;
  4349. }
  4350. } );
  4351. var _vector1 = new Vector3();
  4352. var _vector2 = new Vector3();
  4353. var _normalMatrix = new Matrix3();
  4354. var Plane = function Plane( normal, constant ) {
  4355. Object.defineProperty( this, 'isPlane', { value: true } );
  4356. // normal is assumed to be normalized
  4357. this.normal = ( normal !== undefined ) ? normal : new Vector3( 1, 0, 0 );
  4358. this.constant = ( constant !== undefined ) ? constant : 0;
  4359. };
  4360. Plane.prototype.set = function set ( normal, constant ) {
  4361. this.normal.copy( normal );
  4362. this.constant = constant;
  4363. return this;
  4364. };
  4365. Plane.prototype.setComponents = function setComponents ( x, y, z, w ) {
  4366. this.normal.set( x, y, z );
  4367. this.constant = w;
  4368. return this;
  4369. };
  4370. Plane.prototype.setFromNormalAndCoplanarPoint = function setFromNormalAndCoplanarPoint ( normal, point ) {
  4371. this.normal.copy( normal );
  4372. this.constant = - point.dot( this.normal );
  4373. return this;
  4374. };
  4375. Plane.prototype.setFromCoplanarPoints = function setFromCoplanarPoints ( a, b, c ) {
  4376. var normal = _vector1.subVectors( c, b ).cross( _vector2.subVectors( a, b ) ).normalize();
  4377. // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
  4378. this.setFromNormalAndCoplanarPoint( normal, a );
  4379. return this;
  4380. };
  4381. Plane.prototype.clone = function clone () {
  4382. return new this.constructor().copy( this );
  4383. };
  4384. Plane.prototype.copy = function copy ( plane ) {
  4385. this.normal.copy( plane.normal );
  4386. this.constant = plane.constant;
  4387. return this;
  4388. };
  4389. Plane.prototype.normalize = function normalize () {
  4390. // Note: will lead to a divide by zero if the plane is invalid.
  4391. var inverseNormalLength = 1.0 / this.normal.length();
  4392. this.normal.multiplyScalar( inverseNormalLength );
  4393. this.constant *= inverseNormalLength;
  4394. return this;
  4395. };
  4396. Plane.prototype.negate = function negate () {
  4397. this.constant *= - 1;
  4398. this.normal.negate();
  4399. return this;
  4400. };
  4401. Plane.prototype.distanceToPoint = function distanceToPoint ( point ) {
  4402. return this.normal.dot( point ) + this.constant;
  4403. };
  4404. Plane.prototype.distanceToSphere = function distanceToSphere ( sphere ) {
  4405. return this.distanceToPoint( sphere.center ) - sphere.radius;
  4406. };
  4407. Plane.prototype.projectPoint = function projectPoint ( point, target ) {
  4408. if ( target === undefined ) {
  4409. console.warn( 'THREE.Plane: .projectPoint() target is now required' );
  4410. target = new Vector3();
  4411. }
  4412. return target.copy( this.normal ).multiplyScalar( - this.distanceToPoint( point ) ).add( point );
  4413. };
  4414. Plane.prototype.intersectLine = function intersectLine ( line, target ) {
  4415. if ( target === undefined ) {
  4416. console.warn( 'THREE.Plane: .intersectLine() target is now required' );
  4417. target = new Vector3();
  4418. }
  4419. var direction = line.delta( _vector1 );
  4420. var denominator = this.normal.dot( direction );
  4421. if ( denominator === 0 ) {
  4422. // line is coplanar, return origin
  4423. if ( this.distanceToPoint( line.start ) === 0 ) {
  4424. return target.copy( line.start );
  4425. }
  4426. // Unsure if this is the correct method to handle this case.
  4427. return undefined;
  4428. }
  4429. var t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
  4430. if ( t < 0 || t > 1 ) {
  4431. return undefined;
  4432. }
  4433. return target.copy( direction ).multiplyScalar( t ).add( line.start );
  4434. };
  4435. Plane.prototype.intersectsLine = function intersectsLine ( line ) {
  4436. // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
  4437. var startSign = this.distanceToPoint( line.start );
  4438. var endSign = this.distanceToPoint( line.end );
  4439. return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
  4440. };
  4441. Plane.prototype.intersectsBox = function intersectsBox ( box ) {
  4442. return box.intersectsPlane( this );
  4443. };
  4444. Plane.prototype.intersectsSphere = function intersectsSphere ( sphere ) {
  4445. return sphere.intersectsPlane( this );
  4446. };
  4447. Plane.prototype.coplanarPoint = function coplanarPoint ( target ) {
  4448. if ( target === undefined ) {
  4449. console.warn( 'THREE.Plane: .coplanarPoint() target is now required' );
  4450. target = new Vector3();
  4451. }
  4452. return target.copy( this.normal ).multiplyScalar( - this.constant );
  4453. };
  4454. Plane.prototype.applyMatrix4 = function applyMatrix4 ( matrix, optionalNormalMatrix ) {
  4455. var normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix );
  4456. var referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix );
  4457. var normal = this.normal.applyMatrix3( normalMatrix ).normalize();
  4458. this.constant = - referencePoint.dot( normal );
  4459. return this;
  4460. };
  4461. Plane.prototype.translate = function translate ( offset ) {
  4462. this.constant -= offset.dot( this.normal );
  4463. return this;
  4464. };
  4465. Plane.prototype.equals = function equals ( plane ) {
  4466. return plane.normal.equals( this.normal ) && ( plane.constant === this.constant );
  4467. };
  4468. var _v0$1 = new Vector3();
  4469. var _v1$3 = new Vector3();
  4470. var _v2$1 = new Vector3();
  4471. var _v3 = new Vector3();
  4472. var _vab = new Vector3();
  4473. var _vac = new Vector3();
  4474. var _vbc = new Vector3();
  4475. var _vap = new Vector3();
  4476. var _vbp = new Vector3();
  4477. var _vcp = new Vector3();
  4478. var Triangle = function Triangle( a, b, c ) {
  4479. this.a = ( a !== undefined ) ? a : new Vector3();
  4480. this.b = ( b !== undefined ) ? b : new Vector3();
  4481. this.c = ( c !== undefined ) ? c : new Vector3();
  4482. };
  4483. Triangle.getNormal = function getNormal ( a, b, c, target ) {
  4484. if ( target === undefined ) {
  4485. console.warn( 'THREE.Triangle: .getNormal() target is now required' );
  4486. target = new Vector3();
  4487. }
  4488. target.subVectors( c, b );
  4489. _v0$1.subVectors( a, b );
  4490. target.cross( _v0$1 );
  4491. var targetLengthSq = target.lengthSq();
  4492. if ( targetLengthSq > 0 ) {
  4493. return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );
  4494. }
  4495. return target.set( 0, 0, 0 );
  4496. };
  4497. // static/instance method to calculate barycentric coordinates
  4498. // based on: http://www.blackpawn.com/texts/pointinpoly/default.html
  4499. Triangle.getBarycoord = function getBarycoord ( point, a, b, c, target ) {
  4500. _v0$1.subVectors( c, a );
  4501. _v1$3.subVectors( b, a );
  4502. _v2$1.subVectors( point, a );
  4503. var dot00 = _v0$1.dot( _v0$1 );
  4504. var dot01 = _v0$1.dot( _v1$3 );
  4505. var dot02 = _v0$1.dot( _v2$1 );
  4506. var dot11 = _v1$3.dot( _v1$3 );
  4507. var dot12 = _v1$3.dot( _v2$1 );
  4508. var denom = ( dot00 * dot11 - dot01 * dot01 );
  4509. if ( target === undefined ) {
  4510. console.warn( 'THREE.Triangle: .getBarycoord() target is now required' );
  4511. target = new Vector3();
  4512. }
  4513. // collinear or singular triangle
  4514. if ( denom === 0 ) {
  4515. // arbitrary location outside of triangle?
  4516. // not sure if this is the best idea, maybe should be returning undefined
  4517. return target.set( - 2, - 1, - 1 );
  4518. }
  4519. var invDenom = 1 / denom;
  4520. var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
  4521. var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
  4522. // barycentric coordinates must always sum to 1
  4523. return target.set( 1 - u - v, v, u );
  4524. };
  4525. Triangle.containsPoint = function containsPoint ( point, a, b, c ) {
  4526. this.getBarycoord( point, a, b, c, _v3 );
  4527. return ( _v3.x >= 0 ) && ( _v3.y >= 0 ) && ( ( _v3.x + _v3.y ) <= 1 );
  4528. };
  4529. Triangle.getUV = function getUV ( point, p1, p2, p3, uv1, uv2, uv3, target ) {
  4530. this.getBarycoord( point, p1, p2, p3, _v3 );
  4531. target.set( 0, 0 );
  4532. target.addScaledVector( uv1, _v3.x );
  4533. target.addScaledVector( uv2, _v3.y );
  4534. target.addScaledVector( uv3, _v3.z );
  4535. return target;
  4536. };
  4537. Triangle.isFrontFacing = function isFrontFacing ( a, b, c, direction ) {
  4538. _v0$1.subVectors( c, b );
  4539. _v1$3.subVectors( a, b );
  4540. // strictly front facing
  4541. return ( _v0$1.cross( _v1$3 ).dot( direction ) < 0 ) ? true : false;
  4542. };
  4543. Triangle.prototype.set = function set ( a, b, c ) {
  4544. this.a.copy( a );
  4545. this.b.copy( b );
  4546. this.c.copy( c );
  4547. return this;
  4548. };
  4549. Triangle.prototype.setFromPointsAndIndices = function setFromPointsAndIndices ( points, i0, i1, i2 ) {
  4550. this.a.copy( points[ i0 ] );
  4551. this.b.copy( points[ i1 ] );
  4552. this.c.copy( points[ i2 ] );
  4553. return this;
  4554. };
  4555. Triangle.prototype.clone = function clone () {
  4556. return new this.constructor().copy( this );
  4557. };
  4558. Triangle.prototype.copy = function copy ( triangle ) {
  4559. this.a.copy( triangle.a );
  4560. this.b.copy( triangle.b );
  4561. this.c.copy( triangle.c );
  4562. return this;
  4563. };
  4564. Triangle.prototype.getArea = function getArea () {
  4565. _v0$1.subVectors( this.c, this.b );
  4566. _v1$3.subVectors( this.a, this.b );
  4567. return _v0$1.cross( _v1$3 ).length() * 0.5;
  4568. };
  4569. Triangle.prototype.getMidpoint = function getMidpoint ( target ) {
  4570. if ( target === undefined ) {
  4571. console.warn( 'THREE.Triangle: .getMidpoint() target is now required' );
  4572. target = new Vector3();
  4573. }
  4574. return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
  4575. };
  4576. Triangle.prototype.getNormal = function getNormal ( target ) {
  4577. return Triangle.getNormal( this.a, this.b, this.c, target );
  4578. };
  4579. Triangle.prototype.getPlane = function getPlane ( target ) {
  4580. if ( target === undefined ) {
  4581. console.warn( 'THREE.Triangle: .getPlane() target is now required' );
  4582. target = new Plane();
  4583. }
  4584. return target.setFromCoplanarPoints( this.a, this.b, this.c );
  4585. };
  4586. Triangle.prototype.getBarycoord = function getBarycoord ( point, target ) {
  4587. return Triangle.getBarycoord( point, this.a, this.b, this.c, target );
  4588. };
  4589. Triangle.prototype.getUV = function getUV ( point, uv1, uv2, uv3, target ) {
  4590. return Triangle.getUV( point, this.a, this.b, this.c, uv1, uv2, uv3, target );
  4591. };
  4592. Triangle.prototype.containsPoint = function containsPoint ( point ) {
  4593. return Triangle.containsPoint( point, this.a, this.b, this.c );
  4594. };
  4595. Triangle.prototype.isFrontFacing = function isFrontFacing ( direction ) {
  4596. return Triangle.isFrontFacing( this.a, this.b, this.c, direction );
  4597. };
  4598. Triangle.prototype.intersectsBox = function intersectsBox ( box ) {
  4599. return box.intersectsTriangle( this );
  4600. };
  4601. Triangle.prototype.closestPointToPoint = function closestPointToPoint ( p, target ) {
  4602. if ( target === undefined ) {
  4603. console.warn( 'THREE.Triangle: .closestPointToPoint() target is now required' );
  4604. target = new Vector3();
  4605. }
  4606. var a = this.a, b = this.b, c = this.c;
  4607. var v, w;
  4608. // algorithm thanks to Real-Time Collision Detection by Christer Ericson,
  4609. // published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,
  4610. // under the accompanying license; see chapter 5.1.5 for detailed explanation.
  4611. // basically, we're distinguishing which of the voronoi regions of the triangle
  4612. // the point lies in with the minimum amount of redundant computation.
  4613. _vab.subVectors( b, a );
  4614. _vac.subVectors( c, a );
  4615. _vap.subVectors( p, a );
  4616. var d1 = _vab.dot( _vap );
  4617. var d2 = _vac.dot( _vap );
  4618. if ( d1 <= 0 && d2 <= 0 ) {
  4619. // vertex region of A; barycentric coords (1, 0, 0)
  4620. return target.copy( a );
  4621. }
  4622. _vbp.subVectors( p, b );
  4623. var d3 = _vab.dot( _vbp );
  4624. var d4 = _vac.dot( _vbp );
  4625. if ( d3 >= 0 && d4 <= d3 ) {
  4626. // vertex region of B; barycentric coords (0, 1, 0)
  4627. return target.copy( b );
  4628. }
  4629. var vc = d1 * d4 - d3 * d2;
  4630. if ( vc <= 0 && d1 >= 0 && d3 <= 0 ) {
  4631. v = d1 / ( d1 - d3 );
  4632. // edge region of AB; barycentric coords (1-v, v, 0)
  4633. return target.copy( a ).addScaledVector( _vab, v );
  4634. }
  4635. _vcp.subVectors( p, c );
  4636. var d5 = _vab.dot( _vcp );
  4637. var d6 = _vac.dot( _vcp );
  4638. if ( d6 >= 0 && d5 <= d6 ) {
  4639. // vertex region of C; barycentric coords (0, 0, 1)
  4640. return target.copy( c );
  4641. }
  4642. var vb = d5 * d2 - d1 * d6;
  4643. if ( vb <= 0 && d2 >= 0 && d6 <= 0 ) {
  4644. w = d2 / ( d2 - d6 );
  4645. // edge region of AC; barycentric coords (1-w, 0, w)
  4646. return target.copy( a ).addScaledVector( _vac, w );
  4647. }
  4648. var va = d3 * d6 - d5 * d4;
  4649. if ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) {
  4650. _vbc.subVectors( c, b );
  4651. w = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) );
  4652. // edge region of BC; barycentric coords (0, 1-w, w)
  4653. return target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC
  4654. }
  4655. // face region
  4656. var denom = 1 / ( va + vb + vc );
  4657. // u = va * denom
  4658. v = vb * denom;
  4659. w = vc * denom;
  4660. return target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w );
  4661. };
  4662. Triangle.prototype.equals = function equals ( triangle ) {
  4663. return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
  4664. };
  4665. var _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,
  4666. 'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,
  4667. 'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,
  4668. 'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,
  4669. 'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,
  4670. 'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,
  4671. 'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,
  4672. 'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,
  4673. 'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,
  4674. 'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,
  4675. 'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,
  4676. 'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,
  4677. 'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,
  4678. 'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,
  4679. 'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,
  4680. 'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,
  4681. 'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,
  4682. 'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,
  4683. 'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,
  4684. 'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,
  4685. 'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,
  4686. 'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,
  4687. 'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,
  4688. 'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };
  4689. var _hslA = { h: 0, s: 0, l: 0 };
  4690. var _hslB = { h: 0, s: 0, l: 0 };
  4691. function hue2rgb( p, q, t ) {
  4692. if ( t < 0 ) { t += 1; }
  4693. if ( t > 1 ) { t -= 1; }
  4694. if ( t < 1 / 6 ) { return p + ( q - p ) * 6 * t; }
  4695. if ( t < 1 / 2 ) { return q; }
  4696. if ( t < 2 / 3 ) { return p + ( q - p ) * 6 * ( 2 / 3 - t ); }
  4697. return p;
  4698. }
  4699. function SRGBToLinear( c ) {
  4700. return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );
  4701. }
  4702. function LinearToSRGB( c ) {
  4703. return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;
  4704. }
  4705. var Color = function Color( r, g, b ) {
  4706. Object.defineProperty( this, 'isColor', { value: true } );
  4707. if ( g === undefined && b === undefined ) {
  4708. // r is THREE.Color, hex or string
  4709. return this.set( r );
  4710. }
  4711. return this.setRGB( r, g, b );
  4712. };
  4713. Color.prototype.set = function set ( value ) {
  4714. if ( value && value.isColor ) {
  4715. this.copy( value );
  4716. } else if ( typeof value === 'number' ) {
  4717. this.setHex( value );
  4718. } else if ( typeof value === 'string' ) {
  4719. this.setStyle( value );
  4720. }
  4721. return this;
  4722. };
  4723. Color.prototype.setScalar = function setScalar ( scalar ) {
  4724. this.r = scalar;
  4725. this.g = scalar;
  4726. this.b = scalar;
  4727. return this;
  4728. };
  4729. Color.prototype.setHex = function setHex ( hex ) {
  4730. hex = Math.floor( hex );
  4731. this.r = ( hex >> 16 & 255 ) / 255;
  4732. this.g = ( hex >> 8 & 255 ) / 255;
  4733. this.b = ( hex & 255 ) / 255;
  4734. return this;
  4735. };
  4736. Color.prototype.setRGB = function setRGB ( r, g, b ) {
  4737. this.r = r;
  4738. this.g = g;
  4739. this.b = b;
  4740. return this;
  4741. };
  4742. Color.prototype.setHSL = function setHSL ( h, s, l ) {
  4743. // h,s,l ranges are in 0.0 - 1.0
  4744. h = MathUtils.euclideanModulo( h, 1 );
  4745. s = MathUtils.clamp( s, 0, 1 );
  4746. l = MathUtils.clamp( l, 0, 1 );
  4747. if ( s === 0 ) {
  4748. this.r = this.g = this.b = l;
  4749. } else {
  4750. var p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
  4751. var q = ( 2 * l ) - p;
  4752. this.r = hue2rgb( q, p, h + 1 / 3 );
  4753. this.g = hue2rgb( q, p, h );
  4754. this.b = hue2rgb( q, p, h - 1 / 3 );
  4755. }
  4756. return this;
  4757. };
  4758. Color.prototype.setStyle = function setStyle ( style ) {
  4759. function handleAlpha( string ) {
  4760. if ( string === undefined ) { return; }
  4761. if ( parseFloat( string ) < 1 ) {
  4762. console.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' );
  4763. }
  4764. }
  4765. var m;
  4766. if ( m = /^((?:rgb|hsl)a?)\(\s*([^\)]*)\)/.exec( style ) ) {
  4767. // rgb / hsl
  4768. var color;
  4769. var name = m[ 1 ];
  4770. var components = m[ 2 ];
  4771. switch ( name ) {
  4772. case 'rgb':
  4773. case 'rgba':
  4774. if ( color = /^(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4775. // rgb(255,0,0) rgba(255,0,0,0.5)
  4776. this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255;
  4777. this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255;
  4778. this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255;
  4779. handleAlpha( color[ 5 ] );
  4780. return this;
  4781. }
  4782. if ( color = /^(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4783. // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)
  4784. this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;
  4785. this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;
  4786. this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;
  4787. handleAlpha( color[ 5 ] );
  4788. return this;
  4789. }
  4790. break;
  4791. case 'hsl':
  4792. case 'hsla':
  4793. if ( color = /^([0-9]*\.?[0-9]+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4794. // hsl(120,50%,50%) hsla(120,50%,50%,0.5)
  4795. var h = parseFloat( color[ 1 ] ) / 360;
  4796. var s = parseInt( color[ 2 ], 10 ) / 100;
  4797. var l = parseInt( color[ 3 ], 10 ) / 100;
  4798. handleAlpha( color[ 5 ] );
  4799. return this.setHSL( h, s, l );
  4800. }
  4801. break;
  4802. }
  4803. } else if ( m = /^\#([A-Fa-f0-9]+)$/.exec( style ) ) {
  4804. // hex color
  4805. var hex = m[ 1 ];
  4806. var size = hex.length;
  4807. if ( size === 3 ) {
  4808. // #ff0
  4809. this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 0 ), 16 ) / 255;
  4810. this.g = parseInt( hex.charAt( 1 ) + hex.charAt( 1 ), 16 ) / 255;
  4811. this.b = parseInt( hex.charAt( 2 ) + hex.charAt( 2 ), 16 ) / 255;
  4812. return this;
  4813. } else if ( size === 6 ) {
  4814. // #ff0000
  4815. this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 1 ), 16 ) / 255;
  4816. this.g = parseInt( hex.charAt( 2 ) + hex.charAt( 3 ), 16 ) / 255;
  4817. this.b = parseInt( hex.charAt( 4 ) + hex.charAt( 5 ), 16 ) / 255;
  4818. return this;
  4819. }
  4820. }
  4821. if ( style && style.length > 0 ) {
  4822. return this.setColorName( style );
  4823. }
  4824. return this;
  4825. };
  4826. Color.prototype.setColorName = function setColorName ( style ) {
  4827. // color keywords
  4828. var hex = _colorKeywords[ style ];
  4829. if ( hex !== undefined ) {
  4830. // red
  4831. this.setHex( hex );
  4832. } else {
  4833. // unknown color
  4834. console.warn( 'THREE.Color: Unknown color ' + style );
  4835. }
  4836. return this;
  4837. };
  4838. Color.prototype.clone = function clone () {
  4839. return new this.constructor( this.r, this.g, this.b );
  4840. };
  4841. Color.prototype.copy = function copy ( color ) {
  4842. this.r = color.r;
  4843. this.g = color.g;
  4844. this.b = color.b;
  4845. return this;
  4846. };
  4847. Color.prototype.copyGammaToLinear = function copyGammaToLinear ( color, gammaFactor ) {
  4848. if ( gammaFactor === undefined ) { gammaFactor = 2.0; }
  4849. this.r = Math.pow( color.r, gammaFactor );
  4850. this.g = Math.pow( color.g, gammaFactor );
  4851. this.b = Math.pow( color.b, gammaFactor );
  4852. return this;
  4853. };
  4854. Color.prototype.copyLinearToGamma = function copyLinearToGamma ( color, gammaFactor ) {
  4855. if ( gammaFactor === undefined ) { gammaFactor = 2.0; }
  4856. var safeInverse = ( gammaFactor > 0 ) ? ( 1.0 / gammaFactor ) : 1.0;
  4857. this.r = Math.pow( color.r, safeInverse );
  4858. this.g = Math.pow( color.g, safeInverse );
  4859. this.b = Math.pow( color.b, safeInverse );
  4860. return this;
  4861. };
  4862. Color.prototype.convertGammaToLinear = function convertGammaToLinear ( gammaFactor ) {
  4863. this.copyGammaToLinear( this, gammaFactor );
  4864. return this;
  4865. };
  4866. Color.prototype.convertLinearToGamma = function convertLinearToGamma ( gammaFactor ) {
  4867. this.copyLinearToGamma( this, gammaFactor );
  4868. return this;
  4869. };
  4870. Color.prototype.copySRGBToLinear = function copySRGBToLinear ( color ) {
  4871. this.r = SRGBToLinear( color.r );
  4872. this.g = SRGBToLinear( color.g );
  4873. this.b = SRGBToLinear( color.b );
  4874. return this;
  4875. };
  4876. Color.prototype.copyLinearToSRGB = function copyLinearToSRGB ( color ) {
  4877. this.r = LinearToSRGB( color.r );
  4878. this.g = LinearToSRGB( color.g );
  4879. this.b = LinearToSRGB( color.b );
  4880. return this;
  4881. };
  4882. Color.prototype.convertSRGBToLinear = function convertSRGBToLinear () {
  4883. this.copySRGBToLinear( this );
  4884. return this;
  4885. };
  4886. Color.prototype.convertLinearToSRGB = function convertLinearToSRGB () {
  4887. this.copyLinearToSRGB( this );
  4888. return this;
  4889. };
  4890. Color.prototype.getHex = function getHex () {
  4891. return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;
  4892. };
  4893. Color.prototype.getHexString = function getHexString () {
  4894. return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );
  4895. };
  4896. Color.prototype.getHSL = function getHSL ( target ) {
  4897. // h,s,l ranges are in 0.0 - 1.0
  4898. if ( target === undefined ) {
  4899. console.warn( 'THREE.Color: .getHSL() target is now required' );
  4900. target = { h: 0, s: 0, l: 0 };
  4901. }
  4902. var r = this.r, g = this.g, b = this.b;
  4903. var max = Math.max( r, g, b );
  4904. var min = Math.min( r, g, b );
  4905. var hue, saturation;
  4906. var lightness = ( min + max ) / 2.0;
  4907. if ( min === max ) {
  4908. hue = 0;
  4909. saturation = 0;
  4910. } else {
  4911. var delta = max - min;
  4912. saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
  4913. switch ( max ) {
  4914. case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
  4915. case g: hue = ( b - r ) / delta + 2; break;
  4916. case b: hue = ( r - g ) / delta + 4; break;
  4917. }
  4918. hue /= 6;
  4919. }
  4920. target.h = hue;
  4921. target.s = saturation;
  4922. target.l = lightness;
  4923. return target;
  4924. };
  4925. Color.prototype.getStyle = function getStyle () {
  4926. return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';
  4927. };
  4928. Color.prototype.offsetHSL = function offsetHSL ( h, s, l ) {
  4929. this.getHSL( _hslA );
  4930. _hslA.h += h; _hslA.s += s; _hslA.l += l;
  4931. this.setHSL( _hslA.h, _hslA.s, _hslA.l );
  4932. return this;
  4933. };
  4934. Color.prototype.add = function add ( color ) {
  4935. this.r += color.r;
  4936. this.g += color.g;
  4937. this.b += color.b;
  4938. return this;
  4939. };
  4940. Color.prototype.addColors = function addColors ( color1, color2 ) {
  4941. this.r = color1.r + color2.r;
  4942. this.g = color1.g + color2.g;
  4943. this.b = color1.b + color2.b;
  4944. return this;
  4945. };
  4946. Color.prototype.addScalar = function addScalar ( s ) {
  4947. this.r += s;
  4948. this.g += s;
  4949. this.b += s;
  4950. return this;
  4951. };
  4952. Color.prototype.sub = function sub ( color ) {
  4953. this.r = Math.max( 0, this.r - color.r );
  4954. this.g = Math.max( 0, this.g - color.g );
  4955. this.b = Math.max( 0, this.b - color.b );
  4956. return this;
  4957. };
  4958. Color.prototype.multiply = function multiply ( color ) {
  4959. this.r *= color.r;
  4960. this.g *= color.g;
  4961. this.b *= color.b;
  4962. return this;
  4963. };
  4964. Color.prototype.multiplyScalar = function multiplyScalar ( s ) {
  4965. this.r *= s;
  4966. this.g *= s;
  4967. this.b *= s;
  4968. return this;
  4969. };
  4970. Color.prototype.lerp = function lerp ( color, alpha ) {
  4971. this.r += ( color.r - this.r ) * alpha;
  4972. this.g += ( color.g - this.g ) * alpha;
  4973. this.b += ( color.b - this.b ) * alpha;
  4974. return this;
  4975. };
  4976. Color.prototype.lerpHSL = function lerpHSL ( color, alpha ) {
  4977. this.getHSL( _hslA );
  4978. color.getHSL( _hslB );
  4979. var h = MathUtils.lerp( _hslA.h, _hslB.h, alpha );
  4980. var s = MathUtils.lerp( _hslA.s, _hslB.s, alpha );
  4981. var l = MathUtils.lerp( _hslA.l, _hslB.l, alpha );
  4982. this.setHSL( h, s, l );
  4983. return this;
  4984. };
  4985. Color.prototype.equals = function equals ( c ) {
  4986. return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
  4987. };
  4988. Color.prototype.fromArray = function fromArray ( array, offset ) {
  4989. if ( offset === undefined ) { offset = 0; }
  4990. this.r = array[ offset ];
  4991. this.g = array[ offset + 1 ];
  4992. this.b = array[ offset + 2 ];
  4993. return this;
  4994. };
  4995. Color.prototype.toArray = function toArray ( array, offset ) {
  4996. if ( array === undefined ) { array = []; }
  4997. if ( offset === undefined ) { offset = 0; }
  4998. array[ offset ] = this.r;
  4999. array[ offset + 1 ] = this.g;
  5000. array[ offset + 2 ] = this.b;
  5001. return array;
  5002. };
  5003. Color.prototype.fromBufferAttribute = function fromBufferAttribute ( attribute, index ) {
  5004. this.r = attribute.getX( index );
  5005. this.g = attribute.getY( index );
  5006. this.b = attribute.getZ( index );
  5007. if ( attribute.normalized === true ) {
  5008. // assuming Uint8Array
  5009. this.r /= 255;
  5010. this.g /= 255;
  5011. this.b /= 255;
  5012. }
  5013. return this;
  5014. };
  5015. Color.prototype.toJSON = function toJSON () {
  5016. return this.getHex();
  5017. };
  5018. Color.NAMES = _colorKeywords;
  5019. Color.prototype.r = 1;
  5020. Color.prototype.g = 1;
  5021. Color.prototype.b = 1;
  5022. var Face3 = function Face3( a, b, c, normal, color, materialIndex ) {
  5023. this.a = a;
  5024. this.b = b;
  5025. this.c = c;
  5026. this.normal = ( normal && normal.isVector3 ) ? normal : new Vector3();
  5027. this.vertexNormals = Array.isArray( normal ) ? normal : [];
  5028. this.color = ( color && color.isColor ) ? color : new Color();
  5029. this.vertexColors = Array.isArray( color ) ? color : [];
  5030. this.materialIndex = materialIndex !== undefined ? materialIndex : 0;
  5031. };
  5032. Face3.prototype.clone = function clone () {
  5033. return new this.constructor().copy( this );
  5034. };
  5035. Face3.prototype.copy = function copy ( source ) {
  5036. this.a = source.a;
  5037. this.b = source.b;
  5038. this.c = source.c;
  5039. this.normal.copy( source.normal );
  5040. this.color.copy( source.color );
  5041. this.materialIndex = source.materialIndex;
  5042. for ( var i = 0, il = source.vertexNormals.length; i < il; i ++ ) {
  5043. this.vertexNormals[ i ] = source.vertexNormals[ i ].clone();
  5044. }
  5045. for ( var i$1 = 0, il$1 = source.vertexColors.length; i$1 < il$1; i$1 ++ ) {
  5046. this.vertexColors[ i$1 ] = source.vertexColors[ i$1 ].clone();
  5047. }
  5048. return this;
  5049. };
  5050. var materialId = 0;
  5051. function Material() {
  5052. Object.defineProperty( this, 'id', { value: materialId ++ } );
  5053. this.uuid = MathUtils.generateUUID();
  5054. this.name = '';
  5055. this.type = 'Material';
  5056. this.fog = true;
  5057. this.blending = NormalBlending;
  5058. this.side = FrontSide;
  5059. this.flatShading = false;
  5060. this.vertexColors = false;
  5061. this.opacity = 1;
  5062. this.transparent = false;
  5063. this.blendSrc = SrcAlphaFactor;
  5064. this.blendDst = OneMinusSrcAlphaFactor;
  5065. this.blendEquation = AddEquation;
  5066. this.blendSrcAlpha = null;
  5067. this.blendDstAlpha = null;
  5068. this.blendEquationAlpha = null;
  5069. this.depthFunc = LessEqualDepth;
  5070. this.depthTest = true;
  5071. this.depthWrite = true;
  5072. this.stencilWriteMask = 0xff;
  5073. this.stencilFunc = AlwaysStencilFunc;
  5074. this.stencilRef = 0;
  5075. this.stencilFuncMask = 0xff;
  5076. this.stencilFail = KeepStencilOp;
  5077. this.stencilZFail = KeepStencilOp;
  5078. this.stencilZPass = KeepStencilOp;
  5079. this.stencilWrite = false;
  5080. this.clippingPlanes = null;
  5081. this.clipIntersection = false;
  5082. this.clipShadows = false;
  5083. this.shadowSide = null;
  5084. this.colorWrite = true;
  5085. this.precision = null; // override the renderer's default precision for this material
  5086. this.polygonOffset = false;
  5087. this.polygonOffsetFactor = 0;
  5088. this.polygonOffsetUnits = 0;
  5089. this.dithering = false;
  5090. this.alphaTest = 0;
  5091. this.premultipliedAlpha = false;
  5092. this.visible = true;
  5093. this.toneMapped = true;
  5094. this.userData = {};
  5095. this.version = 0;
  5096. }
  5097. Material.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  5098. constructor: Material,
  5099. isMaterial: true,
  5100. onBeforeCompile: function ( /* shaderobject, renderer */ ) {},
  5101. customProgramCacheKey: function () {
  5102. return this.onBeforeCompile.toString();
  5103. },
  5104. setValues: function ( values ) {
  5105. if ( values === undefined ) { return; }
  5106. for ( var key in values ) {
  5107. var newValue = values[ key ];
  5108. if ( newValue === undefined ) {
  5109. console.warn( "THREE.Material: '" + key + "' parameter is undefined." );
  5110. continue;
  5111. }
  5112. // for backward compatability if shading is set in the constructor
  5113. if ( key === 'shading' ) {
  5114. console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  5115. this.flatShading = ( newValue === FlatShading ) ? true : false;
  5116. continue;
  5117. }
  5118. var currentValue = this[ key ];
  5119. if ( currentValue === undefined ) {
  5120. console.warn( "THREE." + this.type + ": '" + key + "' is not a property of this material." );
  5121. continue;
  5122. }
  5123. if ( currentValue && currentValue.isColor ) {
  5124. currentValue.set( newValue );
  5125. } else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {
  5126. currentValue.copy( newValue );
  5127. } else {
  5128. this[ key ] = newValue;
  5129. }
  5130. }
  5131. },
  5132. toJSON: function ( meta ) {
  5133. var isRoot = ( meta === undefined || typeof meta === 'string' );
  5134. if ( isRoot ) {
  5135. meta = {
  5136. textures: {},
  5137. images: {}
  5138. };
  5139. }
  5140. var data = {
  5141. metadata: {
  5142. version: 4.5,
  5143. type: 'Material',
  5144. generator: 'Material.toJSON'
  5145. }
  5146. };
  5147. // standard Material serialization
  5148. data.uuid = this.uuid;
  5149. data.type = this.type;
  5150. if ( this.name !== '' ) { data.name = this.name; }
  5151. if ( this.color && this.color.isColor ) { data.color = this.color.getHex(); }
  5152. if ( this.roughness !== undefined ) { data.roughness = this.roughness; }
  5153. if ( this.metalness !== undefined ) { data.metalness = this.metalness; }
  5154. if ( this.sheen && this.sheen.isColor ) { data.sheen = this.sheen.getHex(); }
  5155. if ( this.emissive && this.emissive.isColor ) { data.emissive = this.emissive.getHex(); }
  5156. if ( this.emissiveIntensity && this.emissiveIntensity !== 1 ) { data.emissiveIntensity = this.emissiveIntensity; }
  5157. if ( this.specular && this.specular.isColor ) { data.specular = this.specular.getHex(); }
  5158. if ( this.shininess !== undefined ) { data.shininess = this.shininess; }
  5159. if ( this.clearcoat !== undefined ) { data.clearcoat = this.clearcoat; }
  5160. if ( this.clearcoatRoughness !== undefined ) { data.clearcoatRoughness = this.clearcoatRoughness; }
  5161. if ( this.clearcoatMap && this.clearcoatMap.isTexture ) {
  5162. data.clearcoatMap = this.clearcoatMap.toJSON( meta ).uuid;
  5163. }
  5164. if ( this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture ) {
  5165. data.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON( meta ).uuid;
  5166. }
  5167. if ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) {
  5168. data.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid;
  5169. data.clearcoatNormalScale = this.clearcoatNormalScale.toArray();
  5170. }
  5171. if ( this.map && this.map.isTexture ) { data.map = this.map.toJSON( meta ).uuid; }
  5172. if ( this.matcap && this.matcap.isTexture ) { data.matcap = this.matcap.toJSON( meta ).uuid; }
  5173. if ( this.alphaMap && this.alphaMap.isTexture ) { data.alphaMap = this.alphaMap.toJSON( meta ).uuid; }
  5174. if ( this.lightMap && this.lightMap.isTexture ) { data.lightMap = this.lightMap.toJSON( meta ).uuid; }
  5175. if ( this.aoMap && this.aoMap.isTexture ) {
  5176. data.aoMap = this.aoMap.toJSON( meta ).uuid;
  5177. data.aoMapIntensity = this.aoMapIntensity;
  5178. }
  5179. if ( this.bumpMap && this.bumpMap.isTexture ) {
  5180. data.bumpMap = this.bumpMap.toJSON( meta ).uuid;
  5181. data.bumpScale = this.bumpScale;
  5182. }
  5183. if ( this.normalMap && this.normalMap.isTexture ) {
  5184. data.normalMap = this.normalMap.toJSON( meta ).uuid;
  5185. data.normalMapType = this.normalMapType;
  5186. data.normalScale = this.normalScale.toArray();
  5187. }
  5188. if ( this.displacementMap && this.displacementMap.isTexture ) {
  5189. data.displacementMap = this.displacementMap.toJSON( meta ).uuid;
  5190. data.displacementScale = this.displacementScale;
  5191. data.displacementBias = this.displacementBias;
  5192. }
  5193. if ( this.roughnessMap && this.roughnessMap.isTexture ) { data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid; }
  5194. if ( this.metalnessMap && this.metalnessMap.isTexture ) { data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid; }
  5195. if ( this.emissiveMap && this.emissiveMap.isTexture ) { data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid; }
  5196. if ( this.specularMap && this.specularMap.isTexture ) { data.specularMap = this.specularMap.toJSON( meta ).uuid; }
  5197. if ( this.envMap && this.envMap.isTexture ) {
  5198. data.envMap = this.envMap.toJSON( meta ).uuid;
  5199. data.reflectivity = this.reflectivity; // Scale behind envMap
  5200. data.refractionRatio = this.refractionRatio;
  5201. if ( this.combine !== undefined ) { data.combine = this.combine; }
  5202. if ( this.envMapIntensity !== undefined ) { data.envMapIntensity = this.envMapIntensity; }
  5203. }
  5204. if ( this.gradientMap && this.gradientMap.isTexture ) {
  5205. data.gradientMap = this.gradientMap.toJSON( meta ).uuid;
  5206. }
  5207. if ( this.size !== undefined ) { data.size = this.size; }
  5208. if ( this.sizeAttenuation !== undefined ) { data.sizeAttenuation = this.sizeAttenuation; }
  5209. if ( this.blending !== NormalBlending ) { data.blending = this.blending; }
  5210. if ( this.flatShading === true ) { data.flatShading = this.flatShading; }
  5211. if ( this.side !== FrontSide ) { data.side = this.side; }
  5212. if ( this.vertexColors ) { data.vertexColors = true; }
  5213. if ( this.opacity < 1 ) { data.opacity = this.opacity; }
  5214. if ( this.transparent === true ) { data.transparent = this.transparent; }
  5215. data.depthFunc = this.depthFunc;
  5216. data.depthTest = this.depthTest;
  5217. data.depthWrite = this.depthWrite;
  5218. data.stencilWrite = this.stencilWrite;
  5219. data.stencilWriteMask = this.stencilWriteMask;
  5220. data.stencilFunc = this.stencilFunc;
  5221. data.stencilRef = this.stencilRef;
  5222. data.stencilFuncMask = this.stencilFuncMask;
  5223. data.stencilFail = this.stencilFail;
  5224. data.stencilZFail = this.stencilZFail;
  5225. data.stencilZPass = this.stencilZPass;
  5226. // rotation (SpriteMaterial)
  5227. if ( this.rotation && this.rotation !== 0 ) { data.rotation = this.rotation; }
  5228. if ( this.polygonOffset === true ) { data.polygonOffset = true; }
  5229. if ( this.polygonOffsetFactor !== 0 ) { data.polygonOffsetFactor = this.polygonOffsetFactor; }
  5230. if ( this.polygonOffsetUnits !== 0 ) { data.polygonOffsetUnits = this.polygonOffsetUnits; }
  5231. if ( this.linewidth && this.linewidth !== 1 ) { data.linewidth = this.linewidth; }
  5232. if ( this.dashSize !== undefined ) { data.dashSize = this.dashSize; }
  5233. if ( this.gapSize !== undefined ) { data.gapSize = this.gapSize; }
  5234. if ( this.scale !== undefined ) { data.scale = this.scale; }
  5235. if ( this.dithering === true ) { data.dithering = true; }
  5236. if ( this.alphaTest > 0 ) { data.alphaTest = this.alphaTest; }
  5237. if ( this.premultipliedAlpha === true ) { data.premultipliedAlpha = this.premultipliedAlpha; }
  5238. if ( this.wireframe === true ) { data.wireframe = this.wireframe; }
  5239. if ( this.wireframeLinewidth > 1 ) { data.wireframeLinewidth = this.wireframeLinewidth; }
  5240. if ( this.wireframeLinecap !== 'round' ) { data.wireframeLinecap = this.wireframeLinecap; }
  5241. if ( this.wireframeLinejoin !== 'round' ) { data.wireframeLinejoin = this.wireframeLinejoin; }
  5242. if ( this.morphTargets === true ) { data.morphTargets = true; }
  5243. if ( this.morphNormals === true ) { data.morphNormals = true; }
  5244. if ( this.skinning === true ) { data.skinning = true; }
  5245. if ( this.visible === false ) { data.visible = false; }
  5246. if ( this.toneMapped === false ) { data.toneMapped = false; }
  5247. if ( JSON.stringify( this.userData ) !== '{}' ) { data.userData = this.userData; }
  5248. // TODO: Copied from Object3D.toJSON
  5249. function extractFromCache( cache ) {
  5250. var values = [];
  5251. for ( var key in cache ) {
  5252. var data = cache[ key ];
  5253. delete data.metadata;
  5254. values.push( data );
  5255. }
  5256. return values;
  5257. }
  5258. if ( isRoot ) {
  5259. var textures = extractFromCache( meta.textures );
  5260. var images = extractFromCache( meta.images );
  5261. if ( textures.length > 0 ) { data.textures = textures; }
  5262. if ( images.length > 0 ) { data.images = images; }
  5263. }
  5264. return data;
  5265. },
  5266. clone: function () {
  5267. return new this.constructor().copy( this );
  5268. },
  5269. copy: function ( source ) {
  5270. this.name = source.name;
  5271. this.fog = source.fog;
  5272. this.blending = source.blending;
  5273. this.side = source.side;
  5274. this.flatShading = source.flatShading;
  5275. this.vertexColors = source.vertexColors;
  5276. this.opacity = source.opacity;
  5277. this.transparent = source.transparent;
  5278. this.blendSrc = source.blendSrc;
  5279. this.blendDst = source.blendDst;
  5280. this.blendEquation = source.blendEquation;
  5281. this.blendSrcAlpha = source.blendSrcAlpha;
  5282. this.blendDstAlpha = source.blendDstAlpha;
  5283. this.blendEquationAlpha = source.blendEquationAlpha;
  5284. this.depthFunc = source.depthFunc;
  5285. this.depthTest = source.depthTest;
  5286. this.depthWrite = source.depthWrite;
  5287. this.stencilWriteMask = source.stencilWriteMask;
  5288. this.stencilFunc = source.stencilFunc;
  5289. this.stencilRef = source.stencilRef;
  5290. this.stencilFuncMask = source.stencilFuncMask;
  5291. this.stencilFail = source.stencilFail;
  5292. this.stencilZFail = source.stencilZFail;
  5293. this.stencilZPass = source.stencilZPass;
  5294. this.stencilWrite = source.stencilWrite;
  5295. var srcPlanes = source.clippingPlanes;
  5296. var dstPlanes = null;
  5297. if ( srcPlanes !== null ) {
  5298. var n = srcPlanes.length;
  5299. dstPlanes = new Array( n );
  5300. for ( var i = 0; i !== n; ++ i ) {
  5301. dstPlanes[ i ] = srcPlanes[ i ].clone();
  5302. }
  5303. }
  5304. this.clippingPlanes = dstPlanes;
  5305. this.clipIntersection = source.clipIntersection;
  5306. this.clipShadows = source.clipShadows;
  5307. this.shadowSide = source.shadowSide;
  5308. this.colorWrite = source.colorWrite;
  5309. this.precision = source.precision;
  5310. this.polygonOffset = source.polygonOffset;
  5311. this.polygonOffsetFactor = source.polygonOffsetFactor;
  5312. this.polygonOffsetUnits = source.polygonOffsetUnits;
  5313. this.dithering = source.dithering;
  5314. this.alphaTest = source.alphaTest;
  5315. this.premultipliedAlpha = source.premultipliedAlpha;
  5316. this.visible = source.visible;
  5317. this.toneMapped = source.toneMapped;
  5318. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  5319. return this;
  5320. },
  5321. dispose: function () {
  5322. this.dispatchEvent( { type: 'dispose' } );
  5323. }
  5324. } );
  5325. Object.defineProperty( Material.prototype, 'needsUpdate', {
  5326. set: function ( value ) {
  5327. if ( value === true ) { this.version ++; }
  5328. }
  5329. } );
  5330. /**
  5331. * parameters = {
  5332. * color: <hex>,
  5333. * opacity: <float>,
  5334. * map: new THREE.Texture( <Image> ),
  5335. *
  5336. * lightMap: new THREE.Texture( <Image> ),
  5337. * lightMapIntensity: <float>
  5338. *
  5339. * aoMap: new THREE.Texture( <Image> ),
  5340. * aoMapIntensity: <float>
  5341. *
  5342. * specularMap: new THREE.Texture( <Image> ),
  5343. *
  5344. * alphaMap: new THREE.Texture( <Image> ),
  5345. *
  5346. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  5347. * combine: THREE.Multiply,
  5348. * reflectivity: <float>,
  5349. * refractionRatio: <float>,
  5350. *
  5351. * depthTest: <bool>,
  5352. * depthWrite: <bool>,
  5353. *
  5354. * wireframe: <boolean>,
  5355. * wireframeLinewidth: <float>,
  5356. *
  5357. * skinning: <bool>,
  5358. * morphTargets: <bool>
  5359. * }
  5360. */
  5361. function MeshBasicMaterial( parameters ) {
  5362. Material.call( this );
  5363. this.type = 'MeshBasicMaterial';
  5364. this.color = new Color( 0xffffff ); // emissive
  5365. this.map = null;
  5366. this.lightMap = null;
  5367. this.lightMapIntensity = 1.0;
  5368. this.aoMap = null;
  5369. this.aoMapIntensity = 1.0;
  5370. this.specularMap = null;
  5371. this.alphaMap = null;
  5372. this.envMap = null;
  5373. this.combine = MultiplyOperation;
  5374. this.reflectivity = 1;
  5375. this.refractionRatio = 0.98;
  5376. this.wireframe = false;
  5377. this.wireframeLinewidth = 1;
  5378. this.wireframeLinecap = 'round';
  5379. this.wireframeLinejoin = 'round';
  5380. this.skinning = false;
  5381. this.morphTargets = false;
  5382. this.setValues( parameters );
  5383. }
  5384. MeshBasicMaterial.prototype = Object.create( Material.prototype );
  5385. MeshBasicMaterial.prototype.constructor = MeshBasicMaterial;
  5386. MeshBasicMaterial.prototype.isMeshBasicMaterial = true;
  5387. MeshBasicMaterial.prototype.copy = function ( source ) {
  5388. Material.prototype.copy.call( this, source );
  5389. this.color.copy( source.color );
  5390. this.map = source.map;
  5391. this.lightMap = source.lightMap;
  5392. this.lightMapIntensity = source.lightMapIntensity;
  5393. this.aoMap = source.aoMap;
  5394. this.aoMapIntensity = source.aoMapIntensity;
  5395. this.specularMap = source.specularMap;
  5396. this.alphaMap = source.alphaMap;
  5397. this.envMap = source.envMap;
  5398. this.combine = source.combine;
  5399. this.reflectivity = source.reflectivity;
  5400. this.refractionRatio = source.refractionRatio;
  5401. this.wireframe = source.wireframe;
  5402. this.wireframeLinewidth = source.wireframeLinewidth;
  5403. this.wireframeLinecap = source.wireframeLinecap;
  5404. this.wireframeLinejoin = source.wireframeLinejoin;
  5405. this.skinning = source.skinning;
  5406. this.morphTargets = source.morphTargets;
  5407. return this;
  5408. };
  5409. var _vector$3 = new Vector3();
  5410. var _vector2$1 = new Vector2();
  5411. function BufferAttribute( array, itemSize, normalized ) {
  5412. if ( Array.isArray( array ) ) {
  5413. throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
  5414. }
  5415. this.name = '';
  5416. this.array = array;
  5417. this.itemSize = itemSize;
  5418. this.count = array !== undefined ? array.length / itemSize : 0;
  5419. this.normalized = normalized === true;
  5420. this.usage = StaticDrawUsage;
  5421. this.updateRange = { offset: 0, count: - 1 };
  5422. this.version = 0;
  5423. }
  5424. Object.defineProperty( BufferAttribute.prototype, 'needsUpdate', {
  5425. set: function ( value ) {
  5426. if ( value === true ) { this.version ++; }
  5427. }
  5428. } );
  5429. Object.assign( BufferAttribute.prototype, {
  5430. isBufferAttribute: true,
  5431. onUploadCallback: function () {},
  5432. setUsage: function ( value ) {
  5433. this.usage = value;
  5434. return this;
  5435. },
  5436. copy: function ( source ) {
  5437. this.name = source.name;
  5438. this.array = new source.array.constructor( source.array );
  5439. this.itemSize = source.itemSize;
  5440. this.count = source.count;
  5441. this.normalized = source.normalized;
  5442. this.usage = source.usage;
  5443. return this;
  5444. },
  5445. copyAt: function ( index1, attribute, index2 ) {
  5446. index1 *= this.itemSize;
  5447. index2 *= attribute.itemSize;
  5448. for ( var i = 0, l = this.itemSize; i < l; i ++ ) {
  5449. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  5450. }
  5451. return this;
  5452. },
  5453. copyArray: function ( array ) {
  5454. this.array.set( array );
  5455. return this;
  5456. },
  5457. copyColorsArray: function ( colors ) {
  5458. var array = this.array;
  5459. var offset = 0;
  5460. for ( var i = 0, l = colors.length; i < l; i ++ ) {
  5461. var color = colors[ i ];
  5462. if ( color === undefined ) {
  5463. console.warn( 'THREE.BufferAttribute.copyColorsArray(): color is undefined', i );
  5464. color = new Color();
  5465. }
  5466. array[ offset ++ ] = color.r;
  5467. array[ offset ++ ] = color.g;
  5468. array[ offset ++ ] = color.b;
  5469. }
  5470. return this;
  5471. },
  5472. copyVector2sArray: function ( vectors ) {
  5473. var array = this.array;
  5474. var offset = 0;
  5475. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5476. var vector = vectors[ i ];
  5477. if ( vector === undefined ) {
  5478. console.warn( 'THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i );
  5479. vector = new Vector2();
  5480. }
  5481. array[ offset ++ ] = vector.x;
  5482. array[ offset ++ ] = vector.y;
  5483. }
  5484. return this;
  5485. },
  5486. copyVector3sArray: function ( vectors ) {
  5487. var array = this.array;
  5488. var offset = 0;
  5489. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5490. var vector = vectors[ i ];
  5491. if ( vector === undefined ) {
  5492. console.warn( 'THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i );
  5493. vector = new Vector3();
  5494. }
  5495. array[ offset ++ ] = vector.x;
  5496. array[ offset ++ ] = vector.y;
  5497. array[ offset ++ ] = vector.z;
  5498. }
  5499. return this;
  5500. },
  5501. copyVector4sArray: function ( vectors ) {
  5502. var array = this.array;
  5503. var offset = 0;
  5504. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5505. var vector = vectors[ i ];
  5506. if ( vector === undefined ) {
  5507. console.warn( 'THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i );
  5508. vector = new Vector4();
  5509. }
  5510. array[ offset ++ ] = vector.x;
  5511. array[ offset ++ ] = vector.y;
  5512. array[ offset ++ ] = vector.z;
  5513. array[ offset ++ ] = vector.w;
  5514. }
  5515. return this;
  5516. },
  5517. applyMatrix3: function ( m ) {
  5518. if ( this.itemSize === 2 ) {
  5519. for ( var i = 0, l = this.count; i < l; i ++ ) {
  5520. _vector2$1.fromBufferAttribute( this, i );
  5521. _vector2$1.applyMatrix3( m );
  5522. this.setXY( i, _vector2$1.x, _vector2$1.y );
  5523. }
  5524. } else if ( this.itemSize === 3 ) {
  5525. for ( var i$1 = 0, l$1 = this.count; i$1 < l$1; i$1 ++ ) {
  5526. _vector$3.fromBufferAttribute( this, i$1 );
  5527. _vector$3.applyMatrix3( m );
  5528. this.setXYZ( i$1, _vector$3.x, _vector$3.y, _vector$3.z );
  5529. }
  5530. }
  5531. return this;
  5532. },
  5533. applyMatrix4: function ( m ) {
  5534. for ( var i = 0, l = this.count; i < l; i ++ ) {
  5535. _vector$3.x = this.getX( i );
  5536. _vector$3.y = this.getY( i );
  5537. _vector$3.z = this.getZ( i );
  5538. _vector$3.applyMatrix4( m );
  5539. this.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );
  5540. }
  5541. return this;
  5542. },
  5543. applyNormalMatrix: function ( m ) {
  5544. for ( var i = 0, l = this.count; i < l; i ++ ) {
  5545. _vector$3.x = this.getX( i );
  5546. _vector$3.y = this.getY( i );
  5547. _vector$3.z = this.getZ( i );
  5548. _vector$3.applyNormalMatrix( m );
  5549. this.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );
  5550. }
  5551. return this;
  5552. },
  5553. transformDirection: function ( m ) {
  5554. for ( var i = 0, l = this.count; i < l; i ++ ) {
  5555. _vector$3.x = this.getX( i );
  5556. _vector$3.y = this.getY( i );
  5557. _vector$3.z = this.getZ( i );
  5558. _vector$3.transformDirection( m );
  5559. this.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );
  5560. }
  5561. return this;
  5562. },
  5563. set: function ( value, offset ) {
  5564. if ( offset === undefined ) { offset = 0; }
  5565. this.array.set( value, offset );
  5566. return this;
  5567. },
  5568. getX: function ( index ) {
  5569. return this.array[ index * this.itemSize ];
  5570. },
  5571. setX: function ( index, x ) {
  5572. this.array[ index * this.itemSize ] = x;
  5573. return this;
  5574. },
  5575. getY: function ( index ) {
  5576. return this.array[ index * this.itemSize + 1 ];
  5577. },
  5578. setY: function ( index, y ) {
  5579. this.array[ index * this.itemSize + 1 ] = y;
  5580. return this;
  5581. },
  5582. getZ: function ( index ) {
  5583. return this.array[ index * this.itemSize + 2 ];
  5584. },
  5585. setZ: function ( index, z ) {
  5586. this.array[ index * this.itemSize + 2 ] = z;
  5587. return this;
  5588. },
  5589. getW: function ( index ) {
  5590. return this.array[ index * this.itemSize + 3 ];
  5591. },
  5592. setW: function ( index, w ) {
  5593. this.array[ index * this.itemSize + 3 ] = w;
  5594. return this;
  5595. },
  5596. setXY: function ( index, x, y ) {
  5597. index *= this.itemSize;
  5598. this.array[ index + 0 ] = x;
  5599. this.array[ index + 1 ] = y;
  5600. return this;
  5601. },
  5602. setXYZ: function ( index, x, y, z ) {
  5603. index *= this.itemSize;
  5604. this.array[ index + 0 ] = x;
  5605. this.array[ index + 1 ] = y;
  5606. this.array[ index + 2 ] = z;
  5607. return this;
  5608. },
  5609. setXYZW: function ( index, x, y, z, w ) {
  5610. index *= this.itemSize;
  5611. this.array[ index + 0 ] = x;
  5612. this.array[ index + 1 ] = y;
  5613. this.array[ index + 2 ] = z;
  5614. this.array[ index + 3 ] = w;
  5615. return this;
  5616. },
  5617. onUpload: function ( callback ) {
  5618. this.onUploadCallback = callback;
  5619. return this;
  5620. },
  5621. clone: function () {
  5622. return new this.constructor( this.array, this.itemSize ).copy( this );
  5623. },
  5624. toJSON: function () {
  5625. return {
  5626. itemSize: this.itemSize,
  5627. type: this.array.constructor.name,
  5628. array: Array.prototype.slice.call( this.array ),
  5629. normalized: this.normalized
  5630. };
  5631. }
  5632. } );
  5633. //
  5634. function Int8BufferAttribute( array, itemSize, normalized ) {
  5635. BufferAttribute.call( this, new Int8Array( array ), itemSize, normalized );
  5636. }
  5637. Int8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5638. Int8BufferAttribute.prototype.constructor = Int8BufferAttribute;
  5639. function Uint8BufferAttribute( array, itemSize, normalized ) {
  5640. BufferAttribute.call( this, new Uint8Array( array ), itemSize, normalized );
  5641. }
  5642. Uint8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5643. Uint8BufferAttribute.prototype.constructor = Uint8BufferAttribute;
  5644. function Uint8ClampedBufferAttribute( array, itemSize, normalized ) {
  5645. BufferAttribute.call( this, new Uint8ClampedArray( array ), itemSize, normalized );
  5646. }
  5647. Uint8ClampedBufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5648. Uint8ClampedBufferAttribute.prototype.constructor = Uint8ClampedBufferAttribute;
  5649. function Int16BufferAttribute( array, itemSize, normalized ) {
  5650. BufferAttribute.call( this, new Int16Array( array ), itemSize, normalized );
  5651. }
  5652. Int16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5653. Int16BufferAttribute.prototype.constructor = Int16BufferAttribute;
  5654. function Uint16BufferAttribute( array, itemSize, normalized ) {
  5655. BufferAttribute.call( this, new Uint16Array( array ), itemSize, normalized );
  5656. }
  5657. Uint16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5658. Uint16BufferAttribute.prototype.constructor = Uint16BufferAttribute;
  5659. function Int32BufferAttribute( array, itemSize, normalized ) {
  5660. BufferAttribute.call( this, new Int32Array( array ), itemSize, normalized );
  5661. }
  5662. Int32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5663. Int32BufferAttribute.prototype.constructor = Int32BufferAttribute;
  5664. function Uint32BufferAttribute( array, itemSize, normalized ) {
  5665. BufferAttribute.call( this, new Uint32Array( array ), itemSize, normalized );
  5666. }
  5667. Uint32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5668. Uint32BufferAttribute.prototype.constructor = Uint32BufferAttribute;
  5669. function Float32BufferAttribute( array, itemSize, normalized ) {
  5670. BufferAttribute.call( this, new Float32Array( array ), itemSize, normalized );
  5671. }
  5672. Float32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5673. Float32BufferAttribute.prototype.constructor = Float32BufferAttribute;
  5674. function Float64BufferAttribute( array, itemSize, normalized ) {
  5675. BufferAttribute.call( this, new Float64Array( array ), itemSize, normalized );
  5676. }
  5677. Float64BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5678. Float64BufferAttribute.prototype.constructor = Float64BufferAttribute;
  5679. var DirectGeometry = function DirectGeometry() {
  5680. this.vertices = [];
  5681. this.normals = [];
  5682. this.colors = [];
  5683. this.uvs = [];
  5684. this.uvs2 = [];
  5685. this.groups = [];
  5686. this.morphTargets = {};
  5687. this.skinWeights = [];
  5688. this.skinIndices = [];
  5689. // this.lineDistances = [];
  5690. this.boundingBox = null;
  5691. this.boundingSphere = null;
  5692. // update flags
  5693. this.verticesNeedUpdate = false;
  5694. this.normalsNeedUpdate = false;
  5695. this.colorsNeedUpdate = false;
  5696. this.uvsNeedUpdate = false;
  5697. this.groupsNeedUpdate = false;
  5698. };
  5699. DirectGeometry.prototype.computeGroups = function computeGroups ( geometry ) {
  5700. var groups = [];
  5701. var group, i;
  5702. var materialIndex = undefined;
  5703. var faces = geometry.faces;
  5704. for ( i = 0; i < faces.length; i ++ ) {
  5705. var face = faces[ i ];
  5706. // materials
  5707. if ( face.materialIndex !== materialIndex ) {
  5708. materialIndex = face.materialIndex;
  5709. if ( group !== undefined ) {
  5710. group.count = ( i * 3 ) - group.start;
  5711. groups.push( group );
  5712. }
  5713. group = {
  5714. start: i * 3,
  5715. materialIndex: materialIndex
  5716. };
  5717. }
  5718. }
  5719. if ( group !== undefined ) {
  5720. group.count = ( i * 3 ) - group.start;
  5721. groups.push( group );
  5722. }
  5723. this.groups = groups;
  5724. };
  5725. DirectGeometry.prototype.fromGeometry = function fromGeometry ( geometry ) {
  5726. var faces = geometry.faces;
  5727. var vertices = geometry.vertices;
  5728. var faceVertexUvs = geometry.faceVertexUvs;
  5729. var hasFaceVertexUv = faceVertexUvs[ 0 ] && faceVertexUvs[ 0 ].length > 0;
  5730. var hasFaceVertexUv2 = faceVertexUvs[ 1 ] && faceVertexUvs[ 1 ].length > 0;
  5731. // morphs
  5732. var morphTargets = geometry.morphTargets;
  5733. var morphTargetsLength = morphTargets.length;
  5734. var morphTargetsPosition;
  5735. if ( morphTargetsLength > 0 ) {
  5736. morphTargetsPosition = [];
  5737. for ( var i = 0; i < morphTargetsLength; i ++ ) {
  5738. morphTargetsPosition[ i ] = {
  5739. name: morphTargets[ i ].name,
  5740. data: []
  5741. };
  5742. }
  5743. this.morphTargets.position = morphTargetsPosition;
  5744. }
  5745. var morphNormals = geometry.morphNormals;
  5746. var morphNormalsLength = morphNormals.length;
  5747. var morphTargetsNormal;
  5748. if ( morphNormalsLength > 0 ) {
  5749. morphTargetsNormal = [];
  5750. for ( var i$1 = 0; i$1 < morphNormalsLength; i$1 ++ ) {
  5751. morphTargetsNormal[ i$1 ] = {
  5752. name: morphNormals[ i$1 ].name,
  5753. data: []
  5754. };
  5755. }
  5756. this.morphTargets.normal = morphTargetsNormal;
  5757. }
  5758. // skins
  5759. var skinIndices = geometry.skinIndices;
  5760. var skinWeights = geometry.skinWeights;
  5761. var hasSkinIndices = skinIndices.length === vertices.length;
  5762. var hasSkinWeights = skinWeights.length === vertices.length;
  5763. //
  5764. if ( vertices.length > 0 && faces.length === 0 ) {
  5765. console.error( 'THREE.DirectGeometry: Faceless geometries are not supported.' );
  5766. }
  5767. for ( var i$2 = 0; i$2 < faces.length; i$2 ++ ) {
  5768. var face = faces[ i$2 ];
  5769. this.vertices.push( vertices[ face.a ], vertices[ face.b ], vertices[ face.c ] );
  5770. var vertexNormals = face.vertexNormals;
  5771. if ( vertexNormals.length === 3 ) {
  5772. this.normals.push( vertexNormals[ 0 ], vertexNormals[ 1 ], vertexNormals[ 2 ] );
  5773. } else {
  5774. var normal = face.normal;
  5775. this.normals.push( normal, normal, normal );
  5776. }
  5777. var vertexColors = face.vertexColors;
  5778. if ( vertexColors.length === 3 ) {
  5779. this.colors.push( vertexColors[ 0 ], vertexColors[ 1 ], vertexColors[ 2 ] );
  5780. } else {
  5781. var color = face.color;
  5782. this.colors.push( color, color, color );
  5783. }
  5784. if ( hasFaceVertexUv === true ) {
  5785. var vertexUvs = faceVertexUvs[ 0 ][ i$2 ];
  5786. if ( vertexUvs !== undefined ) {
  5787. this.uvs.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
  5788. } else {
  5789. console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv ', i$2 );
  5790. this.uvs.push( new Vector2(), new Vector2(), new Vector2() );
  5791. }
  5792. }
  5793. if ( hasFaceVertexUv2 === true ) {
  5794. var vertexUvs$1 = faceVertexUvs[ 1 ][ i$2 ];
  5795. if ( vertexUvs$1 !== undefined ) {
  5796. this.uvs2.push( vertexUvs$1[ 0 ], vertexUvs$1[ 1 ], vertexUvs$1[ 2 ] );
  5797. } else {
  5798. console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv2 ', i$2 );
  5799. this.uvs2.push( new Vector2(), new Vector2(), new Vector2() );
  5800. }
  5801. }
  5802. // morphs
  5803. for ( var j = 0; j < morphTargetsLength; j ++ ) {
  5804. var morphTarget = morphTargets[ j ].vertices;
  5805. morphTargetsPosition[ j ].data.push( morphTarget[ face.a ], morphTarget[ face.b ], morphTarget[ face.c ] );
  5806. }
  5807. for ( var j$1 = 0; j$1 < morphNormalsLength; j$1 ++ ) {
  5808. var morphNormal = morphNormals[ j$1 ].vertexNormals[ i$2 ];
  5809. morphTargetsNormal[ j$1 ].data.push( morphNormal.a, morphNormal.b, morphNormal.c );
  5810. }
  5811. // skins
  5812. if ( hasSkinIndices ) {
  5813. this.skinIndices.push( skinIndices[ face.a ], skinIndices[ face.b ], skinIndices[ face.c ] );
  5814. }
  5815. if ( hasSkinWeights ) {
  5816. this.skinWeights.push( skinWeights[ face.a ], skinWeights[ face.b ], skinWeights[ face.c ] );
  5817. }
  5818. }
  5819. this.computeGroups( geometry );
  5820. this.verticesNeedUpdate = geometry.verticesNeedUpdate;
  5821. this.normalsNeedUpdate = geometry.normalsNeedUpdate;
  5822. this.colorsNeedUpdate = geometry.colorsNeedUpdate;
  5823. this.uvsNeedUpdate = geometry.uvsNeedUpdate;
  5824. this.groupsNeedUpdate = geometry.groupsNeedUpdate;
  5825. if ( geometry.boundingSphere !== null ) {
  5826. this.boundingSphere = geometry.boundingSphere.clone();
  5827. }
  5828. if ( geometry.boundingBox !== null ) {
  5829. this.boundingBox = geometry.boundingBox.clone();
  5830. }
  5831. return this;
  5832. };
  5833. function arrayMax( array ) {
  5834. if ( array.length === 0 ) { return - Infinity; }
  5835. var max = array[ 0 ];
  5836. for ( var i = 1, l = array.length; i < l; ++ i ) {
  5837. if ( array[ i ] > max ) { max = array[ i ]; }
  5838. }
  5839. return max;
  5840. }
  5841. var _bufferGeometryId = 1; // BufferGeometry uses odd numbers as Id
  5842. var _m1$2 = new Matrix4();
  5843. var _obj = new Object3D();
  5844. var _offset = new Vector3();
  5845. var _box$2 = new Box3();
  5846. var _boxMorphTargets = new Box3();
  5847. var _vector$4 = new Vector3();
  5848. function BufferGeometry() {
  5849. Object.defineProperty( this, 'id', { value: _bufferGeometryId += 2 } );
  5850. this.uuid = MathUtils.generateUUID();
  5851. this.name = '';
  5852. this.type = 'BufferGeometry';
  5853. this.index = null;
  5854. this.attributes = {};
  5855. this.morphAttributes = {};
  5856. this.morphTargetsRelative = false;
  5857. this.groups = [];
  5858. this.boundingBox = null;
  5859. this.boundingSphere = null;
  5860. this.drawRange = { start: 0, count: Infinity };
  5861. this.userData = {};
  5862. }
  5863. BufferGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  5864. constructor: BufferGeometry,
  5865. isBufferGeometry: true,
  5866. getIndex: function () {
  5867. return this.index;
  5868. },
  5869. setIndex: function ( index ) {
  5870. if ( Array.isArray( index ) ) {
  5871. this.index = new ( arrayMax( index ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );
  5872. } else {
  5873. this.index = index;
  5874. }
  5875. },
  5876. getAttribute: function ( name ) {
  5877. return this.attributes[ name ];
  5878. },
  5879. setAttribute: function ( name, attribute ) {
  5880. this.attributes[ name ] = attribute;
  5881. return this;
  5882. },
  5883. deleteAttribute: function ( name ) {
  5884. delete this.attributes[ name ];
  5885. return this;
  5886. },
  5887. addGroup: function ( start, count, materialIndex ) {
  5888. this.groups.push( {
  5889. start: start,
  5890. count: count,
  5891. materialIndex: materialIndex !== undefined ? materialIndex : 0
  5892. } );
  5893. },
  5894. clearGroups: function () {
  5895. this.groups = [];
  5896. },
  5897. setDrawRange: function ( start, count ) {
  5898. this.drawRange.start = start;
  5899. this.drawRange.count = count;
  5900. },
  5901. applyMatrix4: function ( matrix ) {
  5902. var position = this.attributes.position;
  5903. if ( position !== undefined ) {
  5904. position.applyMatrix4( matrix );
  5905. position.needsUpdate = true;
  5906. }
  5907. var normal = this.attributes.normal;
  5908. if ( normal !== undefined ) {
  5909. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  5910. normal.applyNormalMatrix( normalMatrix );
  5911. normal.needsUpdate = true;
  5912. }
  5913. var tangent = this.attributes.tangent;
  5914. if ( tangent !== undefined ) {
  5915. tangent.transformDirection( matrix );
  5916. tangent.needsUpdate = true;
  5917. }
  5918. if ( this.boundingBox !== null ) {
  5919. this.computeBoundingBox();
  5920. }
  5921. if ( this.boundingSphere !== null ) {
  5922. this.computeBoundingSphere();
  5923. }
  5924. return this;
  5925. },
  5926. rotateX: function ( angle ) {
  5927. // rotate geometry around world x-axis
  5928. _m1$2.makeRotationX( angle );
  5929. this.applyMatrix4( _m1$2 );
  5930. return this;
  5931. },
  5932. rotateY: function ( angle ) {
  5933. // rotate geometry around world y-axis
  5934. _m1$2.makeRotationY( angle );
  5935. this.applyMatrix4( _m1$2 );
  5936. return this;
  5937. },
  5938. rotateZ: function ( angle ) {
  5939. // rotate geometry around world z-axis
  5940. _m1$2.makeRotationZ( angle );
  5941. this.applyMatrix4( _m1$2 );
  5942. return this;
  5943. },
  5944. translate: function ( x, y, z ) {
  5945. // translate geometry
  5946. _m1$2.makeTranslation( x, y, z );
  5947. this.applyMatrix4( _m1$2 );
  5948. return this;
  5949. },
  5950. scale: function ( x, y, z ) {
  5951. // scale geometry
  5952. _m1$2.makeScale( x, y, z );
  5953. this.applyMatrix4( _m1$2 );
  5954. return this;
  5955. },
  5956. lookAt: function ( vector ) {
  5957. _obj.lookAt( vector );
  5958. _obj.updateMatrix();
  5959. this.applyMatrix4( _obj.matrix );
  5960. return this;
  5961. },
  5962. center: function () {
  5963. this.computeBoundingBox();
  5964. this.boundingBox.getCenter( _offset ).negate();
  5965. this.translate( _offset.x, _offset.y, _offset.z );
  5966. return this;
  5967. },
  5968. setFromObject: function ( object ) {
  5969. // console.log( 'THREE.BufferGeometry.setFromObject(). Converting', object, this );
  5970. var geometry = object.geometry;
  5971. if ( object.isPoints || object.isLine ) {
  5972. var positions = new Float32BufferAttribute( geometry.vertices.length * 3, 3 );
  5973. var colors = new Float32BufferAttribute( geometry.colors.length * 3, 3 );
  5974. this.setAttribute( 'position', positions.copyVector3sArray( geometry.vertices ) );
  5975. this.setAttribute( 'color', colors.copyColorsArray( geometry.colors ) );
  5976. if ( geometry.lineDistances && geometry.lineDistances.length === geometry.vertices.length ) {
  5977. var lineDistances = new Float32BufferAttribute( geometry.lineDistances.length, 1 );
  5978. this.setAttribute( 'lineDistance', lineDistances.copyArray( geometry.lineDistances ) );
  5979. }
  5980. if ( geometry.boundingSphere !== null ) {
  5981. this.boundingSphere = geometry.boundingSphere.clone();
  5982. }
  5983. if ( geometry.boundingBox !== null ) {
  5984. this.boundingBox = geometry.boundingBox.clone();
  5985. }
  5986. } else if ( object.isMesh ) {
  5987. if ( geometry && geometry.isGeometry ) {
  5988. this.fromGeometry( geometry );
  5989. }
  5990. }
  5991. return this;
  5992. },
  5993. setFromPoints: function ( points ) {
  5994. var position = [];
  5995. for ( var i = 0, l = points.length; i < l; i ++ ) {
  5996. var point = points[ i ];
  5997. position.push( point.x, point.y, point.z || 0 );
  5998. }
  5999. this.setAttribute( 'position', new Float32BufferAttribute( position, 3 ) );
  6000. return this;
  6001. },
  6002. updateFromObject: function ( object ) {
  6003. var geometry = object.geometry;
  6004. if ( object.isMesh ) {
  6005. var direct = geometry.__directGeometry;
  6006. if ( geometry.elementsNeedUpdate === true ) {
  6007. direct = undefined;
  6008. geometry.elementsNeedUpdate = false;
  6009. }
  6010. if ( direct === undefined ) {
  6011. return this.fromGeometry( geometry );
  6012. }
  6013. direct.verticesNeedUpdate = geometry.verticesNeedUpdate;
  6014. direct.normalsNeedUpdate = geometry.normalsNeedUpdate;
  6015. direct.colorsNeedUpdate = geometry.colorsNeedUpdate;
  6016. direct.uvsNeedUpdate = geometry.uvsNeedUpdate;
  6017. direct.groupsNeedUpdate = geometry.groupsNeedUpdate;
  6018. geometry.verticesNeedUpdate = false;
  6019. geometry.normalsNeedUpdate = false;
  6020. geometry.colorsNeedUpdate = false;
  6021. geometry.uvsNeedUpdate = false;
  6022. geometry.groupsNeedUpdate = false;
  6023. geometry = direct;
  6024. }
  6025. if ( geometry.verticesNeedUpdate === true ) {
  6026. var attribute = this.attributes.position;
  6027. if ( attribute !== undefined ) {
  6028. attribute.copyVector3sArray( geometry.vertices );
  6029. attribute.needsUpdate = true;
  6030. }
  6031. geometry.verticesNeedUpdate = false;
  6032. }
  6033. if ( geometry.normalsNeedUpdate === true ) {
  6034. var attribute$1 = this.attributes.normal;
  6035. if ( attribute$1 !== undefined ) {
  6036. attribute$1.copyVector3sArray( geometry.normals );
  6037. attribute$1.needsUpdate = true;
  6038. }
  6039. geometry.normalsNeedUpdate = false;
  6040. }
  6041. if ( geometry.colorsNeedUpdate === true ) {
  6042. var attribute$2 = this.attributes.color;
  6043. if ( attribute$2 !== undefined ) {
  6044. attribute$2.copyColorsArray( geometry.colors );
  6045. attribute$2.needsUpdate = true;
  6046. }
  6047. geometry.colorsNeedUpdate = false;
  6048. }
  6049. if ( geometry.uvsNeedUpdate ) {
  6050. var attribute$3 = this.attributes.uv;
  6051. if ( attribute$3 !== undefined ) {
  6052. attribute$3.copyVector2sArray( geometry.uvs );
  6053. attribute$3.needsUpdate = true;
  6054. }
  6055. geometry.uvsNeedUpdate = false;
  6056. }
  6057. if ( geometry.lineDistancesNeedUpdate ) {
  6058. var attribute$4 = this.attributes.lineDistance;
  6059. if ( attribute$4 !== undefined ) {
  6060. attribute$4.copyArray( geometry.lineDistances );
  6061. attribute$4.needsUpdate = true;
  6062. }
  6063. geometry.lineDistancesNeedUpdate = false;
  6064. }
  6065. if ( geometry.groupsNeedUpdate ) {
  6066. geometry.computeGroups( object.geometry );
  6067. this.groups = geometry.groups;
  6068. geometry.groupsNeedUpdate = false;
  6069. }
  6070. return this;
  6071. },
  6072. fromGeometry: function ( geometry ) {
  6073. geometry.__directGeometry = new DirectGeometry().fromGeometry( geometry );
  6074. return this.fromDirectGeometry( geometry.__directGeometry );
  6075. },
  6076. fromDirectGeometry: function ( geometry ) {
  6077. var positions = new Float32Array( geometry.vertices.length * 3 );
  6078. this.setAttribute( 'position', new BufferAttribute( positions, 3 ).copyVector3sArray( geometry.vertices ) );
  6079. if ( geometry.normals.length > 0 ) {
  6080. var normals = new Float32Array( geometry.normals.length * 3 );
  6081. this.setAttribute( 'normal', new BufferAttribute( normals, 3 ).copyVector3sArray( geometry.normals ) );
  6082. }
  6083. if ( geometry.colors.length > 0 ) {
  6084. var colors = new Float32Array( geometry.colors.length * 3 );
  6085. this.setAttribute( 'color', new BufferAttribute( colors, 3 ).copyColorsArray( geometry.colors ) );
  6086. }
  6087. if ( geometry.uvs.length > 0 ) {
  6088. var uvs = new Float32Array( geometry.uvs.length * 2 );
  6089. this.setAttribute( 'uv', new BufferAttribute( uvs, 2 ).copyVector2sArray( geometry.uvs ) );
  6090. }
  6091. if ( geometry.uvs2.length > 0 ) {
  6092. var uvs2 = new Float32Array( geometry.uvs2.length * 2 );
  6093. this.setAttribute( 'uv2', new BufferAttribute( uvs2, 2 ).copyVector2sArray( geometry.uvs2 ) );
  6094. }
  6095. // groups
  6096. this.groups = geometry.groups;
  6097. // morphs
  6098. for ( var name in geometry.morphTargets ) {
  6099. var array = [];
  6100. var morphTargets = geometry.morphTargets[ name ];
  6101. for ( var i = 0, l = morphTargets.length; i < l; i ++ ) {
  6102. var morphTarget = morphTargets[ i ];
  6103. var attribute = new Float32BufferAttribute( morphTarget.data.length * 3, 3 );
  6104. attribute.name = morphTarget.name;
  6105. array.push( attribute.copyVector3sArray( morphTarget.data ) );
  6106. }
  6107. this.morphAttributes[ name ] = array;
  6108. }
  6109. // skinning
  6110. if ( geometry.skinIndices.length > 0 ) {
  6111. var skinIndices = new Float32BufferAttribute( geometry.skinIndices.length * 4, 4 );
  6112. this.setAttribute( 'skinIndex', skinIndices.copyVector4sArray( geometry.skinIndices ) );
  6113. }
  6114. if ( geometry.skinWeights.length > 0 ) {
  6115. var skinWeights = new Float32BufferAttribute( geometry.skinWeights.length * 4, 4 );
  6116. this.setAttribute( 'skinWeight', skinWeights.copyVector4sArray( geometry.skinWeights ) );
  6117. }
  6118. //
  6119. if ( geometry.boundingSphere !== null ) {
  6120. this.boundingSphere = geometry.boundingSphere.clone();
  6121. }
  6122. if ( geometry.boundingBox !== null ) {
  6123. this.boundingBox = geometry.boundingBox.clone();
  6124. }
  6125. return this;
  6126. },
  6127. computeBoundingBox: function () {
  6128. if ( this.boundingBox === null ) {
  6129. this.boundingBox = new Box3();
  6130. }
  6131. var position = this.attributes.position;
  6132. var morphAttributesPosition = this.morphAttributes.position;
  6133. if ( position && position.isGLBufferAttribute ) {
  6134. console.error( 'THREE.BufferGeometry.computeBoundingBox(): GLBufferAttribute requires a manual bounding box. Alternatively set "mesh.frustumCulled" to "false".', this );
  6135. this.boundingBox.set(
  6136. new Vector3( - Infinity, - Infinity, - Infinity ),
  6137. new Vector3( + Infinity, + Infinity, + Infinity )
  6138. );
  6139. return;
  6140. }
  6141. if ( position !== undefined ) {
  6142. this.boundingBox.setFromBufferAttribute( position );
  6143. // process morph attributes if present
  6144. if ( morphAttributesPosition ) {
  6145. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6146. var morphAttribute = morphAttributesPosition[ i ];
  6147. _box$2.setFromBufferAttribute( morphAttribute );
  6148. if ( this.morphTargetsRelative ) {
  6149. _vector$4.addVectors( this.boundingBox.min, _box$2.min );
  6150. this.boundingBox.expandByPoint( _vector$4 );
  6151. _vector$4.addVectors( this.boundingBox.max, _box$2.max );
  6152. this.boundingBox.expandByPoint( _vector$4 );
  6153. } else {
  6154. this.boundingBox.expandByPoint( _box$2.min );
  6155. this.boundingBox.expandByPoint( _box$2.max );
  6156. }
  6157. }
  6158. }
  6159. } else {
  6160. this.boundingBox.makeEmpty();
  6161. }
  6162. if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
  6163. console.error( 'THREE.BufferGeometry.computeBoundingBox(): Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this );
  6164. }
  6165. },
  6166. computeBoundingSphere: function () {
  6167. if ( this.boundingSphere === null ) {
  6168. this.boundingSphere = new Sphere();
  6169. }
  6170. var position = this.attributes.position;
  6171. var morphAttributesPosition = this.morphAttributes.position;
  6172. if ( position && position.isGLBufferAttribute ) {
  6173. console.error( 'THREE.BufferGeometry.computeBoundingSphere(): GLBufferAttribute requires a manual bounding sphere. Alternatively set "mesh.frustumCulled" to "false".', this );
  6174. this.boundingSphere.set( new Vector3(), Infinity );
  6175. return;
  6176. }
  6177. if ( position ) {
  6178. // first, find the center of the bounding sphere
  6179. var center = this.boundingSphere.center;
  6180. _box$2.setFromBufferAttribute( position );
  6181. // process morph attributes if present
  6182. if ( morphAttributesPosition ) {
  6183. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6184. var morphAttribute = morphAttributesPosition[ i ];
  6185. _boxMorphTargets.setFromBufferAttribute( morphAttribute );
  6186. if ( this.morphTargetsRelative ) {
  6187. _vector$4.addVectors( _box$2.min, _boxMorphTargets.min );
  6188. _box$2.expandByPoint( _vector$4 );
  6189. _vector$4.addVectors( _box$2.max, _boxMorphTargets.max );
  6190. _box$2.expandByPoint( _vector$4 );
  6191. } else {
  6192. _box$2.expandByPoint( _boxMorphTargets.min );
  6193. _box$2.expandByPoint( _boxMorphTargets.max );
  6194. }
  6195. }
  6196. }
  6197. _box$2.getCenter( center );
  6198. // second, try to find a boundingSphere with a radius smaller than the
  6199. // boundingSphere of the boundingBox: sqrt(3) smaller in the best case
  6200. var maxRadiusSq = 0;
  6201. for ( var i$1 = 0, il$1 = position.count; i$1 < il$1; i$1 ++ ) {
  6202. _vector$4.fromBufferAttribute( position, i$1 );
  6203. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$4 ) );
  6204. }
  6205. // process morph attributes if present
  6206. if ( morphAttributesPosition ) {
  6207. for ( var i$2 = 0, il$2 = morphAttributesPosition.length; i$2 < il$2; i$2 ++ ) {
  6208. var morphAttribute$1 = morphAttributesPosition[ i$2 ];
  6209. var morphTargetsRelative = this.morphTargetsRelative;
  6210. for ( var j = 0, jl = morphAttribute$1.count; j < jl; j ++ ) {
  6211. _vector$4.fromBufferAttribute( morphAttribute$1, j );
  6212. if ( morphTargetsRelative ) {
  6213. _offset.fromBufferAttribute( position, j );
  6214. _vector$4.add( _offset );
  6215. }
  6216. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$4 ) );
  6217. }
  6218. }
  6219. }
  6220. this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
  6221. if ( isNaN( this.boundingSphere.radius ) ) {
  6222. console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this );
  6223. }
  6224. }
  6225. },
  6226. computeFaceNormals: function () {
  6227. // backwards compatibility
  6228. },
  6229. computeVertexNormals: function () {
  6230. var index = this.index;
  6231. var positionAttribute = this.getAttribute( 'position' );
  6232. if ( positionAttribute !== undefined ) {
  6233. var normalAttribute = this.getAttribute( 'normal' );
  6234. if ( normalAttribute === undefined ) {
  6235. normalAttribute = new BufferAttribute( new Float32Array( positionAttribute.count * 3 ), 3 );
  6236. this.setAttribute( 'normal', normalAttribute );
  6237. } else {
  6238. // reset existing normals to zero
  6239. for ( var i = 0, il = normalAttribute.count; i < il; i ++ ) {
  6240. normalAttribute.setXYZ( i, 0, 0, 0 );
  6241. }
  6242. }
  6243. var pA = new Vector3(), pB = new Vector3(), pC = new Vector3();
  6244. var nA = new Vector3(), nB = new Vector3(), nC = new Vector3();
  6245. var cb = new Vector3(), ab = new Vector3();
  6246. // indexed elements
  6247. if ( index ) {
  6248. for ( var i$1 = 0, il$1 = index.count; i$1 < il$1; i$1 += 3 ) {
  6249. var vA = index.getX( i$1 + 0 );
  6250. var vB = index.getX( i$1 + 1 );
  6251. var vC = index.getX( i$1 + 2 );
  6252. pA.fromBufferAttribute( positionAttribute, vA );
  6253. pB.fromBufferAttribute( positionAttribute, vB );
  6254. pC.fromBufferAttribute( positionAttribute, vC );
  6255. cb.subVectors( pC, pB );
  6256. ab.subVectors( pA, pB );
  6257. cb.cross( ab );
  6258. nA.fromBufferAttribute( normalAttribute, vA );
  6259. nB.fromBufferAttribute( normalAttribute, vB );
  6260. nC.fromBufferAttribute( normalAttribute, vC );
  6261. nA.add( cb );
  6262. nB.add( cb );
  6263. nC.add( cb );
  6264. normalAttribute.setXYZ( vA, nA.x, nA.y, nA.z );
  6265. normalAttribute.setXYZ( vB, nB.x, nB.y, nB.z );
  6266. normalAttribute.setXYZ( vC, nC.x, nC.y, nC.z );
  6267. }
  6268. } else {
  6269. // non-indexed elements (unconnected triangle soup)
  6270. for ( var i$2 = 0, il$2 = positionAttribute.count; i$2 < il$2; i$2 += 3 ) {
  6271. pA.fromBufferAttribute( positionAttribute, i$2 + 0 );
  6272. pB.fromBufferAttribute( positionAttribute, i$2 + 1 );
  6273. pC.fromBufferAttribute( positionAttribute, i$2 + 2 );
  6274. cb.subVectors( pC, pB );
  6275. ab.subVectors( pA, pB );
  6276. cb.cross( ab );
  6277. normalAttribute.setXYZ( i$2 + 0, cb.x, cb.y, cb.z );
  6278. normalAttribute.setXYZ( i$2 + 1, cb.x, cb.y, cb.z );
  6279. normalAttribute.setXYZ( i$2 + 2, cb.x, cb.y, cb.z );
  6280. }
  6281. }
  6282. this.normalizeNormals();
  6283. normalAttribute.needsUpdate = true;
  6284. }
  6285. },
  6286. merge: function ( geometry, offset ) {
  6287. if ( ! ( geometry && geometry.isBufferGeometry ) ) {
  6288. console.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry );
  6289. return;
  6290. }
  6291. if ( offset === undefined ) {
  6292. offset = 0;
  6293. console.warn(
  6294. 'THREE.BufferGeometry.merge(): Overwriting original geometry, starting at offset=0. '
  6295. + 'Use BufferGeometryUtils.mergeBufferGeometries() for lossless merge.'
  6296. );
  6297. }
  6298. var attributes = this.attributes;
  6299. for ( var key in attributes ) {
  6300. if ( geometry.attributes[ key ] === undefined ) { continue; }
  6301. var attribute1 = attributes[ key ];
  6302. var attributeArray1 = attribute1.array;
  6303. var attribute2 = geometry.attributes[ key ];
  6304. var attributeArray2 = attribute2.array;
  6305. var attributeOffset = attribute2.itemSize * offset;
  6306. var length = Math.min( attributeArray2.length, attributeArray1.length - attributeOffset );
  6307. for ( var i = 0, j = attributeOffset; i < length; i ++, j ++ ) {
  6308. attributeArray1[ j ] = attributeArray2[ i ];
  6309. }
  6310. }
  6311. return this;
  6312. },
  6313. normalizeNormals: function () {
  6314. var normals = this.attributes.normal;
  6315. for ( var i = 0, il = normals.count; i < il; i ++ ) {
  6316. _vector$4.fromBufferAttribute( normals, i );
  6317. _vector$4.normalize();
  6318. normals.setXYZ( i, _vector$4.x, _vector$4.y, _vector$4.z );
  6319. }
  6320. },
  6321. toNonIndexed: function () {
  6322. function convertBufferAttribute( attribute, indices ) {
  6323. var array = attribute.array;
  6324. var itemSize = attribute.itemSize;
  6325. var normalized = attribute.normalized;
  6326. var array2 = new array.constructor( indices.length * itemSize );
  6327. var index = 0, index2 = 0;
  6328. for ( var i = 0, l = indices.length; i < l; i ++ ) {
  6329. index = indices[ i ] * itemSize;
  6330. for ( var j = 0; j < itemSize; j ++ ) {
  6331. array2[ index2 ++ ] = array[ index ++ ];
  6332. }
  6333. }
  6334. return new BufferAttribute( array2, itemSize, normalized );
  6335. }
  6336. //
  6337. if ( this.index === null ) {
  6338. console.warn( 'THREE.BufferGeometry.toNonIndexed(): Geometry is already non-indexed.' );
  6339. return this;
  6340. }
  6341. var geometry2 = new BufferGeometry();
  6342. var indices = this.index.array;
  6343. var attributes = this.attributes;
  6344. // attributes
  6345. for ( var name in attributes ) {
  6346. var attribute = attributes[ name ];
  6347. var newAttribute = convertBufferAttribute( attribute, indices );
  6348. geometry2.setAttribute( name, newAttribute );
  6349. }
  6350. // morph attributes
  6351. var morphAttributes = this.morphAttributes;
  6352. for ( var name$1 in morphAttributes ) {
  6353. var morphArray = [];
  6354. var morphAttribute = morphAttributes[ name$1 ]; // morphAttribute: array of Float32BufferAttributes
  6355. for ( var i = 0, il = morphAttribute.length; i < il; i ++ ) {
  6356. var attribute$1 = morphAttribute[ i ];
  6357. var newAttribute$1 = convertBufferAttribute( attribute$1, indices );
  6358. morphArray.push( newAttribute$1 );
  6359. }
  6360. geometry2.morphAttributes[ name$1 ] = morphArray;
  6361. }
  6362. geometry2.morphTargetsRelative = this.morphTargetsRelative;
  6363. // groups
  6364. var groups = this.groups;
  6365. for ( var i$1 = 0, l = groups.length; i$1 < l; i$1 ++ ) {
  6366. var group = groups[ i$1 ];
  6367. geometry2.addGroup( group.start, group.count, group.materialIndex );
  6368. }
  6369. return geometry2;
  6370. },
  6371. toJSON: function () {
  6372. var data = {
  6373. metadata: {
  6374. version: 4.5,
  6375. type: 'BufferGeometry',
  6376. generator: 'BufferGeometry.toJSON'
  6377. }
  6378. };
  6379. // standard BufferGeometry serialization
  6380. data.uuid = this.uuid;
  6381. data.type = this.type;
  6382. if ( this.name !== '' ) { data.name = this.name; }
  6383. if ( Object.keys( this.userData ).length > 0 ) { data.userData = this.userData; }
  6384. if ( this.parameters !== undefined ) {
  6385. var parameters = this.parameters;
  6386. for ( var key in parameters ) {
  6387. if ( parameters[ key ] !== undefined ) { data[ key ] = parameters[ key ]; }
  6388. }
  6389. return data;
  6390. }
  6391. data.data = { attributes: {} };
  6392. var index = this.index;
  6393. if ( index !== null ) {
  6394. data.data.index = {
  6395. type: index.array.constructor.name,
  6396. array: Array.prototype.slice.call( index.array )
  6397. };
  6398. }
  6399. var attributes = this.attributes;
  6400. for ( var key$1 in attributes ) {
  6401. var attribute = attributes[ key$1 ];
  6402. var attributeData = attribute.toJSON( data.data );
  6403. if ( attribute.name !== '' ) { attributeData.name = attribute.name; }
  6404. data.data.attributes[ key$1 ] = attributeData;
  6405. }
  6406. var morphAttributes = {};
  6407. var hasMorphAttributes = false;
  6408. for ( var key$2 in this.morphAttributes ) {
  6409. var attributeArray = this.morphAttributes[ key$2 ];
  6410. var array = [];
  6411. for ( var i = 0, il = attributeArray.length; i < il; i ++ ) {
  6412. var attribute$1 = attributeArray[ i ];
  6413. var attributeData$1 = attribute$1.toJSON( data.data );
  6414. if ( attribute$1.name !== '' ) { attributeData$1.name = attribute$1.name; }
  6415. array.push( attributeData$1 );
  6416. }
  6417. if ( array.length > 0 ) {
  6418. morphAttributes[ key$2 ] = array;
  6419. hasMorphAttributes = true;
  6420. }
  6421. }
  6422. if ( hasMorphAttributes ) {
  6423. data.data.morphAttributes = morphAttributes;
  6424. data.data.morphTargetsRelative = this.morphTargetsRelative;
  6425. }
  6426. var groups = this.groups;
  6427. if ( groups.length > 0 ) {
  6428. data.data.groups = JSON.parse( JSON.stringify( groups ) );
  6429. }
  6430. var boundingSphere = this.boundingSphere;
  6431. if ( boundingSphere !== null ) {
  6432. data.data.boundingSphere = {
  6433. center: boundingSphere.center.toArray(),
  6434. radius: boundingSphere.radius
  6435. };
  6436. }
  6437. return data;
  6438. },
  6439. clone: function () {
  6440. /*
  6441. // Handle primitives
  6442. const parameters = this.parameters;
  6443. if ( parameters !== undefined ) {
  6444. const values = [];
  6445. for ( const key in parameters ) {
  6446. values.push( parameters[ key ] );
  6447. }
  6448. const geometry = Object.create( this.constructor.prototype );
  6449. this.constructor.apply( geometry, values );
  6450. return geometry;
  6451. }
  6452. return new this.constructor().copy( this );
  6453. */
  6454. return new BufferGeometry().copy( this );
  6455. },
  6456. copy: function ( source ) {
  6457. // reset
  6458. this.index = null;
  6459. this.attributes = {};
  6460. this.morphAttributes = {};
  6461. this.groups = [];
  6462. this.boundingBox = null;
  6463. this.boundingSphere = null;
  6464. // used for storing cloned, shared data
  6465. var data = {};
  6466. // name
  6467. this.name = source.name;
  6468. // index
  6469. var index = source.index;
  6470. if ( index !== null ) {
  6471. this.setIndex( index.clone( data ) );
  6472. }
  6473. // attributes
  6474. var attributes = source.attributes;
  6475. for ( var name in attributes ) {
  6476. var attribute = attributes[ name ];
  6477. this.setAttribute( name, attribute.clone( data ) );
  6478. }
  6479. // morph attributes
  6480. var morphAttributes = source.morphAttributes;
  6481. for ( var name$1 in morphAttributes ) {
  6482. var array = [];
  6483. var morphAttribute = morphAttributes[ name$1 ]; // morphAttribute: array of Float32BufferAttributes
  6484. for ( var i = 0, l = morphAttribute.length; i < l; i ++ ) {
  6485. array.push( morphAttribute[ i ].clone( data ) );
  6486. }
  6487. this.morphAttributes[ name$1 ] = array;
  6488. }
  6489. this.morphTargetsRelative = source.morphTargetsRelative;
  6490. // groups
  6491. var groups = source.groups;
  6492. for ( var i$1 = 0, l$1 = groups.length; i$1 < l$1; i$1 ++ ) {
  6493. var group = groups[ i$1 ];
  6494. this.addGroup( group.start, group.count, group.materialIndex );
  6495. }
  6496. // bounding box
  6497. var boundingBox = source.boundingBox;
  6498. if ( boundingBox !== null ) {
  6499. this.boundingBox = boundingBox.clone();
  6500. }
  6501. // bounding sphere
  6502. var boundingSphere = source.boundingSphere;
  6503. if ( boundingSphere !== null ) {
  6504. this.boundingSphere = boundingSphere.clone();
  6505. }
  6506. // draw range
  6507. this.drawRange.start = source.drawRange.start;
  6508. this.drawRange.count = source.drawRange.count;
  6509. // user data
  6510. this.userData = source.userData;
  6511. return this;
  6512. },
  6513. dispose: function () {
  6514. this.dispatchEvent( { type: 'dispose' } );
  6515. }
  6516. } );
  6517. var _inverseMatrix = new Matrix4();
  6518. var _ray = new Ray();
  6519. var _sphere = new Sphere();
  6520. var _vA = new Vector3();
  6521. var _vB = new Vector3();
  6522. var _vC = new Vector3();
  6523. var _tempA = new Vector3();
  6524. var _tempB = new Vector3();
  6525. var _tempC = new Vector3();
  6526. var _morphA = new Vector3();
  6527. var _morphB = new Vector3();
  6528. var _morphC = new Vector3();
  6529. var _uvA = new Vector2();
  6530. var _uvB = new Vector2();
  6531. var _uvC = new Vector2();
  6532. var _intersectionPoint = new Vector3();
  6533. var _intersectionPointWorld = new Vector3();
  6534. function Mesh( geometry, material ) {
  6535. Object3D.call( this );
  6536. this.type = 'Mesh';
  6537. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  6538. this.material = material !== undefined ? material : new MeshBasicMaterial();
  6539. this.updateMorphTargets();
  6540. }
  6541. Mesh.prototype = Object.assign( Object.create( Object3D.prototype ), {
  6542. constructor: Mesh,
  6543. isMesh: true,
  6544. copy: function ( source ) {
  6545. Object3D.prototype.copy.call( this, source );
  6546. if ( source.morphTargetInfluences !== undefined ) {
  6547. this.morphTargetInfluences = source.morphTargetInfluences.slice();
  6548. }
  6549. if ( source.morphTargetDictionary !== undefined ) {
  6550. this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );
  6551. }
  6552. this.material = source.material;
  6553. this.geometry = source.geometry;
  6554. return this;
  6555. },
  6556. updateMorphTargets: function () {
  6557. var geometry = this.geometry;
  6558. if ( geometry.isBufferGeometry ) {
  6559. var morphAttributes = geometry.morphAttributes;
  6560. var keys = Object.keys( morphAttributes );
  6561. if ( keys.length > 0 ) {
  6562. var morphAttribute = morphAttributes[ keys[ 0 ] ];
  6563. if ( morphAttribute !== undefined ) {
  6564. this.morphTargetInfluences = [];
  6565. this.morphTargetDictionary = {};
  6566. for ( var m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  6567. var name = morphAttribute[ m ].name || String( m );
  6568. this.morphTargetInfluences.push( 0 );
  6569. this.morphTargetDictionary[ name ] = m;
  6570. }
  6571. }
  6572. }
  6573. } else {
  6574. var morphTargets = geometry.morphTargets;
  6575. if ( morphTargets !== undefined && morphTargets.length > 0 ) {
  6576. console.error( 'THREE.Mesh.updateMorphTargets() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
  6577. }
  6578. }
  6579. },
  6580. raycast: function ( raycaster, intersects ) {
  6581. var geometry = this.geometry;
  6582. var material = this.material;
  6583. var matrixWorld = this.matrixWorld;
  6584. if ( material === undefined ) { return; }
  6585. // Checking boundingSphere distance to ray
  6586. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  6587. _sphere.copy( geometry.boundingSphere );
  6588. _sphere.applyMatrix4( matrixWorld );
  6589. if ( raycaster.ray.intersectsSphere( _sphere ) === false ) { return; }
  6590. //
  6591. _inverseMatrix.getInverse( matrixWorld );
  6592. _ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix );
  6593. // Check boundingBox before continuing
  6594. if ( geometry.boundingBox !== null ) {
  6595. if ( _ray.intersectsBox( geometry.boundingBox ) === false ) { return; }
  6596. }
  6597. var intersection;
  6598. if ( geometry.isBufferGeometry ) {
  6599. var index = geometry.index;
  6600. var position = geometry.attributes.position;
  6601. var morphPosition = geometry.morphAttributes.position;
  6602. var morphTargetsRelative = geometry.morphTargetsRelative;
  6603. var uv = geometry.attributes.uv;
  6604. var uv2 = geometry.attributes.uv2;
  6605. var groups = geometry.groups;
  6606. var drawRange = geometry.drawRange;
  6607. if ( index !== null ) {
  6608. // indexed buffer geometry
  6609. if ( Array.isArray( material ) ) {
  6610. for ( var i = 0, il = groups.length; i < il; i ++ ) {
  6611. var group = groups[ i ];
  6612. var groupMaterial = material[ group.materialIndex ];
  6613. var start = Math.max( group.start, drawRange.start );
  6614. var end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );
  6615. for ( var j = start, jl = end; j < jl; j += 3 ) {
  6616. var a = index.getX( j );
  6617. var b = index.getX( j + 1 );
  6618. var c = index.getX( j + 2 );
  6619. intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );
  6620. if ( intersection ) {
  6621. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics
  6622. intersection.face.materialIndex = group.materialIndex;
  6623. intersects.push( intersection );
  6624. }
  6625. }
  6626. }
  6627. } else {
  6628. var start$1 = Math.max( 0, drawRange.start );
  6629. var end$1 = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  6630. for ( var i$1 = start$1, il$1 = end$1; i$1 < il$1; i$1 += 3 ) {
  6631. var a$1 = index.getX( i$1 );
  6632. var b$1 = index.getX( i$1 + 1 );
  6633. var c$1 = index.getX( i$1 + 2 );
  6634. intersection = checkBufferGeometryIntersection( this, material, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a$1, b$1, c$1 );
  6635. if ( intersection ) {
  6636. intersection.faceIndex = Math.floor( i$1 / 3 ); // triangle number in indexed buffer semantics
  6637. intersects.push( intersection );
  6638. }
  6639. }
  6640. }
  6641. } else if ( position !== undefined ) {
  6642. // non-indexed buffer geometry
  6643. if ( Array.isArray( material ) ) {
  6644. for ( var i$2 = 0, il$2 = groups.length; i$2 < il$2; i$2 ++ ) {
  6645. var group$1 = groups[ i$2 ];
  6646. var groupMaterial$1 = material[ group$1.materialIndex ];
  6647. var start$2 = Math.max( group$1.start, drawRange.start );
  6648. var end$2 = Math.min( ( group$1.start + group$1.count ), ( drawRange.start + drawRange.count ) );
  6649. for ( var j$1 = start$2, jl$1 = end$2; j$1 < jl$1; j$1 += 3 ) {
  6650. var a$2 = j$1;
  6651. var b$2 = j$1 + 1;
  6652. var c$2 = j$1 + 2;
  6653. intersection = checkBufferGeometryIntersection( this, groupMaterial$1, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a$2, b$2, c$2 );
  6654. if ( intersection ) {
  6655. intersection.faceIndex = Math.floor( j$1 / 3 ); // triangle number in non-indexed buffer semantics
  6656. intersection.face.materialIndex = group$1.materialIndex;
  6657. intersects.push( intersection );
  6658. }
  6659. }
  6660. }
  6661. } else {
  6662. var start$3 = Math.max( 0, drawRange.start );
  6663. var end$3 = Math.min( position.count, ( drawRange.start + drawRange.count ) );
  6664. for ( var i$3 = start$3, il$3 = end$3; i$3 < il$3; i$3 += 3 ) {
  6665. var a$3 = i$3;
  6666. var b$3 = i$3 + 1;
  6667. var c$3 = i$3 + 2;
  6668. intersection = checkBufferGeometryIntersection( this, material, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a$3, b$3, c$3 );
  6669. if ( intersection ) {
  6670. intersection.faceIndex = Math.floor( i$3 / 3 ); // triangle number in non-indexed buffer semantics
  6671. intersects.push( intersection );
  6672. }
  6673. }
  6674. }
  6675. }
  6676. } else if ( geometry.isGeometry ) {
  6677. var isMultiMaterial = Array.isArray( material );
  6678. var vertices = geometry.vertices;
  6679. var faces = geometry.faces;
  6680. var uvs;
  6681. var faceVertexUvs = geometry.faceVertexUvs[ 0 ];
  6682. if ( faceVertexUvs.length > 0 ) { uvs = faceVertexUvs; }
  6683. for ( var f = 0, fl = faces.length; f < fl; f ++ ) {
  6684. var face = faces[ f ];
  6685. var faceMaterial = isMultiMaterial ? material[ face.materialIndex ] : material;
  6686. if ( faceMaterial === undefined ) { continue; }
  6687. var fvA = vertices[ face.a ];
  6688. var fvB = vertices[ face.b ];
  6689. var fvC = vertices[ face.c ];
  6690. intersection = checkIntersection( this, faceMaterial, raycaster, _ray, fvA, fvB, fvC, _intersectionPoint );
  6691. if ( intersection ) {
  6692. if ( uvs && uvs[ f ] ) {
  6693. var uvs_f = uvs[ f ];
  6694. _uvA.copy( uvs_f[ 0 ] );
  6695. _uvB.copy( uvs_f[ 1 ] );
  6696. _uvC.copy( uvs_f[ 2 ] );
  6697. intersection.uv = Triangle.getUV( _intersectionPoint, fvA, fvB, fvC, _uvA, _uvB, _uvC, new Vector2() );
  6698. }
  6699. intersection.face = face;
  6700. intersection.faceIndex = f;
  6701. intersects.push( intersection );
  6702. }
  6703. }
  6704. }
  6705. }
  6706. } );
  6707. function checkIntersection( object, material, raycaster, ray, pA, pB, pC, point ) {
  6708. var intersect;
  6709. if ( material.side === BackSide ) {
  6710. intersect = ray.intersectTriangle( pC, pB, pA, true, point );
  6711. } else {
  6712. intersect = ray.intersectTriangle( pA, pB, pC, material.side !== DoubleSide, point );
  6713. }
  6714. if ( intersect === null ) { return null; }
  6715. _intersectionPointWorld.copy( point );
  6716. _intersectionPointWorld.applyMatrix4( object.matrixWorld );
  6717. var distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld );
  6718. if ( distance < raycaster.near || distance > raycaster.far ) { return null; }
  6719. return {
  6720. distance: distance,
  6721. point: _intersectionPointWorld.clone(),
  6722. object: object
  6723. };
  6724. }
  6725. function checkBufferGeometryIntersection( object, material, raycaster, ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c ) {
  6726. _vA.fromBufferAttribute( position, a );
  6727. _vB.fromBufferAttribute( position, b );
  6728. _vC.fromBufferAttribute( position, c );
  6729. var morphInfluences = object.morphTargetInfluences;
  6730. if ( material.morphTargets && morphPosition && morphInfluences ) {
  6731. _morphA.set( 0, 0, 0 );
  6732. _morphB.set( 0, 0, 0 );
  6733. _morphC.set( 0, 0, 0 );
  6734. for ( var i = 0, il = morphPosition.length; i < il; i ++ ) {
  6735. var influence = morphInfluences[ i ];
  6736. var morphAttribute = morphPosition[ i ];
  6737. if ( influence === 0 ) { continue; }
  6738. _tempA.fromBufferAttribute( morphAttribute, a );
  6739. _tempB.fromBufferAttribute( morphAttribute, b );
  6740. _tempC.fromBufferAttribute( morphAttribute, c );
  6741. if ( morphTargetsRelative ) {
  6742. _morphA.addScaledVector( _tempA, influence );
  6743. _morphB.addScaledVector( _tempB, influence );
  6744. _morphC.addScaledVector( _tempC, influence );
  6745. } else {
  6746. _morphA.addScaledVector( _tempA.sub( _vA ), influence );
  6747. _morphB.addScaledVector( _tempB.sub( _vB ), influence );
  6748. _morphC.addScaledVector( _tempC.sub( _vC ), influence );
  6749. }
  6750. }
  6751. _vA.add( _morphA );
  6752. _vB.add( _morphB );
  6753. _vC.add( _morphC );
  6754. }
  6755. if ( object.isSkinnedMesh ) {
  6756. object.boneTransform( a, _vA );
  6757. object.boneTransform( b, _vB );
  6758. object.boneTransform( c, _vC );
  6759. }
  6760. var intersection = checkIntersection( object, material, raycaster, ray, _vA, _vB, _vC, _intersectionPoint );
  6761. if ( intersection ) {
  6762. if ( uv ) {
  6763. _uvA.fromBufferAttribute( uv, a );
  6764. _uvB.fromBufferAttribute( uv, b );
  6765. _uvC.fromBufferAttribute( uv, c );
  6766. intersection.uv = Triangle.getUV( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() );
  6767. }
  6768. if ( uv2 ) {
  6769. _uvA.fromBufferAttribute( uv2, a );
  6770. _uvB.fromBufferAttribute( uv2, b );
  6771. _uvC.fromBufferAttribute( uv2, c );
  6772. intersection.uv2 = Triangle.getUV( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() );
  6773. }
  6774. var face = new Face3( a, b, c );
  6775. Triangle.getNormal( _vA, _vB, _vC, face.normal );
  6776. intersection.face = face;
  6777. }
  6778. return intersection;
  6779. }
  6780. var _geometryId = 0; // Geometry uses even numbers as Id
  6781. var _m1$3 = new Matrix4();
  6782. var _obj$1 = new Object3D();
  6783. var _offset$1 = new Vector3();
  6784. function Geometry() {
  6785. Object.defineProperty( this, 'id', { value: _geometryId += 2 } );
  6786. this.uuid = MathUtils.generateUUID();
  6787. this.name = '';
  6788. this.type = 'Geometry';
  6789. this.vertices = [];
  6790. this.colors = [];
  6791. this.faces = [];
  6792. this.faceVertexUvs = [[]];
  6793. this.morphTargets = [];
  6794. this.morphNormals = [];
  6795. this.skinWeights = [];
  6796. this.skinIndices = [];
  6797. this.lineDistances = [];
  6798. this.boundingBox = null;
  6799. this.boundingSphere = null;
  6800. // update flags
  6801. this.elementsNeedUpdate = false;
  6802. this.verticesNeedUpdate = false;
  6803. this.uvsNeedUpdate = false;
  6804. this.normalsNeedUpdate = false;
  6805. this.colorsNeedUpdate = false;
  6806. this.lineDistancesNeedUpdate = false;
  6807. this.groupsNeedUpdate = false;
  6808. }
  6809. Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  6810. constructor: Geometry,
  6811. isGeometry: true,
  6812. applyMatrix4: function ( matrix ) {
  6813. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  6814. for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {
  6815. var vertex = this.vertices[ i ];
  6816. vertex.applyMatrix4( matrix );
  6817. }
  6818. for ( var i$1 = 0, il$1 = this.faces.length; i$1 < il$1; i$1 ++ ) {
  6819. var face = this.faces[ i$1 ];
  6820. face.normal.applyMatrix3( normalMatrix ).normalize();
  6821. for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
  6822. face.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize();
  6823. }
  6824. }
  6825. if ( this.boundingBox !== null ) {
  6826. this.computeBoundingBox();
  6827. }
  6828. if ( this.boundingSphere !== null ) {
  6829. this.computeBoundingSphere();
  6830. }
  6831. this.verticesNeedUpdate = true;
  6832. this.normalsNeedUpdate = true;
  6833. return this;
  6834. },
  6835. rotateX: function ( angle ) {
  6836. // rotate geometry around world x-axis
  6837. _m1$3.makeRotationX( angle );
  6838. this.applyMatrix4( _m1$3 );
  6839. return this;
  6840. },
  6841. rotateY: function ( angle ) {
  6842. // rotate geometry around world y-axis
  6843. _m1$3.makeRotationY( angle );
  6844. this.applyMatrix4( _m1$3 );
  6845. return this;
  6846. },
  6847. rotateZ: function ( angle ) {
  6848. // rotate geometry around world z-axis
  6849. _m1$3.makeRotationZ( angle );
  6850. this.applyMatrix4( _m1$3 );
  6851. return this;
  6852. },
  6853. translate: function ( x, y, z ) {
  6854. // translate geometry
  6855. _m1$3.makeTranslation( x, y, z );
  6856. this.applyMatrix4( _m1$3 );
  6857. return this;
  6858. },
  6859. scale: function ( x, y, z ) {
  6860. // scale geometry
  6861. _m1$3.makeScale( x, y, z );
  6862. this.applyMatrix4( _m1$3 );
  6863. return this;
  6864. },
  6865. lookAt: function ( vector ) {
  6866. _obj$1.lookAt( vector );
  6867. _obj$1.updateMatrix();
  6868. this.applyMatrix4( _obj$1.matrix );
  6869. return this;
  6870. },
  6871. fromBufferGeometry: function ( geometry ) {
  6872. var scope = this;
  6873. var index = geometry.index !== null ? geometry.index : undefined;
  6874. var attributes = geometry.attributes;
  6875. if ( attributes.position === undefined ) {
  6876. console.error( 'THREE.Geometry.fromBufferGeometry(): Position attribute required for conversion.' );
  6877. return this;
  6878. }
  6879. var position = attributes.position;
  6880. var normal = attributes.normal;
  6881. var color = attributes.color;
  6882. var uv = attributes.uv;
  6883. var uv2 = attributes.uv2;
  6884. if ( uv2 !== undefined ) { this.faceVertexUvs[ 1 ] = []; }
  6885. for ( var i = 0; i < position.count; i ++ ) {
  6886. scope.vertices.push( new Vector3().fromBufferAttribute( position, i ) );
  6887. if ( color !== undefined ) {
  6888. scope.colors.push( new Color().fromBufferAttribute( color, i ) );
  6889. }
  6890. }
  6891. function addFace( a, b, c, materialIndex ) {
  6892. var vertexColors = ( color === undefined ) ? [] : [
  6893. scope.colors[ a ].clone(),
  6894. scope.colors[ b ].clone(),
  6895. scope.colors[ c ].clone()
  6896. ];
  6897. var vertexNormals = ( normal === undefined ) ? [] : [
  6898. new Vector3().fromBufferAttribute( normal, a ),
  6899. new Vector3().fromBufferAttribute( normal, b ),
  6900. new Vector3().fromBufferAttribute( normal, c )
  6901. ];
  6902. var face = new Face3( a, b, c, vertexNormals, vertexColors, materialIndex );
  6903. scope.faces.push( face );
  6904. if ( uv !== undefined ) {
  6905. scope.faceVertexUvs[ 0 ].push( [
  6906. new Vector2().fromBufferAttribute( uv, a ),
  6907. new Vector2().fromBufferAttribute( uv, b ),
  6908. new Vector2().fromBufferAttribute( uv, c )
  6909. ] );
  6910. }
  6911. if ( uv2 !== undefined ) {
  6912. scope.faceVertexUvs[ 1 ].push( [
  6913. new Vector2().fromBufferAttribute( uv2, a ),
  6914. new Vector2().fromBufferAttribute( uv2, b ),
  6915. new Vector2().fromBufferAttribute( uv2, c )
  6916. ] );
  6917. }
  6918. }
  6919. var groups = geometry.groups;
  6920. if ( groups.length > 0 ) {
  6921. for ( var i$1 = 0; i$1 < groups.length; i$1 ++ ) {
  6922. var group = groups[ i$1 ];
  6923. var start = group.start;
  6924. var count = group.count;
  6925. for ( var j = start, jl = start + count; j < jl; j += 3 ) {
  6926. if ( index !== undefined ) {
  6927. addFace( index.getX( j ), index.getX( j + 1 ), index.getX( j + 2 ), group.materialIndex );
  6928. } else {
  6929. addFace( j, j + 1, j + 2, group.materialIndex );
  6930. }
  6931. }
  6932. }
  6933. } else {
  6934. if ( index !== undefined ) {
  6935. for ( var i$2 = 0; i$2 < index.count; i$2 += 3 ) {
  6936. addFace( index.getX( i$2 ), index.getX( i$2 + 1 ), index.getX( i$2 + 2 ) );
  6937. }
  6938. } else {
  6939. for ( var i$3 = 0; i$3 < position.count; i$3 += 3 ) {
  6940. addFace( i$3, i$3 + 1, i$3 + 2 );
  6941. }
  6942. }
  6943. }
  6944. this.computeFaceNormals();
  6945. if ( geometry.boundingBox !== null ) {
  6946. this.boundingBox = geometry.boundingBox.clone();
  6947. }
  6948. if ( geometry.boundingSphere !== null ) {
  6949. this.boundingSphere = geometry.boundingSphere.clone();
  6950. }
  6951. return this;
  6952. },
  6953. center: function () {
  6954. this.computeBoundingBox();
  6955. this.boundingBox.getCenter( _offset$1 ).negate();
  6956. this.translate( _offset$1.x, _offset$1.y, _offset$1.z );
  6957. return this;
  6958. },
  6959. normalize: function () {
  6960. this.computeBoundingSphere();
  6961. var center = this.boundingSphere.center;
  6962. var radius = this.boundingSphere.radius;
  6963. var s = radius === 0 ? 1 : 1.0 / radius;
  6964. var matrix = new Matrix4();
  6965. matrix.set(
  6966. s, 0, 0, - s * center.x,
  6967. 0, s, 0, - s * center.y,
  6968. 0, 0, s, - s * center.z,
  6969. 0, 0, 0, 1
  6970. );
  6971. this.applyMatrix4( matrix );
  6972. return this;
  6973. },
  6974. computeFaceNormals: function () {
  6975. var cb = new Vector3(), ab = new Vector3();
  6976. for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6977. var face = this.faces[ f ];
  6978. var vA = this.vertices[ face.a ];
  6979. var vB = this.vertices[ face.b ];
  6980. var vC = this.vertices[ face.c ];
  6981. cb.subVectors( vC, vB );
  6982. ab.subVectors( vA, vB );
  6983. cb.cross( ab );
  6984. cb.normalize();
  6985. face.normal.copy( cb );
  6986. }
  6987. },
  6988. computeVertexNormals: function ( areaWeighted ) {
  6989. if ( areaWeighted === undefined ) { areaWeighted = true; }
  6990. var vertices = new Array( this.vertices.length );
  6991. for ( var v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  6992. vertices[ v ] = new Vector3();
  6993. }
  6994. if ( areaWeighted ) {
  6995. // vertex normals weighted by triangle areas
  6996. // http://www.iquilezles.org/www/articles/normals/normals.htm
  6997. var cb = new Vector3(), ab = new Vector3();
  6998. for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6999. var face = this.faces[ f ];
  7000. var vA = this.vertices[ face.a ];
  7001. var vB = this.vertices[ face.b ];
  7002. var vC = this.vertices[ face.c ];
  7003. cb.subVectors( vC, vB );
  7004. ab.subVectors( vA, vB );
  7005. cb.cross( ab );
  7006. vertices[ face.a ].add( cb );
  7007. vertices[ face.b ].add( cb );
  7008. vertices[ face.c ].add( cb );
  7009. }
  7010. } else {
  7011. this.computeFaceNormals();
  7012. for ( var f$1 = 0, fl$1 = this.faces.length; f$1 < fl$1; f$1 ++ ) {
  7013. var face$1 = this.faces[ f$1 ];
  7014. vertices[ face$1.a ].add( face$1.normal );
  7015. vertices[ face$1.b ].add( face$1.normal );
  7016. vertices[ face$1.c ].add( face$1.normal );
  7017. }
  7018. }
  7019. for ( var v$1 = 0, vl$1 = this.vertices.length; v$1 < vl$1; v$1 ++ ) {
  7020. vertices[ v$1 ].normalize();
  7021. }
  7022. for ( var f$2 = 0, fl$2 = this.faces.length; f$2 < fl$2; f$2 ++ ) {
  7023. var face$2 = this.faces[ f$2 ];
  7024. var vertexNormals = face$2.vertexNormals;
  7025. if ( vertexNormals.length === 3 ) {
  7026. vertexNormals[ 0 ].copy( vertices[ face$2.a ] );
  7027. vertexNormals[ 1 ].copy( vertices[ face$2.b ] );
  7028. vertexNormals[ 2 ].copy( vertices[ face$2.c ] );
  7029. } else {
  7030. vertexNormals[ 0 ] = vertices[ face$2.a ].clone();
  7031. vertexNormals[ 1 ] = vertices[ face$2.b ].clone();
  7032. vertexNormals[ 2 ] = vertices[ face$2.c ].clone();
  7033. }
  7034. }
  7035. if ( this.faces.length > 0 ) {
  7036. this.normalsNeedUpdate = true;
  7037. }
  7038. },
  7039. computeFlatVertexNormals: function () {
  7040. this.computeFaceNormals();
  7041. for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7042. var face = this.faces[ f ];
  7043. var vertexNormals = face.vertexNormals;
  7044. if ( vertexNormals.length === 3 ) {
  7045. vertexNormals[ 0 ].copy( face.normal );
  7046. vertexNormals[ 1 ].copy( face.normal );
  7047. vertexNormals[ 2 ].copy( face.normal );
  7048. } else {
  7049. vertexNormals[ 0 ] = face.normal.clone();
  7050. vertexNormals[ 1 ] = face.normal.clone();
  7051. vertexNormals[ 2 ] = face.normal.clone();
  7052. }
  7053. }
  7054. if ( this.faces.length > 0 ) {
  7055. this.normalsNeedUpdate = true;
  7056. }
  7057. },
  7058. computeMorphNormals: function () {
  7059. // save original normals
  7060. // - create temp variables on first access
  7061. // otherwise just copy (for faster repeated calls)
  7062. for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7063. var face = this.faces[ f ];
  7064. if ( ! face.__originalFaceNormal ) {
  7065. face.__originalFaceNormal = face.normal.clone();
  7066. } else {
  7067. face.__originalFaceNormal.copy( face.normal );
  7068. }
  7069. if ( ! face.__originalVertexNormals ) { face.__originalVertexNormals = []; }
  7070. for ( var i = 0, il = face.vertexNormals.length; i < il; i ++ ) {
  7071. if ( ! face.__originalVertexNormals[ i ] ) {
  7072. face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone();
  7073. } else {
  7074. face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] );
  7075. }
  7076. }
  7077. }
  7078. // use temp geometry to compute face and vertex normals for each morph
  7079. var tmpGeo = new Geometry();
  7080. tmpGeo.faces = this.faces;
  7081. for ( var i$1 = 0, il$1 = this.morphTargets.length; i$1 < il$1; i$1 ++ ) {
  7082. // create on first access
  7083. if ( ! this.morphNormals[ i$1 ] ) {
  7084. this.morphNormals[ i$1 ] = {};
  7085. this.morphNormals[ i$1 ].faceNormals = [];
  7086. this.morphNormals[ i$1 ].vertexNormals = [];
  7087. var dstNormalsFace = this.morphNormals[ i$1 ].faceNormals;
  7088. var dstNormalsVertex = this.morphNormals[ i$1 ].vertexNormals;
  7089. for ( var f$1 = 0, fl$1 = this.faces.length; f$1 < fl$1; f$1 ++ ) {
  7090. var faceNormal = new Vector3();
  7091. var vertexNormals = { a: new Vector3(), b: new Vector3(), c: new Vector3() };
  7092. dstNormalsFace.push( faceNormal );
  7093. dstNormalsVertex.push( vertexNormals );
  7094. }
  7095. }
  7096. var morphNormals = this.morphNormals[ i$1 ];
  7097. // set vertices to morph target
  7098. tmpGeo.vertices = this.morphTargets[ i$1 ].vertices;
  7099. // compute morph normals
  7100. tmpGeo.computeFaceNormals();
  7101. tmpGeo.computeVertexNormals();
  7102. // store morph normals
  7103. for ( var f$2 = 0, fl$2 = this.faces.length; f$2 < fl$2; f$2 ++ ) {
  7104. var face$1 = this.faces[ f$2 ];
  7105. var faceNormal$1 = morphNormals.faceNormals[ f$2 ];
  7106. var vertexNormals$1 = morphNormals.vertexNormals[ f$2 ];
  7107. faceNormal$1.copy( face$1.normal );
  7108. vertexNormals$1.a.copy( face$1.vertexNormals[ 0 ] );
  7109. vertexNormals$1.b.copy( face$1.vertexNormals[ 1 ] );
  7110. vertexNormals$1.c.copy( face$1.vertexNormals[ 2 ] );
  7111. }
  7112. }
  7113. // restore original normals
  7114. for ( var f$3 = 0, fl$3 = this.faces.length; f$3 < fl$3; f$3 ++ ) {
  7115. var face$2 = this.faces[ f$3 ];
  7116. face$2.normal = face$2.__originalFaceNormal;
  7117. face$2.vertexNormals = face$2.__originalVertexNormals;
  7118. }
  7119. },
  7120. computeBoundingBox: function () {
  7121. if ( this.boundingBox === null ) {
  7122. this.boundingBox = new Box3();
  7123. }
  7124. this.boundingBox.setFromPoints( this.vertices );
  7125. },
  7126. computeBoundingSphere: function () {
  7127. if ( this.boundingSphere === null ) {
  7128. this.boundingSphere = new Sphere();
  7129. }
  7130. this.boundingSphere.setFromPoints( this.vertices );
  7131. },
  7132. merge: function ( geometry, matrix, materialIndexOffset ) {
  7133. if ( ! ( geometry && geometry.isGeometry ) ) {
  7134. console.error( 'THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.', geometry );
  7135. return;
  7136. }
  7137. var normalMatrix;
  7138. var vertexOffset = this.vertices.length,
  7139. vertices1 = this.vertices,
  7140. vertices2 = geometry.vertices,
  7141. faces1 = this.faces,
  7142. faces2 = geometry.faces,
  7143. colors1 = this.colors,
  7144. colors2 = geometry.colors;
  7145. if ( materialIndexOffset === undefined ) { materialIndexOffset = 0; }
  7146. if ( matrix !== undefined ) {
  7147. normalMatrix = new Matrix3().getNormalMatrix( matrix );
  7148. }
  7149. // vertices
  7150. for ( var i = 0, il = vertices2.length; i < il; i ++ ) {
  7151. var vertex = vertices2[ i ];
  7152. var vertexCopy = vertex.clone();
  7153. if ( matrix !== undefined ) { vertexCopy.applyMatrix4( matrix ); }
  7154. vertices1.push( vertexCopy );
  7155. }
  7156. // colors
  7157. for ( var i$1 = 0, il$1 = colors2.length; i$1 < il$1; i$1 ++ ) {
  7158. colors1.push( colors2[ i$1 ].clone() );
  7159. }
  7160. // faces
  7161. for ( var i$2 = 0, il$2 = faces2.length; i$2 < il$2; i$2 ++ ) {
  7162. var face = faces2[ i$2 ];
  7163. var normal = (void 0), color = (void 0);
  7164. var faceVertexNormals = face.vertexNormals,
  7165. faceVertexColors = face.vertexColors;
  7166. var faceCopy = new Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset );
  7167. faceCopy.normal.copy( face.normal );
  7168. if ( normalMatrix !== undefined ) {
  7169. faceCopy.normal.applyMatrix3( normalMatrix ).normalize();
  7170. }
  7171. for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) {
  7172. normal = faceVertexNormals[ j ].clone();
  7173. if ( normalMatrix !== undefined ) {
  7174. normal.applyMatrix3( normalMatrix ).normalize();
  7175. }
  7176. faceCopy.vertexNormals.push( normal );
  7177. }
  7178. faceCopy.color.copy( face.color );
  7179. for ( var j$1 = 0, jl$1 = faceVertexColors.length; j$1 < jl$1; j$1 ++ ) {
  7180. color = faceVertexColors[ j$1 ];
  7181. faceCopy.vertexColors.push( color.clone() );
  7182. }
  7183. faceCopy.materialIndex = face.materialIndex + materialIndexOffset;
  7184. faces1.push( faceCopy );
  7185. }
  7186. // uvs
  7187. for ( var i$3 = 0, il$3 = geometry.faceVertexUvs.length; i$3 < il$3; i$3 ++ ) {
  7188. var faceVertexUvs2 = geometry.faceVertexUvs[ i$3 ];
  7189. if ( this.faceVertexUvs[ i$3 ] === undefined ) { this.faceVertexUvs[ i$3 ] = []; }
  7190. for ( var j$2 = 0, jl$2 = faceVertexUvs2.length; j$2 < jl$2; j$2 ++ ) {
  7191. var uvs2 = faceVertexUvs2[ j$2 ], uvsCopy = [];
  7192. for ( var k = 0, kl = uvs2.length; k < kl; k ++ ) {
  7193. uvsCopy.push( uvs2[ k ].clone() );
  7194. }
  7195. this.faceVertexUvs[ i$3 ].push( uvsCopy );
  7196. }
  7197. }
  7198. },
  7199. mergeMesh: function ( mesh ) {
  7200. if ( ! ( mesh && mesh.isMesh ) ) {
  7201. console.error( 'THREE.Geometry.mergeMesh(): mesh not an instance of THREE.Mesh.', mesh );
  7202. return;
  7203. }
  7204. if ( mesh.matrixAutoUpdate ) { mesh.updateMatrix(); }
  7205. this.merge( mesh.geometry, mesh.matrix );
  7206. },
  7207. /*
  7208. * Checks for duplicate vertices with hashmap.
  7209. * Duplicated vertices are removed
  7210. * and faces' vertices are updated.
  7211. */
  7212. mergeVertices: function () {
  7213. var verticesMap = {}; // Hashmap for looking up vertices by position coordinates (and making sure they are unique)
  7214. var unique = [], changes = [];
  7215. var precisionPoints = 4; // number of decimal points, e.g. 4 for epsilon of 0.0001
  7216. var precision = Math.pow( 10, precisionPoints );
  7217. for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {
  7218. var v = this.vertices[ i ];
  7219. var key = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision );
  7220. if ( verticesMap[ key ] === undefined ) {
  7221. verticesMap[ key ] = i;
  7222. unique.push( this.vertices[ i ] );
  7223. changes[ i ] = unique.length - 1;
  7224. } else {
  7225. //console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);
  7226. changes[ i ] = changes[ verticesMap[ key ] ];
  7227. }
  7228. }
  7229. // if faces are completely degenerate after merging vertices, we
  7230. // have to remove them from the geometry.
  7231. var faceIndicesToRemove = [];
  7232. for ( var i$1 = 0, il$1 = this.faces.length; i$1 < il$1; i$1 ++ ) {
  7233. var face = this.faces[ i$1 ];
  7234. face.a = changes[ face.a ];
  7235. face.b = changes[ face.b ];
  7236. face.c = changes[ face.c ];
  7237. var indices = [ face.a, face.b, face.c ];
  7238. // if any duplicate vertices are found in a Face3
  7239. // we have to remove the face as nothing can be saved
  7240. for ( var n = 0; n < 3; n ++ ) {
  7241. if ( indices[ n ] === indices[ ( n + 1 ) % 3 ] ) {
  7242. faceIndicesToRemove.push( i$1 );
  7243. break;
  7244. }
  7245. }
  7246. }
  7247. for ( var i$2 = faceIndicesToRemove.length - 1; i$2 >= 0; i$2 -- ) {
  7248. var idx = faceIndicesToRemove[ i$2 ];
  7249. this.faces.splice( idx, 1 );
  7250. for ( var j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {
  7251. this.faceVertexUvs[ j ].splice( idx, 1 );
  7252. }
  7253. }
  7254. // Use unique set of vertices
  7255. var diff = this.vertices.length - unique.length;
  7256. this.vertices = unique;
  7257. return diff;
  7258. },
  7259. setFromPoints: function ( points ) {
  7260. this.vertices = [];
  7261. for ( var i = 0, l = points.length; i < l; i ++ ) {
  7262. var point = points[ i ];
  7263. this.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );
  7264. }
  7265. return this;
  7266. },
  7267. sortFacesByMaterialIndex: function () {
  7268. var faces = this.faces;
  7269. var length = faces.length;
  7270. // tag faces
  7271. for ( var i = 0; i < length; i ++ ) {
  7272. faces[ i ]._id = i;
  7273. }
  7274. // sort faces
  7275. function materialIndexSort( a, b ) {
  7276. return a.materialIndex - b.materialIndex;
  7277. }
  7278. faces.sort( materialIndexSort );
  7279. // sort uvs
  7280. var uvs1 = this.faceVertexUvs[ 0 ];
  7281. var uvs2 = this.faceVertexUvs[ 1 ];
  7282. var newUvs1, newUvs2;
  7283. if ( uvs1 && uvs1.length === length ) { newUvs1 = []; }
  7284. if ( uvs2 && uvs2.length === length ) { newUvs2 = []; }
  7285. for ( var i$1 = 0; i$1 < length; i$1 ++ ) {
  7286. var id = faces[ i$1 ]._id;
  7287. if ( newUvs1 ) { newUvs1.push( uvs1[ id ] ); }
  7288. if ( newUvs2 ) { newUvs2.push( uvs2[ id ] ); }
  7289. }
  7290. if ( newUvs1 ) { this.faceVertexUvs[ 0 ] = newUvs1; }
  7291. if ( newUvs2 ) { this.faceVertexUvs[ 1 ] = newUvs2; }
  7292. },
  7293. toJSON: function () {
  7294. var data = {
  7295. metadata: {
  7296. version: 4.5,
  7297. type: 'Geometry',
  7298. generator: 'Geometry.toJSON'
  7299. }
  7300. };
  7301. // standard Geometry serialization
  7302. data.uuid = this.uuid;
  7303. data.type = this.type;
  7304. if ( this.name !== '' ) { data.name = this.name; }
  7305. if ( this.parameters !== undefined ) {
  7306. var parameters = this.parameters;
  7307. for ( var key in parameters ) {
  7308. if ( parameters[ key ] !== undefined ) { data[ key ] = parameters[ key ]; }
  7309. }
  7310. return data;
  7311. }
  7312. var vertices = [];
  7313. for ( var i = 0; i < this.vertices.length; i ++ ) {
  7314. var vertex = this.vertices[ i ];
  7315. vertices.push( vertex.x, vertex.y, vertex.z );
  7316. }
  7317. var faces = [];
  7318. var normals = [];
  7319. var normalsHash = {};
  7320. var colors = [];
  7321. var colorsHash = {};
  7322. var uvs = [];
  7323. var uvsHash = {};
  7324. for ( var i$1 = 0; i$1 < this.faces.length; i$1 ++ ) {
  7325. var face = this.faces[ i$1 ];
  7326. var hasMaterial = true;
  7327. var hasFaceUv = false; // deprecated
  7328. var hasFaceVertexUv = this.faceVertexUvs[ 0 ][ i$1 ] !== undefined;
  7329. var hasFaceNormal = face.normal.length() > 0;
  7330. var hasFaceVertexNormal = face.vertexNormals.length > 0;
  7331. var hasFaceColor = face.color.r !== 1 || face.color.g !== 1 || face.color.b !== 1;
  7332. var hasFaceVertexColor = face.vertexColors.length > 0;
  7333. var faceType = 0;
  7334. faceType = setBit( faceType, 0, 0 ); // isQuad
  7335. faceType = setBit( faceType, 1, hasMaterial );
  7336. faceType = setBit( faceType, 2, hasFaceUv );
  7337. faceType = setBit( faceType, 3, hasFaceVertexUv );
  7338. faceType = setBit( faceType, 4, hasFaceNormal );
  7339. faceType = setBit( faceType, 5, hasFaceVertexNormal );
  7340. faceType = setBit( faceType, 6, hasFaceColor );
  7341. faceType = setBit( faceType, 7, hasFaceVertexColor );
  7342. faces.push( faceType );
  7343. faces.push( face.a, face.b, face.c );
  7344. faces.push( face.materialIndex );
  7345. if ( hasFaceVertexUv ) {
  7346. var faceVertexUvs = this.faceVertexUvs[ 0 ][ i$1 ];
  7347. faces.push(
  7348. getUvIndex( faceVertexUvs[ 0 ] ),
  7349. getUvIndex( faceVertexUvs[ 1 ] ),
  7350. getUvIndex( faceVertexUvs[ 2 ] )
  7351. );
  7352. }
  7353. if ( hasFaceNormal ) {
  7354. faces.push( getNormalIndex( face.normal ) );
  7355. }
  7356. if ( hasFaceVertexNormal ) {
  7357. var vertexNormals = face.vertexNormals;
  7358. faces.push(
  7359. getNormalIndex( vertexNormals[ 0 ] ),
  7360. getNormalIndex( vertexNormals[ 1 ] ),
  7361. getNormalIndex( vertexNormals[ 2 ] )
  7362. );
  7363. }
  7364. if ( hasFaceColor ) {
  7365. faces.push( getColorIndex( face.color ) );
  7366. }
  7367. if ( hasFaceVertexColor ) {
  7368. var vertexColors = face.vertexColors;
  7369. faces.push(
  7370. getColorIndex( vertexColors[ 0 ] ),
  7371. getColorIndex( vertexColors[ 1 ] ),
  7372. getColorIndex( vertexColors[ 2 ] )
  7373. );
  7374. }
  7375. }
  7376. function setBit( value, position, enabled ) {
  7377. return enabled ? value | ( 1 << position ) : value & ( ~ ( 1 << position ) );
  7378. }
  7379. function getNormalIndex( normal ) {
  7380. var hash = normal.x.toString() + normal.y.toString() + normal.z.toString();
  7381. if ( normalsHash[ hash ] !== undefined ) {
  7382. return normalsHash[ hash ];
  7383. }
  7384. normalsHash[ hash ] = normals.length / 3;
  7385. normals.push( normal.x, normal.y, normal.z );
  7386. return normalsHash[ hash ];
  7387. }
  7388. function getColorIndex( color ) {
  7389. var hash = color.r.toString() + color.g.toString() + color.b.toString();
  7390. if ( colorsHash[ hash ] !== undefined ) {
  7391. return colorsHash[ hash ];
  7392. }
  7393. colorsHash[ hash ] = colors.length;
  7394. colors.push( color.getHex() );
  7395. return colorsHash[ hash ];
  7396. }
  7397. function getUvIndex( uv ) {
  7398. var hash = uv.x.toString() + uv.y.toString();
  7399. if ( uvsHash[ hash ] !== undefined ) {
  7400. return uvsHash[ hash ];
  7401. }
  7402. uvsHash[ hash ] = uvs.length / 2;
  7403. uvs.push( uv.x, uv.y );
  7404. return uvsHash[ hash ];
  7405. }
  7406. data.data = {};
  7407. data.data.vertices = vertices;
  7408. data.data.normals = normals;
  7409. if ( colors.length > 0 ) { data.data.colors = colors; }
  7410. if ( uvs.length > 0 ) { data.data.uvs = [ uvs ]; } // temporal backward compatibility
  7411. data.data.faces = faces;
  7412. return data;
  7413. },
  7414. clone: function () {
  7415. /*
  7416. // Handle primitives
  7417. const parameters = this.parameters;
  7418. if ( parameters !== undefined ) {
  7419. const values = [];
  7420. for ( const key in parameters ) {
  7421. values.push( parameters[ key ] );
  7422. }
  7423. const geometry = Object.create( this.constructor.prototype );
  7424. this.constructor.apply( geometry, values );
  7425. return geometry;
  7426. }
  7427. return new this.constructor().copy( this );
  7428. */
  7429. return new Geometry().copy( this );
  7430. },
  7431. copy: function ( source ) {
  7432. // reset
  7433. this.vertices = [];
  7434. this.colors = [];
  7435. this.faces = [];
  7436. this.faceVertexUvs = [[]];
  7437. this.morphTargets = [];
  7438. this.morphNormals = [];
  7439. this.skinWeights = [];
  7440. this.skinIndices = [];
  7441. this.lineDistances = [];
  7442. this.boundingBox = null;
  7443. this.boundingSphere = null;
  7444. // name
  7445. this.name = source.name;
  7446. // vertices
  7447. var vertices = source.vertices;
  7448. for ( var i = 0, il = vertices.length; i < il; i ++ ) {
  7449. this.vertices.push( vertices[ i ].clone() );
  7450. }
  7451. // colors
  7452. var colors = source.colors;
  7453. for ( var i$1 = 0, il$1 = colors.length; i$1 < il$1; i$1 ++ ) {
  7454. this.colors.push( colors[ i$1 ].clone() );
  7455. }
  7456. // faces
  7457. var faces = source.faces;
  7458. for ( var i$2 = 0, il$2 = faces.length; i$2 < il$2; i$2 ++ ) {
  7459. this.faces.push( faces[ i$2 ].clone() );
  7460. }
  7461. // face vertex uvs
  7462. for ( var i$3 = 0, il$3 = source.faceVertexUvs.length; i$3 < il$3; i$3 ++ ) {
  7463. var faceVertexUvs = source.faceVertexUvs[ i$3 ];
  7464. if ( this.faceVertexUvs[ i$3 ] === undefined ) {
  7465. this.faceVertexUvs[ i$3 ] = [];
  7466. }
  7467. for ( var j = 0, jl = faceVertexUvs.length; j < jl; j ++ ) {
  7468. var uvs = faceVertexUvs[ j ], uvsCopy = [];
  7469. for ( var k = 0, kl = uvs.length; k < kl; k ++ ) {
  7470. var uv = uvs[ k ];
  7471. uvsCopy.push( uv.clone() );
  7472. }
  7473. this.faceVertexUvs[ i$3 ].push( uvsCopy );
  7474. }
  7475. }
  7476. // morph targets
  7477. var morphTargets = source.morphTargets;
  7478. for ( var i$4 = 0, il$4 = morphTargets.length; i$4 < il$4; i$4 ++ ) {
  7479. var morphTarget = {};
  7480. morphTarget.name = morphTargets[ i$4 ].name;
  7481. // vertices
  7482. if ( morphTargets[ i$4 ].vertices !== undefined ) {
  7483. morphTarget.vertices = [];
  7484. for ( var j$1 = 0, jl$1 = morphTargets[ i$4 ].vertices.length; j$1 < jl$1; j$1 ++ ) {
  7485. morphTarget.vertices.push( morphTargets[ i$4 ].vertices[ j$1 ].clone() );
  7486. }
  7487. }
  7488. // normals
  7489. if ( morphTargets[ i$4 ].normals !== undefined ) {
  7490. morphTarget.normals = [];
  7491. for ( var j$2 = 0, jl$2 = morphTargets[ i$4 ].normals.length; j$2 < jl$2; j$2 ++ ) {
  7492. morphTarget.normals.push( morphTargets[ i$4 ].normals[ j$2 ].clone() );
  7493. }
  7494. }
  7495. this.morphTargets.push( morphTarget );
  7496. }
  7497. // morph normals
  7498. var morphNormals = source.morphNormals;
  7499. for ( var i$5 = 0, il$5 = morphNormals.length; i$5 < il$5; i$5 ++ ) {
  7500. var morphNormal = {};
  7501. // vertex normals
  7502. if ( morphNormals[ i$5 ].vertexNormals !== undefined ) {
  7503. morphNormal.vertexNormals = [];
  7504. for ( var j$3 = 0, jl$3 = morphNormals[ i$5 ].vertexNormals.length; j$3 < jl$3; j$3 ++ ) {
  7505. var srcVertexNormal = morphNormals[ i$5 ].vertexNormals[ j$3 ];
  7506. var destVertexNormal = {};
  7507. destVertexNormal.a = srcVertexNormal.a.clone();
  7508. destVertexNormal.b = srcVertexNormal.b.clone();
  7509. destVertexNormal.c = srcVertexNormal.c.clone();
  7510. morphNormal.vertexNormals.push( destVertexNormal );
  7511. }
  7512. }
  7513. // face normals
  7514. if ( morphNormals[ i$5 ].faceNormals !== undefined ) {
  7515. morphNormal.faceNormals = [];
  7516. for ( var j$4 = 0, jl$4 = morphNormals[ i$5 ].faceNormals.length; j$4 < jl$4; j$4 ++ ) {
  7517. morphNormal.faceNormals.push( morphNormals[ i$5 ].faceNormals[ j$4 ].clone() );
  7518. }
  7519. }
  7520. this.morphNormals.push( morphNormal );
  7521. }
  7522. // skin weights
  7523. var skinWeights = source.skinWeights;
  7524. for ( var i$6 = 0, il$6 = skinWeights.length; i$6 < il$6; i$6 ++ ) {
  7525. this.skinWeights.push( skinWeights[ i$6 ].clone() );
  7526. }
  7527. // skin indices
  7528. var skinIndices = source.skinIndices;
  7529. for ( var i$7 = 0, il$7 = skinIndices.length; i$7 < il$7; i$7 ++ ) {
  7530. this.skinIndices.push( skinIndices[ i$7 ].clone() );
  7531. }
  7532. // line distances
  7533. var lineDistances = source.lineDistances;
  7534. for ( var i$8 = 0, il$8 = lineDistances.length; i$8 < il$8; i$8 ++ ) {
  7535. this.lineDistances.push( lineDistances[ i$8 ] );
  7536. }
  7537. // bounding box
  7538. var boundingBox = source.boundingBox;
  7539. if ( boundingBox !== null ) {
  7540. this.boundingBox = boundingBox.clone();
  7541. }
  7542. // bounding sphere
  7543. var boundingSphere = source.boundingSphere;
  7544. if ( boundingSphere !== null ) {
  7545. this.boundingSphere = boundingSphere.clone();
  7546. }
  7547. // update flags
  7548. this.elementsNeedUpdate = source.elementsNeedUpdate;
  7549. this.verticesNeedUpdate = source.verticesNeedUpdate;
  7550. this.uvsNeedUpdate = source.uvsNeedUpdate;
  7551. this.normalsNeedUpdate = source.normalsNeedUpdate;
  7552. this.colorsNeedUpdate = source.colorsNeedUpdate;
  7553. this.lineDistancesNeedUpdate = source.lineDistancesNeedUpdate;
  7554. this.groupsNeedUpdate = source.groupsNeedUpdate;
  7555. return this;
  7556. },
  7557. dispose: function () {
  7558. this.dispatchEvent( { type: 'dispose' } );
  7559. }
  7560. } );
  7561. // BoxGeometry
  7562. function BoxGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  7563. Geometry.call(this);
  7564. this.type = 'BoxGeometry';
  7565. this.parameters = {
  7566. width: width,
  7567. height: height,
  7568. depth: depth,
  7569. widthSegments: widthSegments,
  7570. heightSegments: heightSegments,
  7571. depthSegments: depthSegments
  7572. };
  7573. this.fromBufferGeometry( new BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) );
  7574. this.mergeVertices();
  7575. }
  7576. BoxGeometry.prototype = Object.create( Geometry.prototype );
  7577. BoxGeometry.prototype.constructor = BoxGeometry;
  7578. // BoxBufferGeometry
  7579. function BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  7580. if ( width === void 0 ) width = 1;
  7581. if ( height === void 0 ) height = 1;
  7582. if ( depth === void 0 ) depth = 1;
  7583. if ( widthSegments === void 0 ) widthSegments = 1;
  7584. if ( heightSegments === void 0 ) heightSegments = 1;
  7585. if ( depthSegments === void 0 ) depthSegments = 1;
  7586. BufferGeometry.call(this);
  7587. this.type = 'BoxBufferGeometry';
  7588. this.parameters = {
  7589. width: width,
  7590. height: height,
  7591. depth: depth,
  7592. widthSegments: widthSegments,
  7593. heightSegments: heightSegments,
  7594. depthSegments: depthSegments
  7595. };
  7596. var scope = this;
  7597. // segments
  7598. widthSegments = Math.floor( widthSegments );
  7599. heightSegments = Math.floor( heightSegments );
  7600. depthSegments = Math.floor( depthSegments );
  7601. // buffers
  7602. var indices = [];
  7603. var vertices = [];
  7604. var normals = [];
  7605. var uvs = [];
  7606. // helper variables
  7607. var numberOfVertices = 0;
  7608. var groupStart = 0;
  7609. // build each side of the box geometry
  7610. buildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px
  7611. buildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx
  7612. buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py
  7613. buildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny
  7614. buildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz
  7615. buildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz
  7616. // build geometry
  7617. this.setIndex( indices );
  7618. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  7619. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  7620. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  7621. function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {
  7622. var segmentWidth = width / gridX;
  7623. var segmentHeight = height / gridY;
  7624. var widthHalf = width / 2;
  7625. var heightHalf = height / 2;
  7626. var depthHalf = depth / 2;
  7627. var gridX1 = gridX + 1;
  7628. var gridY1 = gridY + 1;
  7629. var vertexCounter = 0;
  7630. var groupCount = 0;
  7631. var vector = new Vector3();
  7632. // generate vertices, normals and uvs
  7633. for ( var iy = 0; iy < gridY1; iy ++ ) {
  7634. var y = iy * segmentHeight - heightHalf;
  7635. for ( var ix = 0; ix < gridX1; ix ++ ) {
  7636. var x = ix * segmentWidth - widthHalf;
  7637. // set values to correct vector component
  7638. vector[ u ] = x * udir;
  7639. vector[ v ] = y * vdir;
  7640. vector[ w ] = depthHalf;
  7641. // now apply vector to vertex buffer
  7642. vertices.push( vector.x, vector.y, vector.z );
  7643. // set values to correct vector component
  7644. vector[ u ] = 0;
  7645. vector[ v ] = 0;
  7646. vector[ w ] = depth > 0 ? 1 : - 1;
  7647. // now apply vector to normal buffer
  7648. normals.push( vector.x, vector.y, vector.z );
  7649. // uvs
  7650. uvs.push( ix / gridX );
  7651. uvs.push( 1 - ( iy / gridY ) );
  7652. // counters
  7653. vertexCounter += 1;
  7654. }
  7655. }
  7656. // indices
  7657. // 1. you need three indices to draw a single face
  7658. // 2. a single segment consists of two faces
  7659. // 3. so we need to generate six (2*3) indices per segment
  7660. for ( var iy$1 = 0; iy$1 < gridY; iy$1 ++ ) {
  7661. for ( var ix$1 = 0; ix$1 < gridX; ix$1 ++ ) {
  7662. var a = numberOfVertices + ix$1 + gridX1 * iy$1;
  7663. var b = numberOfVertices + ix$1 + gridX1 * ( iy$1 + 1 );
  7664. var c = numberOfVertices + ( ix$1 + 1 ) + gridX1 * ( iy$1 + 1 );
  7665. var d = numberOfVertices + ( ix$1 + 1 ) + gridX1 * iy$1;
  7666. // faces
  7667. indices.push( a, b, d );
  7668. indices.push( b, c, d );
  7669. // increase counter
  7670. groupCount += 6;
  7671. }
  7672. }
  7673. // add a group to the geometry. this will ensure multi material support
  7674. scope.addGroup( groupStart, groupCount, materialIndex );
  7675. // calculate new start value for groups
  7676. groupStart += groupCount;
  7677. // update total number of vertices
  7678. numberOfVertices += vertexCounter;
  7679. }
  7680. }
  7681. BoxBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  7682. BoxBufferGeometry.prototype.constructor = BoxBufferGeometry;
  7683. /**
  7684. * Uniform Utilities
  7685. */
  7686. function cloneUniforms( src ) {
  7687. var dst = {};
  7688. for ( var u in src ) {
  7689. dst[ u ] = {};
  7690. for ( var p in src[ u ] ) {
  7691. var property = src[ u ][ p ];
  7692. if ( property && ( property.isColor ||
  7693. property.isMatrix3 || property.isMatrix4 ||
  7694. property.isVector2 || property.isVector3 || property.isVector4 ||
  7695. property.isTexture ) ) {
  7696. dst[ u ][ p ] = property.clone();
  7697. } else if ( Array.isArray( property ) ) {
  7698. dst[ u ][ p ] = property.slice();
  7699. } else {
  7700. dst[ u ][ p ] = property;
  7701. }
  7702. }
  7703. }
  7704. return dst;
  7705. }
  7706. function mergeUniforms( uniforms ) {
  7707. var merged = {};
  7708. for ( var u = 0; u < uniforms.length; u ++ ) {
  7709. var tmp = cloneUniforms( uniforms[ u ] );
  7710. for ( var p in tmp ) {
  7711. merged[ p ] = tmp[ p ];
  7712. }
  7713. }
  7714. return merged;
  7715. }
  7716. // Legacy
  7717. var UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms };
  7718. var default_vertex = "void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}";
  7719. var default_fragment = "void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}";
  7720. /**
  7721. * parameters = {
  7722. * defines: { "label" : "value" },
  7723. * uniforms: { "parameter1": { value: 1.0 }, "parameter2": { value2: 2 } },
  7724. *
  7725. * fragmentShader: <string>,
  7726. * vertexShader: <string>,
  7727. *
  7728. * wireframe: <boolean>,
  7729. * wireframeLinewidth: <float>,
  7730. *
  7731. * lights: <bool>,
  7732. *
  7733. * skinning: <bool>,
  7734. * morphTargets: <bool>,
  7735. * morphNormals: <bool>
  7736. * }
  7737. */
  7738. function ShaderMaterial( parameters ) {
  7739. Material.call( this );
  7740. this.type = 'ShaderMaterial';
  7741. this.defines = {};
  7742. this.uniforms = {};
  7743. this.vertexShader = default_vertex;
  7744. this.fragmentShader = default_fragment;
  7745. this.linewidth = 1;
  7746. this.wireframe = false;
  7747. this.wireframeLinewidth = 1;
  7748. this.fog = false; // set to use scene fog
  7749. this.lights = false; // set to use scene lights
  7750. this.clipping = false; // set to use user-defined clipping planes
  7751. this.skinning = false; // set to use skinning attribute streams
  7752. this.morphTargets = false; // set to use morph targets
  7753. this.morphNormals = false; // set to use morph normals
  7754. this.extensions = {
  7755. derivatives: false, // set to use derivatives
  7756. fragDepth: false, // set to use fragment depth values
  7757. drawBuffers: false, // set to use draw buffers
  7758. shaderTextureLOD: false // set to use shader texture LOD
  7759. };
  7760. // When rendered geometry doesn't include these attributes but the material does,
  7761. // use these default values in WebGL. This avoids errors when buffer data is missing.
  7762. this.defaultAttributeValues = {
  7763. 'color': [ 1, 1, 1 ],
  7764. 'uv': [ 0, 0 ],
  7765. 'uv2': [ 0, 0 ]
  7766. };
  7767. this.index0AttributeName = undefined;
  7768. this.uniformsNeedUpdate = false;
  7769. this.glslVersion = null;
  7770. if ( parameters !== undefined ) {
  7771. if ( parameters.attributes !== undefined ) {
  7772. console.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' );
  7773. }
  7774. this.setValues( parameters );
  7775. }
  7776. }
  7777. ShaderMaterial.prototype = Object.create( Material.prototype );
  7778. ShaderMaterial.prototype.constructor = ShaderMaterial;
  7779. ShaderMaterial.prototype.isShaderMaterial = true;
  7780. ShaderMaterial.prototype.copy = function ( source ) {
  7781. Material.prototype.copy.call( this, source );
  7782. this.fragmentShader = source.fragmentShader;
  7783. this.vertexShader = source.vertexShader;
  7784. this.uniforms = cloneUniforms( source.uniforms );
  7785. this.defines = Object.assign( {}, source.defines );
  7786. this.wireframe = source.wireframe;
  7787. this.wireframeLinewidth = source.wireframeLinewidth;
  7788. this.lights = source.lights;
  7789. this.clipping = source.clipping;
  7790. this.skinning = source.skinning;
  7791. this.morphTargets = source.morphTargets;
  7792. this.morphNormals = source.morphNormals;
  7793. this.extensions = Object.assign( {}, source.extensions );
  7794. this.glslVersion = source.glslVersion;
  7795. return this;
  7796. };
  7797. ShaderMaterial.prototype.toJSON = function ( meta ) {
  7798. var data = Material.prototype.toJSON.call( this, meta );
  7799. data.glslVersion = this.glslVersion;
  7800. data.uniforms = {};
  7801. for ( var name in this.uniforms ) {
  7802. var uniform = this.uniforms[ name ];
  7803. var value = uniform.value;
  7804. if ( value && value.isTexture ) {
  7805. data.uniforms[ name ] = {
  7806. type: 't',
  7807. value: value.toJSON( meta ).uuid
  7808. };
  7809. } else if ( value && value.isColor ) {
  7810. data.uniforms[ name ] = {
  7811. type: 'c',
  7812. value: value.getHex()
  7813. };
  7814. } else if ( value && value.isVector2 ) {
  7815. data.uniforms[ name ] = {
  7816. type: 'v2',
  7817. value: value.toArray()
  7818. };
  7819. } else if ( value && value.isVector3 ) {
  7820. data.uniforms[ name ] = {
  7821. type: 'v3',
  7822. value: value.toArray()
  7823. };
  7824. } else if ( value && value.isVector4 ) {
  7825. data.uniforms[ name ] = {
  7826. type: 'v4',
  7827. value: value.toArray()
  7828. };
  7829. } else if ( value && value.isMatrix3 ) {
  7830. data.uniforms[ name ] = {
  7831. type: 'm3',
  7832. value: value.toArray()
  7833. };
  7834. } else if ( value && value.isMatrix4 ) {
  7835. data.uniforms[ name ] = {
  7836. type: 'm4',
  7837. value: value.toArray()
  7838. };
  7839. } else {
  7840. data.uniforms[ name ] = {
  7841. value: value
  7842. };
  7843. // note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far
  7844. }
  7845. }
  7846. if ( Object.keys( this.defines ).length > 0 ) { data.defines = this.defines; }
  7847. data.vertexShader = this.vertexShader;
  7848. data.fragmentShader = this.fragmentShader;
  7849. var extensions = {};
  7850. for ( var key in this.extensions ) {
  7851. if ( this.extensions[ key ] === true ) { extensions[ key ] = true; }
  7852. }
  7853. if ( Object.keys( extensions ).length > 0 ) { data.extensions = extensions; }
  7854. return data;
  7855. };
  7856. function Camera() {
  7857. Object3D.call( this );
  7858. this.type = 'Camera';
  7859. this.matrixWorldInverse = new Matrix4();
  7860. this.projectionMatrix = new Matrix4();
  7861. this.projectionMatrixInverse = new Matrix4();
  7862. }
  7863. Camera.prototype = Object.assign( Object.create( Object3D.prototype ), {
  7864. constructor: Camera,
  7865. isCamera: true,
  7866. copy: function ( source, recursive ) {
  7867. Object3D.prototype.copy.call( this, source, recursive );
  7868. this.matrixWorldInverse.copy( source.matrixWorldInverse );
  7869. this.projectionMatrix.copy( source.projectionMatrix );
  7870. this.projectionMatrixInverse.copy( source.projectionMatrixInverse );
  7871. return this;
  7872. },
  7873. getWorldDirection: function ( target ) {
  7874. if ( target === undefined ) {
  7875. console.warn( 'THREE.Camera: .getWorldDirection() target is now required' );
  7876. target = new Vector3();
  7877. }
  7878. this.updateMatrixWorld( true );
  7879. var e = this.matrixWorld.elements;
  7880. return target.set( - e[ 8 ], - e[ 9 ], - e[ 10 ] ).normalize();
  7881. },
  7882. updateMatrixWorld: function ( force ) {
  7883. Object3D.prototype.updateMatrixWorld.call( this, force );
  7884. this.matrixWorldInverse.getInverse( this.matrixWorld );
  7885. },
  7886. updateWorldMatrix: function ( updateParents, updateChildren ) {
  7887. Object3D.prototype.updateWorldMatrix.call( this, updateParents, updateChildren );
  7888. this.matrixWorldInverse.getInverse( this.matrixWorld );
  7889. },
  7890. clone: function () {
  7891. return new this.constructor().copy( this );
  7892. }
  7893. } );
  7894. function PerspectiveCamera( fov, aspect, near, far ) {
  7895. Camera.call( this );
  7896. this.type = 'PerspectiveCamera';
  7897. this.fov = fov !== undefined ? fov : 50;
  7898. this.zoom = 1;
  7899. this.near = near !== undefined ? near : 0.1;
  7900. this.far = far !== undefined ? far : 2000;
  7901. this.focus = 10;
  7902. this.aspect = aspect !== undefined ? aspect : 1;
  7903. this.view = null;
  7904. this.filmGauge = 35; // width of the film (default in millimeters)
  7905. this.filmOffset = 0; // horizontal film offset (same unit as gauge)
  7906. this.updateProjectionMatrix();
  7907. }
  7908. PerspectiveCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
  7909. constructor: PerspectiveCamera,
  7910. isPerspectiveCamera: true,
  7911. copy: function ( source, recursive ) {
  7912. Camera.prototype.copy.call( this, source, recursive );
  7913. this.fov = source.fov;
  7914. this.zoom = source.zoom;
  7915. this.near = source.near;
  7916. this.far = source.far;
  7917. this.focus = source.focus;
  7918. this.aspect = source.aspect;
  7919. this.view = source.view === null ? null : Object.assign( {}, source.view );
  7920. this.filmGauge = source.filmGauge;
  7921. this.filmOffset = source.filmOffset;
  7922. return this;
  7923. },
  7924. /**
  7925. * Sets the FOV by focal length in respect to the current .filmGauge.
  7926. *
  7927. * The default film gauge is 35, so that the focal length can be specified for
  7928. * a 35mm (full frame) camera.
  7929. *
  7930. * Values for focal length and film gauge must have the same unit.
  7931. */
  7932. setFocalLength: function ( focalLength ) {
  7933. // see http://www.bobatkins.com/photography/technical/field_of_view.html
  7934. var vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;
  7935. this.fov = MathUtils.RAD2DEG * 2 * Math.atan( vExtentSlope );
  7936. this.updateProjectionMatrix();
  7937. },
  7938. /**
  7939. * Calculates the focal length from the current .fov and .filmGauge.
  7940. */
  7941. getFocalLength: function () {
  7942. var vExtentSlope = Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov );
  7943. return 0.5 * this.getFilmHeight() / vExtentSlope;
  7944. },
  7945. getEffectiveFOV: function () {
  7946. return MathUtils.RAD2DEG * 2 * Math.atan(
  7947. Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov ) / this.zoom );
  7948. },
  7949. getFilmWidth: function () {
  7950. // film not completely covered in portrait format (aspect < 1)
  7951. return this.filmGauge * Math.min( this.aspect, 1 );
  7952. },
  7953. getFilmHeight: function () {
  7954. // film not completely covered in landscape format (aspect > 1)
  7955. return this.filmGauge / Math.max( this.aspect, 1 );
  7956. },
  7957. /**
  7958. * Sets an offset in a larger frustum. This is useful for multi-window or
  7959. * multi-monitor/multi-machine setups.
  7960. *
  7961. * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
  7962. * the monitors are in grid like this
  7963. *
  7964. * +---+---+---+
  7965. * | A | B | C |
  7966. * +---+---+---+
  7967. * | D | E | F |
  7968. * +---+---+---+
  7969. *
  7970. * then for each monitor you would call it like this
  7971. *
  7972. * const w = 1920;
  7973. * const h = 1080;
  7974. * const fullWidth = w * 3;
  7975. * const fullHeight = h * 2;
  7976. *
  7977. * --A--
  7978. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
  7979. * --B--
  7980. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
  7981. * --C--
  7982. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
  7983. * --D--
  7984. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
  7985. * --E--
  7986. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
  7987. * --F--
  7988. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
  7989. *
  7990. * Note there is no reason monitors have to be the same size or in a grid.
  7991. */
  7992. setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
  7993. this.aspect = fullWidth / fullHeight;
  7994. if ( this.view === null ) {
  7995. this.view = {
  7996. enabled: true,
  7997. fullWidth: 1,
  7998. fullHeight: 1,
  7999. offsetX: 0,
  8000. offsetY: 0,
  8001. width: 1,
  8002. height: 1
  8003. };
  8004. }
  8005. this.view.enabled = true;
  8006. this.view.fullWidth = fullWidth;
  8007. this.view.fullHeight = fullHeight;
  8008. this.view.offsetX = x;
  8009. this.view.offsetY = y;
  8010. this.view.width = width;
  8011. this.view.height = height;
  8012. this.updateProjectionMatrix();
  8013. },
  8014. clearViewOffset: function () {
  8015. if ( this.view !== null ) {
  8016. this.view.enabled = false;
  8017. }
  8018. this.updateProjectionMatrix();
  8019. },
  8020. updateProjectionMatrix: function () {
  8021. var near = this.near;
  8022. var top = near * Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov ) / this.zoom;
  8023. var height = 2 * top;
  8024. var width = this.aspect * height;
  8025. var left = - 0.5 * width;
  8026. var view = this.view;
  8027. if ( this.view !== null && this.view.enabled ) {
  8028. var fullWidth = view.fullWidth,
  8029. fullHeight = view.fullHeight;
  8030. left += view.offsetX * width / fullWidth;
  8031. top -= view.offsetY * height / fullHeight;
  8032. width *= view.width / fullWidth;
  8033. height *= view.height / fullHeight;
  8034. }
  8035. var skew = this.filmOffset;
  8036. if ( skew !== 0 ) { left += near * skew / this.getFilmWidth(); }
  8037. this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far );
  8038. this.projectionMatrixInverse.getInverse( this.projectionMatrix );
  8039. },
  8040. toJSON: function ( meta ) {
  8041. var data = Object3D.prototype.toJSON.call( this, meta );
  8042. data.object.fov = this.fov;
  8043. data.object.zoom = this.zoom;
  8044. data.object.near = this.near;
  8045. data.object.far = this.far;
  8046. data.object.focus = this.focus;
  8047. data.object.aspect = this.aspect;
  8048. if ( this.view !== null ) { data.object.view = Object.assign( {}, this.view ); }
  8049. data.object.filmGauge = this.filmGauge;
  8050. data.object.filmOffset = this.filmOffset;
  8051. return data;
  8052. }
  8053. } );
  8054. var fov = 90, aspect = 1;
  8055. function CubeCamera( near, far, renderTarget ) {
  8056. Object3D.call( this );
  8057. this.type = 'CubeCamera';
  8058. if ( renderTarget.isWebGLCubeRenderTarget !== true ) {
  8059. console.error( 'THREE.CubeCamera: The constructor now expects an instance of WebGLCubeRenderTarget as third parameter.' );
  8060. return;
  8061. }
  8062. this.renderTarget = renderTarget;
  8063. var cameraPX = new PerspectiveCamera( fov, aspect, near, far );
  8064. cameraPX.layers = this.layers;
  8065. cameraPX.up.set( 0, - 1, 0 );
  8066. cameraPX.lookAt( new Vector3( 1, 0, 0 ) );
  8067. this.add( cameraPX );
  8068. var cameraNX = new PerspectiveCamera( fov, aspect, near, far );
  8069. cameraNX.layers = this.layers;
  8070. cameraNX.up.set( 0, - 1, 0 );
  8071. cameraNX.lookAt( new Vector3( - 1, 0, 0 ) );
  8072. this.add( cameraNX );
  8073. var cameraPY = new PerspectiveCamera( fov, aspect, near, far );
  8074. cameraPY.layers = this.layers;
  8075. cameraPY.up.set( 0, 0, 1 );
  8076. cameraPY.lookAt( new Vector3( 0, 1, 0 ) );
  8077. this.add( cameraPY );
  8078. var cameraNY = new PerspectiveCamera( fov, aspect, near, far );
  8079. cameraNY.layers = this.layers;
  8080. cameraNY.up.set( 0, 0, - 1 );
  8081. cameraNY.lookAt( new Vector3( 0, - 1, 0 ) );
  8082. this.add( cameraNY );
  8083. var cameraPZ = new PerspectiveCamera( fov, aspect, near, far );
  8084. cameraPZ.layers = this.layers;
  8085. cameraPZ.up.set( 0, - 1, 0 );
  8086. cameraPZ.lookAt( new Vector3( 0, 0, 1 ) );
  8087. this.add( cameraPZ );
  8088. var cameraNZ = new PerspectiveCamera( fov, aspect, near, far );
  8089. cameraNZ.layers = this.layers;
  8090. cameraNZ.up.set( 0, - 1, 0 );
  8091. cameraNZ.lookAt( new Vector3( 0, 0, - 1 ) );
  8092. this.add( cameraNZ );
  8093. this.update = function ( renderer, scene ) {
  8094. if ( this.parent === null ) { this.updateMatrixWorld(); }
  8095. var currentXrEnabled = renderer.xr.enabled;
  8096. var currentRenderTarget = renderer.getRenderTarget();
  8097. renderer.xr.enabled = false;
  8098. var generateMipmaps = renderTarget.texture.generateMipmaps;
  8099. renderTarget.texture.generateMipmaps = false;
  8100. renderer.setRenderTarget( renderTarget, 0 );
  8101. renderer.render( scene, cameraPX );
  8102. renderer.setRenderTarget( renderTarget, 1 );
  8103. renderer.render( scene, cameraNX );
  8104. renderer.setRenderTarget( renderTarget, 2 );
  8105. renderer.render( scene, cameraPY );
  8106. renderer.setRenderTarget( renderTarget, 3 );
  8107. renderer.render( scene, cameraNY );
  8108. renderer.setRenderTarget( renderTarget, 4 );
  8109. renderer.render( scene, cameraPZ );
  8110. renderTarget.texture.generateMipmaps = generateMipmaps;
  8111. renderer.setRenderTarget( renderTarget, 5 );
  8112. renderer.render( scene, cameraNZ );
  8113. renderer.setRenderTarget( currentRenderTarget );
  8114. renderer.xr.enabled = currentXrEnabled;
  8115. };
  8116. this.clear = function ( renderer, color, depth, stencil ) {
  8117. var currentRenderTarget = renderer.getRenderTarget();
  8118. for ( var i = 0; i < 6; i ++ ) {
  8119. renderer.setRenderTarget( renderTarget, i );
  8120. renderer.clear( color, depth, stencil );
  8121. }
  8122. renderer.setRenderTarget( currentRenderTarget );
  8123. };
  8124. }
  8125. CubeCamera.prototype = Object.create( Object3D.prototype );
  8126. CubeCamera.prototype.constructor = CubeCamera;
  8127. function WebGLCubeRenderTarget( size, options, dummy ) {
  8128. if ( Number.isInteger( options ) ) {
  8129. console.warn( 'THREE.WebGLCubeRenderTarget: constructor signature is now WebGLCubeRenderTarget( size, options )' );
  8130. options = dummy;
  8131. }
  8132. WebGLRenderTarget.call( this, size, size, options );
  8133. this.texture.isWebGLCubeRenderTargetTexture = true; // HACK Why is texture not a CubeTexture?
  8134. }
  8135. WebGLCubeRenderTarget.prototype = Object.create( WebGLRenderTarget.prototype );
  8136. WebGLCubeRenderTarget.prototype.constructor = WebGLCubeRenderTarget;
  8137. WebGLCubeRenderTarget.prototype.isWebGLCubeRenderTarget = true;
  8138. WebGLCubeRenderTarget.prototype.fromEquirectangularTexture = function ( renderer, texture ) {
  8139. this.texture.type = texture.type;
  8140. this.texture.format = RGBAFormat; // see #18859
  8141. this.texture.encoding = texture.encoding;
  8142. this.texture.generateMipmaps = texture.generateMipmaps;
  8143. this.texture.minFilter = texture.minFilter;
  8144. this.texture.magFilter = texture.magFilter;
  8145. var shader = {
  8146. uniforms: {
  8147. tEquirect: { value: null },
  8148. },
  8149. 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",
  8150. 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"
  8151. };
  8152. var geometry = new BoxBufferGeometry( 5, 5, 5 );
  8153. var material = new ShaderMaterial( {
  8154. name: 'CubemapFromEquirect',
  8155. uniforms: cloneUniforms( shader.uniforms ),
  8156. vertexShader: shader.vertexShader,
  8157. fragmentShader: shader.fragmentShader,
  8158. side: BackSide,
  8159. blending: NoBlending
  8160. } );
  8161. material.uniforms.tEquirect.value = texture;
  8162. var mesh = new Mesh( geometry, material );
  8163. var currentMinFilter = texture.minFilter;
  8164. // Avoid blurred poles
  8165. if ( texture.minFilter === LinearMipmapLinearFilter ) { texture.minFilter = LinearFilter; }
  8166. var camera = new CubeCamera( 1, 10, this );
  8167. camera.update( renderer, mesh );
  8168. texture.minFilter = currentMinFilter;
  8169. mesh.geometry.dispose();
  8170. mesh.material.dispose();
  8171. return this;
  8172. };
  8173. function DataTexture( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
  8174. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  8175. this.image = { data: data || null, width: width || 1, height: height || 1 };
  8176. this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
  8177. this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
  8178. this.generateMipmaps = false;
  8179. this.flipY = false;
  8180. this.unpackAlignment = 1;
  8181. this.needsUpdate = true;
  8182. }
  8183. DataTexture.prototype = Object.create( Texture.prototype );
  8184. DataTexture.prototype.constructor = DataTexture;
  8185. DataTexture.prototype.isDataTexture = true;
  8186. var _sphere$1 = new Sphere();
  8187. var _vector$5 = new Vector3();
  8188. var Frustum = function Frustum( p0, p1, p2, p3, p4, p5 ) {
  8189. this.planes = [
  8190. ( p0 !== undefined ) ? p0 : new Plane(),
  8191. ( p1 !== undefined ) ? p1 : new Plane(),
  8192. ( p2 !== undefined ) ? p2 : new Plane(),
  8193. ( p3 !== undefined ) ? p3 : new Plane(),
  8194. ( p4 !== undefined ) ? p4 : new Plane(),
  8195. ( p5 !== undefined ) ? p5 : new Plane()
  8196. ];
  8197. };
  8198. Frustum.prototype.set = function set ( p0, p1, p2, p3, p4, p5 ) {
  8199. var planes = this.planes;
  8200. planes[ 0 ].copy( p0 );
  8201. planes[ 1 ].copy( p1 );
  8202. planes[ 2 ].copy( p2 );
  8203. planes[ 3 ].copy( p3 );
  8204. planes[ 4 ].copy( p4 );
  8205. planes[ 5 ].copy( p5 );
  8206. return this;
  8207. };
  8208. Frustum.prototype.clone = function clone () {
  8209. return new this.constructor().copy( this );
  8210. };
  8211. Frustum.prototype.copy = function copy ( frustum ) {
  8212. var planes = this.planes;
  8213. for ( var i = 0; i < 6; i ++ ) {
  8214. planes[ i ].copy( frustum.planes[ i ] );
  8215. }
  8216. return this;
  8217. };
  8218. Frustum.prototype.setFromProjectionMatrix = function setFromProjectionMatrix ( m ) {
  8219. var planes = this.planes;
  8220. var me = m.elements;
  8221. var me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
  8222. var me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
  8223. var me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
  8224. var me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];
  8225. planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
  8226. planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
  8227. planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
  8228. planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
  8229. planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();
  8230. planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();
  8231. return this;
  8232. };
  8233. Frustum.prototype.intersectsObject = function intersectsObject ( object ) {
  8234. var geometry = object.geometry;
  8235. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  8236. _sphere$1.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld );
  8237. return this.intersectsSphere( _sphere$1 );
  8238. };
  8239. Frustum.prototype.intersectsSprite = function intersectsSprite ( sprite ) {
  8240. _sphere$1.center.set( 0, 0, 0 );
  8241. _sphere$1.radius = 0.7071067811865476;
  8242. _sphere$1.applyMatrix4( sprite.matrixWorld );
  8243. return this.intersectsSphere( _sphere$1 );
  8244. };
  8245. Frustum.prototype.intersectsSphere = function intersectsSphere ( sphere ) {
  8246. var planes = this.planes;
  8247. var center = sphere.center;
  8248. var negRadius = - sphere.radius;
  8249. for ( var i = 0; i < 6; i ++ ) {
  8250. var distance = planes[ i ].distanceToPoint( center );
  8251. if ( distance < negRadius ) {
  8252. return false;
  8253. }
  8254. }
  8255. return true;
  8256. };
  8257. Frustum.prototype.intersectsBox = function intersectsBox ( box ) {
  8258. var planes = this.planes;
  8259. for ( var i = 0; i < 6; i ++ ) {
  8260. var plane = planes[ i ];
  8261. // corner at max distance
  8262. _vector$5.x = plane.normal.x > 0 ? box.max.x : box.min.x;
  8263. _vector$5.y = plane.normal.y > 0 ? box.max.y : box.min.y;
  8264. _vector$5.z = plane.normal.z > 0 ? box.max.z : box.min.z;
  8265. if ( plane.distanceToPoint( _vector$5 ) < 0 ) {
  8266. return false;
  8267. }
  8268. }
  8269. return true;
  8270. };
  8271. Frustum.prototype.containsPoint = function containsPoint ( point ) {
  8272. var planes = this.planes;
  8273. for ( var i = 0; i < 6; i ++ ) {
  8274. if ( planes[ i ].distanceToPoint( point ) < 0 ) {
  8275. return false;
  8276. }
  8277. }
  8278. return true;
  8279. };
  8280. function WebGLAnimation() {
  8281. var context = null;
  8282. var isAnimating = false;
  8283. var animationLoop = null;
  8284. var requestId = null;
  8285. function onAnimationFrame( time, frame ) {
  8286. animationLoop( time, frame );
  8287. requestId = context.requestAnimationFrame( onAnimationFrame );
  8288. }
  8289. return {
  8290. start: function () {
  8291. if ( isAnimating === true ) { return; }
  8292. if ( animationLoop === null ) { return; }
  8293. requestId = context.requestAnimationFrame( onAnimationFrame );
  8294. isAnimating = true;
  8295. },
  8296. stop: function () {
  8297. context.cancelAnimationFrame( requestId );
  8298. isAnimating = false;
  8299. },
  8300. setAnimationLoop: function ( callback ) {
  8301. animationLoop = callback;
  8302. },
  8303. setContext: function ( value ) {
  8304. context = value;
  8305. }
  8306. };
  8307. }
  8308. function WebGLAttributes( gl, capabilities ) {
  8309. var isWebGL2 = capabilities.isWebGL2;
  8310. var buffers = new WeakMap();
  8311. function createBuffer( attribute, bufferType ) {
  8312. var array = attribute.array;
  8313. var usage = attribute.usage;
  8314. var buffer = gl.createBuffer();
  8315. gl.bindBuffer( bufferType, buffer );
  8316. gl.bufferData( bufferType, array, usage );
  8317. attribute.onUploadCallback();
  8318. var type = 5126;
  8319. if ( array instanceof Float32Array ) {
  8320. type = 5126;
  8321. } else if ( array instanceof Float64Array ) {
  8322. console.warn( 'THREE.WebGLAttributes: Unsupported data buffer format: Float64Array.' );
  8323. } else if ( array instanceof Uint16Array ) {
  8324. type = 5123;
  8325. } else if ( array instanceof Int16Array ) {
  8326. type = 5122;
  8327. } else if ( array instanceof Uint32Array ) {
  8328. type = 5125;
  8329. } else if ( array instanceof Int32Array ) {
  8330. type = 5124;
  8331. } else if ( array instanceof Int8Array ) {
  8332. type = 5120;
  8333. } else if ( array instanceof Uint8Array ) {
  8334. type = 5121;
  8335. }
  8336. return {
  8337. buffer: buffer,
  8338. type: type,
  8339. bytesPerElement: array.BYTES_PER_ELEMENT,
  8340. version: attribute.version
  8341. };
  8342. }
  8343. function updateBuffer( buffer, attribute, bufferType ) {
  8344. var array = attribute.array;
  8345. var updateRange = attribute.updateRange;
  8346. gl.bindBuffer( bufferType, buffer );
  8347. if ( updateRange.count === - 1 ) {
  8348. // Not using update ranges
  8349. gl.bufferSubData( bufferType, 0, array );
  8350. } else {
  8351. if ( isWebGL2 ) {
  8352. gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,
  8353. array, updateRange.offset, updateRange.count );
  8354. } else {
  8355. gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,
  8356. array.subarray( updateRange.offset, updateRange.offset + updateRange.count ) );
  8357. }
  8358. updateRange.count = - 1; // reset range
  8359. }
  8360. }
  8361. //
  8362. function get( attribute ) {
  8363. if ( attribute.isInterleavedBufferAttribute ) { attribute = attribute.data; }
  8364. return buffers.get( attribute );
  8365. }
  8366. function remove( attribute ) {
  8367. if ( attribute.isInterleavedBufferAttribute ) { attribute = attribute.data; }
  8368. var data = buffers.get( attribute );
  8369. if ( data ) {
  8370. gl.deleteBuffer( data.buffer );
  8371. buffers.delete( attribute );
  8372. }
  8373. }
  8374. function update( attribute, bufferType ) {
  8375. if ( attribute.isGLBufferAttribute ) {
  8376. var cached = buffers.get( attribute );
  8377. if ( ! cached || cached.version < attribute.version ) {
  8378. buffers.set( attribute, {
  8379. buffer: attribute.buffer,
  8380. type: attribute.type,
  8381. bytesPerElement: attribute.elementSize,
  8382. version: attribute.version
  8383. } );
  8384. }
  8385. return;
  8386. }
  8387. if ( attribute.isInterleavedBufferAttribute ) { attribute = attribute.data; }
  8388. var data = buffers.get( attribute );
  8389. if ( data === undefined ) {
  8390. buffers.set( attribute, createBuffer( attribute, bufferType ) );
  8391. } else if ( data.version < attribute.version ) {
  8392. updateBuffer( data.buffer, attribute, bufferType );
  8393. data.version = attribute.version;
  8394. }
  8395. }
  8396. return {
  8397. get: get,
  8398. remove: remove,
  8399. update: update
  8400. };
  8401. }
  8402. // PlaneGeometry
  8403. function PlaneGeometry( width, height, widthSegments, heightSegments ) {
  8404. Geometry.call(this);
  8405. this.type = 'PlaneGeometry';
  8406. this.parameters = {
  8407. width: width,
  8408. height: height,
  8409. widthSegments: widthSegments,
  8410. heightSegments: heightSegments
  8411. };
  8412. this.fromBufferGeometry( new PlaneBufferGeometry( width, height, widthSegments, heightSegments ) );
  8413. this.mergeVertices();
  8414. }
  8415. PlaneGeometry.prototype = Object.create( Geometry.prototype );
  8416. PlaneGeometry.prototype.constructor = PlaneGeometry;
  8417. // PlaneBufferGeometry
  8418. function PlaneBufferGeometry( width, height, widthSegments, heightSegments ) {
  8419. BufferGeometry.call(this);
  8420. this.type = 'PlaneBufferGeometry';
  8421. this.parameters = {
  8422. width: width,
  8423. height: height,
  8424. widthSegments: widthSegments,
  8425. heightSegments: heightSegments
  8426. };
  8427. width = width || 1;
  8428. height = height || 1;
  8429. var width_half = width / 2;
  8430. var height_half = height / 2;
  8431. var gridX = Math.floor( widthSegments ) || 1;
  8432. var gridY = Math.floor( heightSegments ) || 1;
  8433. var gridX1 = gridX + 1;
  8434. var gridY1 = gridY + 1;
  8435. var segment_width = width / gridX;
  8436. var segment_height = height / gridY;
  8437. // buffers
  8438. var indices = [];
  8439. var vertices = [];
  8440. var normals = [];
  8441. var uvs = [];
  8442. // generate vertices, normals and uvs
  8443. for ( var iy = 0; iy < gridY1; iy ++ ) {
  8444. var y = iy * segment_height - height_half;
  8445. for ( var ix = 0; ix < gridX1; ix ++ ) {
  8446. var x = ix * segment_width - width_half;
  8447. vertices.push( x, - y, 0 );
  8448. normals.push( 0, 0, 1 );
  8449. uvs.push( ix / gridX );
  8450. uvs.push( 1 - ( iy / gridY ) );
  8451. }
  8452. }
  8453. // indices
  8454. for ( var iy$1 = 0; iy$1 < gridY; iy$1 ++ ) {
  8455. for ( var ix$1 = 0; ix$1 < gridX; ix$1 ++ ) {
  8456. var a = ix$1 + gridX1 * iy$1;
  8457. var b = ix$1 + gridX1 * ( iy$1 + 1 );
  8458. var c = ( ix$1 + 1 ) + gridX1 * ( iy$1 + 1 );
  8459. var d = ( ix$1 + 1 ) + gridX1 * iy$1;
  8460. // faces
  8461. indices.push( a, b, d );
  8462. indices.push( b, c, d );
  8463. }
  8464. }
  8465. // build geometry
  8466. this.setIndex( indices );
  8467. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  8468. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  8469. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  8470. }
  8471. PlaneBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  8472. PlaneBufferGeometry.prototype.constructor = PlaneBufferGeometry;
  8473. var alphamap_fragment = "#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif";
  8474. var alphamap_pars_fragment = "#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif";
  8475. var alphatest_fragment = "#ifdef ALPHATEST\n\tif ( diffuseColor.a < ALPHATEST ) discard;\n#endif";
  8476. 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";
  8477. var aomap_pars_fragment = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif";
  8478. var begin_vertex = "vec3 transformed = vec3( position );";
  8479. var beginnormal_vertex = "vec3 objectNormal = vec3( normal );\n#ifdef USE_TANGENT\n\tvec3 objectTangent = vec3( tangent.xyz );\n#endif";
  8480. 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";
  8481. 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";
  8482. 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";
  8483. var clipping_planes_pars_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif";
  8484. var clipping_planes_pars_vertex = "#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n#endif";
  8485. var clipping_planes_vertex = "#if NUM_CLIPPING_PLANES > 0\n\tvClipPosition = - mvPosition.xyz;\n#endif";
  8486. var color_fragment = "#ifdef USE_COLOR\n\tdiffuseColor.rgb *= vColor;\n#endif";
  8487. var color_pars_fragment = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";
  8488. var color_pars_vertex = "#if defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\n\tvarying vec3 vColor;\n#endif";
  8489. var color_vertex = "#if defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\n\tvColor = vec3( 1.0 );\n#endif\n#ifdef USE_COLOR\n\tvColor.xyz *= color.xyz;\n#endif\n#ifdef USE_INSTANCING_COLOR\n\tvColor.xyz *= instanceColor.xyz;\n#endif";
  8490. 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\treturn 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}";
  8491. var cube_uv_reflection_fragment = "#ifdef ENVMAP_TYPE_CUBE_UV\n\t#define cubeUV_maxMipLevel 8.0\n\t#define cubeUV_minMipLevel 4.0\n\t#define cubeUV_maxTileSize 256.0\n\t#define cubeUV_minTileSize 16.0\n\tfloat getFace( vec3 direction ) {\n\t\tvec3 absDirection = abs( direction );\n\t\tfloat face = - 1.0;\n\t\tif ( absDirection.x > absDirection.z ) {\n\t\t\tif ( absDirection.x > absDirection.y )\n\t\t\t\tface = direction.x > 0.0 ? 0.0 : 3.0;\n\t\t\telse\n\t\t\t\tface = direction.y > 0.0 ? 1.0 : 4.0;\n\t\t} else {\n\t\t\tif ( absDirection.z > absDirection.y )\n\t\t\t\tface = direction.z > 0.0 ? 2.0 : 5.0;\n\t\t\telse\n\t\t\t\tface = direction.y > 0.0 ? 1.0 : 4.0;\n\t\t}\n\t\treturn face;\n\t}\n\tvec2 getUV( vec3 direction, float face ) {\n\t\tvec2 uv;\n\t\tif ( face == 0.0 ) {\n\t\t\tuv = vec2( direction.z, direction.y ) / abs( direction.x );\n\t\t} else if ( face == 1.0 ) {\n\t\t\tuv = vec2( - direction.x, - direction.z ) / abs( direction.y );\n\t\t} else if ( face == 2.0 ) {\n\t\t\tuv = vec2( - direction.x, direction.y ) / abs( direction.z );\n\t\t} else if ( face == 3.0 ) {\n\t\t\tuv = vec2( - direction.z, direction.y ) / abs( direction.x );\n\t\t} else if ( face == 4.0 ) {\n\t\t\tuv = vec2( - direction.x, direction.z ) / abs( direction.y );\n\t\t} else {\n\t\t\tuv = vec2( direction.x, direction.y ) / abs( direction.z );\n\t\t}\n\t\treturn 0.5 * ( uv + 1.0 );\n\t}\n\tvec3 bilinearCubeUV( sampler2D envMap, vec3 direction, float mipInt ) {\n\t\tfloat face = getFace( direction );\n\t\tfloat filterInt = max( cubeUV_minMipLevel - mipInt, 0.0 );\n\t\tmipInt = max( mipInt, cubeUV_minMipLevel );\n\t\tfloat faceSize = exp2( mipInt );\n\t\tfloat texelSize = 1.0 / ( 3.0 * cubeUV_maxTileSize );\n\t\tvec2 uv = getUV( direction, face ) * ( faceSize - 1.0 );\n\t\tvec2 f = fract( uv );\n\t\tuv += 0.5 - f;\n\t\tif ( face > 2.0 ) {\n\t\t\tuv.y += faceSize;\n\t\t\tface -= 3.0;\n\t\t}\n\t\tuv.x += face * faceSize;\n\t\tif ( mipInt < cubeUV_maxMipLevel ) {\n\t\t\tuv.y += 2.0 * cubeUV_maxTileSize;\n\t\t}\n\t\tuv.y += filterInt * 2.0 * cubeUV_minTileSize;\n\t\tuv.x += 3.0 * max( 0.0, cubeUV_maxTileSize - 2.0 * faceSize );\n\t\tuv *= texelSize;\n\t\tvec3 tl = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\n\t\tuv.x += texelSize;\n\t\tvec3 tr = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\n\t\tuv.y += texelSize;\n\t\tvec3 br = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\n\t\tuv.x -= texelSize;\n\t\tvec3 bl = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\n\t\tvec3 tm = mix( tl, tr, f.x );\n\t\tvec3 bm = mix( bl, br, f.x );\n\t\treturn mix( tm, bm, f.y );\n\t}\n\t#define r0 1.0\n\t#define v0 0.339\n\t#define m0 - 2.0\n\t#define r1 0.8\n\t#define v1 0.276\n\t#define m1 - 1.0\n\t#define r4 0.4\n\t#define v4 0.046\n\t#define m4 2.0\n\t#define r5 0.305\n\t#define v5 0.016\n\t#define m5 3.0\n\t#define r6 0.21\n\t#define v6 0.0038\n\t#define m6 4.0\n\tfloat roughnessToMip( float roughness ) {\n\t\tfloat mip = 0.0;\n\t\tif ( roughness >= r1 ) {\n\t\t\tmip = ( r0 - roughness ) * ( m1 - m0 ) / ( r0 - r1 ) + m0;\n\t\t} else if ( roughness >= r4 ) {\n\t\t\tmip = ( r1 - roughness ) * ( m4 - m1 ) / ( r1 - r4 ) + m1;\n\t\t} else if ( roughness >= r5 ) {\n\t\t\tmip = ( r4 - roughness ) * ( m5 - m4 ) / ( r4 - r5 ) + m4;\n\t\t} else if ( roughness >= r6 ) {\n\t\t\tmip = ( r5 - roughness ) * ( m6 - m5 ) / ( r5 - r6 ) + m5;\n\t\t} else {\n\t\t\tmip = - 2.0 * log2( 1.16 * roughness );\t\t}\n\t\treturn mip;\n\t}\n\tvec4 textureCubeUV( sampler2D envMap, vec3 sampleDir, float roughness ) {\n\t\tfloat mip = clamp( roughnessToMip( roughness ), m0, cubeUV_maxMipLevel );\n\t\tfloat mipF = fract( mip );\n\t\tfloat mipInt = floor( mip );\n\t\tvec3 color0 = bilinearCubeUV( envMap, sampleDir, mipInt );\n\t\tif ( mipF == 0.0 ) {\n\t\t\treturn vec4( color0, 1.0 );\n\t\t} else {\n\t\t\tvec3 color1 = bilinearCubeUV( envMap, sampleDir, mipInt + 1.0 );\n\t\t\treturn vec4( mix( color0, color1, mipF ), 1.0 );\n\t\t}\n\t}\n#endif";
  8492. 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";
  8493. var displacementmap_pars_vertex = "#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif";
  8494. var displacementmap_vertex = "#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vUv ).x * displacementScale + displacementBias );\n#endif";
  8495. var emissivemap_fragment = "#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif";
  8496. var emissivemap_pars_fragment = "#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif";
  8497. var encodings_fragment = "gl_FragColor = linearToOutputTexel( gl_FragColor );";
  8498. 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}";
  8499. var envmap_fragment = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvec3 cameraToFrag;\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#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";
  8500. 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";
  8501. 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";
  8502. 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";
  8503. 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";
  8504. var fog_vertex = "#ifdef USE_FOG\n\tfogDepth = - mvPosition.z;\n#endif";
  8505. var fog_pars_vertex = "#ifdef USE_FOG\n\tvarying float fogDepth;\n#endif";
  8506. 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";
  8507. 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";
  8508. 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}";
  8509. var lightmap_fragment = "#ifdef USE_LIGHTMAP\n\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\treflectedLight.indirectDiffuse += PI * lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n#endif";
  8510. var lightmap_pars_fragment = "#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif";
  8511. 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";
  8512. 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";
  8513. 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\tvec3 reflectVec = reflect( -viewDir, normal );\n\t\t\treflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );\n\t\t#else\n\t\t\tvec3 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#endif\n\t\treturn envMapColor.rgb * envMapIntensity;\n\t}\n#endif";
  8514. var lights_toon_fragment = "ToonMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;";
  8515. var lights_toon_pars_fragment = "varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct ToonMaterial {\n\tvec3 diffuseColor;\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)";
  8516. var lights_phong_fragment = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;";
  8517. var lights_phong_pars_fragment = "varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct BlinnPhongMaterial {\n\tvec3 diffuseColor;\n\tvec3 specularColor;\n\tfloat specularShininess;\n\tfloat specularStrength;\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)";
  8518. 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";
  8519. var lights_physical_pars_fragment = "struct PhysicalMaterial {\n\tvec3 diffuseColor;\n\tfloat specularRoughness;\n\tvec3 specularColor;\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}";
  8520. 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";
  8521. 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";
  8522. 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";
  8523. 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";
  8524. 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";
  8525. 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";
  8526. 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";
  8527. var map_fragment = "#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif";
  8528. var map_pars_fragment = "#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif";
  8529. 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";
  8530. 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";
  8531. var metalnessmap_fragment = "float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif";
  8532. var metalnessmap_pars_fragment = "#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif";
  8533. 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";
  8534. var morphtarget_pars_vertex = "#ifdef USE_MORPHTARGETS\n\tuniform float morphTargetBaseInfluence;\n\t#ifndef USE_MORPHNORMALS\n\t\tuniform float morphTargetInfluences[ 8 ];\n\t#else\n\t\tuniform float morphTargetInfluences[ 4 ];\n\t#endif\n#endif";
  8535. 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\t\ttransformed += morphTarget4 * morphTargetInfluences[ 4 ];\n\t\ttransformed += morphTarget5 * morphTargetInfluences[ 5 ];\n\t\ttransformed += morphTarget6 * morphTargetInfluences[ 6 ];\n\t\ttransformed += morphTarget7 * morphTargetInfluences[ 7 ];\n\t#endif\n#endif";
  8536. 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;";
  8537. 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";
  8538. 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";
  8539. var clearcoat_normal_fragment_begin = "#ifdef CLEARCOAT\n\tvec3 clearcoatNormal = geometryNormal;\n#endif";
  8540. 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";
  8541. 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";
  8542. 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}";
  8543. var premultiplied_alpha_fragment = "#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif";
  8544. 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;";
  8545. var dithering_fragment = "#ifdef DITHERING\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif";
  8546. 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";
  8547. var roughnessmap_fragment = "float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif";
  8548. var roughnessmap_pars_fragment = "#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif";
  8549. 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";
  8550. 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";
  8551. 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";
  8552. 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}";
  8553. 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";
  8554. 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";
  8555. 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";
  8556. 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";
  8557. 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";
  8558. var specularmap_pars_fragment = "#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif";
  8559. var tonemapping_fragment = "#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif";
  8560. 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; }";
  8561. var transmissionmap_fragment = "#ifdef USE_TRANSMISSIONMAP\n\ttotalTransmission *= texture2D( transmissionMap, vUv ).r;\n#endif";
  8562. var transmissionmap_pars_fragment = "#ifdef USE_TRANSMISSIONMAP\n\tuniform sampler2D transmissionMap;\n#endif";
  8563. var uv_pars_fragment = "#if ( defined( USE_UV ) && ! defined( UVS_VERTEX_ONLY ) )\n\tvarying vec2 vUv;\n#endif";
  8564. 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";
  8565. var uv_vertex = "#ifdef USE_UV\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n#endif";
  8566. var uv2_pars_fragment = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif";
  8567. 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";
  8568. var uv2_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = ( uv2Transform * vec3( uv2, 1 ) ).xy;\n#endif";
  8569. 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";
  8570. 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}";
  8571. 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}";
  8572. 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}";
  8573. 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}";
  8574. 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}";
  8575. 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}";
  8576. 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}";
  8577. 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}";
  8578. 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}";
  8579. 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}";
  8580. 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}";
  8581. 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}";
  8582. 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}";
  8583. 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}";
  8584. 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}";
  8585. 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}";
  8586. 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}";
  8587. 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}";
  8588. 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}";
  8589. 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}";
  8590. 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}";
  8591. 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}";
  8592. 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}";
  8593. 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}";
  8594. 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}";
  8595. 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}";
  8596. 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}";
  8597. 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}";
  8598. 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}";
  8599. 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}";
  8600. 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}";
  8601. 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}";
  8602. var ShaderChunk = {
  8603. alphamap_fragment: alphamap_fragment,
  8604. alphamap_pars_fragment: alphamap_pars_fragment,
  8605. alphatest_fragment: alphatest_fragment,
  8606. aomap_fragment: aomap_fragment,
  8607. aomap_pars_fragment: aomap_pars_fragment,
  8608. begin_vertex: begin_vertex,
  8609. beginnormal_vertex: beginnormal_vertex,
  8610. bsdfs: bsdfs,
  8611. bumpmap_pars_fragment: bumpmap_pars_fragment,
  8612. clipping_planes_fragment: clipping_planes_fragment,
  8613. clipping_planes_pars_fragment: clipping_planes_pars_fragment,
  8614. clipping_planes_pars_vertex: clipping_planes_pars_vertex,
  8615. clipping_planes_vertex: clipping_planes_vertex,
  8616. color_fragment: color_fragment,
  8617. color_pars_fragment: color_pars_fragment,
  8618. color_pars_vertex: color_pars_vertex,
  8619. color_vertex: color_vertex,
  8620. common: common,
  8621. cube_uv_reflection_fragment: cube_uv_reflection_fragment,
  8622. defaultnormal_vertex: defaultnormal_vertex,
  8623. displacementmap_pars_vertex: displacementmap_pars_vertex,
  8624. displacementmap_vertex: displacementmap_vertex,
  8625. emissivemap_fragment: emissivemap_fragment,
  8626. emissivemap_pars_fragment: emissivemap_pars_fragment,
  8627. encodings_fragment: encodings_fragment,
  8628. encodings_pars_fragment: encodings_pars_fragment,
  8629. envmap_fragment: envmap_fragment,
  8630. envmap_common_pars_fragment: envmap_common_pars_fragment,
  8631. envmap_pars_fragment: envmap_pars_fragment,
  8632. envmap_pars_vertex: envmap_pars_vertex,
  8633. envmap_physical_pars_fragment: envmap_physical_pars_fragment,
  8634. envmap_vertex: envmap_vertex,
  8635. fog_vertex: fog_vertex,
  8636. fog_pars_vertex: fog_pars_vertex,
  8637. fog_fragment: fog_fragment,
  8638. fog_pars_fragment: fog_pars_fragment,
  8639. gradientmap_pars_fragment: gradientmap_pars_fragment,
  8640. lightmap_fragment: lightmap_fragment,
  8641. lightmap_pars_fragment: lightmap_pars_fragment,
  8642. lights_lambert_vertex: lights_lambert_vertex,
  8643. lights_pars_begin: lights_pars_begin,
  8644. lights_toon_fragment: lights_toon_fragment,
  8645. lights_toon_pars_fragment: lights_toon_pars_fragment,
  8646. lights_phong_fragment: lights_phong_fragment,
  8647. lights_phong_pars_fragment: lights_phong_pars_fragment,
  8648. lights_physical_fragment: lights_physical_fragment,
  8649. lights_physical_pars_fragment: lights_physical_pars_fragment,
  8650. lights_fragment_begin: lights_fragment_begin,
  8651. lights_fragment_maps: lights_fragment_maps,
  8652. lights_fragment_end: lights_fragment_end,
  8653. logdepthbuf_fragment: logdepthbuf_fragment,
  8654. logdepthbuf_pars_fragment: logdepthbuf_pars_fragment,
  8655. logdepthbuf_pars_vertex: logdepthbuf_pars_vertex,
  8656. logdepthbuf_vertex: logdepthbuf_vertex,
  8657. map_fragment: map_fragment,
  8658. map_pars_fragment: map_pars_fragment,
  8659. map_particle_fragment: map_particle_fragment,
  8660. map_particle_pars_fragment: map_particle_pars_fragment,
  8661. metalnessmap_fragment: metalnessmap_fragment,
  8662. metalnessmap_pars_fragment: metalnessmap_pars_fragment,
  8663. morphnormal_vertex: morphnormal_vertex,
  8664. morphtarget_pars_vertex: morphtarget_pars_vertex,
  8665. morphtarget_vertex: morphtarget_vertex,
  8666. normal_fragment_begin: normal_fragment_begin,
  8667. normal_fragment_maps: normal_fragment_maps,
  8668. normalmap_pars_fragment: normalmap_pars_fragment,
  8669. clearcoat_normal_fragment_begin: clearcoat_normal_fragment_begin,
  8670. clearcoat_normal_fragment_maps: clearcoat_normal_fragment_maps,
  8671. clearcoat_pars_fragment: clearcoat_pars_fragment,
  8672. packing: packing,
  8673. premultiplied_alpha_fragment: premultiplied_alpha_fragment,
  8674. project_vertex: project_vertex,
  8675. dithering_fragment: dithering_fragment,
  8676. dithering_pars_fragment: dithering_pars_fragment,
  8677. roughnessmap_fragment: roughnessmap_fragment,
  8678. roughnessmap_pars_fragment: roughnessmap_pars_fragment,
  8679. shadowmap_pars_fragment: shadowmap_pars_fragment,
  8680. shadowmap_pars_vertex: shadowmap_pars_vertex,
  8681. shadowmap_vertex: shadowmap_vertex,
  8682. shadowmask_pars_fragment: shadowmask_pars_fragment,
  8683. skinbase_vertex: skinbase_vertex,
  8684. skinning_pars_vertex: skinning_pars_vertex,
  8685. skinning_vertex: skinning_vertex,
  8686. skinnormal_vertex: skinnormal_vertex,
  8687. specularmap_fragment: specularmap_fragment,
  8688. specularmap_pars_fragment: specularmap_pars_fragment,
  8689. tonemapping_fragment: tonemapping_fragment,
  8690. tonemapping_pars_fragment: tonemapping_pars_fragment,
  8691. transmissionmap_fragment: transmissionmap_fragment,
  8692. transmissionmap_pars_fragment: transmissionmap_pars_fragment,
  8693. uv_pars_fragment: uv_pars_fragment,
  8694. uv_pars_vertex: uv_pars_vertex,
  8695. uv_vertex: uv_vertex,
  8696. uv2_pars_fragment: uv2_pars_fragment,
  8697. uv2_pars_vertex: uv2_pars_vertex,
  8698. uv2_vertex: uv2_vertex,
  8699. worldpos_vertex: worldpos_vertex,
  8700. background_frag: background_frag,
  8701. background_vert: background_vert,
  8702. cube_frag: cube_frag,
  8703. cube_vert: cube_vert,
  8704. depth_frag: depth_frag,
  8705. depth_vert: depth_vert,
  8706. distanceRGBA_frag: distanceRGBA_frag,
  8707. distanceRGBA_vert: distanceRGBA_vert,
  8708. equirect_frag: equirect_frag,
  8709. equirect_vert: equirect_vert,
  8710. linedashed_frag: linedashed_frag,
  8711. linedashed_vert: linedashed_vert,
  8712. meshbasic_frag: meshbasic_frag,
  8713. meshbasic_vert: meshbasic_vert,
  8714. meshlambert_frag: meshlambert_frag,
  8715. meshlambert_vert: meshlambert_vert,
  8716. meshmatcap_frag: meshmatcap_frag,
  8717. meshmatcap_vert: meshmatcap_vert,
  8718. meshtoon_frag: meshtoon_frag,
  8719. meshtoon_vert: meshtoon_vert,
  8720. meshphong_frag: meshphong_frag,
  8721. meshphong_vert: meshphong_vert,
  8722. meshphysical_frag: meshphysical_frag,
  8723. meshphysical_vert: meshphysical_vert,
  8724. normal_frag: normal_frag,
  8725. normal_vert: normal_vert,
  8726. points_frag: points_frag,
  8727. points_vert: points_vert,
  8728. shadow_frag: shadow_frag,
  8729. shadow_vert: shadow_vert,
  8730. sprite_frag: sprite_frag,
  8731. sprite_vert: sprite_vert
  8732. };
  8733. /**
  8734. * Uniforms library for shared webgl shaders
  8735. */
  8736. var UniformsLib = {
  8737. common: {
  8738. diffuse: { value: new Color( 0xeeeeee ) },
  8739. opacity: { value: 1.0 },
  8740. map: { value: null },
  8741. uvTransform: { value: new Matrix3() },
  8742. uv2Transform: { value: new Matrix3() },
  8743. alphaMap: { value: null },
  8744. },
  8745. specularmap: {
  8746. specularMap: { value: null },
  8747. },
  8748. envmap: {
  8749. envMap: { value: null },
  8750. flipEnvMap: { value: - 1 },
  8751. reflectivity: { value: 1.0 },
  8752. refractionRatio: { value: 0.98 },
  8753. maxMipLevel: { value: 0 }
  8754. },
  8755. aomap: {
  8756. aoMap: { value: null },
  8757. aoMapIntensity: { value: 1 }
  8758. },
  8759. lightmap: {
  8760. lightMap: { value: null },
  8761. lightMapIntensity: { value: 1 }
  8762. },
  8763. emissivemap: {
  8764. emissiveMap: { value: null }
  8765. },
  8766. bumpmap: {
  8767. bumpMap: { value: null },
  8768. bumpScale: { value: 1 }
  8769. },
  8770. normalmap: {
  8771. normalMap: { value: null },
  8772. normalScale: { value: new Vector2( 1, 1 ) }
  8773. },
  8774. displacementmap: {
  8775. displacementMap: { value: null },
  8776. displacementScale: { value: 1 },
  8777. displacementBias: { value: 0 }
  8778. },
  8779. roughnessmap: {
  8780. roughnessMap: { value: null }
  8781. },
  8782. metalnessmap: {
  8783. metalnessMap: { value: null }
  8784. },
  8785. gradientmap: {
  8786. gradientMap: { value: null }
  8787. },
  8788. fog: {
  8789. fogDensity: { value: 0.00025 },
  8790. fogNear: { value: 1 },
  8791. fogFar: { value: 2000 },
  8792. fogColor: { value: new Color( 0xffffff ) }
  8793. },
  8794. lights: {
  8795. ambientLightColor: { value: [] },
  8796. lightProbe: { value: [] },
  8797. directionalLights: { value: [], properties: {
  8798. direction: {},
  8799. color: {}
  8800. } },
  8801. directionalLightShadows: { value: [], properties: {
  8802. shadowBias: {},
  8803. shadowNormalBias: {},
  8804. shadowRadius: {},
  8805. shadowMapSize: {}
  8806. } },
  8807. directionalShadowMap: { value: [] },
  8808. directionalShadowMatrix: { value: [] },
  8809. spotLights: { value: [], properties: {
  8810. color: {},
  8811. position: {},
  8812. direction: {},
  8813. distance: {},
  8814. coneCos: {},
  8815. penumbraCos: {},
  8816. decay: {}
  8817. } },
  8818. spotLightShadows: { value: [], properties: {
  8819. shadowBias: {},
  8820. shadowNormalBias: {},
  8821. shadowRadius: {},
  8822. shadowMapSize: {}
  8823. } },
  8824. spotShadowMap: { value: [] },
  8825. spotShadowMatrix: { value: [] },
  8826. pointLights: { value: [], properties: {
  8827. color: {},
  8828. position: {},
  8829. decay: {},
  8830. distance: {}
  8831. } },
  8832. pointLightShadows: { value: [], properties: {
  8833. shadowBias: {},
  8834. shadowNormalBias: {},
  8835. shadowRadius: {},
  8836. shadowMapSize: {},
  8837. shadowCameraNear: {},
  8838. shadowCameraFar: {}
  8839. } },
  8840. pointShadowMap: { value: [] },
  8841. pointShadowMatrix: { value: [] },
  8842. hemisphereLights: { value: [], properties: {
  8843. direction: {},
  8844. skyColor: {},
  8845. groundColor: {}
  8846. } },
  8847. // TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src
  8848. rectAreaLights: { value: [], properties: {
  8849. color: {},
  8850. position: {},
  8851. width: {},
  8852. height: {}
  8853. } },
  8854. ltc_1: { value: null },
  8855. ltc_2: { value: null }
  8856. },
  8857. points: {
  8858. diffuse: { value: new Color( 0xeeeeee ) },
  8859. opacity: { value: 1.0 },
  8860. size: { value: 1.0 },
  8861. scale: { value: 1.0 },
  8862. map: { value: null },
  8863. alphaMap: { value: null },
  8864. uvTransform: { value: new Matrix3() }
  8865. },
  8866. sprite: {
  8867. diffuse: { value: new Color( 0xeeeeee ) },
  8868. opacity: { value: 1.0 },
  8869. center: { value: new Vector2( 0.5, 0.5 ) },
  8870. rotation: { value: 0.0 },
  8871. map: { value: null },
  8872. alphaMap: { value: null },
  8873. uvTransform: { value: new Matrix3() }
  8874. }
  8875. };
  8876. var ShaderLib = {
  8877. basic: {
  8878. uniforms: mergeUniforms( [
  8879. UniformsLib.common,
  8880. UniformsLib.specularmap,
  8881. UniformsLib.envmap,
  8882. UniformsLib.aomap,
  8883. UniformsLib.lightmap,
  8884. UniformsLib.fog
  8885. ] ),
  8886. vertexShader: ShaderChunk.meshbasic_vert,
  8887. fragmentShader: ShaderChunk.meshbasic_frag
  8888. },
  8889. lambert: {
  8890. uniforms: mergeUniforms( [
  8891. UniformsLib.common,
  8892. UniformsLib.specularmap,
  8893. UniformsLib.envmap,
  8894. UniformsLib.aomap,
  8895. UniformsLib.lightmap,
  8896. UniformsLib.emissivemap,
  8897. UniformsLib.fog,
  8898. UniformsLib.lights,
  8899. {
  8900. emissive: { value: new Color( 0x000000 ) }
  8901. }
  8902. ] ),
  8903. vertexShader: ShaderChunk.meshlambert_vert,
  8904. fragmentShader: ShaderChunk.meshlambert_frag
  8905. },
  8906. phong: {
  8907. uniforms: mergeUniforms( [
  8908. UniformsLib.common,
  8909. UniformsLib.specularmap,
  8910. UniformsLib.envmap,
  8911. UniformsLib.aomap,
  8912. UniformsLib.lightmap,
  8913. UniformsLib.emissivemap,
  8914. UniformsLib.bumpmap,
  8915. UniformsLib.normalmap,
  8916. UniformsLib.displacementmap,
  8917. UniformsLib.fog,
  8918. UniformsLib.lights,
  8919. {
  8920. emissive: { value: new Color( 0x000000 ) },
  8921. specular: { value: new Color( 0x111111 ) },
  8922. shininess: { value: 30 }
  8923. }
  8924. ] ),
  8925. vertexShader: ShaderChunk.meshphong_vert,
  8926. fragmentShader: ShaderChunk.meshphong_frag
  8927. },
  8928. standard: {
  8929. uniforms: mergeUniforms( [
  8930. UniformsLib.common,
  8931. UniformsLib.envmap,
  8932. UniformsLib.aomap,
  8933. UniformsLib.lightmap,
  8934. UniformsLib.emissivemap,
  8935. UniformsLib.bumpmap,
  8936. UniformsLib.normalmap,
  8937. UniformsLib.displacementmap,
  8938. UniformsLib.roughnessmap,
  8939. UniformsLib.metalnessmap,
  8940. UniformsLib.fog,
  8941. UniformsLib.lights,
  8942. {
  8943. emissive: { value: new Color( 0x000000 ) },
  8944. roughness: { value: 1.0 },
  8945. metalness: { value: 0.0 },
  8946. envMapIntensity: { value: 1 } // temporary
  8947. }
  8948. ] ),
  8949. vertexShader: ShaderChunk.meshphysical_vert,
  8950. fragmentShader: ShaderChunk.meshphysical_frag
  8951. },
  8952. toon: {
  8953. uniforms: mergeUniforms( [
  8954. UniformsLib.common,
  8955. UniformsLib.aomap,
  8956. UniformsLib.lightmap,
  8957. UniformsLib.emissivemap,
  8958. UniformsLib.bumpmap,
  8959. UniformsLib.normalmap,
  8960. UniformsLib.displacementmap,
  8961. UniformsLib.gradientmap,
  8962. UniformsLib.fog,
  8963. UniformsLib.lights,
  8964. {
  8965. emissive: { value: new Color( 0x000000 ) }
  8966. }
  8967. ] ),
  8968. vertexShader: ShaderChunk.meshtoon_vert,
  8969. fragmentShader: ShaderChunk.meshtoon_frag
  8970. },
  8971. matcap: {
  8972. uniforms: mergeUniforms( [
  8973. UniformsLib.common,
  8974. UniformsLib.bumpmap,
  8975. UniformsLib.normalmap,
  8976. UniformsLib.displacementmap,
  8977. UniformsLib.fog,
  8978. {
  8979. matcap: { value: null }
  8980. }
  8981. ] ),
  8982. vertexShader: ShaderChunk.meshmatcap_vert,
  8983. fragmentShader: ShaderChunk.meshmatcap_frag
  8984. },
  8985. points: {
  8986. uniforms: mergeUniforms( [
  8987. UniformsLib.points,
  8988. UniformsLib.fog
  8989. ] ),
  8990. vertexShader: ShaderChunk.points_vert,
  8991. fragmentShader: ShaderChunk.points_frag
  8992. },
  8993. dashed: {
  8994. uniforms: mergeUniforms( [
  8995. UniformsLib.common,
  8996. UniformsLib.fog,
  8997. {
  8998. scale: { value: 1 },
  8999. dashSize: { value: 1 },
  9000. totalSize: { value: 2 }
  9001. }
  9002. ] ),
  9003. vertexShader: ShaderChunk.linedashed_vert,
  9004. fragmentShader: ShaderChunk.linedashed_frag
  9005. },
  9006. depth: {
  9007. uniforms: mergeUniforms( [
  9008. UniformsLib.common,
  9009. UniformsLib.displacementmap
  9010. ] ),
  9011. vertexShader: ShaderChunk.depth_vert,
  9012. fragmentShader: ShaderChunk.depth_frag
  9013. },
  9014. normal: {
  9015. uniforms: mergeUniforms( [
  9016. UniformsLib.common,
  9017. UniformsLib.bumpmap,
  9018. UniformsLib.normalmap,
  9019. UniformsLib.displacementmap,
  9020. {
  9021. opacity: { value: 1.0 }
  9022. }
  9023. ] ),
  9024. vertexShader: ShaderChunk.normal_vert,
  9025. fragmentShader: ShaderChunk.normal_frag
  9026. },
  9027. sprite: {
  9028. uniforms: mergeUniforms( [
  9029. UniformsLib.sprite,
  9030. UniformsLib.fog
  9031. ] ),
  9032. vertexShader: ShaderChunk.sprite_vert,
  9033. fragmentShader: ShaderChunk.sprite_frag
  9034. },
  9035. background: {
  9036. uniforms: {
  9037. uvTransform: { value: new Matrix3() },
  9038. t2D: { value: null },
  9039. },
  9040. vertexShader: ShaderChunk.background_vert,
  9041. fragmentShader: ShaderChunk.background_frag
  9042. },
  9043. /* -------------------------------------------------------------------------
  9044. // Cube map shader
  9045. ------------------------------------------------------------------------- */
  9046. cube: {
  9047. uniforms: mergeUniforms( [
  9048. UniformsLib.envmap,
  9049. {
  9050. opacity: { value: 1.0 }
  9051. }
  9052. ] ),
  9053. vertexShader: ShaderChunk.cube_vert,
  9054. fragmentShader: ShaderChunk.cube_frag
  9055. },
  9056. equirect: {
  9057. uniforms: {
  9058. tEquirect: { value: null },
  9059. },
  9060. vertexShader: ShaderChunk.equirect_vert,
  9061. fragmentShader: ShaderChunk.equirect_frag
  9062. },
  9063. distanceRGBA: {
  9064. uniforms: mergeUniforms( [
  9065. UniformsLib.common,
  9066. UniformsLib.displacementmap,
  9067. {
  9068. referencePosition: { value: new Vector3() },
  9069. nearDistance: { value: 1 },
  9070. farDistance: { value: 1000 }
  9071. }
  9072. ] ),
  9073. vertexShader: ShaderChunk.distanceRGBA_vert,
  9074. fragmentShader: ShaderChunk.distanceRGBA_frag
  9075. },
  9076. shadow: {
  9077. uniforms: mergeUniforms( [
  9078. UniformsLib.lights,
  9079. UniformsLib.fog,
  9080. {
  9081. color: { value: new Color( 0x00000 ) },
  9082. opacity: { value: 1.0 }
  9083. } ] ),
  9084. vertexShader: ShaderChunk.shadow_vert,
  9085. fragmentShader: ShaderChunk.shadow_frag
  9086. }
  9087. };
  9088. ShaderLib.physical = {
  9089. uniforms: mergeUniforms( [
  9090. ShaderLib.standard.uniforms,
  9091. {
  9092. clearcoat: { value: 0 },
  9093. clearcoatMap: { value: null },
  9094. clearcoatRoughness: { value: 0 },
  9095. clearcoatRoughnessMap: { value: null },
  9096. clearcoatNormalScale: { value: new Vector2( 1, 1 ) },
  9097. clearcoatNormalMap: { value: null },
  9098. sheen: { value: new Color( 0x000000 ) },
  9099. transmission: { value: 0 },
  9100. transmissionMap: { value: null },
  9101. }
  9102. ] ),
  9103. vertexShader: ShaderChunk.meshphysical_vert,
  9104. fragmentShader: ShaderChunk.meshphysical_frag
  9105. };
  9106. function WebGLBackground( renderer, cubemaps, state, objects, premultipliedAlpha ) {
  9107. var clearColor = new Color( 0x000000 );
  9108. var clearAlpha = 0;
  9109. var planeMesh;
  9110. var boxMesh;
  9111. var currentBackground = null;
  9112. var currentBackgroundVersion = 0;
  9113. var currentTonemapping = null;
  9114. function render( renderList, scene, camera, forceClear ) {
  9115. var background = scene.isScene === true ? scene.background : null;
  9116. if ( background && background.isTexture ) {
  9117. background = cubemaps.get( background );
  9118. }
  9119. // Ignore background in AR
  9120. // TODO: Reconsider this.
  9121. var xr = renderer.xr;
  9122. var session = xr.getSession && xr.getSession();
  9123. if ( session && session.environmentBlendMode === 'additive' ) {
  9124. background = null;
  9125. }
  9126. if ( background === null ) {
  9127. setClear( clearColor, clearAlpha );
  9128. } else if ( background && background.isColor ) {
  9129. setClear( background, 1 );
  9130. forceClear = true;
  9131. }
  9132. if ( renderer.autoClear || forceClear ) {
  9133. renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
  9134. }
  9135. if ( background && ( background.isCubeTexture || background.isWebGLCubeRenderTarget || background.isWebGLCubeRenderTargetTexture || background.mapping === CubeUVReflectionMapping ) ) {
  9136. if ( boxMesh === undefined ) {
  9137. boxMesh = new Mesh(
  9138. new BoxBufferGeometry( 1, 1, 1 ),
  9139. new ShaderMaterial( {
  9140. name: 'BackgroundCubeMaterial',
  9141. uniforms: cloneUniforms( ShaderLib.cube.uniforms ),
  9142. vertexShader: ShaderLib.cube.vertexShader,
  9143. fragmentShader: ShaderLib.cube.fragmentShader,
  9144. side: BackSide,
  9145. depthTest: false,
  9146. depthWrite: false,
  9147. fog: false
  9148. } )
  9149. );
  9150. boxMesh.geometry.deleteAttribute( 'normal' );
  9151. boxMesh.geometry.deleteAttribute( 'uv' );
  9152. boxMesh.onBeforeRender = function ( renderer, scene, camera ) {
  9153. this.matrixWorld.copyPosition( camera.matrixWorld );
  9154. };
  9155. // enable code injection for non-built-in material
  9156. Object.defineProperty( boxMesh.material, 'envMap', {
  9157. get: function () {
  9158. return this.uniforms.envMap.value;
  9159. }
  9160. } );
  9161. objects.update( boxMesh );
  9162. }
  9163. if ( background.isWebGLCubeRenderTarget ) {
  9164. // TODO Deprecate
  9165. background = background.texture;
  9166. }
  9167. boxMesh.material.uniforms.envMap.value = background;
  9168. boxMesh.material.uniforms.flipEnvMap.value = background.isCubeTexture ? - 1 : 1;
  9169. if ( currentBackground !== background ||
  9170. currentBackgroundVersion !== background.version ||
  9171. currentTonemapping !== renderer.toneMapping ) {
  9172. boxMesh.material.needsUpdate = true;
  9173. currentBackground = background;
  9174. currentBackgroundVersion = background.version;
  9175. currentTonemapping = renderer.toneMapping;
  9176. }
  9177. // push to the pre-sorted opaque render list
  9178. renderList.unshift( boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null );
  9179. } else if ( background && background.isTexture ) {
  9180. if ( planeMesh === undefined ) {
  9181. planeMesh = new Mesh(
  9182. new PlaneBufferGeometry( 2, 2 ),
  9183. new ShaderMaterial( {
  9184. name: 'BackgroundMaterial',
  9185. uniforms: cloneUniforms( ShaderLib.background.uniforms ),
  9186. vertexShader: ShaderLib.background.vertexShader,
  9187. fragmentShader: ShaderLib.background.fragmentShader,
  9188. side: FrontSide,
  9189. depthTest: false,
  9190. depthWrite: false,
  9191. fog: false
  9192. } )
  9193. );
  9194. planeMesh.geometry.deleteAttribute( 'normal' );
  9195. // enable code injection for non-built-in material
  9196. Object.defineProperty( planeMesh.material, 'map', {
  9197. get: function () {
  9198. return this.uniforms.t2D.value;
  9199. }
  9200. } );
  9201. objects.update( planeMesh );
  9202. }
  9203. planeMesh.material.uniforms.t2D.value = background;
  9204. if ( background.matrixAutoUpdate === true ) {
  9205. background.updateMatrix();
  9206. }
  9207. planeMesh.material.uniforms.uvTransform.value.copy( background.matrix );
  9208. if ( currentBackground !== background ||
  9209. currentBackgroundVersion !== background.version ||
  9210. currentTonemapping !== renderer.toneMapping ) {
  9211. planeMesh.material.needsUpdate = true;
  9212. currentBackground = background;
  9213. currentBackgroundVersion = background.version;
  9214. currentTonemapping = renderer.toneMapping;
  9215. }
  9216. // push to the pre-sorted opaque render list
  9217. renderList.unshift( planeMesh, planeMesh.geometry, planeMesh.material, 0, 0, null );
  9218. }
  9219. }
  9220. function setClear( color, alpha ) {
  9221. state.buffers.color.setClear( color.r, color.g, color.b, alpha, premultipliedAlpha );
  9222. }
  9223. return {
  9224. getClearColor: function () {
  9225. return clearColor;
  9226. },
  9227. setClearColor: function ( color, alpha ) {
  9228. clearColor.set( color );
  9229. clearAlpha = alpha !== undefined ? alpha : 1;
  9230. setClear( clearColor, clearAlpha );
  9231. },
  9232. getClearAlpha: function () {
  9233. return clearAlpha;
  9234. },
  9235. setClearAlpha: function ( alpha ) {
  9236. clearAlpha = alpha;
  9237. setClear( clearColor, clearAlpha );
  9238. },
  9239. render: render
  9240. };
  9241. }
  9242. function WebGLBindingStates( gl, extensions, attributes, capabilities ) {
  9243. var maxVertexAttributes = gl.getParameter( 34921 );
  9244. var extension = capabilities.isWebGL2 ? null : extensions.get( 'OES_vertex_array_object' );
  9245. var vaoAvailable = capabilities.isWebGL2 || extension !== null;
  9246. var bindingStates = {};
  9247. var defaultState = createBindingState( null );
  9248. var currentState = defaultState;
  9249. function setup( object, material, program, geometry, index ) {
  9250. var updateBuffers = false;
  9251. if ( vaoAvailable ) {
  9252. var state = getBindingState( geometry, program, material );
  9253. if ( currentState !== state ) {
  9254. currentState = state;
  9255. bindVertexArrayObject( currentState.object );
  9256. }
  9257. updateBuffers = needsUpdate( geometry, index );
  9258. if ( updateBuffers ) { saveCache( geometry, index ); }
  9259. } else {
  9260. var wireframe = ( material.wireframe === true );
  9261. if ( currentState.geometry !== geometry.id ||
  9262. currentState.program !== program.id ||
  9263. currentState.wireframe !== wireframe ) {
  9264. currentState.geometry = geometry.id;
  9265. currentState.program = program.id;
  9266. currentState.wireframe = wireframe;
  9267. updateBuffers = true;
  9268. }
  9269. }
  9270. if ( object.isInstancedMesh === true ) {
  9271. updateBuffers = true;
  9272. }
  9273. if ( index !== null ) {
  9274. attributes.update( index, 34963 );
  9275. }
  9276. if ( updateBuffers ) {
  9277. setupVertexAttributes( object, material, program, geometry );
  9278. if ( index !== null ) {
  9279. gl.bindBuffer( 34963, attributes.get( index ).buffer );
  9280. }
  9281. }
  9282. }
  9283. function createVertexArrayObject() {
  9284. if ( capabilities.isWebGL2 ) { return gl.createVertexArray(); }
  9285. return extension.createVertexArrayOES();
  9286. }
  9287. function bindVertexArrayObject( vao ) {
  9288. if ( capabilities.isWebGL2 ) { return gl.bindVertexArray( vao ); }
  9289. return extension.bindVertexArrayOES( vao );
  9290. }
  9291. function deleteVertexArrayObject( vao ) {
  9292. if ( capabilities.isWebGL2 ) { return gl.deleteVertexArray( vao ); }
  9293. return extension.deleteVertexArrayOES( vao );
  9294. }
  9295. function getBindingState( geometry, program, material ) {
  9296. var wireframe = ( material.wireframe === true );
  9297. var programMap = bindingStates[ geometry.id ];
  9298. if ( programMap === undefined ) {
  9299. programMap = {};
  9300. bindingStates[ geometry.id ] = programMap;
  9301. }
  9302. var stateMap = programMap[ program.id ];
  9303. if ( stateMap === undefined ) {
  9304. stateMap = {};
  9305. programMap[ program.id ] = stateMap;
  9306. }
  9307. var state = stateMap[ wireframe ];
  9308. if ( state === undefined ) {
  9309. state = createBindingState( createVertexArrayObject() );
  9310. stateMap[ wireframe ] = state;
  9311. }
  9312. return state;
  9313. }
  9314. function createBindingState( vao ) {
  9315. var newAttributes = [];
  9316. var enabledAttributes = [];
  9317. var attributeDivisors = [];
  9318. for ( var i = 0; i < maxVertexAttributes; i ++ ) {
  9319. newAttributes[ i ] = 0;
  9320. enabledAttributes[ i ] = 0;
  9321. attributeDivisors[ i ] = 0;
  9322. }
  9323. return {
  9324. // for backward compatibility on non-VAO support browser
  9325. geometry: null,
  9326. program: null,
  9327. wireframe: false,
  9328. newAttributes: newAttributes,
  9329. enabledAttributes: enabledAttributes,
  9330. attributeDivisors: attributeDivisors,
  9331. object: vao,
  9332. attributes: {},
  9333. index: null
  9334. };
  9335. }
  9336. function needsUpdate( geometry, index ) {
  9337. var cachedAttributes = currentState.attributes;
  9338. var geometryAttributes = geometry.attributes;
  9339. if ( Object.keys( cachedAttributes ).length !== Object.keys( geometryAttributes ).length ) { return true; }
  9340. for ( var key in geometryAttributes ) {
  9341. var cachedAttribute = cachedAttributes[ key ];
  9342. var geometryAttribute = geometryAttributes[ key ];
  9343. if ( cachedAttribute === undefined ) { return true; }
  9344. if ( cachedAttribute.attribute !== geometryAttribute ) { return true; }
  9345. if ( cachedAttribute.data !== geometryAttribute.data ) { return true; }
  9346. }
  9347. if ( currentState.index !== index ) { return true; }
  9348. return false;
  9349. }
  9350. function saveCache( geometry, index ) {
  9351. var cache = {};
  9352. var attributes = geometry.attributes;
  9353. for ( var key in attributes ) {
  9354. var attribute = attributes[ key ];
  9355. var data = {};
  9356. data.attribute = attribute;
  9357. if ( attribute.data ) {
  9358. data.data = attribute.data;
  9359. }
  9360. cache[ key ] = data;
  9361. }
  9362. currentState.attributes = cache;
  9363. currentState.index = index;
  9364. }
  9365. function initAttributes() {
  9366. var newAttributes = currentState.newAttributes;
  9367. for ( var i = 0, il = newAttributes.length; i < il; i ++ ) {
  9368. newAttributes[ i ] = 0;
  9369. }
  9370. }
  9371. function enableAttribute( attribute ) {
  9372. enableAttributeAndDivisor( attribute, 0 );
  9373. }
  9374. function enableAttributeAndDivisor( attribute, meshPerAttribute ) {
  9375. var newAttributes = currentState.newAttributes;
  9376. var enabledAttributes = currentState.enabledAttributes;
  9377. var attributeDivisors = currentState.attributeDivisors;
  9378. newAttributes[ attribute ] = 1;
  9379. if ( enabledAttributes[ attribute ] === 0 ) {
  9380. gl.enableVertexAttribArray( attribute );
  9381. enabledAttributes[ attribute ] = 1;
  9382. }
  9383. if ( attributeDivisors[ attribute ] !== meshPerAttribute ) {
  9384. var extension = capabilities.isWebGL2 ? gl : extensions.get( 'ANGLE_instanced_arrays' );
  9385. extension[ capabilities.isWebGL2 ? 'vertexAttribDivisor' : 'vertexAttribDivisorANGLE' ]( attribute, meshPerAttribute );
  9386. attributeDivisors[ attribute ] = meshPerAttribute;
  9387. }
  9388. }
  9389. function disableUnusedAttributes() {
  9390. var newAttributes = currentState.newAttributes;
  9391. var enabledAttributes = currentState.enabledAttributes;
  9392. for ( var i = 0, il = enabledAttributes.length; i < il; i ++ ) {
  9393. if ( enabledAttributes[ i ] !== newAttributes[ i ] ) {
  9394. gl.disableVertexAttribArray( i );
  9395. enabledAttributes[ i ] = 0;
  9396. }
  9397. }
  9398. }
  9399. function vertexAttribPointer( index, size, type, normalized, stride, offset ) {
  9400. if ( capabilities.isWebGL2 === true && ( type === 5124 || type === 5125 ) ) {
  9401. gl.vertexAttribIPointer( index, size, type, stride, offset );
  9402. } else {
  9403. gl.vertexAttribPointer( index, size, type, normalized, stride, offset );
  9404. }
  9405. }
  9406. function setupVertexAttributes( object, material, program, geometry ) {
  9407. if ( capabilities.isWebGL2 === false && ( object.isInstancedMesh || geometry.isInstancedBufferGeometry ) ) {
  9408. if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) { return; }
  9409. }
  9410. initAttributes();
  9411. var geometryAttributes = geometry.attributes;
  9412. var programAttributes = program.getAttributes();
  9413. var materialDefaultAttributeValues = material.defaultAttributeValues;
  9414. for ( var name in programAttributes ) {
  9415. var programAttribute = programAttributes[ name ];
  9416. if ( programAttribute >= 0 ) {
  9417. var geometryAttribute = geometryAttributes[ name ];
  9418. if ( geometryAttribute !== undefined ) {
  9419. var normalized = geometryAttribute.normalized;
  9420. var size = geometryAttribute.itemSize;
  9421. var attribute = attributes.get( geometryAttribute );
  9422. // TODO Attribute may not be available on context restore
  9423. if ( attribute === undefined ) { continue; }
  9424. var buffer = attribute.buffer;
  9425. var type = attribute.type;
  9426. var bytesPerElement = attribute.bytesPerElement;
  9427. if ( geometryAttribute.isInterleavedBufferAttribute ) {
  9428. var data = geometryAttribute.data;
  9429. var stride = data.stride;
  9430. var offset = geometryAttribute.offset;
  9431. if ( data && data.isInstancedInterleavedBuffer ) {
  9432. enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );
  9433. if ( geometry._maxInstanceCount === undefined ) {
  9434. geometry._maxInstanceCount = data.meshPerAttribute * data.count;
  9435. }
  9436. } else {
  9437. enableAttribute( programAttribute );
  9438. }
  9439. gl.bindBuffer( 34962, buffer );
  9440. vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement );
  9441. } else {
  9442. if ( geometryAttribute.isInstancedBufferAttribute ) {
  9443. enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );
  9444. if ( geometry._maxInstanceCount === undefined ) {
  9445. geometry._maxInstanceCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
  9446. }
  9447. } else {
  9448. enableAttribute( programAttribute );
  9449. }
  9450. gl.bindBuffer( 34962, buffer );
  9451. vertexAttribPointer( programAttribute, size, type, normalized, 0, 0 );
  9452. }
  9453. } else if ( name === 'instanceMatrix' ) {
  9454. var attribute$1 = attributes.get( object.instanceMatrix );
  9455. // TODO Attribute may not be available on context restore
  9456. if ( attribute$1 === undefined ) { continue; }
  9457. var buffer$1 = attribute$1.buffer;
  9458. var type$1 = attribute$1.type;
  9459. enableAttributeAndDivisor( programAttribute + 0, 1 );
  9460. enableAttributeAndDivisor( programAttribute + 1, 1 );
  9461. enableAttributeAndDivisor( programAttribute + 2, 1 );
  9462. enableAttributeAndDivisor( programAttribute + 3, 1 );
  9463. gl.bindBuffer( 34962, buffer$1 );
  9464. gl.vertexAttribPointer( programAttribute + 0, 4, type$1, false, 64, 0 );
  9465. gl.vertexAttribPointer( programAttribute + 1, 4, type$1, false, 64, 16 );
  9466. gl.vertexAttribPointer( programAttribute + 2, 4, type$1, false, 64, 32 );
  9467. gl.vertexAttribPointer( programAttribute + 3, 4, type$1, false, 64, 48 );
  9468. } else if ( name === 'instanceColor' ) {
  9469. var attribute$2 = attributes.get( object.instanceColor );
  9470. // TODO Attribute may not be available on context restore
  9471. if ( attribute$2 === undefined ) { continue; }
  9472. var buffer$2 = attribute$2.buffer;
  9473. var type$2 = attribute$2.type;
  9474. enableAttributeAndDivisor( programAttribute, 1 );
  9475. gl.bindBuffer( 34962, buffer$2 );
  9476. gl.vertexAttribPointer( programAttribute, 3, type$2, false, 12, 0 );
  9477. } else if ( materialDefaultAttributeValues !== undefined ) {
  9478. var value = materialDefaultAttributeValues[ name ];
  9479. if ( value !== undefined ) {
  9480. switch ( value.length ) {
  9481. case 2:
  9482. gl.vertexAttrib2fv( programAttribute, value );
  9483. break;
  9484. case 3:
  9485. gl.vertexAttrib3fv( programAttribute, value );
  9486. break;
  9487. case 4:
  9488. gl.vertexAttrib4fv( programAttribute, value );
  9489. break;
  9490. default:
  9491. gl.vertexAttrib1fv( programAttribute, value );
  9492. }
  9493. }
  9494. }
  9495. }
  9496. }
  9497. disableUnusedAttributes();
  9498. }
  9499. function dispose() {
  9500. reset();
  9501. for ( var geometryId in bindingStates ) {
  9502. var programMap = bindingStates[ geometryId ];
  9503. for ( var programId in programMap ) {
  9504. var stateMap = programMap[ programId ];
  9505. for ( var wireframe in stateMap ) {
  9506. deleteVertexArrayObject( stateMap[ wireframe ].object );
  9507. delete stateMap[ wireframe ];
  9508. }
  9509. delete programMap[ programId ];
  9510. }
  9511. delete bindingStates[ geometryId ];
  9512. }
  9513. }
  9514. function releaseStatesOfGeometry( geometry ) {
  9515. if ( bindingStates[ geometry.id ] === undefined ) { return; }
  9516. var programMap = bindingStates[ geometry.id ];
  9517. for ( var programId in programMap ) {
  9518. var stateMap = programMap[ programId ];
  9519. for ( var wireframe in stateMap ) {
  9520. deleteVertexArrayObject( stateMap[ wireframe ].object );
  9521. delete stateMap[ wireframe ];
  9522. }
  9523. delete programMap[ programId ];
  9524. }
  9525. delete bindingStates[ geometry.id ];
  9526. }
  9527. function releaseStatesOfProgram( program ) {
  9528. for ( var geometryId in bindingStates ) {
  9529. var programMap = bindingStates[ geometryId ];
  9530. if ( programMap[ program.id ] === undefined ) { continue; }
  9531. var stateMap = programMap[ program.id ];
  9532. for ( var wireframe in stateMap ) {
  9533. deleteVertexArrayObject( stateMap[ wireframe ].object );
  9534. delete stateMap[ wireframe ];
  9535. }
  9536. delete programMap[ program.id ];
  9537. }
  9538. }
  9539. function reset() {
  9540. resetDefaultState();
  9541. if ( currentState === defaultState ) { return; }
  9542. currentState = defaultState;
  9543. bindVertexArrayObject( currentState.object );
  9544. }
  9545. // for backward-compatilibity
  9546. function resetDefaultState() {
  9547. defaultState.geometry = null;
  9548. defaultState.program = null;
  9549. defaultState.wireframe = false;
  9550. }
  9551. return {
  9552. setup: setup,
  9553. reset: reset,
  9554. resetDefaultState: resetDefaultState,
  9555. dispose: dispose,
  9556. releaseStatesOfGeometry: releaseStatesOfGeometry,
  9557. releaseStatesOfProgram: releaseStatesOfProgram,
  9558. initAttributes: initAttributes,
  9559. enableAttribute: enableAttribute,
  9560. disableUnusedAttributes: disableUnusedAttributes
  9561. };
  9562. }
  9563. function WebGLBufferRenderer( gl, extensions, info, capabilities ) {
  9564. var isWebGL2 = capabilities.isWebGL2;
  9565. var mode;
  9566. function setMode( value ) {
  9567. mode = value;
  9568. }
  9569. function render( start, count ) {
  9570. gl.drawArrays( mode, start, count );
  9571. info.update( count, mode, 1 );
  9572. }
  9573. function renderInstances( start, count, primcount ) {
  9574. if ( primcount === 0 ) { return; }
  9575. var extension, methodName;
  9576. if ( isWebGL2 ) {
  9577. extension = gl;
  9578. methodName = 'drawArraysInstanced';
  9579. } else {
  9580. extension = extensions.get( 'ANGLE_instanced_arrays' );
  9581. methodName = 'drawArraysInstancedANGLE';
  9582. if ( extension === null ) {
  9583. console.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  9584. return;
  9585. }
  9586. }
  9587. extension[ methodName ]( mode, start, count, primcount );
  9588. info.update( count, mode, primcount );
  9589. }
  9590. //
  9591. this.setMode = setMode;
  9592. this.render = render;
  9593. this.renderInstances = renderInstances;
  9594. }
  9595. function WebGLCapabilities( gl, extensions, parameters ) {
  9596. var maxAnisotropy;
  9597. function getMaxAnisotropy() {
  9598. if ( maxAnisotropy !== undefined ) { return maxAnisotropy; }
  9599. var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  9600. if ( extension !== null ) {
  9601. maxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );
  9602. } else {
  9603. maxAnisotropy = 0;
  9604. }
  9605. return maxAnisotropy;
  9606. }
  9607. function getMaxPrecision( precision ) {
  9608. if ( precision === 'highp' ) {
  9609. if ( gl.getShaderPrecisionFormat( 35633, 36338 ).precision > 0 &&
  9610. gl.getShaderPrecisionFormat( 35632, 36338 ).precision > 0 ) {
  9611. return 'highp';
  9612. }
  9613. precision = 'mediump';
  9614. }
  9615. if ( precision === 'mediump' ) {
  9616. if ( gl.getShaderPrecisionFormat( 35633, 36337 ).precision > 0 &&
  9617. gl.getShaderPrecisionFormat( 35632, 36337 ).precision > 0 ) {
  9618. return 'mediump';
  9619. }
  9620. }
  9621. return 'lowp';
  9622. }
  9623. /* eslint-disable no-undef */
  9624. var isWebGL2 = ( typeof WebGL2RenderingContext !== 'undefined' && gl instanceof WebGL2RenderingContext ) ||
  9625. ( typeof WebGL2ComputeRenderingContext !== 'undefined' && gl instanceof WebGL2ComputeRenderingContext );
  9626. /* eslint-enable no-undef */
  9627. var precision = parameters.precision !== undefined ? parameters.precision : 'highp';
  9628. var maxPrecision = getMaxPrecision( precision );
  9629. if ( maxPrecision !== precision ) {
  9630. console.warn( 'THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' );
  9631. precision = maxPrecision;
  9632. }
  9633. var logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true;
  9634. var maxTextures = gl.getParameter( 34930 );
  9635. var maxVertexTextures = gl.getParameter( 35660 );
  9636. var maxTextureSize = gl.getParameter( 3379 );
  9637. var maxCubemapSize = gl.getParameter( 34076 );
  9638. var maxAttributes = gl.getParameter( 34921 );
  9639. var maxVertexUniforms = gl.getParameter( 36347 );
  9640. var maxVaryings = gl.getParameter( 36348 );
  9641. var maxFragmentUniforms = gl.getParameter( 36349 );
  9642. var vertexTextures = maxVertexTextures > 0;
  9643. var floatFragmentTextures = isWebGL2 || !! extensions.get( 'OES_texture_float' );
  9644. var floatVertexTextures = vertexTextures && floatFragmentTextures;
  9645. var maxSamples = isWebGL2 ? gl.getParameter( 36183 ) : 0;
  9646. return {
  9647. isWebGL2: isWebGL2,
  9648. getMaxAnisotropy: getMaxAnisotropy,
  9649. getMaxPrecision: getMaxPrecision,
  9650. precision: precision,
  9651. logarithmicDepthBuffer: logarithmicDepthBuffer,
  9652. maxTextures: maxTextures,
  9653. maxVertexTextures: maxVertexTextures,
  9654. maxTextureSize: maxTextureSize,
  9655. maxCubemapSize: maxCubemapSize,
  9656. maxAttributes: maxAttributes,
  9657. maxVertexUniforms: maxVertexUniforms,
  9658. maxVaryings: maxVaryings,
  9659. maxFragmentUniforms: maxFragmentUniforms,
  9660. vertexTextures: vertexTextures,
  9661. floatFragmentTextures: floatFragmentTextures,
  9662. floatVertexTextures: floatVertexTextures,
  9663. maxSamples: maxSamples
  9664. };
  9665. }
  9666. function WebGLClipping( properties ) {
  9667. var scope = this;
  9668. var globalState = null,
  9669. numGlobalPlanes = 0,
  9670. localClippingEnabled = false,
  9671. renderingShadows = false;
  9672. var plane = new Plane(),
  9673. viewNormalMatrix = new Matrix3(),
  9674. uniform = { value: null, needsUpdate: false };
  9675. this.uniform = uniform;
  9676. this.numPlanes = 0;
  9677. this.numIntersection = 0;
  9678. this.init = function ( planes, enableLocalClipping, camera ) {
  9679. var enabled =
  9680. planes.length !== 0 ||
  9681. enableLocalClipping ||
  9682. // enable state of previous frame - the clipping code has to
  9683. // run another frame in order to reset the state:
  9684. numGlobalPlanes !== 0 ||
  9685. localClippingEnabled;
  9686. localClippingEnabled = enableLocalClipping;
  9687. globalState = projectPlanes( planes, camera, 0 );
  9688. numGlobalPlanes = planes.length;
  9689. return enabled;
  9690. };
  9691. this.beginShadows = function () {
  9692. renderingShadows = true;
  9693. projectPlanes( null );
  9694. };
  9695. this.endShadows = function () {
  9696. renderingShadows = false;
  9697. resetGlobalState();
  9698. };
  9699. this.setState = function ( material, camera, useCache ) {
  9700. var planes = material.clippingPlanes,
  9701. clipIntersection = material.clipIntersection,
  9702. clipShadows = material.clipShadows;
  9703. var materialProperties = properties.get( material );
  9704. if ( ! localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && ! clipShadows ) {
  9705. // there's no local clipping
  9706. if ( renderingShadows ) {
  9707. // there's no global clipping
  9708. projectPlanes( null );
  9709. } else {
  9710. resetGlobalState();
  9711. }
  9712. } else {
  9713. var nGlobal = renderingShadows ? 0 : numGlobalPlanes,
  9714. lGlobal = nGlobal * 4;
  9715. var dstArray = materialProperties.clippingState || null;
  9716. uniform.value = dstArray; // ensure unique state
  9717. dstArray = projectPlanes( planes, camera, lGlobal, useCache );
  9718. for ( var i = 0; i !== lGlobal; ++ i ) {
  9719. dstArray[ i ] = globalState[ i ];
  9720. }
  9721. materialProperties.clippingState = dstArray;
  9722. this.numIntersection = clipIntersection ? this.numPlanes : 0;
  9723. this.numPlanes += nGlobal;
  9724. }
  9725. };
  9726. function resetGlobalState() {
  9727. if ( uniform.value !== globalState ) {
  9728. uniform.value = globalState;
  9729. uniform.needsUpdate = numGlobalPlanes > 0;
  9730. }
  9731. scope.numPlanes = numGlobalPlanes;
  9732. scope.numIntersection = 0;
  9733. }
  9734. function projectPlanes( planes, camera, dstOffset, skipTransform ) {
  9735. var nPlanes = planes !== null ? planes.length : 0;
  9736. var dstArray = null;
  9737. if ( nPlanes !== 0 ) {
  9738. dstArray = uniform.value;
  9739. if ( skipTransform !== true || dstArray === null ) {
  9740. var flatSize = dstOffset + nPlanes * 4,
  9741. viewMatrix = camera.matrixWorldInverse;
  9742. viewNormalMatrix.getNormalMatrix( viewMatrix );
  9743. if ( dstArray === null || dstArray.length < flatSize ) {
  9744. dstArray = new Float32Array( flatSize );
  9745. }
  9746. for ( var i = 0, i4 = dstOffset; i !== nPlanes; ++ i, i4 += 4 ) {
  9747. plane.copy( planes[ i ] ).applyMatrix4( viewMatrix, viewNormalMatrix );
  9748. plane.normal.toArray( dstArray, i4 );
  9749. dstArray[ i4 + 3 ] = plane.constant;
  9750. }
  9751. }
  9752. uniform.value = dstArray;
  9753. uniform.needsUpdate = true;
  9754. }
  9755. scope.numPlanes = nPlanes;
  9756. scope.numIntersection = 0;
  9757. return dstArray;
  9758. }
  9759. }
  9760. function WebGLCubeMaps( renderer ) {
  9761. var cubemaps = new WeakMap();
  9762. function mapTextureMapping( texture, mapping ) {
  9763. if ( mapping === EquirectangularReflectionMapping ) {
  9764. texture.mapping = CubeReflectionMapping;
  9765. } else if ( mapping === EquirectangularRefractionMapping ) {
  9766. texture.mapping = CubeRefractionMapping;
  9767. }
  9768. return texture;
  9769. }
  9770. function get( texture ) {
  9771. if ( texture && texture.isTexture ) {
  9772. var mapping = texture.mapping;
  9773. if ( mapping === EquirectangularReflectionMapping || mapping === EquirectangularRefractionMapping ) {
  9774. if ( cubemaps.has( texture ) ) {
  9775. var cubemap = cubemaps.get( texture ).texture;
  9776. return mapTextureMapping( cubemap, texture.mapping );
  9777. } else {
  9778. var image = texture.image;
  9779. if ( image && image.height > 0 ) {
  9780. var currentRenderList = renderer.getRenderList();
  9781. var currentRenderTarget = renderer.getRenderTarget();
  9782. var currentRenderState = renderer.getRenderState();
  9783. var renderTarget = new WebGLCubeRenderTarget( image.height / 2 );
  9784. renderTarget.fromEquirectangularTexture( renderer, texture );
  9785. cubemaps.set( texture, renderTarget );
  9786. renderer.setRenderTarget( currentRenderTarget );
  9787. renderer.setRenderList( currentRenderList );
  9788. renderer.setRenderState( currentRenderState );
  9789. return mapTextureMapping( renderTarget.texture, texture.mapping );
  9790. } else {
  9791. // image not yet ready. try the conversion next frame
  9792. return null;
  9793. }
  9794. }
  9795. }
  9796. }
  9797. return texture;
  9798. }
  9799. function dispose() {
  9800. cubemaps = new WeakMap();
  9801. }
  9802. return {
  9803. get: get,
  9804. dispose: dispose
  9805. };
  9806. }
  9807. function WebGLExtensions( gl ) {
  9808. var extensions = {};
  9809. return {
  9810. has: function ( name ) {
  9811. if ( extensions[ name ] !== undefined ) {
  9812. return extensions[ name ];
  9813. }
  9814. var extension;
  9815. switch ( name ) {
  9816. case 'WEBGL_depth_texture':
  9817. extension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' );
  9818. break;
  9819. case 'EXT_texture_filter_anisotropic':
  9820. extension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
  9821. break;
  9822. case 'WEBGL_compressed_texture_s3tc':
  9823. extension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
  9824. break;
  9825. case 'WEBGL_compressed_texture_pvrtc':
  9826. extension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' );
  9827. break;
  9828. default:
  9829. extension = gl.getExtension( name );
  9830. }
  9831. extensions[ name ] = extension;
  9832. return !! extension;
  9833. },
  9834. get: function ( name ) {
  9835. if ( ! this.has( name ) ) {
  9836. console.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' );
  9837. }
  9838. return extensions[ name ];
  9839. }
  9840. };
  9841. }
  9842. function WebGLGeometries( gl, attributes, info, bindingStates ) {
  9843. var geometries = new WeakMap();
  9844. var wireframeAttributes = new WeakMap();
  9845. function onGeometryDispose( event ) {
  9846. var geometry = event.target;
  9847. var buffergeometry = geometries.get( geometry );
  9848. if ( buffergeometry.index !== null ) {
  9849. attributes.remove( buffergeometry.index );
  9850. }
  9851. for ( var name in buffergeometry.attributes ) {
  9852. attributes.remove( buffergeometry.attributes[ name ] );
  9853. }
  9854. geometry.removeEventListener( 'dispose', onGeometryDispose );
  9855. geometries.delete( geometry );
  9856. var attribute = wireframeAttributes.get( buffergeometry );
  9857. if ( attribute ) {
  9858. attributes.remove( attribute );
  9859. wireframeAttributes.delete( buffergeometry );
  9860. }
  9861. bindingStates.releaseStatesOfGeometry( geometry );
  9862. if ( geometry.isInstancedBufferGeometry === true ) {
  9863. delete geometry._maxInstanceCount;
  9864. }
  9865. //
  9866. info.memory.geometries --;
  9867. }
  9868. function get( object, geometry ) {
  9869. var buffergeometry = geometries.get( geometry );
  9870. if ( buffergeometry ) { return buffergeometry; }
  9871. geometry.addEventListener( 'dispose', onGeometryDispose );
  9872. if ( geometry.isBufferGeometry ) {
  9873. buffergeometry = geometry;
  9874. } else if ( geometry.isGeometry ) {
  9875. if ( geometry._bufferGeometry === undefined ) {
  9876. geometry._bufferGeometry = new BufferGeometry().setFromObject( object );
  9877. }
  9878. buffergeometry = geometry._bufferGeometry;
  9879. }
  9880. geometries.set( geometry, buffergeometry );
  9881. info.memory.geometries ++;
  9882. return buffergeometry;
  9883. }
  9884. function update( geometry ) {
  9885. var geometryAttributes = geometry.attributes;
  9886. // Updating index buffer in VAO now. See WebGLBindingStates.
  9887. for ( var name in geometryAttributes ) {
  9888. attributes.update( geometryAttributes[ name ], 34962 );
  9889. }
  9890. // morph targets
  9891. var morphAttributes = geometry.morphAttributes;
  9892. for ( var name$1 in morphAttributes ) {
  9893. var array = morphAttributes[ name$1 ];
  9894. for ( var i = 0, l = array.length; i < l; i ++ ) {
  9895. attributes.update( array[ i ], 34962 );
  9896. }
  9897. }
  9898. }
  9899. function updateWireframeAttribute( geometry ) {
  9900. var indices = [];
  9901. var geometryIndex = geometry.index;
  9902. var geometryPosition = geometry.attributes.position;
  9903. var version = 0;
  9904. if ( geometryIndex !== null ) {
  9905. var array = geometryIndex.array;
  9906. version = geometryIndex.version;
  9907. for ( var i = 0, l = array.length; i < l; i += 3 ) {
  9908. var a = array[ i + 0 ];
  9909. var b = array[ i + 1 ];
  9910. var c = array[ i + 2 ];
  9911. indices.push( a, b, b, c, c, a );
  9912. }
  9913. } else {
  9914. var array$1 = geometryPosition.array;
  9915. version = geometryPosition.version;
  9916. for ( var i$1 = 0, l$1 = ( array$1.length / 3 ) - 1; i$1 < l$1; i$1 += 3 ) {
  9917. var a$1 = i$1 + 0;
  9918. var b$1 = i$1 + 1;
  9919. var c$1 = i$1 + 2;
  9920. indices.push( a$1, b$1, b$1, c$1, c$1, a$1 );
  9921. }
  9922. }
  9923. var attribute = new ( arrayMax( indices ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 );
  9924. attribute.version = version;
  9925. // Updating index buffer in VAO now. See WebGLBindingStates
  9926. //
  9927. var previousAttribute = wireframeAttributes.get( geometry );
  9928. if ( previousAttribute ) { attributes.remove( previousAttribute ); }
  9929. //
  9930. wireframeAttributes.set( geometry, attribute );
  9931. }
  9932. function getWireframeAttribute( geometry ) {
  9933. var currentAttribute = wireframeAttributes.get( geometry );
  9934. if ( currentAttribute ) {
  9935. var geometryIndex = geometry.index;
  9936. if ( geometryIndex !== null ) {
  9937. // if the attribute is obsolete, create a new one
  9938. if ( currentAttribute.version < geometryIndex.version ) {
  9939. updateWireframeAttribute( geometry );
  9940. }
  9941. }
  9942. } else {
  9943. updateWireframeAttribute( geometry );
  9944. }
  9945. return wireframeAttributes.get( geometry );
  9946. }
  9947. return {
  9948. get: get,
  9949. update: update,
  9950. getWireframeAttribute: getWireframeAttribute
  9951. };
  9952. }
  9953. function WebGLIndexedBufferRenderer( gl, extensions, info, capabilities ) {
  9954. var isWebGL2 = capabilities.isWebGL2;
  9955. var mode;
  9956. function setMode( value ) {
  9957. mode = value;
  9958. }
  9959. var type, bytesPerElement;
  9960. function setIndex( value ) {
  9961. type = value.type;
  9962. bytesPerElement = value.bytesPerElement;
  9963. }
  9964. function render( start, count ) {
  9965. gl.drawElements( mode, count, type, start * bytesPerElement );
  9966. info.update( count, mode, 1 );
  9967. }
  9968. function renderInstances( start, count, primcount ) {
  9969. if ( primcount === 0 ) { return; }
  9970. var extension, methodName;
  9971. if ( isWebGL2 ) {
  9972. extension = gl;
  9973. methodName = 'drawElementsInstanced';
  9974. } else {
  9975. extension = extensions.get( 'ANGLE_instanced_arrays' );
  9976. methodName = 'drawElementsInstancedANGLE';
  9977. if ( extension === null ) {
  9978. console.error( 'THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  9979. return;
  9980. }
  9981. }
  9982. extension[ methodName ]( mode, count, type, start * bytesPerElement, primcount );
  9983. info.update( count, mode, primcount );
  9984. }
  9985. //
  9986. this.setMode = setMode;
  9987. this.setIndex = setIndex;
  9988. this.render = render;
  9989. this.renderInstances = renderInstances;
  9990. }
  9991. function WebGLInfo( gl ) {
  9992. var memory = {
  9993. geometries: 0,
  9994. textures: 0
  9995. };
  9996. var render = {
  9997. frame: 0,
  9998. calls: 0,
  9999. triangles: 0,
  10000. points: 0,
  10001. lines: 0
  10002. };
  10003. function update( count, mode, instanceCount ) {
  10004. render.calls ++;
  10005. switch ( mode ) {
  10006. case 4:
  10007. render.triangles += instanceCount * ( count / 3 );
  10008. break;
  10009. case 1:
  10010. render.lines += instanceCount * ( count / 2 );
  10011. break;
  10012. case 3:
  10013. render.lines += instanceCount * ( count - 1 );
  10014. break;
  10015. case 2:
  10016. render.lines += instanceCount * count;
  10017. break;
  10018. case 0:
  10019. render.points += instanceCount * count;
  10020. break;
  10021. default:
  10022. console.error( 'THREE.WebGLInfo: Unknown draw mode:', mode );
  10023. break;
  10024. }
  10025. }
  10026. function reset() {
  10027. render.frame ++;
  10028. render.calls = 0;
  10029. render.triangles = 0;
  10030. render.points = 0;
  10031. render.lines = 0;
  10032. }
  10033. return {
  10034. memory: memory,
  10035. render: render,
  10036. programs: null,
  10037. autoReset: true,
  10038. reset: reset,
  10039. update: update
  10040. };
  10041. }
  10042. function numericalSort( a, b ) {
  10043. return a[ 0 ] - b[ 0 ];
  10044. }
  10045. function absNumericalSort( a, b ) {
  10046. return Math.abs( b[ 1 ] ) - Math.abs( a[ 1 ] );
  10047. }
  10048. function WebGLMorphtargets( gl ) {
  10049. var influencesList = {};
  10050. var morphInfluences = new Float32Array( 8 );
  10051. var workInfluences = [];
  10052. for ( var i = 0; i < 8; i ++ ) {
  10053. workInfluences[ i ] = [ i, 0 ];
  10054. }
  10055. function update( object, geometry, material, program ) {
  10056. var objectInfluences = object.morphTargetInfluences;
  10057. // When object doesn't have morph target influences defined, we treat it as a 0-length array
  10058. // This is important to make sure we set up morphTargetBaseInfluence / morphTargetInfluences
  10059. var length = objectInfluences === undefined ? 0 : objectInfluences.length;
  10060. var influences = influencesList[ geometry.id ];
  10061. if ( influences === undefined ) {
  10062. // initialise list
  10063. influences = [];
  10064. for ( var i = 0; i < length; i ++ ) {
  10065. influences[ i ] = [ i, 0 ];
  10066. }
  10067. influencesList[ geometry.id ] = influences;
  10068. }
  10069. // Collect influences
  10070. for ( var i$1 = 0; i$1 < length; i$1 ++ ) {
  10071. var influence = influences[ i$1 ];
  10072. influence[ 0 ] = i$1;
  10073. influence[ 1 ] = objectInfluences[ i$1 ];
  10074. }
  10075. influences.sort( absNumericalSort );
  10076. for ( var i$2 = 0; i$2 < 8; i$2 ++ ) {
  10077. if ( i$2 < length && influences[ i$2 ][ 1 ] ) {
  10078. workInfluences[ i$2 ][ 0 ] = influences[ i$2 ][ 0 ];
  10079. workInfluences[ i$2 ][ 1 ] = influences[ i$2 ][ 1 ];
  10080. } else {
  10081. workInfluences[ i$2 ][ 0 ] = Number.MAX_SAFE_INTEGER;
  10082. workInfluences[ i$2 ][ 1 ] = 0;
  10083. }
  10084. }
  10085. workInfluences.sort( numericalSort );
  10086. var morphTargets = material.morphTargets && geometry.morphAttributes.position;
  10087. var morphNormals = material.morphNormals && geometry.morphAttributes.normal;
  10088. var morphInfluencesSum = 0;
  10089. for ( var i$3 = 0; i$3 < 8; i$3 ++ ) {
  10090. var influence$1 = workInfluences[ i$3 ];
  10091. var index = influence$1[ 0 ];
  10092. var value = influence$1[ 1 ];
  10093. if ( index !== Number.MAX_SAFE_INTEGER && value ) {
  10094. if ( morphTargets && geometry.getAttribute( 'morphTarget' + i$3 ) !== morphTargets[ index ] ) {
  10095. geometry.setAttribute( 'morphTarget' + i$3, morphTargets[ index ] );
  10096. }
  10097. if ( morphNormals && geometry.getAttribute( 'morphNormal' + i$3 ) !== morphNormals[ index ] ) {
  10098. geometry.setAttribute( 'morphNormal' + i$3, morphNormals[ index ] );
  10099. }
  10100. morphInfluences[ i$3 ] = value;
  10101. morphInfluencesSum += value;
  10102. } else {
  10103. if ( morphTargets && geometry.getAttribute( 'morphTarget' + i$3 ) !== undefined ) {
  10104. geometry.deleteAttribute( 'morphTarget' + i$3 );
  10105. }
  10106. if ( morphNormals && geometry.getAttribute( 'morphNormal' + i$3 ) !== undefined ) {
  10107. geometry.deleteAttribute( 'morphNormal' + i$3 );
  10108. }
  10109. morphInfluences[ i$3 ] = 0;
  10110. }
  10111. }
  10112. // GLSL shader uses formula baseinfluence * base + sum(target * influence)
  10113. // This allows us to switch between absolute morphs and relative morphs without changing shader code
  10114. // When baseinfluence = 1 - sum(influence), the above is equivalent to sum((target - base) * influence)
  10115. var morphBaseInfluence = geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;
  10116. program.getUniforms().setValue( gl, 'morphTargetBaseInfluence', morphBaseInfluence );
  10117. program.getUniforms().setValue( gl, 'morphTargetInfluences', morphInfluences );
  10118. }
  10119. return {
  10120. update: update
  10121. };
  10122. }
  10123. function WebGLObjects( gl, geometries, attributes, info ) {
  10124. var updateMap = new WeakMap();
  10125. function update( object ) {
  10126. var frame = info.render.frame;
  10127. var geometry = object.geometry;
  10128. var buffergeometry = geometries.get( object, geometry );
  10129. // Update once per frame
  10130. if ( updateMap.get( buffergeometry ) !== frame ) {
  10131. if ( geometry.isGeometry ) {
  10132. buffergeometry.updateFromObject( object );
  10133. }
  10134. geometries.update( buffergeometry );
  10135. updateMap.set( buffergeometry, frame );
  10136. }
  10137. if ( object.isInstancedMesh ) {
  10138. attributes.update( object.instanceMatrix, 34962 );
  10139. if ( object.instanceColor !== null ) {
  10140. attributes.update( object.instanceColor, 34962 );
  10141. }
  10142. }
  10143. return buffergeometry;
  10144. }
  10145. function dispose() {
  10146. updateMap = new WeakMap();
  10147. }
  10148. return {
  10149. update: update,
  10150. dispose: dispose
  10151. };
  10152. }
  10153. function CubeTexture( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
  10154. images = images !== undefined ? images : [];
  10155. mapping = mapping !== undefined ? mapping : CubeReflectionMapping;
  10156. format = format !== undefined ? format : RGBFormat;
  10157. Texture.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  10158. this.flipY = false;
  10159. }
  10160. CubeTexture.prototype = Object.create( Texture.prototype );
  10161. CubeTexture.prototype.constructor = CubeTexture;
  10162. CubeTexture.prototype.isCubeTexture = true;
  10163. Object.defineProperty( CubeTexture.prototype, 'images', {
  10164. get: function () {
  10165. return this.image;
  10166. },
  10167. set: function ( value ) {
  10168. this.image = value;
  10169. }
  10170. } );
  10171. function DataTexture2DArray( data, width, height, depth ) {
  10172. Texture.call( this, null );
  10173. this.image = { data: data || null, width: width || 1, height: height || 1, depth: depth || 1 };
  10174. this.magFilter = NearestFilter;
  10175. this.minFilter = NearestFilter;
  10176. this.wrapR = ClampToEdgeWrapping;
  10177. this.generateMipmaps = false;
  10178. this.flipY = false;
  10179. this.needsUpdate = true;
  10180. }
  10181. DataTexture2DArray.prototype = Object.create( Texture.prototype );
  10182. DataTexture2DArray.prototype.constructor = DataTexture2DArray;
  10183. DataTexture2DArray.prototype.isDataTexture2DArray = true;
  10184. function DataTexture3D( data, width, height, depth ) {
  10185. // We're going to add .setXXX() methods for setting properties later.
  10186. // Users can still set in DataTexture3D directly.
  10187. //
  10188. // const texture = new THREE.DataTexture3D( data, width, height, depth );
  10189. // texture.anisotropy = 16;
  10190. //
  10191. // See #14839
  10192. Texture.call( this, null );
  10193. this.image = { data: data || null, width: width || 1, height: height || 1, depth: depth || 1 };
  10194. this.magFilter = NearestFilter;
  10195. this.minFilter = NearestFilter;
  10196. this.wrapR = ClampToEdgeWrapping;
  10197. this.generateMipmaps = false;
  10198. this.flipY = false;
  10199. this.needsUpdate = true;
  10200. }
  10201. DataTexture3D.prototype = Object.create( Texture.prototype );
  10202. DataTexture3D.prototype.constructor = DataTexture3D;
  10203. DataTexture3D.prototype.isDataTexture3D = true;
  10204. /**
  10205. * Uniforms of a program.
  10206. * Those form a tree structure with a special top-level container for the root,
  10207. * which you get by calling 'new WebGLUniforms( gl, program )'.
  10208. *
  10209. *
  10210. * Properties of inner nodes including the top-level container:
  10211. *
  10212. * .seq - array of nested uniforms
  10213. * .map - nested uniforms by name
  10214. *
  10215. *
  10216. * Methods of all nodes except the top-level container:
  10217. *
  10218. * .setValue( gl, value, [textures] )
  10219. *
  10220. * uploads a uniform value(s)
  10221. * the 'textures' parameter is needed for sampler uniforms
  10222. *
  10223. *
  10224. * Static methods of the top-level container (textures factorizations):
  10225. *
  10226. * .upload( gl, seq, values, textures )
  10227. *
  10228. * sets uniforms in 'seq' to 'values[id].value'
  10229. *
  10230. * .seqWithValue( seq, values ) : filteredSeq
  10231. *
  10232. * filters 'seq' entries with corresponding entry in values
  10233. *
  10234. *
  10235. * Methods of the top-level container (textures factorizations):
  10236. *
  10237. * .setValue( gl, name, value, textures )
  10238. *
  10239. * sets uniform with name 'name' to 'value'
  10240. *
  10241. * .setOptional( gl, obj, prop )
  10242. *
  10243. * like .set for an optional property of the object
  10244. *
  10245. */
  10246. var emptyTexture = new Texture();
  10247. var emptyTexture2dArray = new DataTexture2DArray();
  10248. var emptyTexture3d = new DataTexture3D();
  10249. var emptyCubeTexture = new CubeTexture();
  10250. // --- Utilities ---
  10251. // Array Caches (provide typed arrays for temporary by size)
  10252. var arrayCacheF32 = [];
  10253. var arrayCacheI32 = [];
  10254. // Float32Array caches used for uploading Matrix uniforms
  10255. var mat4array = new Float32Array( 16 );
  10256. var mat3array = new Float32Array( 9 );
  10257. var mat2array = new Float32Array( 4 );
  10258. // Flattening for arrays of vectors and matrices
  10259. function flatten( array, nBlocks, blockSize ) {
  10260. var firstElem = array[ 0 ];
  10261. if ( firstElem <= 0 || firstElem > 0 ) { return array; }
  10262. // unoptimized: ! isNaN( firstElem )
  10263. // see http://jacksondunstan.com/articles/983
  10264. var n = nBlocks * blockSize;
  10265. var r = arrayCacheF32[ n ];
  10266. if ( r === undefined ) {
  10267. r = new Float32Array( n );
  10268. arrayCacheF32[ n ] = r;
  10269. }
  10270. if ( nBlocks !== 0 ) {
  10271. firstElem.toArray( r, 0 );
  10272. for ( var i = 1, offset = 0; i !== nBlocks; ++ i ) {
  10273. offset += blockSize;
  10274. array[ i ].toArray( r, offset );
  10275. }
  10276. }
  10277. return r;
  10278. }
  10279. function arraysEqual( a, b ) {
  10280. if ( a.length !== b.length ) { return false; }
  10281. for ( var i = 0, l = a.length; i < l; i ++ ) {
  10282. if ( a[ i ] !== b[ i ] ) { return false; }
  10283. }
  10284. return true;
  10285. }
  10286. function copyArray( a, b ) {
  10287. for ( var i = 0, l = b.length; i < l; i ++ ) {
  10288. a[ i ] = b[ i ];
  10289. }
  10290. }
  10291. // Texture unit allocation
  10292. function allocTexUnits( textures, n ) {
  10293. var r = arrayCacheI32[ n ];
  10294. if ( r === undefined ) {
  10295. r = new Int32Array( n );
  10296. arrayCacheI32[ n ] = r;
  10297. }
  10298. for ( var i = 0; i !== n; ++ i ) {
  10299. r[ i ] = textures.allocateTextureUnit();
  10300. }
  10301. return r;
  10302. }
  10303. // --- Setters ---
  10304. // Note: Defining these methods externally, because they come in a bunch
  10305. // and this way their names minify.
  10306. // Single scalar
  10307. function setValueV1f( gl, v ) {
  10308. var cache = this.cache;
  10309. if ( cache[ 0 ] === v ) { return; }
  10310. gl.uniform1f( this.addr, v );
  10311. cache[ 0 ] = v;
  10312. }
  10313. // Single float vector (from flat array or THREE.VectorN)
  10314. function setValueV2f( gl, v ) {
  10315. var cache = this.cache;
  10316. if ( v.x !== undefined ) {
  10317. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) {
  10318. gl.uniform2f( this.addr, v.x, v.y );
  10319. cache[ 0 ] = v.x;
  10320. cache[ 1 ] = v.y;
  10321. }
  10322. } else {
  10323. if ( arraysEqual( cache, v ) ) { return; }
  10324. gl.uniform2fv( this.addr, v );
  10325. copyArray( cache, v );
  10326. }
  10327. }
  10328. function setValueV3f( gl, v ) {
  10329. var cache = this.cache;
  10330. if ( v.x !== undefined ) {
  10331. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) {
  10332. gl.uniform3f( this.addr, v.x, v.y, v.z );
  10333. cache[ 0 ] = v.x;
  10334. cache[ 1 ] = v.y;
  10335. cache[ 2 ] = v.z;
  10336. }
  10337. } else if ( v.r !== undefined ) {
  10338. if ( cache[ 0 ] !== v.r || cache[ 1 ] !== v.g || cache[ 2 ] !== v.b ) {
  10339. gl.uniform3f( this.addr, v.r, v.g, v.b );
  10340. cache[ 0 ] = v.r;
  10341. cache[ 1 ] = v.g;
  10342. cache[ 2 ] = v.b;
  10343. }
  10344. } else {
  10345. if ( arraysEqual( cache, v ) ) { return; }
  10346. gl.uniform3fv( this.addr, v );
  10347. copyArray( cache, v );
  10348. }
  10349. }
  10350. function setValueV4f( gl, v ) {
  10351. var cache = this.cache;
  10352. if ( v.x !== undefined ) {
  10353. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) {
  10354. gl.uniform4f( this.addr, v.x, v.y, v.z, v.w );
  10355. cache[ 0 ] = v.x;
  10356. cache[ 1 ] = v.y;
  10357. cache[ 2 ] = v.z;
  10358. cache[ 3 ] = v.w;
  10359. }
  10360. } else {
  10361. if ( arraysEqual( cache, v ) ) { return; }
  10362. gl.uniform4fv( this.addr, v );
  10363. copyArray( cache, v );
  10364. }
  10365. }
  10366. // Single matrix (from flat array or MatrixN)
  10367. function setValueM2( gl, v ) {
  10368. var cache = this.cache;
  10369. var elements = v.elements;
  10370. if ( elements === undefined ) {
  10371. if ( arraysEqual( cache, v ) ) { return; }
  10372. gl.uniformMatrix2fv( this.addr, false, v );
  10373. copyArray( cache, v );
  10374. } else {
  10375. if ( arraysEqual( cache, elements ) ) { return; }
  10376. mat2array.set( elements );
  10377. gl.uniformMatrix2fv( this.addr, false, mat2array );
  10378. copyArray( cache, elements );
  10379. }
  10380. }
  10381. function setValueM3( gl, v ) {
  10382. var cache = this.cache;
  10383. var elements = v.elements;
  10384. if ( elements === undefined ) {
  10385. if ( arraysEqual( cache, v ) ) { return; }
  10386. gl.uniformMatrix3fv( this.addr, false, v );
  10387. copyArray( cache, v );
  10388. } else {
  10389. if ( arraysEqual( cache, elements ) ) { return; }
  10390. mat3array.set( elements );
  10391. gl.uniformMatrix3fv( this.addr, false, mat3array );
  10392. copyArray( cache, elements );
  10393. }
  10394. }
  10395. function setValueM4( gl, v ) {
  10396. var cache = this.cache;
  10397. var elements = v.elements;
  10398. if ( elements === undefined ) {
  10399. if ( arraysEqual( cache, v ) ) { return; }
  10400. gl.uniformMatrix4fv( this.addr, false, v );
  10401. copyArray( cache, v );
  10402. } else {
  10403. if ( arraysEqual( cache, elements ) ) { return; }
  10404. mat4array.set( elements );
  10405. gl.uniformMatrix4fv( this.addr, false, mat4array );
  10406. copyArray( cache, elements );
  10407. }
  10408. }
  10409. // Single texture (2D / Cube)
  10410. function setValueT1( gl, v, textures ) {
  10411. var cache = this.cache;
  10412. var unit = textures.allocateTextureUnit();
  10413. if ( cache[ 0 ] !== unit ) {
  10414. gl.uniform1i( this.addr, unit );
  10415. cache[ 0 ] = unit;
  10416. }
  10417. textures.safeSetTexture2D( v || emptyTexture, unit );
  10418. }
  10419. function setValueT2DArray1( gl, v, textures ) {
  10420. var cache = this.cache;
  10421. var unit = textures.allocateTextureUnit();
  10422. if ( cache[ 0 ] !== unit ) {
  10423. gl.uniform1i( this.addr, unit );
  10424. cache[ 0 ] = unit;
  10425. }
  10426. textures.setTexture2DArray( v || emptyTexture2dArray, unit );
  10427. }
  10428. function setValueT3D1( gl, v, textures ) {
  10429. var cache = this.cache;
  10430. var unit = textures.allocateTextureUnit();
  10431. if ( cache[ 0 ] !== unit ) {
  10432. gl.uniform1i( this.addr, unit );
  10433. cache[ 0 ] = unit;
  10434. }
  10435. textures.setTexture3D( v || emptyTexture3d, unit );
  10436. }
  10437. function setValueT6( gl, v, textures ) {
  10438. var cache = this.cache;
  10439. var unit = textures.allocateTextureUnit();
  10440. if ( cache[ 0 ] !== unit ) {
  10441. gl.uniform1i( this.addr, unit );
  10442. cache[ 0 ] = unit;
  10443. }
  10444. textures.safeSetTextureCube( v || emptyCubeTexture, unit );
  10445. }
  10446. // Integer / Boolean vectors or arrays thereof (always flat arrays)
  10447. function setValueV1i( gl, v ) {
  10448. var cache = this.cache;
  10449. if ( cache[ 0 ] === v ) { return; }
  10450. gl.uniform1i( this.addr, v );
  10451. cache[ 0 ] = v;
  10452. }
  10453. function setValueV2i( gl, v ) {
  10454. var cache = this.cache;
  10455. if ( arraysEqual( cache, v ) ) { return; }
  10456. gl.uniform2iv( this.addr, v );
  10457. copyArray( cache, v );
  10458. }
  10459. function setValueV3i( gl, v ) {
  10460. var cache = this.cache;
  10461. if ( arraysEqual( cache, v ) ) { return; }
  10462. gl.uniform3iv( this.addr, v );
  10463. copyArray( cache, v );
  10464. }
  10465. function setValueV4i( gl, v ) {
  10466. var cache = this.cache;
  10467. if ( arraysEqual( cache, v ) ) { return; }
  10468. gl.uniform4iv( this.addr, v );
  10469. copyArray( cache, v );
  10470. }
  10471. // uint
  10472. function setValueV1ui( gl, v ) {
  10473. var cache = this.cache;
  10474. if ( cache[ 0 ] === v ) { return; }
  10475. gl.uniform1ui( this.addr, v );
  10476. cache[ 0 ] = v;
  10477. }
  10478. // Helper to pick the right setter for the singular case
  10479. function getSingularSetter( type ) {
  10480. switch ( type ) {
  10481. case 0x1406: return setValueV1f; // FLOAT
  10482. case 0x8b50: return setValueV2f; // _VEC2
  10483. case 0x8b51: return setValueV3f; // _VEC3
  10484. case 0x8b52: return setValueV4f; // _VEC4
  10485. case 0x8b5a: return setValueM2; // _MAT2
  10486. case 0x8b5b: return setValueM3; // _MAT3
  10487. case 0x8b5c: return setValueM4; // _MAT4
  10488. case 0x1404: case 0x8b56: return setValueV1i; // INT, BOOL
  10489. case 0x8b53: case 0x8b57: return setValueV2i; // _VEC2
  10490. case 0x8b54: case 0x8b58: return setValueV3i; // _VEC3
  10491. case 0x8b55: case 0x8b59: return setValueV4i; // _VEC4
  10492. case 0x1405: return setValueV1ui; // UINT
  10493. case 0x8b5e: // SAMPLER_2D
  10494. case 0x8d66: // SAMPLER_EXTERNAL_OES
  10495. case 0x8dca: // INT_SAMPLER_2D
  10496. case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D
  10497. case 0x8b62: // SAMPLER_2D_SHADOW
  10498. return setValueT1;
  10499. case 0x8b5f: // SAMPLER_3D
  10500. case 0x8dcb: // INT_SAMPLER_3D
  10501. case 0x8dd3: // UNSIGNED_INT_SAMPLER_3D
  10502. return setValueT3D1;
  10503. case 0x8b60: // SAMPLER_CUBE
  10504. case 0x8dcc: // INT_SAMPLER_CUBE
  10505. case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE
  10506. case 0x8dc5: // SAMPLER_CUBE_SHADOW
  10507. return setValueT6;
  10508. case 0x8dc1: // SAMPLER_2D_ARRAY
  10509. case 0x8dcf: // INT_SAMPLER_2D_ARRAY
  10510. case 0x8dd7: // UNSIGNED_INT_SAMPLER_2D_ARRAY
  10511. case 0x8dc4: // SAMPLER_2D_ARRAY_SHADOW
  10512. return setValueT2DArray1;
  10513. }
  10514. }
  10515. // Array of scalars
  10516. function setValueV1fArray( gl, v ) {
  10517. gl.uniform1fv( this.addr, v );
  10518. }
  10519. // Integer / Boolean vectors or arrays thereof (always flat arrays)
  10520. function setValueV1iArray( gl, v ) {
  10521. gl.uniform1iv( this.addr, v );
  10522. }
  10523. function setValueV2iArray( gl, v ) {
  10524. gl.uniform2iv( this.addr, v );
  10525. }
  10526. function setValueV3iArray( gl, v ) {
  10527. gl.uniform3iv( this.addr, v );
  10528. }
  10529. function setValueV4iArray( gl, v ) {
  10530. gl.uniform4iv( this.addr, v );
  10531. }
  10532. // Array of vectors (flat or from THREE classes)
  10533. function setValueV2fArray( gl, v ) {
  10534. var data = flatten( v, this.size, 2 );
  10535. gl.uniform2fv( this.addr, data );
  10536. }
  10537. function setValueV3fArray( gl, v ) {
  10538. var data = flatten( v, this.size, 3 );
  10539. gl.uniform3fv( this.addr, data );
  10540. }
  10541. function setValueV4fArray( gl, v ) {
  10542. var data = flatten( v, this.size, 4 );
  10543. gl.uniform4fv( this.addr, data );
  10544. }
  10545. // Array of matrices (flat or from THREE clases)
  10546. function setValueM2Array( gl, v ) {
  10547. var data = flatten( v, this.size, 4 );
  10548. gl.uniformMatrix2fv( this.addr, false, data );
  10549. }
  10550. function setValueM3Array( gl, v ) {
  10551. var data = flatten( v, this.size, 9 );
  10552. gl.uniformMatrix3fv( this.addr, false, data );
  10553. }
  10554. function setValueM4Array( gl, v ) {
  10555. var data = flatten( v, this.size, 16 );
  10556. gl.uniformMatrix4fv( this.addr, false, data );
  10557. }
  10558. // Array of textures (2D / Cube)
  10559. function setValueT1Array( gl, v, textures ) {
  10560. var n = v.length;
  10561. var units = allocTexUnits( textures, n );
  10562. gl.uniform1iv( this.addr, units );
  10563. for ( var i = 0; i !== n; ++ i ) {
  10564. textures.safeSetTexture2D( v[ i ] || emptyTexture, units[ i ] );
  10565. }
  10566. }
  10567. function setValueT6Array( gl, v, textures ) {
  10568. var n = v.length;
  10569. var units = allocTexUnits( textures, n );
  10570. gl.uniform1iv( this.addr, units );
  10571. for ( var i = 0; i !== n; ++ i ) {
  10572. textures.safeSetTextureCube( v[ i ] || emptyCubeTexture, units[ i ] );
  10573. }
  10574. }
  10575. // Helper to pick the right setter for a pure (bottom-level) array
  10576. function getPureArraySetter( type ) {
  10577. switch ( type ) {
  10578. case 0x1406: return setValueV1fArray; // FLOAT
  10579. case 0x8b50: return setValueV2fArray; // _VEC2
  10580. case 0x8b51: return setValueV3fArray; // _VEC3
  10581. case 0x8b52: return setValueV4fArray; // _VEC4
  10582. case 0x8b5a: return setValueM2Array; // _MAT2
  10583. case 0x8b5b: return setValueM3Array; // _MAT3
  10584. case 0x8b5c: return setValueM4Array; // _MAT4
  10585. case 0x1404: case 0x8b56: return setValueV1iArray; // INT, BOOL
  10586. case 0x8b53: case 0x8b57: return setValueV2iArray; // _VEC2
  10587. case 0x8b54: case 0x8b58: return setValueV3iArray; // _VEC3
  10588. case 0x8b55: case 0x8b59: return setValueV4iArray; // _VEC4
  10589. case 0x8b5e: // SAMPLER_2D
  10590. case 0x8d66: // SAMPLER_EXTERNAL_OES
  10591. case 0x8dca: // INT_SAMPLER_2D
  10592. case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D
  10593. case 0x8b62: // SAMPLER_2D_SHADOW
  10594. return setValueT1Array;
  10595. case 0x8b60: // SAMPLER_CUBE
  10596. case 0x8dcc: // INT_SAMPLER_CUBE
  10597. case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE
  10598. case 0x8dc5: // SAMPLER_CUBE_SHADOW
  10599. return setValueT6Array;
  10600. }
  10601. }
  10602. // --- Uniform Classes ---
  10603. function SingleUniform( id, activeInfo, addr ) {
  10604. this.id = id;
  10605. this.addr = addr;
  10606. this.cache = [];
  10607. this.setValue = getSingularSetter( activeInfo.type );
  10608. // this.path = activeInfo.name; // DEBUG
  10609. }
  10610. function PureArrayUniform( id, activeInfo, addr ) {
  10611. this.id = id;
  10612. this.addr = addr;
  10613. this.cache = [];
  10614. this.size = activeInfo.size;
  10615. this.setValue = getPureArraySetter( activeInfo.type );
  10616. // this.path = activeInfo.name; // DEBUG
  10617. }
  10618. PureArrayUniform.prototype.updateCache = function ( data ) {
  10619. var cache = this.cache;
  10620. if ( data instanceof Float32Array && cache.length !== data.length ) {
  10621. this.cache = new Float32Array( data.length );
  10622. }
  10623. copyArray( cache, data );
  10624. };
  10625. function StructuredUniform( id ) {
  10626. this.id = id;
  10627. this.seq = [];
  10628. this.map = {};
  10629. }
  10630. StructuredUniform.prototype.setValue = function ( gl, value, textures ) {
  10631. var seq = this.seq;
  10632. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10633. var u = seq[ i ];
  10634. u.setValue( gl, value[ u.id ], textures );
  10635. }
  10636. };
  10637. // --- Top-level ---
  10638. // Parser - builds up the property tree from the path strings
  10639. var RePathPart = /([\w\d_]+)(\])?(\[|\.)?/g;
  10640. // extracts
  10641. // - the identifier (member name or array index)
  10642. // - followed by an optional right bracket (found when array index)
  10643. // - followed by an optional left bracket or dot (type of subscript)
  10644. //
  10645. // Note: These portions can be read in a non-overlapping fashion and
  10646. // allow straightforward parsing of the hierarchy that WebGL encodes
  10647. // in the uniform names.
  10648. function addUniform( container, uniformObject ) {
  10649. container.seq.push( uniformObject );
  10650. container.map[ uniformObject.id ] = uniformObject;
  10651. }
  10652. function parseUniform( activeInfo, addr, container ) {
  10653. var path = activeInfo.name,
  10654. pathLength = path.length;
  10655. // reset RegExp object, because of the early exit of a previous run
  10656. RePathPart.lastIndex = 0;
  10657. while ( true ) {
  10658. var match = RePathPart.exec( path ),
  10659. matchEnd = RePathPart.lastIndex;
  10660. var id = match[ 1 ];
  10661. var idIsIndex = match[ 2 ] === ']',
  10662. subscript = match[ 3 ];
  10663. if ( idIsIndex ) { id = id | 0; } // convert to integer
  10664. if ( subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength ) {
  10665. // bare name or "pure" bottom-level array "[0]" suffix
  10666. addUniform( container, subscript === undefined ?
  10667. new SingleUniform( id, activeInfo, addr ) :
  10668. new PureArrayUniform( id, activeInfo, addr ) );
  10669. break;
  10670. } else {
  10671. // step into inner node / create it in case it doesn't exist
  10672. var map = container.map;
  10673. var next = map[ id ];
  10674. if ( next === undefined ) {
  10675. next = new StructuredUniform( id );
  10676. addUniform( container, next );
  10677. }
  10678. container = next;
  10679. }
  10680. }
  10681. }
  10682. // Root Container
  10683. function WebGLUniforms( gl, program ) {
  10684. this.seq = [];
  10685. this.map = {};
  10686. var n = gl.getProgramParameter( program, 35718 );
  10687. for ( var i = 0; i < n; ++ i ) {
  10688. var info = gl.getActiveUniform( program, i ),
  10689. addr = gl.getUniformLocation( program, info.name );
  10690. parseUniform( info, addr, this );
  10691. }
  10692. }
  10693. WebGLUniforms.prototype.setValue = function ( gl, name, value, textures ) {
  10694. var u = this.map[ name ];
  10695. if ( u !== undefined ) { u.setValue( gl, value, textures ); }
  10696. };
  10697. WebGLUniforms.prototype.setOptional = function ( gl, object, name ) {
  10698. var v = object[ name ];
  10699. if ( v !== undefined ) { this.setValue( gl, name, v ); }
  10700. };
  10701. // Static interface
  10702. WebGLUniforms.upload = function ( gl, seq, values, textures ) {
  10703. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10704. var u = seq[ i ],
  10705. v = values[ u.id ];
  10706. if ( v.needsUpdate !== false ) {
  10707. // note: always updating when .needsUpdate is undefined
  10708. u.setValue( gl, v.value, textures );
  10709. }
  10710. }
  10711. };
  10712. WebGLUniforms.seqWithValue = function ( seq, values ) {
  10713. var r = [];
  10714. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10715. var u = seq[ i ];
  10716. if ( u.id in values ) { r.push( u ); }
  10717. }
  10718. return r;
  10719. };
  10720. function WebGLShader( gl, type, string ) {
  10721. var shader = gl.createShader( type );
  10722. gl.shaderSource( shader, string );
  10723. gl.compileShader( shader );
  10724. return shader;
  10725. }
  10726. var programIdCount = 0;
  10727. function addLineNumbers( string ) {
  10728. var lines = string.split( '\n' );
  10729. for ( var i = 0; i < lines.length; i ++ ) {
  10730. lines[ i ] = ( i + 1 ) + ': ' + lines[ i ];
  10731. }
  10732. return lines.join( '\n' );
  10733. }
  10734. function getEncodingComponents( encoding ) {
  10735. switch ( encoding ) {
  10736. case LinearEncoding:
  10737. return [ 'Linear', '( value )' ];
  10738. case sRGBEncoding:
  10739. return [ 'sRGB', '( value )' ];
  10740. case RGBEEncoding:
  10741. return [ 'RGBE', '( value )' ];
  10742. case RGBM7Encoding:
  10743. return [ 'RGBM', '( value, 7.0 )' ];
  10744. case RGBM16Encoding:
  10745. return [ 'RGBM', '( value, 16.0 )' ];
  10746. case RGBDEncoding:
  10747. return [ 'RGBD', '( value, 256.0 )' ];
  10748. case GammaEncoding:
  10749. return [ 'Gamma', '( value, float( GAMMA_FACTOR ) )' ];
  10750. case LogLuvEncoding:
  10751. return [ 'LogLuv', '( value )' ];
  10752. default:
  10753. console.warn( 'THREE.WebGLProgram: Unsupported encoding:', encoding );
  10754. return [ 'Linear', '( value )' ];
  10755. }
  10756. }
  10757. function getShaderErrors( gl, shader, type ) {
  10758. var status = gl.getShaderParameter( shader, 35713 );
  10759. var log = gl.getShaderInfoLog( shader ).trim();
  10760. if ( status && log === '' ) { return ''; }
  10761. // --enable-privileged-webgl-extension
  10762. // console.log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );
  10763. var source = gl.getShaderSource( shader );
  10764. return 'THREE.WebGLShader: gl.getShaderInfoLog() ' + type + '\n' + log + addLineNumbers( source );
  10765. }
  10766. function getTexelDecodingFunction( functionName, encoding ) {
  10767. var components = getEncodingComponents( encoding );
  10768. return 'vec4 ' + functionName + '( vec4 value ) { return ' + components[ 0 ] + 'ToLinear' + components[ 1 ] + '; }';
  10769. }
  10770. function getTexelEncodingFunction( functionName, encoding ) {
  10771. var components = getEncodingComponents( encoding );
  10772. return 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[ 0 ] + components[ 1 ] + '; }';
  10773. }
  10774. function getToneMappingFunction( functionName, toneMapping ) {
  10775. var toneMappingName;
  10776. switch ( toneMapping ) {
  10777. case LinearToneMapping:
  10778. toneMappingName = 'Linear';
  10779. break;
  10780. case ReinhardToneMapping:
  10781. toneMappingName = 'Reinhard';
  10782. break;
  10783. case CineonToneMapping:
  10784. toneMappingName = 'OptimizedCineon';
  10785. break;
  10786. case ACESFilmicToneMapping:
  10787. toneMappingName = 'ACESFilmic';
  10788. break;
  10789. case CustomToneMapping:
  10790. toneMappingName = 'Custom';
  10791. break;
  10792. default:
  10793. console.warn( 'THREE.WebGLProgram: Unsupported toneMapping:', toneMapping );
  10794. toneMappingName = 'Linear';
  10795. }
  10796. return 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }';
  10797. }
  10798. function generateExtensions( parameters ) {
  10799. var chunks = [
  10800. ( parameters.extensionDerivatives || parameters.envMapCubeUV || parameters.bumpMap || parameters.tangentSpaceNormalMap || parameters.clearcoatNormalMap || parameters.flatShading || parameters.shaderID === 'physical' ) ? '#extension GL_OES_standard_derivatives : enable' : '',
  10801. ( parameters.extensionFragDepth || parameters.logarithmicDepthBuffer ) && parameters.rendererExtensionFragDepth ? '#extension GL_EXT_frag_depth : enable' : '',
  10802. ( parameters.extensionDrawBuffers && parameters.rendererExtensionDrawBuffers ) ? '#extension GL_EXT_draw_buffers : require' : '',
  10803. ( parameters.extensionShaderTextureLOD || parameters.envMap ) && parameters.rendererExtensionShaderTextureLod ? '#extension GL_EXT_shader_texture_lod : enable' : ''
  10804. ];
  10805. return chunks.filter( filterEmptyLine ).join( '\n' );
  10806. }
  10807. function generateDefines( defines ) {
  10808. var chunks = [];
  10809. for ( var name in defines ) {
  10810. var value = defines[ name ];
  10811. if ( value === false ) { continue; }
  10812. chunks.push( '#define ' + name + ' ' + value );
  10813. }
  10814. return chunks.join( '\n' );
  10815. }
  10816. function fetchAttributeLocations( gl, program ) {
  10817. var attributes = {};
  10818. var n = gl.getProgramParameter( program, 35721 );
  10819. for ( var i = 0; i < n; i ++ ) {
  10820. var info = gl.getActiveAttrib( program, i );
  10821. var name = info.name;
  10822. // console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i );
  10823. attributes[ name ] = gl.getAttribLocation( program, name );
  10824. }
  10825. return attributes;
  10826. }
  10827. function filterEmptyLine( string ) {
  10828. return string !== '';
  10829. }
  10830. function replaceLightNums( string, parameters ) {
  10831. return string
  10832. .replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights )
  10833. .replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights )
  10834. .replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights )
  10835. .replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights )
  10836. .replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights )
  10837. .replace( /NUM_DIR_LIGHT_SHADOWS/g, parameters.numDirLightShadows )
  10838. .replace( /NUM_SPOT_LIGHT_SHADOWS/g, parameters.numSpotLightShadows )
  10839. .replace( /NUM_POINT_LIGHT_SHADOWS/g, parameters.numPointLightShadows );
  10840. }
  10841. function replaceClippingPlaneNums( string, parameters ) {
  10842. return string
  10843. .replace( /NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes )
  10844. .replace( /UNION_CLIPPING_PLANES/g, ( parameters.numClippingPlanes - parameters.numClipIntersection ) );
  10845. }
  10846. // Resolve Includes
  10847. var includePattern = /^[ \t]*#include +<([\w\d./]+)>/gm;
  10848. function resolveIncludes( string ) {
  10849. return string.replace( includePattern, includeReplacer );
  10850. }
  10851. function includeReplacer( match, include ) {
  10852. var string = ShaderChunk[ include ];
  10853. if ( string === undefined ) {
  10854. throw new Error( 'Can not resolve #include <' + include + '>' );
  10855. }
  10856. return resolveIncludes( string );
  10857. }
  10858. // Unroll Loops
  10859. var deprecatedUnrollLoopPattern = /#pragma unroll_loop[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g;
  10860. var unrollLoopPattern = /#pragma unroll_loop_start[\s]+?for\s*\(\s*int i \= (\d+)\; i < (\d+)\; i\s*\+\+\s*\)\s*{([\s\S]+?)(?=\})\}[\s]+?#pragma unroll_loop_end/g;
  10861. function unrollLoops( string ) {
  10862. return string
  10863. .replace( unrollLoopPattern, loopReplacer )
  10864. .replace( deprecatedUnrollLoopPattern, deprecatedLoopReplacer );
  10865. }
  10866. function deprecatedLoopReplacer( match, start, end, snippet ) {
  10867. console.warn( 'WebGLProgram: #pragma unroll_loop shader syntax is deprecated. Please use #pragma unroll_loop_start syntax instead.' );
  10868. return loopReplacer( match, start, end, snippet );
  10869. }
  10870. function loopReplacer( match, start, end, snippet ) {
  10871. var string = '';
  10872. for ( var i = parseInt( start ); i < parseInt( end ); i ++ ) {
  10873. string += snippet
  10874. .replace( /\[ i \]/g, '[ ' + i + ' ]' )
  10875. .replace( /UNROLLED_LOOP_INDEX/g, i );
  10876. }
  10877. return string;
  10878. }
  10879. //
  10880. function generatePrecision( parameters ) {
  10881. var precisionstring = "precision " + parameters.precision + " float;\nprecision " + parameters.precision + " int;";
  10882. if ( parameters.precision === "highp" ) {
  10883. precisionstring += "\n#define HIGH_PRECISION";
  10884. } else if ( parameters.precision === "mediump" ) {
  10885. precisionstring += "\n#define MEDIUM_PRECISION";
  10886. } else if ( parameters.precision === "lowp" ) {
  10887. precisionstring += "\n#define LOW_PRECISION";
  10888. }
  10889. return precisionstring;
  10890. }
  10891. function generateShadowMapTypeDefine( parameters ) {
  10892. var shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';
  10893. if ( parameters.shadowMapType === PCFShadowMap ) {
  10894. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';
  10895. } else if ( parameters.shadowMapType === PCFSoftShadowMap ) {
  10896. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';
  10897. } else if ( parameters.shadowMapType === VSMShadowMap ) {
  10898. shadowMapTypeDefine = 'SHADOWMAP_TYPE_VSM';
  10899. }
  10900. return shadowMapTypeDefine;
  10901. }
  10902. function generateEnvMapTypeDefine( parameters ) {
  10903. var envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  10904. if ( parameters.envMap ) {
  10905. switch ( parameters.envMapMode ) {
  10906. case CubeReflectionMapping:
  10907. case CubeRefractionMapping:
  10908. envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  10909. break;
  10910. case CubeUVReflectionMapping:
  10911. case CubeUVRefractionMapping:
  10912. envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';
  10913. break;
  10914. }
  10915. }
  10916. return envMapTypeDefine;
  10917. }
  10918. function generateEnvMapModeDefine( parameters ) {
  10919. var envMapModeDefine = 'ENVMAP_MODE_REFLECTION';
  10920. if ( parameters.envMap ) {
  10921. switch ( parameters.envMapMode ) {
  10922. case CubeRefractionMapping:
  10923. case CubeUVRefractionMapping:
  10924. envMapModeDefine = 'ENVMAP_MODE_REFRACTION';
  10925. break;
  10926. }
  10927. }
  10928. return envMapModeDefine;
  10929. }
  10930. function generateEnvMapBlendingDefine( parameters ) {
  10931. var envMapBlendingDefine = 'ENVMAP_BLENDING_NONE';
  10932. if ( parameters.envMap ) {
  10933. switch ( parameters.combine ) {
  10934. case MultiplyOperation:
  10935. envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  10936. break;
  10937. case MixOperation:
  10938. envMapBlendingDefine = 'ENVMAP_BLENDING_MIX';
  10939. break;
  10940. case AddOperation:
  10941. envMapBlendingDefine = 'ENVMAP_BLENDING_ADD';
  10942. break;
  10943. }
  10944. }
  10945. return envMapBlendingDefine;
  10946. }
  10947. function WebGLProgram( renderer, cacheKey, parameters, bindingStates ) {
  10948. var gl = renderer.getContext();
  10949. var defines = parameters.defines;
  10950. var vertexShader = parameters.vertexShader;
  10951. var fragmentShader = parameters.fragmentShader;
  10952. var shadowMapTypeDefine = generateShadowMapTypeDefine( parameters );
  10953. var envMapTypeDefine = generateEnvMapTypeDefine( parameters );
  10954. var envMapModeDefine = generateEnvMapModeDefine( parameters );
  10955. var envMapBlendingDefine = generateEnvMapBlendingDefine( parameters );
  10956. var gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0;
  10957. var customExtensions = parameters.isWebGL2 ? '' : generateExtensions( parameters );
  10958. var customDefines = generateDefines( defines );
  10959. var program = gl.createProgram();
  10960. var prefixVertex, prefixFragment;
  10961. var versionString = parameters.glslVersion ? '#version ' + parameters.glslVersion + "\n" : '';
  10962. if ( parameters.isRawShaderMaterial ) {
  10963. prefixVertex = [
  10964. customDefines
  10965. ].filter( filterEmptyLine ).join( '\n' );
  10966. if ( prefixVertex.length > 0 ) {
  10967. prefixVertex += '\n';
  10968. }
  10969. prefixFragment = [
  10970. customExtensions,
  10971. customDefines
  10972. ].filter( filterEmptyLine ).join( '\n' );
  10973. if ( prefixFragment.length > 0 ) {
  10974. prefixFragment += '\n';
  10975. }
  10976. } else {
  10977. prefixVertex = [
  10978. generatePrecision( parameters ),
  10979. '#define SHADER_NAME ' + parameters.shaderName,
  10980. customDefines,
  10981. parameters.instancing ? '#define USE_INSTANCING' : '',
  10982. parameters.instancingColor ? '#define USE_INSTANCING_COLOR' : '',
  10983. parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',
  10984. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  10985. '#define MAX_BONES ' + parameters.maxBones,
  10986. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  10987. ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',
  10988. parameters.map ? '#define USE_MAP' : '',
  10989. parameters.envMap ? '#define USE_ENVMAP' : '',
  10990. parameters.envMap ? '#define ' + envMapModeDefine : '',
  10991. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  10992. parameters.aoMap ? '#define USE_AOMAP' : '',
  10993. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  10994. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  10995. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  10996. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  10997. ( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',
  10998. parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',
  10999. parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',
  11000. parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
  11001. parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '',
  11002. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  11003. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  11004. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  11005. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  11006. parameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '',
  11007. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  11008. parameters.vertexColors ? '#define USE_COLOR' : '',
  11009. parameters.vertexUvs ? '#define USE_UV' : '',
  11010. parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',
  11011. parameters.flatShading ? '#define FLAT_SHADED' : '',
  11012. parameters.skinning ? '#define USE_SKINNING' : '',
  11013. parameters.useVertexTexture ? '#define BONE_TEXTURE' : '',
  11014. parameters.morphTargets ? '#define USE_MORPHTARGETS' : '',
  11015. parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',
  11016. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  11017. parameters.flipSided ? '#define FLIP_SIDED' : '',
  11018. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  11019. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  11020. parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',
  11021. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  11022. ( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  11023. 'uniform mat4 modelMatrix;',
  11024. 'uniform mat4 modelViewMatrix;',
  11025. 'uniform mat4 projectionMatrix;',
  11026. 'uniform mat4 viewMatrix;',
  11027. 'uniform mat3 normalMatrix;',
  11028. 'uniform vec3 cameraPosition;',
  11029. 'uniform bool isOrthographic;',
  11030. '#ifdef USE_INSTANCING',
  11031. ' attribute mat4 instanceMatrix;',
  11032. '#endif',
  11033. '#ifdef USE_INSTANCING_COLOR',
  11034. ' attribute vec3 instanceColor;',
  11035. '#endif',
  11036. 'attribute vec3 position;',
  11037. 'attribute vec3 normal;',
  11038. 'attribute vec2 uv;',
  11039. '#ifdef USE_TANGENT',
  11040. ' attribute vec4 tangent;',
  11041. '#endif',
  11042. '#ifdef USE_COLOR',
  11043. ' attribute vec3 color;',
  11044. '#endif',
  11045. '#ifdef USE_MORPHTARGETS',
  11046. ' attribute vec3 morphTarget0;',
  11047. ' attribute vec3 morphTarget1;',
  11048. ' attribute vec3 morphTarget2;',
  11049. ' attribute vec3 morphTarget3;',
  11050. ' #ifdef USE_MORPHNORMALS',
  11051. ' attribute vec3 morphNormal0;',
  11052. ' attribute vec3 morphNormal1;',
  11053. ' attribute vec3 morphNormal2;',
  11054. ' attribute vec3 morphNormal3;',
  11055. ' #else',
  11056. ' attribute vec3 morphTarget4;',
  11057. ' attribute vec3 morphTarget5;',
  11058. ' attribute vec3 morphTarget6;',
  11059. ' attribute vec3 morphTarget7;',
  11060. ' #endif',
  11061. '#endif',
  11062. '#ifdef USE_SKINNING',
  11063. ' attribute vec4 skinIndex;',
  11064. ' attribute vec4 skinWeight;',
  11065. '#endif',
  11066. '\n'
  11067. ].filter( filterEmptyLine ).join( '\n' );
  11068. prefixFragment = [
  11069. customExtensions,
  11070. generatePrecision( parameters ),
  11071. '#define SHADER_NAME ' + parameters.shaderName,
  11072. customDefines,
  11073. parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest + ( parameters.alphaTest % 1 ? '' : '.0' ) : '', // add '.0' if integer
  11074. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  11075. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  11076. ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',
  11077. parameters.map ? '#define USE_MAP' : '',
  11078. parameters.matcap ? '#define USE_MATCAP' : '',
  11079. parameters.envMap ? '#define USE_ENVMAP' : '',
  11080. parameters.envMap ? '#define ' + envMapTypeDefine : '',
  11081. parameters.envMap ? '#define ' + envMapModeDefine : '',
  11082. parameters.envMap ? '#define ' + envMapBlendingDefine : '',
  11083. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  11084. parameters.aoMap ? '#define USE_AOMAP' : '',
  11085. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  11086. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  11087. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  11088. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  11089. ( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',
  11090. parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',
  11091. parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',
  11092. parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
  11093. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  11094. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  11095. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  11096. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  11097. parameters.sheen ? '#define USE_SHEEN' : '',
  11098. parameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '',
  11099. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  11100. parameters.vertexColors || parameters.instancingColor ? '#define USE_COLOR' : '',
  11101. parameters.vertexUvs ? '#define USE_UV' : '',
  11102. parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',
  11103. parameters.gradientMap ? '#define USE_GRADIENTMAP' : '',
  11104. parameters.flatShading ? '#define FLAT_SHADED' : '',
  11105. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  11106. parameters.flipSided ? '#define FLIP_SIDED' : '',
  11107. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  11108. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  11109. parameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '',
  11110. parameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '',
  11111. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  11112. ( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  11113. ( ( parameters.extensionShaderTextureLOD || parameters.envMap ) && parameters.rendererExtensionShaderTextureLod ) ? '#define TEXTURE_LOD_EXT' : '',
  11114. 'uniform mat4 viewMatrix;',
  11115. 'uniform vec3 cameraPosition;',
  11116. 'uniform bool isOrthographic;',
  11117. ( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '',
  11118. ( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below
  11119. ( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '',
  11120. parameters.dithering ? '#define DITHERING' : '',
  11121. ShaderChunk[ 'encodings_pars_fragment' ], // this code is required here because it is used by the various encoding/decoding function defined below
  11122. parameters.map ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '',
  11123. parameters.matcap ? getTexelDecodingFunction( 'matcapTexelToLinear', parameters.matcapEncoding ) : '',
  11124. parameters.envMap ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '',
  11125. parameters.emissiveMap ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '',
  11126. parameters.lightMap ? getTexelDecodingFunction( 'lightMapTexelToLinear', parameters.lightMapEncoding ) : '',
  11127. getTexelEncodingFunction( 'linearToOutputTexel', parameters.outputEncoding ),
  11128. parameters.depthPacking ? '#define DEPTH_PACKING ' + parameters.depthPacking : '',
  11129. '\n'
  11130. ].filter( filterEmptyLine ).join( '\n' );
  11131. }
  11132. vertexShader = resolveIncludes( vertexShader );
  11133. vertexShader = replaceLightNums( vertexShader, parameters );
  11134. vertexShader = replaceClippingPlaneNums( vertexShader, parameters );
  11135. fragmentShader = resolveIncludes( fragmentShader );
  11136. fragmentShader = replaceLightNums( fragmentShader, parameters );
  11137. fragmentShader = replaceClippingPlaneNums( fragmentShader, parameters );
  11138. vertexShader = unrollLoops( vertexShader );
  11139. fragmentShader = unrollLoops( fragmentShader );
  11140. if ( parameters.isWebGL2 && ! parameters.isRawShaderMaterial ) {
  11141. // GLSL 3.0 conversion for built-in materials and ShaderMaterial
  11142. versionString = '#version 300 es\n';
  11143. prefixVertex = [
  11144. '#define attribute in',
  11145. '#define varying out',
  11146. '#define texture2D texture'
  11147. ].join( '\n' ) + '\n' + prefixVertex;
  11148. prefixFragment = [
  11149. '#define varying in',
  11150. ( parameters.glslVersion === GLSL3 ) ? '' : 'out highp vec4 pc_fragColor;',
  11151. ( parameters.glslVersion === GLSL3 ) ? '' : '#define gl_FragColor pc_fragColor',
  11152. '#define gl_FragDepthEXT gl_FragDepth',
  11153. '#define texture2D texture',
  11154. '#define textureCube texture',
  11155. '#define texture2DProj textureProj',
  11156. '#define texture2DLodEXT textureLod',
  11157. '#define texture2DProjLodEXT textureProjLod',
  11158. '#define textureCubeLodEXT textureLod',
  11159. '#define texture2DGradEXT textureGrad',
  11160. '#define texture2DProjGradEXT textureProjGrad',
  11161. '#define textureCubeGradEXT textureGrad'
  11162. ].join( '\n' ) + '\n' + prefixFragment;
  11163. }
  11164. var vertexGlsl = versionString + prefixVertex + vertexShader;
  11165. var fragmentGlsl = versionString + prefixFragment + fragmentShader;
  11166. // console.log( '*VERTEX*', vertexGlsl );
  11167. // console.log( '*FRAGMENT*', fragmentGlsl );
  11168. var glVertexShader = WebGLShader( gl, 35633, vertexGlsl );
  11169. var glFragmentShader = WebGLShader( gl, 35632, fragmentGlsl );
  11170. gl.attachShader( program, glVertexShader );
  11171. gl.attachShader( program, glFragmentShader );
  11172. // Force a particular attribute to index 0.
  11173. if ( parameters.index0AttributeName !== undefined ) {
  11174. gl.bindAttribLocation( program, 0, parameters.index0AttributeName );
  11175. } else if ( parameters.morphTargets === true ) {
  11176. // programs with morphTargets displace position out of attribute 0
  11177. gl.bindAttribLocation( program, 0, 'position' );
  11178. }
  11179. gl.linkProgram( program );
  11180. // check for link errors
  11181. if ( renderer.debug.checkShaderErrors ) {
  11182. var programLog = gl.getProgramInfoLog( program ).trim();
  11183. var vertexLog = gl.getShaderInfoLog( glVertexShader ).trim();
  11184. var fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim();
  11185. var runnable = true;
  11186. var haveDiagnostics = true;
  11187. if ( gl.getProgramParameter( program, 35714 ) === false ) {
  11188. runnable = false;
  11189. var vertexErrors = getShaderErrors( gl, glVertexShader, 'vertex' );
  11190. var fragmentErrors = getShaderErrors( gl, glFragmentShader, 'fragment' );
  11191. console.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), '35715', gl.getProgramParameter( program, 35715 ), 'gl.getProgramInfoLog', programLog, vertexErrors, fragmentErrors );
  11192. } else if ( programLog !== '' ) {
  11193. console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog );
  11194. } else if ( vertexLog === '' || fragmentLog === '' ) {
  11195. haveDiagnostics = false;
  11196. }
  11197. if ( haveDiagnostics ) {
  11198. this.diagnostics = {
  11199. runnable: runnable,
  11200. programLog: programLog,
  11201. vertexShader: {
  11202. log: vertexLog,
  11203. prefix: prefixVertex
  11204. },
  11205. fragmentShader: {
  11206. log: fragmentLog,
  11207. prefix: prefixFragment
  11208. }
  11209. };
  11210. }
  11211. }
  11212. // Clean up
  11213. // Crashes in iOS9 and iOS10. #18402
  11214. // gl.detachShader( program, glVertexShader );
  11215. // gl.detachShader( program, glFragmentShader );
  11216. gl.deleteShader( glVertexShader );
  11217. gl.deleteShader( glFragmentShader );
  11218. // set up caching for uniform locations
  11219. var cachedUniforms;
  11220. this.getUniforms = function () {
  11221. if ( cachedUniforms === undefined ) {
  11222. cachedUniforms = new WebGLUniforms( gl, program );
  11223. }
  11224. return cachedUniforms;
  11225. };
  11226. // set up caching for attribute locations
  11227. var cachedAttributes;
  11228. this.getAttributes = function () {
  11229. if ( cachedAttributes === undefined ) {
  11230. cachedAttributes = fetchAttributeLocations( gl, program );
  11231. }
  11232. return cachedAttributes;
  11233. };
  11234. // free resource
  11235. this.destroy = function () {
  11236. bindingStates.releaseStatesOfProgram( this );
  11237. gl.deleteProgram( program );
  11238. this.program = undefined;
  11239. };
  11240. //
  11241. this.name = parameters.shaderName;
  11242. this.id = programIdCount ++;
  11243. this.cacheKey = cacheKey;
  11244. this.usedTimes = 1;
  11245. this.program = program;
  11246. this.vertexShader = glVertexShader;
  11247. this.fragmentShader = glFragmentShader;
  11248. return this;
  11249. }
  11250. function WebGLPrograms( renderer, cubemaps, extensions, capabilities, bindingStates, clipping ) {
  11251. var programs = [];
  11252. var isWebGL2 = capabilities.isWebGL2;
  11253. var logarithmicDepthBuffer = capabilities.logarithmicDepthBuffer;
  11254. var floatVertexTextures = capabilities.floatVertexTextures;
  11255. var maxVertexUniforms = capabilities.maxVertexUniforms;
  11256. var vertexTextures = capabilities.vertexTextures;
  11257. var precision = capabilities.precision;
  11258. var shaderIDs = {
  11259. MeshDepthMaterial: 'depth',
  11260. MeshDistanceMaterial: 'distanceRGBA',
  11261. MeshNormalMaterial: 'normal',
  11262. MeshBasicMaterial: 'basic',
  11263. MeshLambertMaterial: 'lambert',
  11264. MeshPhongMaterial: 'phong',
  11265. MeshToonMaterial: 'toon',
  11266. MeshStandardMaterial: 'physical',
  11267. MeshPhysicalMaterial: 'physical',
  11268. MeshMatcapMaterial: 'matcap',
  11269. LineBasicMaterial: 'basic',
  11270. LineDashedMaterial: 'dashed',
  11271. PointsMaterial: 'points',
  11272. ShadowMaterial: 'shadow',
  11273. SpriteMaterial: 'sprite'
  11274. };
  11275. var parameterNames = [
  11276. "precision", "isWebGL2", "supportsVertexTextures", "outputEncoding", "instancing", "instancingColor",
  11277. "map", "mapEncoding", "matcap", "matcapEncoding", "envMap", "envMapMode", "envMapEncoding", "envMapCubeUV",
  11278. "lightMap", "lightMapEncoding", "aoMap", "emissiveMap", "emissiveMapEncoding", "bumpMap", "normalMap", "objectSpaceNormalMap", "tangentSpaceNormalMap", "clearcoatMap", "clearcoatRoughnessMap", "clearcoatNormalMap", "displacementMap", "specularMap",
  11279. "roughnessMap", "metalnessMap", "gradientMap",
  11280. "alphaMap", "combine", "vertexColors", "vertexTangents", "vertexUvs", "uvsVertexOnly", "fog", "useFog", "fogExp2",
  11281. "flatShading", "sizeAttenuation", "logarithmicDepthBuffer", "skinning",
  11282. "maxBones", "useVertexTexture", "morphTargets", "morphNormals",
  11283. "maxMorphTargets", "maxMorphNormals", "premultipliedAlpha",
  11284. "numDirLights", "numPointLights", "numSpotLights", "numHemiLights", "numRectAreaLights",
  11285. "numDirLightShadows", "numPointLightShadows", "numSpotLightShadows",
  11286. "shadowMapEnabled", "shadowMapType", "toneMapping", 'physicallyCorrectLights',
  11287. "alphaTest", "doubleSided", "flipSided", "numClippingPlanes", "numClipIntersection", "depthPacking", "dithering",
  11288. "sheen", "transmissionMap"
  11289. ];
  11290. function getMaxBones( object ) {
  11291. var skeleton = object.skeleton;
  11292. var bones = skeleton.bones;
  11293. if ( floatVertexTextures ) {
  11294. return 1024;
  11295. } else {
  11296. // default for when object is not specified
  11297. // ( for example when prebuilding shader to be used with multiple objects )
  11298. //
  11299. // - leave some extra space for other uniforms
  11300. // - limit here is ANGLE's 254 max uniform vectors
  11301. // (up to 54 should be safe)
  11302. var nVertexUniforms = maxVertexUniforms;
  11303. var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
  11304. var maxBones = Math.min( nVertexMatrices, bones.length );
  11305. if ( maxBones < bones.length ) {
  11306. console.warn( 'THREE.WebGLRenderer: Skeleton has ' + bones.length + ' bones. This GPU supports ' + maxBones + '.' );
  11307. return 0;
  11308. }
  11309. return maxBones;
  11310. }
  11311. }
  11312. function getTextureEncodingFromMap( map ) {
  11313. var encoding;
  11314. if ( ! map ) {
  11315. encoding = LinearEncoding;
  11316. } else if ( map.isTexture ) {
  11317. encoding = map.encoding;
  11318. } else if ( map.isWebGLRenderTarget ) {
  11319. console.warn( "THREE.WebGLPrograms.getTextureEncodingFromMap: don't use render targets as textures. Use their .texture property instead." );
  11320. encoding = map.texture.encoding;
  11321. }
  11322. return encoding;
  11323. }
  11324. function getParameters( material, lights, shadows, scene, object ) {
  11325. var fog = scene.fog;
  11326. var environment = material.isMeshStandardMaterial ? scene.environment : null;
  11327. var envMap = cubemaps.get( material.envMap || environment );
  11328. var shaderID = shaderIDs[ material.type ];
  11329. // heuristics to create shader parameters according to lights in the scene
  11330. // (not to blow over maxLights budget)
  11331. var maxBones = object.isSkinnedMesh ? getMaxBones( object ) : 0;
  11332. if ( material.precision !== null ) {
  11333. precision = capabilities.getMaxPrecision( material.precision );
  11334. if ( precision !== material.precision ) {
  11335. console.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' );
  11336. }
  11337. }
  11338. var vertexShader, fragmentShader;
  11339. if ( shaderID ) {
  11340. var shader = ShaderLib[ shaderID ];
  11341. vertexShader = shader.vertexShader;
  11342. fragmentShader = shader.fragmentShader;
  11343. } else {
  11344. vertexShader = material.vertexShader;
  11345. fragmentShader = material.fragmentShader;
  11346. }
  11347. var currentRenderTarget = renderer.getRenderTarget();
  11348. var parameters = {
  11349. isWebGL2: isWebGL2,
  11350. shaderID: shaderID,
  11351. shaderName: material.type,
  11352. vertexShader: vertexShader,
  11353. fragmentShader: fragmentShader,
  11354. defines: material.defines,
  11355. isRawShaderMaterial: material.isRawShaderMaterial,
  11356. isShaderMaterial: material.isShaderMaterial,
  11357. precision: precision,
  11358. instancing: object.isInstancedMesh === true,
  11359. instancingColor: object.isInstancedMesh === true && object.instanceColor !== null,
  11360. supportsVertexTextures: vertexTextures,
  11361. outputEncoding: ( currentRenderTarget !== null ) ? getTextureEncodingFromMap( currentRenderTarget.texture ) : renderer.outputEncoding,
  11362. map: !! material.map,
  11363. mapEncoding: getTextureEncodingFromMap( material.map ),
  11364. matcap: !! material.matcap,
  11365. matcapEncoding: getTextureEncodingFromMap( material.matcap ),
  11366. envMap: !! envMap,
  11367. envMapMode: envMap && envMap.mapping,
  11368. envMapEncoding: getTextureEncodingFromMap( envMap ),
  11369. envMapCubeUV: ( !! envMap ) && ( ( envMap.mapping === CubeUVReflectionMapping ) || ( envMap.mapping === CubeUVRefractionMapping ) ),
  11370. lightMap: !! material.lightMap,
  11371. lightMapEncoding: getTextureEncodingFromMap( material.lightMap ),
  11372. aoMap: !! material.aoMap,
  11373. emissiveMap: !! material.emissiveMap,
  11374. emissiveMapEncoding: getTextureEncodingFromMap( material.emissiveMap ),
  11375. bumpMap: !! material.bumpMap,
  11376. normalMap: !! material.normalMap,
  11377. objectSpaceNormalMap: material.normalMapType === ObjectSpaceNormalMap,
  11378. tangentSpaceNormalMap: material.normalMapType === TangentSpaceNormalMap,
  11379. clearcoatMap: !! material.clearcoatMap,
  11380. clearcoatRoughnessMap: !! material.clearcoatRoughnessMap,
  11381. clearcoatNormalMap: !! material.clearcoatNormalMap,
  11382. displacementMap: !! material.displacementMap,
  11383. roughnessMap: !! material.roughnessMap,
  11384. metalnessMap: !! material.metalnessMap,
  11385. specularMap: !! material.specularMap,
  11386. alphaMap: !! material.alphaMap,
  11387. gradientMap: !! material.gradientMap,
  11388. sheen: !! material.sheen,
  11389. transmissionMap: !! material.transmissionMap,
  11390. combine: material.combine,
  11391. vertexTangents: ( material.normalMap && material.vertexTangents ),
  11392. vertexColors: material.vertexColors,
  11393. 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,
  11394. uvsVertexOnly: ! ( !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatNormalMap || !! material.transmissionMap ) && !! material.displacementMap,
  11395. fog: !! fog,
  11396. useFog: material.fog,
  11397. fogExp2: ( fog && fog.isFogExp2 ),
  11398. flatShading: material.flatShading,
  11399. sizeAttenuation: material.sizeAttenuation,
  11400. logarithmicDepthBuffer: logarithmicDepthBuffer,
  11401. skinning: material.skinning && maxBones > 0,
  11402. maxBones: maxBones,
  11403. useVertexTexture: floatVertexTextures,
  11404. morphTargets: material.morphTargets,
  11405. morphNormals: material.morphNormals,
  11406. maxMorphTargets: renderer.maxMorphTargets,
  11407. maxMorphNormals: renderer.maxMorphNormals,
  11408. numDirLights: lights.directional.length,
  11409. numPointLights: lights.point.length,
  11410. numSpotLights: lights.spot.length,
  11411. numRectAreaLights: lights.rectArea.length,
  11412. numHemiLights: lights.hemi.length,
  11413. numDirLightShadows: lights.directionalShadowMap.length,
  11414. numPointLightShadows: lights.pointShadowMap.length,
  11415. numSpotLightShadows: lights.spotShadowMap.length,
  11416. numClippingPlanes: clipping.numPlanes,
  11417. numClipIntersection: clipping.numIntersection,
  11418. dithering: material.dithering,
  11419. shadowMapEnabled: renderer.shadowMap.enabled && shadows.length > 0,
  11420. shadowMapType: renderer.shadowMap.type,
  11421. toneMapping: material.toneMapped ? renderer.toneMapping : NoToneMapping,
  11422. physicallyCorrectLights: renderer.physicallyCorrectLights,
  11423. premultipliedAlpha: material.premultipliedAlpha,
  11424. alphaTest: material.alphaTest,
  11425. doubleSided: material.side === DoubleSide,
  11426. flipSided: material.side === BackSide,
  11427. depthPacking: ( material.depthPacking !== undefined ) ? material.depthPacking : false,
  11428. index0AttributeName: material.index0AttributeName,
  11429. extensionDerivatives: material.extensions && material.extensions.derivatives,
  11430. extensionFragDepth: material.extensions && material.extensions.fragDepth,
  11431. extensionDrawBuffers: material.extensions && material.extensions.drawBuffers,
  11432. extensionShaderTextureLOD: material.extensions && material.extensions.shaderTextureLOD,
  11433. rendererExtensionFragDepth: isWebGL2 || extensions.get( 'EXT_frag_depth' ) !== null,
  11434. rendererExtensionDrawBuffers: isWebGL2 || extensions.get( 'WEBGL_draw_buffers' ) !== null,
  11435. rendererExtensionShaderTextureLod: isWebGL2 || extensions.get( 'EXT_shader_texture_lod' ) !== null,
  11436. customProgramCacheKey: material.customProgramCacheKey(),
  11437. glslVersion: material.glslVersion
  11438. };
  11439. return parameters;
  11440. }
  11441. function getProgramCacheKey( parameters ) {
  11442. var array = [];
  11443. if ( parameters.shaderID ) {
  11444. array.push( parameters.shaderID );
  11445. } else {
  11446. array.push( parameters.fragmentShader );
  11447. array.push( parameters.vertexShader );
  11448. }
  11449. if ( parameters.defines !== undefined ) {
  11450. for ( var name in parameters.defines ) {
  11451. array.push( name );
  11452. array.push( parameters.defines[ name ] );
  11453. }
  11454. }
  11455. if ( parameters.isRawShaderMaterial === undefined ) {
  11456. for ( var i = 0; i < parameterNames.length; i ++ ) {
  11457. array.push( parameters[ parameterNames[ i ] ] );
  11458. }
  11459. array.push( renderer.outputEncoding );
  11460. array.push( renderer.gammaFactor );
  11461. }
  11462. array.push( parameters.customProgramCacheKey );
  11463. return array.join();
  11464. }
  11465. function getUniforms( material ) {
  11466. var shaderID = shaderIDs[ material.type ];
  11467. var uniforms;
  11468. if ( shaderID ) {
  11469. var shader = ShaderLib[ shaderID ];
  11470. uniforms = UniformsUtils.clone( shader.uniforms );
  11471. } else {
  11472. uniforms = material.uniforms;
  11473. }
  11474. return uniforms;
  11475. }
  11476. function acquireProgram( parameters, cacheKey ) {
  11477. var program;
  11478. // Check if code has been already compiled
  11479. for ( var p = 0, pl = programs.length; p < pl; p ++ ) {
  11480. var preexistingProgram = programs[ p ];
  11481. if ( preexistingProgram.cacheKey === cacheKey ) {
  11482. program = preexistingProgram;
  11483. ++ program.usedTimes;
  11484. break;
  11485. }
  11486. }
  11487. if ( program === undefined ) {
  11488. program = new WebGLProgram( renderer, cacheKey, parameters, bindingStates );
  11489. programs.push( program );
  11490. }
  11491. return program;
  11492. }
  11493. function releaseProgram( program ) {
  11494. if ( -- program.usedTimes === 0 ) {
  11495. // Remove from unordered set
  11496. var i = programs.indexOf( program );
  11497. programs[ i ] = programs[ programs.length - 1 ];
  11498. programs.pop();
  11499. // Free WebGL resources
  11500. program.destroy();
  11501. }
  11502. }
  11503. return {
  11504. getParameters: getParameters,
  11505. getProgramCacheKey: getProgramCacheKey,
  11506. getUniforms: getUniforms,
  11507. acquireProgram: acquireProgram,
  11508. releaseProgram: releaseProgram,
  11509. // Exposed for resource monitoring & error feedback via renderer.info:
  11510. programs: programs
  11511. };
  11512. }
  11513. function WebGLProperties() {
  11514. var properties = new WeakMap();
  11515. function get( object ) {
  11516. var map = properties.get( object );
  11517. if ( map === undefined ) {
  11518. map = {};
  11519. properties.set( object, map );
  11520. }
  11521. return map;
  11522. }
  11523. function remove( object ) {
  11524. properties.delete( object );
  11525. }
  11526. function update( object, key, value ) {
  11527. properties.get( object )[ key ] = value;
  11528. }
  11529. function dispose() {
  11530. properties = new WeakMap();
  11531. }
  11532. return {
  11533. get: get,
  11534. remove: remove,
  11535. update: update,
  11536. dispose: dispose
  11537. };
  11538. }
  11539. function painterSortStable( a, b ) {
  11540. if ( a.groupOrder !== b.groupOrder ) {
  11541. return a.groupOrder - b.groupOrder;
  11542. } else if ( a.renderOrder !== b.renderOrder ) {
  11543. return a.renderOrder - b.renderOrder;
  11544. } else if ( a.program !== b.program ) {
  11545. return a.program.id - b.program.id;
  11546. } else if ( a.material.id !== b.material.id ) {
  11547. return a.material.id - b.material.id;
  11548. } else if ( a.z !== b.z ) {
  11549. return a.z - b.z;
  11550. } else {
  11551. return a.id - b.id;
  11552. }
  11553. }
  11554. function reversePainterSortStable( a, b ) {
  11555. if ( a.groupOrder !== b.groupOrder ) {
  11556. return a.groupOrder - b.groupOrder;
  11557. } else if ( a.renderOrder !== b.renderOrder ) {
  11558. return a.renderOrder - b.renderOrder;
  11559. } else if ( a.z !== b.z ) {
  11560. return b.z - a.z;
  11561. } else {
  11562. return a.id - b.id;
  11563. }
  11564. }
  11565. function WebGLRenderList( properties ) {
  11566. var renderItems = [];
  11567. var renderItemsIndex = 0;
  11568. var opaque = [];
  11569. var transparent = [];
  11570. var defaultProgram = { id: - 1 };
  11571. function init() {
  11572. renderItemsIndex = 0;
  11573. opaque.length = 0;
  11574. transparent.length = 0;
  11575. }
  11576. function getNextRenderItem( object, geometry, material, groupOrder, z, group ) {
  11577. var renderItem = renderItems[ renderItemsIndex ];
  11578. var materialProperties = properties.get( material );
  11579. if ( renderItem === undefined ) {
  11580. renderItem = {
  11581. id: object.id,
  11582. object: object,
  11583. geometry: geometry,
  11584. material: material,
  11585. program: materialProperties.program || defaultProgram,
  11586. groupOrder: groupOrder,
  11587. renderOrder: object.renderOrder,
  11588. z: z,
  11589. group: group
  11590. };
  11591. renderItems[ renderItemsIndex ] = renderItem;
  11592. } else {
  11593. renderItem.id = object.id;
  11594. renderItem.object = object;
  11595. renderItem.geometry = geometry;
  11596. renderItem.material = material;
  11597. renderItem.program = materialProperties.program || defaultProgram;
  11598. renderItem.groupOrder = groupOrder;
  11599. renderItem.renderOrder = object.renderOrder;
  11600. renderItem.z = z;
  11601. renderItem.group = group;
  11602. }
  11603. renderItemsIndex ++;
  11604. return renderItem;
  11605. }
  11606. function push( object, geometry, material, groupOrder, z, group ) {
  11607. var renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );
  11608. ( material.transparent === true ? transparent : opaque ).push( renderItem );
  11609. }
  11610. function unshift( object, geometry, material, groupOrder, z, group ) {
  11611. var renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );
  11612. ( material.transparent === true ? transparent : opaque ).unshift( renderItem );
  11613. }
  11614. function sort( customOpaqueSort, customTransparentSort ) {
  11615. if ( opaque.length > 1 ) { opaque.sort( customOpaqueSort || painterSortStable ); }
  11616. if ( transparent.length > 1 ) { transparent.sort( customTransparentSort || reversePainterSortStable ); }
  11617. }
  11618. function finish() {
  11619. // Clear references from inactive renderItems in the list
  11620. for ( var i = renderItemsIndex, il = renderItems.length; i < il; i ++ ) {
  11621. var renderItem = renderItems[ i ];
  11622. if ( renderItem.id === null ) { break; }
  11623. renderItem.id = null;
  11624. renderItem.object = null;
  11625. renderItem.geometry = null;
  11626. renderItem.material = null;
  11627. renderItem.program = null;
  11628. renderItem.group = null;
  11629. }
  11630. }
  11631. return {
  11632. opaque: opaque,
  11633. transparent: transparent,
  11634. init: init,
  11635. push: push,
  11636. unshift: unshift,
  11637. finish: finish,
  11638. sort: sort
  11639. };
  11640. }
  11641. function WebGLRenderLists( properties ) {
  11642. var lists = new WeakMap();
  11643. function get( scene, camera ) {
  11644. var cameras = lists.get( scene );
  11645. var list;
  11646. if ( cameras === undefined ) {
  11647. list = new WebGLRenderList( properties );
  11648. lists.set( scene, new WeakMap() );
  11649. lists.get( scene ).set( camera, list );
  11650. } else {
  11651. list = cameras.get( camera );
  11652. if ( list === undefined ) {
  11653. list = new WebGLRenderList( properties );
  11654. cameras.set( camera, list );
  11655. }
  11656. }
  11657. return list;
  11658. }
  11659. function dispose() {
  11660. lists = new WeakMap();
  11661. }
  11662. return {
  11663. get: get,
  11664. dispose: dispose
  11665. };
  11666. }
  11667. function UniformsCache() {
  11668. var lights = {};
  11669. return {
  11670. get: function ( light ) {
  11671. if ( lights[ light.id ] !== undefined ) {
  11672. return lights[ light.id ];
  11673. }
  11674. var uniforms;
  11675. switch ( light.type ) {
  11676. case 'DirectionalLight':
  11677. uniforms = {
  11678. direction: new Vector3(),
  11679. color: new Color()
  11680. };
  11681. break;
  11682. case 'SpotLight':
  11683. uniforms = {
  11684. position: new Vector3(),
  11685. direction: new Vector3(),
  11686. color: new Color(),
  11687. distance: 0,
  11688. coneCos: 0,
  11689. penumbraCos: 0,
  11690. decay: 0
  11691. };
  11692. break;
  11693. case 'PointLight':
  11694. uniforms = {
  11695. position: new Vector3(),
  11696. color: new Color(),
  11697. distance: 0,
  11698. decay: 0
  11699. };
  11700. break;
  11701. case 'HemisphereLight':
  11702. uniforms = {
  11703. direction: new Vector3(),
  11704. skyColor: new Color(),
  11705. groundColor: new Color()
  11706. };
  11707. break;
  11708. case 'RectAreaLight':
  11709. uniforms = {
  11710. color: new Color(),
  11711. position: new Vector3(),
  11712. halfWidth: new Vector3(),
  11713. halfHeight: new Vector3()
  11714. };
  11715. break;
  11716. }
  11717. lights[ light.id ] = uniforms;
  11718. return uniforms;
  11719. }
  11720. };
  11721. }
  11722. function ShadowUniformsCache() {
  11723. var lights = {};
  11724. return {
  11725. get: function ( light ) {
  11726. if ( lights[ light.id ] !== undefined ) {
  11727. return lights[ light.id ];
  11728. }
  11729. var uniforms;
  11730. switch ( light.type ) {
  11731. case 'DirectionalLight':
  11732. uniforms = {
  11733. shadowBias: 0,
  11734. shadowNormalBias: 0,
  11735. shadowRadius: 1,
  11736. shadowMapSize: new Vector2()
  11737. };
  11738. break;
  11739. case 'SpotLight':
  11740. uniforms = {
  11741. shadowBias: 0,
  11742. shadowNormalBias: 0,
  11743. shadowRadius: 1,
  11744. shadowMapSize: new Vector2()
  11745. };
  11746. break;
  11747. case 'PointLight':
  11748. uniforms = {
  11749. shadowBias: 0,
  11750. shadowNormalBias: 0,
  11751. shadowRadius: 1,
  11752. shadowMapSize: new Vector2(),
  11753. shadowCameraNear: 1,
  11754. shadowCameraFar: 1000
  11755. };
  11756. break;
  11757. // TODO (abelnation): set RectAreaLight shadow uniforms
  11758. }
  11759. lights[ light.id ] = uniforms;
  11760. return uniforms;
  11761. }
  11762. };
  11763. }
  11764. var nextVersion = 0;
  11765. function shadowCastingLightsFirst( lightA, lightB ) {
  11766. return ( lightB.castShadow ? 1 : 0 ) - ( lightA.castShadow ? 1 : 0 );
  11767. }
  11768. function WebGLLights() {
  11769. var cache = new UniformsCache();
  11770. var shadowCache = ShadowUniformsCache();
  11771. var state = {
  11772. version: 0,
  11773. hash: {
  11774. directionalLength: - 1,
  11775. pointLength: - 1,
  11776. spotLength: - 1,
  11777. rectAreaLength: - 1,
  11778. hemiLength: - 1,
  11779. numDirectionalShadows: - 1,
  11780. numPointShadows: - 1,
  11781. numSpotShadows: - 1
  11782. },
  11783. ambient: [ 0, 0, 0 ],
  11784. probe: [],
  11785. directional: [],
  11786. directionalShadow: [],
  11787. directionalShadowMap: [],
  11788. directionalShadowMatrix: [],
  11789. spot: [],
  11790. spotShadow: [],
  11791. spotShadowMap: [],
  11792. spotShadowMatrix: [],
  11793. rectArea: [],
  11794. rectAreaLTC1: null,
  11795. rectAreaLTC2: null,
  11796. point: [],
  11797. pointShadow: [],
  11798. pointShadowMap: [],
  11799. pointShadowMatrix: [],
  11800. hemi: []
  11801. };
  11802. for ( var i = 0; i < 9; i ++ ) { state.probe.push( new Vector3() ); }
  11803. var vector3 = new Vector3();
  11804. var matrix4 = new Matrix4();
  11805. var matrix42 = new Matrix4();
  11806. function setup( lights, shadows, camera ) {
  11807. var r = 0, g = 0, b = 0;
  11808. for ( var i = 0; i < 9; i ++ ) { state.probe[ i ].set( 0, 0, 0 ); }
  11809. var directionalLength = 0;
  11810. var pointLength = 0;
  11811. var spotLength = 0;
  11812. var rectAreaLength = 0;
  11813. var hemiLength = 0;
  11814. var numDirectionalShadows = 0;
  11815. var numPointShadows = 0;
  11816. var numSpotShadows = 0;
  11817. var viewMatrix = camera.matrixWorldInverse;
  11818. lights.sort( shadowCastingLightsFirst );
  11819. for ( var i$1 = 0, l = lights.length; i$1 < l; i$1 ++ ) {
  11820. var light = lights[ i$1 ];
  11821. var color = light.color;
  11822. var intensity = light.intensity;
  11823. var distance = light.distance;
  11824. var shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;
  11825. if ( light.isAmbientLight ) {
  11826. r += color.r * intensity;
  11827. g += color.g * intensity;
  11828. b += color.b * intensity;
  11829. } else if ( light.isLightProbe ) {
  11830. for ( var j = 0; j < 9; j ++ ) {
  11831. state.probe[ j ].addScaledVector( light.sh.coefficients[ j ], intensity );
  11832. }
  11833. } else if ( light.isDirectionalLight ) {
  11834. var uniforms = cache.get( light );
  11835. uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
  11836. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  11837. vector3.setFromMatrixPosition( light.target.matrixWorld );
  11838. uniforms.direction.sub( vector3 );
  11839. uniforms.direction.transformDirection( viewMatrix );
  11840. if ( light.castShadow ) {
  11841. var shadow = light.shadow;
  11842. var shadowUniforms = shadowCache.get( light );
  11843. shadowUniforms.shadowBias = shadow.bias;
  11844. shadowUniforms.shadowNormalBias = shadow.normalBias;
  11845. shadowUniforms.shadowRadius = shadow.radius;
  11846. shadowUniforms.shadowMapSize = shadow.mapSize;
  11847. state.directionalShadow[ directionalLength ] = shadowUniforms;
  11848. state.directionalShadowMap[ directionalLength ] = shadowMap;
  11849. state.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;
  11850. numDirectionalShadows ++;
  11851. }
  11852. state.directional[ directionalLength ] = uniforms;
  11853. directionalLength ++;
  11854. } else if ( light.isSpotLight ) {
  11855. var uniforms$1 = cache.get( light );
  11856. uniforms$1.position.setFromMatrixPosition( light.matrixWorld );
  11857. uniforms$1.position.applyMatrix4( viewMatrix );
  11858. uniforms$1.color.copy( color ).multiplyScalar( intensity );
  11859. uniforms$1.distance = distance;
  11860. uniforms$1.direction.setFromMatrixPosition( light.matrixWorld );
  11861. vector3.setFromMatrixPosition( light.target.matrixWorld );
  11862. uniforms$1.direction.sub( vector3 );
  11863. uniforms$1.direction.transformDirection( viewMatrix );
  11864. uniforms$1.coneCos = Math.cos( light.angle );
  11865. uniforms$1.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );
  11866. uniforms$1.decay = light.decay;
  11867. if ( light.castShadow ) {
  11868. var shadow$1 = light.shadow;
  11869. var shadowUniforms$1 = shadowCache.get( light );
  11870. shadowUniforms$1.shadowBias = shadow$1.bias;
  11871. shadowUniforms$1.shadowNormalBias = shadow$1.normalBias;
  11872. shadowUniforms$1.shadowRadius = shadow$1.radius;
  11873. shadowUniforms$1.shadowMapSize = shadow$1.mapSize;
  11874. state.spotShadow[ spotLength ] = shadowUniforms$1;
  11875. state.spotShadowMap[ spotLength ] = shadowMap;
  11876. state.spotShadowMatrix[ spotLength ] = light.shadow.matrix;
  11877. numSpotShadows ++;
  11878. }
  11879. state.spot[ spotLength ] = uniforms$1;
  11880. spotLength ++;
  11881. } else if ( light.isRectAreaLight ) {
  11882. var uniforms$2 = cache.get( light );
  11883. // (a) intensity is the total visible light emitted
  11884. //uniforms.color.copy( color ).multiplyScalar( intensity / ( light.width * light.height * Math.PI ) );
  11885. // (b) intensity is the brightness of the light
  11886. uniforms$2.color.copy( color ).multiplyScalar( intensity );
  11887. uniforms$2.position.setFromMatrixPosition( light.matrixWorld );
  11888. uniforms$2.position.applyMatrix4( viewMatrix );
  11889. // extract local rotation of light to derive width/height half vectors
  11890. matrix42.identity();
  11891. matrix4.copy( light.matrixWorld );
  11892. matrix4.premultiply( viewMatrix );
  11893. matrix42.extractRotation( matrix4 );
  11894. uniforms$2.halfWidth.set( light.width * 0.5, 0.0, 0.0 );
  11895. uniforms$2.halfHeight.set( 0.0, light.height * 0.5, 0.0 );
  11896. uniforms$2.halfWidth.applyMatrix4( matrix42 );
  11897. uniforms$2.halfHeight.applyMatrix4( matrix42 );
  11898. // TODO (abelnation): RectAreaLight distance?
  11899. // uniforms.distance = distance;
  11900. state.rectArea[ rectAreaLength ] = uniforms$2;
  11901. rectAreaLength ++;
  11902. } else if ( light.isPointLight ) {
  11903. var uniforms$3 = cache.get( light );
  11904. uniforms$3.position.setFromMatrixPosition( light.matrixWorld );
  11905. uniforms$3.position.applyMatrix4( viewMatrix );
  11906. uniforms$3.color.copy( light.color ).multiplyScalar( light.intensity );
  11907. uniforms$3.distance = light.distance;
  11908. uniforms$3.decay = light.decay;
  11909. if ( light.castShadow ) {
  11910. var shadow$2 = light.shadow;
  11911. var shadowUniforms$2 = shadowCache.get( light );
  11912. shadowUniforms$2.shadowBias = shadow$2.bias;
  11913. shadowUniforms$2.shadowNormalBias = shadow$2.normalBias;
  11914. shadowUniforms$2.shadowRadius = shadow$2.radius;
  11915. shadowUniforms$2.shadowMapSize = shadow$2.mapSize;
  11916. shadowUniforms$2.shadowCameraNear = shadow$2.camera.near;
  11917. shadowUniforms$2.shadowCameraFar = shadow$2.camera.far;
  11918. state.pointShadow[ pointLength ] = shadowUniforms$2;
  11919. state.pointShadowMap[ pointLength ] = shadowMap;
  11920. state.pointShadowMatrix[ pointLength ] = light.shadow.matrix;
  11921. numPointShadows ++;
  11922. }
  11923. state.point[ pointLength ] = uniforms$3;
  11924. pointLength ++;
  11925. } else if ( light.isHemisphereLight ) {
  11926. var uniforms$4 = cache.get( light );
  11927. uniforms$4.direction.setFromMatrixPosition( light.matrixWorld );
  11928. uniforms$4.direction.transformDirection( viewMatrix );
  11929. uniforms$4.direction.normalize();
  11930. uniforms$4.skyColor.copy( light.color ).multiplyScalar( intensity );
  11931. uniforms$4.groundColor.copy( light.groundColor ).multiplyScalar( intensity );
  11932. state.hemi[ hemiLength ] = uniforms$4;
  11933. hemiLength ++;
  11934. }
  11935. }
  11936. if ( rectAreaLength > 0 ) {
  11937. state.rectAreaLTC1 = UniformsLib.LTC_1;
  11938. state.rectAreaLTC2 = UniformsLib.LTC_2;
  11939. }
  11940. state.ambient[ 0 ] = r;
  11941. state.ambient[ 1 ] = g;
  11942. state.ambient[ 2 ] = b;
  11943. var hash = state.hash;
  11944. if ( hash.directionalLength !== directionalLength ||
  11945. hash.pointLength !== pointLength ||
  11946. hash.spotLength !== spotLength ||
  11947. hash.rectAreaLength !== rectAreaLength ||
  11948. hash.hemiLength !== hemiLength ||
  11949. hash.numDirectionalShadows !== numDirectionalShadows ||
  11950. hash.numPointShadows !== numPointShadows ||
  11951. hash.numSpotShadows !== numSpotShadows ) {
  11952. state.directional.length = directionalLength;
  11953. state.spot.length = spotLength;
  11954. state.rectArea.length = rectAreaLength;
  11955. state.point.length = pointLength;
  11956. state.hemi.length = hemiLength;
  11957. state.directionalShadow.length = numDirectionalShadows;
  11958. state.directionalShadowMap.length = numDirectionalShadows;
  11959. state.pointShadow.length = numPointShadows;
  11960. state.pointShadowMap.length = numPointShadows;
  11961. state.spotShadow.length = numSpotShadows;
  11962. state.spotShadowMap.length = numSpotShadows;
  11963. state.directionalShadowMatrix.length = numDirectionalShadows;
  11964. state.pointShadowMatrix.length = numPointShadows;
  11965. state.spotShadowMatrix.length = numSpotShadows;
  11966. hash.directionalLength = directionalLength;
  11967. hash.pointLength = pointLength;
  11968. hash.spotLength = spotLength;
  11969. hash.rectAreaLength = rectAreaLength;
  11970. hash.hemiLength = hemiLength;
  11971. hash.numDirectionalShadows = numDirectionalShadows;
  11972. hash.numPointShadows = numPointShadows;
  11973. hash.numSpotShadows = numSpotShadows;
  11974. state.version = nextVersion ++;
  11975. }
  11976. }
  11977. return {
  11978. setup: setup,
  11979. state: state
  11980. };
  11981. }
  11982. function WebGLRenderState() {
  11983. var lights = new WebGLLights();
  11984. var lightsArray = [];
  11985. var shadowsArray = [];
  11986. function init() {
  11987. lightsArray.length = 0;
  11988. shadowsArray.length = 0;
  11989. }
  11990. function pushLight( light ) {
  11991. lightsArray.push( light );
  11992. }
  11993. function pushShadow( shadowLight ) {
  11994. shadowsArray.push( shadowLight );
  11995. }
  11996. function setupLights( camera ) {
  11997. lights.setup( lightsArray, shadowsArray, camera );
  11998. }
  11999. var state = {
  12000. lightsArray: lightsArray,
  12001. shadowsArray: shadowsArray,
  12002. lights: lights
  12003. };
  12004. return {
  12005. init: init,
  12006. state: state,
  12007. setupLights: setupLights,
  12008. pushLight: pushLight,
  12009. pushShadow: pushShadow
  12010. };
  12011. }
  12012. function WebGLRenderStates() {
  12013. var renderStates = new WeakMap();
  12014. function get( scene, camera ) {
  12015. var renderState;
  12016. if ( renderStates.has( scene ) === false ) {
  12017. renderState = new WebGLRenderState();
  12018. renderStates.set( scene, new WeakMap() );
  12019. renderStates.get( scene ).set( camera, renderState );
  12020. } else {
  12021. if ( renderStates.get( scene ).has( camera ) === false ) {
  12022. renderState = new WebGLRenderState();
  12023. renderStates.get( scene ).set( camera, renderState );
  12024. } else {
  12025. renderState = renderStates.get( scene ).get( camera );
  12026. }
  12027. }
  12028. return renderState;
  12029. }
  12030. function dispose() {
  12031. renderStates = new WeakMap();
  12032. }
  12033. return {
  12034. get: get,
  12035. dispose: dispose
  12036. };
  12037. }
  12038. /**
  12039. * parameters = {
  12040. *
  12041. * opacity: <float>,
  12042. *
  12043. * map: new THREE.Texture( <Image> ),
  12044. *
  12045. * alphaMap: new THREE.Texture( <Image> ),
  12046. *
  12047. * displacementMap: new THREE.Texture( <Image> ),
  12048. * displacementScale: <float>,
  12049. * displacementBias: <float>,
  12050. *
  12051. * wireframe: <boolean>,
  12052. * wireframeLinewidth: <float>
  12053. * }
  12054. */
  12055. function MeshDepthMaterial( parameters ) {
  12056. Material.call( this );
  12057. this.type = 'MeshDepthMaterial';
  12058. this.depthPacking = BasicDepthPacking;
  12059. this.skinning = false;
  12060. this.morphTargets = false;
  12061. this.map = null;
  12062. this.alphaMap = null;
  12063. this.displacementMap = null;
  12064. this.displacementScale = 1;
  12065. this.displacementBias = 0;
  12066. this.wireframe = false;
  12067. this.wireframeLinewidth = 1;
  12068. this.fog = false;
  12069. this.setValues( parameters );
  12070. }
  12071. MeshDepthMaterial.prototype = Object.create( Material.prototype );
  12072. MeshDepthMaterial.prototype.constructor = MeshDepthMaterial;
  12073. MeshDepthMaterial.prototype.isMeshDepthMaterial = true;
  12074. MeshDepthMaterial.prototype.copy = function ( source ) {
  12075. Material.prototype.copy.call( this, source );
  12076. this.depthPacking = source.depthPacking;
  12077. this.skinning = source.skinning;
  12078. this.morphTargets = source.morphTargets;
  12079. this.map = source.map;
  12080. this.alphaMap = source.alphaMap;
  12081. this.displacementMap = source.displacementMap;
  12082. this.displacementScale = source.displacementScale;
  12083. this.displacementBias = source.displacementBias;
  12084. this.wireframe = source.wireframe;
  12085. this.wireframeLinewidth = source.wireframeLinewidth;
  12086. return this;
  12087. };
  12088. /**
  12089. * parameters = {
  12090. *
  12091. * referencePosition: <float>,
  12092. * nearDistance: <float>,
  12093. * farDistance: <float>,
  12094. *
  12095. * skinning: <bool>,
  12096. * morphTargets: <bool>,
  12097. *
  12098. * map: new THREE.Texture( <Image> ),
  12099. *
  12100. * alphaMap: new THREE.Texture( <Image> ),
  12101. *
  12102. * displacementMap: new THREE.Texture( <Image> ),
  12103. * displacementScale: <float>,
  12104. * displacementBias: <float>
  12105. *
  12106. * }
  12107. */
  12108. function MeshDistanceMaterial( parameters ) {
  12109. Material.call( this );
  12110. this.type = 'MeshDistanceMaterial';
  12111. this.referencePosition = new Vector3();
  12112. this.nearDistance = 1;
  12113. this.farDistance = 1000;
  12114. this.skinning = false;
  12115. this.morphTargets = false;
  12116. this.map = null;
  12117. this.alphaMap = null;
  12118. this.displacementMap = null;
  12119. this.displacementScale = 1;
  12120. this.displacementBias = 0;
  12121. this.fog = false;
  12122. this.setValues( parameters );
  12123. }
  12124. MeshDistanceMaterial.prototype = Object.create( Material.prototype );
  12125. MeshDistanceMaterial.prototype.constructor = MeshDistanceMaterial;
  12126. MeshDistanceMaterial.prototype.isMeshDistanceMaterial = true;
  12127. MeshDistanceMaterial.prototype.copy = function ( source ) {
  12128. Material.prototype.copy.call( this, source );
  12129. this.referencePosition.copy( source.referencePosition );
  12130. this.nearDistance = source.nearDistance;
  12131. this.farDistance = source.farDistance;
  12132. this.skinning = source.skinning;
  12133. this.morphTargets = source.morphTargets;
  12134. this.map = source.map;
  12135. this.alphaMap = source.alphaMap;
  12136. this.displacementMap = source.displacementMap;
  12137. this.displacementScale = source.displacementScale;
  12138. this.displacementBias = source.displacementBias;
  12139. return this;
  12140. };
  12141. var vsm_frag = "uniform sampler2D shadow_pass;\nuniform vec2 resolution;\nuniform float radius;\n#include <packing>\nvoid main() {\n\tfloat mean = 0.0;\n\tfloat squared_mean = 0.0;\n\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy ) / resolution ) );\n\tfor ( float i = -1.0; i < 1.0 ; i += SAMPLE_RATE) {\n\t\t#ifdef HORIZONAL_PASS\n\t\t\tvec2 distribution = unpackRGBATo2Half( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( i, 0.0 ) * radius ) / resolution ) );\n\t\t\tmean += distribution.x;\n\t\t\tsquared_mean += distribution.y * distribution.y + distribution.x * distribution.x;\n\t\t#else\n\t\t\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( 0.0, i ) * radius ) / resolution ) );\n\t\t\tmean += depth;\n\t\t\tsquared_mean += depth * depth;\n\t\t#endif\n\t}\n\tmean = mean * HALF_SAMPLE_RATE;\n\tsquared_mean = squared_mean * HALF_SAMPLE_RATE;\n\tfloat std_dev = sqrt( squared_mean - mean * mean );\n\tgl_FragColor = pack2HalfToRGBA( vec2( mean, std_dev ) );\n}";
  12142. var vsm_vert = "void main() {\n\tgl_Position = vec4( position, 1.0 );\n}";
  12143. function WebGLShadowMap( _renderer, _objects, maxTextureSize ) {
  12144. var _frustum = new Frustum();
  12145. var _shadowMapSize = new Vector2(),
  12146. _viewportSize = new Vector2(),
  12147. _viewport = new Vector4(),
  12148. _depthMaterials = [],
  12149. _distanceMaterials = [],
  12150. _materialCache = {};
  12151. var shadowSide = { 0: BackSide, 1: FrontSide, 2: DoubleSide };
  12152. var shadowMaterialVertical = new ShaderMaterial( {
  12153. defines: {
  12154. SAMPLE_RATE: 2.0 / 8.0,
  12155. HALF_SAMPLE_RATE: 1.0 / 8.0
  12156. },
  12157. uniforms: {
  12158. shadow_pass: { value: null },
  12159. resolution: { value: new Vector2() },
  12160. radius: { value: 4.0 }
  12161. },
  12162. vertexShader: vsm_vert,
  12163. fragmentShader: vsm_frag
  12164. } );
  12165. var shadowMaterialHorizonal = shadowMaterialVertical.clone();
  12166. shadowMaterialHorizonal.defines.HORIZONAL_PASS = 1;
  12167. var fullScreenTri = new BufferGeometry();
  12168. fullScreenTri.setAttribute(
  12169. "position",
  12170. new BufferAttribute(
  12171. new Float32Array( [ - 1, - 1, 0.5, 3, - 1, 0.5, - 1, 3, 0.5 ] ),
  12172. 3
  12173. )
  12174. );
  12175. var fullScreenMesh = new Mesh( fullScreenTri, shadowMaterialVertical );
  12176. var scope = this;
  12177. this.enabled = false;
  12178. this.autoUpdate = true;
  12179. this.needsUpdate = false;
  12180. this.type = PCFShadowMap;
  12181. this.render = function ( lights, scene, camera ) {
  12182. if ( scope.enabled === false ) { return; }
  12183. if ( scope.autoUpdate === false && scope.needsUpdate === false ) { return; }
  12184. if ( lights.length === 0 ) { return; }
  12185. var currentRenderTarget = _renderer.getRenderTarget();
  12186. var activeCubeFace = _renderer.getActiveCubeFace();
  12187. var activeMipmapLevel = _renderer.getActiveMipmapLevel();
  12188. var _state = _renderer.state;
  12189. // Set GL state for depth map.
  12190. _state.setBlending( NoBlending );
  12191. _state.buffers.color.setClear( 1, 1, 1, 1 );
  12192. _state.buffers.depth.setTest( true );
  12193. _state.setScissorTest( false );
  12194. // render depth map
  12195. for ( var i = 0, il = lights.length; i < il; i ++ ) {
  12196. var light = lights[ i ];
  12197. var shadow = light.shadow;
  12198. if ( shadow.autoUpdate === false && shadow.needsUpdate === false ) { continue; }
  12199. if ( shadow === undefined ) {
  12200. console.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' );
  12201. continue;
  12202. }
  12203. _shadowMapSize.copy( shadow.mapSize );
  12204. var shadowFrameExtents = shadow.getFrameExtents();
  12205. _shadowMapSize.multiply( shadowFrameExtents );
  12206. _viewportSize.copy( shadow.mapSize );
  12207. if ( _shadowMapSize.x > maxTextureSize || _shadowMapSize.y > maxTextureSize ) {
  12208. if ( _shadowMapSize.x > maxTextureSize ) {
  12209. _viewportSize.x = Math.floor( maxTextureSize / shadowFrameExtents.x );
  12210. _shadowMapSize.x = _viewportSize.x * shadowFrameExtents.x;
  12211. shadow.mapSize.x = _viewportSize.x;
  12212. }
  12213. if ( _shadowMapSize.y > maxTextureSize ) {
  12214. _viewportSize.y = Math.floor( maxTextureSize / shadowFrameExtents.y );
  12215. _shadowMapSize.y = _viewportSize.y * shadowFrameExtents.y;
  12216. shadow.mapSize.y = _viewportSize.y;
  12217. }
  12218. }
  12219. if ( shadow.map === null && ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {
  12220. var pars = { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat, stencilBuffer: false };
  12221. shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  12222. shadow.map.texture.name = light.name + ".shadowMap";
  12223. shadow.mapPass = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  12224. shadow.camera.updateProjectionMatrix();
  12225. }
  12226. if ( shadow.map === null ) {
  12227. var pars$1 = { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat, stencilBuffer: false };
  12228. shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars$1 );
  12229. shadow.map.texture.name = light.name + ".shadowMap";
  12230. shadow.camera.updateProjectionMatrix();
  12231. }
  12232. _renderer.setRenderTarget( shadow.map );
  12233. _renderer.clear();
  12234. var viewportCount = shadow.getViewportCount();
  12235. for ( var vp = 0; vp < viewportCount; vp ++ ) {
  12236. var viewport = shadow.getViewport( vp );
  12237. _viewport.set(
  12238. _viewportSize.x * viewport.x,
  12239. _viewportSize.y * viewport.y,
  12240. _viewportSize.x * viewport.z,
  12241. _viewportSize.y * viewport.w
  12242. );
  12243. _state.viewport( _viewport );
  12244. shadow.updateMatrices( light, vp );
  12245. _frustum = shadow.getFrustum();
  12246. renderObject( scene, camera, shadow.camera, light, this.type );
  12247. }
  12248. // do blur pass for VSM
  12249. if ( ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {
  12250. VSMPass( shadow, camera );
  12251. }
  12252. shadow.needsUpdate = false;
  12253. }
  12254. scope.needsUpdate = false;
  12255. _renderer.setRenderTarget( currentRenderTarget, activeCubeFace, activeMipmapLevel );
  12256. };
  12257. function VSMPass( shadow, camera ) {
  12258. var geometry = _objects.update( fullScreenMesh );
  12259. // vertical pass
  12260. shadowMaterialVertical.uniforms.shadow_pass.value = shadow.map.texture;
  12261. shadowMaterialVertical.uniforms.resolution.value = shadow.mapSize;
  12262. shadowMaterialVertical.uniforms.radius.value = shadow.radius;
  12263. _renderer.setRenderTarget( shadow.mapPass );
  12264. _renderer.clear();
  12265. _renderer.renderBufferDirect( camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null );
  12266. // horizonal pass
  12267. shadowMaterialHorizonal.uniforms.shadow_pass.value = shadow.mapPass.texture;
  12268. shadowMaterialHorizonal.uniforms.resolution.value = shadow.mapSize;
  12269. shadowMaterialHorizonal.uniforms.radius.value = shadow.radius;
  12270. _renderer.setRenderTarget( shadow.map );
  12271. _renderer.clear();
  12272. _renderer.renderBufferDirect( camera, null, geometry, shadowMaterialHorizonal, fullScreenMesh, null );
  12273. }
  12274. function getDepthMaterialVariant( useMorphing, useSkinning, useInstancing ) {
  12275. var index = useMorphing << 0 | useSkinning << 1 | useInstancing << 2;
  12276. var material = _depthMaterials[ index ];
  12277. if ( material === undefined ) {
  12278. material = new MeshDepthMaterial( {
  12279. depthPacking: RGBADepthPacking,
  12280. morphTargets: useMorphing,
  12281. skinning: useSkinning
  12282. } );
  12283. _depthMaterials[ index ] = material;
  12284. }
  12285. return material;
  12286. }
  12287. function getDistanceMaterialVariant( useMorphing, useSkinning, useInstancing ) {
  12288. var index = useMorphing << 0 | useSkinning << 1 | useInstancing << 2;
  12289. var material = _distanceMaterials[ index ];
  12290. if ( material === undefined ) {
  12291. material = new MeshDistanceMaterial( {
  12292. morphTargets: useMorphing,
  12293. skinning: useSkinning
  12294. } );
  12295. _distanceMaterials[ index ] = material;
  12296. }
  12297. return material;
  12298. }
  12299. function getDepthMaterial( object, geometry, material, light, shadowCameraNear, shadowCameraFar, type ) {
  12300. var result = null;
  12301. var getMaterialVariant = getDepthMaterialVariant;
  12302. var customMaterial = object.customDepthMaterial;
  12303. if ( light.isPointLight === true ) {
  12304. getMaterialVariant = getDistanceMaterialVariant;
  12305. customMaterial = object.customDistanceMaterial;
  12306. }
  12307. if ( customMaterial === undefined ) {
  12308. var useMorphing = false;
  12309. if ( material.morphTargets === true ) {
  12310. useMorphing = geometry.morphAttributes && geometry.morphAttributes.position && geometry.morphAttributes.position.length > 0;
  12311. }
  12312. var useSkinning = false;
  12313. if ( object.isSkinnedMesh === true ) {
  12314. if ( material.skinning === true ) {
  12315. useSkinning = true;
  12316. } else {
  12317. console.warn( 'THREE.WebGLShadowMap: THREE.SkinnedMesh with material.skinning set to false:', object );
  12318. }
  12319. }
  12320. var useInstancing = object.isInstancedMesh === true;
  12321. result = getMaterialVariant( useMorphing, useSkinning, useInstancing );
  12322. } else {
  12323. result = customMaterial;
  12324. }
  12325. if ( _renderer.localClippingEnabled &&
  12326. material.clipShadows === true &&
  12327. material.clippingPlanes.length !== 0 ) {
  12328. // in this case we need a unique material instance reflecting the
  12329. // appropriate state
  12330. var keyA = result.uuid, keyB = material.uuid;
  12331. var materialsForVariant = _materialCache[ keyA ];
  12332. if ( materialsForVariant === undefined ) {
  12333. materialsForVariant = {};
  12334. _materialCache[ keyA ] = materialsForVariant;
  12335. }
  12336. var cachedMaterial = materialsForVariant[ keyB ];
  12337. if ( cachedMaterial === undefined ) {
  12338. cachedMaterial = result.clone();
  12339. materialsForVariant[ keyB ] = cachedMaterial;
  12340. }
  12341. result = cachedMaterial;
  12342. }
  12343. result.visible = material.visible;
  12344. result.wireframe = material.wireframe;
  12345. if ( type === VSMShadowMap ) {
  12346. result.side = ( material.shadowSide !== null ) ? material.shadowSide : material.side;
  12347. } else {
  12348. result.side = ( material.shadowSide !== null ) ? material.shadowSide : shadowSide[ material.side ];
  12349. }
  12350. result.clipShadows = material.clipShadows;
  12351. result.clippingPlanes = material.clippingPlanes;
  12352. result.clipIntersection = material.clipIntersection;
  12353. result.wireframeLinewidth = material.wireframeLinewidth;
  12354. result.linewidth = material.linewidth;
  12355. if ( light.isPointLight === true && result.isMeshDistanceMaterial === true ) {
  12356. result.referencePosition.setFromMatrixPosition( light.matrixWorld );
  12357. result.nearDistance = shadowCameraNear;
  12358. result.farDistance = shadowCameraFar;
  12359. }
  12360. return result;
  12361. }
  12362. function renderObject( object, camera, shadowCamera, light, type ) {
  12363. if ( object.visible === false ) { return; }
  12364. var visible = object.layers.test( camera.layers );
  12365. if ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) {
  12366. if ( ( object.castShadow || ( object.receiveShadow && type === VSMShadowMap ) ) && ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) ) {
  12367. object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
  12368. var geometry = _objects.update( object );
  12369. var material = object.material;
  12370. if ( Array.isArray( material ) ) {
  12371. var groups = geometry.groups;
  12372. for ( var k = 0, kl = groups.length; k < kl; k ++ ) {
  12373. var group = groups[ k ];
  12374. var groupMaterial = material[ group.materialIndex ];
  12375. if ( groupMaterial && groupMaterial.visible ) {
  12376. var depthMaterial = getDepthMaterial( object, geometry, groupMaterial, light, shadowCamera.near, shadowCamera.far, type );
  12377. _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group );
  12378. }
  12379. }
  12380. } else if ( material.visible ) {
  12381. var depthMaterial$1 = getDepthMaterial( object, geometry, material, light, shadowCamera.near, shadowCamera.far, type );
  12382. _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial$1, object, null );
  12383. }
  12384. }
  12385. }
  12386. var children = object.children;
  12387. for ( var i = 0, l = children.length; i < l; i ++ ) {
  12388. renderObject( children[ i ], camera, shadowCamera, light, type );
  12389. }
  12390. }
  12391. }
  12392. function WebGLState( gl, extensions, capabilities ) {
  12393. var isWebGL2 = capabilities.isWebGL2;
  12394. function ColorBuffer() {
  12395. var locked = false;
  12396. var color = new Vector4();
  12397. var currentColorMask = null;
  12398. var currentColorClear = new Vector4( 0, 0, 0, 0 );
  12399. return {
  12400. setMask: function ( colorMask ) {
  12401. if ( currentColorMask !== colorMask && ! locked ) {
  12402. gl.colorMask( colorMask, colorMask, colorMask, colorMask );
  12403. currentColorMask = colorMask;
  12404. }
  12405. },
  12406. setLocked: function ( lock ) {
  12407. locked = lock;
  12408. },
  12409. setClear: function ( r, g, b, a, premultipliedAlpha ) {
  12410. if ( premultipliedAlpha === true ) {
  12411. r *= a; g *= a; b *= a;
  12412. }
  12413. color.set( r, g, b, a );
  12414. if ( currentColorClear.equals( color ) === false ) {
  12415. gl.clearColor( r, g, b, a );
  12416. currentColorClear.copy( color );
  12417. }
  12418. },
  12419. reset: function () {
  12420. locked = false;
  12421. currentColorMask = null;
  12422. currentColorClear.set( - 1, 0, 0, 0 ); // set to invalid state
  12423. }
  12424. };
  12425. }
  12426. function DepthBuffer() {
  12427. var locked = false;
  12428. var currentDepthMask = null;
  12429. var currentDepthFunc = null;
  12430. var currentDepthClear = null;
  12431. return {
  12432. setTest: function ( depthTest ) {
  12433. if ( depthTest ) {
  12434. enable( 2929 );
  12435. } else {
  12436. disable( 2929 );
  12437. }
  12438. },
  12439. setMask: function ( depthMask ) {
  12440. if ( currentDepthMask !== depthMask && ! locked ) {
  12441. gl.depthMask( depthMask );
  12442. currentDepthMask = depthMask;
  12443. }
  12444. },
  12445. setFunc: function ( depthFunc ) {
  12446. if ( currentDepthFunc !== depthFunc ) {
  12447. if ( depthFunc ) {
  12448. switch ( depthFunc ) {
  12449. case NeverDepth:
  12450. gl.depthFunc( 512 );
  12451. break;
  12452. case AlwaysDepth:
  12453. gl.depthFunc( 519 );
  12454. break;
  12455. case LessDepth:
  12456. gl.depthFunc( 513 );
  12457. break;
  12458. case LessEqualDepth:
  12459. gl.depthFunc( 515 );
  12460. break;
  12461. case EqualDepth:
  12462. gl.depthFunc( 514 );
  12463. break;
  12464. case GreaterEqualDepth:
  12465. gl.depthFunc( 518 );
  12466. break;
  12467. case GreaterDepth:
  12468. gl.depthFunc( 516 );
  12469. break;
  12470. case NotEqualDepth:
  12471. gl.depthFunc( 517 );
  12472. break;
  12473. default:
  12474. gl.depthFunc( 515 );
  12475. }
  12476. } else {
  12477. gl.depthFunc( 515 );
  12478. }
  12479. currentDepthFunc = depthFunc;
  12480. }
  12481. },
  12482. setLocked: function ( lock ) {
  12483. locked = lock;
  12484. },
  12485. setClear: function ( depth ) {
  12486. if ( currentDepthClear !== depth ) {
  12487. gl.clearDepth( depth );
  12488. currentDepthClear = depth;
  12489. }
  12490. },
  12491. reset: function () {
  12492. locked = false;
  12493. currentDepthMask = null;
  12494. currentDepthFunc = null;
  12495. currentDepthClear = null;
  12496. }
  12497. };
  12498. }
  12499. function StencilBuffer() {
  12500. var locked = false;
  12501. var currentStencilMask = null;
  12502. var currentStencilFunc = null;
  12503. var currentStencilRef = null;
  12504. var currentStencilFuncMask = null;
  12505. var currentStencilFail = null;
  12506. var currentStencilZFail = null;
  12507. var currentStencilZPass = null;
  12508. var currentStencilClear = null;
  12509. return {
  12510. setTest: function ( stencilTest ) {
  12511. if ( ! locked ) {
  12512. if ( stencilTest ) {
  12513. enable( 2960 );
  12514. } else {
  12515. disable( 2960 );
  12516. }
  12517. }
  12518. },
  12519. setMask: function ( stencilMask ) {
  12520. if ( currentStencilMask !== stencilMask && ! locked ) {
  12521. gl.stencilMask( stencilMask );
  12522. currentStencilMask = stencilMask;
  12523. }
  12524. },
  12525. setFunc: function ( stencilFunc, stencilRef, stencilMask ) {
  12526. if ( currentStencilFunc !== stencilFunc ||
  12527. currentStencilRef !== stencilRef ||
  12528. currentStencilFuncMask !== stencilMask ) {
  12529. gl.stencilFunc( stencilFunc, stencilRef, stencilMask );
  12530. currentStencilFunc = stencilFunc;
  12531. currentStencilRef = stencilRef;
  12532. currentStencilFuncMask = stencilMask;
  12533. }
  12534. },
  12535. setOp: function ( stencilFail, stencilZFail, stencilZPass ) {
  12536. if ( currentStencilFail !== stencilFail ||
  12537. currentStencilZFail !== stencilZFail ||
  12538. currentStencilZPass !== stencilZPass ) {
  12539. gl.stencilOp( stencilFail, stencilZFail, stencilZPass );
  12540. currentStencilFail = stencilFail;
  12541. currentStencilZFail = stencilZFail;
  12542. currentStencilZPass = stencilZPass;
  12543. }
  12544. },
  12545. setLocked: function ( lock ) {
  12546. locked = lock;
  12547. },
  12548. setClear: function ( stencil ) {
  12549. if ( currentStencilClear !== stencil ) {
  12550. gl.clearStencil( stencil );
  12551. currentStencilClear = stencil;
  12552. }
  12553. },
  12554. reset: function () {
  12555. locked = false;
  12556. currentStencilMask = null;
  12557. currentStencilFunc = null;
  12558. currentStencilRef = null;
  12559. currentStencilFuncMask = null;
  12560. currentStencilFail = null;
  12561. currentStencilZFail = null;
  12562. currentStencilZPass = null;
  12563. currentStencilClear = null;
  12564. }
  12565. };
  12566. }
  12567. //
  12568. var colorBuffer = new ColorBuffer();
  12569. var depthBuffer = new DepthBuffer();
  12570. var stencilBuffer = new StencilBuffer();
  12571. var enabledCapabilities = {};
  12572. var currentProgram = null;
  12573. var currentBlendingEnabled = null;
  12574. var currentBlending = null;
  12575. var currentBlendEquation = null;
  12576. var currentBlendSrc = null;
  12577. var currentBlendDst = null;
  12578. var currentBlendEquationAlpha = null;
  12579. var currentBlendSrcAlpha = null;
  12580. var currentBlendDstAlpha = null;
  12581. var currentPremultipledAlpha = false;
  12582. var currentFlipSided = null;
  12583. var currentCullFace = null;
  12584. var currentLineWidth = null;
  12585. var currentPolygonOffsetFactor = null;
  12586. var currentPolygonOffsetUnits = null;
  12587. var maxTextures = gl.getParameter( 35661 );
  12588. var lineWidthAvailable = false;
  12589. var version = 0;
  12590. var glVersion = gl.getParameter( 7938 );
  12591. if ( glVersion.indexOf( 'WebGL' ) !== - 1 ) {
  12592. version = parseFloat( /^WebGL\ ([0-9])/.exec( glVersion )[ 1 ] );
  12593. lineWidthAvailable = ( version >= 1.0 );
  12594. } else if ( glVersion.indexOf( 'OpenGL ES' ) !== - 1 ) {
  12595. version = parseFloat( /^OpenGL\ ES\ ([0-9])/.exec( glVersion )[ 1 ] );
  12596. lineWidthAvailable = ( version >= 2.0 );
  12597. }
  12598. var currentTextureSlot = null;
  12599. var currentBoundTextures = {};
  12600. var currentScissor = new Vector4();
  12601. var currentViewport = new Vector4();
  12602. function createTexture( type, target, count ) {
  12603. var data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4.
  12604. var texture = gl.createTexture();
  12605. gl.bindTexture( type, texture );
  12606. gl.texParameteri( type, 10241, 9728 );
  12607. gl.texParameteri( type, 10240, 9728 );
  12608. for ( var i = 0; i < count; i ++ ) {
  12609. gl.texImage2D( target + i, 0, 6408, 1, 1, 0, 6408, 5121, data );
  12610. }
  12611. return texture;
  12612. }
  12613. var emptyTextures = {};
  12614. emptyTextures[ 3553 ] = createTexture( 3553, 3553, 1 );
  12615. emptyTextures[ 34067 ] = createTexture( 34067, 34069, 6 );
  12616. // init
  12617. colorBuffer.setClear( 0, 0, 0, 1 );
  12618. depthBuffer.setClear( 1 );
  12619. stencilBuffer.setClear( 0 );
  12620. enable( 2929 );
  12621. depthBuffer.setFunc( LessEqualDepth );
  12622. setFlipSided( false );
  12623. setCullFace( CullFaceBack );
  12624. enable( 2884 );
  12625. setBlending( NoBlending );
  12626. //
  12627. function enable( id ) {
  12628. if ( enabledCapabilities[ id ] !== true ) {
  12629. gl.enable( id );
  12630. enabledCapabilities[ id ] = true;
  12631. }
  12632. }
  12633. function disable( id ) {
  12634. if ( enabledCapabilities[ id ] !== false ) {
  12635. gl.disable( id );
  12636. enabledCapabilities[ id ] = false;
  12637. }
  12638. }
  12639. function useProgram( program ) {
  12640. if ( currentProgram !== program ) {
  12641. gl.useProgram( program );
  12642. currentProgram = program;
  12643. return true;
  12644. }
  12645. return false;
  12646. }
  12647. var equationToGL = {};
  12648. equationToGL[ AddEquation ] = 32774;
  12649. equationToGL[ SubtractEquation ] = 32778;
  12650. equationToGL[ ReverseSubtractEquation ] = 32779;
  12651. if ( isWebGL2 ) {
  12652. equationToGL[ MinEquation ] = 32775;
  12653. equationToGL[ MaxEquation ] = 32776;
  12654. } else {
  12655. var extension = extensions.get( 'EXT_blend_minmax' );
  12656. if ( extension !== null ) {
  12657. equationToGL[ MinEquation ] = extension.MIN_EXT;
  12658. equationToGL[ MaxEquation ] = extension.MAX_EXT;
  12659. }
  12660. }
  12661. var factorToGL = {};
  12662. factorToGL[ ZeroFactor ] = 0;
  12663. factorToGL[ OneFactor ] = 1;
  12664. factorToGL[ SrcColorFactor ] = 768;
  12665. factorToGL[ SrcAlphaFactor ] = 770;
  12666. factorToGL[ SrcAlphaSaturateFactor ] = 776;
  12667. factorToGL[ DstColorFactor ] = 774;
  12668. factorToGL[ DstAlphaFactor ] = 772;
  12669. factorToGL[ OneMinusSrcColorFactor ] = 769;
  12670. factorToGL[ OneMinusSrcAlphaFactor ] = 771;
  12671. factorToGL[ OneMinusDstColorFactor ] = 775;
  12672. factorToGL[ OneMinusDstAlphaFactor ] = 773;
  12673. function setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) {
  12674. if ( blending === NoBlending ) {
  12675. if ( currentBlendingEnabled ) {
  12676. disable( 3042 );
  12677. currentBlendingEnabled = false;
  12678. }
  12679. return;
  12680. }
  12681. if ( ! currentBlendingEnabled ) {
  12682. enable( 3042 );
  12683. currentBlendingEnabled = true;
  12684. }
  12685. if ( blending !== CustomBlending ) {
  12686. if ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) {
  12687. if ( currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation ) {
  12688. gl.blendEquation( 32774 );
  12689. currentBlendEquation = AddEquation;
  12690. currentBlendEquationAlpha = AddEquation;
  12691. }
  12692. if ( premultipliedAlpha ) {
  12693. switch ( blending ) {
  12694. case NormalBlending:
  12695. gl.blendFuncSeparate( 1, 771, 1, 771 );
  12696. break;
  12697. case AdditiveBlending:
  12698. gl.blendFunc( 1, 1 );
  12699. break;
  12700. case SubtractiveBlending:
  12701. gl.blendFuncSeparate( 0, 0, 769, 771 );
  12702. break;
  12703. case MultiplyBlending:
  12704. gl.blendFuncSeparate( 0, 768, 0, 770 );
  12705. break;
  12706. default:
  12707. console.error( 'THREE.WebGLState: Invalid blending: ', blending );
  12708. break;
  12709. }
  12710. } else {
  12711. switch ( blending ) {
  12712. case NormalBlending:
  12713. gl.blendFuncSeparate( 770, 771, 1, 771 );
  12714. break;
  12715. case AdditiveBlending:
  12716. gl.blendFunc( 770, 1 );
  12717. break;
  12718. case SubtractiveBlending:
  12719. gl.blendFunc( 0, 769 );
  12720. break;
  12721. case MultiplyBlending:
  12722. gl.blendFunc( 0, 768 );
  12723. break;
  12724. default:
  12725. console.error( 'THREE.WebGLState: Invalid blending: ', blending );
  12726. break;
  12727. }
  12728. }
  12729. currentBlendSrc = null;
  12730. currentBlendDst = null;
  12731. currentBlendSrcAlpha = null;
  12732. currentBlendDstAlpha = null;
  12733. currentBlending = blending;
  12734. currentPremultipledAlpha = premultipliedAlpha;
  12735. }
  12736. return;
  12737. }
  12738. // custom blending
  12739. blendEquationAlpha = blendEquationAlpha || blendEquation;
  12740. blendSrcAlpha = blendSrcAlpha || blendSrc;
  12741. blendDstAlpha = blendDstAlpha || blendDst;
  12742. if ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) {
  12743. gl.blendEquationSeparate( equationToGL[ blendEquation ], equationToGL[ blendEquationAlpha ] );
  12744. currentBlendEquation = blendEquation;
  12745. currentBlendEquationAlpha = blendEquationAlpha;
  12746. }
  12747. if ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) {
  12748. gl.blendFuncSeparate( factorToGL[ blendSrc ], factorToGL[ blendDst ], factorToGL[ blendSrcAlpha ], factorToGL[ blendDstAlpha ] );
  12749. currentBlendSrc = blendSrc;
  12750. currentBlendDst = blendDst;
  12751. currentBlendSrcAlpha = blendSrcAlpha;
  12752. currentBlendDstAlpha = blendDstAlpha;
  12753. }
  12754. currentBlending = blending;
  12755. currentPremultipledAlpha = null;
  12756. }
  12757. function setMaterial( material, frontFaceCW ) {
  12758. material.side === DoubleSide
  12759. ? disable( 2884 )
  12760. : enable( 2884 );
  12761. var flipSided = ( material.side === BackSide );
  12762. if ( frontFaceCW ) { flipSided = ! flipSided; }
  12763. setFlipSided( flipSided );
  12764. ( material.blending === NormalBlending && material.transparent === false )
  12765. ? setBlending( NoBlending )
  12766. : setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha );
  12767. depthBuffer.setFunc( material.depthFunc );
  12768. depthBuffer.setTest( material.depthTest );
  12769. depthBuffer.setMask( material.depthWrite );
  12770. colorBuffer.setMask( material.colorWrite );
  12771. var stencilWrite = material.stencilWrite;
  12772. stencilBuffer.setTest( stencilWrite );
  12773. if ( stencilWrite ) {
  12774. stencilBuffer.setMask( material.stencilWriteMask );
  12775. stencilBuffer.setFunc( material.stencilFunc, material.stencilRef, material.stencilFuncMask );
  12776. stencilBuffer.setOp( material.stencilFail, material.stencilZFail, material.stencilZPass );
  12777. }
  12778. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  12779. }
  12780. //
  12781. function setFlipSided( flipSided ) {
  12782. if ( currentFlipSided !== flipSided ) {
  12783. if ( flipSided ) {
  12784. gl.frontFace( 2304 );
  12785. } else {
  12786. gl.frontFace( 2305 );
  12787. }
  12788. currentFlipSided = flipSided;
  12789. }
  12790. }
  12791. function setCullFace( cullFace ) {
  12792. if ( cullFace !== CullFaceNone ) {
  12793. enable( 2884 );
  12794. if ( cullFace !== currentCullFace ) {
  12795. if ( cullFace === CullFaceBack ) {
  12796. gl.cullFace( 1029 );
  12797. } else if ( cullFace === CullFaceFront ) {
  12798. gl.cullFace( 1028 );
  12799. } else {
  12800. gl.cullFace( 1032 );
  12801. }
  12802. }
  12803. } else {
  12804. disable( 2884 );
  12805. }
  12806. currentCullFace = cullFace;
  12807. }
  12808. function setLineWidth( width ) {
  12809. if ( width !== currentLineWidth ) {
  12810. if ( lineWidthAvailable ) { gl.lineWidth( width ); }
  12811. currentLineWidth = width;
  12812. }
  12813. }
  12814. function setPolygonOffset( polygonOffset, factor, units ) {
  12815. if ( polygonOffset ) {
  12816. enable( 32823 );
  12817. if ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) {
  12818. gl.polygonOffset( factor, units );
  12819. currentPolygonOffsetFactor = factor;
  12820. currentPolygonOffsetUnits = units;
  12821. }
  12822. } else {
  12823. disable( 32823 );
  12824. }
  12825. }
  12826. function setScissorTest( scissorTest ) {
  12827. if ( scissorTest ) {
  12828. enable( 3089 );
  12829. } else {
  12830. disable( 3089 );
  12831. }
  12832. }
  12833. // texture
  12834. function activeTexture( webglSlot ) {
  12835. if ( webglSlot === undefined ) { webglSlot = 33984 + maxTextures - 1; }
  12836. if ( currentTextureSlot !== webglSlot ) {
  12837. gl.activeTexture( webglSlot );
  12838. currentTextureSlot = webglSlot;
  12839. }
  12840. }
  12841. function bindTexture( webglType, webglTexture ) {
  12842. if ( currentTextureSlot === null ) {
  12843. activeTexture();
  12844. }
  12845. var boundTexture = currentBoundTextures[ currentTextureSlot ];
  12846. if ( boundTexture === undefined ) {
  12847. boundTexture = { type: undefined, texture: undefined };
  12848. currentBoundTextures[ currentTextureSlot ] = boundTexture;
  12849. }
  12850. if ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) {
  12851. gl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] );
  12852. boundTexture.type = webglType;
  12853. boundTexture.texture = webglTexture;
  12854. }
  12855. }
  12856. function unbindTexture() {
  12857. var boundTexture = currentBoundTextures[ currentTextureSlot ];
  12858. if ( boundTexture !== undefined && boundTexture.type !== undefined ) {
  12859. gl.bindTexture( boundTexture.type, null );
  12860. boundTexture.type = undefined;
  12861. boundTexture.texture = undefined;
  12862. }
  12863. }
  12864. function compressedTexImage2D() {
  12865. try {
  12866. gl.compressedTexImage2D.apply( gl, arguments );
  12867. } catch ( error ) {
  12868. console.error( 'THREE.WebGLState:', error );
  12869. }
  12870. }
  12871. function texImage2D() {
  12872. try {
  12873. gl.texImage2D.apply( gl, arguments );
  12874. } catch ( error ) {
  12875. console.error( 'THREE.WebGLState:', error );
  12876. }
  12877. }
  12878. function texImage3D() {
  12879. try {
  12880. gl.texImage3D.apply( gl, arguments );
  12881. } catch ( error ) {
  12882. console.error( 'THREE.WebGLState:', error );
  12883. }
  12884. }
  12885. //
  12886. function scissor( scissor ) {
  12887. if ( currentScissor.equals( scissor ) === false ) {
  12888. gl.scissor( scissor.x, scissor.y, scissor.z, scissor.w );
  12889. currentScissor.copy( scissor );
  12890. }
  12891. }
  12892. function viewport( viewport ) {
  12893. if ( currentViewport.equals( viewport ) === false ) {
  12894. gl.viewport( viewport.x, viewport.y, viewport.z, viewport.w );
  12895. currentViewport.copy( viewport );
  12896. }
  12897. }
  12898. //
  12899. function reset() {
  12900. enabledCapabilities = {};
  12901. currentTextureSlot = null;
  12902. currentBoundTextures = {};
  12903. currentProgram = null;
  12904. currentBlending = null;
  12905. currentFlipSided = null;
  12906. currentCullFace = null;
  12907. colorBuffer.reset();
  12908. depthBuffer.reset();
  12909. stencilBuffer.reset();
  12910. }
  12911. return {
  12912. buffers: {
  12913. color: colorBuffer,
  12914. depth: depthBuffer,
  12915. stencil: stencilBuffer
  12916. },
  12917. enable: enable,
  12918. disable: disable,
  12919. useProgram: useProgram,
  12920. setBlending: setBlending,
  12921. setMaterial: setMaterial,
  12922. setFlipSided: setFlipSided,
  12923. setCullFace: setCullFace,
  12924. setLineWidth: setLineWidth,
  12925. setPolygonOffset: setPolygonOffset,
  12926. setScissorTest: setScissorTest,
  12927. activeTexture: activeTexture,
  12928. bindTexture: bindTexture,
  12929. unbindTexture: unbindTexture,
  12930. compressedTexImage2D: compressedTexImage2D,
  12931. texImage2D: texImage2D,
  12932. texImage3D: texImage3D,
  12933. scissor: scissor,
  12934. viewport: viewport,
  12935. reset: reset
  12936. };
  12937. }
  12938. function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ) {
  12939. var isWebGL2 = capabilities.isWebGL2;
  12940. var maxTextures = capabilities.maxTextures;
  12941. var maxCubemapSize = capabilities.maxCubemapSize;
  12942. var maxTextureSize = capabilities.maxTextureSize;
  12943. var maxSamples = capabilities.maxSamples;
  12944. var _videoTextures = new WeakMap();
  12945. var _canvas;
  12946. // cordova iOS (as of 5.0) still uses UIWebView, which provides OffscreenCanvas,
  12947. // also OffscreenCanvas.getContext("webgl"), but not OffscreenCanvas.getContext("2d")!
  12948. // Some implementations may only implement OffscreenCanvas partially (e.g. lacking 2d).
  12949. var useOffscreenCanvas = false;
  12950. try {
  12951. useOffscreenCanvas = typeof OffscreenCanvas !== 'undefined'
  12952. && ( new OffscreenCanvas( 1, 1 ).getContext( "2d" ) ) !== null;
  12953. } catch ( err ) {
  12954. // Ignore any errors
  12955. }
  12956. function createCanvas( width, height ) {
  12957. // Use OffscreenCanvas when available. Specially needed in web workers
  12958. return useOffscreenCanvas ?
  12959. new OffscreenCanvas( width, height ) :
  12960. document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
  12961. }
  12962. function resizeImage( image, needsPowerOfTwo, needsNewCanvas, maxSize ) {
  12963. var scale = 1;
  12964. // handle case if texture exceeds max size
  12965. if ( image.width > maxSize || image.height > maxSize ) {
  12966. scale = maxSize / Math.max( image.width, image.height );
  12967. }
  12968. // only perform resize if necessary
  12969. if ( scale < 1 || needsPowerOfTwo === true ) {
  12970. // only perform resize for certain image types
  12971. if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
  12972. ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
  12973. ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
  12974. var floor = needsPowerOfTwo ? MathUtils.floorPowerOfTwo : Math.floor;
  12975. var width = floor( scale * image.width );
  12976. var height = floor( scale * image.height );
  12977. if ( _canvas === undefined ) { _canvas = createCanvas( width, height ); }
  12978. // cube textures can't reuse the same canvas
  12979. var canvas = needsNewCanvas ? createCanvas( width, height ) : _canvas;
  12980. canvas.width = width;
  12981. canvas.height = height;
  12982. var context = canvas.getContext( '2d' );
  12983. context.drawImage( image, 0, 0, width, height );
  12984. console.warn( 'THREE.WebGLRenderer: Texture has been resized from (' + image.width + 'x' + image.height + ') to (' + width + 'x' + height + ').' );
  12985. return canvas;
  12986. } else {
  12987. if ( 'data' in image ) {
  12988. console.warn( 'THREE.WebGLRenderer: Image in DataTexture is too big (' + image.width + 'x' + image.height + ').' );
  12989. }
  12990. return image;
  12991. }
  12992. }
  12993. return image;
  12994. }
  12995. function isPowerOfTwo( image ) {
  12996. return MathUtils.isPowerOfTwo( image.width ) && MathUtils.isPowerOfTwo( image.height );
  12997. }
  12998. function textureNeedsPowerOfTwo( texture ) {
  12999. if ( isWebGL2 ) { return false; }
  13000. return ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) ||
  13001. ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter );
  13002. }
  13003. function textureNeedsGenerateMipmaps( texture, supportsMips ) {
  13004. return texture.generateMipmaps && supportsMips &&
  13005. texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter;
  13006. }
  13007. function generateMipmap( target, texture, width, height ) {
  13008. _gl.generateMipmap( target );
  13009. var textureProperties = properties.get( texture );
  13010. // Note: Math.log( x ) * Math.LOG2E used instead of Math.log2( x ) which is not supported by IE11
  13011. textureProperties.__maxMipLevel = Math.log( Math.max( width, height ) ) * Math.LOG2E;
  13012. }
  13013. function getInternalFormat( internalFormatName, glFormat, glType ) {
  13014. if ( isWebGL2 === false ) { return glFormat; }
  13015. if ( internalFormatName !== null ) {
  13016. if ( _gl[ internalFormatName ] !== undefined ) { return _gl[ internalFormatName ]; }
  13017. console.warn( 'THREE.WebGLRenderer: Attempt to use non-existing WebGL internal format \'' + internalFormatName + '\'' );
  13018. }
  13019. var internalFormat = glFormat;
  13020. if ( glFormat === 6403 ) {
  13021. if ( glType === 5126 ) { internalFormat = 33326; }
  13022. if ( glType === 5131 ) { internalFormat = 33325; }
  13023. if ( glType === 5121 ) { internalFormat = 33321; }
  13024. }
  13025. if ( glFormat === 6407 ) {
  13026. if ( glType === 5126 ) { internalFormat = 34837; }
  13027. if ( glType === 5131 ) { internalFormat = 34843; }
  13028. if ( glType === 5121 ) { internalFormat = 32849; }
  13029. }
  13030. if ( glFormat === 6408 ) {
  13031. if ( glType === 5126 ) { internalFormat = 34836; }
  13032. if ( glType === 5131 ) { internalFormat = 34842; }
  13033. if ( glType === 5121 ) { internalFormat = 32856; }
  13034. }
  13035. if ( internalFormat === 33325 || internalFormat === 33326 ||
  13036. internalFormat === 34842 || internalFormat === 34836 ) {
  13037. extensions.get( 'EXT_color_buffer_float' );
  13038. }
  13039. return internalFormat;
  13040. }
  13041. // Fallback filters for non-power-of-2 textures
  13042. function filterFallback( f ) {
  13043. if ( f === NearestFilter || f === NearestMipmapNearestFilter || f === NearestMipmapLinearFilter ) {
  13044. return 9728;
  13045. }
  13046. return 9729;
  13047. }
  13048. //
  13049. function onTextureDispose( event ) {
  13050. var texture = event.target;
  13051. texture.removeEventListener( 'dispose', onTextureDispose );
  13052. deallocateTexture( texture );
  13053. if ( texture.isVideoTexture ) {
  13054. _videoTextures.delete( texture );
  13055. }
  13056. info.memory.textures --;
  13057. }
  13058. function onRenderTargetDispose( event ) {
  13059. var renderTarget = event.target;
  13060. renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
  13061. deallocateRenderTarget( renderTarget );
  13062. info.memory.textures --;
  13063. }
  13064. //
  13065. function deallocateTexture( texture ) {
  13066. var textureProperties = properties.get( texture );
  13067. if ( textureProperties.__webglInit === undefined ) { return; }
  13068. _gl.deleteTexture( textureProperties.__webglTexture );
  13069. properties.remove( texture );
  13070. }
  13071. function deallocateRenderTarget( renderTarget ) {
  13072. var renderTargetProperties = properties.get( renderTarget );
  13073. var textureProperties = properties.get( renderTarget.texture );
  13074. if ( ! renderTarget ) { return; }
  13075. if ( textureProperties.__webglTexture !== undefined ) {
  13076. _gl.deleteTexture( textureProperties.__webglTexture );
  13077. }
  13078. if ( renderTarget.depthTexture ) {
  13079. renderTarget.depthTexture.dispose();
  13080. }
  13081. if ( renderTarget.isWebGLCubeRenderTarget ) {
  13082. for ( var i = 0; i < 6; i ++ ) {
  13083. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );
  13084. if ( renderTargetProperties.__webglDepthbuffer ) { _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] ); }
  13085. }
  13086. } else {
  13087. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );
  13088. if ( renderTargetProperties.__webglDepthbuffer ) { _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer ); }
  13089. if ( renderTargetProperties.__webglMultisampledFramebuffer ) { _gl.deleteFramebuffer( renderTargetProperties.__webglMultisampledFramebuffer ); }
  13090. if ( renderTargetProperties.__webglColorRenderbuffer ) { _gl.deleteRenderbuffer( renderTargetProperties.__webglColorRenderbuffer ); }
  13091. if ( renderTargetProperties.__webglDepthRenderbuffer ) { _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthRenderbuffer ); }
  13092. }
  13093. properties.remove( renderTarget.texture );
  13094. properties.remove( renderTarget );
  13095. }
  13096. //
  13097. var textureUnits = 0;
  13098. function resetTextureUnits() {
  13099. textureUnits = 0;
  13100. }
  13101. function allocateTextureUnit() {
  13102. var textureUnit = textureUnits;
  13103. if ( textureUnit >= maxTextures ) {
  13104. console.warn( 'THREE.WebGLTextures: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + maxTextures );
  13105. }
  13106. textureUnits += 1;
  13107. return textureUnit;
  13108. }
  13109. //
  13110. function setTexture2D( texture, slot ) {
  13111. var textureProperties = properties.get( texture );
  13112. if ( texture.isVideoTexture ) { updateVideoTexture( texture ); }
  13113. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  13114. var image = texture.image;
  13115. if ( image === undefined ) {
  13116. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined' );
  13117. } else if ( image.complete === false ) {
  13118. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete' );
  13119. } else {
  13120. uploadTexture( textureProperties, texture, slot );
  13121. return;
  13122. }
  13123. }
  13124. state.activeTexture( 33984 + slot );
  13125. state.bindTexture( 3553, textureProperties.__webglTexture );
  13126. }
  13127. function setTexture2DArray( texture, slot ) {
  13128. var textureProperties = properties.get( texture );
  13129. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  13130. uploadTexture( textureProperties, texture, slot );
  13131. return;
  13132. }
  13133. state.activeTexture( 33984 + slot );
  13134. state.bindTexture( 35866, textureProperties.__webglTexture );
  13135. }
  13136. function setTexture3D( texture, slot ) {
  13137. var textureProperties = properties.get( texture );
  13138. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  13139. uploadTexture( textureProperties, texture, slot );
  13140. return;
  13141. }
  13142. state.activeTexture( 33984 + slot );
  13143. state.bindTexture( 32879, textureProperties.__webglTexture );
  13144. }
  13145. function setTextureCube( texture, slot ) {
  13146. if ( texture.image.length !== 6 ) { return; }
  13147. var textureProperties = properties.get( texture );
  13148. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  13149. initTexture( textureProperties, texture );
  13150. state.activeTexture( 33984 + slot );
  13151. state.bindTexture( 34067, textureProperties.__webglTexture );
  13152. _gl.pixelStorei( 37440, texture.flipY );
  13153. var isCompressed = ( texture && ( texture.isCompressedTexture || texture.image[ 0 ].isCompressedTexture ) );
  13154. var isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture );
  13155. var cubeImage = [];
  13156. for ( var i = 0; i < 6; i ++ ) {
  13157. if ( ! isCompressed && ! isDataTexture ) {
  13158. cubeImage[ i ] = resizeImage( texture.image[ i ], false, true, maxCubemapSize );
  13159. } else {
  13160. cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
  13161. }
  13162. }
  13163. var image = cubeImage[ 0 ],
  13164. supportsMips = isPowerOfTwo( image ) || isWebGL2,
  13165. glFormat = utils.convert( texture.format ),
  13166. glType = utils.convert( texture.type ),
  13167. glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );
  13168. setTextureParameters( 34067, texture, supportsMips );
  13169. var mipmaps;
  13170. if ( isCompressed ) {
  13171. for ( var i$1 = 0; i$1 < 6; i$1 ++ ) {
  13172. mipmaps = cubeImage[ i$1 ].mipmaps;
  13173. for ( var j = 0; j < mipmaps.length; j ++ ) {
  13174. var mipmap = mipmaps[ j ];
  13175. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  13176. if ( glFormat !== null ) {
  13177. state.compressedTexImage2D( 34069 + i$1, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  13178. } else {
  13179. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()' );
  13180. }
  13181. } else {
  13182. state.texImage2D( 34069 + i$1, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  13183. }
  13184. }
  13185. }
  13186. textureProperties.__maxMipLevel = mipmaps.length - 1;
  13187. } else {
  13188. mipmaps = texture.mipmaps;
  13189. for ( var i$2 = 0; i$2 < 6; i$2 ++ ) {
  13190. if ( isDataTexture ) {
  13191. state.texImage2D( 34069 + i$2, 0, glInternalFormat, cubeImage[ i$2 ].width, cubeImage[ i$2 ].height, 0, glFormat, glType, cubeImage[ i$2 ].data );
  13192. for ( var j$1 = 0; j$1 < mipmaps.length; j$1 ++ ) {
  13193. var mipmap$1 = mipmaps[ j$1 ];
  13194. var mipmapImage = mipmap$1.image[ i$2 ].image;
  13195. state.texImage2D( 34069 + i$2, j$1 + 1, glInternalFormat, mipmapImage.width, mipmapImage.height, 0, glFormat, glType, mipmapImage.data );
  13196. }
  13197. } else {
  13198. state.texImage2D( 34069 + i$2, 0, glInternalFormat, glFormat, glType, cubeImage[ i$2 ] );
  13199. for ( var j$2 = 0; j$2 < mipmaps.length; j$2 ++ ) {
  13200. var mipmap$2 = mipmaps[ j$2 ];
  13201. state.texImage2D( 34069 + i$2, j$2 + 1, glInternalFormat, glFormat, glType, mipmap$2.image[ i$2 ] );
  13202. }
  13203. }
  13204. }
  13205. textureProperties.__maxMipLevel = mipmaps.length;
  13206. }
  13207. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  13208. // We assume images for cube map have the same size.
  13209. generateMipmap( 34067, texture, image.width, image.height );
  13210. }
  13211. textureProperties.__version = texture.version;
  13212. if ( texture.onUpdate ) { texture.onUpdate( texture ); }
  13213. } else {
  13214. state.activeTexture( 33984 + slot );
  13215. state.bindTexture( 34067, textureProperties.__webglTexture );
  13216. }
  13217. }
  13218. function setTextureCubeDynamic( texture, slot ) {
  13219. state.activeTexture( 33984 + slot );
  13220. state.bindTexture( 34067, properties.get( texture ).__webglTexture );
  13221. }
  13222. var wrappingToGL = {};
  13223. wrappingToGL[ RepeatWrapping ] = 10497;
  13224. wrappingToGL[ ClampToEdgeWrapping ] = 33071;
  13225. wrappingToGL[ MirroredRepeatWrapping ] = 33648;
  13226. var filterToGL = {};
  13227. filterToGL[ NearestFilter ] = 9728;
  13228. filterToGL[ NearestMipmapNearestFilter ] = 9984;
  13229. filterToGL[ NearestMipmapLinearFilter ] = 9986;
  13230. filterToGL[ LinearFilter ] = 9729;
  13231. filterToGL[ LinearMipmapNearestFilter ] = 9985;
  13232. filterToGL[ LinearMipmapLinearFilter ] = 9987;
  13233. function setTextureParameters( textureType, texture, supportsMips ) {
  13234. if ( supportsMips ) {
  13235. _gl.texParameteri( textureType, 10242, wrappingToGL[ texture.wrapS ] );
  13236. _gl.texParameteri( textureType, 10243, wrappingToGL[ texture.wrapT ] );
  13237. if ( textureType === 32879 || textureType === 35866 ) {
  13238. _gl.texParameteri( textureType, 32882, wrappingToGL[ texture.wrapR ] );
  13239. }
  13240. _gl.texParameteri( textureType, 10240, filterToGL[ texture.magFilter ] );
  13241. _gl.texParameteri( textureType, 10241, filterToGL[ texture.minFilter ] );
  13242. } else {
  13243. _gl.texParameteri( textureType, 10242, 33071 );
  13244. _gl.texParameteri( textureType, 10243, 33071 );
  13245. if ( textureType === 32879 || textureType === 35866 ) {
  13246. _gl.texParameteri( textureType, 32882, 33071 );
  13247. }
  13248. if ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) {
  13249. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.' );
  13250. }
  13251. _gl.texParameteri( textureType, 10240, filterFallback( texture.magFilter ) );
  13252. _gl.texParameteri( textureType, 10241, filterFallback( texture.minFilter ) );
  13253. if ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) {
  13254. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.' );
  13255. }
  13256. }
  13257. var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  13258. if ( extension ) {
  13259. if ( texture.type === FloatType && extensions.get( 'OES_texture_float_linear' ) === null ) { return; }
  13260. if ( texture.type === HalfFloatType && ( isWebGL2 || extensions.get( 'OES_texture_half_float_linear' ) ) === null ) { return; }
  13261. if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {
  13262. _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) );
  13263. properties.get( texture ).__currentAnisotropy = texture.anisotropy;
  13264. }
  13265. }
  13266. }
  13267. function initTexture( textureProperties, texture ) {
  13268. if ( textureProperties.__webglInit === undefined ) {
  13269. textureProperties.__webglInit = true;
  13270. texture.addEventListener( 'dispose', onTextureDispose );
  13271. textureProperties.__webglTexture = _gl.createTexture();
  13272. info.memory.textures ++;
  13273. }
  13274. }
  13275. function uploadTexture( textureProperties, texture, slot ) {
  13276. var textureType = 3553;
  13277. if ( texture.isDataTexture2DArray ) { textureType = 35866; }
  13278. if ( texture.isDataTexture3D ) { textureType = 32879; }
  13279. initTexture( textureProperties, texture );
  13280. state.activeTexture( 33984 + slot );
  13281. state.bindTexture( textureType, textureProperties.__webglTexture );
  13282. _gl.pixelStorei( 37440, texture.flipY );
  13283. _gl.pixelStorei( 37441, texture.premultiplyAlpha );
  13284. _gl.pixelStorei( 3317, texture.unpackAlignment );
  13285. var needsPowerOfTwo = textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( texture.image ) === false;
  13286. var image = resizeImage( texture.image, needsPowerOfTwo, false, maxTextureSize );
  13287. var supportsMips = isPowerOfTwo( image ) || isWebGL2,
  13288. glFormat = utils.convert( texture.format );
  13289. var glType = utils.convert( texture.type ),
  13290. glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );
  13291. setTextureParameters( textureType, texture, supportsMips );
  13292. var mipmap;
  13293. var mipmaps = texture.mipmaps;
  13294. if ( texture.isDepthTexture ) {
  13295. // populate depth texture with dummy data
  13296. glInternalFormat = 6402;
  13297. if ( isWebGL2 ) {
  13298. if ( texture.type === FloatType ) {
  13299. glInternalFormat = 36012;
  13300. } else if ( texture.type === UnsignedIntType ) {
  13301. glInternalFormat = 33190;
  13302. } else if ( texture.type === UnsignedInt248Type ) {
  13303. glInternalFormat = 35056;
  13304. } else {
  13305. glInternalFormat = 33189; // WebGL2 requires sized internalformat for glTexImage2D
  13306. }
  13307. } else {
  13308. if ( texture.type === FloatType ) {
  13309. console.error( 'WebGLRenderer: Floating point depth texture requires WebGL2.' );
  13310. }
  13311. }
  13312. // validation checks for WebGL 1
  13313. if ( texture.format === DepthFormat && glInternalFormat === 6402 ) {
  13314. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  13315. // DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT
  13316. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  13317. if ( texture.type !== UnsignedShortType && texture.type !== UnsignedIntType ) {
  13318. console.warn( 'THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.' );
  13319. texture.type = UnsignedShortType;
  13320. glType = utils.convert( texture.type );
  13321. }
  13322. }
  13323. if ( texture.format === DepthStencilFormat && glInternalFormat === 6402 ) {
  13324. // Depth stencil textures need the DEPTH_STENCIL internal format
  13325. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  13326. glInternalFormat = 34041;
  13327. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  13328. // DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL.
  13329. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  13330. if ( texture.type !== UnsignedInt248Type ) {
  13331. console.warn( 'THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.' );
  13332. texture.type = UnsignedInt248Type;
  13333. glType = utils.convert( texture.type );
  13334. }
  13335. }
  13336. //
  13337. state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null );
  13338. } else if ( texture.isDataTexture ) {
  13339. // use manually created mipmaps if available
  13340. // if there are no manual mipmaps
  13341. // set 0 level mipmap and then use GL to generate other mipmap levels
  13342. if ( mipmaps.length > 0 && supportsMips ) {
  13343. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  13344. mipmap = mipmaps[ i ];
  13345. state.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  13346. }
  13347. texture.generateMipmaps = false;
  13348. textureProperties.__maxMipLevel = mipmaps.length - 1;
  13349. } else {
  13350. state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data );
  13351. textureProperties.__maxMipLevel = 0;
  13352. }
  13353. } else if ( texture.isCompressedTexture ) {
  13354. for ( var i$1 = 0, il$1 = mipmaps.length; i$1 < il$1; i$1 ++ ) {
  13355. mipmap = mipmaps[ i$1 ];
  13356. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  13357. if ( glFormat !== null ) {
  13358. state.compressedTexImage2D( 3553, i$1, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  13359. } else {
  13360. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' );
  13361. }
  13362. } else {
  13363. state.texImage2D( 3553, i$1, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  13364. }
  13365. }
  13366. textureProperties.__maxMipLevel = mipmaps.length - 1;
  13367. } else if ( texture.isDataTexture2DArray ) {
  13368. state.texImage3D( 35866, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
  13369. textureProperties.__maxMipLevel = 0;
  13370. } else if ( texture.isDataTexture3D ) {
  13371. state.texImage3D( 32879, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
  13372. textureProperties.__maxMipLevel = 0;
  13373. } else {
  13374. // regular Texture (image, video, canvas)
  13375. // use manually created mipmaps if available
  13376. // if there are no manual mipmaps
  13377. // set 0 level mipmap and then use GL to generate other mipmap levels
  13378. if ( mipmaps.length > 0 && supportsMips ) {
  13379. for ( var i$2 = 0, il$2 = mipmaps.length; i$2 < il$2; i$2 ++ ) {
  13380. mipmap = mipmaps[ i$2 ];
  13381. state.texImage2D( 3553, i$2, glInternalFormat, glFormat, glType, mipmap );
  13382. }
  13383. texture.generateMipmaps = false;
  13384. textureProperties.__maxMipLevel = mipmaps.length - 1;
  13385. } else {
  13386. state.texImage2D( 3553, 0, glInternalFormat, glFormat, glType, image );
  13387. textureProperties.__maxMipLevel = 0;
  13388. }
  13389. }
  13390. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  13391. generateMipmap( textureType, texture, image.width, image.height );
  13392. }
  13393. textureProperties.__version = texture.version;
  13394. if ( texture.onUpdate ) { texture.onUpdate( texture ); }
  13395. }
  13396. // Render targets
  13397. // Setup storage for target texture and bind it to correct framebuffer
  13398. function setupFrameBufferTexture( framebuffer, renderTarget, attachment, textureTarget ) {
  13399. var glFormat = utils.convert( renderTarget.texture.format );
  13400. var glType = utils.convert( renderTarget.texture.type );
  13401. var glInternalFormat = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType );
  13402. state.texImage2D( textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  13403. _gl.bindFramebuffer( 36160, framebuffer );
  13404. _gl.framebufferTexture2D( 36160, attachment, textureTarget, properties.get( renderTarget.texture ).__webglTexture, 0 );
  13405. _gl.bindFramebuffer( 36160, null );
  13406. }
  13407. // Setup storage for internal depth/stencil buffers and bind to correct framebuffer
  13408. function setupRenderBufferStorage( renderbuffer, renderTarget, isMultisample ) {
  13409. _gl.bindRenderbuffer( 36161, renderbuffer );
  13410. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  13411. var glInternalFormat = 33189;
  13412. if ( isMultisample ) {
  13413. var depthTexture = renderTarget.depthTexture;
  13414. if ( depthTexture && depthTexture.isDepthTexture ) {
  13415. if ( depthTexture.type === FloatType ) {
  13416. glInternalFormat = 36012;
  13417. } else if ( depthTexture.type === UnsignedIntType ) {
  13418. glInternalFormat = 33190;
  13419. }
  13420. }
  13421. var samples = getRenderTargetSamples( renderTarget );
  13422. _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  13423. } else {
  13424. _gl.renderbufferStorage( 36161, glInternalFormat, renderTarget.width, renderTarget.height );
  13425. }
  13426. _gl.framebufferRenderbuffer( 36160, 36096, 36161, renderbuffer );
  13427. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  13428. if ( isMultisample ) {
  13429. var samples$1 = getRenderTargetSamples( renderTarget );
  13430. _gl.renderbufferStorageMultisample( 36161, samples$1, 35056, renderTarget.width, renderTarget.height );
  13431. } else {
  13432. _gl.renderbufferStorage( 36161, 34041, renderTarget.width, renderTarget.height );
  13433. }
  13434. _gl.framebufferRenderbuffer( 36160, 33306, 36161, renderbuffer );
  13435. } else {
  13436. var glFormat = utils.convert( renderTarget.texture.format );
  13437. var glType = utils.convert( renderTarget.texture.type );
  13438. var glInternalFormat$1 = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType );
  13439. if ( isMultisample ) {
  13440. var samples$2 = getRenderTargetSamples( renderTarget );
  13441. _gl.renderbufferStorageMultisample( 36161, samples$2, glInternalFormat$1, renderTarget.width, renderTarget.height );
  13442. } else {
  13443. _gl.renderbufferStorage( 36161, glInternalFormat$1, renderTarget.width, renderTarget.height );
  13444. }
  13445. }
  13446. _gl.bindRenderbuffer( 36161, null );
  13447. }
  13448. // Setup resources for a Depth Texture for a FBO (needs an extension)
  13449. function setupDepthTexture( framebuffer, renderTarget ) {
  13450. var isCube = ( renderTarget && renderTarget.isWebGLCubeRenderTarget );
  13451. if ( isCube ) { throw new Error( 'Depth Texture with cube render targets is not supported' ); }
  13452. _gl.bindFramebuffer( 36160, framebuffer );
  13453. if ( ! ( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) {
  13454. throw new Error( 'renderTarget.depthTexture must be an instance of THREE.DepthTexture' );
  13455. }
  13456. // upload an empty depth texture with framebuffer size
  13457. if ( ! properties.get( renderTarget.depthTexture ).__webglTexture ||
  13458. renderTarget.depthTexture.image.width !== renderTarget.width ||
  13459. renderTarget.depthTexture.image.height !== renderTarget.height ) {
  13460. renderTarget.depthTexture.image.width = renderTarget.width;
  13461. renderTarget.depthTexture.image.height = renderTarget.height;
  13462. renderTarget.depthTexture.needsUpdate = true;
  13463. }
  13464. setTexture2D( renderTarget.depthTexture, 0 );
  13465. var webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture;
  13466. if ( renderTarget.depthTexture.format === DepthFormat ) {
  13467. _gl.framebufferTexture2D( 36160, 36096, 3553, webglDepthTexture, 0 );
  13468. } else if ( renderTarget.depthTexture.format === DepthStencilFormat ) {
  13469. _gl.framebufferTexture2D( 36160, 33306, 3553, webglDepthTexture, 0 );
  13470. } else {
  13471. throw new Error( 'Unknown depthTexture format' );
  13472. }
  13473. }
  13474. // Setup GL resources for a non-texture depth buffer
  13475. function setupDepthRenderbuffer( renderTarget ) {
  13476. var renderTargetProperties = properties.get( renderTarget );
  13477. var isCube = ( renderTarget.isWebGLCubeRenderTarget === true );
  13478. if ( renderTarget.depthTexture ) {
  13479. if ( isCube ) { throw new Error( 'target.depthTexture not supported in Cube render targets' ); }
  13480. setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget );
  13481. } else {
  13482. if ( isCube ) {
  13483. renderTargetProperties.__webglDepthbuffer = [];
  13484. for ( var i = 0; i < 6; i ++ ) {
  13485. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer[ i ] );
  13486. renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();
  13487. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget, false );
  13488. }
  13489. } else {
  13490. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer );
  13491. renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();
  13492. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget, false );
  13493. }
  13494. }
  13495. _gl.bindFramebuffer( 36160, null );
  13496. }
  13497. // Set up GL resources for the render target
  13498. function setupRenderTarget( renderTarget ) {
  13499. var renderTargetProperties = properties.get( renderTarget );
  13500. var textureProperties = properties.get( renderTarget.texture );
  13501. renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
  13502. textureProperties.__webglTexture = _gl.createTexture();
  13503. info.memory.textures ++;
  13504. var isCube = ( renderTarget.isWebGLCubeRenderTarget === true );
  13505. var isMultisample = ( renderTarget.isWebGLMultisampleRenderTarget === true );
  13506. var supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2;
  13507. // Handles WebGL2 RGBFormat fallback - #18858
  13508. if ( isWebGL2 && renderTarget.texture.format === RGBFormat && ( renderTarget.texture.type === FloatType || renderTarget.texture.type === HalfFloatType ) ) {
  13509. renderTarget.texture.format = RGBAFormat;
  13510. console.warn( 'THREE.WebGLRenderer: Rendering to textures with RGB format is not supported. Using RGBA format instead.' );
  13511. }
  13512. // Setup framebuffer
  13513. if ( isCube ) {
  13514. renderTargetProperties.__webglFramebuffer = [];
  13515. for ( var i = 0; i < 6; i ++ ) {
  13516. renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  13517. }
  13518. } else {
  13519. renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();
  13520. if ( isMultisample ) {
  13521. if ( isWebGL2 ) {
  13522. renderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer();
  13523. renderTargetProperties.__webglColorRenderbuffer = _gl.createRenderbuffer();
  13524. _gl.bindRenderbuffer( 36161, renderTargetProperties.__webglColorRenderbuffer );
  13525. var glFormat = utils.convert( renderTarget.texture.format );
  13526. var glType = utils.convert( renderTarget.texture.type );
  13527. var glInternalFormat = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType );
  13528. var samples = getRenderTargetSamples( renderTarget );
  13529. _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  13530. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer );
  13531. _gl.framebufferRenderbuffer( 36160, 36064, 36161, renderTargetProperties.__webglColorRenderbuffer );
  13532. _gl.bindRenderbuffer( 36161, null );
  13533. if ( renderTarget.depthBuffer ) {
  13534. renderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer();
  13535. setupRenderBufferStorage( renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true );
  13536. }
  13537. _gl.bindFramebuffer( 36160, null );
  13538. } else {
  13539. console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
  13540. }
  13541. }
  13542. }
  13543. // Setup color buffer
  13544. if ( isCube ) {
  13545. state.bindTexture( 34067, textureProperties.__webglTexture );
  13546. setTextureParameters( 34067, renderTarget.texture, supportsMips );
  13547. for ( var i$1 = 0; i$1 < 6; i$1 ++ ) {
  13548. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i$1 ], renderTarget, 36064, 34069 + i$1 );
  13549. }
  13550. if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {
  13551. generateMipmap( 34067, renderTarget.texture, renderTarget.width, renderTarget.height );
  13552. }
  13553. state.bindTexture( 34067, null );
  13554. } else {
  13555. state.bindTexture( 3553, textureProperties.__webglTexture );
  13556. setTextureParameters( 3553, renderTarget.texture, supportsMips );
  13557. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, 36064, 3553 );
  13558. if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {
  13559. generateMipmap( 3553, renderTarget.texture, renderTarget.width, renderTarget.height );
  13560. }
  13561. state.bindTexture( 3553, null );
  13562. }
  13563. // Setup depth and stencil buffers
  13564. if ( renderTarget.depthBuffer ) {
  13565. setupDepthRenderbuffer( renderTarget );
  13566. }
  13567. }
  13568. function updateRenderTargetMipmap( renderTarget ) {
  13569. var texture = renderTarget.texture;
  13570. var supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2;
  13571. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  13572. var target = renderTarget.isWebGLCubeRenderTarget ? 34067 : 3553;
  13573. var webglTexture = properties.get( texture ).__webglTexture;
  13574. state.bindTexture( target, webglTexture );
  13575. generateMipmap( target, texture, renderTarget.width, renderTarget.height );
  13576. state.bindTexture( target, null );
  13577. }
  13578. }
  13579. function updateMultisampleRenderTarget( renderTarget ) {
  13580. if ( renderTarget.isWebGLMultisampleRenderTarget ) {
  13581. if ( isWebGL2 ) {
  13582. var renderTargetProperties = properties.get( renderTarget );
  13583. _gl.bindFramebuffer( 36008, renderTargetProperties.__webglMultisampledFramebuffer );
  13584. _gl.bindFramebuffer( 36009, renderTargetProperties.__webglFramebuffer );
  13585. var width = renderTarget.width;
  13586. var height = renderTarget.height;
  13587. var mask = 16384;
  13588. if ( renderTarget.depthBuffer ) { mask |= 256; }
  13589. if ( renderTarget.stencilBuffer ) { mask |= 1024; }
  13590. _gl.blitFramebuffer( 0, 0, width, height, 0, 0, width, height, mask, 9728 );
  13591. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer ); // see #18905
  13592. } else {
  13593. console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
  13594. }
  13595. }
  13596. }
  13597. function getRenderTargetSamples( renderTarget ) {
  13598. return ( isWebGL2 && renderTarget.isWebGLMultisampleRenderTarget ) ?
  13599. Math.min( maxSamples, renderTarget.samples ) : 0;
  13600. }
  13601. function updateVideoTexture( texture ) {
  13602. var frame = info.render.frame;
  13603. // Check the last frame we updated the VideoTexture
  13604. if ( _videoTextures.get( texture ) !== frame ) {
  13605. _videoTextures.set( texture, frame );
  13606. texture.update();
  13607. }
  13608. }
  13609. // backwards compatibility
  13610. var warnedTexture2D = false;
  13611. var warnedTextureCube = false;
  13612. function safeSetTexture2D( texture, slot ) {
  13613. if ( texture && texture.isWebGLRenderTarget ) {
  13614. if ( warnedTexture2D === false ) {
  13615. console.warn( "THREE.WebGLTextures.safeSetTexture2D: don't use render targets as textures. Use their .texture property instead." );
  13616. warnedTexture2D = true;
  13617. }
  13618. texture = texture.texture;
  13619. }
  13620. setTexture2D( texture, slot );
  13621. }
  13622. function safeSetTextureCube( texture, slot ) {
  13623. if ( texture && texture.isWebGLCubeRenderTarget ) {
  13624. if ( warnedTextureCube === false ) {
  13625. console.warn( "THREE.WebGLTextures.safeSetTextureCube: don't use cube render targets as textures. Use their .texture property instead." );
  13626. warnedTextureCube = true;
  13627. }
  13628. texture = texture.texture;
  13629. }
  13630. // currently relying on the fact that WebGLCubeRenderTarget.texture is a Texture and NOT a CubeTexture
  13631. // TODO: unify these code paths
  13632. if ( ( texture && texture.isCubeTexture ) ||
  13633. ( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
  13634. // CompressedTexture can have Array in image :/
  13635. // this function alone should take care of cube textures
  13636. setTextureCube( texture, slot );
  13637. } else {
  13638. // assumed: texture property of THREE.WebGLCubeRenderTarget
  13639. setTextureCubeDynamic( texture, slot );
  13640. }
  13641. }
  13642. //
  13643. this.allocateTextureUnit = allocateTextureUnit;
  13644. this.resetTextureUnits = resetTextureUnits;
  13645. this.setTexture2D = setTexture2D;
  13646. this.setTexture2DArray = setTexture2DArray;
  13647. this.setTexture3D = setTexture3D;
  13648. this.setTextureCube = setTextureCube;
  13649. this.setTextureCubeDynamic = setTextureCubeDynamic;
  13650. this.setupRenderTarget = setupRenderTarget;
  13651. this.updateRenderTargetMipmap = updateRenderTargetMipmap;
  13652. this.updateMultisampleRenderTarget = updateMultisampleRenderTarget;
  13653. this.safeSetTexture2D = safeSetTexture2D;
  13654. this.safeSetTextureCube = safeSetTextureCube;
  13655. }
  13656. function WebGLUtils( gl, extensions, capabilities ) {
  13657. var isWebGL2 = capabilities.isWebGL2;
  13658. function convert( p ) {
  13659. var extension;
  13660. if ( p === UnsignedByteType ) { return 5121; }
  13661. if ( p === UnsignedShort4444Type ) { return 32819; }
  13662. if ( p === UnsignedShort5551Type ) { return 32820; }
  13663. if ( p === UnsignedShort565Type ) { return 33635; }
  13664. if ( p === ByteType ) { return 5120; }
  13665. if ( p === ShortType ) { return 5122; }
  13666. if ( p === UnsignedShortType ) { return 5123; }
  13667. if ( p === IntType ) { return 5124; }
  13668. if ( p === UnsignedIntType ) { return 5125; }
  13669. if ( p === FloatType ) { return 5126; }
  13670. if ( p === HalfFloatType ) {
  13671. if ( isWebGL2 ) { return 5131; }
  13672. extension = extensions.get( 'OES_texture_half_float' );
  13673. if ( extension !== null ) {
  13674. return extension.HALF_FLOAT_OES;
  13675. } else {
  13676. return null;
  13677. }
  13678. }
  13679. if ( p === AlphaFormat ) { return 6406; }
  13680. if ( p === RGBFormat ) { return 6407; }
  13681. if ( p === RGBAFormat ) { return 6408; }
  13682. if ( p === LuminanceFormat ) { return 6409; }
  13683. if ( p === LuminanceAlphaFormat ) { return 6410; }
  13684. if ( p === DepthFormat ) { return 6402; }
  13685. if ( p === DepthStencilFormat ) { return 34041; }
  13686. if ( p === RedFormat ) { return 6403; }
  13687. // WebGL2 formats.
  13688. if ( p === RedIntegerFormat ) { return 36244; }
  13689. if ( p === RGFormat ) { return 33319; }
  13690. if ( p === RGIntegerFormat ) { return 33320; }
  13691. if ( p === RGBIntegerFormat ) { return 36248; }
  13692. if ( p === RGBAIntegerFormat ) { return 36249; }
  13693. if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format ||
  13694. p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {
  13695. extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
  13696. if ( extension !== null ) {
  13697. if ( p === RGB_S3TC_DXT1_Format ) { return extension.COMPRESSED_RGB_S3TC_DXT1_EXT; }
  13698. if ( p === RGBA_S3TC_DXT1_Format ) { return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT; }
  13699. if ( p === RGBA_S3TC_DXT3_Format ) { return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT; }
  13700. if ( p === RGBA_S3TC_DXT5_Format ) { return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT; }
  13701. } else {
  13702. return null;
  13703. }
  13704. }
  13705. if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format ||
  13706. p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {
  13707. extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  13708. if ( extension !== null ) {
  13709. if ( p === RGB_PVRTC_4BPPV1_Format ) { return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG; }
  13710. if ( p === RGB_PVRTC_2BPPV1_Format ) { return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG; }
  13711. if ( p === RGBA_PVRTC_4BPPV1_Format ) { return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; }
  13712. if ( p === RGBA_PVRTC_2BPPV1_Format ) { return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG; }
  13713. } else {
  13714. return null;
  13715. }
  13716. }
  13717. if ( p === RGB_ETC1_Format ) {
  13718. extension = extensions.get( 'WEBGL_compressed_texture_etc1' );
  13719. if ( extension !== null ) {
  13720. return extension.COMPRESSED_RGB_ETC1_WEBGL;
  13721. } else {
  13722. return null;
  13723. }
  13724. }
  13725. if ( p === RGB_ETC2_Format || p === RGBA_ETC2_EAC_Format ) {
  13726. extension = extensions.get( 'WEBGL_compressed_texture_etc' );
  13727. if ( extension !== null ) {
  13728. if ( p === RGB_ETC2_Format ) { return extension.COMPRESSED_RGB8_ETC2; }
  13729. if ( p === RGBA_ETC2_EAC_Format ) { return extension.COMPRESSED_RGBA8_ETC2_EAC; }
  13730. }
  13731. }
  13732. if ( p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format ||
  13733. p === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format ||
  13734. p === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format ||
  13735. p === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format ||
  13736. p === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format ||
  13737. p === SRGB8_ALPHA8_ASTC_4x4_Format || p === SRGB8_ALPHA8_ASTC_5x4_Format || p === SRGB8_ALPHA8_ASTC_5x5_Format ||
  13738. p === SRGB8_ALPHA8_ASTC_6x5_Format || p === SRGB8_ALPHA8_ASTC_6x6_Format || p === SRGB8_ALPHA8_ASTC_8x5_Format ||
  13739. p === SRGB8_ALPHA8_ASTC_8x6_Format || p === SRGB8_ALPHA8_ASTC_8x8_Format || p === SRGB8_ALPHA8_ASTC_10x5_Format ||
  13740. p === SRGB8_ALPHA8_ASTC_10x6_Format || p === SRGB8_ALPHA8_ASTC_10x8_Format || p === SRGB8_ALPHA8_ASTC_10x10_Format ||
  13741. p === SRGB8_ALPHA8_ASTC_12x10_Format || p === SRGB8_ALPHA8_ASTC_12x12_Format ) {
  13742. extension = extensions.get( 'WEBGL_compressed_texture_astc' );
  13743. if ( extension !== null ) {
  13744. // TODO Complete?
  13745. return p;
  13746. } else {
  13747. return null;
  13748. }
  13749. }
  13750. if ( p === RGBA_BPTC_Format ) {
  13751. extension = extensions.get( 'EXT_texture_compression_bptc' );
  13752. if ( extension !== null ) {
  13753. // TODO Complete?
  13754. return p;
  13755. } else {
  13756. return null;
  13757. }
  13758. }
  13759. if ( p === UnsignedInt248Type ) {
  13760. if ( isWebGL2 ) { return 34042; }
  13761. extension = extensions.get( 'WEBGL_depth_texture' );
  13762. if ( extension !== null ) {
  13763. return extension.UNSIGNED_INT_24_8_WEBGL;
  13764. } else {
  13765. return null;
  13766. }
  13767. }
  13768. }
  13769. return { convert: convert };
  13770. }
  13771. function ArrayCamera( array ) {
  13772. PerspectiveCamera.call( this );
  13773. this.cameras = array || [];
  13774. }
  13775. ArrayCamera.prototype = Object.assign( Object.create( PerspectiveCamera.prototype ), {
  13776. constructor: ArrayCamera,
  13777. isArrayCamera: true
  13778. } );
  13779. function Group() {
  13780. Object3D.call( this );
  13781. this.type = 'Group';
  13782. }
  13783. Group.prototype = Object.assign( Object.create( Object3D.prototype ), {
  13784. constructor: Group,
  13785. isGroup: true
  13786. } );
  13787. function WebXRController() {
  13788. this._targetRay = null;
  13789. this._grip = null;
  13790. this._hand = null;
  13791. }
  13792. Object.assign( WebXRController.prototype, {
  13793. constructor: WebXRController,
  13794. getHandSpace: function () {
  13795. if ( this._hand === null ) {
  13796. this._hand = new Group();
  13797. this._hand.matrixAutoUpdate = false;
  13798. this._hand.visible = false;
  13799. this._hand.joints = [];
  13800. this._hand.inputState = { pinching: false };
  13801. if ( window.XRHand ) {
  13802. for ( var i = 0; i <= window.XRHand.LITTLE_PHALANX_TIP; i ++ ) {
  13803. // The transform of this joint will be updated with the joint pose on each frame
  13804. var joint = new Group();
  13805. joint.matrixAutoUpdate = false;
  13806. joint.visible = false;
  13807. this._hand.joints.push( joint );
  13808. // ??
  13809. this._hand.add( joint );
  13810. }
  13811. }
  13812. }
  13813. return this._hand;
  13814. },
  13815. getTargetRaySpace: function () {
  13816. if ( this._targetRay === null ) {
  13817. this._targetRay = new Group();
  13818. this._targetRay.matrixAutoUpdate = false;
  13819. this._targetRay.visible = false;
  13820. }
  13821. return this._targetRay;
  13822. },
  13823. getGripSpace: function () {
  13824. if ( this._grip === null ) {
  13825. this._grip = new Group();
  13826. this._grip.matrixAutoUpdate = false;
  13827. this._grip.visible = false;
  13828. }
  13829. return this._grip;
  13830. },
  13831. dispatchEvent: function ( event ) {
  13832. if ( this._targetRay !== null ) {
  13833. this._targetRay.dispatchEvent( event );
  13834. }
  13835. if ( this._grip !== null ) {
  13836. this._grip.dispatchEvent( event );
  13837. }
  13838. if ( this._hand !== null ) {
  13839. this._hand.dispatchEvent( event );
  13840. }
  13841. return this;
  13842. },
  13843. disconnect: function ( inputSource ) {
  13844. this.dispatchEvent( { type: 'disconnected', data: inputSource } );
  13845. if ( this._targetRay !== null ) {
  13846. this._targetRay.visible = false;
  13847. }
  13848. if ( this._grip !== null ) {
  13849. this._grip.visible = false;
  13850. }
  13851. if ( this._hand !== null ) {
  13852. this._hand.visible = false;
  13853. }
  13854. return this;
  13855. },
  13856. update: function ( inputSource, frame, referenceSpace ) {
  13857. var inputPose = null;
  13858. var gripPose = null;
  13859. var handPose = null;
  13860. var targetRay = this._targetRay;
  13861. var grip = this._grip;
  13862. var hand = this._hand;
  13863. if ( inputSource ) {
  13864. if ( hand && inputSource.hand ) {
  13865. handPose = true;
  13866. for ( var i = 0; i <= window.XRHand.LITTLE_PHALANX_TIP; i ++ ) {
  13867. if ( inputSource.hand[ i ] ) {
  13868. // Update the joints groups with the XRJoint poses
  13869. var jointPose = frame.getJointPose( inputSource.hand[ i ], referenceSpace );
  13870. var joint = hand.joints[ i ];
  13871. if ( jointPose !== null ) {
  13872. joint.matrix.fromArray( jointPose.transform.matrix );
  13873. joint.matrix.decompose( joint.position, joint.rotation, joint.scale );
  13874. joint.jointRadius = jointPose.radius;
  13875. }
  13876. joint.visible = jointPose !== null;
  13877. // Custom events
  13878. // Check pinch
  13879. var indexTip = hand.joints[ window.XRHand.INDEX_PHALANX_TIP ];
  13880. var thumbTip = hand.joints[ window.XRHand.THUMB_PHALANX_TIP ];
  13881. var distance = indexTip.position.distanceTo( thumbTip.position );
  13882. var distanceToPinch = 0.02;
  13883. var threshold = 0.005;
  13884. if ( hand.inputState.pinching && distance > distanceToPinch + threshold ) {
  13885. hand.inputState.pinching = false;
  13886. this.dispatchEvent( {
  13887. type: "pinchend",
  13888. handedness: inputSource.handedness,
  13889. target: this
  13890. } );
  13891. } else if ( ! hand.inputState.pinching && distance <= distanceToPinch - threshold ) {
  13892. hand.inputState.pinching = true;
  13893. this.dispatchEvent( {
  13894. type: "pinchstart",
  13895. handedness: inputSource.handedness,
  13896. target: this
  13897. } );
  13898. }
  13899. }
  13900. }
  13901. } else {
  13902. if ( targetRay !== null ) {
  13903. inputPose = frame.getPose( inputSource.targetRaySpace, referenceSpace );
  13904. if ( inputPose !== null ) {
  13905. targetRay.matrix.fromArray( inputPose.transform.matrix );
  13906. targetRay.matrix.decompose( targetRay.position, targetRay.rotation, targetRay.scale );
  13907. }
  13908. }
  13909. if ( grip !== null && inputSource.gripSpace ) {
  13910. gripPose = frame.getPose( inputSource.gripSpace, referenceSpace );
  13911. if ( gripPose !== null ) {
  13912. grip.matrix.fromArray( gripPose.transform.matrix );
  13913. grip.matrix.decompose( grip.position, grip.rotation, grip.scale );
  13914. }
  13915. }
  13916. }
  13917. }
  13918. if ( targetRay !== null ) {
  13919. targetRay.visible = ( inputPose !== null );
  13920. }
  13921. if ( grip !== null ) {
  13922. grip.visible = ( gripPose !== null );
  13923. }
  13924. if ( hand !== null ) {
  13925. hand.visible = ( handPose !== null );
  13926. }
  13927. return this;
  13928. }
  13929. } );
  13930. function WebXRManager( renderer, gl ) {
  13931. var scope = this;
  13932. var session = null;
  13933. var framebufferScaleFactor = 1.0;
  13934. var referenceSpace = null;
  13935. var referenceSpaceType = 'local-floor';
  13936. var pose = null;
  13937. var controllers = [];
  13938. var inputSourcesMap = new Map();
  13939. //
  13940. var cameraL = new PerspectiveCamera();
  13941. cameraL.layers.enable( 1 );
  13942. cameraL.viewport = new Vector4();
  13943. var cameraR = new PerspectiveCamera();
  13944. cameraR.layers.enable( 2 );
  13945. cameraR.viewport = new Vector4();
  13946. var cameras = [ cameraL, cameraR ];
  13947. var cameraVR = new ArrayCamera();
  13948. cameraVR.layers.enable( 1 );
  13949. cameraVR.layers.enable( 2 );
  13950. var _currentDepthNear = null;
  13951. var _currentDepthFar = null;
  13952. //
  13953. this.enabled = false;
  13954. this.isPresenting = false;
  13955. this.getController = function ( index ) {
  13956. var controller = controllers[ index ];
  13957. if ( controller === undefined ) {
  13958. controller = new WebXRController();
  13959. controllers[ index ] = controller;
  13960. }
  13961. return controller.getTargetRaySpace();
  13962. };
  13963. this.getControllerGrip = function ( index ) {
  13964. var controller = controllers[ index ];
  13965. if ( controller === undefined ) {
  13966. controller = new WebXRController();
  13967. controllers[ index ] = controller;
  13968. }
  13969. return controller.getGripSpace();
  13970. };
  13971. this.getHand = function ( index ) {
  13972. var controller = controllers[ index ];
  13973. if ( controller === undefined ) {
  13974. controller = new WebXRController();
  13975. controllers[ index ] = controller;
  13976. }
  13977. return controller.getHandSpace();
  13978. };
  13979. //
  13980. function onSessionEvent( event ) {
  13981. var controller = inputSourcesMap.get( event.inputSource );
  13982. if ( controller ) {
  13983. controller.dispatchEvent( { type: event.type } );
  13984. }
  13985. }
  13986. function onSessionEnd() {
  13987. inputSourcesMap.forEach( function ( controller, inputSource ) {
  13988. controller.disconnect( inputSource );
  13989. } );
  13990. inputSourcesMap.clear();
  13991. //
  13992. renderer.setFramebuffer( null );
  13993. renderer.setRenderTarget( renderer.getRenderTarget() ); // Hack #15830
  13994. animation.stop();
  13995. scope.isPresenting = false;
  13996. scope.dispatchEvent( { type: 'sessionend' } );
  13997. }
  13998. function onRequestReferenceSpace( value ) {
  13999. referenceSpace = value;
  14000. animation.setContext( session );
  14001. animation.start();
  14002. scope.isPresenting = true;
  14003. scope.dispatchEvent( { type: 'sessionstart' } );
  14004. }
  14005. this.setFramebufferScaleFactor = function ( value ) {
  14006. framebufferScaleFactor = value;
  14007. if ( scope.isPresenting === true ) {
  14008. console.warn( 'THREE.WebXRManager: Cannot change framebuffer scale while presenting.' );
  14009. }
  14010. };
  14011. this.setReferenceSpaceType = function ( value ) {
  14012. referenceSpaceType = value;
  14013. if ( scope.isPresenting === true ) {
  14014. console.warn( 'THREE.WebXRManager: Cannot change reference space type while presenting.' );
  14015. }
  14016. };
  14017. this.getReferenceSpace = function () {
  14018. return referenceSpace;
  14019. };
  14020. this.getSession = function () {
  14021. return session;
  14022. };
  14023. this.setSession = function ( value ) {
  14024. session = value;
  14025. if ( session !== null ) {
  14026. session.addEventListener( 'select', onSessionEvent );
  14027. session.addEventListener( 'selectstart', onSessionEvent );
  14028. session.addEventListener( 'selectend', onSessionEvent );
  14029. session.addEventListener( 'squeeze', onSessionEvent );
  14030. session.addEventListener( 'squeezestart', onSessionEvent );
  14031. session.addEventListener( 'squeezeend', onSessionEvent );
  14032. session.addEventListener( 'end', onSessionEnd );
  14033. var attributes = gl.getContextAttributes();
  14034. if ( attributes.xrCompatible !== true ) {
  14035. gl.makeXRCompatible();
  14036. }
  14037. var layerInit = {
  14038. antialias: attributes.antialias,
  14039. alpha: attributes.alpha,
  14040. depth: attributes.depth,
  14041. stencil: attributes.stencil,
  14042. framebufferScaleFactor: framebufferScaleFactor
  14043. };
  14044. // eslint-disable-next-line no-undef
  14045. var baseLayer = new XRWebGLLayer( session, gl, layerInit );
  14046. session.updateRenderState( { baseLayer: baseLayer } );
  14047. session.requestReferenceSpace( referenceSpaceType ).then( onRequestReferenceSpace );
  14048. //
  14049. session.addEventListener( 'inputsourceschange', updateInputSources );
  14050. }
  14051. };
  14052. function updateInputSources( event ) {
  14053. var inputSources = session.inputSources;
  14054. // Assign inputSources to available controllers
  14055. for ( var i = 0; i < controllers.length; i ++ ) {
  14056. inputSourcesMap.set( inputSources[ i ], controllers[ i ] );
  14057. }
  14058. // Notify disconnected
  14059. for ( var i$1 = 0; i$1 < event.removed.length; i$1 ++ ) {
  14060. var inputSource = event.removed[ i$1 ];
  14061. var controller = inputSourcesMap.get( inputSource );
  14062. if ( controller ) {
  14063. controller.dispatchEvent( { type: 'disconnected', data: inputSource } );
  14064. inputSourcesMap.delete( inputSource );
  14065. }
  14066. }
  14067. // Notify connected
  14068. for ( var i$2 = 0; i$2 < event.added.length; i$2 ++ ) {
  14069. var inputSource$1 = event.added[ i$2 ];
  14070. var controller$1 = inputSourcesMap.get( inputSource$1 );
  14071. if ( controller$1 ) {
  14072. controller$1.dispatchEvent( { type: 'connected', data: inputSource$1 } );
  14073. }
  14074. }
  14075. }
  14076. //
  14077. var cameraLPos = new Vector3();
  14078. var cameraRPos = new Vector3();
  14079. /**
  14080. * Assumes 2 cameras that are parallel and share an X-axis, and that
  14081. * the cameras' projection and world matrices have already been set.
  14082. * And that near and far planes are identical for both cameras.
  14083. * Visualization of this technique: https://computergraphics.stackexchange.com/a/4765
  14084. */
  14085. function setProjectionFromUnion( camera, cameraL, cameraR ) {
  14086. cameraLPos.setFromMatrixPosition( cameraL.matrixWorld );
  14087. cameraRPos.setFromMatrixPosition( cameraR.matrixWorld );
  14088. var ipd = cameraLPos.distanceTo( cameraRPos );
  14089. var projL = cameraL.projectionMatrix.elements;
  14090. var projR = cameraR.projectionMatrix.elements;
  14091. // VR systems will have identical far and near planes, and
  14092. // most likely identical top and bottom frustum extents.
  14093. // Use the left camera for these values.
  14094. var near = projL[ 14 ] / ( projL[ 10 ] - 1 );
  14095. var far = projL[ 14 ] / ( projL[ 10 ] + 1 );
  14096. var topFov = ( projL[ 9 ] + 1 ) / projL[ 5 ];
  14097. var bottomFov = ( projL[ 9 ] - 1 ) / projL[ 5 ];
  14098. var leftFov = ( projL[ 8 ] - 1 ) / projL[ 0 ];
  14099. var rightFov = ( projR[ 8 ] + 1 ) / projR[ 0 ];
  14100. var left = near * leftFov;
  14101. var right = near * rightFov;
  14102. // Calculate the new camera's position offset from the
  14103. // left camera. xOffset should be roughly half `ipd`.
  14104. var zOffset = ipd / ( - leftFov + rightFov );
  14105. var xOffset = zOffset * - leftFov;
  14106. // TODO: Better way to apply this offset?
  14107. cameraL.matrixWorld.decompose( camera.position, camera.quaternion, camera.scale );
  14108. camera.translateX( xOffset );
  14109. camera.translateZ( zOffset );
  14110. camera.matrixWorld.compose( camera.position, camera.quaternion, camera.scale );
  14111. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  14112. // Find the union of the frustum values of the cameras and scale
  14113. // the values so that the near plane's position does not change in world space,
  14114. // although must now be relative to the new union camera.
  14115. var near2 = near + zOffset;
  14116. var far2 = far + zOffset;
  14117. var left2 = left - xOffset;
  14118. var right2 = right + ( ipd - xOffset );
  14119. var top2 = topFov * far / far2 * near2;
  14120. var bottom2 = bottomFov * far / far2 * near2;
  14121. camera.projectionMatrix.makePerspective( left2, right2, top2, bottom2, near2, far2 );
  14122. }
  14123. function updateCamera( camera, parent ) {
  14124. if ( parent === null ) {
  14125. camera.matrixWorld.copy( camera.matrix );
  14126. } else {
  14127. camera.matrixWorld.multiplyMatrices( parent.matrixWorld, camera.matrix );
  14128. }
  14129. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  14130. }
  14131. this.getCamera = function ( camera ) {
  14132. cameraVR.near = cameraR.near = cameraL.near = camera.near;
  14133. cameraVR.far = cameraR.far = cameraL.far = camera.far;
  14134. if ( _currentDepthNear !== cameraVR.near || _currentDepthFar !== cameraVR.far ) {
  14135. // Note that the new renderState won't apply until the next frame. See #18320
  14136. session.updateRenderState( {
  14137. depthNear: cameraVR.near,
  14138. depthFar: cameraVR.far
  14139. } );
  14140. _currentDepthNear = cameraVR.near;
  14141. _currentDepthFar = cameraVR.far;
  14142. }
  14143. var parent = camera.parent;
  14144. var cameras = cameraVR.cameras;
  14145. updateCamera( cameraVR, parent );
  14146. for ( var i = 0; i < cameras.length; i ++ ) {
  14147. updateCamera( cameras[ i ], parent );
  14148. }
  14149. // update camera and its children
  14150. camera.matrixWorld.copy( cameraVR.matrixWorld );
  14151. var children = camera.children;
  14152. for ( var i$1 = 0, l = children.length; i$1 < l; i$1 ++ ) {
  14153. children[ i$1 ].updateMatrixWorld( true );
  14154. }
  14155. // update projection matrix for proper view frustum culling
  14156. if ( cameras.length === 2 ) {
  14157. setProjectionFromUnion( cameraVR, cameraL, cameraR );
  14158. } else {
  14159. // assume single camera setup (AR)
  14160. cameraVR.projectionMatrix.copy( cameraL.projectionMatrix );
  14161. }
  14162. return cameraVR;
  14163. };
  14164. // Animation Loop
  14165. var onAnimationFrameCallback = null;
  14166. function onAnimationFrame( time, frame ) {
  14167. pose = frame.getViewerPose( referenceSpace );
  14168. if ( pose !== null ) {
  14169. var views = pose.views;
  14170. var baseLayer = session.renderState.baseLayer;
  14171. renderer.setFramebuffer( baseLayer.framebuffer );
  14172. var cameraVRNeedsUpdate = false;
  14173. // check if it's necessary to rebuild cameraVR's camera list
  14174. if ( views.length !== cameraVR.cameras.length ) {
  14175. cameraVR.cameras.length = 0;
  14176. cameraVRNeedsUpdate = true;
  14177. }
  14178. for ( var i = 0; i < views.length; i ++ ) {
  14179. var view = views[ i ];
  14180. var viewport = baseLayer.getViewport( view );
  14181. var camera = cameras[ i ];
  14182. camera.matrix.fromArray( view.transform.matrix );
  14183. camera.projectionMatrix.fromArray( view.projectionMatrix );
  14184. camera.viewport.set( viewport.x, viewport.y, viewport.width, viewport.height );
  14185. if ( i === 0 ) {
  14186. cameraVR.matrix.copy( camera.matrix );
  14187. }
  14188. if ( cameraVRNeedsUpdate === true ) {
  14189. cameraVR.cameras.push( camera );
  14190. }
  14191. }
  14192. }
  14193. //
  14194. var inputSources = session.inputSources;
  14195. for ( var i$1 = 0; i$1 < controllers.length; i$1 ++ ) {
  14196. var controller = controllers[ i$1 ];
  14197. var inputSource = inputSources[ i$1 ];
  14198. controller.update( inputSource, frame, referenceSpace );
  14199. }
  14200. if ( onAnimationFrameCallback ) { onAnimationFrameCallback( time, frame ); }
  14201. }
  14202. var animation = new WebGLAnimation();
  14203. animation.setAnimationLoop( onAnimationFrame );
  14204. this.setAnimationLoop = function ( callback ) {
  14205. onAnimationFrameCallback = callback;
  14206. };
  14207. this.dispose = function () {};
  14208. }
  14209. Object.assign( WebXRManager.prototype, EventDispatcher.prototype );
  14210. function WebGLMaterials( properties ) {
  14211. function refreshFogUniforms( uniforms, fog ) {
  14212. uniforms.fogColor.value.copy( fog.color );
  14213. if ( fog.isFog ) {
  14214. uniforms.fogNear.value = fog.near;
  14215. uniforms.fogFar.value = fog.far;
  14216. } else if ( fog.isFogExp2 ) {
  14217. uniforms.fogDensity.value = fog.density;
  14218. }
  14219. }
  14220. function refreshMaterialUniforms( uniforms, material, pixelRatio, height ) {
  14221. if ( material.isMeshBasicMaterial ) {
  14222. refreshUniformsCommon( uniforms, material );
  14223. } else if ( material.isMeshLambertMaterial ) {
  14224. refreshUniformsCommon( uniforms, material );
  14225. refreshUniformsLambert( uniforms, material );
  14226. } else if ( material.isMeshToonMaterial ) {
  14227. refreshUniformsCommon( uniforms, material );
  14228. refreshUniformsToon( uniforms, material );
  14229. } else if ( material.isMeshPhongMaterial ) {
  14230. refreshUniformsCommon( uniforms, material );
  14231. refreshUniformsPhong( uniforms, material );
  14232. } else if ( material.isMeshStandardMaterial ) {
  14233. refreshUniformsCommon( uniforms, material );
  14234. if ( material.isMeshPhysicalMaterial ) {
  14235. refreshUniformsPhysical( uniforms, material );
  14236. } else {
  14237. refreshUniformsStandard( uniforms, material );
  14238. }
  14239. } else if ( material.isMeshMatcapMaterial ) {
  14240. refreshUniformsCommon( uniforms, material );
  14241. refreshUniformsMatcap( uniforms, material );
  14242. } else if ( material.isMeshDepthMaterial ) {
  14243. refreshUniformsCommon( uniforms, material );
  14244. refreshUniformsDepth( uniforms, material );
  14245. } else if ( material.isMeshDistanceMaterial ) {
  14246. refreshUniformsCommon( uniforms, material );
  14247. refreshUniformsDistance( uniforms, material );
  14248. } else if ( material.isMeshNormalMaterial ) {
  14249. refreshUniformsCommon( uniforms, material );
  14250. refreshUniformsNormal( uniforms, material );
  14251. } else if ( material.isLineBasicMaterial ) {
  14252. refreshUniformsLine( uniforms, material );
  14253. if ( material.isLineDashedMaterial ) {
  14254. refreshUniformsDash( uniforms, material );
  14255. }
  14256. } else if ( material.isPointsMaterial ) {
  14257. refreshUniformsPoints( uniforms, material, pixelRatio, height );
  14258. } else if ( material.isSpriteMaterial ) {
  14259. refreshUniformsSprites( uniforms, material );
  14260. } else if ( material.isShadowMaterial ) {
  14261. uniforms.color.value.copy( material.color );
  14262. uniforms.opacity.value = material.opacity;
  14263. } else if ( material.isShaderMaterial ) {
  14264. material.uniformsNeedUpdate = false; // #15581
  14265. }
  14266. }
  14267. function refreshUniformsCommon( uniforms, material ) {
  14268. uniforms.opacity.value = material.opacity;
  14269. if ( material.color ) {
  14270. uniforms.diffuse.value.copy( material.color );
  14271. }
  14272. if ( material.emissive ) {
  14273. uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
  14274. }
  14275. if ( material.map ) {
  14276. uniforms.map.value = material.map;
  14277. }
  14278. if ( material.alphaMap ) {
  14279. uniforms.alphaMap.value = material.alphaMap;
  14280. }
  14281. if ( material.specularMap ) {
  14282. uniforms.specularMap.value = material.specularMap;
  14283. }
  14284. var envMap = properties.get( material ).envMap;
  14285. if ( envMap ) {
  14286. uniforms.envMap.value = envMap;
  14287. uniforms.flipEnvMap.value = envMap.isCubeTexture ? - 1 : 1;
  14288. uniforms.reflectivity.value = material.reflectivity;
  14289. uniforms.refractionRatio.value = material.refractionRatio;
  14290. var maxMipLevel = properties.get( envMap ).__maxMipLevel;
  14291. if ( maxMipLevel !== undefined ) {
  14292. uniforms.maxMipLevel.value = maxMipLevel;
  14293. }
  14294. }
  14295. if ( material.lightMap ) {
  14296. uniforms.lightMap.value = material.lightMap;
  14297. uniforms.lightMapIntensity.value = material.lightMapIntensity;
  14298. }
  14299. if ( material.aoMap ) {
  14300. uniforms.aoMap.value = material.aoMap;
  14301. uniforms.aoMapIntensity.value = material.aoMapIntensity;
  14302. }
  14303. // uv repeat and offset setting priorities
  14304. // 1. color map
  14305. // 2. specular map
  14306. // 3. normal map
  14307. // 4. bump map
  14308. // 5. alpha map
  14309. // 6. emissive map
  14310. var uvScaleMap;
  14311. if ( material.map ) {
  14312. uvScaleMap = material.map;
  14313. } else if ( material.specularMap ) {
  14314. uvScaleMap = material.specularMap;
  14315. } else if ( material.displacementMap ) {
  14316. uvScaleMap = material.displacementMap;
  14317. } else if ( material.normalMap ) {
  14318. uvScaleMap = material.normalMap;
  14319. } else if ( material.bumpMap ) {
  14320. uvScaleMap = material.bumpMap;
  14321. } else if ( material.roughnessMap ) {
  14322. uvScaleMap = material.roughnessMap;
  14323. } else if ( material.metalnessMap ) {
  14324. uvScaleMap = material.metalnessMap;
  14325. } else if ( material.alphaMap ) {
  14326. uvScaleMap = material.alphaMap;
  14327. } else if ( material.emissiveMap ) {
  14328. uvScaleMap = material.emissiveMap;
  14329. }
  14330. if ( uvScaleMap !== undefined ) {
  14331. // backwards compatibility
  14332. if ( uvScaleMap.isWebGLRenderTarget ) {
  14333. uvScaleMap = uvScaleMap.texture;
  14334. }
  14335. if ( uvScaleMap.matrixAutoUpdate === true ) {
  14336. uvScaleMap.updateMatrix();
  14337. }
  14338. uniforms.uvTransform.value.copy( uvScaleMap.matrix );
  14339. }
  14340. // uv repeat and offset setting priorities for uv2
  14341. // 1. ao map
  14342. // 2. light map
  14343. var uv2ScaleMap;
  14344. if ( material.aoMap ) {
  14345. uv2ScaleMap = material.aoMap;
  14346. } else if ( material.lightMap ) {
  14347. uv2ScaleMap = material.lightMap;
  14348. }
  14349. if ( uv2ScaleMap !== undefined ) {
  14350. // backwards compatibility
  14351. if ( uv2ScaleMap.isWebGLRenderTarget ) {
  14352. uv2ScaleMap = uv2ScaleMap.texture;
  14353. }
  14354. if ( uv2ScaleMap.matrixAutoUpdate === true ) {
  14355. uv2ScaleMap.updateMatrix();
  14356. }
  14357. uniforms.uv2Transform.value.copy( uv2ScaleMap.matrix );
  14358. }
  14359. }
  14360. function refreshUniformsLine( uniforms, material ) {
  14361. uniforms.diffuse.value.copy( material.color );
  14362. uniforms.opacity.value = material.opacity;
  14363. }
  14364. function refreshUniformsDash( uniforms, material ) {
  14365. uniforms.dashSize.value = material.dashSize;
  14366. uniforms.totalSize.value = material.dashSize + material.gapSize;
  14367. uniforms.scale.value = material.scale;
  14368. }
  14369. function refreshUniformsPoints( uniforms, material, pixelRatio, height ) {
  14370. uniforms.diffuse.value.copy( material.color );
  14371. uniforms.opacity.value = material.opacity;
  14372. uniforms.size.value = material.size * pixelRatio;
  14373. uniforms.scale.value = height * 0.5;
  14374. if ( material.map ) {
  14375. uniforms.map.value = material.map;
  14376. }
  14377. if ( material.alphaMap ) {
  14378. uniforms.alphaMap.value = material.alphaMap;
  14379. }
  14380. // uv repeat and offset setting priorities
  14381. // 1. color map
  14382. // 2. alpha map
  14383. var uvScaleMap;
  14384. if ( material.map ) {
  14385. uvScaleMap = material.map;
  14386. } else if ( material.alphaMap ) {
  14387. uvScaleMap = material.alphaMap;
  14388. }
  14389. if ( uvScaleMap !== undefined ) {
  14390. if ( uvScaleMap.matrixAutoUpdate === true ) {
  14391. uvScaleMap.updateMatrix();
  14392. }
  14393. uniforms.uvTransform.value.copy( uvScaleMap.matrix );
  14394. }
  14395. }
  14396. function refreshUniformsSprites( uniforms, material ) {
  14397. uniforms.diffuse.value.copy( material.color );
  14398. uniforms.opacity.value = material.opacity;
  14399. uniforms.rotation.value = material.rotation;
  14400. if ( material.map ) {
  14401. uniforms.map.value = material.map;
  14402. }
  14403. if ( material.alphaMap ) {
  14404. uniforms.alphaMap.value = material.alphaMap;
  14405. }
  14406. // uv repeat and offset setting priorities
  14407. // 1. color map
  14408. // 2. alpha map
  14409. var uvScaleMap;
  14410. if ( material.map ) {
  14411. uvScaleMap = material.map;
  14412. } else if ( material.alphaMap ) {
  14413. uvScaleMap = material.alphaMap;
  14414. }
  14415. if ( uvScaleMap !== undefined ) {
  14416. if ( uvScaleMap.matrixAutoUpdate === true ) {
  14417. uvScaleMap.updateMatrix();
  14418. }
  14419. uniforms.uvTransform.value.copy( uvScaleMap.matrix );
  14420. }
  14421. }
  14422. function refreshUniformsLambert( uniforms, material ) {
  14423. if ( material.emissiveMap ) {
  14424. uniforms.emissiveMap.value = material.emissiveMap;
  14425. }
  14426. }
  14427. function refreshUniformsPhong( uniforms, material ) {
  14428. uniforms.specular.value.copy( material.specular );
  14429. uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
  14430. if ( material.emissiveMap ) {
  14431. uniforms.emissiveMap.value = material.emissiveMap;
  14432. }
  14433. if ( material.bumpMap ) {
  14434. uniforms.bumpMap.value = material.bumpMap;
  14435. uniforms.bumpScale.value = material.bumpScale;
  14436. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  14437. }
  14438. if ( material.normalMap ) {
  14439. uniforms.normalMap.value = material.normalMap;
  14440. uniforms.normalScale.value.copy( material.normalScale );
  14441. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  14442. }
  14443. if ( material.displacementMap ) {
  14444. uniforms.displacementMap.value = material.displacementMap;
  14445. uniforms.displacementScale.value = material.displacementScale;
  14446. uniforms.displacementBias.value = material.displacementBias;
  14447. }
  14448. }
  14449. function refreshUniformsToon( uniforms, material ) {
  14450. if ( material.gradientMap ) {
  14451. uniforms.gradientMap.value = material.gradientMap;
  14452. }
  14453. if ( material.emissiveMap ) {
  14454. uniforms.emissiveMap.value = material.emissiveMap;
  14455. }
  14456. if ( material.bumpMap ) {
  14457. uniforms.bumpMap.value = material.bumpMap;
  14458. uniforms.bumpScale.value = material.bumpScale;
  14459. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  14460. }
  14461. if ( material.normalMap ) {
  14462. uniforms.normalMap.value = material.normalMap;
  14463. uniforms.normalScale.value.copy( material.normalScale );
  14464. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  14465. }
  14466. if ( material.displacementMap ) {
  14467. uniforms.displacementMap.value = material.displacementMap;
  14468. uniforms.displacementScale.value = material.displacementScale;
  14469. uniforms.displacementBias.value = material.displacementBias;
  14470. }
  14471. }
  14472. function refreshUniformsStandard( uniforms, material ) {
  14473. uniforms.roughness.value = material.roughness;
  14474. uniforms.metalness.value = material.metalness;
  14475. if ( material.roughnessMap ) {
  14476. uniforms.roughnessMap.value = material.roughnessMap;
  14477. }
  14478. if ( material.metalnessMap ) {
  14479. uniforms.metalnessMap.value = material.metalnessMap;
  14480. }
  14481. if ( material.emissiveMap ) {
  14482. uniforms.emissiveMap.value = material.emissiveMap;
  14483. }
  14484. if ( material.bumpMap ) {
  14485. uniforms.bumpMap.value = material.bumpMap;
  14486. uniforms.bumpScale.value = material.bumpScale;
  14487. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  14488. }
  14489. if ( material.normalMap ) {
  14490. uniforms.normalMap.value = material.normalMap;
  14491. uniforms.normalScale.value.copy( material.normalScale );
  14492. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  14493. }
  14494. if ( material.displacementMap ) {
  14495. uniforms.displacementMap.value = material.displacementMap;
  14496. uniforms.displacementScale.value = material.displacementScale;
  14497. uniforms.displacementBias.value = material.displacementBias;
  14498. }
  14499. var envMap = properties.get( material ).envMap;
  14500. if ( envMap ) {
  14501. //uniforms.envMap.value = material.envMap; // part of uniforms common
  14502. uniforms.envMapIntensity.value = material.envMapIntensity;
  14503. }
  14504. }
  14505. function refreshUniformsPhysical( uniforms, material ) {
  14506. refreshUniformsStandard( uniforms, material );
  14507. uniforms.reflectivity.value = material.reflectivity; // also part of uniforms common
  14508. uniforms.clearcoat.value = material.clearcoat;
  14509. uniforms.clearcoatRoughness.value = material.clearcoatRoughness;
  14510. if ( material.sheen ) { uniforms.sheen.value.copy( material.sheen ); }
  14511. if ( material.clearcoatMap ) {
  14512. uniforms.clearcoatMap.value = material.clearcoatMap;
  14513. }
  14514. if ( material.clearcoatRoughnessMap ) {
  14515. uniforms.clearcoatRoughnessMap.value = material.clearcoatRoughnessMap;
  14516. }
  14517. if ( material.clearcoatNormalMap ) {
  14518. uniforms.clearcoatNormalScale.value.copy( material.clearcoatNormalScale );
  14519. uniforms.clearcoatNormalMap.value = material.clearcoatNormalMap;
  14520. if ( material.side === BackSide ) {
  14521. uniforms.clearcoatNormalScale.value.negate();
  14522. }
  14523. }
  14524. uniforms.transmission.value = material.transmission;
  14525. if ( material.transmissionMap ) {
  14526. uniforms.transmissionMap.value = material.transmissionMap;
  14527. }
  14528. }
  14529. function refreshUniformsMatcap( uniforms, material ) {
  14530. if ( material.matcap ) {
  14531. uniforms.matcap.value = material.matcap;
  14532. }
  14533. if ( material.bumpMap ) {
  14534. uniforms.bumpMap.value = material.bumpMap;
  14535. uniforms.bumpScale.value = material.bumpScale;
  14536. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  14537. }
  14538. if ( material.normalMap ) {
  14539. uniforms.normalMap.value = material.normalMap;
  14540. uniforms.normalScale.value.copy( material.normalScale );
  14541. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  14542. }
  14543. if ( material.displacementMap ) {
  14544. uniforms.displacementMap.value = material.displacementMap;
  14545. uniforms.displacementScale.value = material.displacementScale;
  14546. uniforms.displacementBias.value = material.displacementBias;
  14547. }
  14548. }
  14549. function refreshUniformsDepth( uniforms, material ) {
  14550. if ( material.displacementMap ) {
  14551. uniforms.displacementMap.value = material.displacementMap;
  14552. uniforms.displacementScale.value = material.displacementScale;
  14553. uniforms.displacementBias.value = material.displacementBias;
  14554. }
  14555. }
  14556. function refreshUniformsDistance( uniforms, material ) {
  14557. if ( material.displacementMap ) {
  14558. uniforms.displacementMap.value = material.displacementMap;
  14559. uniforms.displacementScale.value = material.displacementScale;
  14560. uniforms.displacementBias.value = material.displacementBias;
  14561. }
  14562. uniforms.referencePosition.value.copy( material.referencePosition );
  14563. uniforms.nearDistance.value = material.nearDistance;
  14564. uniforms.farDistance.value = material.farDistance;
  14565. }
  14566. function refreshUniformsNormal( uniforms, material ) {
  14567. if ( material.bumpMap ) {
  14568. uniforms.bumpMap.value = material.bumpMap;
  14569. uniforms.bumpScale.value = material.bumpScale;
  14570. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  14571. }
  14572. if ( material.normalMap ) {
  14573. uniforms.normalMap.value = material.normalMap;
  14574. uniforms.normalScale.value.copy( material.normalScale );
  14575. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  14576. }
  14577. if ( material.displacementMap ) {
  14578. uniforms.displacementMap.value = material.displacementMap;
  14579. uniforms.displacementScale.value = material.displacementScale;
  14580. uniforms.displacementBias.value = material.displacementBias;
  14581. }
  14582. }
  14583. return {
  14584. refreshFogUniforms: refreshFogUniforms,
  14585. refreshMaterialUniforms: refreshMaterialUniforms
  14586. };
  14587. }
  14588. function WebGLRenderer( parameters ) {
  14589. parameters = parameters || {};
  14590. var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ),
  14591. _context = parameters.context !== undefined ? parameters.context : null,
  14592. _alpha = parameters.alpha !== undefined ? parameters.alpha : false,
  14593. _depth = parameters.depth !== undefined ? parameters.depth : true,
  14594. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  14595. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  14596. _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
  14597. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  14598. _powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default',
  14599. _failIfMajorPerformanceCaveat = parameters.failIfMajorPerformanceCaveat !== undefined ? parameters.failIfMajorPerformanceCaveat : false;
  14600. var currentRenderList = null;
  14601. var currentRenderState = null;
  14602. // public properties
  14603. this.domElement = _canvas;
  14604. // Debug configuration container
  14605. this.debug = {
  14606. /**
  14607. * Enables error checking and reporting when shader programs are being compiled
  14608. * @type {boolean}
  14609. */
  14610. checkShaderErrors: true
  14611. };
  14612. // clearing
  14613. this.autoClear = true;
  14614. this.autoClearColor = true;
  14615. this.autoClearDepth = true;
  14616. this.autoClearStencil = true;
  14617. // scene graph
  14618. this.sortObjects = true;
  14619. // user-defined clipping
  14620. this.clippingPlanes = [];
  14621. this.localClippingEnabled = false;
  14622. // physically based shading
  14623. this.gammaFactor = 2.0; // for backwards compatibility
  14624. this.outputEncoding = LinearEncoding;
  14625. // physical lights
  14626. this.physicallyCorrectLights = false;
  14627. // tone mapping
  14628. this.toneMapping = NoToneMapping;
  14629. this.toneMappingExposure = 1.0;
  14630. // morphs
  14631. this.maxMorphTargets = 8;
  14632. this.maxMorphNormals = 4;
  14633. // internal properties
  14634. var _this = this;
  14635. var _isContextLost = false;
  14636. // internal state cache
  14637. var _framebuffer = null;
  14638. var _currentActiveCubeFace = 0;
  14639. var _currentActiveMipmapLevel = 0;
  14640. var _currentRenderTarget = null;
  14641. var _currentFramebuffer = null;
  14642. var _currentMaterialId = - 1;
  14643. var _currentCamera = null;
  14644. var _currentArrayCamera = null;
  14645. var _currentViewport = new Vector4();
  14646. var _currentScissor = new Vector4();
  14647. var _currentScissorTest = null;
  14648. //
  14649. var _width = _canvas.width;
  14650. var _height = _canvas.height;
  14651. var _pixelRatio = 1;
  14652. var _opaqueSort = null;
  14653. var _transparentSort = null;
  14654. var _viewport = new Vector4( 0, 0, _width, _height );
  14655. var _scissor = new Vector4( 0, 0, _width, _height );
  14656. var _scissorTest = false;
  14657. // frustum
  14658. var _frustum = new Frustum();
  14659. // clipping
  14660. var _clippingEnabled = false;
  14661. var _localClippingEnabled = false;
  14662. // camera matrices cache
  14663. var _projScreenMatrix = new Matrix4();
  14664. var _vector3 = new Vector3();
  14665. var _emptyScene = { background: null, fog: null, environment: null, overrideMaterial: null, isScene: true };
  14666. function getTargetPixelRatio() {
  14667. return _currentRenderTarget === null ? _pixelRatio : 1;
  14668. }
  14669. // initialize
  14670. var _gl = _context;
  14671. function getContext( contextNames, contextAttributes ) {
  14672. for ( var i = 0; i < contextNames.length; i ++ ) {
  14673. var contextName = contextNames[ i ];
  14674. var context = _canvas.getContext( contextName, contextAttributes );
  14675. if ( context !== null ) { return context; }
  14676. }
  14677. return null;
  14678. }
  14679. try {
  14680. var contextAttributes = {
  14681. alpha: _alpha,
  14682. depth: _depth,
  14683. stencil: _stencil,
  14684. antialias: _antialias,
  14685. premultipliedAlpha: _premultipliedAlpha,
  14686. preserveDrawingBuffer: _preserveDrawingBuffer,
  14687. powerPreference: _powerPreference,
  14688. failIfMajorPerformanceCaveat: _failIfMajorPerformanceCaveat
  14689. };
  14690. // event listeners must be registered before WebGL context is created, see #12753
  14691. _canvas.addEventListener( 'webglcontextlost', onContextLost, false );
  14692. _canvas.addEventListener( 'webglcontextrestored', onContextRestore, false );
  14693. if ( _gl === null ) {
  14694. var contextNames = [ 'webgl2', 'webgl', 'experimental-webgl' ];
  14695. if ( _this.isWebGL1Renderer === true ) {
  14696. contextNames.shift();
  14697. }
  14698. _gl = getContext( contextNames, contextAttributes );
  14699. if ( _gl === null ) {
  14700. if ( getContext( contextNames ) ) {
  14701. throw new Error( 'Error creating WebGL context with your selected attributes.' );
  14702. } else {
  14703. throw new Error( 'Error creating WebGL context.' );
  14704. }
  14705. }
  14706. }
  14707. // Some experimental-webgl implementations do not have getShaderPrecisionFormat
  14708. if ( _gl.getShaderPrecisionFormat === undefined ) {
  14709. _gl.getShaderPrecisionFormat = function () {
  14710. return { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 };
  14711. };
  14712. }
  14713. } catch ( error ) {
  14714. console.error( 'THREE.WebGLRenderer: ' + error.message );
  14715. throw error;
  14716. }
  14717. var extensions, capabilities, state, info;
  14718. var properties, textures, cubemaps, attributes, geometries, objects;
  14719. var programCache, materials, renderLists, renderStates, clipping;
  14720. var background, morphtargets, bufferRenderer, indexedBufferRenderer;
  14721. var utils, bindingStates;
  14722. function initGLContext() {
  14723. extensions = new WebGLExtensions( _gl );
  14724. capabilities = new WebGLCapabilities( _gl, extensions, parameters );
  14725. if ( capabilities.isWebGL2 === false ) {
  14726. extensions.get( 'WEBGL_depth_texture' );
  14727. extensions.get( 'OES_texture_float' );
  14728. extensions.get( 'OES_texture_half_float' );
  14729. extensions.get( 'OES_texture_half_float_linear' );
  14730. extensions.get( 'OES_standard_derivatives' );
  14731. extensions.get( 'OES_element_index_uint' );
  14732. extensions.get( 'OES_vertex_array_object' );
  14733. extensions.get( 'ANGLE_instanced_arrays' );
  14734. }
  14735. extensions.get( 'OES_texture_float_linear' );
  14736. utils = new WebGLUtils( _gl, extensions, capabilities );
  14737. state = new WebGLState( _gl, extensions, capabilities );
  14738. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
  14739. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
  14740. info = new WebGLInfo( _gl );
  14741. properties = new WebGLProperties();
  14742. textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );
  14743. cubemaps = new WebGLCubeMaps( _this );
  14744. attributes = new WebGLAttributes( _gl, capabilities );
  14745. bindingStates = new WebGLBindingStates( _gl, extensions, attributes, capabilities );
  14746. geometries = new WebGLGeometries( _gl, attributes, info, bindingStates );
  14747. objects = new WebGLObjects( _gl, geometries, attributes, info );
  14748. morphtargets = new WebGLMorphtargets( _gl );
  14749. clipping = new WebGLClipping( properties );
  14750. programCache = new WebGLPrograms( _this, cubemaps, extensions, capabilities, bindingStates, clipping );
  14751. materials = new WebGLMaterials( properties );
  14752. renderLists = new WebGLRenderLists( properties );
  14753. renderStates = new WebGLRenderStates();
  14754. background = new WebGLBackground( _this, cubemaps, state, objects, _premultipliedAlpha );
  14755. bufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities );
  14756. indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities );
  14757. info.programs = programCache.programs;
  14758. _this.capabilities = capabilities;
  14759. _this.extensions = extensions;
  14760. _this.properties = properties;
  14761. _this.renderLists = renderLists;
  14762. _this.state = state;
  14763. _this.info = info;
  14764. }
  14765. initGLContext();
  14766. // xr
  14767. var xr = new WebXRManager( _this, _gl );
  14768. this.xr = xr;
  14769. // shadow map
  14770. var shadowMap = new WebGLShadowMap( _this, objects, capabilities.maxTextureSize );
  14771. this.shadowMap = shadowMap;
  14772. // API
  14773. this.getContext = function () {
  14774. return _gl;
  14775. };
  14776. this.getContextAttributes = function () {
  14777. return _gl.getContextAttributes();
  14778. };
  14779. this.forceContextLoss = function () {
  14780. var extension = extensions.get( 'WEBGL_lose_context' );
  14781. if ( extension ) { extension.loseContext(); }
  14782. };
  14783. this.forceContextRestore = function () {
  14784. var extension = extensions.get( 'WEBGL_lose_context' );
  14785. if ( extension ) { extension.restoreContext(); }
  14786. };
  14787. this.getPixelRatio = function () {
  14788. return _pixelRatio;
  14789. };
  14790. this.setPixelRatio = function ( value ) {
  14791. if ( value === undefined ) { return; }
  14792. _pixelRatio = value;
  14793. this.setSize( _width, _height, false );
  14794. };
  14795. this.getSize = function ( target ) {
  14796. if ( target === undefined ) {
  14797. console.warn( 'WebGLRenderer: .getsize() now requires a Vector2 as an argument' );
  14798. target = new Vector2();
  14799. }
  14800. return target.set( _width, _height );
  14801. };
  14802. this.setSize = function ( width, height, updateStyle ) {
  14803. if ( xr.isPresenting ) {
  14804. console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' );
  14805. return;
  14806. }
  14807. _width = width;
  14808. _height = height;
  14809. _canvas.width = Math.floor( width * _pixelRatio );
  14810. _canvas.height = Math.floor( height * _pixelRatio );
  14811. if ( updateStyle !== false ) {
  14812. _canvas.style.width = width + 'px';
  14813. _canvas.style.height = height + 'px';
  14814. }
  14815. this.setViewport( 0, 0, width, height );
  14816. };
  14817. this.getDrawingBufferSize = function ( target ) {
  14818. if ( target === undefined ) {
  14819. console.warn( 'WebGLRenderer: .getdrawingBufferSize() now requires a Vector2 as an argument' );
  14820. target = new Vector2();
  14821. }
  14822. return target.set( _width * _pixelRatio, _height * _pixelRatio ).floor();
  14823. };
  14824. this.setDrawingBufferSize = function ( width, height, pixelRatio ) {
  14825. _width = width;
  14826. _height = height;
  14827. _pixelRatio = pixelRatio;
  14828. _canvas.width = Math.floor( width * pixelRatio );
  14829. _canvas.height = Math.floor( height * pixelRatio );
  14830. this.setViewport( 0, 0, width, height );
  14831. };
  14832. this.getCurrentViewport = function ( target ) {
  14833. if ( target === undefined ) {
  14834. console.warn( 'WebGLRenderer: .getCurrentViewport() now requires a Vector4 as an argument' );
  14835. target = new Vector4();
  14836. }
  14837. return target.copy( _currentViewport );
  14838. };
  14839. this.getViewport = function ( target ) {
  14840. return target.copy( _viewport );
  14841. };
  14842. this.setViewport = function ( x, y, width, height ) {
  14843. if ( x.isVector4 ) {
  14844. _viewport.set( x.x, x.y, x.z, x.w );
  14845. } else {
  14846. _viewport.set( x, y, width, height );
  14847. }
  14848. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
  14849. };
  14850. this.getScissor = function ( target ) {
  14851. return target.copy( _scissor );
  14852. };
  14853. this.setScissor = function ( x, y, width, height ) {
  14854. if ( x.isVector4 ) {
  14855. _scissor.set( x.x, x.y, x.z, x.w );
  14856. } else {
  14857. _scissor.set( x, y, width, height );
  14858. }
  14859. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
  14860. };
  14861. this.getScissorTest = function () {
  14862. return _scissorTest;
  14863. };
  14864. this.setScissorTest = function ( boolean ) {
  14865. state.setScissorTest( _scissorTest = boolean );
  14866. };
  14867. this.setOpaqueSort = function ( method ) {
  14868. _opaqueSort = method;
  14869. };
  14870. this.setTransparentSort = function ( method ) {
  14871. _transparentSort = method;
  14872. };
  14873. // Clearing
  14874. this.getClearColor = function () {
  14875. return background.getClearColor();
  14876. };
  14877. this.setClearColor = function () {
  14878. background.setClearColor.apply( background, arguments );
  14879. };
  14880. this.getClearAlpha = function () {
  14881. return background.getClearAlpha();
  14882. };
  14883. this.setClearAlpha = function () {
  14884. background.setClearAlpha.apply( background, arguments );
  14885. };
  14886. this.clear = function ( color, depth, stencil ) {
  14887. var bits = 0;
  14888. if ( color === undefined || color ) { bits |= 16384; }
  14889. if ( depth === undefined || depth ) { bits |= 256; }
  14890. if ( stencil === undefined || stencil ) { bits |= 1024; }
  14891. _gl.clear( bits );
  14892. };
  14893. this.clearColor = function () {
  14894. this.clear( true, false, false );
  14895. };
  14896. this.clearDepth = function () {
  14897. this.clear( false, true, false );
  14898. };
  14899. this.clearStencil = function () {
  14900. this.clear( false, false, true );
  14901. };
  14902. //
  14903. this.dispose = function () {
  14904. _canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
  14905. _canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );
  14906. renderLists.dispose();
  14907. renderStates.dispose();
  14908. properties.dispose();
  14909. cubemaps.dispose();
  14910. objects.dispose();
  14911. bindingStates.dispose();
  14912. xr.dispose();
  14913. animation.stop();
  14914. };
  14915. // Events
  14916. function onContextLost( event ) {
  14917. event.preventDefault();
  14918. console.log( 'THREE.WebGLRenderer: Context Lost.' );
  14919. _isContextLost = true;
  14920. }
  14921. function onContextRestore( /* event */ ) {
  14922. console.log( 'THREE.WebGLRenderer: Context Restored.' );
  14923. _isContextLost = false;
  14924. initGLContext();
  14925. }
  14926. function onMaterialDispose( event ) {
  14927. var material = event.target;
  14928. material.removeEventListener( 'dispose', onMaterialDispose );
  14929. deallocateMaterial( material );
  14930. }
  14931. // Buffer deallocation
  14932. function deallocateMaterial( material ) {
  14933. releaseMaterialProgramReference( material );
  14934. properties.remove( material );
  14935. }
  14936. function releaseMaterialProgramReference( material ) {
  14937. var programInfo = properties.get( material ).program;
  14938. if ( programInfo !== undefined ) {
  14939. programCache.releaseProgram( programInfo );
  14940. }
  14941. }
  14942. // Buffer rendering
  14943. function renderObjectImmediate( object, program ) {
  14944. object.render( function ( object ) {
  14945. _this.renderBufferImmediate( object, program );
  14946. } );
  14947. }
  14948. this.renderBufferImmediate = function ( object, program ) {
  14949. bindingStates.initAttributes();
  14950. var buffers = properties.get( object );
  14951. if ( object.hasPositions && ! buffers.position ) { buffers.position = _gl.createBuffer(); }
  14952. if ( object.hasNormals && ! buffers.normal ) { buffers.normal = _gl.createBuffer(); }
  14953. if ( object.hasUvs && ! buffers.uv ) { buffers.uv = _gl.createBuffer(); }
  14954. if ( object.hasColors && ! buffers.color ) { buffers.color = _gl.createBuffer(); }
  14955. var programAttributes = program.getAttributes();
  14956. if ( object.hasPositions ) {
  14957. _gl.bindBuffer( 34962, buffers.position );
  14958. _gl.bufferData( 34962, object.positionArray, 35048 );
  14959. bindingStates.enableAttribute( programAttributes.position );
  14960. _gl.vertexAttribPointer( programAttributes.position, 3, 5126, false, 0, 0 );
  14961. }
  14962. if ( object.hasNormals ) {
  14963. _gl.bindBuffer( 34962, buffers.normal );
  14964. _gl.bufferData( 34962, object.normalArray, 35048 );
  14965. bindingStates.enableAttribute( programAttributes.normal );
  14966. _gl.vertexAttribPointer( programAttributes.normal, 3, 5126, false, 0, 0 );
  14967. }
  14968. if ( object.hasUvs ) {
  14969. _gl.bindBuffer( 34962, buffers.uv );
  14970. _gl.bufferData( 34962, object.uvArray, 35048 );
  14971. bindingStates.enableAttribute( programAttributes.uv );
  14972. _gl.vertexAttribPointer( programAttributes.uv, 2, 5126, false, 0, 0 );
  14973. }
  14974. if ( object.hasColors ) {
  14975. _gl.bindBuffer( 34962, buffers.color );
  14976. _gl.bufferData( 34962, object.colorArray, 35048 );
  14977. bindingStates.enableAttribute( programAttributes.color );
  14978. _gl.vertexAttribPointer( programAttributes.color, 3, 5126, false, 0, 0 );
  14979. }
  14980. bindingStates.disableUnusedAttributes();
  14981. _gl.drawArrays( 4, 0, object.count );
  14982. object.count = 0;
  14983. };
  14984. this.renderBufferDirect = function ( camera, scene, geometry, material, object, group ) {
  14985. if ( scene === null ) { scene = _emptyScene; } // renderBufferDirect second parameter used to be fog (could be null)
  14986. var frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );
  14987. var program = setProgram( camera, scene, material, object );
  14988. state.setMaterial( material, frontFaceCW );
  14989. //
  14990. var index = geometry.index;
  14991. var position = geometry.attributes.position;
  14992. //
  14993. if ( index === null ) {
  14994. if ( position === undefined || position.count === 0 ) { return; }
  14995. } else if ( index.count === 0 ) {
  14996. return;
  14997. }
  14998. //
  14999. var rangeFactor = 1;
  15000. if ( material.wireframe === true ) {
  15001. index = geometries.getWireframeAttribute( geometry );
  15002. rangeFactor = 2;
  15003. }
  15004. if ( material.morphTargets || material.morphNormals ) {
  15005. morphtargets.update( object, geometry, material, program );
  15006. }
  15007. bindingStates.setup( object, material, program, geometry, index );
  15008. var attribute;
  15009. var renderer = bufferRenderer;
  15010. if ( index !== null ) {
  15011. attribute = attributes.get( index );
  15012. renderer = indexedBufferRenderer;
  15013. renderer.setIndex( attribute );
  15014. }
  15015. //
  15016. var dataCount = ( index !== null ) ? index.count : position.count;
  15017. var rangeStart = geometry.drawRange.start * rangeFactor;
  15018. var rangeCount = geometry.drawRange.count * rangeFactor;
  15019. var groupStart = group !== null ? group.start * rangeFactor : 0;
  15020. var groupCount = group !== null ? group.count * rangeFactor : Infinity;
  15021. var drawStart = Math.max( rangeStart, groupStart );
  15022. var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
  15023. var drawCount = Math.max( 0, drawEnd - drawStart + 1 );
  15024. if ( drawCount === 0 ) { return; }
  15025. //
  15026. if ( object.isMesh ) {
  15027. if ( material.wireframe === true ) {
  15028. state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
  15029. renderer.setMode( 1 );
  15030. } else {
  15031. renderer.setMode( 4 );
  15032. }
  15033. } else if ( object.isLine ) {
  15034. var lineWidth = material.linewidth;
  15035. if ( lineWidth === undefined ) { lineWidth = 1; } // Not using Line*Material
  15036. state.setLineWidth( lineWidth * getTargetPixelRatio() );
  15037. if ( object.isLineSegments ) {
  15038. renderer.setMode( 1 );
  15039. } else if ( object.isLineLoop ) {
  15040. renderer.setMode( 2 );
  15041. } else {
  15042. renderer.setMode( 3 );
  15043. }
  15044. } else if ( object.isPoints ) {
  15045. renderer.setMode( 0 );
  15046. } else if ( object.isSprite ) {
  15047. renderer.setMode( 4 );
  15048. }
  15049. if ( object.isInstancedMesh ) {
  15050. renderer.renderInstances( drawStart, drawCount, object.count );
  15051. } else if ( geometry.isInstancedBufferGeometry ) {
  15052. var instanceCount = Math.min( geometry.instanceCount, geometry._maxInstanceCount );
  15053. renderer.renderInstances( drawStart, drawCount, instanceCount );
  15054. } else {
  15055. renderer.render( drawStart, drawCount );
  15056. }
  15057. };
  15058. // Compile
  15059. this.compile = function ( scene, camera ) {
  15060. currentRenderState = renderStates.get( scene, camera );
  15061. currentRenderState.init();
  15062. scene.traverse( function ( object ) {
  15063. if ( object.isLight ) {
  15064. currentRenderState.pushLight( object );
  15065. if ( object.castShadow ) {
  15066. currentRenderState.pushShadow( object );
  15067. }
  15068. }
  15069. } );
  15070. currentRenderState.setupLights( camera );
  15071. var compiled = new WeakMap();
  15072. scene.traverse( function ( object ) {
  15073. var material = object.material;
  15074. if ( material ) {
  15075. if ( Array.isArray( material ) ) {
  15076. for ( var i = 0; i < material.length; i ++ ) {
  15077. var material2 = material[ i ];
  15078. if ( compiled.has( material2 ) === false ) {
  15079. initMaterial( material2, scene, object );
  15080. compiled.set( material2 );
  15081. }
  15082. }
  15083. } else if ( compiled.has( material ) === false ) {
  15084. initMaterial( material, scene, object );
  15085. compiled.set( material );
  15086. }
  15087. }
  15088. } );
  15089. };
  15090. // Animation Loop
  15091. var onAnimationFrameCallback = null;
  15092. function onAnimationFrame( time ) {
  15093. if ( xr.isPresenting ) { return; }
  15094. if ( onAnimationFrameCallback ) { onAnimationFrameCallback( time ); }
  15095. }
  15096. var animation = new WebGLAnimation();
  15097. animation.setAnimationLoop( onAnimationFrame );
  15098. if ( typeof window !== 'undefined' ) { animation.setContext( window ); }
  15099. this.setAnimationLoop = function ( callback ) {
  15100. onAnimationFrameCallback = callback;
  15101. xr.setAnimationLoop( callback );
  15102. ( callback === null ) ? animation.stop() : animation.start();
  15103. };
  15104. // Rendering
  15105. this.render = function ( scene, camera ) {
  15106. var renderTarget, forceClear;
  15107. if ( arguments[ 2 ] !== undefined ) {
  15108. console.warn( 'THREE.WebGLRenderer.render(): the renderTarget argument has been removed. Use .setRenderTarget() instead.' );
  15109. renderTarget = arguments[ 2 ];
  15110. }
  15111. if ( arguments[ 3 ] !== undefined ) {
  15112. console.warn( 'THREE.WebGLRenderer.render(): the forceClear argument has been removed. Use .clear() instead.' );
  15113. forceClear = arguments[ 3 ];
  15114. }
  15115. if ( camera !== undefined && camera.isCamera !== true ) {
  15116. console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
  15117. return;
  15118. }
  15119. if ( _isContextLost === true ) { return; }
  15120. // reset caching for this frame
  15121. bindingStates.resetDefaultState();
  15122. _currentMaterialId = - 1;
  15123. _currentCamera = null;
  15124. // update scene graph
  15125. if ( scene.autoUpdate === true ) { scene.updateMatrixWorld(); }
  15126. // update camera matrices and frustum
  15127. if ( camera.parent === null ) { camera.updateMatrixWorld(); }
  15128. if ( xr.enabled === true && xr.isPresenting === true ) {
  15129. camera = xr.getCamera( camera );
  15130. }
  15131. //
  15132. if ( scene.isScene === true ) { scene.onBeforeRender( _this, scene, camera, renderTarget || _currentRenderTarget ); }
  15133. currentRenderState = renderStates.get( scene, camera );
  15134. currentRenderState.init();
  15135. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  15136. _frustum.setFromProjectionMatrix( _projScreenMatrix );
  15137. _localClippingEnabled = this.localClippingEnabled;
  15138. _clippingEnabled = clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
  15139. currentRenderList = renderLists.get( scene, camera );
  15140. currentRenderList.init();
  15141. projectObject( scene, camera, 0, _this.sortObjects );
  15142. currentRenderList.finish();
  15143. if ( _this.sortObjects === true ) {
  15144. currentRenderList.sort( _opaqueSort, _transparentSort );
  15145. }
  15146. //
  15147. if ( _clippingEnabled === true ) { clipping.beginShadows(); }
  15148. var shadowsArray = currentRenderState.state.shadowsArray;
  15149. shadowMap.render( shadowsArray, scene, camera );
  15150. currentRenderState.setupLights( camera );
  15151. if ( _clippingEnabled === true ) { clipping.endShadows(); }
  15152. //
  15153. if ( this.info.autoReset === true ) { this.info.reset(); }
  15154. if ( renderTarget !== undefined ) {
  15155. this.setRenderTarget( renderTarget );
  15156. }
  15157. //
  15158. background.render( currentRenderList, scene, camera, forceClear );
  15159. // render scene
  15160. var opaqueObjects = currentRenderList.opaque;
  15161. var transparentObjects = currentRenderList.transparent;
  15162. if ( opaqueObjects.length > 0 ) { renderObjects( opaqueObjects, scene, camera ); }
  15163. if ( transparentObjects.length > 0 ) { renderObjects( transparentObjects, scene, camera ); }
  15164. //
  15165. if ( scene.isScene === true ) { scene.onAfterRender( _this, scene, camera ); }
  15166. //
  15167. if ( _currentRenderTarget !== null ) {
  15168. // Generate mipmap if we're using any kind of mipmap filtering
  15169. textures.updateRenderTargetMipmap( _currentRenderTarget );
  15170. // resolve multisample renderbuffers to a single-sample texture if necessary
  15171. textures.updateMultisampleRenderTarget( _currentRenderTarget );
  15172. }
  15173. // Ensure depth buffer writing is enabled so it can be cleared on next render
  15174. state.buffers.depth.setTest( true );
  15175. state.buffers.depth.setMask( true );
  15176. state.buffers.color.setMask( true );
  15177. state.setPolygonOffset( false );
  15178. // _gl.finish();
  15179. currentRenderList = null;
  15180. currentRenderState = null;
  15181. };
  15182. function projectObject( object, camera, groupOrder, sortObjects ) {
  15183. if ( object.visible === false ) { return; }
  15184. var visible = object.layers.test( camera.layers );
  15185. if ( visible ) {
  15186. if ( object.isGroup ) {
  15187. groupOrder = object.renderOrder;
  15188. } else if ( object.isLOD ) {
  15189. if ( object.autoUpdate === true ) { object.update( camera ); }
  15190. } else if ( object.isLight ) {
  15191. currentRenderState.pushLight( object );
  15192. if ( object.castShadow ) {
  15193. currentRenderState.pushShadow( object );
  15194. }
  15195. } else if ( object.isSprite ) {
  15196. if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
  15197. if ( sortObjects ) {
  15198. _vector3.setFromMatrixPosition( object.matrixWorld )
  15199. .applyMatrix4( _projScreenMatrix );
  15200. }
  15201. var geometry = objects.update( object );
  15202. var material = object.material;
  15203. if ( material.visible ) {
  15204. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  15205. }
  15206. }
  15207. } else if ( object.isImmediateRenderObject ) {
  15208. if ( sortObjects ) {
  15209. _vector3.setFromMatrixPosition( object.matrixWorld )
  15210. .applyMatrix4( _projScreenMatrix );
  15211. }
  15212. currentRenderList.push( object, null, object.material, groupOrder, _vector3.z, null );
  15213. } else if ( object.isMesh || object.isLine || object.isPoints ) {
  15214. if ( object.isSkinnedMesh ) {
  15215. // update skeleton only once in a frame
  15216. if ( object.skeleton.frame !== info.render.frame ) {
  15217. object.skeleton.update();
  15218. object.skeleton.frame = info.render.frame;
  15219. }
  15220. }
  15221. if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
  15222. if ( sortObjects ) {
  15223. _vector3.setFromMatrixPosition( object.matrixWorld )
  15224. .applyMatrix4( _projScreenMatrix );
  15225. }
  15226. var geometry$1 = objects.update( object );
  15227. var material$1 = object.material;
  15228. if ( Array.isArray( material$1 ) ) {
  15229. var groups = geometry$1.groups;
  15230. for ( var i = 0, l = groups.length; i < l; i ++ ) {
  15231. var group = groups[ i ];
  15232. var groupMaterial = material$1[ group.materialIndex ];
  15233. if ( groupMaterial && groupMaterial.visible ) {
  15234. currentRenderList.push( object, geometry$1, groupMaterial, groupOrder, _vector3.z, group );
  15235. }
  15236. }
  15237. } else if ( material$1.visible ) {
  15238. currentRenderList.push( object, geometry$1, material$1, groupOrder, _vector3.z, null );
  15239. }
  15240. }
  15241. }
  15242. }
  15243. var children = object.children;
  15244. for ( var i$1 = 0, l$1 = children.length; i$1 < l$1; i$1 ++ ) {
  15245. projectObject( children[ i$1 ], camera, groupOrder, sortObjects );
  15246. }
  15247. }
  15248. function renderObjects( renderList, scene, camera ) {
  15249. var overrideMaterial = scene.isScene === true ? scene.overrideMaterial : null;
  15250. for ( var i = 0, l = renderList.length; i < l; i ++ ) {
  15251. var renderItem = renderList[ i ];
  15252. var object = renderItem.object;
  15253. var geometry = renderItem.geometry;
  15254. var material = overrideMaterial === null ? renderItem.material : overrideMaterial;
  15255. var group = renderItem.group;
  15256. if ( camera.isArrayCamera ) {
  15257. _currentArrayCamera = camera;
  15258. var cameras = camera.cameras;
  15259. for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
  15260. var camera2 = cameras[ j ];
  15261. if ( object.layers.test( camera2.layers ) ) {
  15262. state.viewport( _currentViewport.copy( camera2.viewport ) );
  15263. currentRenderState.setupLights( camera2 );
  15264. renderObject( object, scene, camera2, geometry, material, group );
  15265. }
  15266. }
  15267. } else {
  15268. _currentArrayCamera = null;
  15269. renderObject( object, scene, camera, geometry, material, group );
  15270. }
  15271. }
  15272. }
  15273. function renderObject( object, scene, camera, geometry, material, group ) {
  15274. object.onBeforeRender( _this, scene, camera, geometry, material, group );
  15275. currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
  15276. object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  15277. object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
  15278. if ( object.isImmediateRenderObject ) {
  15279. var program = setProgram( camera, scene, material, object );
  15280. state.setMaterial( material );
  15281. bindingStates.reset();
  15282. renderObjectImmediate( object, program );
  15283. } else {
  15284. _this.renderBufferDirect( camera, scene, geometry, material, object, group );
  15285. }
  15286. object.onAfterRender( _this, scene, camera, geometry, material, group );
  15287. currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
  15288. }
  15289. function initMaterial( material, scene, object ) {
  15290. if ( scene.isScene !== true ) { scene = _emptyScene; } // scene could be a Mesh, Line, Points, ...
  15291. var materialProperties = properties.get( material );
  15292. var lights = currentRenderState.state.lights;
  15293. var shadowsArray = currentRenderState.state.shadowsArray;
  15294. var lightsStateVersion = lights.state.version;
  15295. var parameters = programCache.getParameters( material, lights.state, shadowsArray, scene, object );
  15296. var programCacheKey = programCache.getProgramCacheKey( parameters );
  15297. var program = materialProperties.program;
  15298. var programChange = true;
  15299. if ( program === undefined ) {
  15300. // new material
  15301. material.addEventListener( 'dispose', onMaterialDispose );
  15302. } else if ( program.cacheKey !== programCacheKey ) {
  15303. // changed glsl or parameters
  15304. releaseMaterialProgramReference( material );
  15305. } else if ( materialProperties.lightsStateVersion !== lightsStateVersion ) {
  15306. materialProperties.lightsStateVersion = lightsStateVersion;
  15307. programChange = false;
  15308. } else if ( parameters.shaderID !== undefined ) {
  15309. // same glsl and uniform list, envMap still needs the update here to avoid a frame-late effect
  15310. var environment = material.isMeshStandardMaterial ? scene.environment : null;
  15311. materialProperties.envMap = cubemaps.get( material.envMap || environment );
  15312. return;
  15313. } else {
  15314. // only rebuild uniform list
  15315. programChange = false;
  15316. }
  15317. if ( programChange ) {
  15318. parameters.uniforms = programCache.getUniforms( material, parameters );
  15319. material.onBeforeCompile( parameters, _this );
  15320. program = programCache.acquireProgram( parameters, programCacheKey );
  15321. materialProperties.program = program;
  15322. materialProperties.uniforms = parameters.uniforms;
  15323. materialProperties.outputEncoding = parameters.outputEncoding;
  15324. }
  15325. var programAttributes = program.getAttributes();
  15326. if ( material.morphTargets ) {
  15327. material.numSupportedMorphTargets = 0;
  15328. for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
  15329. if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
  15330. material.numSupportedMorphTargets ++;
  15331. }
  15332. }
  15333. }
  15334. if ( material.morphNormals ) {
  15335. material.numSupportedMorphNormals = 0;
  15336. for ( var i$1 = 0; i$1 < _this.maxMorphNormals; i$1 ++ ) {
  15337. if ( programAttributes[ 'morphNormal' + i$1 ] >= 0 ) {
  15338. material.numSupportedMorphNormals ++;
  15339. }
  15340. }
  15341. }
  15342. var uniforms = materialProperties.uniforms;
  15343. if ( ! material.isShaderMaterial &&
  15344. ! material.isRawShaderMaterial ||
  15345. material.clipping === true ) {
  15346. materialProperties.numClippingPlanes = clipping.numPlanes;
  15347. materialProperties.numIntersection = clipping.numIntersection;
  15348. uniforms.clippingPlanes = clipping.uniform;
  15349. }
  15350. materialProperties.environment = material.isMeshStandardMaterial ? scene.environment : null;
  15351. materialProperties.fog = scene.fog;
  15352. materialProperties.envMap = cubemaps.get( material.envMap || materialProperties.environment );
  15353. // store the light setup it was created for
  15354. materialProperties.needsLights = materialNeedsLights( material );
  15355. materialProperties.lightsStateVersion = lightsStateVersion;
  15356. if ( materialProperties.needsLights ) {
  15357. // wire up the material to this renderer's lighting state
  15358. uniforms.ambientLightColor.value = lights.state.ambient;
  15359. uniforms.lightProbe.value = lights.state.probe;
  15360. uniforms.directionalLights.value = lights.state.directional;
  15361. uniforms.directionalLightShadows.value = lights.state.directionalShadow;
  15362. uniforms.spotLights.value = lights.state.spot;
  15363. uniforms.spotLightShadows.value = lights.state.spotShadow;
  15364. uniforms.rectAreaLights.value = lights.state.rectArea;
  15365. uniforms.ltc_1.value = lights.state.rectAreaLTC1;
  15366. uniforms.ltc_2.value = lights.state.rectAreaLTC2;
  15367. uniforms.pointLights.value = lights.state.point;
  15368. uniforms.pointLightShadows.value = lights.state.pointShadow;
  15369. uniforms.hemisphereLights.value = lights.state.hemi;
  15370. uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;
  15371. uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
  15372. uniforms.spotShadowMap.value = lights.state.spotShadowMap;
  15373. uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;
  15374. uniforms.pointShadowMap.value = lights.state.pointShadowMap;
  15375. uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;
  15376. // TODO (abelnation): add area lights shadow info to uniforms
  15377. }
  15378. var progUniforms = materialProperties.program.getUniforms();
  15379. var uniformsList = WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
  15380. materialProperties.uniformsList = uniformsList;
  15381. }
  15382. function setProgram( camera, scene, material, object ) {
  15383. if ( scene.isScene !== true ) { scene = _emptyScene; } // scene could be a Mesh, Line, Points, ...
  15384. textures.resetTextureUnits();
  15385. var fog = scene.fog;
  15386. var environment = material.isMeshStandardMaterial ? scene.environment : null;
  15387. var encoding = ( _currentRenderTarget === null ) ? _this.outputEncoding : _currentRenderTarget.texture.encoding;
  15388. var envMap = cubemaps.get( material.envMap || environment );
  15389. var materialProperties = properties.get( material );
  15390. var lights = currentRenderState.state.lights;
  15391. if ( _clippingEnabled === true ) {
  15392. if ( _localClippingEnabled === true || camera !== _currentCamera ) {
  15393. var useCache =
  15394. camera === _currentCamera &&
  15395. material.id === _currentMaterialId;
  15396. // we might want to call this function with some ClippingGroup
  15397. // object instead of the material, once it becomes feasible
  15398. // (#8465, #8379)
  15399. clipping.setState( material, camera, useCache );
  15400. }
  15401. }
  15402. if ( material.version === materialProperties.__version ) {
  15403. if ( material.fog && materialProperties.fog !== fog ) {
  15404. initMaterial( material, scene, object );
  15405. } else if ( materialProperties.environment !== environment ) {
  15406. initMaterial( material, scene, object );
  15407. } else if ( materialProperties.needsLights && ( materialProperties.lightsStateVersion !== lights.state.version ) ) {
  15408. initMaterial( material, scene, object );
  15409. } else if ( materialProperties.numClippingPlanes !== undefined &&
  15410. ( materialProperties.numClippingPlanes !== clipping.numPlanes ||
  15411. materialProperties.numIntersection !== clipping.numIntersection ) ) {
  15412. initMaterial( material, scene, object );
  15413. } else if ( materialProperties.outputEncoding !== encoding ) {
  15414. initMaterial( material, scene, object );
  15415. } else if ( materialProperties.envMap !== envMap ) {
  15416. initMaterial( material, scene, object );
  15417. }
  15418. } else {
  15419. initMaterial( material, scene, object );
  15420. materialProperties.__version = material.version;
  15421. }
  15422. var refreshProgram = false;
  15423. var refreshMaterial = false;
  15424. var refreshLights = false;
  15425. var program = materialProperties.program,
  15426. p_uniforms = program.getUniforms(),
  15427. m_uniforms = materialProperties.uniforms;
  15428. if ( state.useProgram( program.program ) ) {
  15429. refreshProgram = true;
  15430. refreshMaterial = true;
  15431. refreshLights = true;
  15432. }
  15433. if ( material.id !== _currentMaterialId ) {
  15434. _currentMaterialId = material.id;
  15435. refreshMaterial = true;
  15436. }
  15437. if ( refreshProgram || _currentCamera !== camera ) {
  15438. p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
  15439. if ( capabilities.logarithmicDepthBuffer ) {
  15440. p_uniforms.setValue( _gl, 'logDepthBufFC',
  15441. 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
  15442. }
  15443. if ( _currentCamera !== camera ) {
  15444. _currentCamera = camera;
  15445. // lighting uniforms depend on the camera so enforce an update
  15446. // now, in case this material supports lights - or later, when
  15447. // the next material that does gets activated:
  15448. refreshMaterial = true; // set to true on material change
  15449. refreshLights = true; // remains set until update done
  15450. }
  15451. // load material specific uniforms
  15452. // (shader material also gets them for the sake of genericity)
  15453. if ( material.isShaderMaterial ||
  15454. material.isMeshPhongMaterial ||
  15455. material.isMeshToonMaterial ||
  15456. material.isMeshStandardMaterial ||
  15457. material.envMap ) {
  15458. var uCamPos = p_uniforms.map.cameraPosition;
  15459. if ( uCamPos !== undefined ) {
  15460. uCamPos.setValue( _gl,
  15461. _vector3.setFromMatrixPosition( camera.matrixWorld ) );
  15462. }
  15463. }
  15464. if ( material.isMeshPhongMaterial ||
  15465. material.isMeshToonMaterial ||
  15466. material.isMeshLambertMaterial ||
  15467. material.isMeshBasicMaterial ||
  15468. material.isMeshStandardMaterial ||
  15469. material.isShaderMaterial ) {
  15470. p_uniforms.setValue( _gl, 'isOrthographic', camera.isOrthographicCamera === true );
  15471. }
  15472. if ( material.isMeshPhongMaterial ||
  15473. material.isMeshToonMaterial ||
  15474. material.isMeshLambertMaterial ||
  15475. material.isMeshBasicMaterial ||
  15476. material.isMeshStandardMaterial ||
  15477. material.isShaderMaterial ||
  15478. material.isShadowMaterial ||
  15479. material.skinning ) {
  15480. p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
  15481. }
  15482. }
  15483. // skinning uniforms must be set even if material didn't change
  15484. // auto-setting of texture unit for bone texture must go before other textures
  15485. // otherwise textures used for skinning can take over texture units reserved for other material textures
  15486. if ( material.skinning ) {
  15487. p_uniforms.setOptional( _gl, object, 'bindMatrix' );
  15488. p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
  15489. var skeleton = object.skeleton;
  15490. if ( skeleton ) {
  15491. var bones = skeleton.bones;
  15492. if ( capabilities.floatVertexTextures ) {
  15493. if ( skeleton.boneTexture === undefined ) {
  15494. // layout (1 matrix = 4 pixels)
  15495. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  15496. // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)
  15497. // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)
  15498. // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)
  15499. // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)
  15500. var size = Math.sqrt( bones.length * 4 ); // 4 pixels needed for 1 matrix
  15501. size = MathUtils.ceilPowerOfTwo( size );
  15502. size = Math.max( size, 4 );
  15503. var boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
  15504. boneMatrices.set( skeleton.boneMatrices ); // copy current values
  15505. var boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );
  15506. skeleton.boneMatrices = boneMatrices;
  15507. skeleton.boneTexture = boneTexture;
  15508. skeleton.boneTextureSize = size;
  15509. }
  15510. p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );
  15511. p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
  15512. } else {
  15513. p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
  15514. }
  15515. }
  15516. }
  15517. if ( refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow ) {
  15518. materialProperties.receiveShadow = object.receiveShadow;
  15519. p_uniforms.setValue( _gl, 'receiveShadow', object.receiveShadow );
  15520. }
  15521. if ( refreshMaterial ) {
  15522. p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
  15523. if ( materialProperties.needsLights ) {
  15524. // the current material requires lighting info
  15525. // note: all lighting uniforms are always set correctly
  15526. // they simply reference the renderer's state for their
  15527. // values
  15528. //
  15529. // use the current material's .needsUpdate flags to set
  15530. // the GL state when required
  15531. markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
  15532. }
  15533. // refresh uniforms common to several materials
  15534. if ( fog && material.fog ) {
  15535. materials.refreshFogUniforms( m_uniforms, fog );
  15536. }
  15537. materials.refreshMaterialUniforms( m_uniforms, material, _pixelRatio, _height );
  15538. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  15539. }
  15540. if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {
  15541. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  15542. material.uniformsNeedUpdate = false;
  15543. }
  15544. if ( material.isSpriteMaterial ) {
  15545. p_uniforms.setValue( _gl, 'center', object.center );
  15546. }
  15547. // common matrices
  15548. p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
  15549. p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
  15550. p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
  15551. return program;
  15552. }
  15553. // If uniforms are marked as clean, they don't need to be loaded to the GPU.
  15554. function markUniformsLightsNeedsUpdate( uniforms, value ) {
  15555. uniforms.ambientLightColor.needsUpdate = value;
  15556. uniforms.lightProbe.needsUpdate = value;
  15557. uniforms.directionalLights.needsUpdate = value;
  15558. uniforms.directionalLightShadows.needsUpdate = value;
  15559. uniforms.pointLights.needsUpdate = value;
  15560. uniforms.pointLightShadows.needsUpdate = value;
  15561. uniforms.spotLights.needsUpdate = value;
  15562. uniforms.spotLightShadows.needsUpdate = value;
  15563. uniforms.rectAreaLights.needsUpdate = value;
  15564. uniforms.hemisphereLights.needsUpdate = value;
  15565. }
  15566. function materialNeedsLights( material ) {
  15567. return material.isMeshLambertMaterial || material.isMeshToonMaterial || material.isMeshPhongMaterial ||
  15568. material.isMeshStandardMaterial || material.isShadowMaterial ||
  15569. ( material.isShaderMaterial && material.lights === true );
  15570. }
  15571. //
  15572. this.setFramebuffer = function ( value ) {
  15573. if ( _framebuffer !== value && _currentRenderTarget === null ) { _gl.bindFramebuffer( 36160, value ); }
  15574. _framebuffer = value;
  15575. };
  15576. this.getActiveCubeFace = function () {
  15577. return _currentActiveCubeFace;
  15578. };
  15579. this.getActiveMipmapLevel = function () {
  15580. return _currentActiveMipmapLevel;
  15581. };
  15582. this.getRenderList = function () {
  15583. return currentRenderList;
  15584. };
  15585. this.setRenderList = function ( renderList ) {
  15586. currentRenderList = renderList;
  15587. };
  15588. this.getRenderState = function () {
  15589. return currentRenderState;
  15590. };
  15591. this.setRenderState = function ( renderState ) {
  15592. currentRenderState = renderState;
  15593. };
  15594. this.getRenderTarget = function () {
  15595. return _currentRenderTarget;
  15596. };
  15597. this.setRenderTarget = function ( renderTarget, activeCubeFace, activeMipmapLevel ) {
  15598. _currentRenderTarget = renderTarget;
  15599. _currentActiveCubeFace = activeCubeFace;
  15600. _currentActiveMipmapLevel = activeMipmapLevel;
  15601. if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
  15602. textures.setupRenderTarget( renderTarget );
  15603. }
  15604. var framebuffer = _framebuffer;
  15605. var isCube = false;
  15606. if ( renderTarget ) {
  15607. var _webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
  15608. if ( renderTarget.isWebGLCubeRenderTarget ) {
  15609. framebuffer = _webglFramebuffer[ activeCubeFace || 0 ];
  15610. isCube = true;
  15611. } else if ( renderTarget.isWebGLMultisampleRenderTarget ) {
  15612. framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;
  15613. } else {
  15614. framebuffer = _webglFramebuffer;
  15615. }
  15616. _currentViewport.copy( renderTarget.viewport );
  15617. _currentScissor.copy( renderTarget.scissor );
  15618. _currentScissorTest = renderTarget.scissorTest;
  15619. } else {
  15620. _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor();
  15621. _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor();
  15622. _currentScissorTest = _scissorTest;
  15623. }
  15624. if ( _currentFramebuffer !== framebuffer ) {
  15625. _gl.bindFramebuffer( 36160, framebuffer );
  15626. _currentFramebuffer = framebuffer;
  15627. }
  15628. state.viewport( _currentViewport );
  15629. state.scissor( _currentScissor );
  15630. state.setScissorTest( _currentScissorTest );
  15631. if ( isCube ) {
  15632. var textureProperties = properties.get( renderTarget.texture );
  15633. _gl.framebufferTexture2D( 36160, 36064, 34069 + ( activeCubeFace || 0 ), textureProperties.__webglTexture, activeMipmapLevel || 0 );
  15634. }
  15635. };
  15636. this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {
  15637. if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
  15638. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
  15639. return;
  15640. }
  15641. var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
  15642. if ( renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined ) {
  15643. framebuffer = framebuffer[ activeCubeFaceIndex ];
  15644. }
  15645. if ( framebuffer ) {
  15646. var restore = false;
  15647. if ( framebuffer !== _currentFramebuffer ) {
  15648. _gl.bindFramebuffer( 36160, framebuffer );
  15649. restore = true;
  15650. }
  15651. try {
  15652. var texture = renderTarget.texture;
  15653. var textureFormat = texture.format;
  15654. var textureType = texture.type;
  15655. if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( 35739 ) ) {
  15656. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
  15657. return;
  15658. }
  15659. if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( 35738 ) && // IE11, Edge and Chrome Mac < 52 (#9513)
  15660. ! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.get( 'OES_texture_float' ) || extensions.get( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox
  15661. ! ( textureType === HalfFloatType && ( capabilities.isWebGL2 ? extensions.get( 'EXT_color_buffer_float' ) : extensions.get( 'EXT_color_buffer_half_float' ) ) ) ) {
  15662. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
  15663. return;
  15664. }
  15665. if ( _gl.checkFramebufferStatus( 36160 ) === 36053 ) {
  15666. // the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)
  15667. if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
  15668. _gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
  15669. }
  15670. } else {
  15671. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
  15672. }
  15673. } finally {
  15674. if ( restore ) {
  15675. _gl.bindFramebuffer( 36160, _currentFramebuffer );
  15676. }
  15677. }
  15678. }
  15679. };
  15680. this.copyFramebufferToTexture = function ( position, texture, level ) {
  15681. if ( level === undefined ) { level = 0; }
  15682. var levelScale = Math.pow( 2, - level );
  15683. var width = Math.floor( texture.image.width * levelScale );
  15684. var height = Math.floor( texture.image.height * levelScale );
  15685. var glFormat = utils.convert( texture.format );
  15686. textures.setTexture2D( texture, 0 );
  15687. _gl.copyTexImage2D( 3553, level, glFormat, position.x, position.y, width, height, 0 );
  15688. state.unbindTexture();
  15689. };
  15690. this.copyTextureToTexture = function ( position, srcTexture, dstTexture, level ) {
  15691. if ( level === undefined ) { level = 0; }
  15692. var width = srcTexture.image.width;
  15693. var height = srcTexture.image.height;
  15694. var glFormat = utils.convert( dstTexture.format );
  15695. var glType = utils.convert( dstTexture.type );
  15696. textures.setTexture2D( dstTexture, 0 );
  15697. // As another texture upload may have changed pixelStorei
  15698. // parameters, make sure they are correct for the dstTexture
  15699. _gl.pixelStorei( 37440, dstTexture.flipY );
  15700. _gl.pixelStorei( 37441, dstTexture.premultiplyAlpha );
  15701. _gl.pixelStorei( 3317, dstTexture.unpackAlignment );
  15702. if ( srcTexture.isDataTexture ) {
  15703. _gl.texSubImage2D( 3553, level, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data );
  15704. } else {
  15705. if ( srcTexture.isCompressedTexture ) {
  15706. _gl.compressedTexSubImage2D( 3553, level, position.x, position.y, srcTexture.mipmaps[ 0 ].width, srcTexture.mipmaps[ 0 ].height, glFormat, srcTexture.mipmaps[ 0 ].data );
  15707. } else {
  15708. _gl.texSubImage2D( 3553, level, position.x, position.y, glFormat, glType, srcTexture.image );
  15709. }
  15710. }
  15711. // Generate mipmaps only when copying level 0
  15712. if ( level === 0 && dstTexture.generateMipmaps ) { _gl.generateMipmap( 3553 ); }
  15713. state.unbindTexture();
  15714. };
  15715. this.initTexture = function ( texture ) {
  15716. textures.setTexture2D( texture, 0 );
  15717. state.unbindTexture();
  15718. };
  15719. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  15720. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef
  15721. }
  15722. }
  15723. function WebGL1Renderer( parameters ) {
  15724. WebGLRenderer.call( this, parameters );
  15725. }
  15726. WebGL1Renderer.prototype = Object.assign( Object.create( WebGLRenderer.prototype ), {
  15727. constructor: WebGL1Renderer,
  15728. isWebGL1Renderer: true
  15729. } );
  15730. var FogExp2 = function FogExp2( color, density ) {
  15731. Object.defineProperty( this, 'isFogExp2', { value: true } );
  15732. this.name = '';
  15733. this.color = new Color( color );
  15734. this.density = ( density !== undefined ) ? density : 0.00025;
  15735. };
  15736. FogExp2.prototype.clone = function clone () {
  15737. return new FogExp2( this.color, this.density );
  15738. };
  15739. FogExp2.prototype.toJSON = function toJSON ( /* meta */ ) {
  15740. return {
  15741. type: 'FogExp2',
  15742. color: this.color.getHex(),
  15743. density: this.density
  15744. };
  15745. };
  15746. var Fog = function Fog( color, near, far ) {
  15747. Object.defineProperty( this, 'isFog', { value: true } );
  15748. this.name = '';
  15749. this.color = new Color( color );
  15750. this.near = ( near !== undefined ) ? near : 1;
  15751. this.far = ( far !== undefined ) ? far : 1000;
  15752. };
  15753. Fog.prototype.clone = function clone () {
  15754. return new Fog( this.color, this.near, this.far );
  15755. };
  15756. Fog.prototype.toJSON = function toJSON ( /* meta */ ) {
  15757. return {
  15758. type: 'Fog',
  15759. color: this.color.getHex(),
  15760. near: this.near,
  15761. far: this.far
  15762. };
  15763. };
  15764. function Scene() {
  15765. Object3D.call(this);
  15766. Object.defineProperty( this, 'isScene', { value: true } );
  15767. this.type = 'Scene';
  15768. this.background = null;
  15769. this.environment = null;
  15770. this.fog = null;
  15771. this.overrideMaterial = null;
  15772. this.autoUpdate = true; // checked by the renderer
  15773. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  15774. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef
  15775. }
  15776. }
  15777. Scene.prototype = Object.create( Object3D.prototype );
  15778. Scene.prototype.constructor = Scene;
  15779. Scene.prototype.copy = function copy ( source, recursive ) {
  15780. Object3D.prototype.copy.call( this, source, recursive );
  15781. if ( source.background !== null ) { this.background = source.background.clone(); }
  15782. if ( source.environment !== null ) { this.environment = source.environment.clone(); }
  15783. if ( source.fog !== null ) { this.fog = source.fog.clone(); }
  15784. if ( source.overrideMaterial !== null ) { this.overrideMaterial = source.overrideMaterial.clone(); }
  15785. this.autoUpdate = source.autoUpdate;
  15786. this.matrixAutoUpdate = source.matrixAutoUpdate;
  15787. return this;
  15788. };
  15789. Scene.prototype.toJSON = function toJSON ( meta ) {
  15790. var data = Object3D.prototype.toJSON.call( this, meta );
  15791. if ( this.background !== null ) { data.object.background = this.background.toJSON( meta ); }
  15792. if ( this.environment !== null ) { data.object.environment = this.environment.toJSON( meta ); }
  15793. if ( this.fog !== null ) { data.object.fog = this.fog.toJSON(); }
  15794. return data;
  15795. };
  15796. function InterleavedBuffer( array, stride ) {
  15797. this.array = array;
  15798. this.stride = stride;
  15799. this.count = array !== undefined ? array.length / stride : 0;
  15800. this.usage = StaticDrawUsage;
  15801. this.updateRange = { offset: 0, count: - 1 };
  15802. this.version = 0;
  15803. this.uuid = MathUtils.generateUUID();
  15804. }
  15805. Object.defineProperty( InterleavedBuffer.prototype, 'needsUpdate', {
  15806. set: function ( value ) {
  15807. if ( value === true ) { this.version ++; }
  15808. }
  15809. } );
  15810. Object.assign( InterleavedBuffer.prototype, {
  15811. isInterleavedBuffer: true,
  15812. onUploadCallback: function () {},
  15813. setUsage: function ( value ) {
  15814. this.usage = value;
  15815. return this;
  15816. },
  15817. copy: function ( source ) {
  15818. this.array = new source.array.constructor( source.array );
  15819. this.count = source.count;
  15820. this.stride = source.stride;
  15821. this.usage = source.usage;
  15822. return this;
  15823. },
  15824. copyAt: function ( index1, attribute, index2 ) {
  15825. index1 *= this.stride;
  15826. index2 *= attribute.stride;
  15827. for ( var i = 0, l = this.stride; i < l; i ++ ) {
  15828. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  15829. }
  15830. return this;
  15831. },
  15832. set: function ( value, offset ) {
  15833. if ( offset === undefined ) { offset = 0; }
  15834. this.array.set( value, offset );
  15835. return this;
  15836. },
  15837. clone: function ( data ) {
  15838. if ( data.arrayBuffers === undefined ) {
  15839. data.arrayBuffers = {};
  15840. }
  15841. if ( this.array.buffer._uuid === undefined ) {
  15842. this.array.buffer._uuid = MathUtils.generateUUID();
  15843. }
  15844. if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {
  15845. data.arrayBuffers[ this.array.buffer._uuid ] = this.array.slice( 0 ).buffer;
  15846. }
  15847. var array = new this.array.constructor( data.arrayBuffers[ this.array.buffer._uuid ] );
  15848. var ib = new InterleavedBuffer( array, this.stride );
  15849. ib.setUsage( this.usage );
  15850. return ib;
  15851. },
  15852. onUpload: function ( callback ) {
  15853. this.onUploadCallback = callback;
  15854. return this;
  15855. },
  15856. toJSON: function ( data ) {
  15857. if ( data.arrayBuffers === undefined ) {
  15858. data.arrayBuffers = {};
  15859. }
  15860. // generate UUID for array buffer if necessary
  15861. if ( this.array.buffer._uuid === undefined ) {
  15862. this.array.buffer._uuid = MathUtils.generateUUID();
  15863. }
  15864. if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {
  15865. data.arrayBuffers[ this.array.buffer._uuid ] = Array.prototype.slice.call( new Uint32Array( this.array.buffer ) );
  15866. }
  15867. //
  15868. return {
  15869. uuid: this.uuid,
  15870. buffer: this.array.buffer._uuid,
  15871. type: this.array.constructor.name,
  15872. stride: this.stride
  15873. };
  15874. }
  15875. } );
  15876. var _vector$6 = new Vector3();
  15877. function InterleavedBufferAttribute( interleavedBuffer, itemSize, offset, normalized ) {
  15878. this.name = '';
  15879. this.data = interleavedBuffer;
  15880. this.itemSize = itemSize;
  15881. this.offset = offset;
  15882. this.normalized = normalized === true;
  15883. }
  15884. Object.defineProperties( InterleavedBufferAttribute.prototype, {
  15885. count: {
  15886. get: function () {
  15887. return this.data.count;
  15888. }
  15889. },
  15890. array: {
  15891. get: function () {
  15892. return this.data.array;
  15893. }
  15894. },
  15895. needsUpdate: {
  15896. set: function ( value ) {
  15897. this.data.needsUpdate = value;
  15898. }
  15899. }
  15900. } );
  15901. Object.assign( InterleavedBufferAttribute.prototype, {
  15902. isInterleavedBufferAttribute: true,
  15903. applyMatrix4: function ( m ) {
  15904. for ( var i = 0, l = this.data.count; i < l; i ++ ) {
  15905. _vector$6.x = this.getX( i );
  15906. _vector$6.y = this.getY( i );
  15907. _vector$6.z = this.getZ( i );
  15908. _vector$6.applyMatrix4( m );
  15909. this.setXYZ( i, _vector$6.x, _vector$6.y, _vector$6.z );
  15910. }
  15911. return this;
  15912. },
  15913. setX: function ( index, x ) {
  15914. this.data.array[ index * this.data.stride + this.offset ] = x;
  15915. return this;
  15916. },
  15917. setY: function ( index, y ) {
  15918. this.data.array[ index * this.data.stride + this.offset + 1 ] = y;
  15919. return this;
  15920. },
  15921. setZ: function ( index, z ) {
  15922. this.data.array[ index * this.data.stride + this.offset + 2 ] = z;
  15923. return this;
  15924. },
  15925. setW: function ( index, w ) {
  15926. this.data.array[ index * this.data.stride + this.offset + 3 ] = w;
  15927. return this;
  15928. },
  15929. getX: function ( index ) {
  15930. return this.data.array[ index * this.data.stride + this.offset ];
  15931. },
  15932. getY: function ( index ) {
  15933. return this.data.array[ index * this.data.stride + this.offset + 1 ];
  15934. },
  15935. getZ: function ( index ) {
  15936. return this.data.array[ index * this.data.stride + this.offset + 2 ];
  15937. },
  15938. getW: function ( index ) {
  15939. return this.data.array[ index * this.data.stride + this.offset + 3 ];
  15940. },
  15941. setXY: function ( index, x, y ) {
  15942. index = index * this.data.stride + this.offset;
  15943. this.data.array[ index + 0 ] = x;
  15944. this.data.array[ index + 1 ] = y;
  15945. return this;
  15946. },
  15947. setXYZ: function ( index, x, y, z ) {
  15948. index = index * this.data.stride + this.offset;
  15949. this.data.array[ index + 0 ] = x;
  15950. this.data.array[ index + 1 ] = y;
  15951. this.data.array[ index + 2 ] = z;
  15952. return this;
  15953. },
  15954. setXYZW: function ( index, x, y, z, w ) {
  15955. index = index * this.data.stride + this.offset;
  15956. this.data.array[ index + 0 ] = x;
  15957. this.data.array[ index + 1 ] = y;
  15958. this.data.array[ index + 2 ] = z;
  15959. this.data.array[ index + 3 ] = w;
  15960. return this;
  15961. },
  15962. clone: function ( data ) {
  15963. if ( data === undefined ) {
  15964. console.log( 'THREE.InterleavedBufferAttribute.clone(): Cloning an interlaved buffer attribute will deinterleave buffer data.' );
  15965. var array = [];
  15966. for ( var i = 0; i < this.count; i ++ ) {
  15967. var index = i * this.data.stride + this.offset;
  15968. for ( var j = 0; j < this.itemSize; j ++ ) {
  15969. array.push( this.data.array[ index + j ] );
  15970. }
  15971. }
  15972. return new BufferAttribute( new this.array.constructor( array ), this.itemSize, this.normalized );
  15973. } else {
  15974. if ( data.interleavedBuffers === undefined ) {
  15975. data.interleavedBuffers = {};
  15976. }
  15977. if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {
  15978. data.interleavedBuffers[ this.data.uuid ] = this.data.clone( data );
  15979. }
  15980. return new InterleavedBufferAttribute( data.interleavedBuffers[ this.data.uuid ], this.itemSize, this.offset, this.normalized );
  15981. }
  15982. },
  15983. toJSON: function ( data ) {
  15984. if ( data === undefined ) {
  15985. console.log( 'THREE.InterleavedBufferAttribute.toJSON(): Serializing an interlaved buffer attribute will deinterleave buffer data.' );
  15986. var array = [];
  15987. for ( var i = 0; i < this.count; i ++ ) {
  15988. var index = i * this.data.stride + this.offset;
  15989. for ( var j = 0; j < this.itemSize; j ++ ) {
  15990. array.push( this.data.array[ index + j ] );
  15991. }
  15992. }
  15993. // deinterleave data and save it as an ordinary buffer attribute for now
  15994. return {
  15995. itemSize: this.itemSize,
  15996. type: this.array.constructor.name,
  15997. array: array,
  15998. normalized: this.normalized
  15999. };
  16000. } else {
  16001. // save as true interlaved attribtue
  16002. if ( data.interleavedBuffers === undefined ) {
  16003. data.interleavedBuffers = {};
  16004. }
  16005. if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {
  16006. data.interleavedBuffers[ this.data.uuid ] = this.data.toJSON( data );
  16007. }
  16008. return {
  16009. isInterleavedBufferAttribute: true,
  16010. itemSize: this.itemSize,
  16011. data: this.data.uuid,
  16012. offset: this.offset,
  16013. normalized: this.normalized
  16014. };
  16015. }
  16016. }
  16017. } );
  16018. /**
  16019. * parameters = {
  16020. * color: <hex>,
  16021. * map: new THREE.Texture( <Image> ),
  16022. * alphaMap: new THREE.Texture( <Image> ),
  16023. * rotation: <float>,
  16024. * sizeAttenuation: <bool>
  16025. * }
  16026. */
  16027. function SpriteMaterial( parameters ) {
  16028. Material.call( this );
  16029. this.type = 'SpriteMaterial';
  16030. this.color = new Color( 0xffffff );
  16031. this.map = null;
  16032. this.alphaMap = null;
  16033. this.rotation = 0;
  16034. this.sizeAttenuation = true;
  16035. this.transparent = true;
  16036. this.setValues( parameters );
  16037. }
  16038. SpriteMaterial.prototype = Object.create( Material.prototype );
  16039. SpriteMaterial.prototype.constructor = SpriteMaterial;
  16040. SpriteMaterial.prototype.isSpriteMaterial = true;
  16041. SpriteMaterial.prototype.copy = function ( source ) {
  16042. Material.prototype.copy.call( this, source );
  16043. this.color.copy( source.color );
  16044. this.map = source.map;
  16045. this.alphaMap = source.alphaMap;
  16046. this.rotation = source.rotation;
  16047. this.sizeAttenuation = source.sizeAttenuation;
  16048. return this;
  16049. };
  16050. var _geometry;
  16051. var _intersectPoint = new Vector3();
  16052. var _worldScale = new Vector3();
  16053. var _mvPosition = new Vector3();
  16054. var _alignedPosition = new Vector2();
  16055. var _rotatedPosition = new Vector2();
  16056. var _viewWorldMatrix = new Matrix4();
  16057. var _vA$1 = new Vector3();
  16058. var _vB$1 = new Vector3();
  16059. var _vC$1 = new Vector3();
  16060. var _uvA$1 = new Vector2();
  16061. var _uvB$1 = new Vector2();
  16062. var _uvC$1 = new Vector2();
  16063. function Sprite( material ) {
  16064. Object3D.call( this );
  16065. this.type = 'Sprite';
  16066. if ( _geometry === undefined ) {
  16067. _geometry = new BufferGeometry();
  16068. var float32Array = new Float32Array( [
  16069. - 0.5, - 0.5, 0, 0, 0,
  16070. 0.5, - 0.5, 0, 1, 0,
  16071. 0.5, 0.5, 0, 1, 1,
  16072. - 0.5, 0.5, 0, 0, 1
  16073. ] );
  16074. var interleavedBuffer = new InterleavedBuffer( float32Array, 5 );
  16075. _geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] );
  16076. _geometry.setAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );
  16077. _geometry.setAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );
  16078. }
  16079. this.geometry = _geometry;
  16080. this.material = ( material !== undefined ) ? material : new SpriteMaterial();
  16081. this.center = new Vector2( 0.5, 0.5 );
  16082. }
  16083. Sprite.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16084. constructor: Sprite,
  16085. isSprite: true,
  16086. raycast: function ( raycaster, intersects ) {
  16087. if ( raycaster.camera === null ) {
  16088. console.error( 'THREE.Sprite: "Raycaster.camera" needs to be set in order to raycast against sprites.' );
  16089. }
  16090. _worldScale.setFromMatrixScale( this.matrixWorld );
  16091. _viewWorldMatrix.copy( raycaster.camera.matrixWorld );
  16092. this.modelViewMatrix.multiplyMatrices( raycaster.camera.matrixWorldInverse, this.matrixWorld );
  16093. _mvPosition.setFromMatrixPosition( this.modelViewMatrix );
  16094. if ( raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false ) {
  16095. _worldScale.multiplyScalar( - _mvPosition.z );
  16096. }
  16097. var rotation = this.material.rotation;
  16098. var sin, cos;
  16099. if ( rotation !== 0 ) {
  16100. cos = Math.cos( rotation );
  16101. sin = Math.sin( rotation );
  16102. }
  16103. var center = this.center;
  16104. transformVertex( _vA$1.set( - 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  16105. transformVertex( _vB$1.set( 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  16106. transformVertex( _vC$1.set( 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  16107. _uvA$1.set( 0, 0 );
  16108. _uvB$1.set( 1, 0 );
  16109. _uvC$1.set( 1, 1 );
  16110. // check first triangle
  16111. var intersect = raycaster.ray.intersectTriangle( _vA$1, _vB$1, _vC$1, false, _intersectPoint );
  16112. if ( intersect === null ) {
  16113. // check second triangle
  16114. transformVertex( _vB$1.set( - 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  16115. _uvB$1.set( 0, 1 );
  16116. intersect = raycaster.ray.intersectTriangle( _vA$1, _vC$1, _vB$1, false, _intersectPoint );
  16117. if ( intersect === null ) {
  16118. return;
  16119. }
  16120. }
  16121. var distance = raycaster.ray.origin.distanceTo( _intersectPoint );
  16122. if ( distance < raycaster.near || distance > raycaster.far ) { return; }
  16123. intersects.push( {
  16124. distance: distance,
  16125. point: _intersectPoint.clone(),
  16126. uv: Triangle.getUV( _intersectPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() ),
  16127. face: null,
  16128. object: this
  16129. } );
  16130. },
  16131. copy: function ( source ) {
  16132. Object3D.prototype.copy.call( this, source );
  16133. if ( source.center !== undefined ) { this.center.copy( source.center ); }
  16134. this.material = source.material;
  16135. return this;
  16136. }
  16137. } );
  16138. function transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) {
  16139. // compute position in camera space
  16140. _alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale );
  16141. // to check if rotation is not zero
  16142. if ( sin !== undefined ) {
  16143. _rotatedPosition.x = ( cos * _alignedPosition.x ) - ( sin * _alignedPosition.y );
  16144. _rotatedPosition.y = ( sin * _alignedPosition.x ) + ( cos * _alignedPosition.y );
  16145. } else {
  16146. _rotatedPosition.copy( _alignedPosition );
  16147. }
  16148. vertexPosition.copy( mvPosition );
  16149. vertexPosition.x += _rotatedPosition.x;
  16150. vertexPosition.y += _rotatedPosition.y;
  16151. // transform to world space
  16152. vertexPosition.applyMatrix4( _viewWorldMatrix );
  16153. }
  16154. var _v1$4 = new Vector3();
  16155. var _v2$2 = new Vector3();
  16156. function LOD() {
  16157. Object3D.call( this );
  16158. this._currentLevel = 0;
  16159. this.type = 'LOD';
  16160. Object.defineProperties( this, {
  16161. levels: {
  16162. enumerable: true,
  16163. value: []
  16164. }
  16165. } );
  16166. this.autoUpdate = true;
  16167. }
  16168. LOD.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16169. constructor: LOD,
  16170. isLOD: true,
  16171. copy: function ( source ) {
  16172. Object3D.prototype.copy.call( this, source, false );
  16173. var levels = source.levels;
  16174. for ( var i = 0, l = levels.length; i < l; i ++ ) {
  16175. var level = levels[ i ];
  16176. this.addLevel( level.object.clone(), level.distance );
  16177. }
  16178. this.autoUpdate = source.autoUpdate;
  16179. return this;
  16180. },
  16181. addLevel: function ( object, distance ) {
  16182. if ( distance === undefined ) { distance = 0; }
  16183. distance = Math.abs( distance );
  16184. var levels = this.levels;
  16185. var l;
  16186. for ( l = 0; l < levels.length; l ++ ) {
  16187. if ( distance < levels[ l ].distance ) {
  16188. break;
  16189. }
  16190. }
  16191. levels.splice( l, 0, { distance: distance, object: object } );
  16192. this.add( object );
  16193. return this;
  16194. },
  16195. getCurrentLevel: function () {
  16196. return this._currentLevel;
  16197. },
  16198. getObjectForDistance: function ( distance ) {
  16199. var levels = this.levels;
  16200. if ( levels.length > 0 ) {
  16201. var i, l;
  16202. for ( i = 1, l = levels.length; i < l; i ++ ) {
  16203. if ( distance < levels[ i ].distance ) {
  16204. break;
  16205. }
  16206. }
  16207. return levels[ i - 1 ].object;
  16208. }
  16209. return null;
  16210. },
  16211. raycast: function ( raycaster, intersects ) {
  16212. var levels = this.levels;
  16213. if ( levels.length > 0 ) {
  16214. _v1$4.setFromMatrixPosition( this.matrixWorld );
  16215. var distance = raycaster.ray.origin.distanceTo( _v1$4 );
  16216. this.getObjectForDistance( distance ).raycast( raycaster, intersects );
  16217. }
  16218. },
  16219. update: function ( camera ) {
  16220. var levels = this.levels;
  16221. if ( levels.length > 1 ) {
  16222. _v1$4.setFromMatrixPosition( camera.matrixWorld );
  16223. _v2$2.setFromMatrixPosition( this.matrixWorld );
  16224. var distance = _v1$4.distanceTo( _v2$2 ) / camera.zoom;
  16225. levels[ 0 ].object.visible = true;
  16226. var i, l;
  16227. for ( i = 1, l = levels.length; i < l; i ++ ) {
  16228. if ( distance >= levels[ i ].distance ) {
  16229. levels[ i - 1 ].object.visible = false;
  16230. levels[ i ].object.visible = true;
  16231. } else {
  16232. break;
  16233. }
  16234. }
  16235. this._currentLevel = i - 1;
  16236. for ( ; i < l; i ++ ) {
  16237. levels[ i ].object.visible = false;
  16238. }
  16239. }
  16240. },
  16241. toJSON: function ( meta ) {
  16242. var data = Object3D.prototype.toJSON.call( this, meta );
  16243. if ( this.autoUpdate === false ) { data.object.autoUpdate = false; }
  16244. data.object.levels = [];
  16245. var levels = this.levels;
  16246. for ( var i = 0, l = levels.length; i < l; i ++ ) {
  16247. var level = levels[ i ];
  16248. data.object.levels.push( {
  16249. object: level.object.uuid,
  16250. distance: level.distance
  16251. } );
  16252. }
  16253. return data;
  16254. }
  16255. } );
  16256. function SkinnedMesh( geometry, material ) {
  16257. if ( geometry && geometry.isGeometry ) {
  16258. console.error( 'THREE.SkinnedMesh no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
  16259. }
  16260. Mesh.call( this, geometry, material );
  16261. this.type = 'SkinnedMesh';
  16262. this.bindMode = 'attached';
  16263. this.bindMatrix = new Matrix4();
  16264. this.bindMatrixInverse = new Matrix4();
  16265. }
  16266. SkinnedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {
  16267. constructor: SkinnedMesh,
  16268. isSkinnedMesh: true,
  16269. copy: function ( source ) {
  16270. Mesh.prototype.copy.call( this, source );
  16271. this.bindMode = source.bindMode;
  16272. this.bindMatrix.copy( source.bindMatrix );
  16273. this.bindMatrixInverse.copy( source.bindMatrixInverse );
  16274. this.skeleton = source.skeleton;
  16275. return this;
  16276. },
  16277. bind: function ( skeleton, bindMatrix ) {
  16278. this.skeleton = skeleton;
  16279. if ( bindMatrix === undefined ) {
  16280. this.updateMatrixWorld( true );
  16281. this.skeleton.calculateInverses();
  16282. bindMatrix = this.matrixWorld;
  16283. }
  16284. this.bindMatrix.copy( bindMatrix );
  16285. this.bindMatrixInverse.getInverse( bindMatrix );
  16286. },
  16287. pose: function () {
  16288. this.skeleton.pose();
  16289. },
  16290. normalizeSkinWeights: function () {
  16291. var vector = new Vector4();
  16292. var skinWeight = this.geometry.attributes.skinWeight;
  16293. for ( var i = 0, l = skinWeight.count; i < l; i ++ ) {
  16294. vector.x = skinWeight.getX( i );
  16295. vector.y = skinWeight.getY( i );
  16296. vector.z = skinWeight.getZ( i );
  16297. vector.w = skinWeight.getW( i );
  16298. var scale = 1.0 / vector.manhattanLength();
  16299. if ( scale !== Infinity ) {
  16300. vector.multiplyScalar( scale );
  16301. } else {
  16302. vector.set( 1, 0, 0, 0 ); // do something reasonable
  16303. }
  16304. skinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w );
  16305. }
  16306. },
  16307. updateMatrixWorld: function ( force ) {
  16308. Mesh.prototype.updateMatrixWorld.call( this, force );
  16309. if ( this.bindMode === 'attached' ) {
  16310. this.bindMatrixInverse.getInverse( this.matrixWorld );
  16311. } else if ( this.bindMode === 'detached' ) {
  16312. this.bindMatrixInverse.getInverse( this.bindMatrix );
  16313. } else {
  16314. console.warn( 'THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode );
  16315. }
  16316. },
  16317. boneTransform: ( function () {
  16318. var basePosition = new Vector3();
  16319. var skinIndex = new Vector4();
  16320. var skinWeight = new Vector4();
  16321. var vector = new Vector3();
  16322. var matrix = new Matrix4();
  16323. return function ( index, target ) {
  16324. var skeleton = this.skeleton;
  16325. var geometry = this.geometry;
  16326. skinIndex.fromBufferAttribute( geometry.attributes.skinIndex, index );
  16327. skinWeight.fromBufferAttribute( geometry.attributes.skinWeight, index );
  16328. basePosition.fromBufferAttribute( geometry.attributes.position, index ).applyMatrix4( this.bindMatrix );
  16329. target.set( 0, 0, 0 );
  16330. for ( var i = 0; i < 4; i ++ ) {
  16331. var weight = skinWeight.getComponent( i );
  16332. if ( weight !== 0 ) {
  16333. var boneIndex = skinIndex.getComponent( i );
  16334. matrix.multiplyMatrices( skeleton.bones[ boneIndex ].matrixWorld, skeleton.boneInverses[ boneIndex ] );
  16335. target.addScaledVector( vector.copy( basePosition ).applyMatrix4( matrix ), weight );
  16336. }
  16337. }
  16338. return target.applyMatrix4( this.bindMatrixInverse );
  16339. };
  16340. }() )
  16341. } );
  16342. var _offsetMatrix = new Matrix4();
  16343. var _identityMatrix = new Matrix4();
  16344. function Skeleton( bones, boneInverses ) {
  16345. // copy the bone array
  16346. bones = bones || [];
  16347. this.bones = bones.slice( 0 );
  16348. this.boneMatrices = new Float32Array( this.bones.length * 16 );
  16349. this.frame = - 1;
  16350. // use the supplied bone inverses or calculate the inverses
  16351. if ( boneInverses === undefined ) {
  16352. this.calculateInverses();
  16353. } else {
  16354. if ( this.bones.length === boneInverses.length ) {
  16355. this.boneInverses = boneInverses.slice( 0 );
  16356. } else {
  16357. console.warn( 'THREE.Skeleton boneInverses is the wrong length.' );
  16358. this.boneInverses = [];
  16359. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  16360. this.boneInverses.push( new Matrix4() );
  16361. }
  16362. }
  16363. }
  16364. }
  16365. Object.assign( Skeleton.prototype, {
  16366. calculateInverses: function () {
  16367. this.boneInverses = [];
  16368. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  16369. var inverse = new Matrix4();
  16370. if ( this.bones[ i ] ) {
  16371. inverse.getInverse( this.bones[ i ].matrixWorld );
  16372. }
  16373. this.boneInverses.push( inverse );
  16374. }
  16375. },
  16376. pose: function () {
  16377. // recover the bind-time world matrices
  16378. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  16379. var bone = this.bones[ i ];
  16380. if ( bone ) {
  16381. bone.matrixWorld.getInverse( this.boneInverses[ i ] );
  16382. }
  16383. }
  16384. // compute the local matrices, positions, rotations and scales
  16385. for ( var i$1 = 0, il$1 = this.bones.length; i$1 < il$1; i$1 ++ ) {
  16386. var bone$1 = this.bones[ i$1 ];
  16387. if ( bone$1 ) {
  16388. if ( bone$1.parent && bone$1.parent.isBone ) {
  16389. bone$1.matrix.getInverse( bone$1.parent.matrixWorld );
  16390. bone$1.matrix.multiply( bone$1.matrixWorld );
  16391. } else {
  16392. bone$1.matrix.copy( bone$1.matrixWorld );
  16393. }
  16394. bone$1.matrix.decompose( bone$1.position, bone$1.quaternion, bone$1.scale );
  16395. }
  16396. }
  16397. },
  16398. update: function () {
  16399. var bones = this.bones;
  16400. var boneInverses = this.boneInverses;
  16401. var boneMatrices = this.boneMatrices;
  16402. var boneTexture = this.boneTexture;
  16403. // flatten bone matrices to array
  16404. for ( var i = 0, il = bones.length; i < il; i ++ ) {
  16405. // compute the offset between the current and the original transform
  16406. var matrix = bones[ i ] ? bones[ i ].matrixWorld : _identityMatrix;
  16407. _offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );
  16408. _offsetMatrix.toArray( boneMatrices, i * 16 );
  16409. }
  16410. if ( boneTexture !== undefined ) {
  16411. boneTexture.needsUpdate = true;
  16412. }
  16413. },
  16414. clone: function () {
  16415. return new Skeleton( this.bones, this.boneInverses );
  16416. },
  16417. getBoneByName: function ( name ) {
  16418. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  16419. var bone = this.bones[ i ];
  16420. if ( bone.name === name ) {
  16421. return bone;
  16422. }
  16423. }
  16424. return undefined;
  16425. },
  16426. dispose: function ( ) {
  16427. if ( this.boneTexture ) {
  16428. this.boneTexture.dispose();
  16429. this.boneTexture = undefined;
  16430. }
  16431. }
  16432. } );
  16433. function Bone() {
  16434. Object3D.call( this );
  16435. this.type = 'Bone';
  16436. }
  16437. Bone.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16438. constructor: Bone,
  16439. isBone: true
  16440. } );
  16441. var _instanceLocalMatrix = new Matrix4();
  16442. var _instanceWorldMatrix = new Matrix4();
  16443. var _instanceIntersects = [];
  16444. var _mesh = new Mesh();
  16445. function InstancedMesh( geometry, material, count ) {
  16446. Mesh.call( this, geometry, material );
  16447. this.instanceMatrix = new BufferAttribute( new Float32Array( count * 16 ), 16 );
  16448. this.instanceColor = null;
  16449. this.count = count;
  16450. this.frustumCulled = false;
  16451. }
  16452. InstancedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {
  16453. constructor: InstancedMesh,
  16454. isInstancedMesh: true,
  16455. copy: function ( source ) {
  16456. Mesh.prototype.copy.call( this, source );
  16457. this.instanceMatrix.copy( source.instanceMatrix );
  16458. this.count = source.count;
  16459. return this;
  16460. },
  16461. setColorAt: function ( index, color ) {
  16462. if ( this.instanceColor === null ) {
  16463. this.instanceColor = new BufferAttribute( new Float32Array( this.count * 3 ), 3 );
  16464. }
  16465. color.toArray( this.instanceColor.array, index * 3 );
  16466. },
  16467. getMatrixAt: function ( index, matrix ) {
  16468. matrix.fromArray( this.instanceMatrix.array, index * 16 );
  16469. },
  16470. raycast: function ( raycaster, intersects ) {
  16471. var matrixWorld = this.matrixWorld;
  16472. var raycastTimes = this.count;
  16473. _mesh.geometry = this.geometry;
  16474. _mesh.material = this.material;
  16475. if ( _mesh.material === undefined ) { return; }
  16476. for ( var instanceId = 0; instanceId < raycastTimes; instanceId ++ ) {
  16477. // calculate the world matrix for each instance
  16478. this.getMatrixAt( instanceId, _instanceLocalMatrix );
  16479. _instanceWorldMatrix.multiplyMatrices( matrixWorld, _instanceLocalMatrix );
  16480. // the mesh represents this single instance
  16481. _mesh.matrixWorld = _instanceWorldMatrix;
  16482. _mesh.raycast( raycaster, _instanceIntersects );
  16483. // process the result of raycast
  16484. for ( var i = 0, l = _instanceIntersects.length; i < l; i ++ ) {
  16485. var intersect = _instanceIntersects[ i ];
  16486. intersect.instanceId = instanceId;
  16487. intersect.object = this;
  16488. intersects.push( intersect );
  16489. }
  16490. _instanceIntersects.length = 0;
  16491. }
  16492. },
  16493. setMatrixAt: function ( index, matrix ) {
  16494. matrix.toArray( this.instanceMatrix.array, index * 16 );
  16495. },
  16496. updateMorphTargets: function () {
  16497. }
  16498. } );
  16499. /**
  16500. * parameters = {
  16501. * color: <hex>,
  16502. * opacity: <float>,
  16503. *
  16504. * linewidth: <float>,
  16505. * linecap: "round",
  16506. * linejoin: "round"
  16507. * }
  16508. */
  16509. function LineBasicMaterial( parameters ) {
  16510. Material.call( this );
  16511. this.type = 'LineBasicMaterial';
  16512. this.color = new Color( 0xffffff );
  16513. this.linewidth = 1;
  16514. this.linecap = 'round';
  16515. this.linejoin = 'round';
  16516. this.morphTargets = false;
  16517. this.setValues( parameters );
  16518. }
  16519. LineBasicMaterial.prototype = Object.create( Material.prototype );
  16520. LineBasicMaterial.prototype.constructor = LineBasicMaterial;
  16521. LineBasicMaterial.prototype.isLineBasicMaterial = true;
  16522. LineBasicMaterial.prototype.copy = function ( source ) {
  16523. Material.prototype.copy.call( this, source );
  16524. this.color.copy( source.color );
  16525. this.linewidth = source.linewidth;
  16526. this.linecap = source.linecap;
  16527. this.linejoin = source.linejoin;
  16528. this.morphTargets = source.morphTargets;
  16529. return this;
  16530. };
  16531. var _start = new Vector3();
  16532. var _end = new Vector3();
  16533. var _inverseMatrix$1 = new Matrix4();
  16534. var _ray$1 = new Ray();
  16535. var _sphere$2 = new Sphere();
  16536. function Line( geometry, material, mode ) {
  16537. if ( mode === 1 ) {
  16538. console.error( 'THREE.Line: parameter THREE.LinePieces no longer supported. Use THREE.LineSegments instead.' );
  16539. }
  16540. Object3D.call( this );
  16541. this.type = 'Line';
  16542. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  16543. this.material = material !== undefined ? material : new LineBasicMaterial();
  16544. this.updateMorphTargets();
  16545. }
  16546. Line.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16547. constructor: Line,
  16548. isLine: true,
  16549. copy: function ( source ) {
  16550. Object3D.prototype.copy.call( this, source );
  16551. this.material = source.material;
  16552. this.geometry = source.geometry;
  16553. return this;
  16554. },
  16555. computeLineDistances: function () {
  16556. var geometry = this.geometry;
  16557. if ( geometry.isBufferGeometry ) {
  16558. // we assume non-indexed geometry
  16559. if ( geometry.index === null ) {
  16560. var positionAttribute = geometry.attributes.position;
  16561. var lineDistances = [ 0 ];
  16562. for ( var i = 1, l = positionAttribute.count; i < l; i ++ ) {
  16563. _start.fromBufferAttribute( positionAttribute, i - 1 );
  16564. _end.fromBufferAttribute( positionAttribute, i );
  16565. lineDistances[ i ] = lineDistances[ i - 1 ];
  16566. lineDistances[ i ] += _start.distanceTo( _end );
  16567. }
  16568. geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  16569. } else {
  16570. console.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  16571. }
  16572. } else if ( geometry.isGeometry ) {
  16573. var vertices = geometry.vertices;
  16574. var lineDistances$1 = geometry.lineDistances;
  16575. lineDistances$1[ 0 ] = 0;
  16576. for ( var i$1 = 1, l$1 = vertices.length; i$1 < l$1; i$1 ++ ) {
  16577. lineDistances$1[ i$1 ] = lineDistances$1[ i$1 - 1 ];
  16578. lineDistances$1[ i$1 ] += vertices[ i$1 - 1 ].distanceTo( vertices[ i$1 ] );
  16579. }
  16580. }
  16581. return this;
  16582. },
  16583. raycast: function ( raycaster, intersects ) {
  16584. var geometry = this.geometry;
  16585. var matrixWorld = this.matrixWorld;
  16586. var threshold = raycaster.params.Line.threshold;
  16587. // Checking boundingSphere distance to ray
  16588. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  16589. _sphere$2.copy( geometry.boundingSphere );
  16590. _sphere$2.applyMatrix4( matrixWorld );
  16591. _sphere$2.radius += threshold;
  16592. if ( raycaster.ray.intersectsSphere( _sphere$2 ) === false ) { return; }
  16593. //
  16594. _inverseMatrix$1.getInverse( matrixWorld );
  16595. _ray$1.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$1 );
  16596. var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  16597. var localThresholdSq = localThreshold * localThreshold;
  16598. var vStart = new Vector3();
  16599. var vEnd = new Vector3();
  16600. var interSegment = new Vector3();
  16601. var interRay = new Vector3();
  16602. var step = ( this && this.isLineSegments ) ? 2 : 1;
  16603. if ( geometry.isBufferGeometry ) {
  16604. var index = geometry.index;
  16605. var attributes = geometry.attributes;
  16606. var positions = attributes.position.array;
  16607. if ( index !== null ) {
  16608. var indices = index.array;
  16609. for ( var i = 0, l = indices.length - 1; i < l; i += step ) {
  16610. var a = indices[ i ];
  16611. var b = indices[ i + 1 ];
  16612. vStart.fromArray( positions, a * 3 );
  16613. vEnd.fromArray( positions, b * 3 );
  16614. var distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
  16615. if ( distSq > localThresholdSq ) { continue; }
  16616. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  16617. var distance = raycaster.ray.origin.distanceTo( interRay );
  16618. if ( distance < raycaster.near || distance > raycaster.far ) { continue; }
  16619. intersects.push( {
  16620. distance: distance,
  16621. // What do we want? intersection point on the ray or on the segment??
  16622. // point: raycaster.ray.at( distance ),
  16623. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  16624. index: i,
  16625. face: null,
  16626. faceIndex: null,
  16627. object: this
  16628. } );
  16629. }
  16630. } else {
  16631. for ( var i$1 = 0, l$1 = positions.length / 3 - 1; i$1 < l$1; i$1 += step ) {
  16632. vStart.fromArray( positions, 3 * i$1 );
  16633. vEnd.fromArray( positions, 3 * i$1 + 3 );
  16634. var distSq$1 = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
  16635. if ( distSq$1 > localThresholdSq ) { continue; }
  16636. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  16637. var distance$1 = raycaster.ray.origin.distanceTo( interRay );
  16638. if ( distance$1 < raycaster.near || distance$1 > raycaster.far ) { continue; }
  16639. intersects.push( {
  16640. distance: distance$1,
  16641. // What do we want? intersection point on the ray or on the segment??
  16642. // point: raycaster.ray.at( distance ),
  16643. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  16644. index: i$1,
  16645. face: null,
  16646. faceIndex: null,
  16647. object: this
  16648. } );
  16649. }
  16650. }
  16651. } else if ( geometry.isGeometry ) {
  16652. var vertices = geometry.vertices;
  16653. var nbVertices = vertices.length;
  16654. for ( var i$2 = 0; i$2 < nbVertices - 1; i$2 += step ) {
  16655. var distSq$2 = _ray$1.distanceSqToSegment( vertices[ i$2 ], vertices[ i$2 + 1 ], interRay, interSegment );
  16656. if ( distSq$2 > localThresholdSq ) { continue; }
  16657. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  16658. var distance$2 = raycaster.ray.origin.distanceTo( interRay );
  16659. if ( distance$2 < raycaster.near || distance$2 > raycaster.far ) { continue; }
  16660. intersects.push( {
  16661. distance: distance$2,
  16662. // What do we want? intersection point on the ray or on the segment??
  16663. // point: raycaster.ray.at( distance ),
  16664. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  16665. index: i$2,
  16666. face: null,
  16667. faceIndex: null,
  16668. object: this
  16669. } );
  16670. }
  16671. }
  16672. },
  16673. updateMorphTargets: function () {
  16674. var geometry = this.geometry;
  16675. if ( geometry.isBufferGeometry ) {
  16676. var morphAttributes = geometry.morphAttributes;
  16677. var keys = Object.keys( morphAttributes );
  16678. if ( keys.length > 0 ) {
  16679. var morphAttribute = morphAttributes[ keys[ 0 ] ];
  16680. if ( morphAttribute !== undefined ) {
  16681. this.morphTargetInfluences = [];
  16682. this.morphTargetDictionary = {};
  16683. for ( var m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  16684. var name = morphAttribute[ m ].name || String( m );
  16685. this.morphTargetInfluences.push( 0 );
  16686. this.morphTargetDictionary[ name ] = m;
  16687. }
  16688. }
  16689. }
  16690. } else {
  16691. var morphTargets = geometry.morphTargets;
  16692. if ( morphTargets !== undefined && morphTargets.length > 0 ) {
  16693. console.error( 'THREE.Line.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.' );
  16694. }
  16695. }
  16696. }
  16697. } );
  16698. var _start$1 = new Vector3();
  16699. var _end$1 = new Vector3();
  16700. function LineSegments( geometry, material ) {
  16701. Line.call( this, geometry, material );
  16702. this.type = 'LineSegments';
  16703. }
  16704. LineSegments.prototype = Object.assign( Object.create( Line.prototype ), {
  16705. constructor: LineSegments,
  16706. isLineSegments: true,
  16707. computeLineDistances: function () {
  16708. var geometry = this.geometry;
  16709. if ( geometry.isBufferGeometry ) {
  16710. // we assume non-indexed geometry
  16711. if ( geometry.index === null ) {
  16712. var positionAttribute = geometry.attributes.position;
  16713. var lineDistances = [];
  16714. for ( var i = 0, l = positionAttribute.count; i < l; i += 2 ) {
  16715. _start$1.fromBufferAttribute( positionAttribute, i );
  16716. _end$1.fromBufferAttribute( positionAttribute, i + 1 );
  16717. lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  16718. lineDistances[ i + 1 ] = lineDistances[ i ] + _start$1.distanceTo( _end$1 );
  16719. }
  16720. geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  16721. } else {
  16722. console.warn( 'THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  16723. }
  16724. } else if ( geometry.isGeometry ) {
  16725. var vertices = geometry.vertices;
  16726. var lineDistances$1 = geometry.lineDistances;
  16727. for ( var i$1 = 0, l$1 = vertices.length; i$1 < l$1; i$1 += 2 ) {
  16728. _start$1.copy( vertices[ i$1 ] );
  16729. _end$1.copy( vertices[ i$1 + 1 ] );
  16730. lineDistances$1[ i$1 ] = ( i$1 === 0 ) ? 0 : lineDistances$1[ i$1 - 1 ];
  16731. lineDistances$1[ i$1 + 1 ] = lineDistances$1[ i$1 ] + _start$1.distanceTo( _end$1 );
  16732. }
  16733. }
  16734. return this;
  16735. }
  16736. } );
  16737. function LineLoop( geometry, material ) {
  16738. Line.call( this, geometry, material );
  16739. this.type = 'LineLoop';
  16740. }
  16741. LineLoop.prototype = Object.assign( Object.create( Line.prototype ), {
  16742. constructor: LineLoop,
  16743. isLineLoop: true,
  16744. } );
  16745. /**
  16746. * parameters = {
  16747. * color: <hex>,
  16748. * opacity: <float>,
  16749. * map: new THREE.Texture( <Image> ),
  16750. * alphaMap: new THREE.Texture( <Image> ),
  16751. *
  16752. * size: <float>,
  16753. * sizeAttenuation: <bool>
  16754. *
  16755. * morphTargets: <bool>
  16756. * }
  16757. */
  16758. function PointsMaterial( parameters ) {
  16759. Material.call( this );
  16760. this.type = 'PointsMaterial';
  16761. this.color = new Color( 0xffffff );
  16762. this.map = null;
  16763. this.alphaMap = null;
  16764. this.size = 1;
  16765. this.sizeAttenuation = true;
  16766. this.morphTargets = false;
  16767. this.setValues( parameters );
  16768. }
  16769. PointsMaterial.prototype = Object.create( Material.prototype );
  16770. PointsMaterial.prototype.constructor = PointsMaterial;
  16771. PointsMaterial.prototype.isPointsMaterial = true;
  16772. PointsMaterial.prototype.copy = function ( source ) {
  16773. Material.prototype.copy.call( this, source );
  16774. this.color.copy( source.color );
  16775. this.map = source.map;
  16776. this.alphaMap = source.alphaMap;
  16777. this.size = source.size;
  16778. this.sizeAttenuation = source.sizeAttenuation;
  16779. this.morphTargets = source.morphTargets;
  16780. return this;
  16781. };
  16782. var _inverseMatrix$2 = new Matrix4();
  16783. var _ray$2 = new Ray();
  16784. var _sphere$3 = new Sphere();
  16785. var _position$1 = new Vector3();
  16786. function Points( geometry, material ) {
  16787. Object3D.call( this );
  16788. this.type = 'Points';
  16789. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  16790. this.material = material !== undefined ? material : new PointsMaterial();
  16791. this.updateMorphTargets();
  16792. }
  16793. Points.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16794. constructor: Points,
  16795. isPoints: true,
  16796. copy: function ( source ) {
  16797. Object3D.prototype.copy.call( this, source );
  16798. this.material = source.material;
  16799. this.geometry = source.geometry;
  16800. return this;
  16801. },
  16802. raycast: function ( raycaster, intersects ) {
  16803. var geometry = this.geometry;
  16804. var matrixWorld = this.matrixWorld;
  16805. var threshold = raycaster.params.Points.threshold;
  16806. // Checking boundingSphere distance to ray
  16807. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  16808. _sphere$3.copy( geometry.boundingSphere );
  16809. _sphere$3.applyMatrix4( matrixWorld );
  16810. _sphere$3.radius += threshold;
  16811. if ( raycaster.ray.intersectsSphere( _sphere$3 ) === false ) { return; }
  16812. //
  16813. _inverseMatrix$2.getInverse( matrixWorld );
  16814. _ray$2.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$2 );
  16815. var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  16816. var localThresholdSq = localThreshold * localThreshold;
  16817. if ( geometry.isBufferGeometry ) {
  16818. var index = geometry.index;
  16819. var attributes = geometry.attributes;
  16820. var positions = attributes.position.array;
  16821. if ( index !== null ) {
  16822. var indices = index.array;
  16823. for ( var i = 0, il = indices.length; i < il; i ++ ) {
  16824. var a = indices[ i ];
  16825. _position$1.fromArray( positions, a * 3 );
  16826. testPoint( _position$1, a, localThresholdSq, matrixWorld, raycaster, intersects, this );
  16827. }
  16828. } else {
  16829. for ( var i$1 = 0, l = positions.length / 3; i$1 < l; i$1 ++ ) {
  16830. _position$1.fromArray( positions, i$1 * 3 );
  16831. testPoint( _position$1, i$1, localThresholdSq, matrixWorld, raycaster, intersects, this );
  16832. }
  16833. }
  16834. } else {
  16835. var vertices = geometry.vertices;
  16836. for ( var i$2 = 0, l$1 = vertices.length; i$2 < l$1; i$2 ++ ) {
  16837. testPoint( vertices[ i$2 ], i$2, localThresholdSq, matrixWorld, raycaster, intersects, this );
  16838. }
  16839. }
  16840. },
  16841. updateMorphTargets: function () {
  16842. var geometry = this.geometry;
  16843. if ( geometry.isBufferGeometry ) {
  16844. var morphAttributes = geometry.morphAttributes;
  16845. var keys = Object.keys( morphAttributes );
  16846. if ( keys.length > 0 ) {
  16847. var morphAttribute = morphAttributes[ keys[ 0 ] ];
  16848. if ( morphAttribute !== undefined ) {
  16849. this.morphTargetInfluences = [];
  16850. this.morphTargetDictionary = {};
  16851. for ( var m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  16852. var name = morphAttribute[ m ].name || String( m );
  16853. this.morphTargetInfluences.push( 0 );
  16854. this.morphTargetDictionary[ name ] = m;
  16855. }
  16856. }
  16857. }
  16858. } else {
  16859. var morphTargets = geometry.morphTargets;
  16860. if ( morphTargets !== undefined && morphTargets.length > 0 ) {
  16861. console.error( 'THREE.Points.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.' );
  16862. }
  16863. }
  16864. }
  16865. } );
  16866. function testPoint( point, index, localThresholdSq, matrixWorld, raycaster, intersects, object ) {
  16867. var rayPointDistanceSq = _ray$2.distanceSqToPoint( point );
  16868. if ( rayPointDistanceSq < localThresholdSq ) {
  16869. var intersectPoint = new Vector3();
  16870. _ray$2.closestPointToPoint( point, intersectPoint );
  16871. intersectPoint.applyMatrix4( matrixWorld );
  16872. var distance = raycaster.ray.origin.distanceTo( intersectPoint );
  16873. if ( distance < raycaster.near || distance > raycaster.far ) { return; }
  16874. intersects.push( {
  16875. distance: distance,
  16876. distanceToRay: Math.sqrt( rayPointDistanceSq ),
  16877. point: intersectPoint,
  16878. index: index,
  16879. face: null,
  16880. object: object
  16881. } );
  16882. }
  16883. }
  16884. function VideoTexture( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  16885. Texture.call( this, video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16886. this.format = format !== undefined ? format : RGBFormat;
  16887. this.minFilter = minFilter !== undefined ? minFilter : LinearFilter;
  16888. this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
  16889. this.generateMipmaps = false;
  16890. var scope = this;
  16891. function updateVideo() {
  16892. scope.needsUpdate = true;
  16893. video.requestVideoFrameCallback( updateVideo );
  16894. }
  16895. if ( 'requestVideoFrameCallback' in video ) {
  16896. video.requestVideoFrameCallback( updateVideo );
  16897. }
  16898. }
  16899. VideoTexture.prototype = Object.assign( Object.create( Texture.prototype ), {
  16900. constructor: VideoTexture,
  16901. isVideoTexture: true,
  16902. update: function () {
  16903. var video = this.image;
  16904. var hasVideoFrameCallback = 'requestVideoFrameCallback' in video;
  16905. if ( hasVideoFrameCallback === false && video.readyState >= video.HAVE_CURRENT_DATA ) {
  16906. this.needsUpdate = true;
  16907. }
  16908. }
  16909. } );
  16910. function CompressedTexture( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
  16911. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  16912. this.image = { width: width, height: height };
  16913. this.mipmaps = mipmaps;
  16914. // no flipping for cube textures
  16915. // (also flipping doesn't work for compressed textures )
  16916. this.flipY = false;
  16917. // can't generate mipmaps for compressed textures
  16918. // mips must be embedded in DDS files
  16919. this.generateMipmaps = false;
  16920. }
  16921. CompressedTexture.prototype = Object.create( Texture.prototype );
  16922. CompressedTexture.prototype.constructor = CompressedTexture;
  16923. CompressedTexture.prototype.isCompressedTexture = true;
  16924. function CanvasTexture( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  16925. Texture.call( this, canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16926. this.needsUpdate = true;
  16927. }
  16928. CanvasTexture.prototype = Object.create( Texture.prototype );
  16929. CanvasTexture.prototype.constructor = CanvasTexture;
  16930. CanvasTexture.prototype.isCanvasTexture = true;
  16931. function DepthTexture( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format ) {
  16932. format = format !== undefined ? format : DepthFormat;
  16933. if ( format !== DepthFormat && format !== DepthStencilFormat ) {
  16934. throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );
  16935. }
  16936. if ( type === undefined && format === DepthFormat ) { type = UnsignedShortType; }
  16937. if ( type === undefined && format === DepthStencilFormat ) { type = UnsignedInt248Type; }
  16938. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16939. this.image = { width: width, height: height };
  16940. this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
  16941. this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
  16942. this.flipY = false;
  16943. this.generateMipmaps = false;
  16944. }
  16945. DepthTexture.prototype = Object.create( Texture.prototype );
  16946. DepthTexture.prototype.constructor = DepthTexture;
  16947. DepthTexture.prototype.isDepthTexture = true;
  16948. function WireframeGeometry( geometry ) {
  16949. BufferGeometry.call(this);
  16950. this.type = 'WireframeGeometry';
  16951. // buffer
  16952. var vertices = [];
  16953. // helper variables
  16954. var edge = [ 0, 0 ], edges = {};
  16955. var keys = [ 'a', 'b', 'c' ];
  16956. // different logic for Geometry and BufferGeometry
  16957. if ( geometry && geometry.isGeometry ) {
  16958. // create a data structure that contains all edges without duplicates
  16959. var faces = geometry.faces;
  16960. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  16961. var face = faces[ i ];
  16962. for ( var j = 0; j < 3; j ++ ) {
  16963. var edge1 = face[ keys[ j ] ];
  16964. var edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
  16965. edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates
  16966. edge[ 1 ] = Math.max( edge1, edge2 );
  16967. var key = edge[ 0 ] + ',' + edge[ 1 ];
  16968. if ( edges[ key ] === undefined ) {
  16969. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
  16970. }
  16971. }
  16972. }
  16973. // generate vertices
  16974. for ( var key$1 in edges ) {
  16975. var e = edges[ key$1 ];
  16976. var vertex = geometry.vertices[ e.index1 ];
  16977. vertices.push( vertex.x, vertex.y, vertex.z );
  16978. vertex = geometry.vertices[ e.index2 ];
  16979. vertices.push( vertex.x, vertex.y, vertex.z );
  16980. }
  16981. } else if ( geometry && geometry.isBufferGeometry ) {
  16982. var vertex$1 = new Vector3();
  16983. if ( geometry.index !== null ) {
  16984. // indexed BufferGeometry
  16985. var position = geometry.attributes.position;
  16986. var indices = geometry.index;
  16987. var groups = geometry.groups;
  16988. if ( groups.length === 0 ) {
  16989. groups = [ { start: 0, count: indices.count, materialIndex: 0 } ];
  16990. }
  16991. // create a data structure that contains all eges without duplicates
  16992. for ( var o = 0, ol = groups.length; o < ol; ++ o ) {
  16993. var group = groups[ o ];
  16994. var start = group.start;
  16995. var count = group.count;
  16996. for ( var i$1 = start, l$1 = ( start + count ); i$1 < l$1; i$1 += 3 ) {
  16997. for ( var j$1 = 0; j$1 < 3; j$1 ++ ) {
  16998. var edge1$1 = indices.getX( i$1 + j$1 );
  16999. var edge2$1 = indices.getX( i$1 + ( j$1 + 1 ) % 3 );
  17000. edge[ 0 ] = Math.min( edge1$1, edge2$1 ); // sorting prevents duplicates
  17001. edge[ 1 ] = Math.max( edge1$1, edge2$1 );
  17002. var key$2 = edge[ 0 ] + ',' + edge[ 1 ];
  17003. if ( edges[ key$2 ] === undefined ) {
  17004. edges[ key$2 ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
  17005. }
  17006. }
  17007. }
  17008. }
  17009. // generate vertices
  17010. for ( var key$3 in edges ) {
  17011. var e$1 = edges[ key$3 ];
  17012. vertex$1.fromBufferAttribute( position, e$1.index1 );
  17013. vertices.push( vertex$1.x, vertex$1.y, vertex$1.z );
  17014. vertex$1.fromBufferAttribute( position, e$1.index2 );
  17015. vertices.push( vertex$1.x, vertex$1.y, vertex$1.z );
  17016. }
  17017. } else {
  17018. // non-indexed BufferGeometry
  17019. var position$1 = geometry.attributes.position;
  17020. for ( var i$2 = 0, l$2 = ( position$1.count / 3 ); i$2 < l$2; i$2 ++ ) {
  17021. for ( var j$2 = 0; j$2 < 3; j$2 ++ ) {
  17022. // three edges per triangle, an edge is represented as (index1, index2)
  17023. // e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)
  17024. var index1 = 3 * i$2 + j$2;
  17025. vertex$1.fromBufferAttribute( position$1, index1 );
  17026. vertices.push( vertex$1.x, vertex$1.y, vertex$1.z );
  17027. var index2 = 3 * i$2 + ( ( j$2 + 1 ) % 3 );
  17028. vertex$1.fromBufferAttribute( position$1, index2 );
  17029. vertices.push( vertex$1.x, vertex$1.y, vertex$1.z );
  17030. }
  17031. }
  17032. }
  17033. }
  17034. // build geometry
  17035. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17036. }
  17037. WireframeGeometry.prototype = Object.create( BufferGeometry.prototype );
  17038. WireframeGeometry.prototype.constructor = WireframeGeometry;
  17039. /**
  17040. * Parametric Surfaces Geometry
  17041. * based on the brilliant article by @prideout https://prideout.net/blog/old/blog/index.html@p=44.html
  17042. */
  17043. // ParametricGeometry
  17044. function ParametricGeometry( func, slices, stacks ) {
  17045. Geometry.call( this );
  17046. this.type = 'ParametricGeometry';
  17047. this.parameters = {
  17048. func: func,
  17049. slices: slices,
  17050. stacks: stacks
  17051. };
  17052. this.fromBufferGeometry( new ParametricBufferGeometry( func, slices, stacks ) );
  17053. this.mergeVertices();
  17054. }
  17055. ParametricGeometry.prototype = Object.create( Geometry.prototype );
  17056. ParametricGeometry.prototype.constructor = ParametricGeometry;
  17057. // ParametricBufferGeometry
  17058. function ParametricBufferGeometry( func, slices, stacks ) {
  17059. BufferGeometry.call( this );
  17060. this.type = 'ParametricBufferGeometry';
  17061. this.parameters = {
  17062. func: func,
  17063. slices: slices,
  17064. stacks: stacks
  17065. };
  17066. // buffers
  17067. var indices = [];
  17068. var vertices = [];
  17069. var normals = [];
  17070. var uvs = [];
  17071. var EPS = 0.00001;
  17072. var normal = new Vector3();
  17073. var p0 = new Vector3(), p1 = new Vector3();
  17074. var pu = new Vector3(), pv = new Vector3();
  17075. if ( func.length < 3 ) {
  17076. console.error( 'THREE.ParametricGeometry: Function must now modify a Vector3 as third parameter.' );
  17077. }
  17078. // generate vertices, normals and uvs
  17079. var sliceCount = slices + 1;
  17080. for ( var i = 0; i <= stacks; i ++ ) {
  17081. var v = i / stacks;
  17082. for ( var j = 0; j <= slices; j ++ ) {
  17083. var u = j / slices;
  17084. // vertex
  17085. func( u, v, p0 );
  17086. vertices.push( p0.x, p0.y, p0.z );
  17087. // normal
  17088. // approximate tangent vectors via finite differences
  17089. if ( u - EPS >= 0 ) {
  17090. func( u - EPS, v, p1 );
  17091. pu.subVectors( p0, p1 );
  17092. } else {
  17093. func( u + EPS, v, p1 );
  17094. pu.subVectors( p1, p0 );
  17095. }
  17096. if ( v - EPS >= 0 ) {
  17097. func( u, v - EPS, p1 );
  17098. pv.subVectors( p0, p1 );
  17099. } else {
  17100. func( u, v + EPS, p1 );
  17101. pv.subVectors( p1, p0 );
  17102. }
  17103. // cross product of tangent vectors returns surface normal
  17104. normal.crossVectors( pu, pv ).normalize();
  17105. normals.push( normal.x, normal.y, normal.z );
  17106. // uv
  17107. uvs.push( u, v );
  17108. }
  17109. }
  17110. // generate indices
  17111. for ( var i$1 = 0; i$1 < stacks; i$1 ++ ) {
  17112. for ( var j$1 = 0; j$1 < slices; j$1 ++ ) {
  17113. var a = i$1 * sliceCount + j$1;
  17114. var b = i$1 * sliceCount + j$1 + 1;
  17115. var c = ( i$1 + 1 ) * sliceCount + j$1 + 1;
  17116. var d = ( i$1 + 1 ) * sliceCount + j$1;
  17117. // faces one and two
  17118. indices.push( a, b, d );
  17119. indices.push( b, c, d );
  17120. }
  17121. }
  17122. // build geometry
  17123. this.setIndex( indices );
  17124. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17125. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17126. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17127. }
  17128. ParametricBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17129. ParametricBufferGeometry.prototype.constructor = ParametricBufferGeometry;
  17130. // PolyhedronGeometry
  17131. function PolyhedronGeometry( vertices, indices, radius, detail ) {
  17132. Geometry.call(this);
  17133. this.type = 'PolyhedronGeometry';
  17134. this.parameters = {
  17135. vertices: vertices,
  17136. indices: indices,
  17137. radius: radius,
  17138. detail: detail
  17139. };
  17140. this.fromBufferGeometry( new PolyhedronBufferGeometry( vertices, indices, radius, detail ) );
  17141. this.mergeVertices();
  17142. }
  17143. PolyhedronGeometry.prototype = Object.create( Geometry.prototype );
  17144. PolyhedronGeometry.prototype.constructor = PolyhedronGeometry;
  17145. // PolyhedronBufferGeometry
  17146. function PolyhedronBufferGeometry( vertices, indices, radius, detail ) {
  17147. BufferGeometry.call(this);
  17148. this.type = 'PolyhedronBufferGeometry';
  17149. this.parameters = {
  17150. vertices: vertices,
  17151. indices: indices,
  17152. radius: radius,
  17153. detail: detail
  17154. };
  17155. radius = radius || 1;
  17156. detail = detail || 0;
  17157. // default buffer data
  17158. var vertexBuffer = [];
  17159. var uvBuffer = [];
  17160. // the subdivision creates the vertex buffer data
  17161. subdivide( detail );
  17162. // all vertices should lie on a conceptual sphere with a given radius
  17163. applyRadius( radius );
  17164. // finally, create the uv data
  17165. generateUVs();
  17166. // build non-indexed geometry
  17167. this.setAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) );
  17168. this.setAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) );
  17169. this.setAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );
  17170. if ( detail === 0 ) {
  17171. this.computeVertexNormals(); // flat normals
  17172. } else {
  17173. this.normalizeNormals(); // smooth normals
  17174. }
  17175. // helper functions
  17176. function subdivide( detail ) {
  17177. var a = new Vector3();
  17178. var b = new Vector3();
  17179. var c = new Vector3();
  17180. // iterate over all faces and apply a subdivison with the given detail value
  17181. for ( var i = 0; i < indices.length; i += 3 ) {
  17182. // get the vertices of the face
  17183. getVertexByIndex( indices[ i + 0 ], a );
  17184. getVertexByIndex( indices[ i + 1 ], b );
  17185. getVertexByIndex( indices[ i + 2 ], c );
  17186. // perform subdivision
  17187. subdivideFace( a, b, c, detail );
  17188. }
  17189. }
  17190. function subdivideFace( a, b, c, detail ) {
  17191. var cols = Math.pow( 2, detail );
  17192. // we use this multidimensional array as a data structure for creating the subdivision
  17193. var v = [];
  17194. // construct all of the vertices for this subdivision
  17195. for ( var i = 0; i <= cols; i ++ ) {
  17196. v[ i ] = [];
  17197. var aj = a.clone().lerp( c, i / cols );
  17198. var bj = b.clone().lerp( c, i / cols );
  17199. var rows = cols - i;
  17200. for ( var j = 0; j <= rows; j ++ ) {
  17201. if ( j === 0 && i === cols ) {
  17202. v[ i ][ j ] = aj;
  17203. } else {
  17204. v[ i ][ j ] = aj.clone().lerp( bj, j / rows );
  17205. }
  17206. }
  17207. }
  17208. // construct all of the faces
  17209. for ( var i$1 = 0; i$1 < cols; i$1 ++ ) {
  17210. for ( var j$1 = 0; j$1 < 2 * ( cols - i$1 ) - 1; j$1 ++ ) {
  17211. var k = Math.floor( j$1 / 2 );
  17212. if ( j$1 % 2 === 0 ) {
  17213. pushVertex( v[ i$1 ][ k + 1 ] );
  17214. pushVertex( v[ i$1 + 1 ][ k ] );
  17215. pushVertex( v[ i$1 ][ k ] );
  17216. } else {
  17217. pushVertex( v[ i$1 ][ k + 1 ] );
  17218. pushVertex( v[ i$1 + 1 ][ k + 1 ] );
  17219. pushVertex( v[ i$1 + 1 ][ k ] );
  17220. }
  17221. }
  17222. }
  17223. }
  17224. function applyRadius( radius ) {
  17225. var vertex = new Vector3();
  17226. // iterate over the entire buffer and apply the radius to each vertex
  17227. for ( var i = 0; i < vertexBuffer.length; i += 3 ) {
  17228. vertex.x = vertexBuffer[ i + 0 ];
  17229. vertex.y = vertexBuffer[ i + 1 ];
  17230. vertex.z = vertexBuffer[ i + 2 ];
  17231. vertex.normalize().multiplyScalar( radius );
  17232. vertexBuffer[ i + 0 ] = vertex.x;
  17233. vertexBuffer[ i + 1 ] = vertex.y;
  17234. vertexBuffer[ i + 2 ] = vertex.z;
  17235. }
  17236. }
  17237. function generateUVs() {
  17238. var vertex = new Vector3();
  17239. for ( var i = 0; i < vertexBuffer.length; i += 3 ) {
  17240. vertex.x = vertexBuffer[ i + 0 ];
  17241. vertex.y = vertexBuffer[ i + 1 ];
  17242. vertex.z = vertexBuffer[ i + 2 ];
  17243. var u = azimuth( vertex ) / 2 / Math.PI + 0.5;
  17244. var v = inclination( vertex ) / Math.PI + 0.5;
  17245. uvBuffer.push( u, 1 - v );
  17246. }
  17247. correctUVs();
  17248. correctSeam();
  17249. }
  17250. function correctSeam() {
  17251. // handle case when face straddles the seam, see #3269
  17252. for ( var i = 0; i < uvBuffer.length; i += 6 ) {
  17253. // uv data of a single face
  17254. var x0 = uvBuffer[ i + 0 ];
  17255. var x1 = uvBuffer[ i + 2 ];
  17256. var x2 = uvBuffer[ i + 4 ];
  17257. var max = Math.max( x0, x1, x2 );
  17258. var min = Math.min( x0, x1, x2 );
  17259. // 0.9 is somewhat arbitrary
  17260. if ( max > 0.9 && min < 0.1 ) {
  17261. if ( x0 < 0.2 ) { uvBuffer[ i + 0 ] += 1; }
  17262. if ( x1 < 0.2 ) { uvBuffer[ i + 2 ] += 1; }
  17263. if ( x2 < 0.2 ) { uvBuffer[ i + 4 ] += 1; }
  17264. }
  17265. }
  17266. }
  17267. function pushVertex( vertex ) {
  17268. vertexBuffer.push( vertex.x, vertex.y, vertex.z );
  17269. }
  17270. function getVertexByIndex( index, vertex ) {
  17271. var stride = index * 3;
  17272. vertex.x = vertices[ stride + 0 ];
  17273. vertex.y = vertices[ stride + 1 ];
  17274. vertex.z = vertices[ stride + 2 ];
  17275. }
  17276. function correctUVs() {
  17277. var a = new Vector3();
  17278. var b = new Vector3();
  17279. var c = new Vector3();
  17280. var centroid = new Vector3();
  17281. var uvA = new Vector2();
  17282. var uvB = new Vector2();
  17283. var uvC = new Vector2();
  17284. for ( var i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {
  17285. a.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );
  17286. b.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );
  17287. c.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );
  17288. uvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );
  17289. uvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );
  17290. uvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );
  17291. centroid.copy( a ).add( b ).add( c ).divideScalar( 3 );
  17292. var azi = azimuth( centroid );
  17293. correctUV( uvA, j + 0, a, azi );
  17294. correctUV( uvB, j + 2, b, azi );
  17295. correctUV( uvC, j + 4, c, azi );
  17296. }
  17297. }
  17298. function correctUV( uv, stride, vector, azimuth ) {
  17299. if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {
  17300. uvBuffer[ stride ] = uv.x - 1;
  17301. }
  17302. if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {
  17303. uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;
  17304. }
  17305. }
  17306. // Angle around the Y axis, counter-clockwise when looking from above.
  17307. function azimuth( vector ) {
  17308. return Math.atan2( vector.z, - vector.x );
  17309. }
  17310. // Angle above the XZ plane.
  17311. function inclination( vector ) {
  17312. return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );
  17313. }
  17314. }
  17315. PolyhedronBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17316. PolyhedronBufferGeometry.prototype.constructor = PolyhedronBufferGeometry;
  17317. // TetrahedronGeometry
  17318. function TetrahedronGeometry( radius, detail ) {
  17319. Geometry.call(this);
  17320. this.type = 'TetrahedronGeometry';
  17321. this.parameters = {
  17322. radius: radius,
  17323. detail: detail
  17324. };
  17325. this.fromBufferGeometry( new TetrahedronBufferGeometry( radius, detail ) );
  17326. this.mergeVertices();
  17327. }
  17328. TetrahedronGeometry.prototype = Object.create( Geometry.prototype );
  17329. TetrahedronGeometry.prototype.constructor = TetrahedronGeometry;
  17330. // TetrahedronBufferGeometry
  17331. function TetrahedronBufferGeometry( radius, detail ) {
  17332. var vertices = [
  17333. 1, 1, 1, - 1, - 1, 1, - 1, 1, - 1, 1, - 1, - 1
  17334. ];
  17335. var indices = [
  17336. 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1
  17337. ];
  17338. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17339. this.type = 'TetrahedronBufferGeometry';
  17340. this.parameters = {
  17341. radius: radius,
  17342. detail: detail
  17343. };
  17344. }
  17345. TetrahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17346. TetrahedronBufferGeometry.prototype.constructor = TetrahedronBufferGeometry;
  17347. // OctahedronGeometry
  17348. function OctahedronGeometry( radius, detail ) {
  17349. Geometry.call(this);
  17350. this.type = 'OctahedronGeometry';
  17351. this.parameters = {
  17352. radius: radius,
  17353. detail: detail
  17354. };
  17355. this.fromBufferGeometry( new OctahedronBufferGeometry( radius, detail ) );
  17356. this.mergeVertices();
  17357. }
  17358. OctahedronGeometry.prototype = Object.create( Geometry.prototype );
  17359. OctahedronGeometry.prototype.constructor = OctahedronGeometry;
  17360. // OctahedronBufferGeometry
  17361. function OctahedronBufferGeometry( radius, detail ) {
  17362. var vertices = [
  17363. 1, 0, 0, - 1, 0, 0, 0, 1, 0,
  17364. 0, - 1, 0, 0, 0, 1, 0, 0, - 1
  17365. ];
  17366. var indices = [
  17367. 0, 2, 4, 0, 4, 3, 0, 3, 5,
  17368. 0, 5, 2, 1, 2, 5, 1, 5, 3,
  17369. 1, 3, 4, 1, 4, 2
  17370. ];
  17371. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17372. this.type = 'OctahedronBufferGeometry';
  17373. this.parameters = {
  17374. radius: radius,
  17375. detail: detail
  17376. };
  17377. }
  17378. OctahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17379. OctahedronBufferGeometry.prototype.constructor = OctahedronBufferGeometry;
  17380. // IcosahedronGeometry
  17381. function IcosahedronGeometry( radius, detail ) {
  17382. Geometry.call(this);
  17383. this.type = 'IcosahedronGeometry';
  17384. this.parameters = {
  17385. radius: radius,
  17386. detail: detail
  17387. };
  17388. this.fromBufferGeometry( new IcosahedronBufferGeometry( radius, detail ) );
  17389. this.mergeVertices();
  17390. }
  17391. IcosahedronGeometry.prototype = Object.create( Geometry.prototype );
  17392. IcosahedronGeometry.prototype.constructor = IcosahedronGeometry;
  17393. // IcosahedronBufferGeometry
  17394. function IcosahedronBufferGeometry( radius, detail ) {
  17395. var t = ( 1 + Math.sqrt( 5 ) ) / 2;
  17396. var vertices = [
  17397. - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, 0,
  17398. 0, - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t,
  17399. t, 0, - 1, t, 0, 1, - t, 0, - 1, - t, 0, 1
  17400. ];
  17401. var indices = [
  17402. 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11,
  17403. 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8,
  17404. 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9,
  17405. 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1
  17406. ];
  17407. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17408. this.type = 'IcosahedronBufferGeometry';
  17409. this.parameters = {
  17410. radius: radius,
  17411. detail: detail
  17412. };
  17413. }
  17414. IcosahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17415. IcosahedronBufferGeometry.prototype.constructor = IcosahedronBufferGeometry;
  17416. // DodecahedronGeometry
  17417. function DodecahedronGeometry( radius, detail ) {
  17418. Geometry.call(this);
  17419. this.type = 'DodecahedronGeometry';
  17420. this.parameters = {
  17421. radius: radius,
  17422. detail: detail
  17423. };
  17424. this.fromBufferGeometry( new DodecahedronBufferGeometry( radius, detail ) );
  17425. this.mergeVertices();
  17426. }
  17427. DodecahedronGeometry.prototype = Object.create( Geometry.prototype );
  17428. DodecahedronGeometry.prototype.constructor = DodecahedronGeometry;
  17429. // DodecahedronBufferGeometry
  17430. function DodecahedronBufferGeometry( radius, detail ) {
  17431. var t = ( 1 + Math.sqrt( 5 ) ) / 2;
  17432. var r = 1 / t;
  17433. var vertices = [
  17434. // (±1, ±1, ±1)
  17435. - 1, - 1, - 1, - 1, - 1, 1,
  17436. - 1, 1, - 1, - 1, 1, 1,
  17437. 1, - 1, - 1, 1, - 1, 1,
  17438. 1, 1, - 1, 1, 1, 1,
  17439. // (0, ±1/φ, ±φ)
  17440. 0, - r, - t, 0, - r, t,
  17441. 0, r, - t, 0, r, t,
  17442. // (±1/φ, ±φ, 0)
  17443. - r, - t, 0, - r, t, 0,
  17444. r, - t, 0, r, t, 0,
  17445. // (±φ, 0, ±1/φ)
  17446. - t, 0, - r, t, 0, - r,
  17447. - t, 0, r, t, 0, r
  17448. ];
  17449. var indices = [
  17450. 3, 11, 7, 3, 7, 15, 3, 15, 13,
  17451. 7, 19, 17, 7, 17, 6, 7, 6, 15,
  17452. 17, 4, 8, 17, 8, 10, 17, 10, 6,
  17453. 8, 0, 16, 8, 16, 2, 8, 2, 10,
  17454. 0, 12, 1, 0, 1, 18, 0, 18, 16,
  17455. 6, 10, 2, 6, 2, 13, 6, 13, 15,
  17456. 2, 16, 18, 2, 18, 3, 2, 3, 13,
  17457. 18, 1, 9, 18, 9, 11, 18, 11, 3,
  17458. 4, 14, 12, 4, 12, 0, 4, 0, 8,
  17459. 11, 9, 5, 11, 5, 19, 11, 19, 7,
  17460. 19, 5, 14, 19, 14, 4, 19, 4, 17,
  17461. 1, 12, 14, 1, 14, 5, 1, 5, 9
  17462. ];
  17463. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17464. this.type = 'DodecahedronBufferGeometry';
  17465. this.parameters = {
  17466. radius: radius,
  17467. detail: detail
  17468. };
  17469. }
  17470. DodecahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17471. DodecahedronBufferGeometry.prototype.constructor = DodecahedronBufferGeometry;
  17472. // TubeGeometry
  17473. function TubeGeometry( path, tubularSegments, radius, radialSegments, closed, taper ) {
  17474. Geometry.call(this);
  17475. this.type = 'TubeGeometry';
  17476. this.parameters = {
  17477. path: path,
  17478. tubularSegments: tubularSegments,
  17479. radius: radius,
  17480. radialSegments: radialSegments,
  17481. closed: closed
  17482. };
  17483. if ( taper !== undefined ) { console.warn( 'THREE.TubeGeometry: taper has been removed.' ); }
  17484. var bufferGeometry = new TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed );
  17485. // expose internals
  17486. this.tangents = bufferGeometry.tangents;
  17487. this.normals = bufferGeometry.normals;
  17488. this.binormals = bufferGeometry.binormals;
  17489. // create geometry
  17490. this.fromBufferGeometry( bufferGeometry );
  17491. this.mergeVertices();
  17492. }
  17493. TubeGeometry.prototype = Object.create( Geometry.prototype );
  17494. TubeGeometry.prototype.constructor = TubeGeometry;
  17495. // TubeBufferGeometry
  17496. function TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed ) {
  17497. BufferGeometry.call(this);
  17498. this.type = 'TubeBufferGeometry';
  17499. this.parameters = {
  17500. path: path,
  17501. tubularSegments: tubularSegments,
  17502. radius: radius,
  17503. radialSegments: radialSegments,
  17504. closed: closed
  17505. };
  17506. tubularSegments = tubularSegments || 64;
  17507. radius = radius || 1;
  17508. radialSegments = radialSegments || 8;
  17509. closed = closed || false;
  17510. var frames = path.computeFrenetFrames( tubularSegments, closed );
  17511. // expose internals
  17512. this.tangents = frames.tangents;
  17513. this.normals = frames.normals;
  17514. this.binormals = frames.binormals;
  17515. // helper variables
  17516. var vertex = new Vector3();
  17517. var normal = new Vector3();
  17518. var uv = new Vector2();
  17519. var P = new Vector3();
  17520. // buffer
  17521. var vertices = [];
  17522. var normals = [];
  17523. var uvs = [];
  17524. var indices = [];
  17525. // create buffer data
  17526. generateBufferData();
  17527. // build geometry
  17528. this.setIndex( indices );
  17529. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17530. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17531. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17532. // functions
  17533. function generateBufferData() {
  17534. for ( var i = 0; i < tubularSegments; i ++ ) {
  17535. generateSegment( i );
  17536. }
  17537. // if the geometry is not closed, generate the last row of vertices and normals
  17538. // at the regular position on the given path
  17539. //
  17540. // if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)
  17541. generateSegment( ( closed === false ) ? tubularSegments : 0 );
  17542. // uvs are generated in a separate function.
  17543. // this makes it easy compute correct values for closed geometries
  17544. generateUVs();
  17545. // finally create faces
  17546. generateIndices();
  17547. }
  17548. function generateSegment( i ) {
  17549. // we use getPointAt to sample evenly distributed points from the given path
  17550. P = path.getPointAt( i / tubularSegments, P );
  17551. // retrieve corresponding normal and binormal
  17552. var N = frames.normals[ i ];
  17553. var B = frames.binormals[ i ];
  17554. // generate normals and vertices for the current segment
  17555. for ( var j = 0; j <= radialSegments; j ++ ) {
  17556. var v = j / radialSegments * Math.PI * 2;
  17557. var sin = Math.sin( v );
  17558. var cos = - Math.cos( v );
  17559. // normal
  17560. normal.x = ( cos * N.x + sin * B.x );
  17561. normal.y = ( cos * N.y + sin * B.y );
  17562. normal.z = ( cos * N.z + sin * B.z );
  17563. normal.normalize();
  17564. normals.push( normal.x, normal.y, normal.z );
  17565. // vertex
  17566. vertex.x = P.x + radius * normal.x;
  17567. vertex.y = P.y + radius * normal.y;
  17568. vertex.z = P.z + radius * normal.z;
  17569. vertices.push( vertex.x, vertex.y, vertex.z );
  17570. }
  17571. }
  17572. function generateIndices() {
  17573. for ( var j = 1; j <= tubularSegments; j ++ ) {
  17574. for ( var i = 1; i <= radialSegments; i ++ ) {
  17575. var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  17576. var b = ( radialSegments + 1 ) * j + ( i - 1 );
  17577. var c = ( radialSegments + 1 ) * j + i;
  17578. var d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  17579. // faces
  17580. indices.push( a, b, d );
  17581. indices.push( b, c, d );
  17582. }
  17583. }
  17584. }
  17585. function generateUVs() {
  17586. for ( var i = 0; i <= tubularSegments; i ++ ) {
  17587. for ( var j = 0; j <= radialSegments; j ++ ) {
  17588. uv.x = i / tubularSegments;
  17589. uv.y = j / radialSegments;
  17590. uvs.push( uv.x, uv.y );
  17591. }
  17592. }
  17593. }
  17594. }
  17595. TubeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17596. TubeBufferGeometry.prototype.constructor = TubeBufferGeometry;
  17597. TubeBufferGeometry.prototype.toJSON = function toJSON () {
  17598. var data = BufferGeometry.prototype.toJSON.call( this );
  17599. data.path = this.parameters.path.toJSON();
  17600. return data;
  17601. };
  17602. // TorusKnotGeometry
  17603. function TorusKnotGeometry( radius, tube, tubularSegments, radialSegments, p, q, heightScale ) {
  17604. Geometry.call(this);
  17605. this.type = 'TorusKnotGeometry';
  17606. this.parameters = {
  17607. radius: radius,
  17608. tube: tube,
  17609. tubularSegments: tubularSegments,
  17610. radialSegments: radialSegments,
  17611. p: p,
  17612. q: q
  17613. };
  17614. if ( heightScale !== undefined ) { console.warn( 'THREE.TorusKnotGeometry: heightScale has been deprecated. Use .scale( x, y, z ) instead.' ); }
  17615. this.fromBufferGeometry( new TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) );
  17616. this.mergeVertices();
  17617. }
  17618. TorusKnotGeometry.prototype = Object.create( Geometry.prototype );
  17619. TorusKnotGeometry.prototype.constructor = TorusKnotGeometry;
  17620. // TorusKnotBufferGeometry
  17621. function TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) {
  17622. BufferGeometry.call(this);
  17623. this.type = 'TorusKnotBufferGeometry';
  17624. this.parameters = {
  17625. radius: radius,
  17626. tube: tube,
  17627. tubularSegments: tubularSegments,
  17628. radialSegments: radialSegments,
  17629. p: p,
  17630. q: q
  17631. };
  17632. radius = radius || 1;
  17633. tube = tube || 0.4;
  17634. tubularSegments = Math.floor( tubularSegments ) || 64;
  17635. radialSegments = Math.floor( radialSegments ) || 8;
  17636. p = p || 2;
  17637. q = q || 3;
  17638. // buffers
  17639. var indices = [];
  17640. var vertices = [];
  17641. var normals = [];
  17642. var uvs = [];
  17643. // helper variables
  17644. var vertex = new Vector3();
  17645. var normal = new Vector3();
  17646. var P1 = new Vector3();
  17647. var P2 = new Vector3();
  17648. var B = new Vector3();
  17649. var T = new Vector3();
  17650. var N = new Vector3();
  17651. // generate vertices, normals and uvs
  17652. for ( var i = 0; i <= tubularSegments; ++ i ) {
  17653. // the radian "u" is used to calculate the position on the torus curve of the current tubular segement
  17654. var u = i / tubularSegments * p * Math.PI * 2;
  17655. // now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.
  17656. // these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions
  17657. calculatePositionOnCurve( u, p, q, radius, P1 );
  17658. calculatePositionOnCurve( u + 0.01, p, q, radius, P2 );
  17659. // calculate orthonormal basis
  17660. T.subVectors( P2, P1 );
  17661. N.addVectors( P2, P1 );
  17662. B.crossVectors( T, N );
  17663. N.crossVectors( B, T );
  17664. // normalize B, N. T can be ignored, we don't use it
  17665. B.normalize();
  17666. N.normalize();
  17667. for ( var j = 0; j <= radialSegments; ++ j ) {
  17668. // now calculate the vertices. they are nothing more than an extrusion of the torus curve.
  17669. // because we extrude a shape in the xy-plane, there is no need to calculate a z-value.
  17670. var v = j / radialSegments * Math.PI * 2;
  17671. var cx = - tube * Math.cos( v );
  17672. var cy = tube * Math.sin( v );
  17673. // now calculate the final vertex position.
  17674. // first we orient the extrusion with our basis vectos, then we add it to the current position on the curve
  17675. vertex.x = P1.x + ( cx * N.x + cy * B.x );
  17676. vertex.y = P1.y + ( cx * N.y + cy * B.y );
  17677. vertex.z = P1.z + ( cx * N.z + cy * B.z );
  17678. vertices.push( vertex.x, vertex.y, vertex.z );
  17679. // normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)
  17680. normal.subVectors( vertex, P1 ).normalize();
  17681. normals.push( normal.x, normal.y, normal.z );
  17682. // uv
  17683. uvs.push( i / tubularSegments );
  17684. uvs.push( j / radialSegments );
  17685. }
  17686. }
  17687. // generate indices
  17688. for ( var j$1 = 1; j$1 <= tubularSegments; j$1 ++ ) {
  17689. for ( var i$1 = 1; i$1 <= radialSegments; i$1 ++ ) {
  17690. // indices
  17691. var a = ( radialSegments + 1 ) * ( j$1 - 1 ) + ( i$1 - 1 );
  17692. var b = ( radialSegments + 1 ) * j$1 + ( i$1 - 1 );
  17693. var c = ( radialSegments + 1 ) * j$1 + i$1;
  17694. var d = ( radialSegments + 1 ) * ( j$1 - 1 ) + i$1;
  17695. // faces
  17696. indices.push( a, b, d );
  17697. indices.push( b, c, d );
  17698. }
  17699. }
  17700. // build geometry
  17701. this.setIndex( indices );
  17702. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17703. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17704. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17705. // this function calculates the current position on the torus curve
  17706. function calculatePositionOnCurve( u, p, q, radius, position ) {
  17707. var cu = Math.cos( u );
  17708. var su = Math.sin( u );
  17709. var quOverP = q / p * u;
  17710. var cs = Math.cos( quOverP );
  17711. position.x = radius * ( 2 + cs ) * 0.5 * cu;
  17712. position.y = radius * ( 2 + cs ) * su * 0.5;
  17713. position.z = radius * Math.sin( quOverP ) * 0.5;
  17714. }
  17715. }
  17716. TorusKnotBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17717. TorusKnotBufferGeometry.prototype.constructor = TorusKnotBufferGeometry;
  17718. // TorusGeometry
  17719. function TorusGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
  17720. Geometry.call(this);
  17721. this.type = 'TorusGeometry';
  17722. this.parameters = {
  17723. radius: radius,
  17724. tube: tube,
  17725. radialSegments: radialSegments,
  17726. tubularSegments: tubularSegments,
  17727. arc: arc
  17728. };
  17729. this.fromBufferGeometry( new TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) );
  17730. this.mergeVertices();
  17731. }
  17732. TorusGeometry.prototype = Object.create( Geometry.prototype );
  17733. TorusGeometry.prototype.constructor = TorusGeometry;
  17734. // TorusBufferGeometry
  17735. function TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
  17736. BufferGeometry.call(this);
  17737. this.type = 'TorusBufferGeometry';
  17738. this.parameters = {
  17739. radius: radius,
  17740. tube: tube,
  17741. radialSegments: radialSegments,
  17742. tubularSegments: tubularSegments,
  17743. arc: arc
  17744. };
  17745. radius = radius || 1;
  17746. tube = tube || 0.4;
  17747. radialSegments = Math.floor( radialSegments ) || 8;
  17748. tubularSegments = Math.floor( tubularSegments ) || 6;
  17749. arc = arc || Math.PI * 2;
  17750. // buffers
  17751. var indices = [];
  17752. var vertices = [];
  17753. var normals = [];
  17754. var uvs = [];
  17755. // helper variables
  17756. var center = new Vector3();
  17757. var vertex = new Vector3();
  17758. var normal = new Vector3();
  17759. // generate vertices, normals and uvs
  17760. for ( var j = 0; j <= radialSegments; j ++ ) {
  17761. for ( var i = 0; i <= tubularSegments; i ++ ) {
  17762. var u = i / tubularSegments * arc;
  17763. var v = j / radialSegments * Math.PI * 2;
  17764. // vertex
  17765. vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
  17766. vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
  17767. vertex.z = tube * Math.sin( v );
  17768. vertices.push( vertex.x, vertex.y, vertex.z );
  17769. // normal
  17770. center.x = radius * Math.cos( u );
  17771. center.y = radius * Math.sin( u );
  17772. normal.subVectors( vertex, center ).normalize();
  17773. normals.push( normal.x, normal.y, normal.z );
  17774. // uv
  17775. uvs.push( i / tubularSegments );
  17776. uvs.push( j / radialSegments );
  17777. }
  17778. }
  17779. // generate indices
  17780. for ( var j$1 = 1; j$1 <= radialSegments; j$1 ++ ) {
  17781. for ( var i$1 = 1; i$1 <= tubularSegments; i$1 ++ ) {
  17782. // indices
  17783. var a = ( tubularSegments + 1 ) * j$1 + i$1 - 1;
  17784. var b = ( tubularSegments + 1 ) * ( j$1 - 1 ) + i$1 - 1;
  17785. var c = ( tubularSegments + 1 ) * ( j$1 - 1 ) + i$1;
  17786. var d = ( tubularSegments + 1 ) * j$1 + i$1;
  17787. // faces
  17788. indices.push( a, b, d );
  17789. indices.push( b, c, d );
  17790. }
  17791. }
  17792. // build geometry
  17793. this.setIndex( indices );
  17794. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17795. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17796. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17797. }
  17798. TorusBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17799. TorusBufferGeometry.prototype.constructor = TorusBufferGeometry;
  17800. /**
  17801. * Port from https://github.com/mapbox/earcut (v2.2.2)
  17802. */
  17803. var Earcut = {
  17804. triangulate: function ( data, holeIndices, dim ) {
  17805. dim = dim || 2;
  17806. var hasHoles = holeIndices && holeIndices.length;
  17807. var outerLen = hasHoles ? holeIndices[ 0 ] * dim : data.length;
  17808. var outerNode = linkedList( data, 0, outerLen, dim, true );
  17809. var triangles = [];
  17810. if ( ! outerNode || outerNode.next === outerNode.prev ) { return triangles; }
  17811. var minX, minY, maxX, maxY, x, y, invSize;
  17812. if ( hasHoles ) { outerNode = eliminateHoles( data, holeIndices, outerNode, dim ); }
  17813. // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
  17814. if ( data.length > 80 * dim ) {
  17815. minX = maxX = data[ 0 ];
  17816. minY = maxY = data[ 1 ];
  17817. for ( var i = dim; i < outerLen; i += dim ) {
  17818. x = data[ i ];
  17819. y = data[ i + 1 ];
  17820. if ( x < minX ) { minX = x; }
  17821. if ( y < minY ) { minY = y; }
  17822. if ( x > maxX ) { maxX = x; }
  17823. if ( y > maxY ) { maxY = y; }
  17824. }
  17825. // minX, minY and invSize are later used to transform coords into integers for z-order calculation
  17826. invSize = Math.max( maxX - minX, maxY - minY );
  17827. invSize = invSize !== 0 ? 1 / invSize : 0;
  17828. }
  17829. earcutLinked( outerNode, triangles, dim, minX, minY, invSize );
  17830. return triangles;
  17831. }
  17832. };
  17833. // create a circular doubly linked list from polygon points in the specified winding order
  17834. function linkedList( data, start, end, dim, clockwise ) {
  17835. var i, last;
  17836. if ( clockwise === ( signedArea( data, start, end, dim ) > 0 ) ) {
  17837. for ( i = start; i < end; i += dim ) { last = insertNode( i, data[ i ], data[ i + 1 ], last ); }
  17838. } else {
  17839. for ( i = end - dim; i >= start; i -= dim ) { last = insertNode( i, data[ i ], data[ i + 1 ], last ); }
  17840. }
  17841. if ( last && equals( last, last.next ) ) {
  17842. removeNode( last );
  17843. last = last.next;
  17844. }
  17845. return last;
  17846. }
  17847. // eliminate colinear or duplicate points
  17848. function filterPoints( start, end ) {
  17849. if ( ! start ) { return start; }
  17850. if ( ! end ) { end = start; }
  17851. var p = start,
  17852. again;
  17853. do {
  17854. again = false;
  17855. if ( ! p.steiner && ( equals( p, p.next ) || area( p.prev, p, p.next ) === 0 ) ) {
  17856. removeNode( p );
  17857. p = end = p.prev;
  17858. if ( p === p.next ) { break; }
  17859. again = true;
  17860. } else {
  17861. p = p.next;
  17862. }
  17863. } while ( again || p !== end );
  17864. return end;
  17865. }
  17866. // main ear slicing loop which triangulates a polygon (given as a linked list)
  17867. function earcutLinked( ear, triangles, dim, minX, minY, invSize, pass ) {
  17868. if ( ! ear ) { return; }
  17869. // interlink polygon nodes in z-order
  17870. if ( ! pass && invSize ) { indexCurve( ear, minX, minY, invSize ); }
  17871. var stop = ear,
  17872. prev, next;
  17873. // iterate through ears, slicing them one by one
  17874. while ( ear.prev !== ear.next ) {
  17875. prev = ear.prev;
  17876. next = ear.next;
  17877. if ( invSize ? isEarHashed( ear, minX, minY, invSize ) : isEar( ear ) ) {
  17878. // cut off the triangle
  17879. triangles.push( prev.i / dim );
  17880. triangles.push( ear.i / dim );
  17881. triangles.push( next.i / dim );
  17882. removeNode( ear );
  17883. // skipping the next vertex leads to less sliver triangles
  17884. ear = next.next;
  17885. stop = next.next;
  17886. continue;
  17887. }
  17888. ear = next;
  17889. // if we looped through the whole remaining polygon and can't find any more ears
  17890. if ( ear === stop ) {
  17891. // try filtering points and slicing again
  17892. if ( ! pass ) {
  17893. earcutLinked( filterPoints( ear ), triangles, dim, minX, minY, invSize, 1 );
  17894. // if this didn't work, try curing all small self-intersections locally
  17895. } else if ( pass === 1 ) {
  17896. ear = cureLocalIntersections( filterPoints( ear ), triangles, dim );
  17897. earcutLinked( ear, triangles, dim, minX, minY, invSize, 2 );
  17898. // as a last resort, try splitting the remaining polygon into two
  17899. } else if ( pass === 2 ) {
  17900. splitEarcut( ear, triangles, dim, minX, minY, invSize );
  17901. }
  17902. break;
  17903. }
  17904. }
  17905. }
  17906. // check whether a polygon node forms a valid ear with adjacent nodes
  17907. function isEar( ear ) {
  17908. var a = ear.prev,
  17909. b = ear,
  17910. c = ear.next;
  17911. if ( area( a, b, c ) >= 0 ) { return false; } // reflex, can't be an ear
  17912. // now make sure we don't have other points inside the potential ear
  17913. var p = ear.next.next;
  17914. while ( p !== ear.prev ) {
  17915. if ( pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17916. area( p.prev, p, p.next ) >= 0 ) { return false; }
  17917. p = p.next;
  17918. }
  17919. return true;
  17920. }
  17921. function isEarHashed( ear, minX, minY, invSize ) {
  17922. var a = ear.prev,
  17923. b = ear,
  17924. c = ear.next;
  17925. if ( area( a, b, c ) >= 0 ) { return false; } // reflex, can't be an ear
  17926. // triangle bbox; min & max are calculated like this for speed
  17927. var minTX = a.x < b.x ? ( a.x < c.x ? a.x : c.x ) : ( b.x < c.x ? b.x : c.x ),
  17928. minTY = a.y < b.y ? ( a.y < c.y ? a.y : c.y ) : ( b.y < c.y ? b.y : c.y ),
  17929. maxTX = a.x > b.x ? ( a.x > c.x ? a.x : c.x ) : ( b.x > c.x ? b.x : c.x ),
  17930. maxTY = a.y > b.y ? ( a.y > c.y ? a.y : c.y ) : ( b.y > c.y ? b.y : c.y );
  17931. // z-order range for the current triangle bbox;
  17932. var minZ = zOrder( minTX, minTY, minX, minY, invSize ),
  17933. maxZ = zOrder( maxTX, maxTY, minX, minY, invSize );
  17934. var p = ear.prevZ,
  17935. n = ear.nextZ;
  17936. // look for points inside the triangle in both directions
  17937. while ( p && p.z >= minZ && n && n.z <= maxZ ) {
  17938. if ( p !== ear.prev && p !== ear.next &&
  17939. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17940. area( p.prev, p, p.next ) >= 0 ) { return false; }
  17941. p = p.prevZ;
  17942. if ( n !== ear.prev && n !== ear.next &&
  17943. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&
  17944. area( n.prev, n, n.next ) >= 0 ) { return false; }
  17945. n = n.nextZ;
  17946. }
  17947. // look for remaining points in decreasing z-order
  17948. while ( p && p.z >= minZ ) {
  17949. if ( p !== ear.prev && p !== ear.next &&
  17950. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17951. area( p.prev, p, p.next ) >= 0 ) { return false; }
  17952. p = p.prevZ;
  17953. }
  17954. // look for remaining points in increasing z-order
  17955. while ( n && n.z <= maxZ ) {
  17956. if ( n !== ear.prev && n !== ear.next &&
  17957. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&
  17958. area( n.prev, n, n.next ) >= 0 ) { return false; }
  17959. n = n.nextZ;
  17960. }
  17961. return true;
  17962. }
  17963. // go through all polygon nodes and cure small local self-intersections
  17964. function cureLocalIntersections( start, triangles, dim ) {
  17965. var p = start;
  17966. do {
  17967. var a = p.prev,
  17968. b = p.next.next;
  17969. if ( ! equals( a, b ) && intersects( a, p, p.next, b ) && locallyInside( a, b ) && locallyInside( b, a ) ) {
  17970. triangles.push( a.i / dim );
  17971. triangles.push( p.i / dim );
  17972. triangles.push( b.i / dim );
  17973. // remove two nodes involved
  17974. removeNode( p );
  17975. removeNode( p.next );
  17976. p = start = b;
  17977. }
  17978. p = p.next;
  17979. } while ( p !== start );
  17980. return filterPoints( p );
  17981. }
  17982. // try splitting polygon into two and triangulate them independently
  17983. function splitEarcut( start, triangles, dim, minX, minY, invSize ) {
  17984. // look for a valid diagonal that divides the polygon into two
  17985. var a = start;
  17986. do {
  17987. var b = a.next.next;
  17988. while ( b !== a.prev ) {
  17989. if ( a.i !== b.i && isValidDiagonal( a, b ) ) {
  17990. // split the polygon in two by the diagonal
  17991. var c = splitPolygon( a, b );
  17992. // filter colinear points around the cuts
  17993. a = filterPoints( a, a.next );
  17994. c = filterPoints( c, c.next );
  17995. // run earcut on each half
  17996. earcutLinked( a, triangles, dim, minX, minY, invSize );
  17997. earcutLinked( c, triangles, dim, minX, minY, invSize );
  17998. return;
  17999. }
  18000. b = b.next;
  18001. }
  18002. a = a.next;
  18003. } while ( a !== start );
  18004. }
  18005. // link every hole into the outer loop, producing a single-ring polygon without holes
  18006. function eliminateHoles( data, holeIndices, outerNode, dim ) {
  18007. var queue = [];
  18008. var i, len, start, end, list;
  18009. for ( i = 0, len = holeIndices.length; i < len; i ++ ) {
  18010. start = holeIndices[ i ] * dim;
  18011. end = i < len - 1 ? holeIndices[ i + 1 ] * dim : data.length;
  18012. list = linkedList( data, start, end, dim, false );
  18013. if ( list === list.next ) { list.steiner = true; }
  18014. queue.push( getLeftmost( list ) );
  18015. }
  18016. queue.sort( compareX );
  18017. // process holes from left to right
  18018. for ( i = 0; i < queue.length; i ++ ) {
  18019. eliminateHole( queue[ i ], outerNode );
  18020. outerNode = filterPoints( outerNode, outerNode.next );
  18021. }
  18022. return outerNode;
  18023. }
  18024. function compareX( a, b ) {
  18025. return a.x - b.x;
  18026. }
  18027. // find a bridge between vertices that connects hole with an outer ring and and link it
  18028. function eliminateHole( hole, outerNode ) {
  18029. outerNode = findHoleBridge( hole, outerNode );
  18030. if ( outerNode ) {
  18031. var b = splitPolygon( outerNode, hole );
  18032. // filter collinear points around the cuts
  18033. filterPoints( outerNode, outerNode.next );
  18034. filterPoints( b, b.next );
  18035. }
  18036. }
  18037. // David Eberly's algorithm for finding a bridge between hole and outer polygon
  18038. function findHoleBridge( hole, outerNode ) {
  18039. var p = outerNode;
  18040. var hx = hole.x;
  18041. var hy = hole.y;
  18042. var qx = - Infinity, m;
  18043. // find a segment intersected by a ray from the hole's leftmost point to the left;
  18044. // segment's endpoint with lesser x will be potential connection point
  18045. do {
  18046. if ( hy <= p.y && hy >= p.next.y && p.next.y !== p.y ) {
  18047. var x = p.x + ( hy - p.y ) * ( p.next.x - p.x ) / ( p.next.y - p.y );
  18048. if ( x <= hx && x > qx ) {
  18049. qx = x;
  18050. if ( x === hx ) {
  18051. if ( hy === p.y ) { return p; }
  18052. if ( hy === p.next.y ) { return p.next; }
  18053. }
  18054. m = p.x < p.next.x ? p : p.next;
  18055. }
  18056. }
  18057. p = p.next;
  18058. } while ( p !== outerNode );
  18059. if ( ! m ) { return null; }
  18060. if ( hx === qx ) { return m; } // hole touches outer segment; pick leftmost endpoint
  18061. // look for points inside the triangle of hole point, segment intersection and endpoint;
  18062. // if there are no points found, we have a valid connection;
  18063. // otherwise choose the point of the minimum angle with the ray as connection point
  18064. var stop = m,
  18065. mx = m.x,
  18066. my = m.y;
  18067. var tanMin = Infinity, tan;
  18068. p = m;
  18069. do {
  18070. if ( hx >= p.x && p.x >= mx && hx !== p.x &&
  18071. pointInTriangle( hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y ) ) {
  18072. tan = Math.abs( hy - p.y ) / ( hx - p.x ); // tangential
  18073. if ( locallyInside( p, hole ) && ( tan < tanMin || ( tan === tanMin && ( p.x > m.x || ( p.x === m.x && sectorContainsSector( m, p ) ) ) ) ) ) {
  18074. m = p;
  18075. tanMin = tan;
  18076. }
  18077. }
  18078. p = p.next;
  18079. } while ( p !== stop );
  18080. return m;
  18081. }
  18082. // whether sector in vertex m contains sector in vertex p in the same coordinates
  18083. function sectorContainsSector( m, p ) {
  18084. return area( m.prev, m, p.prev ) < 0 && area( p.next, m, m.next ) < 0;
  18085. }
  18086. // interlink polygon nodes in z-order
  18087. function indexCurve( start, minX, minY, invSize ) {
  18088. var p = start;
  18089. do {
  18090. if ( p.z === null ) { p.z = zOrder( p.x, p.y, minX, minY, invSize ); }
  18091. p.prevZ = p.prev;
  18092. p.nextZ = p.next;
  18093. p = p.next;
  18094. } while ( p !== start );
  18095. p.prevZ.nextZ = null;
  18096. p.prevZ = null;
  18097. sortLinked( p );
  18098. }
  18099. // Simon Tatham's linked list merge sort algorithm
  18100. // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
  18101. function sortLinked( list ) {
  18102. var i, p, q, e, tail, numMerges, pSize, qSize,
  18103. inSize = 1;
  18104. do {
  18105. p = list;
  18106. list = null;
  18107. tail = null;
  18108. numMerges = 0;
  18109. while ( p ) {
  18110. numMerges ++;
  18111. q = p;
  18112. pSize = 0;
  18113. for ( i = 0; i < inSize; i ++ ) {
  18114. pSize ++;
  18115. q = q.nextZ;
  18116. if ( ! q ) { break; }
  18117. }
  18118. qSize = inSize;
  18119. while ( pSize > 0 || ( qSize > 0 && q ) ) {
  18120. if ( pSize !== 0 && ( qSize === 0 || ! q || p.z <= q.z ) ) {
  18121. e = p;
  18122. p = p.nextZ;
  18123. pSize --;
  18124. } else {
  18125. e = q;
  18126. q = q.nextZ;
  18127. qSize --;
  18128. }
  18129. if ( tail ) { tail.nextZ = e; }
  18130. else { list = e; }
  18131. e.prevZ = tail;
  18132. tail = e;
  18133. }
  18134. p = q;
  18135. }
  18136. tail.nextZ = null;
  18137. inSize *= 2;
  18138. } while ( numMerges > 1 );
  18139. return list;
  18140. }
  18141. // z-order of a point given coords and inverse of the longer side of data bbox
  18142. function zOrder( x, y, minX, minY, invSize ) {
  18143. // coords are transformed into non-negative 15-bit integer range
  18144. x = 32767 * ( x - minX ) * invSize;
  18145. y = 32767 * ( y - minY ) * invSize;
  18146. x = ( x | ( x << 8 ) ) & 0x00FF00FF;
  18147. x = ( x | ( x << 4 ) ) & 0x0F0F0F0F;
  18148. x = ( x | ( x << 2 ) ) & 0x33333333;
  18149. x = ( x | ( x << 1 ) ) & 0x55555555;
  18150. y = ( y | ( y << 8 ) ) & 0x00FF00FF;
  18151. y = ( y | ( y << 4 ) ) & 0x0F0F0F0F;
  18152. y = ( y | ( y << 2 ) ) & 0x33333333;
  18153. y = ( y | ( y << 1 ) ) & 0x55555555;
  18154. return x | ( y << 1 );
  18155. }
  18156. // find the leftmost node of a polygon ring
  18157. function getLeftmost( start ) {
  18158. var p = start,
  18159. leftmost = start;
  18160. do {
  18161. if ( p.x < leftmost.x || ( p.x === leftmost.x && p.y < leftmost.y ) ) { leftmost = p; }
  18162. p = p.next;
  18163. } while ( p !== start );
  18164. return leftmost;
  18165. }
  18166. // check if a point lies within a convex triangle
  18167. function pointInTriangle( ax, ay, bx, by, cx, cy, px, py ) {
  18168. return ( cx - px ) * ( ay - py ) - ( ax - px ) * ( cy - py ) >= 0 &&
  18169. ( ax - px ) * ( by - py ) - ( bx - px ) * ( ay - py ) >= 0 &&
  18170. ( bx - px ) * ( cy - py ) - ( cx - px ) * ( by - py ) >= 0;
  18171. }
  18172. // check if a diagonal between two polygon nodes is valid (lies in polygon interior)
  18173. function isValidDiagonal( a, b ) {
  18174. return a.next.i !== b.i && a.prev.i !== b.i && ! intersectsPolygon( a, b ) && // dones't intersect other edges
  18175. ( locallyInside( a, b ) && locallyInside( b, a ) && middleInside( a, b ) && // locally visible
  18176. ( area( a.prev, a, b.prev ) || area( a, b.prev, b ) ) || // does not create opposite-facing sectors
  18177. equals( a, b ) && area( a.prev, a, a.next ) > 0 && area( b.prev, b, b.next ) > 0 ); // special zero-length case
  18178. }
  18179. // signed area of a triangle
  18180. function area( p, q, r ) {
  18181. return ( q.y - p.y ) * ( r.x - q.x ) - ( q.x - p.x ) * ( r.y - q.y );
  18182. }
  18183. // check if two points are equal
  18184. function equals( p1, p2 ) {
  18185. return p1.x === p2.x && p1.y === p2.y;
  18186. }
  18187. // check if two segments intersect
  18188. function intersects( p1, q1, p2, q2 ) {
  18189. var o1 = sign( area( p1, q1, p2 ) );
  18190. var o2 = sign( area( p1, q1, q2 ) );
  18191. var o3 = sign( area( p2, q2, p1 ) );
  18192. var o4 = sign( area( p2, q2, q1 ) );
  18193. if ( o1 !== o2 && o3 !== o4 ) { return true; } // general case
  18194. if ( o1 === 0 && onSegment( p1, p2, q1 ) ) { return true; } // p1, q1 and p2 are collinear and p2 lies on p1q1
  18195. if ( o2 === 0 && onSegment( p1, q2, q1 ) ) { return true; } // p1, q1 and q2 are collinear and q2 lies on p1q1
  18196. if ( o3 === 0 && onSegment( p2, p1, q2 ) ) { return true; } // p2, q2 and p1 are collinear and p1 lies on p2q2
  18197. if ( o4 === 0 && onSegment( p2, q1, q2 ) ) { return true; } // p2, q2 and q1 are collinear and q1 lies on p2q2
  18198. return false;
  18199. }
  18200. // for collinear points p, q, r, check if point q lies on segment pr
  18201. function onSegment( p, q, r ) {
  18202. 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 );
  18203. }
  18204. function sign( num ) {
  18205. return num > 0 ? 1 : num < 0 ? - 1 : 0;
  18206. }
  18207. // check if a polygon diagonal intersects any polygon segments
  18208. function intersectsPolygon( a, b ) {
  18209. var p = a;
  18210. do {
  18211. if ( p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&
  18212. intersects( p, p.next, a, b ) ) { return true; }
  18213. p = p.next;
  18214. } while ( p !== a );
  18215. return false;
  18216. }
  18217. // check if a polygon diagonal is locally inside the polygon
  18218. function locallyInside( a, b ) {
  18219. return area( a.prev, a, a.next ) < 0 ?
  18220. area( a, b, a.next ) >= 0 && area( a, a.prev, b ) >= 0 :
  18221. area( a, b, a.prev ) < 0 || area( a, a.next, b ) < 0;
  18222. }
  18223. // check if the middle point of a polygon diagonal is inside the polygon
  18224. function middleInside( a, b ) {
  18225. var p = a,
  18226. inside = false;
  18227. var px = ( a.x + b.x ) / 2,
  18228. py = ( a.y + b.y ) / 2;
  18229. do {
  18230. if ( ( ( p.y > py ) !== ( p.next.y > py ) ) && p.next.y !== p.y &&
  18231. ( px < ( p.next.x - p.x ) * ( py - p.y ) / ( p.next.y - p.y ) + p.x ) )
  18232. { inside = ! inside; }
  18233. p = p.next;
  18234. } while ( p !== a );
  18235. return inside;
  18236. }
  18237. // link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
  18238. // if one belongs to the outer ring and another to a hole, it merges it into a single ring
  18239. function splitPolygon( a, b ) {
  18240. var a2 = new Node( a.i, a.x, a.y ),
  18241. b2 = new Node( b.i, b.x, b.y ),
  18242. an = a.next,
  18243. bp = b.prev;
  18244. a.next = b;
  18245. b.prev = a;
  18246. a2.next = an;
  18247. an.prev = a2;
  18248. b2.next = a2;
  18249. a2.prev = b2;
  18250. bp.next = b2;
  18251. b2.prev = bp;
  18252. return b2;
  18253. }
  18254. // create a node and optionally link it with previous one (in a circular doubly linked list)
  18255. function insertNode( i, x, y, last ) {
  18256. var p = new Node( i, x, y );
  18257. if ( ! last ) {
  18258. p.prev = p;
  18259. p.next = p;
  18260. } else {
  18261. p.next = last.next;
  18262. p.prev = last;
  18263. last.next.prev = p;
  18264. last.next = p;
  18265. }
  18266. return p;
  18267. }
  18268. function removeNode( p ) {
  18269. p.next.prev = p.prev;
  18270. p.prev.next = p.next;
  18271. if ( p.prevZ ) { p.prevZ.nextZ = p.nextZ; }
  18272. if ( p.nextZ ) { p.nextZ.prevZ = p.prevZ; }
  18273. }
  18274. function Node( i, x, y ) {
  18275. // vertex index in coordinates array
  18276. this.i = i;
  18277. // vertex coordinates
  18278. this.x = x;
  18279. this.y = y;
  18280. // previous and next vertex nodes in a polygon ring
  18281. this.prev = null;
  18282. this.next = null;
  18283. // z-order curve value
  18284. this.z = null;
  18285. // previous and next nodes in z-order
  18286. this.prevZ = null;
  18287. this.nextZ = null;
  18288. // indicates whether this is a steiner point
  18289. this.steiner = false;
  18290. }
  18291. function signedArea( data, start, end, dim ) {
  18292. var sum = 0;
  18293. for ( var i = start, j = end - dim; i < end; i += dim ) {
  18294. sum += ( data[ j ] - data[ i ] ) * ( data[ i + 1 ] + data[ j + 1 ] );
  18295. j = i;
  18296. }
  18297. return sum;
  18298. }
  18299. var ShapeUtils = {
  18300. // calculate area of the contour polygon
  18301. area: function ( contour ) {
  18302. var n = contour.length;
  18303. var a = 0.0;
  18304. for ( var p = n - 1, q = 0; q < n; p = q ++ ) {
  18305. a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
  18306. }
  18307. return a * 0.5;
  18308. },
  18309. isClockWise: function ( pts ) {
  18310. return ShapeUtils.area( pts ) < 0;
  18311. },
  18312. triangulateShape: function ( contour, holes ) {
  18313. var vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]
  18314. var holeIndices = []; // array of hole indices
  18315. var faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]
  18316. removeDupEndPts( contour );
  18317. addContour( vertices, contour );
  18318. //
  18319. var holeIndex = contour.length;
  18320. holes.forEach( removeDupEndPts );
  18321. for ( var i = 0; i < holes.length; i ++ ) {
  18322. holeIndices.push( holeIndex );
  18323. holeIndex += holes[ i ].length;
  18324. addContour( vertices, holes[ i ] );
  18325. }
  18326. //
  18327. var triangles = Earcut.triangulate( vertices, holeIndices );
  18328. //
  18329. for ( var i$1 = 0; i$1 < triangles.length; i$1 += 3 ) {
  18330. faces.push( triangles.slice( i$1, i$1 + 3 ) );
  18331. }
  18332. return faces;
  18333. }
  18334. };
  18335. function removeDupEndPts( points ) {
  18336. var l = points.length;
  18337. if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {
  18338. points.pop();
  18339. }
  18340. }
  18341. function addContour( vertices, contour ) {
  18342. for ( var i = 0; i < contour.length; i ++ ) {
  18343. vertices.push( contour[ i ].x );
  18344. vertices.push( contour[ i ].y );
  18345. }
  18346. }
  18347. /**
  18348. * Creates extruded geometry from a path shape.
  18349. *
  18350. * parameters = {
  18351. *
  18352. * curveSegments: <int>, // number of points on the curves
  18353. * steps: <int>, // number of points for z-side extrusions / used for subdividing segments of extrude spline too
  18354. * depth: <float>, // Depth to extrude the shape
  18355. *
  18356. * bevelEnabled: <bool>, // turn on bevel
  18357. * bevelThickness: <float>, // how deep into the original shape bevel goes
  18358. * bevelSize: <float>, // how far from shape outline (including bevelOffset) is bevel
  18359. * bevelOffset: <float>, // how far from shape outline does bevel start
  18360. * bevelSegments: <int>, // number of bevel layers
  18361. *
  18362. * extrudePath: <THREE.Curve> // curve to extrude shape along
  18363. *
  18364. * UVGenerator: <Object> // object that provides UV generator functions
  18365. *
  18366. * }
  18367. */
  18368. // ExtrudeGeometry
  18369. function ExtrudeGeometry( shapes, options ) {
  18370. Geometry.call(this);
  18371. this.type = 'ExtrudeGeometry';
  18372. this.parameters = {
  18373. shapes: shapes,
  18374. options: options
  18375. };
  18376. this.fromBufferGeometry( new ExtrudeBufferGeometry( shapes, options ) );
  18377. this.mergeVertices();
  18378. }
  18379. ExtrudeGeometry.prototype = Object.create( Geometry.prototype );
  18380. ExtrudeGeometry.prototype.constructor = ExtrudeGeometry;
  18381. ExtrudeGeometry.prototype.toJSON = function toJSON$1 () {
  18382. var data = Geometry.prototype.toJSON.call(this);
  18383. var shapes = this.parameters.shapes;
  18384. var options = this.parameters.options;
  18385. return toJSON( shapes, options, data );
  18386. };
  18387. // ExtrudeBufferGeometry
  18388. function ExtrudeBufferGeometry( shapes, options ) {
  18389. BufferGeometry.call(this);
  18390. this.type = 'ExtrudeBufferGeometry';
  18391. this.parameters = {
  18392. shapes: shapes,
  18393. options: options
  18394. };
  18395. shapes = Array.isArray( shapes ) ? shapes : [ shapes ];
  18396. var scope = this;
  18397. var verticesArray = [];
  18398. var uvArray = [];
  18399. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  18400. var shape = shapes[ i ];
  18401. addShape( shape );
  18402. }
  18403. // build geometry
  18404. this.setAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );
  18405. this.setAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );
  18406. this.computeVertexNormals();
  18407. // functions
  18408. function addShape( shape ) {
  18409. var placeholder = [];
  18410. // options
  18411. var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
  18412. var steps = options.steps !== undefined ? options.steps : 1;
  18413. var depth = options.depth !== undefined ? options.depth : 100;
  18414. var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;
  18415. var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6;
  18416. var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2;
  18417. var bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0;
  18418. var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
  18419. var extrudePath = options.extrudePath;
  18420. var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;
  18421. // deprecated options
  18422. if ( options.amount !== undefined ) {
  18423. console.warn( 'THREE.ExtrudeBufferGeometry: amount has been renamed to depth.' );
  18424. depth = options.amount;
  18425. }
  18426. //
  18427. var extrudePts, extrudeByPath = false;
  18428. var splineTube, binormal, normal, position2;
  18429. if ( extrudePath ) {
  18430. extrudePts = extrudePath.getSpacedPoints( steps );
  18431. extrudeByPath = true;
  18432. bevelEnabled = false; // bevels not supported for path extrusion
  18433. // SETUP TNB variables
  18434. // TODO1 - have a .isClosed in spline?
  18435. splineTube = extrudePath.computeFrenetFrames( steps, false );
  18436. // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
  18437. binormal = new Vector3();
  18438. normal = new Vector3();
  18439. position2 = new Vector3();
  18440. }
  18441. // Safeguards if bevels are not enabled
  18442. if ( ! bevelEnabled ) {
  18443. bevelSegments = 0;
  18444. bevelThickness = 0;
  18445. bevelSize = 0;
  18446. bevelOffset = 0;
  18447. }
  18448. // Variables initialization
  18449. var shapePoints = shape.extractPoints( curveSegments );
  18450. var vertices = shapePoints.shape;
  18451. var holes = shapePoints.holes;
  18452. var reverse = ! ShapeUtils.isClockWise( vertices );
  18453. if ( reverse ) {
  18454. vertices = vertices.reverse();
  18455. // Maybe we should also check if holes are in the opposite direction, just to be safe ...
  18456. for ( var h = 0, hl = holes.length; h < hl; h ++ ) {
  18457. var ahole = holes[ h ];
  18458. if ( ShapeUtils.isClockWise( ahole ) ) {
  18459. holes[ h ] = ahole.reverse();
  18460. }
  18461. }
  18462. }
  18463. var faces = ShapeUtils.triangulateShape( vertices, holes );
  18464. /* Vertices */
  18465. var contour = vertices; // vertices has all points but contour has only points of circumference
  18466. for ( var h$1 = 0, hl$1 = holes.length; h$1 < hl$1; h$1 ++ ) {
  18467. var ahole$1 = holes[ h$1 ];
  18468. vertices = vertices.concat( ahole$1 );
  18469. }
  18470. function scalePt2( pt, vec, size ) {
  18471. if ( ! vec ) { console.error( "THREE.ExtrudeGeometry: vec does not exist" ); }
  18472. return vec.clone().multiplyScalar( size ).add( pt );
  18473. }
  18474. var vlen = vertices.length, flen = faces.length;
  18475. // Find directions for point movement
  18476. function getBevelVec( inPt, inPrev, inNext ) {
  18477. // computes for inPt the corresponding point inPt' on a new contour
  18478. // shifted by 1 unit (length of normalized vector) to the left
  18479. // if we walk along contour clockwise, this new contour is outside the old one
  18480. //
  18481. // inPt' is the intersection of the two lines parallel to the two
  18482. // adjacent edges of inPt at a distance of 1 unit on the left side.
  18483. var v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt
  18484. // good reading for geometry algorithms (here: line-line intersection)
  18485. // http://geomalgorithms.com/a05-_intersect-1.html
  18486. var v_prev_x = inPt.x - inPrev.x,
  18487. v_prev_y = inPt.y - inPrev.y;
  18488. var v_next_x = inNext.x - inPt.x,
  18489. v_next_y = inNext.y - inPt.y;
  18490. var v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
  18491. // check for collinear edges
  18492. var collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  18493. if ( Math.abs( collinear0 ) > Number.EPSILON ) {
  18494. // not collinear
  18495. // length of vectors for normalizing
  18496. var v_prev_len = Math.sqrt( v_prev_lensq );
  18497. var v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );
  18498. // shift adjacent points by unit vectors to the left
  18499. var ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
  18500. var ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
  18501. var ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
  18502. var ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
  18503. // scaling factor for v_prev to intersection point
  18504. var sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
  18505. ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /
  18506. ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  18507. // vector from inPt to intersection point
  18508. v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
  18509. v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
  18510. // Don't normalize!, otherwise sharp corners become ugly
  18511. // but prevent crazy spikes
  18512. var v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );
  18513. if ( v_trans_lensq <= 2 ) {
  18514. return new Vector2( v_trans_x, v_trans_y );
  18515. } else {
  18516. shrink_by = Math.sqrt( v_trans_lensq / 2 );
  18517. }
  18518. } else {
  18519. // handle special case of collinear edges
  18520. var direction_eq = false; // assumes: opposite
  18521. if ( v_prev_x > Number.EPSILON ) {
  18522. if ( v_next_x > Number.EPSILON ) {
  18523. direction_eq = true;
  18524. }
  18525. } else {
  18526. if ( v_prev_x < - Number.EPSILON ) {
  18527. if ( v_next_x < - Number.EPSILON ) {
  18528. direction_eq = true;
  18529. }
  18530. } else {
  18531. if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {
  18532. direction_eq = true;
  18533. }
  18534. }
  18535. }
  18536. if ( direction_eq ) {
  18537. // console.log("Warning: lines are a straight sequence");
  18538. v_trans_x = - v_prev_y;
  18539. v_trans_y = v_prev_x;
  18540. shrink_by = Math.sqrt( v_prev_lensq );
  18541. } else {
  18542. // console.log("Warning: lines are a straight spike");
  18543. v_trans_x = v_prev_x;
  18544. v_trans_y = v_prev_y;
  18545. shrink_by = Math.sqrt( v_prev_lensq / 2 );
  18546. }
  18547. }
  18548. return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
  18549. }
  18550. var contourMovements = [];
  18551. for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  18552. if ( j === il ) { j = 0; }
  18553. if ( k === il ) { k = 0; }
  18554. // (j)---(i)---(k)
  18555. // console.log('i,j,k', i, j , k)
  18556. contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
  18557. }
  18558. var holesMovements = [];
  18559. var oneHoleMovements, verticesMovements = contourMovements.concat();
  18560. for ( var h$2 = 0, hl$2 = holes.length; h$2 < hl$2; h$2 ++ ) {
  18561. var ahole$2 = holes[ h$2 ];
  18562. oneHoleMovements = [];
  18563. 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 ++ ) {
  18564. if ( j$1 === il$1 ) { j$1 = 0; }
  18565. if ( k$1 === il$1 ) { k$1 = 0; }
  18566. // (j)---(i)---(k)
  18567. oneHoleMovements[ i$1 ] = getBevelVec( ahole$2[ i$1 ], ahole$2[ j$1 ], ahole$2[ k$1 ] );
  18568. }
  18569. holesMovements.push( oneHoleMovements );
  18570. verticesMovements = verticesMovements.concat( oneHoleMovements );
  18571. }
  18572. // Loop bevelSegments, 1 for the front, 1 for the back
  18573. for ( var b = 0; b < bevelSegments; b ++ ) {
  18574. //for ( b = bevelSegments; b > 0; b -- ) {
  18575. var t = b / bevelSegments;
  18576. var z = bevelThickness * Math.cos( t * Math.PI / 2 );
  18577. var bs$1 = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  18578. // contract shape
  18579. for ( var i$2 = 0, il$2 = contour.length; i$2 < il$2; i$2 ++ ) {
  18580. var vert = scalePt2( contour[ i$2 ], contourMovements[ i$2 ], bs$1 );
  18581. v( vert.x, vert.y, - z );
  18582. }
  18583. // expand holes
  18584. for ( var h$3 = 0, hl$3 = holes.length; h$3 < hl$3; h$3 ++ ) {
  18585. var ahole$3 = holes[ h$3 ];
  18586. oneHoleMovements = holesMovements[ h$3 ];
  18587. for ( var i$3 = 0, il$3 = ahole$3.length; i$3 < il$3; i$3 ++ ) {
  18588. var vert$1 = scalePt2( ahole$3[ i$3 ], oneHoleMovements[ i$3 ], bs$1 );
  18589. v( vert$1.x, vert$1.y, - z );
  18590. }
  18591. }
  18592. }
  18593. var bs = bevelSize + bevelOffset;
  18594. // Back facing vertices
  18595. for ( var i$4 = 0; i$4 < vlen; i$4 ++ ) {
  18596. var vert$2 = bevelEnabled ? scalePt2( vertices[ i$4 ], verticesMovements[ i$4 ], bs ) : vertices[ i$4 ];
  18597. if ( ! extrudeByPath ) {
  18598. v( vert$2.x, vert$2.y, 0 );
  18599. } else {
  18600. // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
  18601. normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert$2.x );
  18602. binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert$2.y );
  18603. position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );
  18604. v( position2.x, position2.y, position2.z );
  18605. }
  18606. }
  18607. // Add stepped vertices...
  18608. // Including front facing vertices
  18609. for ( var s = 1; s <= steps; s ++ ) {
  18610. for ( var i$5 = 0; i$5 < vlen; i$5 ++ ) {
  18611. var vert$3 = bevelEnabled ? scalePt2( vertices[ i$5 ], verticesMovements[ i$5 ], bs ) : vertices[ i$5 ];
  18612. if ( ! extrudeByPath ) {
  18613. v( vert$3.x, vert$3.y, depth / steps * s );
  18614. } else {
  18615. // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
  18616. normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert$3.x );
  18617. binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert$3.y );
  18618. position2.copy( extrudePts[ s ] ).add( normal ).add( binormal );
  18619. v( position2.x, position2.y, position2.z );
  18620. }
  18621. }
  18622. }
  18623. // Add bevel segments planes
  18624. //for ( b = 1; b <= bevelSegments; b ++ ) {
  18625. for ( var b$1 = bevelSegments - 1; b$1 >= 0; b$1 -- ) {
  18626. var t$1 = b$1 / bevelSegments;
  18627. var z$1 = bevelThickness * Math.cos( t$1 * Math.PI / 2 );
  18628. var bs$2 = bevelSize * Math.sin( t$1 * Math.PI / 2 ) + bevelOffset;
  18629. // contract shape
  18630. for ( var i$6 = 0, il$4 = contour.length; i$6 < il$4; i$6 ++ ) {
  18631. var vert$4 = scalePt2( contour[ i$6 ], contourMovements[ i$6 ], bs$2 );
  18632. v( vert$4.x, vert$4.y, depth + z$1 );
  18633. }
  18634. // expand holes
  18635. for ( var h$4 = 0, hl$4 = holes.length; h$4 < hl$4; h$4 ++ ) {
  18636. var ahole$4 = holes[ h$4 ];
  18637. oneHoleMovements = holesMovements[ h$4 ];
  18638. for ( var i$7 = 0, il$5 = ahole$4.length; i$7 < il$5; i$7 ++ ) {
  18639. var vert$5 = scalePt2( ahole$4[ i$7 ], oneHoleMovements[ i$7 ], bs$2 );
  18640. if ( ! extrudeByPath ) {
  18641. v( vert$5.x, vert$5.y, depth + z$1 );
  18642. } else {
  18643. v( vert$5.x, vert$5.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z$1 );
  18644. }
  18645. }
  18646. }
  18647. }
  18648. /* Faces */
  18649. // Top and bottom faces
  18650. buildLidFaces();
  18651. // Sides faces
  18652. buildSideFaces();
  18653. ///// Internal functions
  18654. function buildLidFaces() {
  18655. var start = verticesArray.length / 3;
  18656. if ( bevelEnabled ) {
  18657. var layer = 0; // steps + 1
  18658. var offset = vlen * layer;
  18659. // Bottom faces
  18660. for ( var i = 0; i < flen; i ++ ) {
  18661. var face = faces[ i ];
  18662. f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );
  18663. }
  18664. layer = steps + bevelSegments * 2;
  18665. offset = vlen * layer;
  18666. // Top faces
  18667. for ( var i$1 = 0; i$1 < flen; i$1 ++ ) {
  18668. var face$1 = faces[ i$1 ];
  18669. f3( face$1[ 0 ] + offset, face$1[ 1 ] + offset, face$1[ 2 ] + offset );
  18670. }
  18671. } else {
  18672. // Bottom faces
  18673. for ( var i$2 = 0; i$2 < flen; i$2 ++ ) {
  18674. var face$2 = faces[ i$2 ];
  18675. f3( face$2[ 2 ], face$2[ 1 ], face$2[ 0 ] );
  18676. }
  18677. // Top faces
  18678. for ( var i$3 = 0; i$3 < flen; i$3 ++ ) {
  18679. var face$3 = faces[ i$3 ];
  18680. f3( face$3[ 0 ] + vlen * steps, face$3[ 1 ] + vlen * steps, face$3[ 2 ] + vlen * steps );
  18681. }
  18682. }
  18683. scope.addGroup( start, verticesArray.length / 3 - start, 0 );
  18684. }
  18685. // Create faces for the z-sides of the shape
  18686. function buildSideFaces() {
  18687. var start = verticesArray.length / 3;
  18688. var layeroffset = 0;
  18689. sidewalls( contour, layeroffset );
  18690. layeroffset += contour.length;
  18691. for ( var h = 0, hl = holes.length; h < hl; h ++ ) {
  18692. var ahole = holes[ h ];
  18693. sidewalls( ahole, layeroffset );
  18694. //, true
  18695. layeroffset += ahole.length;
  18696. }
  18697. scope.addGroup( start, verticesArray.length / 3 - start, 1 );
  18698. }
  18699. function sidewalls( contour, layeroffset ) {
  18700. var i = contour.length;
  18701. while ( -- i >= 0 ) {
  18702. var j = i;
  18703. var k = i - 1;
  18704. if ( k < 0 ) { k = contour.length - 1; }
  18705. //console.log('b', i,j, i-1, k,vertices.length);
  18706. for ( var s = 0, sl = ( steps + bevelSegments * 2 ); s < sl; s ++ ) {
  18707. var slen1 = vlen * s;
  18708. var slen2 = vlen * ( s + 1 );
  18709. var a = layeroffset + j + slen1,
  18710. b = layeroffset + k + slen1,
  18711. c = layeroffset + k + slen2,
  18712. d = layeroffset + j + slen2;
  18713. f4( a, b, c, d );
  18714. }
  18715. }
  18716. }
  18717. function v( x, y, z ) {
  18718. placeholder.push( x );
  18719. placeholder.push( y );
  18720. placeholder.push( z );
  18721. }
  18722. function f3( a, b, c ) {
  18723. addVertex( a );
  18724. addVertex( b );
  18725. addVertex( c );
  18726. var nextIndex = verticesArray.length / 3;
  18727. var uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  18728. addUV( uvs[ 0 ] );
  18729. addUV( uvs[ 1 ] );
  18730. addUV( uvs[ 2 ] );
  18731. }
  18732. function f4( a, b, c, d ) {
  18733. addVertex( a );
  18734. addVertex( b );
  18735. addVertex( d );
  18736. addVertex( b );
  18737. addVertex( c );
  18738. addVertex( d );
  18739. var nextIndex = verticesArray.length / 3;
  18740. var uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  18741. addUV( uvs[ 0 ] );
  18742. addUV( uvs[ 1 ] );
  18743. addUV( uvs[ 3 ] );
  18744. addUV( uvs[ 1 ] );
  18745. addUV( uvs[ 2 ] );
  18746. addUV( uvs[ 3 ] );
  18747. }
  18748. function addVertex( index ) {
  18749. verticesArray.push( placeholder[ index * 3 + 0 ] );
  18750. verticesArray.push( placeholder[ index * 3 + 1 ] );
  18751. verticesArray.push( placeholder[ index * 3 + 2 ] );
  18752. }
  18753. function addUV( vector2 ) {
  18754. uvArray.push( vector2.x );
  18755. uvArray.push( vector2.y );
  18756. }
  18757. }
  18758. }
  18759. ExtrudeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18760. ExtrudeBufferGeometry.prototype.constructor = ExtrudeBufferGeometry;
  18761. ExtrudeBufferGeometry.prototype.toJSON = function toJSON$2 () {
  18762. var data = BufferGeometry.prototype.toJSON.call( this );
  18763. var shapes = this.parameters.shapes;
  18764. var options = this.parameters.options;
  18765. return toJSON( shapes, options, data );
  18766. };
  18767. var WorldUVGenerator = {
  18768. generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {
  18769. var a_x = vertices[ indexA * 3 ];
  18770. var a_y = vertices[ indexA * 3 + 1 ];
  18771. var b_x = vertices[ indexB * 3 ];
  18772. var b_y = vertices[ indexB * 3 + 1 ];
  18773. var c_x = vertices[ indexC * 3 ];
  18774. var c_y = vertices[ indexC * 3 + 1 ];
  18775. return [
  18776. new Vector2( a_x, a_y ),
  18777. new Vector2( b_x, b_y ),
  18778. new Vector2( c_x, c_y )
  18779. ];
  18780. },
  18781. generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {
  18782. var a_x = vertices[ indexA * 3 ];
  18783. var a_y = vertices[ indexA * 3 + 1 ];
  18784. var a_z = vertices[ indexA * 3 + 2 ];
  18785. var b_x = vertices[ indexB * 3 ];
  18786. var b_y = vertices[ indexB * 3 + 1 ];
  18787. var b_z = vertices[ indexB * 3 + 2 ];
  18788. var c_x = vertices[ indexC * 3 ];
  18789. var c_y = vertices[ indexC * 3 + 1 ];
  18790. var c_z = vertices[ indexC * 3 + 2 ];
  18791. var d_x = vertices[ indexD * 3 ];
  18792. var d_y = vertices[ indexD * 3 + 1 ];
  18793. var d_z = vertices[ indexD * 3 + 2 ];
  18794. if ( Math.abs( a_y - b_y ) < 0.01 ) {
  18795. return [
  18796. new Vector2( a_x, 1 - a_z ),
  18797. new Vector2( b_x, 1 - b_z ),
  18798. new Vector2( c_x, 1 - c_z ),
  18799. new Vector2( d_x, 1 - d_z )
  18800. ];
  18801. } else {
  18802. return [
  18803. new Vector2( a_y, 1 - a_z ),
  18804. new Vector2( b_y, 1 - b_z ),
  18805. new Vector2( c_y, 1 - c_z ),
  18806. new Vector2( d_y, 1 - d_z )
  18807. ];
  18808. }
  18809. }
  18810. };
  18811. function toJSON( shapes, options, data ) {
  18812. data.shapes = [];
  18813. if ( Array.isArray( shapes ) ) {
  18814. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  18815. var shape = shapes[ i ];
  18816. data.shapes.push( shape.uuid );
  18817. }
  18818. } else {
  18819. data.shapes.push( shapes.uuid );
  18820. }
  18821. if ( options.extrudePath !== undefined ) { data.options.extrudePath = options.extrudePath.toJSON(); }
  18822. return data;
  18823. }
  18824. /**
  18825. * Text = 3D Text
  18826. *
  18827. * parameters = {
  18828. * font: <THREE.Font>, // font
  18829. *
  18830. * size: <float>, // size of the text
  18831. * height: <float>, // thickness to extrude text
  18832. * curveSegments: <int>, // number of points on the curves
  18833. *
  18834. * bevelEnabled: <bool>, // turn on bevel
  18835. * bevelThickness: <float>, // how deep into text bevel goes
  18836. * bevelSize: <float>, // how far from text outline (including bevelOffset) is bevel
  18837. * bevelOffset: <float> // how far from text outline does bevel start
  18838. * }
  18839. */
  18840. // TextGeometry
  18841. function TextGeometry( text, parameters ) {
  18842. Geometry.call(this);
  18843. this.type = 'TextGeometry';
  18844. this.parameters = {
  18845. text: text,
  18846. parameters: parameters
  18847. };
  18848. this.fromBufferGeometry( new TextBufferGeometry( text, parameters ) );
  18849. this.mergeVertices();
  18850. }
  18851. TextGeometry.prototype = Object.create( Geometry.prototype );
  18852. TextGeometry.prototype.constructor = TextGeometry;
  18853. // TextBufferGeometry
  18854. function TextBufferGeometry( text, parameters ) {
  18855. parameters = parameters || {};
  18856. var font = parameters.font;
  18857. if ( ! ( font && font.isFont ) ) {
  18858. console.error( 'THREE.TextGeometry: font parameter is not an instance of THREE.Font.' );
  18859. return new Geometry();
  18860. }
  18861. var shapes = font.generateShapes( text, parameters.size );
  18862. // translate parameters to ExtrudeGeometry API
  18863. parameters.depth = parameters.height !== undefined ? parameters.height : 50;
  18864. // defaults
  18865. if ( parameters.bevelThickness === undefined ) { parameters.bevelThickness = 10; }
  18866. if ( parameters.bevelSize === undefined ) { parameters.bevelSize = 8; }
  18867. if ( parameters.bevelEnabled === undefined ) { parameters.bevelEnabled = false; }
  18868. ExtrudeBufferGeometry.call( this, shapes, parameters );
  18869. this.type = 'TextBufferGeometry';
  18870. }
  18871. TextBufferGeometry.prototype = Object.create( ExtrudeBufferGeometry.prototype );
  18872. TextBufferGeometry.prototype.constructor = TextBufferGeometry;
  18873. // SphereGeometry
  18874. function SphereGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
  18875. Geometry.call(this);
  18876. this.type = 'SphereGeometry';
  18877. this.parameters = {
  18878. radius: radius,
  18879. widthSegments: widthSegments,
  18880. heightSegments: heightSegments,
  18881. phiStart: phiStart,
  18882. phiLength: phiLength,
  18883. thetaStart: thetaStart,
  18884. thetaLength: thetaLength
  18885. };
  18886. this.fromBufferGeometry( new SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) );
  18887. this.mergeVertices();
  18888. }
  18889. SphereGeometry.prototype = Object.create( Geometry.prototype );
  18890. SphereGeometry.prototype.constructor = SphereGeometry;
  18891. // SphereBufferGeometry
  18892. function SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
  18893. BufferGeometry.call(this);
  18894. this.type = 'SphereBufferGeometry';
  18895. this.parameters = {
  18896. radius: radius,
  18897. widthSegments: widthSegments,
  18898. heightSegments: heightSegments,
  18899. phiStart: phiStart,
  18900. phiLength: phiLength,
  18901. thetaStart: thetaStart,
  18902. thetaLength: thetaLength
  18903. };
  18904. radius = radius || 1;
  18905. widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 );
  18906. heightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 );
  18907. phiStart = phiStart !== undefined ? phiStart : 0;
  18908. phiLength = phiLength !== undefined ? phiLength : Math.PI * 2;
  18909. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  18910. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI;
  18911. var thetaEnd = Math.min( thetaStart + thetaLength, Math.PI );
  18912. var index = 0;
  18913. var grid = [];
  18914. var vertex = new Vector3();
  18915. var normal = new Vector3();
  18916. // buffers
  18917. var indices = [];
  18918. var vertices = [];
  18919. var normals = [];
  18920. var uvs = [];
  18921. // generate vertices, normals and uvs
  18922. for ( var iy = 0; iy <= heightSegments; iy ++ ) {
  18923. var verticesRow = [];
  18924. var v = iy / heightSegments;
  18925. // special case for the poles
  18926. var uOffset = 0;
  18927. if ( iy == 0 && thetaStart == 0 ) {
  18928. uOffset = 0.5 / widthSegments;
  18929. } else if ( iy == heightSegments && thetaEnd == Math.PI ) {
  18930. uOffset = - 0.5 / widthSegments;
  18931. }
  18932. for ( var ix = 0; ix <= widthSegments; ix ++ ) {
  18933. var u = ix / widthSegments;
  18934. // vertex
  18935. vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  18936. vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
  18937. vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  18938. vertices.push( vertex.x, vertex.y, vertex.z );
  18939. // normal
  18940. normal.copy( vertex ).normalize();
  18941. normals.push( normal.x, normal.y, normal.z );
  18942. // uv
  18943. uvs.push( u + uOffset, 1 - v );
  18944. verticesRow.push( index ++ );
  18945. }
  18946. grid.push( verticesRow );
  18947. }
  18948. // indices
  18949. for ( var iy$1 = 0; iy$1 < heightSegments; iy$1 ++ ) {
  18950. for ( var ix$1 = 0; ix$1 < widthSegments; ix$1 ++ ) {
  18951. var a = grid[ iy$1 ][ ix$1 + 1 ];
  18952. var b = grid[ iy$1 ][ ix$1 ];
  18953. var c = grid[ iy$1 + 1 ][ ix$1 ];
  18954. var d = grid[ iy$1 + 1 ][ ix$1 + 1 ];
  18955. if ( iy$1 !== 0 || thetaStart > 0 ) { indices.push( a, b, d ); }
  18956. if ( iy$1 !== heightSegments - 1 || thetaEnd < Math.PI ) { indices.push( b, c, d ); }
  18957. }
  18958. }
  18959. // build geometry
  18960. this.setIndex( indices );
  18961. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18962. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18963. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18964. }
  18965. SphereBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18966. SphereBufferGeometry.prototype.constructor = SphereBufferGeometry;
  18967. // RingGeometry
  18968. function RingGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
  18969. Geometry.call(this);
  18970. this.type = 'RingGeometry';
  18971. this.parameters = {
  18972. innerRadius: innerRadius,
  18973. outerRadius: outerRadius,
  18974. thetaSegments: thetaSegments,
  18975. phiSegments: phiSegments,
  18976. thetaStart: thetaStart,
  18977. thetaLength: thetaLength
  18978. };
  18979. this.fromBufferGeometry( new RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) );
  18980. this.mergeVertices();
  18981. }
  18982. RingGeometry.prototype = Object.create( Geometry.prototype );
  18983. RingGeometry.prototype.constructor = RingGeometry;
  18984. // RingBufferGeometry
  18985. function RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
  18986. BufferGeometry.call(this);
  18987. this.type = 'RingBufferGeometry';
  18988. this.parameters = {
  18989. innerRadius: innerRadius,
  18990. outerRadius: outerRadius,
  18991. thetaSegments: thetaSegments,
  18992. phiSegments: phiSegments,
  18993. thetaStart: thetaStart,
  18994. thetaLength: thetaLength
  18995. };
  18996. innerRadius = innerRadius || 0.5;
  18997. outerRadius = outerRadius || 1;
  18998. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  18999. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  19000. thetaSegments = thetaSegments !== undefined ? Math.max( 3, thetaSegments ) : 8;
  19001. phiSegments = phiSegments !== undefined ? Math.max( 1, phiSegments ) : 1;
  19002. // buffers
  19003. var indices = [];
  19004. var vertices = [];
  19005. var normals = [];
  19006. var uvs = [];
  19007. // some helper variables
  19008. var radius = innerRadius;
  19009. var radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
  19010. var vertex = new Vector3();
  19011. var uv = new Vector2();
  19012. // generate vertices, normals and uvs
  19013. for ( var j = 0; j <= phiSegments; j ++ ) {
  19014. for ( var i = 0; i <= thetaSegments; i ++ ) {
  19015. // values are generate from the inside of the ring to the outside
  19016. var segment = thetaStart + i / thetaSegments * thetaLength;
  19017. // vertex
  19018. vertex.x = radius * Math.cos( segment );
  19019. vertex.y = radius * Math.sin( segment );
  19020. vertices.push( vertex.x, vertex.y, vertex.z );
  19021. // normal
  19022. normals.push( 0, 0, 1 );
  19023. // uv
  19024. uv.x = ( vertex.x / outerRadius + 1 ) / 2;
  19025. uv.y = ( vertex.y / outerRadius + 1 ) / 2;
  19026. uvs.push( uv.x, uv.y );
  19027. }
  19028. // increase the radius for next row of vertices
  19029. radius += radiusStep;
  19030. }
  19031. // indices
  19032. for ( var j$1 = 0; j$1 < phiSegments; j$1 ++ ) {
  19033. var thetaSegmentLevel = j$1 * ( thetaSegments + 1 );
  19034. for ( var i$1 = 0; i$1 < thetaSegments; i$1 ++ ) {
  19035. var segment$1 = i$1 + thetaSegmentLevel;
  19036. var a = segment$1;
  19037. var b = segment$1 + thetaSegments + 1;
  19038. var c = segment$1 + thetaSegments + 2;
  19039. var d = segment$1 + 1;
  19040. // faces
  19041. indices.push( a, b, d );
  19042. indices.push( b, c, d );
  19043. }
  19044. }
  19045. // build geometry
  19046. this.setIndex( indices );
  19047. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19048. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19049. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19050. }
  19051. RingBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19052. RingBufferGeometry.prototype.constructor = RingBufferGeometry;
  19053. // LatheGeometry
  19054. function LatheGeometry( points, segments, phiStart, phiLength ) {
  19055. Geometry.call(this);
  19056. this.type = 'LatheGeometry';
  19057. this.parameters = {
  19058. points: points,
  19059. segments: segments,
  19060. phiStart: phiStart,
  19061. phiLength: phiLength
  19062. };
  19063. this.fromBufferGeometry( new LatheBufferGeometry( points, segments, phiStart, phiLength ) );
  19064. this.mergeVertices();
  19065. }
  19066. LatheGeometry.prototype = Object.create( Geometry.prototype );
  19067. LatheGeometry.prototype.constructor = LatheGeometry;
  19068. // LatheBufferGeometry
  19069. function LatheBufferGeometry( points, segments, phiStart, phiLength ) {
  19070. BufferGeometry.call(this);
  19071. this.type = 'LatheBufferGeometry';
  19072. this.parameters = {
  19073. points: points,
  19074. segments: segments,
  19075. phiStart: phiStart,
  19076. phiLength: phiLength
  19077. };
  19078. segments = Math.floor( segments ) || 12;
  19079. phiStart = phiStart || 0;
  19080. phiLength = phiLength || Math.PI * 2;
  19081. // clamp phiLength so it's in range of [ 0, 2PI ]
  19082. phiLength = MathUtils.clamp( phiLength, 0, Math.PI * 2 );
  19083. // buffers
  19084. var indices = [];
  19085. var vertices = [];
  19086. var uvs = [];
  19087. // helper variables
  19088. var inverseSegments = 1.0 / segments;
  19089. var vertex = new Vector3();
  19090. var uv = new Vector2();
  19091. // generate vertices and uvs
  19092. for ( var i = 0; i <= segments; i ++ ) {
  19093. var phi = phiStart + i * inverseSegments * phiLength;
  19094. var sin = Math.sin( phi );
  19095. var cos = Math.cos( phi );
  19096. for ( var j = 0; j <= ( points.length - 1 ); j ++ ) {
  19097. // vertex
  19098. vertex.x = points[ j ].x * sin;
  19099. vertex.y = points[ j ].y;
  19100. vertex.z = points[ j ].x * cos;
  19101. vertices.push( vertex.x, vertex.y, vertex.z );
  19102. // uv
  19103. uv.x = i / segments;
  19104. uv.y = j / ( points.length - 1 );
  19105. uvs.push( uv.x, uv.y );
  19106. }
  19107. }
  19108. // indices
  19109. for ( var i$1 = 0; i$1 < segments; i$1 ++ ) {
  19110. for ( var j$1 = 0; j$1 < ( points.length - 1 ); j$1 ++ ) {
  19111. var base = j$1 + i$1 * points.length;
  19112. var a = base;
  19113. var b = base + points.length;
  19114. var c = base + points.length + 1;
  19115. var d = base + 1;
  19116. // faces
  19117. indices.push( a, b, d );
  19118. indices.push( b, c, d );
  19119. }
  19120. }
  19121. // build geometry
  19122. this.setIndex( indices );
  19123. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19124. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19125. // generate normals
  19126. this.computeVertexNormals();
  19127. // if the geometry is closed, we need to average the normals along the seam.
  19128. // because the corresponding vertices are identical (but still have different UVs).
  19129. if ( phiLength === Math.PI * 2 ) {
  19130. var normals = this.attributes.normal.array;
  19131. var n1 = new Vector3();
  19132. var n2 = new Vector3();
  19133. var n = new Vector3();
  19134. // this is the buffer offset for the last line of vertices
  19135. var base$1 = segments * points.length * 3;
  19136. for ( var i$2 = 0, j$2 = 0; i$2 < points.length; i$2 ++, j$2 += 3 ) {
  19137. // select the normal of the vertex in the first line
  19138. n1.x = normals[ j$2 + 0 ];
  19139. n1.y = normals[ j$2 + 1 ];
  19140. n1.z = normals[ j$2 + 2 ];
  19141. // select the normal of the vertex in the last line
  19142. n2.x = normals[ base$1 + j$2 + 0 ];
  19143. n2.y = normals[ base$1 + j$2 + 1 ];
  19144. n2.z = normals[ base$1 + j$2 + 2 ];
  19145. // average normals
  19146. n.addVectors( n1, n2 ).normalize();
  19147. // assign the new values to both normals
  19148. normals[ j$2 + 0 ] = normals[ base$1 + j$2 + 0 ] = n.x;
  19149. normals[ j$2 + 1 ] = normals[ base$1 + j$2 + 1 ] = n.y;
  19150. normals[ j$2 + 2 ] = normals[ base$1 + j$2 + 2 ] = n.z;
  19151. }
  19152. }
  19153. }
  19154. LatheBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19155. LatheBufferGeometry.prototype.constructor = LatheBufferGeometry;
  19156. // ShapeGeometry
  19157. function ShapeGeometry( shapes, curveSegments ) {
  19158. Geometry.call(this);
  19159. this.type = 'ShapeGeometry';
  19160. if ( typeof curveSegments === 'object' ) {
  19161. console.warn( 'THREE.ShapeGeometry: Options parameter has been removed.' );
  19162. curveSegments = curveSegments.curveSegments;
  19163. }
  19164. this.parameters = {
  19165. shapes: shapes,
  19166. curveSegments: curveSegments
  19167. };
  19168. this.fromBufferGeometry( new ShapeBufferGeometry( shapes, curveSegments ) );
  19169. this.mergeVertices();
  19170. }
  19171. ShapeGeometry.prototype = Object.create( Geometry.prototype );
  19172. ShapeGeometry.prototype.constructor = ShapeGeometry;
  19173. ShapeGeometry.prototype.toJSON = function toJSON$1$1 () {
  19174. var data = Geometry.prototype.toJSON.call( this );
  19175. var shapes = this.parameters.shapes;
  19176. return toJSON$1( shapes, data );
  19177. };
  19178. // ShapeBufferGeometry
  19179. function ShapeBufferGeometry( shapes, curveSegments ) {
  19180. BufferGeometry.call(this);
  19181. this.type = 'ShapeBufferGeometry';
  19182. this.parameters = {
  19183. shapes: shapes,
  19184. curveSegments: curveSegments
  19185. };
  19186. curveSegments = curveSegments || 12;
  19187. // buffers
  19188. var indices = [];
  19189. var vertices = [];
  19190. var normals = [];
  19191. var uvs = [];
  19192. // helper variables
  19193. var groupStart = 0;
  19194. var groupCount = 0;
  19195. // allow single and array values for "shapes" parameter
  19196. if ( Array.isArray( shapes ) === false ) {
  19197. addShape( shapes );
  19198. } else {
  19199. for ( var i = 0; i < shapes.length; i ++ ) {
  19200. addShape( shapes[ i ] );
  19201. this.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support
  19202. groupStart += groupCount;
  19203. groupCount = 0;
  19204. }
  19205. }
  19206. // build geometry
  19207. this.setIndex( indices );
  19208. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19209. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19210. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19211. // helper functions
  19212. function addShape( shape ) {
  19213. var indexOffset = vertices.length / 3;
  19214. var points = shape.extractPoints( curveSegments );
  19215. var shapeVertices = points.shape;
  19216. var shapeHoles = points.holes;
  19217. // check direction of vertices
  19218. if ( ShapeUtils.isClockWise( shapeVertices ) === false ) {
  19219. shapeVertices = shapeVertices.reverse();
  19220. }
  19221. for ( var i = 0, l = shapeHoles.length; i < l; i ++ ) {
  19222. var shapeHole = shapeHoles[ i ];
  19223. if ( ShapeUtils.isClockWise( shapeHole ) === true ) {
  19224. shapeHoles[ i ] = shapeHole.reverse();
  19225. }
  19226. }
  19227. var faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );
  19228. // join vertices of inner and outer paths to a single array
  19229. for ( var i$1 = 0, l$1 = shapeHoles.length; i$1 < l$1; i$1 ++ ) {
  19230. var shapeHole$1 = shapeHoles[ i$1 ];
  19231. shapeVertices = shapeVertices.concat( shapeHole$1 );
  19232. }
  19233. // vertices, normals, uvs
  19234. for ( var i$2 = 0, l$2 = shapeVertices.length; i$2 < l$2; i$2 ++ ) {
  19235. var vertex = shapeVertices[ i$2 ];
  19236. vertices.push( vertex.x, vertex.y, 0 );
  19237. normals.push( 0, 0, 1 );
  19238. uvs.push( vertex.x, vertex.y ); // world uvs
  19239. }
  19240. // incides
  19241. for ( var i$3 = 0, l$3 = faces.length; i$3 < l$3; i$3 ++ ) {
  19242. var face = faces[ i$3 ];
  19243. var a = face[ 0 ] + indexOffset;
  19244. var b = face[ 1 ] + indexOffset;
  19245. var c = face[ 2 ] + indexOffset;
  19246. indices.push( a, b, c );
  19247. groupCount += 3;
  19248. }
  19249. }
  19250. }
  19251. ShapeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19252. ShapeBufferGeometry.prototype.constructor = ShapeBufferGeometry;
  19253. ShapeBufferGeometry.prototype.toJSON = function toJSON$2 () {
  19254. var data = BufferGeometry.prototype.toJSON.call( this );
  19255. var shapes = this.parameters.shapes;
  19256. return toJSON$1( shapes, data );
  19257. };
  19258. //
  19259. function toJSON$1( shapes, data ) {
  19260. data.shapes = [];
  19261. if ( Array.isArray( shapes ) ) {
  19262. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  19263. var shape = shapes[ i ];
  19264. data.shapes.push( shape.uuid );
  19265. }
  19266. } else {
  19267. data.shapes.push( shapes.uuid );
  19268. }
  19269. return data;
  19270. }
  19271. function EdgesGeometry( geometry, thresholdAngle ) {
  19272. BufferGeometry.call(this);
  19273. this.type = 'EdgesGeometry';
  19274. this.parameters = {
  19275. thresholdAngle: thresholdAngle
  19276. };
  19277. thresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1;
  19278. // buffer
  19279. var vertices = [];
  19280. // helper variables
  19281. var thresholdDot = Math.cos( MathUtils.DEG2RAD * thresholdAngle );
  19282. var edge = [ 0, 0 ], edges = {};
  19283. var edge1, edge2, key;
  19284. var keys = [ 'a', 'b', 'c' ];
  19285. // prepare source geometry
  19286. var geometry2;
  19287. if ( geometry.isBufferGeometry ) {
  19288. geometry2 = new Geometry();
  19289. geometry2.fromBufferGeometry( geometry );
  19290. } else {
  19291. geometry2 = geometry.clone();
  19292. }
  19293. geometry2.mergeVertices();
  19294. geometry2.computeFaceNormals();
  19295. var sourceVertices = geometry2.vertices;
  19296. var faces = geometry2.faces;
  19297. // now create a data structure where each entry represents an edge with its adjoining faces
  19298. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  19299. var face = faces[ i ];
  19300. for ( var j = 0; j < 3; j ++ ) {
  19301. edge1 = face[ keys[ j ] ];
  19302. edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
  19303. edge[ 0 ] = Math.min( edge1, edge2 );
  19304. edge[ 1 ] = Math.max( edge1, edge2 );
  19305. key = edge[ 0 ] + ',' + edge[ 1 ];
  19306. if ( edges[ key ] === undefined ) {
  19307. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ], face1: i, face2: undefined };
  19308. } else {
  19309. edges[ key ].face2 = i;
  19310. }
  19311. }
  19312. }
  19313. // generate vertices
  19314. for ( key in edges ) {
  19315. var e = edges[ key ];
  19316. // an edge is only rendered if the angle (in degrees) between the face normals of the adjoining faces exceeds this value. default = 1 degree.
  19317. if ( e.face2 === undefined || faces[ e.face1 ].normal.dot( faces[ e.face2 ].normal ) <= thresholdDot ) {
  19318. var vertex = sourceVertices[ e.index1 ];
  19319. vertices.push( vertex.x, vertex.y, vertex.z );
  19320. vertex = sourceVertices[ e.index2 ];
  19321. vertices.push( vertex.x, vertex.y, vertex.z );
  19322. }
  19323. }
  19324. // build geometry
  19325. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19326. }
  19327. EdgesGeometry.prototype = Object.create( BufferGeometry.prototype );
  19328. EdgesGeometry.prototype.constructor = EdgesGeometry;
  19329. // CylinderGeometry
  19330. function CylinderGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19331. Geometry.call(this);
  19332. this.type = 'CylinderGeometry';
  19333. this.parameters = {
  19334. radiusTop: radiusTop,
  19335. radiusBottom: radiusBottom,
  19336. height: height,
  19337. radialSegments: radialSegments,
  19338. heightSegments: heightSegments,
  19339. openEnded: openEnded,
  19340. thetaStart: thetaStart,
  19341. thetaLength: thetaLength
  19342. };
  19343. this.fromBufferGeometry( new CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) );
  19344. this.mergeVertices();
  19345. }
  19346. CylinderGeometry.prototype = Object.create( Geometry.prototype );
  19347. CylinderGeometry.prototype.constructor = CylinderGeometry;
  19348. // CylinderBufferGeometry
  19349. function CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19350. BufferGeometry.call(this);
  19351. this.type = 'CylinderBufferGeometry';
  19352. this.parameters = {
  19353. radiusTop: radiusTop,
  19354. radiusBottom: radiusBottom,
  19355. height: height,
  19356. radialSegments: radialSegments,
  19357. heightSegments: heightSegments,
  19358. openEnded: openEnded,
  19359. thetaStart: thetaStart,
  19360. thetaLength: thetaLength
  19361. };
  19362. var scope = this;
  19363. radiusTop = radiusTop !== undefined ? radiusTop : 1;
  19364. radiusBottom = radiusBottom !== undefined ? radiusBottom : 1;
  19365. height = height || 1;
  19366. radialSegments = Math.floor( radialSegments ) || 8;
  19367. heightSegments = Math.floor( heightSegments ) || 1;
  19368. openEnded = openEnded !== undefined ? openEnded : false;
  19369. thetaStart = thetaStart !== undefined ? thetaStart : 0.0;
  19370. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  19371. // buffers
  19372. var indices = [];
  19373. var vertices = [];
  19374. var normals = [];
  19375. var uvs = [];
  19376. // helper variables
  19377. var index = 0;
  19378. var indexArray = [];
  19379. var halfHeight = height / 2;
  19380. var groupStart = 0;
  19381. // generate geometry
  19382. generateTorso();
  19383. if ( openEnded === false ) {
  19384. if ( radiusTop > 0 ) { generateCap( true ); }
  19385. if ( radiusBottom > 0 ) { generateCap( false ); }
  19386. }
  19387. // build geometry
  19388. this.setIndex( indices );
  19389. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19390. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19391. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19392. function generateTorso() {
  19393. var normal = new Vector3();
  19394. var vertex = new Vector3();
  19395. var groupCount = 0;
  19396. // this will be used to calculate the normal
  19397. var slope = ( radiusBottom - radiusTop ) / height;
  19398. // generate vertices, normals and uvs
  19399. for ( var y = 0; y <= heightSegments; y ++ ) {
  19400. var indexRow = [];
  19401. var v = y / heightSegments;
  19402. // calculate the radius of the current row
  19403. var radius = v * ( radiusBottom - radiusTop ) + radiusTop;
  19404. for ( var x = 0; x <= radialSegments; x ++ ) {
  19405. var u = x / radialSegments;
  19406. var theta = u * thetaLength + thetaStart;
  19407. var sinTheta = Math.sin( theta );
  19408. var cosTheta = Math.cos( theta );
  19409. // vertex
  19410. vertex.x = radius * sinTheta;
  19411. vertex.y = - v * height + halfHeight;
  19412. vertex.z = radius * cosTheta;
  19413. vertices.push( vertex.x, vertex.y, vertex.z );
  19414. // normal
  19415. normal.set( sinTheta, slope, cosTheta ).normalize();
  19416. normals.push( normal.x, normal.y, normal.z );
  19417. // uv
  19418. uvs.push( u, 1 - v );
  19419. // save index of vertex in respective row
  19420. indexRow.push( index ++ );
  19421. }
  19422. // now save vertices of the row in our index array
  19423. indexArray.push( indexRow );
  19424. }
  19425. // generate indices
  19426. for ( var x$1 = 0; x$1 < radialSegments; x$1 ++ ) {
  19427. for ( var y$1 = 0; y$1 < heightSegments; y$1 ++ ) {
  19428. // we use the index array to access the correct indices
  19429. var a = indexArray[ y$1 ][ x$1 ];
  19430. var b = indexArray[ y$1 + 1 ][ x$1 ];
  19431. var c = indexArray[ y$1 + 1 ][ x$1 + 1 ];
  19432. var d = indexArray[ y$1 ][ x$1 + 1 ];
  19433. // faces
  19434. indices.push( a, b, d );
  19435. indices.push( b, c, d );
  19436. // update group counter
  19437. groupCount += 6;
  19438. }
  19439. }
  19440. // add a group to the geometry. this will ensure multi material support
  19441. scope.addGroup( groupStart, groupCount, 0 );
  19442. // calculate new start value for groups
  19443. groupStart += groupCount;
  19444. }
  19445. function generateCap( top ) {
  19446. // save the index of the first center vertex
  19447. var centerIndexStart = index;
  19448. var uv = new Vector2();
  19449. var vertex = new Vector3();
  19450. var groupCount = 0;
  19451. var radius = ( top === true ) ? radiusTop : radiusBottom;
  19452. var sign = ( top === true ) ? 1 : - 1;
  19453. // first we generate the center vertex data of the cap.
  19454. // because the geometry needs one set of uvs per face,
  19455. // we must generate a center vertex per face/segment
  19456. for ( var x = 1; x <= radialSegments; x ++ ) {
  19457. // vertex
  19458. vertices.push( 0, halfHeight * sign, 0 );
  19459. // normal
  19460. normals.push( 0, sign, 0 );
  19461. // uv
  19462. uvs.push( 0.5, 0.5 );
  19463. // increase index
  19464. index ++;
  19465. }
  19466. // save the index of the last center vertex
  19467. var centerIndexEnd = index;
  19468. // now we generate the surrounding vertices, normals and uvs
  19469. for ( var x$1 = 0; x$1 <= radialSegments; x$1 ++ ) {
  19470. var u = x$1 / radialSegments;
  19471. var theta = u * thetaLength + thetaStart;
  19472. var cosTheta = Math.cos( theta );
  19473. var sinTheta = Math.sin( theta );
  19474. // vertex
  19475. vertex.x = radius * sinTheta;
  19476. vertex.y = halfHeight * sign;
  19477. vertex.z = radius * cosTheta;
  19478. vertices.push( vertex.x, vertex.y, vertex.z );
  19479. // normal
  19480. normals.push( 0, sign, 0 );
  19481. // uv
  19482. uv.x = ( cosTheta * 0.5 ) + 0.5;
  19483. uv.y = ( sinTheta * 0.5 * sign ) + 0.5;
  19484. uvs.push( uv.x, uv.y );
  19485. // increase index
  19486. index ++;
  19487. }
  19488. // generate indices
  19489. for ( var x$2 = 0; x$2 < radialSegments; x$2 ++ ) {
  19490. var c = centerIndexStart + x$2;
  19491. var i = centerIndexEnd + x$2;
  19492. if ( top === true ) {
  19493. // face top
  19494. indices.push( i, i + 1, c );
  19495. } else {
  19496. // face bottom
  19497. indices.push( i + 1, i, c );
  19498. }
  19499. groupCount += 3;
  19500. }
  19501. // add a group to the geometry. this will ensure multi material support
  19502. scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );
  19503. // calculate new start value for groups
  19504. groupStart += groupCount;
  19505. }
  19506. }
  19507. CylinderBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19508. CylinderBufferGeometry.prototype.constructor = CylinderBufferGeometry;
  19509. // ConeGeometry
  19510. function ConeGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19511. CylinderGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  19512. this.type = 'ConeGeometry';
  19513. this.parameters = {
  19514. radius: radius,
  19515. height: height,
  19516. radialSegments: radialSegments,
  19517. heightSegments: heightSegments,
  19518. openEnded: openEnded,
  19519. thetaStart: thetaStart,
  19520. thetaLength: thetaLength
  19521. };
  19522. }
  19523. ConeGeometry.prototype = Object.create( CylinderGeometry.prototype );
  19524. ConeGeometry.prototype.constructor = ConeGeometry;
  19525. // ConeBufferGeometry
  19526. function ConeBufferGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19527. CylinderBufferGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  19528. this.type = 'ConeBufferGeometry';
  19529. this.parameters = {
  19530. radius: radius,
  19531. height: height,
  19532. radialSegments: radialSegments,
  19533. heightSegments: heightSegments,
  19534. openEnded: openEnded,
  19535. thetaStart: thetaStart,
  19536. thetaLength: thetaLength
  19537. };
  19538. }
  19539. ConeBufferGeometry.prototype = Object.create( CylinderBufferGeometry.prototype );
  19540. ConeBufferGeometry.prototype.constructor = ConeBufferGeometry;
  19541. // CircleGeometry
  19542. function CircleGeometry( radius, segments, thetaStart, thetaLength ) {
  19543. Geometry.call(this);
  19544. this.type = 'CircleGeometry';
  19545. this.parameters = {
  19546. radius: radius,
  19547. segments: segments,
  19548. thetaStart: thetaStart,
  19549. thetaLength: thetaLength
  19550. };
  19551. this.fromBufferGeometry( new CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) );
  19552. this.mergeVertices();
  19553. }
  19554. CircleGeometry.prototype = Object.create( Geometry.prototype );
  19555. CircleGeometry.prototype.constructor = CircleGeometry;
  19556. // CircleBufferGeometry
  19557. function CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) {
  19558. BufferGeometry.call(this);
  19559. this.type = 'CircleBufferGeometry';
  19560. this.parameters = {
  19561. radius: radius,
  19562. segments: segments,
  19563. thetaStart: thetaStart,
  19564. thetaLength: thetaLength
  19565. };
  19566. radius = radius || 1;
  19567. segments = segments !== undefined ? Math.max( 3, segments ) : 8;
  19568. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  19569. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  19570. // buffers
  19571. var indices = [];
  19572. var vertices = [];
  19573. var normals = [];
  19574. var uvs = [];
  19575. // helper variables
  19576. var vertex = new Vector3();
  19577. var uv = new Vector2();
  19578. // center point
  19579. vertices.push( 0, 0, 0 );
  19580. normals.push( 0, 0, 1 );
  19581. uvs.push( 0.5, 0.5 );
  19582. for ( var s = 0, i = 3; s <= segments; s ++, i += 3 ) {
  19583. var segment = thetaStart + s / segments * thetaLength;
  19584. // vertex
  19585. vertex.x = radius * Math.cos( segment );
  19586. vertex.y = radius * Math.sin( segment );
  19587. vertices.push( vertex.x, vertex.y, vertex.z );
  19588. // normal
  19589. normals.push( 0, 0, 1 );
  19590. // uvs
  19591. uv.x = ( vertices[ i ] / radius + 1 ) / 2;
  19592. uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;
  19593. uvs.push( uv.x, uv.y );
  19594. }
  19595. // indices
  19596. for ( var i$1 = 1; i$1 <= segments; i$1 ++ ) {
  19597. indices.push( i$1, i$1 + 1, 0 );
  19598. }
  19599. // build geometry
  19600. this.setIndex( indices );
  19601. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19602. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19603. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19604. }
  19605. CircleBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19606. CircleBufferGeometry.prototype.constructor = CircleBufferGeometry;
  19607. var Geometries = /*#__PURE__*/Object.freeze({
  19608. __proto__: null,
  19609. WireframeGeometry: WireframeGeometry,
  19610. ParametricGeometry: ParametricGeometry,
  19611. ParametricBufferGeometry: ParametricBufferGeometry,
  19612. TetrahedronGeometry: TetrahedronGeometry,
  19613. TetrahedronBufferGeometry: TetrahedronBufferGeometry,
  19614. OctahedronGeometry: OctahedronGeometry,
  19615. OctahedronBufferGeometry: OctahedronBufferGeometry,
  19616. IcosahedronGeometry: IcosahedronGeometry,
  19617. IcosahedronBufferGeometry: IcosahedronBufferGeometry,
  19618. DodecahedronGeometry: DodecahedronGeometry,
  19619. DodecahedronBufferGeometry: DodecahedronBufferGeometry,
  19620. PolyhedronGeometry: PolyhedronGeometry,
  19621. PolyhedronBufferGeometry: PolyhedronBufferGeometry,
  19622. TubeGeometry: TubeGeometry,
  19623. TubeBufferGeometry: TubeBufferGeometry,
  19624. TorusKnotGeometry: TorusKnotGeometry,
  19625. TorusKnotBufferGeometry: TorusKnotBufferGeometry,
  19626. TorusGeometry: TorusGeometry,
  19627. TorusBufferGeometry: TorusBufferGeometry,
  19628. TextGeometry: TextGeometry,
  19629. TextBufferGeometry: TextBufferGeometry,
  19630. SphereGeometry: SphereGeometry,
  19631. SphereBufferGeometry: SphereBufferGeometry,
  19632. RingGeometry: RingGeometry,
  19633. RingBufferGeometry: RingBufferGeometry,
  19634. PlaneGeometry: PlaneGeometry,
  19635. PlaneBufferGeometry: PlaneBufferGeometry,
  19636. LatheGeometry: LatheGeometry,
  19637. LatheBufferGeometry: LatheBufferGeometry,
  19638. ShapeGeometry: ShapeGeometry,
  19639. ShapeBufferGeometry: ShapeBufferGeometry,
  19640. ExtrudeGeometry: ExtrudeGeometry,
  19641. ExtrudeBufferGeometry: ExtrudeBufferGeometry,
  19642. EdgesGeometry: EdgesGeometry,
  19643. ConeGeometry: ConeGeometry,
  19644. ConeBufferGeometry: ConeBufferGeometry,
  19645. CylinderGeometry: CylinderGeometry,
  19646. CylinderBufferGeometry: CylinderBufferGeometry,
  19647. CircleGeometry: CircleGeometry,
  19648. CircleBufferGeometry: CircleBufferGeometry,
  19649. BoxGeometry: BoxGeometry,
  19650. BoxBufferGeometry: BoxBufferGeometry
  19651. });
  19652. /**
  19653. * parameters = {
  19654. * color: <THREE.Color>
  19655. * }
  19656. */
  19657. function ShadowMaterial( parameters ) {
  19658. Material.call( this );
  19659. this.type = 'ShadowMaterial';
  19660. this.color = new Color( 0x000000 );
  19661. this.transparent = true;
  19662. this.setValues( parameters );
  19663. }
  19664. ShadowMaterial.prototype = Object.create( Material.prototype );
  19665. ShadowMaterial.prototype.constructor = ShadowMaterial;
  19666. ShadowMaterial.prototype.isShadowMaterial = true;
  19667. ShadowMaterial.prototype.copy = function ( source ) {
  19668. Material.prototype.copy.call( this, source );
  19669. this.color.copy( source.color );
  19670. return this;
  19671. };
  19672. function RawShaderMaterial( parameters ) {
  19673. ShaderMaterial.call( this, parameters );
  19674. this.type = 'RawShaderMaterial';
  19675. }
  19676. RawShaderMaterial.prototype = Object.create( ShaderMaterial.prototype );
  19677. RawShaderMaterial.prototype.constructor = RawShaderMaterial;
  19678. RawShaderMaterial.prototype.isRawShaderMaterial = true;
  19679. /**
  19680. * parameters = {
  19681. * color: <hex>,
  19682. * roughness: <float>,
  19683. * metalness: <float>,
  19684. * opacity: <float>,
  19685. *
  19686. * map: new THREE.Texture( <Image> ),
  19687. *
  19688. * lightMap: new THREE.Texture( <Image> ),
  19689. * lightMapIntensity: <float>
  19690. *
  19691. * aoMap: new THREE.Texture( <Image> ),
  19692. * aoMapIntensity: <float>
  19693. *
  19694. * emissive: <hex>,
  19695. * emissiveIntensity: <float>
  19696. * emissiveMap: new THREE.Texture( <Image> ),
  19697. *
  19698. * bumpMap: new THREE.Texture( <Image> ),
  19699. * bumpScale: <float>,
  19700. *
  19701. * normalMap: new THREE.Texture( <Image> ),
  19702. * normalMapType: THREE.TangentSpaceNormalMap,
  19703. * normalScale: <Vector2>,
  19704. *
  19705. * displacementMap: new THREE.Texture( <Image> ),
  19706. * displacementScale: <float>,
  19707. * displacementBias: <float>,
  19708. *
  19709. * roughnessMap: new THREE.Texture( <Image> ),
  19710. *
  19711. * metalnessMap: new THREE.Texture( <Image> ),
  19712. *
  19713. * alphaMap: new THREE.Texture( <Image> ),
  19714. *
  19715. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  19716. * envMapIntensity: <float>
  19717. *
  19718. * refractionRatio: <float>,
  19719. *
  19720. * wireframe: <boolean>,
  19721. * wireframeLinewidth: <float>,
  19722. *
  19723. * skinning: <bool>,
  19724. * morphTargets: <bool>,
  19725. * morphNormals: <bool>
  19726. * }
  19727. */
  19728. function MeshStandardMaterial( parameters ) {
  19729. Material.call( this );
  19730. this.defines = { 'STANDARD': '' };
  19731. this.type = 'MeshStandardMaterial';
  19732. this.color = new Color( 0xffffff ); // diffuse
  19733. this.roughness = 1.0;
  19734. this.metalness = 0.0;
  19735. this.map = null;
  19736. this.lightMap = null;
  19737. this.lightMapIntensity = 1.0;
  19738. this.aoMap = null;
  19739. this.aoMapIntensity = 1.0;
  19740. this.emissive = new Color( 0x000000 );
  19741. this.emissiveIntensity = 1.0;
  19742. this.emissiveMap = null;
  19743. this.bumpMap = null;
  19744. this.bumpScale = 1;
  19745. this.normalMap = null;
  19746. this.normalMapType = TangentSpaceNormalMap;
  19747. this.normalScale = new Vector2( 1, 1 );
  19748. this.displacementMap = null;
  19749. this.displacementScale = 1;
  19750. this.displacementBias = 0;
  19751. this.roughnessMap = null;
  19752. this.metalnessMap = null;
  19753. this.alphaMap = null;
  19754. this.envMap = null;
  19755. this.envMapIntensity = 1.0;
  19756. this.refractionRatio = 0.98;
  19757. this.wireframe = false;
  19758. this.wireframeLinewidth = 1;
  19759. this.wireframeLinecap = 'round';
  19760. this.wireframeLinejoin = 'round';
  19761. this.skinning = false;
  19762. this.morphTargets = false;
  19763. this.morphNormals = false;
  19764. this.vertexTangents = false;
  19765. this.setValues( parameters );
  19766. }
  19767. MeshStandardMaterial.prototype = Object.create( Material.prototype );
  19768. MeshStandardMaterial.prototype.constructor = MeshStandardMaterial;
  19769. MeshStandardMaterial.prototype.isMeshStandardMaterial = true;
  19770. MeshStandardMaterial.prototype.copy = function ( source ) {
  19771. Material.prototype.copy.call( this, source );
  19772. this.defines = { 'STANDARD': '' };
  19773. this.color.copy( source.color );
  19774. this.roughness = source.roughness;
  19775. this.metalness = source.metalness;
  19776. this.map = source.map;
  19777. this.lightMap = source.lightMap;
  19778. this.lightMapIntensity = source.lightMapIntensity;
  19779. this.aoMap = source.aoMap;
  19780. this.aoMapIntensity = source.aoMapIntensity;
  19781. this.emissive.copy( source.emissive );
  19782. this.emissiveMap = source.emissiveMap;
  19783. this.emissiveIntensity = source.emissiveIntensity;
  19784. this.bumpMap = source.bumpMap;
  19785. this.bumpScale = source.bumpScale;
  19786. this.normalMap = source.normalMap;
  19787. this.normalMapType = source.normalMapType;
  19788. this.normalScale.copy( source.normalScale );
  19789. this.displacementMap = source.displacementMap;
  19790. this.displacementScale = source.displacementScale;
  19791. this.displacementBias = source.displacementBias;
  19792. this.roughnessMap = source.roughnessMap;
  19793. this.metalnessMap = source.metalnessMap;
  19794. this.alphaMap = source.alphaMap;
  19795. this.envMap = source.envMap;
  19796. this.envMapIntensity = source.envMapIntensity;
  19797. this.refractionRatio = source.refractionRatio;
  19798. this.wireframe = source.wireframe;
  19799. this.wireframeLinewidth = source.wireframeLinewidth;
  19800. this.wireframeLinecap = source.wireframeLinecap;
  19801. this.wireframeLinejoin = source.wireframeLinejoin;
  19802. this.skinning = source.skinning;
  19803. this.morphTargets = source.morphTargets;
  19804. this.morphNormals = source.morphNormals;
  19805. this.vertexTangents = source.vertexTangents;
  19806. return this;
  19807. };
  19808. /**
  19809. * parameters = {
  19810. * clearcoat: <float>,
  19811. * clearcoatMap: new THREE.Texture( <Image> ),
  19812. * clearcoatRoughness: <float>,
  19813. * clearcoatRoughnessMap: new THREE.Texture( <Image> ),
  19814. * clearcoatNormalScale: <Vector2>,
  19815. * clearcoatNormalMap: new THREE.Texture( <Image> ),
  19816. *
  19817. * reflectivity: <float>,
  19818. *
  19819. * sheen: <Color>,
  19820. *
  19821. * transmission: <float>,
  19822. * transmissionMap: new THREE.Texture( <Image> )
  19823. * }
  19824. */
  19825. function MeshPhysicalMaterial( parameters ) {
  19826. MeshStandardMaterial.call( this );
  19827. this.defines = {
  19828. 'STANDARD': '',
  19829. 'PHYSICAL': ''
  19830. };
  19831. this.type = 'MeshPhysicalMaterial';
  19832. this.clearcoat = 0.0;
  19833. this.clearcoatMap = null;
  19834. this.clearcoatRoughness = 0.0;
  19835. this.clearcoatRoughnessMap = null;
  19836. this.clearcoatNormalScale = new Vector2( 1, 1 );
  19837. this.clearcoatNormalMap = null;
  19838. this.reflectivity = 0.5; // maps to F0 = 0.04
  19839. this.sheen = null; // null will disable sheen bsdf
  19840. this.transmission = 0.0;
  19841. this.transmissionMap = null;
  19842. this.setValues( parameters );
  19843. }
  19844. MeshPhysicalMaterial.prototype = Object.create( MeshStandardMaterial.prototype );
  19845. MeshPhysicalMaterial.prototype.constructor = MeshPhysicalMaterial;
  19846. MeshPhysicalMaterial.prototype.isMeshPhysicalMaterial = true;
  19847. MeshPhysicalMaterial.prototype.copy = function ( source ) {
  19848. MeshStandardMaterial.prototype.copy.call( this, source );
  19849. this.defines = {
  19850. 'STANDARD': '',
  19851. 'PHYSICAL': ''
  19852. };
  19853. this.clearcoat = source.clearcoat;
  19854. this.clearcoatMap = source.clearcoatMap;
  19855. this.clearcoatRoughness = source.clearcoatRoughness;
  19856. this.clearcoatRoughnessMap = source.clearcoatRoughnessMap;
  19857. this.clearcoatNormalMap = source.clearcoatNormalMap;
  19858. this.clearcoatNormalScale.copy( source.clearcoatNormalScale );
  19859. this.reflectivity = source.reflectivity;
  19860. if ( source.sheen ) {
  19861. this.sheen = ( this.sheen || new Color() ).copy( source.sheen );
  19862. } else {
  19863. this.sheen = null;
  19864. }
  19865. this.transmission = source.transmission;
  19866. this.transmissionMap = source.transmissionMap;
  19867. return this;
  19868. };
  19869. /**
  19870. * parameters = {
  19871. * color: <hex>,
  19872. * specular: <hex>,
  19873. * shininess: <float>,
  19874. * opacity: <float>,
  19875. *
  19876. * map: new THREE.Texture( <Image> ),
  19877. *
  19878. * lightMap: new THREE.Texture( <Image> ),
  19879. * lightMapIntensity: <float>
  19880. *
  19881. * aoMap: new THREE.Texture( <Image> ),
  19882. * aoMapIntensity: <float>
  19883. *
  19884. * emissive: <hex>,
  19885. * emissiveIntensity: <float>
  19886. * emissiveMap: new THREE.Texture( <Image> ),
  19887. *
  19888. * bumpMap: new THREE.Texture( <Image> ),
  19889. * bumpScale: <float>,
  19890. *
  19891. * normalMap: new THREE.Texture( <Image> ),
  19892. * normalMapType: THREE.TangentSpaceNormalMap,
  19893. * normalScale: <Vector2>,
  19894. *
  19895. * displacementMap: new THREE.Texture( <Image> ),
  19896. * displacementScale: <float>,
  19897. * displacementBias: <float>,
  19898. *
  19899. * specularMap: new THREE.Texture( <Image> ),
  19900. *
  19901. * alphaMap: new THREE.Texture( <Image> ),
  19902. *
  19903. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  19904. * combine: THREE.MultiplyOperation,
  19905. * reflectivity: <float>,
  19906. * refractionRatio: <float>,
  19907. *
  19908. * wireframe: <boolean>,
  19909. * wireframeLinewidth: <float>,
  19910. *
  19911. * skinning: <bool>,
  19912. * morphTargets: <bool>,
  19913. * morphNormals: <bool>
  19914. * }
  19915. */
  19916. function MeshPhongMaterial( parameters ) {
  19917. Material.call( this );
  19918. this.type = 'MeshPhongMaterial';
  19919. this.color = new Color( 0xffffff ); // diffuse
  19920. this.specular = new Color( 0x111111 );
  19921. this.shininess = 30;
  19922. this.map = null;
  19923. this.lightMap = null;
  19924. this.lightMapIntensity = 1.0;
  19925. this.aoMap = null;
  19926. this.aoMapIntensity = 1.0;
  19927. this.emissive = new Color( 0x000000 );
  19928. this.emissiveIntensity = 1.0;
  19929. this.emissiveMap = null;
  19930. this.bumpMap = null;
  19931. this.bumpScale = 1;
  19932. this.normalMap = null;
  19933. this.normalMapType = TangentSpaceNormalMap;
  19934. this.normalScale = new Vector2( 1, 1 );
  19935. this.displacementMap = null;
  19936. this.displacementScale = 1;
  19937. this.displacementBias = 0;
  19938. this.specularMap = null;
  19939. this.alphaMap = null;
  19940. this.envMap = null;
  19941. this.combine = MultiplyOperation;
  19942. this.reflectivity = 1;
  19943. this.refractionRatio = 0.98;
  19944. this.wireframe = false;
  19945. this.wireframeLinewidth = 1;
  19946. this.wireframeLinecap = 'round';
  19947. this.wireframeLinejoin = 'round';
  19948. this.skinning = false;
  19949. this.morphTargets = false;
  19950. this.morphNormals = false;
  19951. this.setValues( parameters );
  19952. }
  19953. MeshPhongMaterial.prototype = Object.create( Material.prototype );
  19954. MeshPhongMaterial.prototype.constructor = MeshPhongMaterial;
  19955. MeshPhongMaterial.prototype.isMeshPhongMaterial = true;
  19956. MeshPhongMaterial.prototype.copy = function ( source ) {
  19957. Material.prototype.copy.call( this, source );
  19958. this.color.copy( source.color );
  19959. this.specular.copy( source.specular );
  19960. this.shininess = source.shininess;
  19961. this.map = source.map;
  19962. this.lightMap = source.lightMap;
  19963. this.lightMapIntensity = source.lightMapIntensity;
  19964. this.aoMap = source.aoMap;
  19965. this.aoMapIntensity = source.aoMapIntensity;
  19966. this.emissive.copy( source.emissive );
  19967. this.emissiveMap = source.emissiveMap;
  19968. this.emissiveIntensity = source.emissiveIntensity;
  19969. this.bumpMap = source.bumpMap;
  19970. this.bumpScale = source.bumpScale;
  19971. this.normalMap = source.normalMap;
  19972. this.normalMapType = source.normalMapType;
  19973. this.normalScale.copy( source.normalScale );
  19974. this.displacementMap = source.displacementMap;
  19975. this.displacementScale = source.displacementScale;
  19976. this.displacementBias = source.displacementBias;
  19977. this.specularMap = source.specularMap;
  19978. this.alphaMap = source.alphaMap;
  19979. this.envMap = source.envMap;
  19980. this.combine = source.combine;
  19981. this.reflectivity = source.reflectivity;
  19982. this.refractionRatio = source.refractionRatio;
  19983. this.wireframe = source.wireframe;
  19984. this.wireframeLinewidth = source.wireframeLinewidth;
  19985. this.wireframeLinecap = source.wireframeLinecap;
  19986. this.wireframeLinejoin = source.wireframeLinejoin;
  19987. this.skinning = source.skinning;
  19988. this.morphTargets = source.morphTargets;
  19989. this.morphNormals = source.morphNormals;
  19990. return this;
  19991. };
  19992. /**
  19993. * parameters = {
  19994. * color: <hex>,
  19995. *
  19996. * map: new THREE.Texture( <Image> ),
  19997. * gradientMap: new THREE.Texture( <Image> ),
  19998. *
  19999. * lightMap: new THREE.Texture( <Image> ),
  20000. * lightMapIntensity: <float>
  20001. *
  20002. * aoMap: new THREE.Texture( <Image> ),
  20003. * aoMapIntensity: <float>
  20004. *
  20005. * emissive: <hex>,
  20006. * emissiveIntensity: <float>
  20007. * emissiveMap: new THREE.Texture( <Image> ),
  20008. *
  20009. * bumpMap: new THREE.Texture( <Image> ),
  20010. * bumpScale: <float>,
  20011. *
  20012. * normalMap: new THREE.Texture( <Image> ),
  20013. * normalMapType: THREE.TangentSpaceNormalMap,
  20014. * normalScale: <Vector2>,
  20015. *
  20016. * displacementMap: new THREE.Texture( <Image> ),
  20017. * displacementScale: <float>,
  20018. * displacementBias: <float>,
  20019. *
  20020. * alphaMap: new THREE.Texture( <Image> ),
  20021. *
  20022. * wireframe: <boolean>,
  20023. * wireframeLinewidth: <float>,
  20024. *
  20025. * skinning: <bool>,
  20026. * morphTargets: <bool>,
  20027. * morphNormals: <bool>
  20028. * }
  20029. */
  20030. function MeshToonMaterial( parameters ) {
  20031. Material.call( this );
  20032. this.defines = { 'TOON': '' };
  20033. this.type = 'MeshToonMaterial';
  20034. this.color = new Color( 0xffffff );
  20035. this.map = null;
  20036. this.gradientMap = null;
  20037. this.lightMap = null;
  20038. this.lightMapIntensity = 1.0;
  20039. this.aoMap = null;
  20040. this.aoMapIntensity = 1.0;
  20041. this.emissive = new Color( 0x000000 );
  20042. this.emissiveIntensity = 1.0;
  20043. this.emissiveMap = null;
  20044. this.bumpMap = null;
  20045. this.bumpScale = 1;
  20046. this.normalMap = null;
  20047. this.normalMapType = TangentSpaceNormalMap;
  20048. this.normalScale = new Vector2( 1, 1 );
  20049. this.displacementMap = null;
  20050. this.displacementScale = 1;
  20051. this.displacementBias = 0;
  20052. this.alphaMap = null;
  20053. this.wireframe = false;
  20054. this.wireframeLinewidth = 1;
  20055. this.wireframeLinecap = 'round';
  20056. this.wireframeLinejoin = 'round';
  20057. this.skinning = false;
  20058. this.morphTargets = false;
  20059. this.morphNormals = false;
  20060. this.setValues( parameters );
  20061. }
  20062. MeshToonMaterial.prototype = Object.create( Material.prototype );
  20063. MeshToonMaterial.prototype.constructor = MeshToonMaterial;
  20064. MeshToonMaterial.prototype.isMeshToonMaterial = true;
  20065. MeshToonMaterial.prototype.copy = function ( source ) {
  20066. Material.prototype.copy.call( this, source );
  20067. this.color.copy( source.color );
  20068. this.map = source.map;
  20069. this.gradientMap = source.gradientMap;
  20070. this.lightMap = source.lightMap;
  20071. this.lightMapIntensity = source.lightMapIntensity;
  20072. this.aoMap = source.aoMap;
  20073. this.aoMapIntensity = source.aoMapIntensity;
  20074. this.emissive.copy( source.emissive );
  20075. this.emissiveMap = source.emissiveMap;
  20076. this.emissiveIntensity = source.emissiveIntensity;
  20077. this.bumpMap = source.bumpMap;
  20078. this.bumpScale = source.bumpScale;
  20079. this.normalMap = source.normalMap;
  20080. this.normalMapType = source.normalMapType;
  20081. this.normalScale.copy( source.normalScale );
  20082. this.displacementMap = source.displacementMap;
  20083. this.displacementScale = source.displacementScale;
  20084. this.displacementBias = source.displacementBias;
  20085. this.alphaMap = source.alphaMap;
  20086. this.wireframe = source.wireframe;
  20087. this.wireframeLinewidth = source.wireframeLinewidth;
  20088. this.wireframeLinecap = source.wireframeLinecap;
  20089. this.wireframeLinejoin = source.wireframeLinejoin;
  20090. this.skinning = source.skinning;
  20091. this.morphTargets = source.morphTargets;
  20092. this.morphNormals = source.morphNormals;
  20093. return this;
  20094. };
  20095. /**
  20096. * parameters = {
  20097. * opacity: <float>,
  20098. *
  20099. * bumpMap: new THREE.Texture( <Image> ),
  20100. * bumpScale: <float>,
  20101. *
  20102. * normalMap: new THREE.Texture( <Image> ),
  20103. * normalMapType: THREE.TangentSpaceNormalMap,
  20104. * normalScale: <Vector2>,
  20105. *
  20106. * displacementMap: new THREE.Texture( <Image> ),
  20107. * displacementScale: <float>,
  20108. * displacementBias: <float>,
  20109. *
  20110. * wireframe: <boolean>,
  20111. * wireframeLinewidth: <float>
  20112. *
  20113. * skinning: <bool>,
  20114. * morphTargets: <bool>,
  20115. * morphNormals: <bool>
  20116. * }
  20117. */
  20118. function MeshNormalMaterial( parameters ) {
  20119. Material.call( this );
  20120. this.type = 'MeshNormalMaterial';
  20121. this.bumpMap = null;
  20122. this.bumpScale = 1;
  20123. this.normalMap = null;
  20124. this.normalMapType = TangentSpaceNormalMap;
  20125. this.normalScale = new Vector2( 1, 1 );
  20126. this.displacementMap = null;
  20127. this.displacementScale = 1;
  20128. this.displacementBias = 0;
  20129. this.wireframe = false;
  20130. this.wireframeLinewidth = 1;
  20131. this.fog = false;
  20132. this.skinning = false;
  20133. this.morphTargets = false;
  20134. this.morphNormals = false;
  20135. this.setValues( parameters );
  20136. }
  20137. MeshNormalMaterial.prototype = Object.create( Material.prototype );
  20138. MeshNormalMaterial.prototype.constructor = MeshNormalMaterial;
  20139. MeshNormalMaterial.prototype.isMeshNormalMaterial = true;
  20140. MeshNormalMaterial.prototype.copy = function ( source ) {
  20141. Material.prototype.copy.call( this, source );
  20142. this.bumpMap = source.bumpMap;
  20143. this.bumpScale = source.bumpScale;
  20144. this.normalMap = source.normalMap;
  20145. this.normalMapType = source.normalMapType;
  20146. this.normalScale.copy( source.normalScale );
  20147. this.displacementMap = source.displacementMap;
  20148. this.displacementScale = source.displacementScale;
  20149. this.displacementBias = source.displacementBias;
  20150. this.wireframe = source.wireframe;
  20151. this.wireframeLinewidth = source.wireframeLinewidth;
  20152. this.skinning = source.skinning;
  20153. this.morphTargets = source.morphTargets;
  20154. this.morphNormals = source.morphNormals;
  20155. return this;
  20156. };
  20157. /**
  20158. * parameters = {
  20159. * color: <hex>,
  20160. * opacity: <float>,
  20161. *
  20162. * map: new THREE.Texture( <Image> ),
  20163. *
  20164. * lightMap: new THREE.Texture( <Image> ),
  20165. * lightMapIntensity: <float>
  20166. *
  20167. * aoMap: new THREE.Texture( <Image> ),
  20168. * aoMapIntensity: <float>
  20169. *
  20170. * emissive: <hex>,
  20171. * emissiveIntensity: <float>
  20172. * emissiveMap: new THREE.Texture( <Image> ),
  20173. *
  20174. * specularMap: new THREE.Texture( <Image> ),
  20175. *
  20176. * alphaMap: new THREE.Texture( <Image> ),
  20177. *
  20178. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  20179. * combine: THREE.Multiply,
  20180. * reflectivity: <float>,
  20181. * refractionRatio: <float>,
  20182. *
  20183. * wireframe: <boolean>,
  20184. * wireframeLinewidth: <float>,
  20185. *
  20186. * skinning: <bool>,
  20187. * morphTargets: <bool>,
  20188. * morphNormals: <bool>
  20189. * }
  20190. */
  20191. function MeshLambertMaterial( parameters ) {
  20192. Material.call( this );
  20193. this.type = 'MeshLambertMaterial';
  20194. this.color = new Color( 0xffffff ); // diffuse
  20195. this.map = null;
  20196. this.lightMap = null;
  20197. this.lightMapIntensity = 1.0;
  20198. this.aoMap = null;
  20199. this.aoMapIntensity = 1.0;
  20200. this.emissive = new Color( 0x000000 );
  20201. this.emissiveIntensity = 1.0;
  20202. this.emissiveMap = null;
  20203. this.specularMap = null;
  20204. this.alphaMap = null;
  20205. this.envMap = null;
  20206. this.combine = MultiplyOperation;
  20207. this.reflectivity = 1;
  20208. this.refractionRatio = 0.98;
  20209. this.wireframe = false;
  20210. this.wireframeLinewidth = 1;
  20211. this.wireframeLinecap = 'round';
  20212. this.wireframeLinejoin = 'round';
  20213. this.skinning = false;
  20214. this.morphTargets = false;
  20215. this.morphNormals = false;
  20216. this.setValues( parameters );
  20217. }
  20218. MeshLambertMaterial.prototype = Object.create( Material.prototype );
  20219. MeshLambertMaterial.prototype.constructor = MeshLambertMaterial;
  20220. MeshLambertMaterial.prototype.isMeshLambertMaterial = true;
  20221. MeshLambertMaterial.prototype.copy = function ( source ) {
  20222. Material.prototype.copy.call( this, source );
  20223. this.color.copy( source.color );
  20224. this.map = source.map;
  20225. this.lightMap = source.lightMap;
  20226. this.lightMapIntensity = source.lightMapIntensity;
  20227. this.aoMap = source.aoMap;
  20228. this.aoMapIntensity = source.aoMapIntensity;
  20229. this.emissive.copy( source.emissive );
  20230. this.emissiveMap = source.emissiveMap;
  20231. this.emissiveIntensity = source.emissiveIntensity;
  20232. this.specularMap = source.specularMap;
  20233. this.alphaMap = source.alphaMap;
  20234. this.envMap = source.envMap;
  20235. this.combine = source.combine;
  20236. this.reflectivity = source.reflectivity;
  20237. this.refractionRatio = source.refractionRatio;
  20238. this.wireframe = source.wireframe;
  20239. this.wireframeLinewidth = source.wireframeLinewidth;
  20240. this.wireframeLinecap = source.wireframeLinecap;
  20241. this.wireframeLinejoin = source.wireframeLinejoin;
  20242. this.skinning = source.skinning;
  20243. this.morphTargets = source.morphTargets;
  20244. this.morphNormals = source.morphNormals;
  20245. return this;
  20246. };
  20247. /**
  20248. * parameters = {
  20249. * color: <hex>,
  20250. * opacity: <float>,
  20251. *
  20252. * matcap: new THREE.Texture( <Image> ),
  20253. *
  20254. * map: new THREE.Texture( <Image> ),
  20255. *
  20256. * bumpMap: new THREE.Texture( <Image> ),
  20257. * bumpScale: <float>,
  20258. *
  20259. * normalMap: new THREE.Texture( <Image> ),
  20260. * normalMapType: THREE.TangentSpaceNormalMap,
  20261. * normalScale: <Vector2>,
  20262. *
  20263. * displacementMap: new THREE.Texture( <Image> ),
  20264. * displacementScale: <float>,
  20265. * displacementBias: <float>,
  20266. *
  20267. * alphaMap: new THREE.Texture( <Image> ),
  20268. *
  20269. * skinning: <bool>,
  20270. * morphTargets: <bool>,
  20271. * morphNormals: <bool>
  20272. * }
  20273. */
  20274. function MeshMatcapMaterial( parameters ) {
  20275. Material.call( this );
  20276. this.defines = { 'MATCAP': '' };
  20277. this.type = 'MeshMatcapMaterial';
  20278. this.color = new Color( 0xffffff ); // diffuse
  20279. this.matcap = null;
  20280. this.map = null;
  20281. this.bumpMap = null;
  20282. this.bumpScale = 1;
  20283. this.normalMap = null;
  20284. this.normalMapType = TangentSpaceNormalMap;
  20285. this.normalScale = new Vector2( 1, 1 );
  20286. this.displacementMap = null;
  20287. this.displacementScale = 1;
  20288. this.displacementBias = 0;
  20289. this.alphaMap = null;
  20290. this.skinning = false;
  20291. this.morphTargets = false;
  20292. this.morphNormals = false;
  20293. this.setValues( parameters );
  20294. }
  20295. MeshMatcapMaterial.prototype = Object.create( Material.prototype );
  20296. MeshMatcapMaterial.prototype.constructor = MeshMatcapMaterial;
  20297. MeshMatcapMaterial.prototype.isMeshMatcapMaterial = true;
  20298. MeshMatcapMaterial.prototype.copy = function ( source ) {
  20299. Material.prototype.copy.call( this, source );
  20300. this.defines = { 'MATCAP': '' };
  20301. this.color.copy( source.color );
  20302. this.matcap = source.matcap;
  20303. this.map = source.map;
  20304. this.bumpMap = source.bumpMap;
  20305. this.bumpScale = source.bumpScale;
  20306. this.normalMap = source.normalMap;
  20307. this.normalMapType = source.normalMapType;
  20308. this.normalScale.copy( source.normalScale );
  20309. this.displacementMap = source.displacementMap;
  20310. this.displacementScale = source.displacementScale;
  20311. this.displacementBias = source.displacementBias;
  20312. this.alphaMap = source.alphaMap;
  20313. this.skinning = source.skinning;
  20314. this.morphTargets = source.morphTargets;
  20315. this.morphNormals = source.morphNormals;
  20316. return this;
  20317. };
  20318. /**
  20319. * parameters = {
  20320. * color: <hex>,
  20321. * opacity: <float>,
  20322. *
  20323. * linewidth: <float>,
  20324. *
  20325. * scale: <float>,
  20326. * dashSize: <float>,
  20327. * gapSize: <float>
  20328. * }
  20329. */
  20330. function LineDashedMaterial( parameters ) {
  20331. LineBasicMaterial.call( this );
  20332. this.type = 'LineDashedMaterial';
  20333. this.scale = 1;
  20334. this.dashSize = 3;
  20335. this.gapSize = 1;
  20336. this.setValues( parameters );
  20337. }
  20338. LineDashedMaterial.prototype = Object.create( LineBasicMaterial.prototype );
  20339. LineDashedMaterial.prototype.constructor = LineDashedMaterial;
  20340. LineDashedMaterial.prototype.isLineDashedMaterial = true;
  20341. LineDashedMaterial.prototype.copy = function ( source ) {
  20342. LineBasicMaterial.prototype.copy.call( this, source );
  20343. this.scale = source.scale;
  20344. this.dashSize = source.dashSize;
  20345. this.gapSize = source.gapSize;
  20346. return this;
  20347. };
  20348. var Materials = /*#__PURE__*/Object.freeze({
  20349. __proto__: null,
  20350. ShadowMaterial: ShadowMaterial,
  20351. SpriteMaterial: SpriteMaterial,
  20352. RawShaderMaterial: RawShaderMaterial,
  20353. ShaderMaterial: ShaderMaterial,
  20354. PointsMaterial: PointsMaterial,
  20355. MeshPhysicalMaterial: MeshPhysicalMaterial,
  20356. MeshStandardMaterial: MeshStandardMaterial,
  20357. MeshPhongMaterial: MeshPhongMaterial,
  20358. MeshToonMaterial: MeshToonMaterial,
  20359. MeshNormalMaterial: MeshNormalMaterial,
  20360. MeshLambertMaterial: MeshLambertMaterial,
  20361. MeshDepthMaterial: MeshDepthMaterial,
  20362. MeshDistanceMaterial: MeshDistanceMaterial,
  20363. MeshBasicMaterial: MeshBasicMaterial,
  20364. MeshMatcapMaterial: MeshMatcapMaterial,
  20365. LineDashedMaterial: LineDashedMaterial,
  20366. LineBasicMaterial: LineBasicMaterial,
  20367. Material: Material
  20368. });
  20369. var AnimationUtils = {
  20370. // same as Array.prototype.slice, but also works on typed arrays
  20371. arraySlice: function ( array, from, to ) {
  20372. if ( AnimationUtils.isTypedArray( array ) ) {
  20373. // in ios9 array.subarray(from, undefined) will return empty array
  20374. // but array.subarray(from) or array.subarray(from, len) is correct
  20375. return new array.constructor( array.subarray( from, to !== undefined ? to : array.length ) );
  20376. }
  20377. return array.slice( from, to );
  20378. },
  20379. // converts an array to a specific type
  20380. convertArray: function ( array, type, forceClone ) {
  20381. if ( ! array || // let 'undefined' and 'null' pass
  20382. ! forceClone && array.constructor === type ) { return array; }
  20383. if ( typeof type.BYTES_PER_ELEMENT === 'number' ) {
  20384. return new type( array ); // create typed array
  20385. }
  20386. return Array.prototype.slice.call( array ); // create Array
  20387. },
  20388. isTypedArray: function ( object ) {
  20389. return ArrayBuffer.isView( object ) &&
  20390. ! ( object instanceof DataView );
  20391. },
  20392. // returns an array by which times and values can be sorted
  20393. getKeyframeOrder: function ( times ) {
  20394. function compareTime( i, j ) {
  20395. return times[ i ] - times[ j ];
  20396. }
  20397. var n = times.length;
  20398. var result = new Array( n );
  20399. for ( var i = 0; i !== n; ++ i ) { result[ i ] = i; }
  20400. result.sort( compareTime );
  20401. return result;
  20402. },
  20403. // uses the array previously returned by 'getKeyframeOrder' to sort data
  20404. sortedArray: function ( values, stride, order ) {
  20405. var nValues = values.length;
  20406. var result = new values.constructor( nValues );
  20407. for ( var i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {
  20408. var srcOffset = order[ i ] * stride;
  20409. for ( var j = 0; j !== stride; ++ j ) {
  20410. result[ dstOffset ++ ] = values[ srcOffset + j ];
  20411. }
  20412. }
  20413. return result;
  20414. },
  20415. // function for parsing AOS keyframe formats
  20416. flattenJSON: function ( jsonKeys, times, values, valuePropertyName ) {
  20417. var i = 1, key = jsonKeys[ 0 ];
  20418. while ( key !== undefined && key[ valuePropertyName ] === undefined ) {
  20419. key = jsonKeys[ i ++ ];
  20420. }
  20421. if ( key === undefined ) { return; } // no data
  20422. var value = key[ valuePropertyName ];
  20423. if ( value === undefined ) { return; } // no data
  20424. if ( Array.isArray( value ) ) {
  20425. do {
  20426. value = key[ valuePropertyName ];
  20427. if ( value !== undefined ) {
  20428. times.push( key.time );
  20429. values.push.apply( values, value ); // push all elements
  20430. }
  20431. key = jsonKeys[ i ++ ];
  20432. } while ( key !== undefined );
  20433. } else if ( value.toArray !== undefined ) {
  20434. // ...assume THREE.Math-ish
  20435. do {
  20436. value = key[ valuePropertyName ];
  20437. if ( value !== undefined ) {
  20438. times.push( key.time );
  20439. value.toArray( values, values.length );
  20440. }
  20441. key = jsonKeys[ i ++ ];
  20442. } while ( key !== undefined );
  20443. } else {
  20444. // otherwise push as-is
  20445. do {
  20446. value = key[ valuePropertyName ];
  20447. if ( value !== undefined ) {
  20448. times.push( key.time );
  20449. values.push( value );
  20450. }
  20451. key = jsonKeys[ i ++ ];
  20452. } while ( key !== undefined );
  20453. }
  20454. },
  20455. subclip: function ( sourceClip, name, startFrame, endFrame, fps ) {
  20456. fps = fps || 30;
  20457. var clip = sourceClip.clone();
  20458. clip.name = name;
  20459. var tracks = [];
  20460. for ( var i = 0; i < clip.tracks.length; ++ i ) {
  20461. var track = clip.tracks[ i ];
  20462. var valueSize = track.getValueSize();
  20463. var times = [];
  20464. var values = [];
  20465. for ( var j = 0; j < track.times.length; ++ j ) {
  20466. var frame = track.times[ j ] * fps;
  20467. if ( frame < startFrame || frame >= endFrame ) { continue; }
  20468. times.push( track.times[ j ] );
  20469. for ( var k = 0; k < valueSize; ++ k ) {
  20470. values.push( track.values[ j * valueSize + k ] );
  20471. }
  20472. }
  20473. if ( times.length === 0 ) { continue; }
  20474. track.times = AnimationUtils.convertArray( times, track.times.constructor );
  20475. track.values = AnimationUtils.convertArray( values, track.values.constructor );
  20476. tracks.push( track );
  20477. }
  20478. clip.tracks = tracks;
  20479. // find minimum .times value across all tracks in the trimmed clip
  20480. var minStartTime = Infinity;
  20481. for ( var i$1 = 0; i$1 < clip.tracks.length; ++ i$1 ) {
  20482. if ( minStartTime > clip.tracks[ i$1 ].times[ 0 ] ) {
  20483. minStartTime = clip.tracks[ i$1 ].times[ 0 ];
  20484. }
  20485. }
  20486. // shift all tracks such that clip begins at t=0
  20487. for ( var i$2 = 0; i$2 < clip.tracks.length; ++ i$2 ) {
  20488. clip.tracks[ i$2 ].shift( - 1 * minStartTime );
  20489. }
  20490. clip.resetDuration();
  20491. return clip;
  20492. },
  20493. makeClipAdditive: function ( targetClip, referenceFrame, referenceClip, fps ) {
  20494. if ( referenceFrame === undefined ) { referenceFrame = 0; }
  20495. if ( referenceClip === undefined ) { referenceClip = targetClip; }
  20496. if ( fps === undefined || fps <= 0 ) { fps = 30; }
  20497. var numTracks = targetClip.tracks.length;
  20498. var referenceTime = referenceFrame / fps;
  20499. // Make each track's values relative to the values at the reference frame
  20500. var loop = function ( i ) {
  20501. var referenceTrack = referenceClip.tracks[ i ];
  20502. var referenceTrackType = referenceTrack.ValueTypeName;
  20503. // Skip this track if it's non-numeric
  20504. if ( referenceTrackType === 'bool' || referenceTrackType === 'string' ) { return; }
  20505. // Find the track in the target clip whose name and type matches the reference track
  20506. var targetTrack = targetClip.tracks.find( function ( track ) {
  20507. return track.name === referenceTrack.name
  20508. && track.ValueTypeName === referenceTrackType;
  20509. } );
  20510. if ( targetTrack === undefined ) { return; }
  20511. var referenceOffset = 0;
  20512. var referenceValueSize = referenceTrack.getValueSize();
  20513. if ( referenceTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) {
  20514. referenceOffset = referenceValueSize / 3;
  20515. }
  20516. var targetOffset = 0;
  20517. var targetValueSize = targetTrack.getValueSize();
  20518. if ( targetTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) {
  20519. targetOffset = targetValueSize / 3;
  20520. }
  20521. var lastIndex = referenceTrack.times.length - 1;
  20522. var referenceValue = (void 0);
  20523. // Find the value to subtract out of the track
  20524. if ( referenceTime <= referenceTrack.times[ 0 ] ) {
  20525. // Reference frame is earlier than the first keyframe, so just use the first keyframe
  20526. var startIndex = referenceOffset;
  20527. var endIndex = referenceValueSize - referenceOffset;
  20528. referenceValue = AnimationUtils.arraySlice( referenceTrack.values, startIndex, endIndex );
  20529. } else if ( referenceTime >= referenceTrack.times[ lastIndex ] ) {
  20530. // Reference frame is after the last keyframe, so just use the last keyframe
  20531. var startIndex$1 = lastIndex * referenceValueSize + referenceOffset;
  20532. var endIndex$1 = startIndex$1 + referenceValueSize - referenceOffset;
  20533. referenceValue = AnimationUtils.arraySlice( referenceTrack.values, startIndex$1, endIndex$1 );
  20534. } else {
  20535. // Interpolate to the reference value
  20536. var interpolant = referenceTrack.createInterpolant();
  20537. var startIndex$2 = referenceOffset;
  20538. var endIndex$2 = referenceValueSize - referenceOffset;
  20539. interpolant.evaluate( referenceTime );
  20540. referenceValue = AnimationUtils.arraySlice( interpolant.resultBuffer, startIndex$2, endIndex$2 );
  20541. }
  20542. // Conjugate the quaternion
  20543. if ( referenceTrackType === 'quaternion' ) {
  20544. var referenceQuat = new Quaternion().fromArray( referenceValue ).normalize().conjugate();
  20545. referenceQuat.toArray( referenceValue );
  20546. }
  20547. // Subtract the reference value from all of the track values
  20548. var numTimes = targetTrack.times.length;
  20549. for ( var j = 0; j < numTimes; ++ j ) {
  20550. var valueStart = j * targetValueSize + targetOffset;
  20551. if ( referenceTrackType === 'quaternion' ) {
  20552. // Multiply the conjugate for quaternion track types
  20553. Quaternion.multiplyQuaternionsFlat(
  20554. targetTrack.values,
  20555. valueStart,
  20556. referenceValue,
  20557. 0,
  20558. targetTrack.values,
  20559. valueStart
  20560. );
  20561. } else {
  20562. var valueEnd = targetValueSize - targetOffset * 2;
  20563. // Subtract each value for all other numeric track types
  20564. for ( var k = 0; k < valueEnd; ++ k ) {
  20565. targetTrack.values[ valueStart + k ] -= referenceValue[ k ];
  20566. }
  20567. }
  20568. }
  20569. };
  20570. for ( var i = 0; i < numTracks; ++ i ) loop( i );
  20571. targetClip.blendMode = AdditiveAnimationBlendMode;
  20572. return targetClip;
  20573. }
  20574. };
  20575. /**
  20576. * Abstract base class of interpolants over parametric samples.
  20577. *
  20578. * The parameter domain is one dimensional, typically the time or a path
  20579. * along a curve defined by the data.
  20580. *
  20581. * The sample values can have any dimensionality and derived classes may
  20582. * apply special interpretations to the data.
  20583. *
  20584. * This class provides the interval seek in a Template Method, deferring
  20585. * the actual interpolation to derived classes.
  20586. *
  20587. * Time complexity is O(1) for linear access crossing at most two points
  20588. * and O(log N) for random access, where N is the number of positions.
  20589. *
  20590. * References:
  20591. *
  20592. * http://www.oodesign.com/template-method-pattern.html
  20593. *
  20594. */
  20595. function Interpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20596. this.parameterPositions = parameterPositions;
  20597. this._cachedIndex = 0;
  20598. this.resultBuffer = resultBuffer !== undefined ?
  20599. resultBuffer : new sampleValues.constructor( sampleSize );
  20600. this.sampleValues = sampleValues;
  20601. this.valueSize = sampleSize;
  20602. }
  20603. Object.assign( Interpolant.prototype, {
  20604. evaluate: function ( t ) {
  20605. var pp = this.parameterPositions;
  20606. var i1 = this._cachedIndex,
  20607. t1 = pp[ i1 ],
  20608. t0 = pp[ i1 - 1 ];
  20609. validate_interval: {
  20610. seek: {
  20611. var right;
  20612. linear_scan: {
  20613. //- See http://jsperf.com/comparison-to-undefined/3
  20614. //- slower code:
  20615. //-
  20616. //- if ( t >= t1 || t1 === undefined ) {
  20617. forward_scan: if ( ! ( t < t1 ) ) {
  20618. for ( var giveUpAt = i1 + 2; ; ) {
  20619. if ( t1 === undefined ) {
  20620. if ( t < t0 ) { break forward_scan; }
  20621. // after end
  20622. i1 = pp.length;
  20623. this._cachedIndex = i1;
  20624. return this.afterEnd_( i1 - 1, t, t0 );
  20625. }
  20626. if ( i1 === giveUpAt ) { break; } // this loop
  20627. t0 = t1;
  20628. t1 = pp[ ++ i1 ];
  20629. if ( t < t1 ) {
  20630. // we have arrived at the sought interval
  20631. break seek;
  20632. }
  20633. }
  20634. // prepare binary search on the right side of the index
  20635. right = pp.length;
  20636. break linear_scan;
  20637. }
  20638. //- slower code:
  20639. //- if ( t < t0 || t0 === undefined ) {
  20640. if ( ! ( t >= t0 ) ) {
  20641. // looping?
  20642. var t1global = pp[ 1 ];
  20643. if ( t < t1global ) {
  20644. i1 = 2; // + 1, using the scan for the details
  20645. t0 = t1global;
  20646. }
  20647. // linear reverse scan
  20648. for ( var giveUpAt$1 = i1 - 2; ; ) {
  20649. if ( t0 === undefined ) {
  20650. // before start
  20651. this._cachedIndex = 0;
  20652. return this.beforeStart_( 0, t, t1 );
  20653. }
  20654. if ( i1 === giveUpAt$1 ) { break; } // this loop
  20655. t1 = t0;
  20656. t0 = pp[ -- i1 - 1 ];
  20657. if ( t >= t0 ) {
  20658. // we have arrived at the sought interval
  20659. break seek;
  20660. }
  20661. }
  20662. // prepare binary search on the left side of the index
  20663. right = i1;
  20664. i1 = 0;
  20665. break linear_scan;
  20666. }
  20667. // the interval is valid
  20668. break validate_interval;
  20669. } // linear scan
  20670. // binary search
  20671. while ( i1 < right ) {
  20672. var mid = ( i1 + right ) >>> 1;
  20673. if ( t < pp[ mid ] ) {
  20674. right = mid;
  20675. } else {
  20676. i1 = mid + 1;
  20677. }
  20678. }
  20679. t1 = pp[ i1 ];
  20680. t0 = pp[ i1 - 1 ];
  20681. // check boundary cases, again
  20682. if ( t0 === undefined ) {
  20683. this._cachedIndex = 0;
  20684. return this.beforeStart_( 0, t, t1 );
  20685. }
  20686. if ( t1 === undefined ) {
  20687. i1 = pp.length;
  20688. this._cachedIndex = i1;
  20689. return this.afterEnd_( i1 - 1, t0, t );
  20690. }
  20691. } // seek
  20692. this._cachedIndex = i1;
  20693. this.intervalChanged_( i1, t0, t1 );
  20694. } // validate_interval
  20695. return this.interpolate_( i1, t0, t, t1 );
  20696. },
  20697. settings: null, // optional, subclass-specific settings structure
  20698. // Note: The indirection allows central control of many interpolants.
  20699. // --- Protected interface
  20700. DefaultSettings_: {},
  20701. getSettings_: function () {
  20702. return this.settings || this.DefaultSettings_;
  20703. },
  20704. copySampleValue_: function ( index ) {
  20705. // copies a sample value to the result buffer
  20706. var result = this.resultBuffer,
  20707. values = this.sampleValues,
  20708. stride = this.valueSize,
  20709. offset = index * stride;
  20710. for ( var i = 0; i !== stride; ++ i ) {
  20711. result[ i ] = values[ offset + i ];
  20712. }
  20713. return result;
  20714. },
  20715. // Template methods for derived classes:
  20716. interpolate_: function ( /* i1, t0, t, t1 */ ) {
  20717. throw new Error( 'call to abstract method' );
  20718. // implementations shall return this.resultBuffer
  20719. },
  20720. intervalChanged_: function ( /* i1, t0, t1 */ ) {
  20721. // empty
  20722. }
  20723. } );
  20724. // DECLARE ALIAS AFTER assign prototype
  20725. Object.assign( Interpolant.prototype, {
  20726. //( 0, t, t0 ), returns this.resultBuffer
  20727. beforeStart_: Interpolant.prototype.copySampleValue_,
  20728. //( N-1, tN-1, t ), returns this.resultBuffer
  20729. afterEnd_: Interpolant.prototype.copySampleValue_,
  20730. } );
  20731. /**
  20732. * Fast and simple cubic spline interpolant.
  20733. *
  20734. * It was derived from a Hermitian construction setting the first derivative
  20735. * at each sample position to the linear slope between neighboring positions
  20736. * over their parameter interval.
  20737. */
  20738. function CubicInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20739. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20740. this._weightPrev = - 0;
  20741. this._offsetPrev = - 0;
  20742. this._weightNext = - 0;
  20743. this._offsetNext = - 0;
  20744. }
  20745. CubicInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20746. constructor: CubicInterpolant,
  20747. DefaultSettings_: {
  20748. endingStart: ZeroCurvatureEnding,
  20749. endingEnd: ZeroCurvatureEnding
  20750. },
  20751. intervalChanged_: function ( i1, t0, t1 ) {
  20752. var pp = this.parameterPositions;
  20753. var iPrev = i1 - 2,
  20754. iNext = i1 + 1,
  20755. tPrev = pp[ iPrev ],
  20756. tNext = pp[ iNext ];
  20757. if ( tPrev === undefined ) {
  20758. switch ( this.getSettings_().endingStart ) {
  20759. case ZeroSlopeEnding:
  20760. // f'(t0) = 0
  20761. iPrev = i1;
  20762. tPrev = 2 * t0 - t1;
  20763. break;
  20764. case WrapAroundEnding:
  20765. // use the other end of the curve
  20766. iPrev = pp.length - 2;
  20767. tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];
  20768. break;
  20769. default: // ZeroCurvatureEnding
  20770. // f''(t0) = 0 a.k.a. Natural Spline
  20771. iPrev = i1;
  20772. tPrev = t1;
  20773. }
  20774. }
  20775. if ( tNext === undefined ) {
  20776. switch ( this.getSettings_().endingEnd ) {
  20777. case ZeroSlopeEnding:
  20778. // f'(tN) = 0
  20779. iNext = i1;
  20780. tNext = 2 * t1 - t0;
  20781. break;
  20782. case WrapAroundEnding:
  20783. // use the other end of the curve
  20784. iNext = 1;
  20785. tNext = t1 + pp[ 1 ] - pp[ 0 ];
  20786. break;
  20787. default: // ZeroCurvatureEnding
  20788. // f''(tN) = 0, a.k.a. Natural Spline
  20789. iNext = i1 - 1;
  20790. tNext = t0;
  20791. }
  20792. }
  20793. var halfDt = ( t1 - t0 ) * 0.5,
  20794. stride = this.valueSize;
  20795. this._weightPrev = halfDt / ( t0 - tPrev );
  20796. this._weightNext = halfDt / ( tNext - t1 );
  20797. this._offsetPrev = iPrev * stride;
  20798. this._offsetNext = iNext * stride;
  20799. },
  20800. interpolate_: function ( i1, t0, t, t1 ) {
  20801. var result = this.resultBuffer,
  20802. values = this.sampleValues,
  20803. stride = this.valueSize,
  20804. o1 = i1 * stride, o0 = o1 - stride,
  20805. oP = this._offsetPrev, oN = this._offsetNext,
  20806. wP = this._weightPrev, wN = this._weightNext,
  20807. p = ( t - t0 ) / ( t1 - t0 ),
  20808. pp = p * p,
  20809. ppp = pp * p;
  20810. // evaluate polynomials
  20811. var sP = - wP * ppp + 2 * wP * pp - wP * p;
  20812. var s0 = ( 1 + wP ) * ppp + ( - 1.5 - 2 * wP ) * pp + ( - 0.5 + wP ) * p + 1;
  20813. var s1 = ( - 1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;
  20814. var sN = wN * ppp - wN * pp;
  20815. // combine data linearly
  20816. for ( var i = 0; i !== stride; ++ i ) {
  20817. result[ i ] =
  20818. sP * values[ oP + i ] +
  20819. s0 * values[ o0 + i ] +
  20820. s1 * values[ o1 + i ] +
  20821. sN * values[ oN + i ];
  20822. }
  20823. return result;
  20824. }
  20825. } );
  20826. function LinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20827. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20828. }
  20829. LinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20830. constructor: LinearInterpolant,
  20831. interpolate_: function ( i1, t0, t, t1 ) {
  20832. var result = this.resultBuffer,
  20833. values = this.sampleValues,
  20834. stride = this.valueSize,
  20835. offset1 = i1 * stride,
  20836. offset0 = offset1 - stride,
  20837. weight1 = ( t - t0 ) / ( t1 - t0 ),
  20838. weight0 = 1 - weight1;
  20839. for ( var i = 0; i !== stride; ++ i ) {
  20840. result[ i ] =
  20841. values[ offset0 + i ] * weight0 +
  20842. values[ offset1 + i ] * weight1;
  20843. }
  20844. return result;
  20845. }
  20846. } );
  20847. /**
  20848. *
  20849. * Interpolant that evaluates to the sample value at the position preceeding
  20850. * the parameter.
  20851. */
  20852. function DiscreteInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20853. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20854. }
  20855. DiscreteInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20856. constructor: DiscreteInterpolant,
  20857. interpolate_: function ( i1 /*, t0, t, t1 */ ) {
  20858. return this.copySampleValue_( i1 - 1 );
  20859. }
  20860. } );
  20861. function KeyframeTrack( name, times, values, interpolation ) {
  20862. if ( name === undefined ) { throw new Error( 'THREE.KeyframeTrack: track name is undefined' ); }
  20863. if ( times === undefined || times.length === 0 ) { throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name ); }
  20864. this.name = name;
  20865. this.times = AnimationUtils.convertArray( times, this.TimeBufferType );
  20866. this.values = AnimationUtils.convertArray( values, this.ValueBufferType );
  20867. this.setInterpolation( interpolation || this.DefaultInterpolation );
  20868. }
  20869. // Static methods
  20870. Object.assign( KeyframeTrack, {
  20871. // Serialization (in static context, because of constructor invocation
  20872. // and automatic invocation of .toJSON):
  20873. toJSON: function ( track ) {
  20874. var trackType = track.constructor;
  20875. var json;
  20876. // derived classes can define a static toJSON method
  20877. if ( trackType.toJSON !== undefined ) {
  20878. json = trackType.toJSON( track );
  20879. } else {
  20880. // by default, we assume the data can be serialized as-is
  20881. json = {
  20882. 'name': track.name,
  20883. 'times': AnimationUtils.convertArray( track.times, Array ),
  20884. 'values': AnimationUtils.convertArray( track.values, Array )
  20885. };
  20886. var interpolation = track.getInterpolation();
  20887. if ( interpolation !== track.DefaultInterpolation ) {
  20888. json.interpolation = interpolation;
  20889. }
  20890. }
  20891. json.type = track.ValueTypeName; // mandatory
  20892. return json;
  20893. }
  20894. } );
  20895. Object.assign( KeyframeTrack.prototype, {
  20896. constructor: KeyframeTrack,
  20897. TimeBufferType: Float32Array,
  20898. ValueBufferType: Float32Array,
  20899. DefaultInterpolation: InterpolateLinear,
  20900. InterpolantFactoryMethodDiscrete: function ( result ) {
  20901. return new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result );
  20902. },
  20903. InterpolantFactoryMethodLinear: function ( result ) {
  20904. return new LinearInterpolant( this.times, this.values, this.getValueSize(), result );
  20905. },
  20906. InterpolantFactoryMethodSmooth: function ( result ) {
  20907. return new CubicInterpolant( this.times, this.values, this.getValueSize(), result );
  20908. },
  20909. setInterpolation: function ( interpolation ) {
  20910. var factoryMethod;
  20911. switch ( interpolation ) {
  20912. case InterpolateDiscrete:
  20913. factoryMethod = this.InterpolantFactoryMethodDiscrete;
  20914. break;
  20915. case InterpolateLinear:
  20916. factoryMethod = this.InterpolantFactoryMethodLinear;
  20917. break;
  20918. case InterpolateSmooth:
  20919. factoryMethod = this.InterpolantFactoryMethodSmooth;
  20920. break;
  20921. }
  20922. if ( factoryMethod === undefined ) {
  20923. var message = "unsupported interpolation for " +
  20924. this.ValueTypeName + " keyframe track named " + this.name;
  20925. if ( this.createInterpolant === undefined ) {
  20926. // fall back to default, unless the default itself is messed up
  20927. if ( interpolation !== this.DefaultInterpolation ) {
  20928. this.setInterpolation( this.DefaultInterpolation );
  20929. } else {
  20930. throw new Error( message ); // fatal, in this case
  20931. }
  20932. }
  20933. console.warn( 'THREE.KeyframeTrack:', message );
  20934. return this;
  20935. }
  20936. this.createInterpolant = factoryMethod;
  20937. return this;
  20938. },
  20939. getInterpolation: function () {
  20940. switch ( this.createInterpolant ) {
  20941. case this.InterpolantFactoryMethodDiscrete:
  20942. return InterpolateDiscrete;
  20943. case this.InterpolantFactoryMethodLinear:
  20944. return InterpolateLinear;
  20945. case this.InterpolantFactoryMethodSmooth:
  20946. return InterpolateSmooth;
  20947. }
  20948. },
  20949. getValueSize: function () {
  20950. return this.values.length / this.times.length;
  20951. },
  20952. // move all keyframes either forwards or backwards in time
  20953. shift: function ( timeOffset ) {
  20954. if ( timeOffset !== 0.0 ) {
  20955. var times = this.times;
  20956. for ( var i = 0, n = times.length; i !== n; ++ i ) {
  20957. times[ i ] += timeOffset;
  20958. }
  20959. }
  20960. return this;
  20961. },
  20962. // scale all keyframe times by a factor (useful for frame <-> seconds conversions)
  20963. scale: function ( timeScale ) {
  20964. if ( timeScale !== 1.0 ) {
  20965. var times = this.times;
  20966. for ( var i = 0, n = times.length; i !== n; ++ i ) {
  20967. times[ i ] *= timeScale;
  20968. }
  20969. }
  20970. return this;
  20971. },
  20972. // removes keyframes before and after animation without changing any values within the range [startTime, endTime].
  20973. // IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values
  20974. trim: function ( startTime, endTime ) {
  20975. var times = this.times,
  20976. nKeys = times.length;
  20977. var from = 0,
  20978. to = nKeys - 1;
  20979. while ( from !== nKeys && times[ from ] < startTime ) {
  20980. ++ from;
  20981. }
  20982. while ( to !== - 1 && times[ to ] > endTime ) {
  20983. -- to;
  20984. }
  20985. ++ to; // inclusive -> exclusive bound
  20986. if ( from !== 0 || to !== nKeys ) {
  20987. // empty tracks are forbidden, so keep at least one keyframe
  20988. if ( from >= to ) {
  20989. to = Math.max( to, 1 );
  20990. from = to - 1;
  20991. }
  20992. var stride = this.getValueSize();
  20993. this.times = AnimationUtils.arraySlice( times, from, to );
  20994. this.values = AnimationUtils.arraySlice( this.values, from * stride, to * stride );
  20995. }
  20996. return this;
  20997. },
  20998. // ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable
  20999. validate: function () {
  21000. var valid = true;
  21001. var valueSize = this.getValueSize();
  21002. if ( valueSize - Math.floor( valueSize ) !== 0 ) {
  21003. console.error( 'THREE.KeyframeTrack: Invalid value size in track.', this );
  21004. valid = false;
  21005. }
  21006. var times = this.times,
  21007. values = this.values,
  21008. nKeys = times.length;
  21009. if ( nKeys === 0 ) {
  21010. console.error( 'THREE.KeyframeTrack: Track is empty.', this );
  21011. valid = false;
  21012. }
  21013. var prevTime = null;
  21014. for ( var i = 0; i !== nKeys; i ++ ) {
  21015. var currTime = times[ i ];
  21016. if ( typeof currTime === 'number' && isNaN( currTime ) ) {
  21017. console.error( 'THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime );
  21018. valid = false;
  21019. break;
  21020. }
  21021. if ( prevTime !== null && prevTime > currTime ) {
  21022. console.error( 'THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime );
  21023. valid = false;
  21024. break;
  21025. }
  21026. prevTime = currTime;
  21027. }
  21028. if ( values !== undefined ) {
  21029. if ( AnimationUtils.isTypedArray( values ) ) {
  21030. for ( var i$1 = 0, n = values.length; i$1 !== n; ++ i$1 ) {
  21031. var value = values[ i$1 ];
  21032. if ( isNaN( value ) ) {
  21033. console.error( 'THREE.KeyframeTrack: Value is not a valid number.', this, i$1, value );
  21034. valid = false;
  21035. break;
  21036. }
  21037. }
  21038. }
  21039. }
  21040. return valid;
  21041. },
  21042. // removes equivalent sequential keys as common in morph target sequences
  21043. // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)
  21044. optimize: function () {
  21045. // times or values may be shared with other tracks, so overwriting is unsafe
  21046. var times = AnimationUtils.arraySlice( this.times ),
  21047. values = AnimationUtils.arraySlice( this.values ),
  21048. stride = this.getValueSize(),
  21049. smoothInterpolation = this.getInterpolation() === InterpolateSmooth,
  21050. lastIndex = times.length - 1;
  21051. var writeIndex = 1;
  21052. for ( var i = 1; i < lastIndex; ++ i ) {
  21053. var keep = false;
  21054. var time = times[ i ];
  21055. var timeNext = times[ i + 1 ];
  21056. // remove adjacent keyframes scheduled at the same time
  21057. if ( time !== timeNext && ( i !== 1 || time !== time[ 0 ] ) ) {
  21058. if ( ! smoothInterpolation ) {
  21059. // remove unnecessary keyframes same as their neighbors
  21060. var offset = i * stride,
  21061. offsetP = offset - stride,
  21062. offsetN = offset + stride;
  21063. for ( var j = 0; j !== stride; ++ j ) {
  21064. var value = values[ offset + j ];
  21065. if ( value !== values[ offsetP + j ] ||
  21066. value !== values[ offsetN + j ] ) {
  21067. keep = true;
  21068. break;
  21069. }
  21070. }
  21071. } else {
  21072. keep = true;
  21073. }
  21074. }
  21075. // in-place compaction
  21076. if ( keep ) {
  21077. if ( i !== writeIndex ) {
  21078. times[ writeIndex ] = times[ i ];
  21079. var readOffset = i * stride,
  21080. writeOffset = writeIndex * stride;
  21081. for ( var j$1 = 0; j$1 !== stride; ++ j$1 ) {
  21082. values[ writeOffset + j$1 ] = values[ readOffset + j$1 ];
  21083. }
  21084. }
  21085. ++ writeIndex;
  21086. }
  21087. }
  21088. // flush last keyframe (compaction looks ahead)
  21089. if ( lastIndex > 0 ) {
  21090. times[ writeIndex ] = times[ lastIndex ];
  21091. for ( var readOffset$1 = lastIndex * stride, writeOffset$1 = writeIndex * stride, j$2 = 0; j$2 !== stride; ++ j$2 ) {
  21092. values[ writeOffset$1 + j$2 ] = values[ readOffset$1 + j$2 ];
  21093. }
  21094. ++ writeIndex;
  21095. }
  21096. if ( writeIndex !== times.length ) {
  21097. this.times = AnimationUtils.arraySlice( times, 0, writeIndex );
  21098. this.values = AnimationUtils.arraySlice( values, 0, writeIndex * stride );
  21099. } else {
  21100. this.times = times;
  21101. this.values = values;
  21102. }
  21103. return this;
  21104. },
  21105. clone: function () {
  21106. var times = AnimationUtils.arraySlice( this.times, 0 );
  21107. var values = AnimationUtils.arraySlice( this.values, 0 );
  21108. var TypedKeyframeTrack = this.constructor;
  21109. var track = new TypedKeyframeTrack( this.name, times, values );
  21110. // Interpolant argument to constructor is not saved, so copy the factory method directly.
  21111. track.createInterpolant = this.createInterpolant;
  21112. return track;
  21113. }
  21114. } );
  21115. /**
  21116. * A Track of Boolean keyframe values.
  21117. */
  21118. function BooleanKeyframeTrack( name, times, values ) {
  21119. KeyframeTrack.call( this, name, times, values );
  21120. }
  21121. BooleanKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21122. constructor: BooleanKeyframeTrack,
  21123. ValueTypeName: 'bool',
  21124. ValueBufferType: Array,
  21125. DefaultInterpolation: InterpolateDiscrete,
  21126. InterpolantFactoryMethodLinear: undefined,
  21127. InterpolantFactoryMethodSmooth: undefined
  21128. // Note: Actually this track could have a optimized / compressed
  21129. // representation of a single value and a custom interpolant that
  21130. // computes "firstValue ^ isOdd( index )".
  21131. } );
  21132. /**
  21133. * A Track of keyframe values that represent color.
  21134. */
  21135. function ColorKeyframeTrack( name, times, values, interpolation ) {
  21136. KeyframeTrack.call( this, name, times, values, interpolation );
  21137. }
  21138. ColorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21139. constructor: ColorKeyframeTrack,
  21140. ValueTypeName: 'color'
  21141. // ValueBufferType is inherited
  21142. // DefaultInterpolation is inherited
  21143. // Note: Very basic implementation and nothing special yet.
  21144. // However, this is the place for color space parameterization.
  21145. } );
  21146. /**
  21147. * A Track of numeric keyframe values.
  21148. */
  21149. function NumberKeyframeTrack( name, times, values, interpolation ) {
  21150. KeyframeTrack.call( this, name, times, values, interpolation );
  21151. }
  21152. NumberKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21153. constructor: NumberKeyframeTrack,
  21154. ValueTypeName: 'number'
  21155. // ValueBufferType is inherited
  21156. // DefaultInterpolation is inherited
  21157. } );
  21158. /**
  21159. * Spherical linear unit quaternion interpolant.
  21160. */
  21161. function QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  21162. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  21163. }
  21164. QuaternionLinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  21165. constructor: QuaternionLinearInterpolant,
  21166. interpolate_: function ( i1, t0, t, t1 ) {
  21167. var result = this.resultBuffer,
  21168. values = this.sampleValues,
  21169. stride = this.valueSize,
  21170. alpha = ( t - t0 ) / ( t1 - t0 );
  21171. var offset = i1 * stride;
  21172. for ( var end = offset + stride; offset !== end; offset += 4 ) {
  21173. Quaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha );
  21174. }
  21175. return result;
  21176. }
  21177. } );
  21178. /**
  21179. * A Track of quaternion keyframe values.
  21180. */
  21181. function QuaternionKeyframeTrack( name, times, values, interpolation ) {
  21182. KeyframeTrack.call( this, name, times, values, interpolation );
  21183. }
  21184. QuaternionKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21185. constructor: QuaternionKeyframeTrack,
  21186. ValueTypeName: 'quaternion',
  21187. // ValueBufferType is inherited
  21188. DefaultInterpolation: InterpolateLinear,
  21189. InterpolantFactoryMethodLinear: function ( result ) {
  21190. return new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result );
  21191. },
  21192. InterpolantFactoryMethodSmooth: undefined // not yet implemented
  21193. } );
  21194. /**
  21195. * A Track that interpolates Strings
  21196. */
  21197. function StringKeyframeTrack( name, times, values, interpolation ) {
  21198. KeyframeTrack.call( this, name, times, values, interpolation );
  21199. }
  21200. StringKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21201. constructor: StringKeyframeTrack,
  21202. ValueTypeName: 'string',
  21203. ValueBufferType: Array,
  21204. DefaultInterpolation: InterpolateDiscrete,
  21205. InterpolantFactoryMethodLinear: undefined,
  21206. InterpolantFactoryMethodSmooth: undefined
  21207. } );
  21208. /**
  21209. * A Track of vectored keyframe values.
  21210. */
  21211. function VectorKeyframeTrack( name, times, values, interpolation ) {
  21212. KeyframeTrack.call( this, name, times, values, interpolation );
  21213. }
  21214. VectorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21215. constructor: VectorKeyframeTrack,
  21216. ValueTypeName: 'vector'
  21217. // ValueBufferType is inherited
  21218. // DefaultInterpolation is inherited
  21219. } );
  21220. function AnimationClip( name, duration, tracks, blendMode ) {
  21221. this.name = name;
  21222. this.tracks = tracks;
  21223. this.duration = ( duration !== undefined ) ? duration : - 1;
  21224. this.blendMode = ( blendMode !== undefined ) ? blendMode : NormalAnimationBlendMode;
  21225. this.uuid = MathUtils.generateUUID();
  21226. // this means it should figure out its duration by scanning the tracks
  21227. if ( this.duration < 0 ) {
  21228. this.resetDuration();
  21229. }
  21230. }
  21231. function getTrackTypeForValueTypeName( typeName ) {
  21232. switch ( typeName.toLowerCase() ) {
  21233. case 'scalar':
  21234. case 'double':
  21235. case 'float':
  21236. case 'number':
  21237. case 'integer':
  21238. return NumberKeyframeTrack;
  21239. case 'vector':
  21240. case 'vector2':
  21241. case 'vector3':
  21242. case 'vector4':
  21243. return VectorKeyframeTrack;
  21244. case 'color':
  21245. return ColorKeyframeTrack;
  21246. case 'quaternion':
  21247. return QuaternionKeyframeTrack;
  21248. case 'bool':
  21249. case 'boolean':
  21250. return BooleanKeyframeTrack;
  21251. case 'string':
  21252. return StringKeyframeTrack;
  21253. }
  21254. throw new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName );
  21255. }
  21256. function parseKeyframeTrack( json ) {
  21257. if ( json.type === undefined ) {
  21258. throw new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' );
  21259. }
  21260. var trackType = getTrackTypeForValueTypeName( json.type );
  21261. if ( json.times === undefined ) {
  21262. var times = [], values = [];
  21263. AnimationUtils.flattenJSON( json.keys, times, values, 'value' );
  21264. json.times = times;
  21265. json.values = values;
  21266. }
  21267. // derived classes can define a static parse method
  21268. if ( trackType.parse !== undefined ) {
  21269. return trackType.parse( json );
  21270. } else {
  21271. // by default, we assume a constructor compatible with the base
  21272. return new trackType( json.name, json.times, json.values, json.interpolation );
  21273. }
  21274. }
  21275. Object.assign( AnimationClip, {
  21276. parse: function ( json ) {
  21277. var tracks = [],
  21278. jsonTracks = json.tracks,
  21279. frameTime = 1.0 / ( json.fps || 1.0 );
  21280. for ( var i = 0, n = jsonTracks.length; i !== n; ++ i ) {
  21281. tracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) );
  21282. }
  21283. return new AnimationClip( json.name, json.duration, tracks, json.blendMode );
  21284. },
  21285. toJSON: function ( clip ) {
  21286. var tracks = [],
  21287. clipTracks = clip.tracks;
  21288. var json = {
  21289. 'name': clip.name,
  21290. 'duration': clip.duration,
  21291. 'tracks': tracks,
  21292. 'uuid': clip.uuid,
  21293. 'blendMode': clip.blendMode
  21294. };
  21295. for ( var i = 0, n = clipTracks.length; i !== n; ++ i ) {
  21296. tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );
  21297. }
  21298. return json;
  21299. },
  21300. CreateFromMorphTargetSequence: function ( name, morphTargetSequence, fps, noLoop ) {
  21301. var numMorphTargets = morphTargetSequence.length;
  21302. var tracks = [];
  21303. for ( var i = 0; i < numMorphTargets; i ++ ) {
  21304. var times = [];
  21305. var values = [];
  21306. times.push(
  21307. ( i + numMorphTargets - 1 ) % numMorphTargets,
  21308. i,
  21309. ( i + 1 ) % numMorphTargets );
  21310. values.push( 0, 1, 0 );
  21311. var order = AnimationUtils.getKeyframeOrder( times );
  21312. times = AnimationUtils.sortedArray( times, 1, order );
  21313. values = AnimationUtils.sortedArray( values, 1, order );
  21314. // if there is a key at the first frame, duplicate it as the
  21315. // last frame as well for perfect loop.
  21316. if ( ! noLoop && times[ 0 ] === 0 ) {
  21317. times.push( numMorphTargets );
  21318. values.push( values[ 0 ] );
  21319. }
  21320. tracks.push(
  21321. new NumberKeyframeTrack(
  21322. '.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',
  21323. times, values
  21324. ).scale( 1.0 / fps ) );
  21325. }
  21326. return new AnimationClip( name, - 1, tracks );
  21327. },
  21328. findByName: function ( objectOrClipArray, name ) {
  21329. var clipArray = objectOrClipArray;
  21330. if ( ! Array.isArray( objectOrClipArray ) ) {
  21331. var o = objectOrClipArray;
  21332. clipArray = o.geometry && o.geometry.animations || o.animations;
  21333. }
  21334. for ( var i = 0; i < clipArray.length; i ++ ) {
  21335. if ( clipArray[ i ].name === name ) {
  21336. return clipArray[ i ];
  21337. }
  21338. }
  21339. return null;
  21340. },
  21341. CreateClipsFromMorphTargetSequences: function ( morphTargets, fps, noLoop ) {
  21342. var animationToMorphTargets = {};
  21343. // tested with https://regex101.com/ on trick sequences
  21344. // such flamingo_flyA_003, flamingo_run1_003, crdeath0059
  21345. var pattern = /^([\w-]*?)([\d]+)$/;
  21346. // sort morph target names into animation groups based
  21347. // patterns like Walk_001, Walk_002, Run_001, Run_002
  21348. for ( var i = 0, il = morphTargets.length; i < il; i ++ ) {
  21349. var morphTarget = morphTargets[ i ];
  21350. var parts = morphTarget.name.match( pattern );
  21351. if ( parts && parts.length > 1 ) {
  21352. var name = parts[ 1 ];
  21353. var animationMorphTargets = animationToMorphTargets[ name ];
  21354. if ( ! animationMorphTargets ) {
  21355. animationToMorphTargets[ name ] = animationMorphTargets = [];
  21356. }
  21357. animationMorphTargets.push( morphTarget );
  21358. }
  21359. }
  21360. var clips = [];
  21361. for ( var name$1 in animationToMorphTargets ) {
  21362. clips.push( AnimationClip.CreateFromMorphTargetSequence( name$1, animationToMorphTargets[ name$1 ], fps, noLoop ) );
  21363. }
  21364. return clips;
  21365. },
  21366. // parse the animation.hierarchy format
  21367. parseAnimation: function ( animation, bones ) {
  21368. if ( ! animation ) {
  21369. console.error( 'THREE.AnimationClip: No animation in JSONLoader data.' );
  21370. return null;
  21371. }
  21372. var addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) {
  21373. // only return track if there are actually keys.
  21374. if ( animationKeys.length !== 0 ) {
  21375. var times = [];
  21376. var values = [];
  21377. AnimationUtils.flattenJSON( animationKeys, times, values, propertyName );
  21378. // empty keys are filtered out, so check again
  21379. if ( times.length !== 0 ) {
  21380. destTracks.push( new trackType( trackName, times, values ) );
  21381. }
  21382. }
  21383. };
  21384. var tracks = [];
  21385. var clipName = animation.name || 'default';
  21386. var fps = animation.fps || 30;
  21387. var blendMode = animation.blendMode;
  21388. // automatic length determination in AnimationClip.
  21389. var duration = animation.length || - 1;
  21390. var hierarchyTracks = animation.hierarchy || [];
  21391. for ( var h = 0; h < hierarchyTracks.length; h ++ ) {
  21392. var animationKeys = hierarchyTracks[ h ].keys;
  21393. // skip empty tracks
  21394. if ( ! animationKeys || animationKeys.length === 0 ) { continue; }
  21395. // process morph targets
  21396. if ( animationKeys[ 0 ].morphTargets ) {
  21397. // figure out all morph targets used in this track
  21398. var morphTargetNames = {};
  21399. var k = (void 0);
  21400. for ( k = 0; k < animationKeys.length; k ++ ) {
  21401. if ( animationKeys[ k ].morphTargets ) {
  21402. for ( var m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) {
  21403. morphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = - 1;
  21404. }
  21405. }
  21406. }
  21407. // create a track for each morph target with all zero
  21408. // morphTargetInfluences except for the keys in which
  21409. // the morphTarget is named.
  21410. for ( var morphTargetName in morphTargetNames ) {
  21411. var times = [];
  21412. var values = [];
  21413. for ( var m$1 = 0; m$1 !== animationKeys[ k ].morphTargets.length; ++ m$1 ) {
  21414. var animationKey = animationKeys[ k ];
  21415. times.push( animationKey.time );
  21416. values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );
  21417. }
  21418. tracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) );
  21419. }
  21420. duration = morphTargetNames.length * ( fps || 1.0 );
  21421. } else {
  21422. // ...assume skeletal animation
  21423. var boneName = '.bones[' + bones[ h ].name + ']';
  21424. addNonemptyTrack(
  21425. VectorKeyframeTrack, boneName + '.position',
  21426. animationKeys, 'pos', tracks );
  21427. addNonemptyTrack(
  21428. QuaternionKeyframeTrack, boneName + '.quaternion',
  21429. animationKeys, 'rot', tracks );
  21430. addNonemptyTrack(
  21431. VectorKeyframeTrack, boneName + '.scale',
  21432. animationKeys, 'scl', tracks );
  21433. }
  21434. }
  21435. if ( tracks.length === 0 ) {
  21436. return null;
  21437. }
  21438. var clip = new AnimationClip( clipName, duration, tracks, blendMode );
  21439. return clip;
  21440. }
  21441. } );
  21442. Object.assign( AnimationClip.prototype, {
  21443. resetDuration: function () {
  21444. var tracks = this.tracks;
  21445. var duration = 0;
  21446. for ( var i = 0, n = tracks.length; i !== n; ++ i ) {
  21447. var track = this.tracks[ i ];
  21448. duration = Math.max( duration, track.times[ track.times.length - 1 ] );
  21449. }
  21450. this.duration = duration;
  21451. return this;
  21452. },
  21453. trim: function () {
  21454. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21455. this.tracks[ i ].trim( 0, this.duration );
  21456. }
  21457. return this;
  21458. },
  21459. validate: function () {
  21460. var valid = true;
  21461. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21462. valid = valid && this.tracks[ i ].validate();
  21463. }
  21464. return valid;
  21465. },
  21466. optimize: function () {
  21467. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21468. this.tracks[ i ].optimize();
  21469. }
  21470. return this;
  21471. },
  21472. clone: function () {
  21473. var tracks = [];
  21474. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21475. tracks.push( this.tracks[ i ].clone() );
  21476. }
  21477. return new AnimationClip( this.name, this.duration, tracks, this.blendMode );
  21478. }
  21479. } );
  21480. var Cache = {
  21481. enabled: false,
  21482. files: {},
  21483. add: function ( key, file ) {
  21484. if ( this.enabled === false ) { return; }
  21485. // console.log( 'THREE.Cache', 'Adding key:', key );
  21486. this.files[ key ] = file;
  21487. },
  21488. get: function ( key ) {
  21489. if ( this.enabled === false ) { return; }
  21490. // console.log( 'THREE.Cache', 'Checking key:', key );
  21491. return this.files[ key ];
  21492. },
  21493. remove: function ( key ) {
  21494. delete this.files[ key ];
  21495. },
  21496. clear: function () {
  21497. this.files = {};
  21498. }
  21499. };
  21500. function LoadingManager( onLoad, onProgress, onError ) {
  21501. var scope = this;
  21502. var isLoading = false;
  21503. var itemsLoaded = 0;
  21504. var itemsTotal = 0;
  21505. var urlModifier = undefined;
  21506. var handlers = [];
  21507. // Refer to #5689 for the reason why we don't set .onStart
  21508. // in the constructor
  21509. this.onStart = undefined;
  21510. this.onLoad = onLoad;
  21511. this.onProgress = onProgress;
  21512. this.onError = onError;
  21513. this.itemStart = function ( url ) {
  21514. itemsTotal ++;
  21515. if ( isLoading === false ) {
  21516. if ( scope.onStart !== undefined ) {
  21517. scope.onStart( url, itemsLoaded, itemsTotal );
  21518. }
  21519. }
  21520. isLoading = true;
  21521. };
  21522. this.itemEnd = function ( url ) {
  21523. itemsLoaded ++;
  21524. if ( scope.onProgress !== undefined ) {
  21525. scope.onProgress( url, itemsLoaded, itemsTotal );
  21526. }
  21527. if ( itemsLoaded === itemsTotal ) {
  21528. isLoading = false;
  21529. if ( scope.onLoad !== undefined ) {
  21530. scope.onLoad();
  21531. }
  21532. }
  21533. };
  21534. this.itemError = function ( url ) {
  21535. if ( scope.onError !== undefined ) {
  21536. scope.onError( url );
  21537. }
  21538. };
  21539. this.resolveURL = function ( url ) {
  21540. if ( urlModifier ) {
  21541. return urlModifier( url );
  21542. }
  21543. return url;
  21544. };
  21545. this.setURLModifier = function ( transform ) {
  21546. urlModifier = transform;
  21547. return this;
  21548. };
  21549. this.addHandler = function ( regex, loader ) {
  21550. handlers.push( regex, loader );
  21551. return this;
  21552. };
  21553. this.removeHandler = function ( regex ) {
  21554. var index = handlers.indexOf( regex );
  21555. if ( index !== - 1 ) {
  21556. handlers.splice( index, 2 );
  21557. }
  21558. return this;
  21559. };
  21560. this.getHandler = function ( file ) {
  21561. for ( var i = 0, l = handlers.length; i < l; i += 2 ) {
  21562. var regex = handlers[ i ];
  21563. var loader = handlers[ i + 1 ];
  21564. if ( regex.global ) { regex.lastIndex = 0; } // see #17920
  21565. if ( regex.test( file ) ) {
  21566. return loader;
  21567. }
  21568. }
  21569. return null;
  21570. };
  21571. }
  21572. var DefaultLoadingManager = new LoadingManager();
  21573. function Loader( manager ) {
  21574. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  21575. this.crossOrigin = 'anonymous';
  21576. this.path = '';
  21577. this.resourcePath = '';
  21578. this.requestHeader = {};
  21579. }
  21580. Object.assign( Loader.prototype, {
  21581. load: function ( /* url, onLoad, onProgress, onError */ ) {},
  21582. loadAsync: function ( url, onProgress ) {
  21583. var scope = this;
  21584. return new Promise( function ( resolve, reject ) {
  21585. scope.load( url, resolve, onProgress, reject );
  21586. } );
  21587. },
  21588. parse: function ( /* data */ ) {},
  21589. setCrossOrigin: function ( crossOrigin ) {
  21590. this.crossOrigin = crossOrigin;
  21591. return this;
  21592. },
  21593. setPath: function ( path ) {
  21594. this.path = path;
  21595. return this;
  21596. },
  21597. setResourcePath: function ( resourcePath ) {
  21598. this.resourcePath = resourcePath;
  21599. return this;
  21600. },
  21601. setRequestHeader: function ( requestHeader ) {
  21602. this.requestHeader = requestHeader;
  21603. return this;
  21604. }
  21605. } );
  21606. var loading = {};
  21607. function FileLoader( manager ) {
  21608. Loader.call( this, manager );
  21609. }
  21610. FileLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21611. constructor: FileLoader,
  21612. load: function ( url, onLoad, onProgress, onError ) {
  21613. if ( url === undefined ) { url = ''; }
  21614. if ( this.path !== undefined ) { url = this.path + url; }
  21615. url = this.manager.resolveURL( url );
  21616. var scope = this;
  21617. var cached = Cache.get( url );
  21618. if ( cached !== undefined ) {
  21619. scope.manager.itemStart( url );
  21620. setTimeout( function () {
  21621. if ( onLoad ) { onLoad( cached ); }
  21622. scope.manager.itemEnd( url );
  21623. }, 0 );
  21624. return cached;
  21625. }
  21626. // Check if request is duplicate
  21627. if ( loading[ url ] !== undefined ) {
  21628. loading[ url ].push( {
  21629. onLoad: onLoad,
  21630. onProgress: onProgress,
  21631. onError: onError
  21632. } );
  21633. return;
  21634. }
  21635. // Check for data: URI
  21636. var dataUriRegex = /^data:(.*?)(;base64)?,(.*)$/;
  21637. var dataUriRegexResult = url.match( dataUriRegex );
  21638. var request;
  21639. // Safari can not handle Data URIs through XMLHttpRequest so process manually
  21640. if ( dataUriRegexResult ) {
  21641. var mimeType = dataUriRegexResult[ 1 ];
  21642. var isBase64 = !! dataUriRegexResult[ 2 ];
  21643. var data = dataUriRegexResult[ 3 ];
  21644. data = decodeURIComponent( data );
  21645. if ( isBase64 ) { data = atob( data ); }
  21646. try {
  21647. var response;
  21648. var responseType = ( this.responseType || '' ).toLowerCase();
  21649. switch ( responseType ) {
  21650. case 'arraybuffer':
  21651. case 'blob':
  21652. var view = new Uint8Array( data.length );
  21653. for ( var i = 0; i < data.length; i ++ ) {
  21654. view[ i ] = data.charCodeAt( i );
  21655. }
  21656. if ( responseType === 'blob' ) {
  21657. response = new Blob( [ view.buffer ], { type: mimeType } );
  21658. } else {
  21659. response = view.buffer;
  21660. }
  21661. break;
  21662. case 'document':
  21663. var parser = new DOMParser();
  21664. response = parser.parseFromString( data, mimeType );
  21665. break;
  21666. case 'json':
  21667. response = JSON.parse( data );
  21668. break;
  21669. default: // 'text' or other
  21670. response = data;
  21671. break;
  21672. }
  21673. // Wait for next browser tick like standard XMLHttpRequest event dispatching does
  21674. setTimeout( function () {
  21675. if ( onLoad ) { onLoad( response ); }
  21676. scope.manager.itemEnd( url );
  21677. }, 0 );
  21678. } catch ( error ) {
  21679. // Wait for next browser tick like standard XMLHttpRequest event dispatching does
  21680. setTimeout( function () {
  21681. if ( onError ) { onError( error ); }
  21682. scope.manager.itemError( url );
  21683. scope.manager.itemEnd( url );
  21684. }, 0 );
  21685. }
  21686. } else {
  21687. // Initialise array for duplicate requests
  21688. loading[ url ] = [];
  21689. loading[ url ].push( {
  21690. onLoad: onLoad,
  21691. onProgress: onProgress,
  21692. onError: onError
  21693. } );
  21694. request = new XMLHttpRequest();
  21695. request.open( 'GET', url, true );
  21696. request.addEventListener( 'load', function ( event ) {
  21697. var response = this.response;
  21698. var callbacks = loading[ url ];
  21699. delete loading[ url ];
  21700. if ( this.status === 200 || this.status === 0 ) {
  21701. // Some browsers return HTTP Status 0 when using non-http protocol
  21702. // e.g. 'file://' or 'data://'. Handle as success.
  21703. if ( this.status === 0 ) { console.warn( 'THREE.FileLoader: HTTP Status 0 received.' ); }
  21704. // Add to cache only on HTTP success, so that we do not cache
  21705. // error response bodies as proper responses to requests.
  21706. Cache.add( url, response );
  21707. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21708. var callback = callbacks[ i ];
  21709. if ( callback.onLoad ) { callback.onLoad( response ); }
  21710. }
  21711. scope.manager.itemEnd( url );
  21712. } else {
  21713. for ( var i$1 = 0, il$1 = callbacks.length; i$1 < il$1; i$1 ++ ) {
  21714. var callback$1 = callbacks[ i$1 ];
  21715. if ( callback$1.onError ) { callback$1.onError( event ); }
  21716. }
  21717. scope.manager.itemError( url );
  21718. scope.manager.itemEnd( url );
  21719. }
  21720. }, false );
  21721. request.addEventListener( 'progress', function ( event ) {
  21722. var callbacks = loading[ url ];
  21723. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21724. var callback = callbacks[ i ];
  21725. if ( callback.onProgress ) { callback.onProgress( event ); }
  21726. }
  21727. }, false );
  21728. request.addEventListener( 'error', function ( event ) {
  21729. var callbacks = loading[ url ];
  21730. delete loading[ url ];
  21731. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21732. var callback = callbacks[ i ];
  21733. if ( callback.onError ) { callback.onError( event ); }
  21734. }
  21735. scope.manager.itemError( url );
  21736. scope.manager.itemEnd( url );
  21737. }, false );
  21738. request.addEventListener( 'abort', function ( event ) {
  21739. var callbacks = loading[ url ];
  21740. delete loading[ url ];
  21741. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21742. var callback = callbacks[ i ];
  21743. if ( callback.onError ) { callback.onError( event ); }
  21744. }
  21745. scope.manager.itemError( url );
  21746. scope.manager.itemEnd( url );
  21747. }, false );
  21748. if ( this.responseType !== undefined ) { request.responseType = this.responseType; }
  21749. if ( this.withCredentials !== undefined ) { request.withCredentials = this.withCredentials; }
  21750. if ( request.overrideMimeType ) { request.overrideMimeType( this.mimeType !== undefined ? this.mimeType : 'text/plain' ); }
  21751. for ( var header in this.requestHeader ) {
  21752. request.setRequestHeader( header, this.requestHeader[ header ] );
  21753. }
  21754. request.send( null );
  21755. }
  21756. scope.manager.itemStart( url );
  21757. return request;
  21758. },
  21759. setResponseType: function ( value ) {
  21760. this.responseType = value;
  21761. return this;
  21762. },
  21763. setWithCredentials: function ( value ) {
  21764. this.withCredentials = value;
  21765. return this;
  21766. },
  21767. setMimeType: function ( value ) {
  21768. this.mimeType = value;
  21769. return this;
  21770. }
  21771. } );
  21772. function AnimationLoader( manager ) {
  21773. Loader.call( this, manager );
  21774. }
  21775. AnimationLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21776. constructor: AnimationLoader,
  21777. load: function ( url, onLoad, onProgress, onError ) {
  21778. var scope = this;
  21779. var loader = new FileLoader( scope.manager );
  21780. loader.setPath( scope.path );
  21781. loader.setRequestHeader( scope.requestHeader );
  21782. loader.load( url, function ( text ) {
  21783. try {
  21784. onLoad( scope.parse( JSON.parse( text ) ) );
  21785. } catch ( e ) {
  21786. if ( onError ) {
  21787. onError( e );
  21788. } else {
  21789. console.error( e );
  21790. }
  21791. scope.manager.itemError( url );
  21792. }
  21793. }, onProgress, onError );
  21794. },
  21795. parse: function ( json ) {
  21796. var animations = [];
  21797. for ( var i = 0; i < json.length; i ++ ) {
  21798. var clip = AnimationClip.parse( json[ i ] );
  21799. animations.push( clip );
  21800. }
  21801. return animations;
  21802. }
  21803. } );
  21804. /**
  21805. * Abstract Base class to block based textures loader (dds, pvr, ...)
  21806. *
  21807. * Sub classes have to implement the parse() method which will be used in load().
  21808. */
  21809. function CompressedTextureLoader( manager ) {
  21810. Loader.call( this, manager );
  21811. }
  21812. CompressedTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21813. constructor: CompressedTextureLoader,
  21814. load: function ( url, onLoad, onProgress, onError ) {
  21815. var scope = this;
  21816. var images = [];
  21817. var texture = new CompressedTexture();
  21818. texture.image = images;
  21819. var loader = new FileLoader( this.manager );
  21820. loader.setPath( this.path );
  21821. loader.setResponseType( 'arraybuffer' );
  21822. loader.setRequestHeader( this.requestHeader );
  21823. var loaded = 0;
  21824. function loadTexture( i ) {
  21825. loader.load( url[ i ], function ( buffer ) {
  21826. var texDatas = scope.parse( buffer, true );
  21827. images[ i ] = {
  21828. width: texDatas.width,
  21829. height: texDatas.height,
  21830. format: texDatas.format,
  21831. mipmaps: texDatas.mipmaps
  21832. };
  21833. loaded += 1;
  21834. if ( loaded === 6 ) {
  21835. if ( texDatas.mipmapCount === 1 )
  21836. { texture.minFilter = LinearFilter; }
  21837. texture.format = texDatas.format;
  21838. texture.needsUpdate = true;
  21839. if ( onLoad ) { onLoad( texture ); }
  21840. }
  21841. }, onProgress, onError );
  21842. }
  21843. if ( Array.isArray( url ) ) {
  21844. for ( var i = 0, il = url.length; i < il; ++ i ) {
  21845. loadTexture( i );
  21846. }
  21847. } else {
  21848. // compressed cubemap texture stored in a single DDS file
  21849. loader.load( url, function ( buffer ) {
  21850. var texDatas = scope.parse( buffer, true );
  21851. if ( texDatas.isCubemap ) {
  21852. var faces = texDatas.mipmaps.length / texDatas.mipmapCount;
  21853. for ( var f = 0; f < faces; f ++ ) {
  21854. images[ f ] = { mipmaps: [] };
  21855. for ( var i = 0; i < texDatas.mipmapCount; i ++ ) {
  21856. images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );
  21857. images[ f ].format = texDatas.format;
  21858. images[ f ].width = texDatas.width;
  21859. images[ f ].height = texDatas.height;
  21860. }
  21861. }
  21862. } else {
  21863. texture.image.width = texDatas.width;
  21864. texture.image.height = texDatas.height;
  21865. texture.mipmaps = texDatas.mipmaps;
  21866. }
  21867. if ( texDatas.mipmapCount === 1 ) {
  21868. texture.minFilter = LinearFilter;
  21869. }
  21870. texture.format = texDatas.format;
  21871. texture.needsUpdate = true;
  21872. if ( onLoad ) { onLoad( texture ); }
  21873. }, onProgress, onError );
  21874. }
  21875. return texture;
  21876. }
  21877. } );
  21878. function ImageLoader( manager ) {
  21879. Loader.call( this, manager );
  21880. }
  21881. ImageLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21882. constructor: ImageLoader,
  21883. load: function ( url, onLoad, onProgress, onError ) {
  21884. if ( this.path !== undefined ) { url = this.path + url; }
  21885. url = this.manager.resolveURL( url );
  21886. var scope = this;
  21887. var cached = Cache.get( url );
  21888. if ( cached !== undefined ) {
  21889. scope.manager.itemStart( url );
  21890. setTimeout( function () {
  21891. if ( onLoad ) { onLoad( cached ); }
  21892. scope.manager.itemEnd( url );
  21893. }, 0 );
  21894. return cached;
  21895. }
  21896. var image = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'img' );
  21897. function onImageLoad() {
  21898. image.removeEventListener( 'load', onImageLoad, false );
  21899. image.removeEventListener( 'error', onImageError, false );
  21900. Cache.add( url, this );
  21901. if ( onLoad ) { onLoad( this ); }
  21902. scope.manager.itemEnd( url );
  21903. }
  21904. function onImageError( event ) {
  21905. image.removeEventListener( 'load', onImageLoad, false );
  21906. image.removeEventListener( 'error', onImageError, false );
  21907. if ( onError ) { onError( event ); }
  21908. scope.manager.itemError( url );
  21909. scope.manager.itemEnd( url );
  21910. }
  21911. image.addEventListener( 'load', onImageLoad, false );
  21912. image.addEventListener( 'error', onImageError, false );
  21913. if ( url.substr( 0, 5 ) !== 'data:' ) {
  21914. if ( this.crossOrigin !== undefined ) { image.crossOrigin = this.crossOrigin; }
  21915. }
  21916. scope.manager.itemStart( url );
  21917. image.src = url;
  21918. return image;
  21919. }
  21920. } );
  21921. function CubeTextureLoader( manager ) {
  21922. Loader.call( this, manager );
  21923. }
  21924. CubeTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21925. constructor: CubeTextureLoader,
  21926. load: function ( urls, onLoad, onProgress, onError ) {
  21927. var texture = new CubeTexture();
  21928. var loader = new ImageLoader( this.manager );
  21929. loader.setCrossOrigin( this.crossOrigin );
  21930. loader.setPath( this.path );
  21931. var loaded = 0;
  21932. function loadTexture( i ) {
  21933. loader.load( urls[ i ], function ( image ) {
  21934. texture.images[ i ] = image;
  21935. loaded ++;
  21936. if ( loaded === 6 ) {
  21937. texture.needsUpdate = true;
  21938. if ( onLoad ) { onLoad( texture ); }
  21939. }
  21940. }, undefined, onError );
  21941. }
  21942. for ( var i = 0; i < urls.length; ++ i ) {
  21943. loadTexture( i );
  21944. }
  21945. return texture;
  21946. }
  21947. } );
  21948. /**
  21949. * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...)
  21950. *
  21951. * Sub classes have to implement the parse() method which will be used in load().
  21952. */
  21953. function DataTextureLoader( manager ) {
  21954. Loader.call( this, manager );
  21955. }
  21956. DataTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21957. constructor: DataTextureLoader,
  21958. load: function ( url, onLoad, onProgress, onError ) {
  21959. var scope = this;
  21960. var texture = new DataTexture();
  21961. var loader = new FileLoader( this.manager );
  21962. loader.setResponseType( 'arraybuffer' );
  21963. loader.setRequestHeader( this.requestHeader );
  21964. loader.setPath( this.path );
  21965. loader.load( url, function ( buffer ) {
  21966. var texData = scope.parse( buffer );
  21967. if ( ! texData ) { return; }
  21968. if ( texData.image !== undefined ) {
  21969. texture.image = texData.image;
  21970. } else if ( texData.data !== undefined ) {
  21971. texture.image.width = texData.width;
  21972. texture.image.height = texData.height;
  21973. texture.image.data = texData.data;
  21974. }
  21975. texture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;
  21976. texture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;
  21977. texture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;
  21978. texture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearFilter;
  21979. texture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;
  21980. if ( texData.format !== undefined ) {
  21981. texture.format = texData.format;
  21982. }
  21983. if ( texData.type !== undefined ) {
  21984. texture.type = texData.type;
  21985. }
  21986. if ( texData.mipmaps !== undefined ) {
  21987. texture.mipmaps = texData.mipmaps;
  21988. texture.minFilter = LinearMipmapLinearFilter; // presumably...
  21989. }
  21990. if ( texData.mipmapCount === 1 ) {
  21991. texture.minFilter = LinearFilter;
  21992. }
  21993. texture.needsUpdate = true;
  21994. if ( onLoad ) { onLoad( texture, texData ); }
  21995. }, onProgress, onError );
  21996. return texture;
  21997. }
  21998. } );
  21999. function TextureLoader( manager ) {
  22000. Loader.call( this, manager );
  22001. }
  22002. TextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  22003. constructor: TextureLoader,
  22004. load: function ( url, onLoad, onProgress, onError ) {
  22005. var texture = new Texture();
  22006. var loader = new ImageLoader( this.manager );
  22007. loader.setCrossOrigin( this.crossOrigin );
  22008. loader.setPath( this.path );
  22009. loader.load( url, function ( image ) {
  22010. texture.image = image;
  22011. // JPEGs can't have an alpha channel, so memory can be saved by storing them as RGB.
  22012. var isJPEG = url.search( /\.jpe?g($|\?)/i ) > 0 || url.search( /^data\:image\/jpeg/ ) === 0;
  22013. texture.format = isJPEG ? RGBFormat : RGBAFormat;
  22014. texture.needsUpdate = true;
  22015. if ( onLoad !== undefined ) {
  22016. onLoad( texture );
  22017. }
  22018. }, onProgress, onError );
  22019. return texture;
  22020. }
  22021. } );
  22022. /**
  22023. * Extensible curve object.
  22024. *
  22025. * Some common of curve methods:
  22026. * .getPoint( t, optionalTarget ), .getTangent( t, optionalTarget )
  22027. * .getPointAt( u, optionalTarget ), .getTangentAt( u, optionalTarget )
  22028. * .getPoints(), .getSpacedPoints()
  22029. * .getLength()
  22030. * .updateArcLengths()
  22031. *
  22032. * This following curves inherit from THREE.Curve:
  22033. *
  22034. * -- 2D curves --
  22035. * THREE.ArcCurve
  22036. * THREE.CubicBezierCurve
  22037. * THREE.EllipseCurve
  22038. * THREE.LineCurve
  22039. * THREE.QuadraticBezierCurve
  22040. * THREE.SplineCurve
  22041. *
  22042. * -- 3D curves --
  22043. * THREE.CatmullRomCurve3
  22044. * THREE.CubicBezierCurve3
  22045. * THREE.LineCurve3
  22046. * THREE.QuadraticBezierCurve3
  22047. *
  22048. * A series of curves can be represented as a THREE.CurvePath.
  22049. *
  22050. **/
  22051. function Curve() {
  22052. this.type = 'Curve';
  22053. this.arcLengthDivisions = 200;
  22054. }
  22055. Object.assign( Curve.prototype, {
  22056. // Virtual base class method to overwrite and implement in subclasses
  22057. // - t [0 .. 1]
  22058. getPoint: function ( /* t, optionalTarget */ ) {
  22059. console.warn( 'THREE.Curve: .getPoint() not implemented.' );
  22060. return null;
  22061. },
  22062. // Get point at relative position in curve according to arc length
  22063. // - u [0 .. 1]
  22064. getPointAt: function ( u, optionalTarget ) {
  22065. var t = this.getUtoTmapping( u );
  22066. return this.getPoint( t, optionalTarget );
  22067. },
  22068. // Get sequence of points using getPoint( t )
  22069. getPoints: function ( divisions ) {
  22070. if ( divisions === undefined ) { divisions = 5; }
  22071. var points = [];
  22072. for ( var d = 0; d <= divisions; d ++ ) {
  22073. points.push( this.getPoint( d / divisions ) );
  22074. }
  22075. return points;
  22076. },
  22077. // Get sequence of points using getPointAt( u )
  22078. getSpacedPoints: function ( divisions ) {
  22079. if ( divisions === undefined ) { divisions = 5; }
  22080. var points = [];
  22081. for ( var d = 0; d <= divisions; d ++ ) {
  22082. points.push( this.getPointAt( d / divisions ) );
  22083. }
  22084. return points;
  22085. },
  22086. // Get total curve arc length
  22087. getLength: function () {
  22088. var lengths = this.getLengths();
  22089. return lengths[ lengths.length - 1 ];
  22090. },
  22091. // Get list of cumulative segment lengths
  22092. getLengths: function ( divisions ) {
  22093. if ( divisions === undefined ) { divisions = this.arcLengthDivisions; }
  22094. if ( this.cacheArcLengths &&
  22095. ( this.cacheArcLengths.length === divisions + 1 ) &&
  22096. ! this.needsUpdate ) {
  22097. return this.cacheArcLengths;
  22098. }
  22099. this.needsUpdate = false;
  22100. var cache = [];
  22101. var current, last = this.getPoint( 0 );
  22102. var sum = 0;
  22103. cache.push( 0 );
  22104. for ( var p = 1; p <= divisions; p ++ ) {
  22105. current = this.getPoint( p / divisions );
  22106. sum += current.distanceTo( last );
  22107. cache.push( sum );
  22108. last = current;
  22109. }
  22110. this.cacheArcLengths = cache;
  22111. return cache; // { sums: cache, sum: sum }; Sum is in the last element.
  22112. },
  22113. updateArcLengths: function () {
  22114. this.needsUpdate = true;
  22115. this.getLengths();
  22116. },
  22117. // Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant
  22118. getUtoTmapping: function ( u, distance ) {
  22119. var arcLengths = this.getLengths();
  22120. var i = 0;
  22121. var il = arcLengths.length;
  22122. var targetArcLength; // The targeted u distance value to get
  22123. if ( distance ) {
  22124. targetArcLength = distance;
  22125. } else {
  22126. targetArcLength = u * arcLengths[ il - 1 ];
  22127. }
  22128. // binary search for the index with largest value smaller than target u distance
  22129. var low = 0, high = il - 1, comparison;
  22130. while ( low <= high ) {
  22131. 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
  22132. comparison = arcLengths[ i ] - targetArcLength;
  22133. if ( comparison < 0 ) {
  22134. low = i + 1;
  22135. } else if ( comparison > 0 ) {
  22136. high = i - 1;
  22137. } else {
  22138. high = i;
  22139. break;
  22140. // DONE
  22141. }
  22142. }
  22143. i = high;
  22144. if ( arcLengths[ i ] === targetArcLength ) {
  22145. return i / ( il - 1 );
  22146. }
  22147. // we could get finer grain at lengths, or use simple interpolation between two points
  22148. var lengthBefore = arcLengths[ i ];
  22149. var lengthAfter = arcLengths[ i + 1 ];
  22150. var segmentLength = lengthAfter - lengthBefore;
  22151. // determine where we are between the 'before' and 'after' points
  22152. var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
  22153. // add that fractional amount to t
  22154. var t = ( i + segmentFraction ) / ( il - 1 );
  22155. return t;
  22156. },
  22157. // Returns a unit vector tangent at t
  22158. // In case any sub curve does not implement its tangent derivation,
  22159. // 2 points a small delta apart will be used to find its gradient
  22160. // which seems to give a reasonable approximation
  22161. getTangent: function ( t, optionalTarget ) {
  22162. var delta = 0.0001;
  22163. var t1 = t - delta;
  22164. var t2 = t + delta;
  22165. // Capping in case of danger
  22166. if ( t1 < 0 ) { t1 = 0; }
  22167. if ( t2 > 1 ) { t2 = 1; }
  22168. var pt1 = this.getPoint( t1 );
  22169. var pt2 = this.getPoint( t2 );
  22170. var tangent = optionalTarget || ( ( pt1.isVector2 ) ? new Vector2() : new Vector3() );
  22171. tangent.copy( pt2 ).sub( pt1 ).normalize();
  22172. return tangent;
  22173. },
  22174. getTangentAt: function ( u, optionalTarget ) {
  22175. var t = this.getUtoTmapping( u );
  22176. return this.getTangent( t, optionalTarget );
  22177. },
  22178. computeFrenetFrames: function ( segments, closed ) {
  22179. // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf
  22180. var normal = new Vector3();
  22181. var tangents = [];
  22182. var normals = [];
  22183. var binormals = [];
  22184. var vec = new Vector3();
  22185. var mat = new Matrix4();
  22186. // compute the tangent vectors for each segment on the curve
  22187. for ( var i = 0; i <= segments; i ++ ) {
  22188. var u = i / segments;
  22189. tangents[ i ] = this.getTangentAt( u, new Vector3() );
  22190. tangents[ i ].normalize();
  22191. }
  22192. // select an initial normal vector perpendicular to the first tangent vector,
  22193. // and in the direction of the minimum tangent xyz component
  22194. normals[ 0 ] = new Vector3();
  22195. binormals[ 0 ] = new Vector3();
  22196. var min = Number.MAX_VALUE;
  22197. var tx = Math.abs( tangents[ 0 ].x );
  22198. var ty = Math.abs( tangents[ 0 ].y );
  22199. var tz = Math.abs( tangents[ 0 ].z );
  22200. if ( tx <= min ) {
  22201. min = tx;
  22202. normal.set( 1, 0, 0 );
  22203. }
  22204. if ( ty <= min ) {
  22205. min = ty;
  22206. normal.set( 0, 1, 0 );
  22207. }
  22208. if ( tz <= min ) {
  22209. normal.set( 0, 0, 1 );
  22210. }
  22211. vec.crossVectors( tangents[ 0 ], normal ).normalize();
  22212. normals[ 0 ].crossVectors( tangents[ 0 ], vec );
  22213. binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );
  22214. // compute the slowly-varying normal and binormal vectors for each segment on the curve
  22215. for ( var i$1 = 1; i$1 <= segments; i$1 ++ ) {
  22216. normals[ i$1 ] = normals[ i$1 - 1 ].clone();
  22217. binormals[ i$1 ] = binormals[ i$1 - 1 ].clone();
  22218. vec.crossVectors( tangents[ i$1 - 1 ], tangents[ i$1 ] );
  22219. if ( vec.length() > Number.EPSILON ) {
  22220. vec.normalize();
  22221. var theta = Math.acos( MathUtils.clamp( tangents[ i$1 - 1 ].dot( tangents[ i$1 ] ), - 1, 1 ) ); // clamp for floating pt errors
  22222. normals[ i$1 ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );
  22223. }
  22224. binormals[ i$1 ].crossVectors( tangents[ i$1 ], normals[ i$1 ] );
  22225. }
  22226. // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
  22227. if ( closed === true ) {
  22228. var theta$1 = Math.acos( MathUtils.clamp( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) );
  22229. theta$1 /= segments;
  22230. if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {
  22231. theta$1 = - theta$1;
  22232. }
  22233. for ( var i$2 = 1; i$2 <= segments; i$2 ++ ) {
  22234. // twist a little...
  22235. normals[ i$2 ].applyMatrix4( mat.makeRotationAxis( tangents[ i$2 ], theta$1 * i$2 ) );
  22236. binormals[ i$2 ].crossVectors( tangents[ i$2 ], normals[ i$2 ] );
  22237. }
  22238. }
  22239. return {
  22240. tangents: tangents,
  22241. normals: normals,
  22242. binormals: binormals
  22243. };
  22244. },
  22245. clone: function () {
  22246. return new this.constructor().copy( this );
  22247. },
  22248. copy: function ( source ) {
  22249. this.arcLengthDivisions = source.arcLengthDivisions;
  22250. return this;
  22251. },
  22252. toJSON: function () {
  22253. var data = {
  22254. metadata: {
  22255. version: 4.5,
  22256. type: 'Curve',
  22257. generator: 'Curve.toJSON'
  22258. }
  22259. };
  22260. data.arcLengthDivisions = this.arcLengthDivisions;
  22261. data.type = this.type;
  22262. return data;
  22263. },
  22264. fromJSON: function ( json ) {
  22265. this.arcLengthDivisions = json.arcLengthDivisions;
  22266. return this;
  22267. }
  22268. } );
  22269. function EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  22270. Curve.call( this );
  22271. this.type = 'EllipseCurve';
  22272. this.aX = aX || 0;
  22273. this.aY = aY || 0;
  22274. this.xRadius = xRadius || 1;
  22275. this.yRadius = yRadius || 1;
  22276. this.aStartAngle = aStartAngle || 0;
  22277. this.aEndAngle = aEndAngle || 2 * Math.PI;
  22278. this.aClockwise = aClockwise || false;
  22279. this.aRotation = aRotation || 0;
  22280. }
  22281. EllipseCurve.prototype = Object.create( Curve.prototype );
  22282. EllipseCurve.prototype.constructor = EllipseCurve;
  22283. EllipseCurve.prototype.isEllipseCurve = true;
  22284. EllipseCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22285. var point = optionalTarget || new Vector2();
  22286. var twoPi = Math.PI * 2;
  22287. var deltaAngle = this.aEndAngle - this.aStartAngle;
  22288. var samePoints = Math.abs( deltaAngle ) < Number.EPSILON;
  22289. // ensures that deltaAngle is 0 .. 2 PI
  22290. while ( deltaAngle < 0 ) { deltaAngle += twoPi; }
  22291. while ( deltaAngle > twoPi ) { deltaAngle -= twoPi; }
  22292. if ( deltaAngle < Number.EPSILON ) {
  22293. if ( samePoints ) {
  22294. deltaAngle = 0;
  22295. } else {
  22296. deltaAngle = twoPi;
  22297. }
  22298. }
  22299. if ( this.aClockwise === true && ! samePoints ) {
  22300. if ( deltaAngle === twoPi ) {
  22301. deltaAngle = - twoPi;
  22302. } else {
  22303. deltaAngle = deltaAngle - twoPi;
  22304. }
  22305. }
  22306. var angle = this.aStartAngle + t * deltaAngle;
  22307. var x = this.aX + this.xRadius * Math.cos( angle );
  22308. var y = this.aY + this.yRadius * Math.sin( angle );
  22309. if ( this.aRotation !== 0 ) {
  22310. var cos = Math.cos( this.aRotation );
  22311. var sin = Math.sin( this.aRotation );
  22312. var tx = x - this.aX;
  22313. var ty = y - this.aY;
  22314. // Rotate the point about the center of the ellipse.
  22315. x = tx * cos - ty * sin + this.aX;
  22316. y = tx * sin + ty * cos + this.aY;
  22317. }
  22318. return point.set( x, y );
  22319. };
  22320. EllipseCurve.prototype.copy = function ( source ) {
  22321. Curve.prototype.copy.call( this, source );
  22322. this.aX = source.aX;
  22323. this.aY = source.aY;
  22324. this.xRadius = source.xRadius;
  22325. this.yRadius = source.yRadius;
  22326. this.aStartAngle = source.aStartAngle;
  22327. this.aEndAngle = source.aEndAngle;
  22328. this.aClockwise = source.aClockwise;
  22329. this.aRotation = source.aRotation;
  22330. return this;
  22331. };
  22332. EllipseCurve.prototype.toJSON = function () {
  22333. var data = Curve.prototype.toJSON.call( this );
  22334. data.aX = this.aX;
  22335. data.aY = this.aY;
  22336. data.xRadius = this.xRadius;
  22337. data.yRadius = this.yRadius;
  22338. data.aStartAngle = this.aStartAngle;
  22339. data.aEndAngle = this.aEndAngle;
  22340. data.aClockwise = this.aClockwise;
  22341. data.aRotation = this.aRotation;
  22342. return data;
  22343. };
  22344. EllipseCurve.prototype.fromJSON = function ( json ) {
  22345. Curve.prototype.fromJSON.call( this, json );
  22346. this.aX = json.aX;
  22347. this.aY = json.aY;
  22348. this.xRadius = json.xRadius;
  22349. this.yRadius = json.yRadius;
  22350. this.aStartAngle = json.aStartAngle;
  22351. this.aEndAngle = json.aEndAngle;
  22352. this.aClockwise = json.aClockwise;
  22353. this.aRotation = json.aRotation;
  22354. return this;
  22355. };
  22356. function ArcCurve( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  22357. EllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  22358. this.type = 'ArcCurve';
  22359. }
  22360. ArcCurve.prototype = Object.create( EllipseCurve.prototype );
  22361. ArcCurve.prototype.constructor = ArcCurve;
  22362. ArcCurve.prototype.isArcCurve = true;
  22363. /**
  22364. * Centripetal CatmullRom Curve - which is useful for avoiding
  22365. * cusps and self-intersections in non-uniform catmull rom curves.
  22366. * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf
  22367. *
  22368. * curve.type accepts centripetal(default), chordal and catmullrom
  22369. * curve.tension is used for catmullrom which defaults to 0.5
  22370. */
  22371. /*
  22372. Based on an optimized c++ solution in
  22373. - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/
  22374. - http://ideone.com/NoEbVM
  22375. This CubicPoly class could be used for reusing some variables and calculations,
  22376. but for three.js curve use, it could be possible inlined and flatten into a single function call
  22377. which can be placed in CurveUtils.
  22378. */
  22379. function CubicPoly() {
  22380. var c0 = 0, c1 = 0, c2 = 0, c3 = 0;
  22381. /*
  22382. * Compute coefficients for a cubic polynomial
  22383. * p(s) = c0 + c1*s + c2*s^2 + c3*s^3
  22384. * such that
  22385. * p(0) = x0, p(1) = x1
  22386. * and
  22387. * p'(0) = t0, p'(1) = t1.
  22388. */
  22389. function init( x0, x1, t0, t1 ) {
  22390. c0 = x0;
  22391. c1 = t0;
  22392. c2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1;
  22393. c3 = 2 * x0 - 2 * x1 + t0 + t1;
  22394. }
  22395. return {
  22396. initCatmullRom: function ( x0, x1, x2, x3, tension ) {
  22397. init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );
  22398. },
  22399. initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {
  22400. // compute tangents when parameterized in [t1,t2]
  22401. var t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;
  22402. var t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;
  22403. // rescale tangents for parametrization in [0,1]
  22404. t1 *= dt1;
  22405. t2 *= dt1;
  22406. init( x1, x2, t1, t2 );
  22407. },
  22408. calc: function ( t ) {
  22409. var t2 = t * t;
  22410. var t3 = t2 * t;
  22411. return c0 + c1 * t + c2 * t2 + c3 * t3;
  22412. }
  22413. };
  22414. }
  22415. //
  22416. var tmp = new Vector3();
  22417. var px = new CubicPoly(), py = new CubicPoly(), pz = new CubicPoly();
  22418. function CatmullRomCurve3( points, closed, curveType, tension ) {
  22419. Curve.call( this );
  22420. this.type = 'CatmullRomCurve3';
  22421. this.points = points || [];
  22422. this.closed = closed || false;
  22423. this.curveType = curveType || 'centripetal';
  22424. this.tension = ( tension !== undefined ) ? tension : 0.5;
  22425. }
  22426. CatmullRomCurve3.prototype = Object.create( Curve.prototype );
  22427. CatmullRomCurve3.prototype.constructor = CatmullRomCurve3;
  22428. CatmullRomCurve3.prototype.isCatmullRomCurve3 = true;
  22429. CatmullRomCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22430. var point = optionalTarget || new Vector3();
  22431. var points = this.points;
  22432. var l = points.length;
  22433. var p = ( l - ( this.closed ? 0 : 1 ) ) * t;
  22434. var intPoint = Math.floor( p );
  22435. var weight = p - intPoint;
  22436. if ( this.closed ) {
  22437. intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l;
  22438. } else if ( weight === 0 && intPoint === l - 1 ) {
  22439. intPoint = l - 2;
  22440. weight = 1;
  22441. }
  22442. var p0, p3; // 4 points (p1 & p2 defined below)
  22443. if ( this.closed || intPoint > 0 ) {
  22444. p0 = points[ ( intPoint - 1 ) % l ];
  22445. } else {
  22446. // extrapolate first point
  22447. tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );
  22448. p0 = tmp;
  22449. }
  22450. var p1 = points[ intPoint % l ];
  22451. var p2 = points[ ( intPoint + 1 ) % l ];
  22452. if ( this.closed || intPoint + 2 < l ) {
  22453. p3 = points[ ( intPoint + 2 ) % l ];
  22454. } else {
  22455. // extrapolate last point
  22456. tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );
  22457. p3 = tmp;
  22458. }
  22459. if ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) {
  22460. // init Centripetal / Chordal Catmull-Rom
  22461. var pow = this.curveType === 'chordal' ? 0.5 : 0.25;
  22462. var dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );
  22463. var dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );
  22464. var dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );
  22465. // safety check for repeated points
  22466. if ( dt1 < 1e-4 ) { dt1 = 1.0; }
  22467. if ( dt0 < 1e-4 ) { dt0 = dt1; }
  22468. if ( dt2 < 1e-4 ) { dt2 = dt1; }
  22469. px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );
  22470. py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );
  22471. pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );
  22472. } else if ( this.curveType === 'catmullrom' ) {
  22473. px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension );
  22474. py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension );
  22475. pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension );
  22476. }
  22477. point.set(
  22478. px.calc( weight ),
  22479. py.calc( weight ),
  22480. pz.calc( weight )
  22481. );
  22482. return point;
  22483. };
  22484. CatmullRomCurve3.prototype.copy = function ( source ) {
  22485. Curve.prototype.copy.call( this, source );
  22486. this.points = [];
  22487. for ( var i = 0, l = source.points.length; i < l; i ++ ) {
  22488. var point = source.points[ i ];
  22489. this.points.push( point.clone() );
  22490. }
  22491. this.closed = source.closed;
  22492. this.curveType = source.curveType;
  22493. this.tension = source.tension;
  22494. return this;
  22495. };
  22496. CatmullRomCurve3.prototype.toJSON = function () {
  22497. var data = Curve.prototype.toJSON.call( this );
  22498. data.points = [];
  22499. for ( var i = 0, l = this.points.length; i < l; i ++ ) {
  22500. var point = this.points[ i ];
  22501. data.points.push( point.toArray() );
  22502. }
  22503. data.closed = this.closed;
  22504. data.curveType = this.curveType;
  22505. data.tension = this.tension;
  22506. return data;
  22507. };
  22508. CatmullRomCurve3.prototype.fromJSON = function ( json ) {
  22509. Curve.prototype.fromJSON.call( this, json );
  22510. this.points = [];
  22511. for ( var i = 0, l = json.points.length; i < l; i ++ ) {
  22512. var point = json.points[ i ];
  22513. this.points.push( new Vector3().fromArray( point ) );
  22514. }
  22515. this.closed = json.closed;
  22516. this.curveType = json.curveType;
  22517. this.tension = json.tension;
  22518. return this;
  22519. };
  22520. /**
  22521. * Bezier Curves formulas obtained from
  22522. * http://en.wikipedia.org/wiki/Bézier_curve
  22523. */
  22524. function CatmullRom( t, p0, p1, p2, p3 ) {
  22525. var v0 = ( p2 - p0 ) * 0.5;
  22526. var v1 = ( p3 - p1 ) * 0.5;
  22527. var t2 = t * t;
  22528. var t3 = t * t2;
  22529. return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
  22530. }
  22531. //
  22532. function QuadraticBezierP0( t, p ) {
  22533. var k = 1 - t;
  22534. return k * k * p;
  22535. }
  22536. function QuadraticBezierP1( t, p ) {
  22537. return 2 * ( 1 - t ) * t * p;
  22538. }
  22539. function QuadraticBezierP2( t, p ) {
  22540. return t * t * p;
  22541. }
  22542. function QuadraticBezier( t, p0, p1, p2 ) {
  22543. return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +
  22544. QuadraticBezierP2( t, p2 );
  22545. }
  22546. //
  22547. function CubicBezierP0( t, p ) {
  22548. var k = 1 - t;
  22549. return k * k * k * p;
  22550. }
  22551. function CubicBezierP1( t, p ) {
  22552. var k = 1 - t;
  22553. return 3 * k * k * t * p;
  22554. }
  22555. function CubicBezierP2( t, p ) {
  22556. return 3 * ( 1 - t ) * t * t * p;
  22557. }
  22558. function CubicBezierP3( t, p ) {
  22559. return t * t * t * p;
  22560. }
  22561. function CubicBezier( t, p0, p1, p2, p3 ) {
  22562. return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +
  22563. CubicBezierP3( t, p3 );
  22564. }
  22565. function CubicBezierCurve( v0, v1, v2, v3 ) {
  22566. Curve.call( this );
  22567. this.type = 'CubicBezierCurve';
  22568. this.v0 = v0 || new Vector2();
  22569. this.v1 = v1 || new Vector2();
  22570. this.v2 = v2 || new Vector2();
  22571. this.v3 = v3 || new Vector2();
  22572. }
  22573. CubicBezierCurve.prototype = Object.create( Curve.prototype );
  22574. CubicBezierCurve.prototype.constructor = CubicBezierCurve;
  22575. CubicBezierCurve.prototype.isCubicBezierCurve = true;
  22576. CubicBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22577. var point = optionalTarget || new Vector2();
  22578. var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  22579. point.set(
  22580. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  22581. CubicBezier( t, v0.y, v1.y, v2.y, v3.y )
  22582. );
  22583. return point;
  22584. };
  22585. CubicBezierCurve.prototype.copy = function ( source ) {
  22586. Curve.prototype.copy.call( this, source );
  22587. this.v0.copy( source.v0 );
  22588. this.v1.copy( source.v1 );
  22589. this.v2.copy( source.v2 );
  22590. this.v3.copy( source.v3 );
  22591. return this;
  22592. };
  22593. CubicBezierCurve.prototype.toJSON = function () {
  22594. var data = Curve.prototype.toJSON.call( this );
  22595. data.v0 = this.v0.toArray();
  22596. data.v1 = this.v1.toArray();
  22597. data.v2 = this.v2.toArray();
  22598. data.v3 = this.v3.toArray();
  22599. return data;
  22600. };
  22601. CubicBezierCurve.prototype.fromJSON = function ( json ) {
  22602. Curve.prototype.fromJSON.call( this, json );
  22603. this.v0.fromArray( json.v0 );
  22604. this.v1.fromArray( json.v1 );
  22605. this.v2.fromArray( json.v2 );
  22606. this.v3.fromArray( json.v3 );
  22607. return this;
  22608. };
  22609. function CubicBezierCurve3( v0, v1, v2, v3 ) {
  22610. Curve.call( this );
  22611. this.type = 'CubicBezierCurve3';
  22612. this.v0 = v0 || new Vector3();
  22613. this.v1 = v1 || new Vector3();
  22614. this.v2 = v2 || new Vector3();
  22615. this.v3 = v3 || new Vector3();
  22616. }
  22617. CubicBezierCurve3.prototype = Object.create( Curve.prototype );
  22618. CubicBezierCurve3.prototype.constructor = CubicBezierCurve3;
  22619. CubicBezierCurve3.prototype.isCubicBezierCurve3 = true;
  22620. CubicBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22621. var point = optionalTarget || new Vector3();
  22622. var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  22623. point.set(
  22624. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  22625. CubicBezier( t, v0.y, v1.y, v2.y, v3.y ),
  22626. CubicBezier( t, v0.z, v1.z, v2.z, v3.z )
  22627. );
  22628. return point;
  22629. };
  22630. CubicBezierCurve3.prototype.copy = function ( source ) {
  22631. Curve.prototype.copy.call( this, source );
  22632. this.v0.copy( source.v0 );
  22633. this.v1.copy( source.v1 );
  22634. this.v2.copy( source.v2 );
  22635. this.v3.copy( source.v3 );
  22636. return this;
  22637. };
  22638. CubicBezierCurve3.prototype.toJSON = function () {
  22639. var data = Curve.prototype.toJSON.call( this );
  22640. data.v0 = this.v0.toArray();
  22641. data.v1 = this.v1.toArray();
  22642. data.v2 = this.v2.toArray();
  22643. data.v3 = this.v3.toArray();
  22644. return data;
  22645. };
  22646. CubicBezierCurve3.prototype.fromJSON = function ( json ) {
  22647. Curve.prototype.fromJSON.call( this, json );
  22648. this.v0.fromArray( json.v0 );
  22649. this.v1.fromArray( json.v1 );
  22650. this.v2.fromArray( json.v2 );
  22651. this.v3.fromArray( json.v3 );
  22652. return this;
  22653. };
  22654. function LineCurve( v1, v2 ) {
  22655. Curve.call( this );
  22656. this.type = 'LineCurve';
  22657. this.v1 = v1 || new Vector2();
  22658. this.v2 = v2 || new Vector2();
  22659. }
  22660. LineCurve.prototype = Object.create( Curve.prototype );
  22661. LineCurve.prototype.constructor = LineCurve;
  22662. LineCurve.prototype.isLineCurve = true;
  22663. LineCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22664. var point = optionalTarget || new Vector2();
  22665. if ( t === 1 ) {
  22666. point.copy( this.v2 );
  22667. } else {
  22668. point.copy( this.v2 ).sub( this.v1 );
  22669. point.multiplyScalar( t ).add( this.v1 );
  22670. }
  22671. return point;
  22672. };
  22673. // Line curve is linear, so we can overwrite default getPointAt
  22674. LineCurve.prototype.getPointAt = function ( u, optionalTarget ) {
  22675. return this.getPoint( u, optionalTarget );
  22676. };
  22677. LineCurve.prototype.getTangent = function ( t, optionalTarget ) {
  22678. var tangent = optionalTarget || new Vector2();
  22679. tangent.copy( this.v2 ).sub( this.v1 ).normalize();
  22680. return tangent;
  22681. };
  22682. LineCurve.prototype.copy = function ( source ) {
  22683. Curve.prototype.copy.call( this, source );
  22684. this.v1.copy( source.v1 );
  22685. this.v2.copy( source.v2 );
  22686. return this;
  22687. };
  22688. LineCurve.prototype.toJSON = function () {
  22689. var data = Curve.prototype.toJSON.call( this );
  22690. data.v1 = this.v1.toArray();
  22691. data.v2 = this.v2.toArray();
  22692. return data;
  22693. };
  22694. LineCurve.prototype.fromJSON = function ( json ) {
  22695. Curve.prototype.fromJSON.call( this, json );
  22696. this.v1.fromArray( json.v1 );
  22697. this.v2.fromArray( json.v2 );
  22698. return this;
  22699. };
  22700. function LineCurve3( v1, v2 ) {
  22701. Curve.call( this );
  22702. this.type = 'LineCurve3';
  22703. this.v1 = v1 || new Vector3();
  22704. this.v2 = v2 || new Vector3();
  22705. }
  22706. LineCurve3.prototype = Object.create( Curve.prototype );
  22707. LineCurve3.prototype.constructor = LineCurve3;
  22708. LineCurve3.prototype.isLineCurve3 = true;
  22709. LineCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22710. var point = optionalTarget || new Vector3();
  22711. if ( t === 1 ) {
  22712. point.copy( this.v2 );
  22713. } else {
  22714. point.copy( this.v2 ).sub( this.v1 );
  22715. point.multiplyScalar( t ).add( this.v1 );
  22716. }
  22717. return point;
  22718. };
  22719. // Line curve is linear, so we can overwrite default getPointAt
  22720. LineCurve3.prototype.getPointAt = function ( u, optionalTarget ) {
  22721. return this.getPoint( u, optionalTarget );
  22722. };
  22723. LineCurve3.prototype.copy = function ( source ) {
  22724. Curve.prototype.copy.call( this, source );
  22725. this.v1.copy( source.v1 );
  22726. this.v2.copy( source.v2 );
  22727. return this;
  22728. };
  22729. LineCurve3.prototype.toJSON = function () {
  22730. var data = Curve.prototype.toJSON.call( this );
  22731. data.v1 = this.v1.toArray();
  22732. data.v2 = this.v2.toArray();
  22733. return data;
  22734. };
  22735. LineCurve3.prototype.fromJSON = function ( json ) {
  22736. Curve.prototype.fromJSON.call( this, json );
  22737. this.v1.fromArray( json.v1 );
  22738. this.v2.fromArray( json.v2 );
  22739. return this;
  22740. };
  22741. function QuadraticBezierCurve( v0, v1, v2 ) {
  22742. Curve.call( this );
  22743. this.type = 'QuadraticBezierCurve';
  22744. this.v0 = v0 || new Vector2();
  22745. this.v1 = v1 || new Vector2();
  22746. this.v2 = v2 || new Vector2();
  22747. }
  22748. QuadraticBezierCurve.prototype = Object.create( Curve.prototype );
  22749. QuadraticBezierCurve.prototype.constructor = QuadraticBezierCurve;
  22750. QuadraticBezierCurve.prototype.isQuadraticBezierCurve = true;
  22751. QuadraticBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22752. var point = optionalTarget || new Vector2();
  22753. var v0 = this.v0, v1 = this.v1, v2 = this.v2;
  22754. point.set(
  22755. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  22756. QuadraticBezier( t, v0.y, v1.y, v2.y )
  22757. );
  22758. return point;
  22759. };
  22760. QuadraticBezierCurve.prototype.copy = function ( source ) {
  22761. Curve.prototype.copy.call( this, source );
  22762. this.v0.copy( source.v0 );
  22763. this.v1.copy( source.v1 );
  22764. this.v2.copy( source.v2 );
  22765. return this;
  22766. };
  22767. QuadraticBezierCurve.prototype.toJSON = function () {
  22768. var data = Curve.prototype.toJSON.call( this );
  22769. data.v0 = this.v0.toArray();
  22770. data.v1 = this.v1.toArray();
  22771. data.v2 = this.v2.toArray();
  22772. return data;
  22773. };
  22774. QuadraticBezierCurve.prototype.fromJSON = function ( json ) {
  22775. Curve.prototype.fromJSON.call( this, json );
  22776. this.v0.fromArray( json.v0 );
  22777. this.v1.fromArray( json.v1 );
  22778. this.v2.fromArray( json.v2 );
  22779. return this;
  22780. };
  22781. function QuadraticBezierCurve3( v0, v1, v2 ) {
  22782. Curve.call( this );
  22783. this.type = 'QuadraticBezierCurve3';
  22784. this.v0 = v0 || new Vector3();
  22785. this.v1 = v1 || new Vector3();
  22786. this.v2 = v2 || new Vector3();
  22787. }
  22788. QuadraticBezierCurve3.prototype = Object.create( Curve.prototype );
  22789. QuadraticBezierCurve3.prototype.constructor = QuadraticBezierCurve3;
  22790. QuadraticBezierCurve3.prototype.isQuadraticBezierCurve3 = true;
  22791. QuadraticBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22792. var point = optionalTarget || new Vector3();
  22793. var v0 = this.v0, v1 = this.v1, v2 = this.v2;
  22794. point.set(
  22795. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  22796. QuadraticBezier( t, v0.y, v1.y, v2.y ),
  22797. QuadraticBezier( t, v0.z, v1.z, v2.z )
  22798. );
  22799. return point;
  22800. };
  22801. QuadraticBezierCurve3.prototype.copy = function ( source ) {
  22802. Curve.prototype.copy.call( this, source );
  22803. this.v0.copy( source.v0 );
  22804. this.v1.copy( source.v1 );
  22805. this.v2.copy( source.v2 );
  22806. return this;
  22807. };
  22808. QuadraticBezierCurve3.prototype.toJSON = function () {
  22809. var data = Curve.prototype.toJSON.call( this );
  22810. data.v0 = this.v0.toArray();
  22811. data.v1 = this.v1.toArray();
  22812. data.v2 = this.v2.toArray();
  22813. return data;
  22814. };
  22815. QuadraticBezierCurve3.prototype.fromJSON = function ( json ) {
  22816. Curve.prototype.fromJSON.call( this, json );
  22817. this.v0.fromArray( json.v0 );
  22818. this.v1.fromArray( json.v1 );
  22819. this.v2.fromArray( json.v2 );
  22820. return this;
  22821. };
  22822. function SplineCurve( points ) {
  22823. Curve.call( this );
  22824. this.type = 'SplineCurve';
  22825. this.points = points || [];
  22826. }
  22827. SplineCurve.prototype = Object.create( Curve.prototype );
  22828. SplineCurve.prototype.constructor = SplineCurve;
  22829. SplineCurve.prototype.isSplineCurve = true;
  22830. SplineCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22831. var point = optionalTarget || new Vector2();
  22832. var points = this.points;
  22833. var p = ( points.length - 1 ) * t;
  22834. var intPoint = Math.floor( p );
  22835. var weight = p - intPoint;
  22836. var p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];
  22837. var p1 = points[ intPoint ];
  22838. var p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
  22839. var p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];
  22840. point.set(
  22841. CatmullRom( weight, p0.x, p1.x, p2.x, p3.x ),
  22842. CatmullRom( weight, p0.y, p1.y, p2.y, p3.y )
  22843. );
  22844. return point;
  22845. };
  22846. SplineCurve.prototype.copy = function ( source ) {
  22847. Curve.prototype.copy.call( this, source );
  22848. this.points = [];
  22849. for ( var i = 0, l = source.points.length; i < l; i ++ ) {
  22850. var point = source.points[ i ];
  22851. this.points.push( point.clone() );
  22852. }
  22853. return this;
  22854. };
  22855. SplineCurve.prototype.toJSON = function () {
  22856. var data = Curve.prototype.toJSON.call( this );
  22857. data.points = [];
  22858. for ( var i = 0, l = this.points.length; i < l; i ++ ) {
  22859. var point = this.points[ i ];
  22860. data.points.push( point.toArray() );
  22861. }
  22862. return data;
  22863. };
  22864. SplineCurve.prototype.fromJSON = function ( json ) {
  22865. Curve.prototype.fromJSON.call( this, json );
  22866. this.points = [];
  22867. for ( var i = 0, l = json.points.length; i < l; i ++ ) {
  22868. var point = json.points[ i ];
  22869. this.points.push( new Vector2().fromArray( point ) );
  22870. }
  22871. return this;
  22872. };
  22873. var Curves = /*#__PURE__*/Object.freeze({
  22874. __proto__: null,
  22875. ArcCurve: ArcCurve,
  22876. CatmullRomCurve3: CatmullRomCurve3,
  22877. CubicBezierCurve: CubicBezierCurve,
  22878. CubicBezierCurve3: CubicBezierCurve3,
  22879. EllipseCurve: EllipseCurve,
  22880. LineCurve: LineCurve,
  22881. LineCurve3: LineCurve3,
  22882. QuadraticBezierCurve: QuadraticBezierCurve,
  22883. QuadraticBezierCurve3: QuadraticBezierCurve3,
  22884. SplineCurve: SplineCurve
  22885. });
  22886. /**************************************************************
  22887. * Curved Path - a curve path is simply a array of connected
  22888. * curves, but retains the api of a curve
  22889. **************************************************************/
  22890. function CurvePath() {
  22891. Curve.call( this );
  22892. this.type = 'CurvePath';
  22893. this.curves = [];
  22894. this.autoClose = false; // Automatically closes the path
  22895. }
  22896. CurvePath.prototype = Object.assign( Object.create( Curve.prototype ), {
  22897. constructor: CurvePath,
  22898. add: function ( curve ) {
  22899. this.curves.push( curve );
  22900. },
  22901. closePath: function () {
  22902. // Add a line curve if start and end of lines are not connected
  22903. var startPoint = this.curves[ 0 ].getPoint( 0 );
  22904. var endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );
  22905. if ( ! startPoint.equals( endPoint ) ) {
  22906. this.curves.push( new LineCurve( endPoint, startPoint ) );
  22907. }
  22908. },
  22909. // To get accurate point with reference to
  22910. // entire path distance at time t,
  22911. // following has to be done:
  22912. // 1. Length of each sub path have to be known
  22913. // 2. Locate and identify type of curve
  22914. // 3. Get t for the curve
  22915. // 4. Return curve.getPointAt(t')
  22916. getPoint: function ( t ) {
  22917. var d = t * this.getLength();
  22918. var curveLengths = this.getCurveLengths();
  22919. var i = 0;
  22920. // To think about boundaries points.
  22921. while ( i < curveLengths.length ) {
  22922. if ( curveLengths[ i ] >= d ) {
  22923. var diff = curveLengths[ i ] - d;
  22924. var curve = this.curves[ i ];
  22925. var segmentLength = curve.getLength();
  22926. var u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;
  22927. return curve.getPointAt( u );
  22928. }
  22929. i ++;
  22930. }
  22931. return null;
  22932. // loop where sum != 0, sum > d , sum+1 <d
  22933. },
  22934. // We cannot use the default THREE.Curve getPoint() with getLength() because in
  22935. // THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
  22936. // getPoint() depends on getLength
  22937. getLength: function () {
  22938. var lens = this.getCurveLengths();
  22939. return lens[ lens.length - 1 ];
  22940. },
  22941. // cacheLengths must be recalculated.
  22942. updateArcLengths: function () {
  22943. this.needsUpdate = true;
  22944. this.cacheLengths = null;
  22945. this.getCurveLengths();
  22946. },
  22947. // Compute lengths and cache them
  22948. // We cannot overwrite getLengths() because UtoT mapping uses it.
  22949. getCurveLengths: function () {
  22950. // We use cache values if curves and cache array are same length
  22951. if ( this.cacheLengths && this.cacheLengths.length === this.curves.length ) {
  22952. return this.cacheLengths;
  22953. }
  22954. // Get length of sub-curve
  22955. // Push sums into cached array
  22956. var lengths = [];
  22957. var sums = 0;
  22958. for ( var i = 0, l = this.curves.length; i < l; i ++ ) {
  22959. sums += this.curves[ i ].getLength();
  22960. lengths.push( sums );
  22961. }
  22962. this.cacheLengths = lengths;
  22963. return lengths;
  22964. },
  22965. getSpacedPoints: function ( divisions ) {
  22966. if ( divisions === undefined ) { divisions = 40; }
  22967. var points = [];
  22968. for ( var i = 0; i <= divisions; i ++ ) {
  22969. points.push( this.getPoint( i / divisions ) );
  22970. }
  22971. if ( this.autoClose ) {
  22972. points.push( points[ 0 ] );
  22973. }
  22974. return points;
  22975. },
  22976. getPoints: function ( divisions ) {
  22977. divisions = divisions || 12;
  22978. var points = [];
  22979. var last;
  22980. for ( var i = 0, curves = this.curves; i < curves.length; i ++ ) {
  22981. var curve = curves[ i ];
  22982. var resolution = ( curve && curve.isEllipseCurve ) ? divisions * 2
  22983. : ( curve && ( curve.isLineCurve || curve.isLineCurve3 ) ) ? 1
  22984. : ( curve && curve.isSplineCurve ) ? divisions * curve.points.length
  22985. : divisions;
  22986. var pts = curve.getPoints( resolution );
  22987. for ( var j = 0; j < pts.length; j ++ ) {
  22988. var point = pts[ j ];
  22989. if ( last && last.equals( point ) ) { continue; } // ensures no consecutive points are duplicates
  22990. points.push( point );
  22991. last = point;
  22992. }
  22993. }
  22994. if ( this.autoClose && points.length > 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) {
  22995. points.push( points[ 0 ] );
  22996. }
  22997. return points;
  22998. },
  22999. copy: function ( source ) {
  23000. Curve.prototype.copy.call( this, source );
  23001. this.curves = [];
  23002. for ( var i = 0, l = source.curves.length; i < l; i ++ ) {
  23003. var curve = source.curves[ i ];
  23004. this.curves.push( curve.clone() );
  23005. }
  23006. this.autoClose = source.autoClose;
  23007. return this;
  23008. },
  23009. toJSON: function () {
  23010. var data = Curve.prototype.toJSON.call( this );
  23011. data.autoClose = this.autoClose;
  23012. data.curves = [];
  23013. for ( var i = 0, l = this.curves.length; i < l; i ++ ) {
  23014. var curve = this.curves[ i ];
  23015. data.curves.push( curve.toJSON() );
  23016. }
  23017. return data;
  23018. },
  23019. fromJSON: function ( json ) {
  23020. Curve.prototype.fromJSON.call( this, json );
  23021. this.autoClose = json.autoClose;
  23022. this.curves = [];
  23023. for ( var i = 0, l = json.curves.length; i < l; i ++ ) {
  23024. var curve = json.curves[ i ];
  23025. this.curves.push( new Curves[ curve.type ]().fromJSON( curve ) );
  23026. }
  23027. return this;
  23028. }
  23029. } );
  23030. function Path( points ) {
  23031. CurvePath.call( this );
  23032. this.type = 'Path';
  23033. this.currentPoint = new Vector2();
  23034. if ( points ) {
  23035. this.setFromPoints( points );
  23036. }
  23037. }
  23038. Path.prototype = Object.assign( Object.create( CurvePath.prototype ), {
  23039. constructor: Path,
  23040. setFromPoints: function ( points ) {
  23041. this.moveTo( points[ 0 ].x, points[ 0 ].y );
  23042. for ( var i = 1, l = points.length; i < l; i ++ ) {
  23043. this.lineTo( points[ i ].x, points[ i ].y );
  23044. }
  23045. return this;
  23046. },
  23047. moveTo: function ( x, y ) {
  23048. this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?
  23049. return this;
  23050. },
  23051. lineTo: function ( x, y ) {
  23052. var curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );
  23053. this.curves.push( curve );
  23054. this.currentPoint.set( x, y );
  23055. return this;
  23056. },
  23057. quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
  23058. var curve = new QuadraticBezierCurve(
  23059. this.currentPoint.clone(),
  23060. new Vector2( aCPx, aCPy ),
  23061. new Vector2( aX, aY )
  23062. );
  23063. this.curves.push( curve );
  23064. this.currentPoint.set( aX, aY );
  23065. return this;
  23066. },
  23067. bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  23068. var curve = new CubicBezierCurve(
  23069. this.currentPoint.clone(),
  23070. new Vector2( aCP1x, aCP1y ),
  23071. new Vector2( aCP2x, aCP2y ),
  23072. new Vector2( aX, aY )
  23073. );
  23074. this.curves.push( curve );
  23075. this.currentPoint.set( aX, aY );
  23076. return this;
  23077. },
  23078. splineThru: function ( pts /*Array of Vector*/ ) {
  23079. var npts = [ this.currentPoint.clone() ].concat( pts );
  23080. var curve = new SplineCurve( npts );
  23081. this.curves.push( curve );
  23082. this.currentPoint.copy( pts[ pts.length - 1 ] );
  23083. return this;
  23084. },
  23085. arc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  23086. var x0 = this.currentPoint.x;
  23087. var y0 = this.currentPoint.y;
  23088. this.absarc( aX + x0, aY + y0, aRadius,
  23089. aStartAngle, aEndAngle, aClockwise );
  23090. return this;
  23091. },
  23092. absarc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  23093. this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  23094. return this;
  23095. },
  23096. ellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  23097. var x0 = this.currentPoint.x;
  23098. var y0 = this.currentPoint.y;
  23099. this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  23100. return this;
  23101. },
  23102. absellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  23103. var curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  23104. if ( this.curves.length > 0 ) {
  23105. // if a previous curve is present, attempt to join
  23106. var firstPoint = curve.getPoint( 0 );
  23107. if ( ! firstPoint.equals( this.currentPoint ) ) {
  23108. this.lineTo( firstPoint.x, firstPoint.y );
  23109. }
  23110. }
  23111. this.curves.push( curve );
  23112. var lastPoint = curve.getPoint( 1 );
  23113. this.currentPoint.copy( lastPoint );
  23114. return this;
  23115. },
  23116. copy: function ( source ) {
  23117. CurvePath.prototype.copy.call( this, source );
  23118. this.currentPoint.copy( source.currentPoint );
  23119. return this;
  23120. },
  23121. toJSON: function () {
  23122. var data = CurvePath.prototype.toJSON.call( this );
  23123. data.currentPoint = this.currentPoint.toArray();
  23124. return data;
  23125. },
  23126. fromJSON: function ( json ) {
  23127. CurvePath.prototype.fromJSON.call( this, json );
  23128. this.currentPoint.fromArray( json.currentPoint );
  23129. return this;
  23130. }
  23131. } );
  23132. function Shape( points ) {
  23133. Path.call( this, points );
  23134. this.uuid = MathUtils.generateUUID();
  23135. this.type = 'Shape';
  23136. this.holes = [];
  23137. }
  23138. Shape.prototype = Object.assign( Object.create( Path.prototype ), {
  23139. constructor: Shape,
  23140. getPointsHoles: function ( divisions ) {
  23141. var holesPts = [];
  23142. for ( var i = 0, l = this.holes.length; i < l; i ++ ) {
  23143. holesPts[ i ] = this.holes[ i ].getPoints( divisions );
  23144. }
  23145. return holesPts;
  23146. },
  23147. // get points of shape and holes (keypoints based on segments parameter)
  23148. extractPoints: function ( divisions ) {
  23149. return {
  23150. shape: this.getPoints( divisions ),
  23151. holes: this.getPointsHoles( divisions )
  23152. };
  23153. },
  23154. copy: function ( source ) {
  23155. Path.prototype.copy.call( this, source );
  23156. this.holes = [];
  23157. for ( var i = 0, l = source.holes.length; i < l; i ++ ) {
  23158. var hole = source.holes[ i ];
  23159. this.holes.push( hole.clone() );
  23160. }
  23161. return this;
  23162. },
  23163. toJSON: function () {
  23164. var data = Path.prototype.toJSON.call( this );
  23165. data.uuid = this.uuid;
  23166. data.holes = [];
  23167. for ( var i = 0, l = this.holes.length; i < l; i ++ ) {
  23168. var hole = this.holes[ i ];
  23169. data.holes.push( hole.toJSON() );
  23170. }
  23171. return data;
  23172. },
  23173. fromJSON: function ( json ) {
  23174. Path.prototype.fromJSON.call( this, json );
  23175. this.uuid = json.uuid;
  23176. this.holes = [];
  23177. for ( var i = 0, l = json.holes.length; i < l; i ++ ) {
  23178. var hole = json.holes[ i ];
  23179. this.holes.push( new Path().fromJSON( hole ) );
  23180. }
  23181. return this;
  23182. }
  23183. } );
  23184. function Light( color, intensity ) {
  23185. Object3D.call( this );
  23186. this.type = 'Light';
  23187. this.color = new Color( color );
  23188. this.intensity = intensity !== undefined ? intensity : 1;
  23189. this.receiveShadow = undefined;
  23190. }
  23191. Light.prototype = Object.assign( Object.create( Object3D.prototype ), {
  23192. constructor: Light,
  23193. isLight: true,
  23194. copy: function ( source ) {
  23195. Object3D.prototype.copy.call( this, source );
  23196. this.color.copy( source.color );
  23197. this.intensity = source.intensity;
  23198. return this;
  23199. },
  23200. toJSON: function ( meta ) {
  23201. var data = Object3D.prototype.toJSON.call( this, meta );
  23202. data.object.color = this.color.getHex();
  23203. data.object.intensity = this.intensity;
  23204. if ( this.groundColor !== undefined ) { data.object.groundColor = this.groundColor.getHex(); }
  23205. if ( this.distance !== undefined ) { data.object.distance = this.distance; }
  23206. if ( this.angle !== undefined ) { data.object.angle = this.angle; }
  23207. if ( this.decay !== undefined ) { data.object.decay = this.decay; }
  23208. if ( this.penumbra !== undefined ) { data.object.penumbra = this.penumbra; }
  23209. if ( this.shadow !== undefined ) { data.object.shadow = this.shadow.toJSON(); }
  23210. return data;
  23211. }
  23212. } );
  23213. function HemisphereLight( skyColor, groundColor, intensity ) {
  23214. Light.call( this, skyColor, intensity );
  23215. this.type = 'HemisphereLight';
  23216. this.castShadow = undefined;
  23217. this.position.copy( Object3D.DefaultUp );
  23218. this.updateMatrix();
  23219. this.groundColor = new Color( groundColor );
  23220. }
  23221. HemisphereLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23222. constructor: HemisphereLight,
  23223. isHemisphereLight: true,
  23224. copy: function ( source ) {
  23225. Light.prototype.copy.call( this, source );
  23226. this.groundColor.copy( source.groundColor );
  23227. return this;
  23228. }
  23229. } );
  23230. function LightShadow( camera ) {
  23231. this.camera = camera;
  23232. this.bias = 0;
  23233. this.normalBias = 0;
  23234. this.radius = 1;
  23235. this.mapSize = new Vector2( 512, 512 );
  23236. this.map = null;
  23237. this.mapPass = null;
  23238. this.matrix = new Matrix4();
  23239. this.autoUpdate = true;
  23240. this.needsUpdate = false;
  23241. this._frustum = new Frustum();
  23242. this._frameExtents = new Vector2( 1, 1 );
  23243. this._viewportCount = 1;
  23244. this._viewports = [
  23245. new Vector4( 0, 0, 1, 1 )
  23246. ];
  23247. }
  23248. Object.assign( LightShadow.prototype, {
  23249. _projScreenMatrix: new Matrix4(),
  23250. _lightPositionWorld: new Vector3(),
  23251. _lookTarget: new Vector3(),
  23252. getViewportCount: function () {
  23253. return this._viewportCount;
  23254. },
  23255. getFrustum: function () {
  23256. return this._frustum;
  23257. },
  23258. updateMatrices: function ( light ) {
  23259. var shadowCamera = this.camera,
  23260. shadowMatrix = this.matrix,
  23261. projScreenMatrix = this._projScreenMatrix,
  23262. lookTarget = this._lookTarget,
  23263. lightPositionWorld = this._lightPositionWorld;
  23264. lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  23265. shadowCamera.position.copy( lightPositionWorld );
  23266. lookTarget.setFromMatrixPosition( light.target.matrixWorld );
  23267. shadowCamera.lookAt( lookTarget );
  23268. shadowCamera.updateMatrixWorld();
  23269. projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
  23270. this._frustum.setFromProjectionMatrix( projScreenMatrix );
  23271. shadowMatrix.set(
  23272. 0.5, 0.0, 0.0, 0.5,
  23273. 0.0, 0.5, 0.0, 0.5,
  23274. 0.0, 0.0, 0.5, 0.5,
  23275. 0.0, 0.0, 0.0, 1.0
  23276. );
  23277. shadowMatrix.multiply( shadowCamera.projectionMatrix );
  23278. shadowMatrix.multiply( shadowCamera.matrixWorldInverse );
  23279. },
  23280. getViewport: function ( viewportIndex ) {
  23281. return this._viewports[ viewportIndex ];
  23282. },
  23283. getFrameExtents: function () {
  23284. return this._frameExtents;
  23285. },
  23286. copy: function ( source ) {
  23287. this.camera = source.camera.clone();
  23288. this.bias = source.bias;
  23289. this.radius = source.radius;
  23290. this.mapSize.copy( source.mapSize );
  23291. return this;
  23292. },
  23293. clone: function () {
  23294. return new this.constructor().copy( this );
  23295. },
  23296. toJSON: function () {
  23297. var object = {};
  23298. if ( this.bias !== 0 ) { object.bias = this.bias; }
  23299. if ( this.normalBias !== 0 ) { object.normalBias = this.normalBias; }
  23300. if ( this.radius !== 1 ) { object.radius = this.radius; }
  23301. if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) { object.mapSize = this.mapSize.toArray(); }
  23302. object.camera = this.camera.toJSON( false ).object;
  23303. delete object.camera.matrix;
  23304. return object;
  23305. }
  23306. } );
  23307. function SpotLightShadow() {
  23308. LightShadow.call( this, new PerspectiveCamera( 50, 1, 0.5, 500 ) );
  23309. }
  23310. SpotLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  23311. constructor: SpotLightShadow,
  23312. isSpotLightShadow: true,
  23313. updateMatrices: function ( light ) {
  23314. var camera = this.camera;
  23315. var fov = MathUtils.RAD2DEG * 2 * light.angle;
  23316. var aspect = this.mapSize.width / this.mapSize.height;
  23317. var far = light.distance || camera.far;
  23318. if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {
  23319. camera.fov = fov;
  23320. camera.aspect = aspect;
  23321. camera.far = far;
  23322. camera.updateProjectionMatrix();
  23323. }
  23324. LightShadow.prototype.updateMatrices.call( this, light );
  23325. }
  23326. } );
  23327. function SpotLight( color, intensity, distance, angle, penumbra, decay ) {
  23328. Light.call( this, color, intensity );
  23329. this.type = 'SpotLight';
  23330. this.position.copy( Object3D.DefaultUp );
  23331. this.updateMatrix();
  23332. this.target = new Object3D();
  23333. Object.defineProperty( this, 'power', {
  23334. get: function () {
  23335. // intensity = power per solid angle.
  23336. // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23337. return this.intensity * Math.PI;
  23338. },
  23339. set: function ( power ) {
  23340. // intensity = power per solid angle.
  23341. // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23342. this.intensity = power / Math.PI;
  23343. }
  23344. } );
  23345. this.distance = ( distance !== undefined ) ? distance : 0;
  23346. this.angle = ( angle !== undefined ) ? angle : Math.PI / 3;
  23347. this.penumbra = ( penumbra !== undefined ) ? penumbra : 0;
  23348. this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
  23349. this.shadow = new SpotLightShadow();
  23350. }
  23351. SpotLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23352. constructor: SpotLight,
  23353. isSpotLight: true,
  23354. copy: function ( source ) {
  23355. Light.prototype.copy.call( this, source );
  23356. this.distance = source.distance;
  23357. this.angle = source.angle;
  23358. this.penumbra = source.penumbra;
  23359. this.decay = source.decay;
  23360. this.target = source.target.clone();
  23361. this.shadow = source.shadow.clone();
  23362. return this;
  23363. }
  23364. } );
  23365. function PointLightShadow() {
  23366. LightShadow.call( this, new PerspectiveCamera( 90, 1, 0.5, 500 ) );
  23367. this._frameExtents = new Vector2( 4, 2 );
  23368. this._viewportCount = 6;
  23369. this._viewports = [
  23370. // These viewports map a cube-map onto a 2D texture with the
  23371. // following orientation:
  23372. //
  23373. // xzXZ
  23374. // y Y
  23375. //
  23376. // X - Positive x direction
  23377. // x - Negative x direction
  23378. // Y - Positive y direction
  23379. // y - Negative y direction
  23380. // Z - Positive z direction
  23381. // z - Negative z direction
  23382. // positive X
  23383. new Vector4( 2, 1, 1, 1 ),
  23384. // negative X
  23385. new Vector4( 0, 1, 1, 1 ),
  23386. // positive Z
  23387. new Vector4( 3, 1, 1, 1 ),
  23388. // negative Z
  23389. new Vector4( 1, 1, 1, 1 ),
  23390. // positive Y
  23391. new Vector4( 3, 0, 1, 1 ),
  23392. // negative Y
  23393. new Vector4( 1, 0, 1, 1 )
  23394. ];
  23395. this._cubeDirections = [
  23396. new Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ),
  23397. new Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 )
  23398. ];
  23399. this._cubeUps = [
  23400. new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ),
  23401. new Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ), new Vector3( 0, 0, - 1 )
  23402. ];
  23403. }
  23404. PointLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  23405. constructor: PointLightShadow,
  23406. isPointLightShadow: true,
  23407. updateMatrices: function ( light, viewportIndex ) {
  23408. if ( viewportIndex === undefined ) { viewportIndex = 0; }
  23409. var camera = this.camera,
  23410. shadowMatrix = this.matrix,
  23411. lightPositionWorld = this._lightPositionWorld,
  23412. lookTarget = this._lookTarget,
  23413. projScreenMatrix = this._projScreenMatrix;
  23414. lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  23415. camera.position.copy( lightPositionWorld );
  23416. lookTarget.copy( camera.position );
  23417. lookTarget.add( this._cubeDirections[ viewportIndex ] );
  23418. camera.up.copy( this._cubeUps[ viewportIndex ] );
  23419. camera.lookAt( lookTarget );
  23420. camera.updateMatrixWorld();
  23421. shadowMatrix.makeTranslation( - lightPositionWorld.x, - lightPositionWorld.y, - lightPositionWorld.z );
  23422. projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  23423. this._frustum.setFromProjectionMatrix( projScreenMatrix );
  23424. }
  23425. } );
  23426. function PointLight( color, intensity, distance, decay ) {
  23427. Light.call( this, color, intensity );
  23428. this.type = 'PointLight';
  23429. Object.defineProperty( this, 'power', {
  23430. get: function () {
  23431. // intensity = power per solid angle.
  23432. // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23433. return this.intensity * 4 * Math.PI;
  23434. },
  23435. set: function ( power ) {
  23436. // intensity = power per solid angle.
  23437. // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23438. this.intensity = power / ( 4 * Math.PI );
  23439. }
  23440. } );
  23441. this.distance = ( distance !== undefined ) ? distance : 0;
  23442. this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
  23443. this.shadow = new PointLightShadow();
  23444. }
  23445. PointLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23446. constructor: PointLight,
  23447. isPointLight: true,
  23448. copy: function ( source ) {
  23449. Light.prototype.copy.call( this, source );
  23450. this.distance = source.distance;
  23451. this.decay = source.decay;
  23452. this.shadow = source.shadow.clone();
  23453. return this;
  23454. }
  23455. } );
  23456. function OrthographicCamera( left, right, top, bottom, near, far ) {
  23457. Camera.call( this );
  23458. this.type = 'OrthographicCamera';
  23459. this.zoom = 1;
  23460. this.view = null;
  23461. this.left = ( left !== undefined ) ? left : - 1;
  23462. this.right = ( right !== undefined ) ? right : 1;
  23463. this.top = ( top !== undefined ) ? top : 1;
  23464. this.bottom = ( bottom !== undefined ) ? bottom : - 1;
  23465. this.near = ( near !== undefined ) ? near : 0.1;
  23466. this.far = ( far !== undefined ) ? far : 2000;
  23467. this.updateProjectionMatrix();
  23468. }
  23469. OrthographicCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
  23470. constructor: OrthographicCamera,
  23471. isOrthographicCamera: true,
  23472. copy: function ( source, recursive ) {
  23473. Camera.prototype.copy.call( this, source, recursive );
  23474. this.left = source.left;
  23475. this.right = source.right;
  23476. this.top = source.top;
  23477. this.bottom = source.bottom;
  23478. this.near = source.near;
  23479. this.far = source.far;
  23480. this.zoom = source.zoom;
  23481. this.view = source.view === null ? null : Object.assign( {}, source.view );
  23482. return this;
  23483. },
  23484. setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
  23485. if ( this.view === null ) {
  23486. this.view = {
  23487. enabled: true,
  23488. fullWidth: 1,
  23489. fullHeight: 1,
  23490. offsetX: 0,
  23491. offsetY: 0,
  23492. width: 1,
  23493. height: 1
  23494. };
  23495. }
  23496. this.view.enabled = true;
  23497. this.view.fullWidth = fullWidth;
  23498. this.view.fullHeight = fullHeight;
  23499. this.view.offsetX = x;
  23500. this.view.offsetY = y;
  23501. this.view.width = width;
  23502. this.view.height = height;
  23503. this.updateProjectionMatrix();
  23504. },
  23505. clearViewOffset: function () {
  23506. if ( this.view !== null ) {
  23507. this.view.enabled = false;
  23508. }
  23509. this.updateProjectionMatrix();
  23510. },
  23511. updateProjectionMatrix: function () {
  23512. var dx = ( this.right - this.left ) / ( 2 * this.zoom );
  23513. var dy = ( this.top - this.bottom ) / ( 2 * this.zoom );
  23514. var cx = ( this.right + this.left ) / 2;
  23515. var cy = ( this.top + this.bottom ) / 2;
  23516. var left = cx - dx;
  23517. var right = cx + dx;
  23518. var top = cy + dy;
  23519. var bottom = cy - dy;
  23520. if ( this.view !== null && this.view.enabled ) {
  23521. var scaleW = ( this.right - this.left ) / this.view.fullWidth / this.zoom;
  23522. var scaleH = ( this.top - this.bottom ) / this.view.fullHeight / this.zoom;
  23523. left += scaleW * this.view.offsetX;
  23524. right = left + scaleW * this.view.width;
  23525. top -= scaleH * this.view.offsetY;
  23526. bottom = top - scaleH * this.view.height;
  23527. }
  23528. this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far );
  23529. this.projectionMatrixInverse.getInverse( this.projectionMatrix );
  23530. },
  23531. toJSON: function ( meta ) {
  23532. var data = Object3D.prototype.toJSON.call( this, meta );
  23533. data.object.zoom = this.zoom;
  23534. data.object.left = this.left;
  23535. data.object.right = this.right;
  23536. data.object.top = this.top;
  23537. data.object.bottom = this.bottom;
  23538. data.object.near = this.near;
  23539. data.object.far = this.far;
  23540. if ( this.view !== null ) { data.object.view = Object.assign( {}, this.view ); }
  23541. return data;
  23542. }
  23543. } );
  23544. function DirectionalLightShadow() {
  23545. LightShadow.call( this, new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) );
  23546. }
  23547. DirectionalLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  23548. constructor: DirectionalLightShadow,
  23549. isDirectionalLightShadow: true,
  23550. updateMatrices: function ( light ) {
  23551. LightShadow.prototype.updateMatrices.call( this, light );
  23552. }
  23553. } );
  23554. function DirectionalLight( color, intensity ) {
  23555. Light.call( this, color, intensity );
  23556. this.type = 'DirectionalLight';
  23557. this.position.copy( Object3D.DefaultUp );
  23558. this.updateMatrix();
  23559. this.target = new Object3D();
  23560. this.shadow = new DirectionalLightShadow();
  23561. }
  23562. DirectionalLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23563. constructor: DirectionalLight,
  23564. isDirectionalLight: true,
  23565. copy: function ( source ) {
  23566. Light.prototype.copy.call( this, source );
  23567. this.target = source.target.clone();
  23568. this.shadow = source.shadow.clone();
  23569. return this;
  23570. }
  23571. } );
  23572. function AmbientLight( color, intensity ) {
  23573. Light.call( this, color, intensity );
  23574. this.type = 'AmbientLight';
  23575. this.castShadow = undefined;
  23576. }
  23577. AmbientLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23578. constructor: AmbientLight,
  23579. isAmbientLight: true
  23580. } );
  23581. function RectAreaLight( color, intensity, width, height ) {
  23582. Light.call( this, color, intensity );
  23583. this.type = 'RectAreaLight';
  23584. this.width = ( width !== undefined ) ? width : 10;
  23585. this.height = ( height !== undefined ) ? height : 10;
  23586. }
  23587. RectAreaLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23588. constructor: RectAreaLight,
  23589. isRectAreaLight: true,
  23590. copy: function ( source ) {
  23591. Light.prototype.copy.call( this, source );
  23592. this.width = source.width;
  23593. this.height = source.height;
  23594. return this;
  23595. },
  23596. toJSON: function ( meta ) {
  23597. var data = Light.prototype.toJSON.call( this, meta );
  23598. data.object.width = this.width;
  23599. data.object.height = this.height;
  23600. return data;
  23601. }
  23602. } );
  23603. /**
  23604. * Primary reference:
  23605. * https://graphics.stanford.edu/papers/envmap/envmap.pdf
  23606. *
  23607. * Secondary reference:
  23608. * https://www.ppsloan.org/publications/StupidSH36.pdf
  23609. */
  23610. // 3-band SH defined by 9 coefficients
  23611. var SphericalHarmonics3 = function SphericalHarmonics3() {
  23612. Object.defineProperty( this, 'isSphericalHarmonics3', { value: true } );
  23613. this.coefficients = [];
  23614. for ( var i = 0; i < 9; i ++ ) {
  23615. this.coefficients.push( new Vector3() );
  23616. }
  23617. };
  23618. SphericalHarmonics3.prototype.set = function set ( coefficients ) {
  23619. for ( var i = 0; i < 9; i ++ ) {
  23620. this.coefficients[ i ].copy( coefficients[ i ] );
  23621. }
  23622. return this;
  23623. };
  23624. SphericalHarmonics3.prototype.zero = function zero () {
  23625. for ( var i = 0; i < 9; i ++ ) {
  23626. this.coefficients[ i ].set( 0, 0, 0 );
  23627. }
  23628. return this;
  23629. };
  23630. // get the radiance in the direction of the normal
  23631. // target is a Vector3
  23632. SphericalHarmonics3.prototype.getAt = function getAt ( normal, target ) {
  23633. // normal is assumed to be unit length
  23634. var x = normal.x, y = normal.y, z = normal.z;
  23635. var coeff = this.coefficients;
  23636. // band 0
  23637. target.copy( coeff[ 0 ] ).multiplyScalar( 0.282095 );
  23638. // band 1
  23639. target.addScaledVector( coeff[ 1 ], 0.488603 * y );
  23640. target.addScaledVector( coeff[ 2 ], 0.488603 * z );
  23641. target.addScaledVector( coeff[ 3 ], 0.488603 * x );
  23642. // band 2
  23643. target.addScaledVector( coeff[ 4 ], 1.092548 * ( x * y ) );
  23644. target.addScaledVector( coeff[ 5 ], 1.092548 * ( y * z ) );
  23645. target.addScaledVector( coeff[ 6 ], 0.315392 * ( 3.0 * z * z - 1.0 ) );
  23646. target.addScaledVector( coeff[ 7 ], 1.092548 * ( x * z ) );
  23647. target.addScaledVector( coeff[ 8 ], 0.546274 * ( x * x - y * y ) );
  23648. return target;
  23649. };
  23650. // get the irradiance (radiance convolved with cosine lobe) in the direction of the normal
  23651. // target is a Vector3
  23652. // https://graphics.stanford.edu/papers/envmap/envmap.pdf
  23653. SphericalHarmonics3.prototype.getIrradianceAt = function getIrradianceAt ( normal, target ) {
  23654. // normal is assumed to be unit length
  23655. var x = normal.x, y = normal.y, z = normal.z;
  23656. var coeff = this.coefficients;
  23657. // band 0
  23658. target.copy( coeff[ 0 ] ).multiplyScalar( 0.886227 ); // π * 0.282095
  23659. // band 1
  23660. target.addScaledVector( coeff[ 1 ], 2.0 * 0.511664 * y ); // ( 2 * π / 3 ) * 0.488603
  23661. target.addScaledVector( coeff[ 2 ], 2.0 * 0.511664 * z );
  23662. target.addScaledVector( coeff[ 3 ], 2.0 * 0.511664 * x );
  23663. // band 2
  23664. target.addScaledVector( coeff[ 4 ], 2.0 * 0.429043 * x * y ); // ( π / 4 ) * 1.092548
  23665. target.addScaledVector( coeff[ 5 ], 2.0 * 0.429043 * y * z );
  23666. target.addScaledVector( coeff[ 6 ], 0.743125 * z * z - 0.247708 ); // ( π / 4 ) * 0.315392 * 3
  23667. target.addScaledVector( coeff[ 7 ], 2.0 * 0.429043 * x * z );
  23668. target.addScaledVector( coeff[ 8 ], 0.429043 * ( x * x - y * y ) ); // ( π / 4 ) * 0.546274
  23669. return target;
  23670. };
  23671. SphericalHarmonics3.prototype.add = function add ( sh ) {
  23672. for ( var i = 0; i < 9; i ++ ) {
  23673. this.coefficients[ i ].add( sh.coefficients[ i ] );
  23674. }
  23675. return this;
  23676. };
  23677. SphericalHarmonics3.prototype.addScaledSH = function addScaledSH ( sh, s ) {
  23678. for ( var i = 0; i < 9; i ++ ) {
  23679. this.coefficients[ i ].addScaledVector( sh.coefficients[ i ], s );
  23680. }
  23681. return this;
  23682. };
  23683. SphericalHarmonics3.prototype.scale = function scale ( s ) {
  23684. for ( var i = 0; i < 9; i ++ ) {
  23685. this.coefficients[ i ].multiplyScalar( s );
  23686. }
  23687. return this;
  23688. };
  23689. SphericalHarmonics3.prototype.lerp = function lerp ( sh, alpha ) {
  23690. for ( var i = 0; i < 9; i ++ ) {
  23691. this.coefficients[ i ].lerp( sh.coefficients[ i ], alpha );
  23692. }
  23693. return this;
  23694. };
  23695. SphericalHarmonics3.prototype.equals = function equals ( sh ) {
  23696. for ( var i = 0; i < 9; i ++ ) {
  23697. if ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) {
  23698. return false;
  23699. }
  23700. }
  23701. return true;
  23702. };
  23703. SphericalHarmonics3.prototype.copy = function copy ( sh ) {
  23704. return this.set( sh.coefficients );
  23705. };
  23706. SphericalHarmonics3.prototype.clone = function clone () {
  23707. return new this.constructor().copy( this );
  23708. };
  23709. SphericalHarmonics3.prototype.fromArray = function fromArray ( array, offset ) {
  23710. if ( offset === undefined ) { offset = 0; }
  23711. var coefficients = this.coefficients;
  23712. for ( var i = 0; i < 9; i ++ ) {
  23713. coefficients[ i ].fromArray( array, offset + ( i * 3 ) );
  23714. }
  23715. return this;
  23716. };
  23717. SphericalHarmonics3.prototype.toArray = function toArray ( array, offset ) {
  23718. if ( array === undefined ) { array = []; }
  23719. if ( offset === undefined ) { offset = 0; }
  23720. var coefficients = this.coefficients;
  23721. for ( var i = 0; i < 9; i ++ ) {
  23722. coefficients[ i ].toArray( array, offset + ( i * 3 ) );
  23723. }
  23724. return array;
  23725. };
  23726. // evaluate the basis functions
  23727. // shBasis is an Array[ 9 ]
  23728. SphericalHarmonics3.getBasisAt = function getBasisAt ( normal, shBasis ) {
  23729. // normal is assumed to be unit length
  23730. var x = normal.x, y = normal.y, z = normal.z;
  23731. // band 0
  23732. shBasis[ 0 ] = 0.282095;
  23733. // band 1
  23734. shBasis[ 1 ] = 0.488603 * y;
  23735. shBasis[ 2 ] = 0.488603 * z;
  23736. shBasis[ 3 ] = 0.488603 * x;
  23737. // band 2
  23738. shBasis[ 4 ] = 1.092548 * x * y;
  23739. shBasis[ 5 ] = 1.092548 * y * z;
  23740. shBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 );
  23741. shBasis[ 7 ] = 1.092548 * x * z;
  23742. shBasis[ 8 ] = 0.546274 * ( x * x - y * y );
  23743. };
  23744. function LightProbe( sh, intensity ) {
  23745. Light.call( this, undefined, intensity );
  23746. this.type = 'LightProbe';
  23747. this.sh = ( sh !== undefined ) ? sh : new SphericalHarmonics3();
  23748. }
  23749. LightProbe.prototype = Object.assign( Object.create( Light.prototype ), {
  23750. constructor: LightProbe,
  23751. isLightProbe: true,
  23752. copy: function ( source ) {
  23753. Light.prototype.copy.call( this, source );
  23754. this.sh.copy( source.sh );
  23755. return this;
  23756. },
  23757. fromJSON: function ( json ) {
  23758. this.intensity = json.intensity; // TODO: Move this bit to Light.fromJSON();
  23759. this.sh.fromArray( json.sh );
  23760. return this;
  23761. },
  23762. toJSON: function ( meta ) {
  23763. var data = Light.prototype.toJSON.call( this, meta );
  23764. data.object.sh = this.sh.toArray();
  23765. return data;
  23766. }
  23767. } );
  23768. function MaterialLoader( manager ) {
  23769. Loader.call( this, manager );
  23770. this.textures = {};
  23771. }
  23772. MaterialLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  23773. constructor: MaterialLoader,
  23774. load: function ( url, onLoad, onProgress, onError ) {
  23775. var scope = this;
  23776. var loader = new FileLoader( scope.manager );
  23777. loader.setPath( scope.path );
  23778. loader.setRequestHeader( scope.requestHeader );
  23779. loader.load( url, function ( text ) {
  23780. try {
  23781. onLoad( scope.parse( JSON.parse( text ) ) );
  23782. } catch ( e ) {
  23783. if ( onError ) {
  23784. onError( e );
  23785. } else {
  23786. console.error( e );
  23787. }
  23788. scope.manager.itemError( url );
  23789. }
  23790. }, onProgress, onError );
  23791. },
  23792. parse: function ( json ) {
  23793. var textures = this.textures;
  23794. function getTexture( name ) {
  23795. if ( textures[ name ] === undefined ) {
  23796. console.warn( 'THREE.MaterialLoader: Undefined texture', name );
  23797. }
  23798. return textures[ name ];
  23799. }
  23800. var material = new Materials[ json.type ]();
  23801. if ( json.uuid !== undefined ) { material.uuid = json.uuid; }
  23802. if ( json.name !== undefined ) { material.name = json.name; }
  23803. if ( json.color !== undefined ) { material.color.setHex( json.color ); }
  23804. if ( json.roughness !== undefined ) { material.roughness = json.roughness; }
  23805. if ( json.metalness !== undefined ) { material.metalness = json.metalness; }
  23806. if ( json.sheen !== undefined ) { material.sheen = new Color().setHex( json.sheen ); }
  23807. if ( json.emissive !== undefined ) { material.emissive.setHex( json.emissive ); }
  23808. if ( json.specular !== undefined ) { material.specular.setHex( json.specular ); }
  23809. if ( json.shininess !== undefined ) { material.shininess = json.shininess; }
  23810. if ( json.clearcoat !== undefined ) { material.clearcoat = json.clearcoat; }
  23811. if ( json.clearcoatRoughness !== undefined ) { material.clearcoatRoughness = json.clearcoatRoughness; }
  23812. if ( json.fog !== undefined ) { material.fog = json.fog; }
  23813. if ( json.flatShading !== undefined ) { material.flatShading = json.flatShading; }
  23814. if ( json.blending !== undefined ) { material.blending = json.blending; }
  23815. if ( json.combine !== undefined ) { material.combine = json.combine; }
  23816. if ( json.side !== undefined ) { material.side = json.side; }
  23817. if ( json.opacity !== undefined ) { material.opacity = json.opacity; }
  23818. if ( json.transparent !== undefined ) { material.transparent = json.transparent; }
  23819. if ( json.alphaTest !== undefined ) { material.alphaTest = json.alphaTest; }
  23820. if ( json.depthTest !== undefined ) { material.depthTest = json.depthTest; }
  23821. if ( json.depthWrite !== undefined ) { material.depthWrite = json.depthWrite; }
  23822. if ( json.colorWrite !== undefined ) { material.colorWrite = json.colorWrite; }
  23823. if ( json.stencilWrite !== undefined ) { material.stencilWrite = json.stencilWrite; }
  23824. if ( json.stencilWriteMask !== undefined ) { material.stencilWriteMask = json.stencilWriteMask; }
  23825. if ( json.stencilFunc !== undefined ) { material.stencilFunc = json.stencilFunc; }
  23826. if ( json.stencilRef !== undefined ) { material.stencilRef = json.stencilRef; }
  23827. if ( json.stencilFuncMask !== undefined ) { material.stencilFuncMask = json.stencilFuncMask; }
  23828. if ( json.stencilFail !== undefined ) { material.stencilFail = json.stencilFail; }
  23829. if ( json.stencilZFail !== undefined ) { material.stencilZFail = json.stencilZFail; }
  23830. if ( json.stencilZPass !== undefined ) { material.stencilZPass = json.stencilZPass; }
  23831. if ( json.wireframe !== undefined ) { material.wireframe = json.wireframe; }
  23832. if ( json.wireframeLinewidth !== undefined ) { material.wireframeLinewidth = json.wireframeLinewidth; }
  23833. if ( json.wireframeLinecap !== undefined ) { material.wireframeLinecap = json.wireframeLinecap; }
  23834. if ( json.wireframeLinejoin !== undefined ) { material.wireframeLinejoin = json.wireframeLinejoin; }
  23835. if ( json.rotation !== undefined ) { material.rotation = json.rotation; }
  23836. if ( json.linewidth !== 1 ) { material.linewidth = json.linewidth; }
  23837. if ( json.dashSize !== undefined ) { material.dashSize = json.dashSize; }
  23838. if ( json.gapSize !== undefined ) { material.gapSize = json.gapSize; }
  23839. if ( json.scale !== undefined ) { material.scale = json.scale; }
  23840. if ( json.polygonOffset !== undefined ) { material.polygonOffset = json.polygonOffset; }
  23841. if ( json.polygonOffsetFactor !== undefined ) { material.polygonOffsetFactor = json.polygonOffsetFactor; }
  23842. if ( json.polygonOffsetUnits !== undefined ) { material.polygonOffsetUnits = json.polygonOffsetUnits; }
  23843. if ( json.skinning !== undefined ) { material.skinning = json.skinning; }
  23844. if ( json.morphTargets !== undefined ) { material.morphTargets = json.morphTargets; }
  23845. if ( json.morphNormals !== undefined ) { material.morphNormals = json.morphNormals; }
  23846. if ( json.dithering !== undefined ) { material.dithering = json.dithering; }
  23847. if ( json.vertexTangents !== undefined ) { material.vertexTangents = json.vertexTangents; }
  23848. if ( json.visible !== undefined ) { material.visible = json.visible; }
  23849. if ( json.toneMapped !== undefined ) { material.toneMapped = json.toneMapped; }
  23850. if ( json.userData !== undefined ) { material.userData = json.userData; }
  23851. if ( json.vertexColors !== undefined ) {
  23852. if ( typeof json.vertexColors === 'number' ) {
  23853. material.vertexColors = ( json.vertexColors > 0 ) ? true : false;
  23854. } else {
  23855. material.vertexColors = json.vertexColors;
  23856. }
  23857. }
  23858. // Shader Material
  23859. if ( json.uniforms !== undefined ) {
  23860. for ( var name in json.uniforms ) {
  23861. var uniform = json.uniforms[ name ];
  23862. material.uniforms[ name ] = {};
  23863. switch ( uniform.type ) {
  23864. case 't':
  23865. material.uniforms[ name ].value = getTexture( uniform.value );
  23866. break;
  23867. case 'c':
  23868. material.uniforms[ name ].value = new Color().setHex( uniform.value );
  23869. break;
  23870. case 'v2':
  23871. material.uniforms[ name ].value = new Vector2().fromArray( uniform.value );
  23872. break;
  23873. case 'v3':
  23874. material.uniforms[ name ].value = new Vector3().fromArray( uniform.value );
  23875. break;
  23876. case 'v4':
  23877. material.uniforms[ name ].value = new Vector4().fromArray( uniform.value );
  23878. break;
  23879. case 'm3':
  23880. material.uniforms[ name ].value = new Matrix3().fromArray( uniform.value );
  23881. break;
  23882. case 'm4':
  23883. material.uniforms[ name ].value = new Matrix4().fromArray( uniform.value );
  23884. break;
  23885. default:
  23886. material.uniforms[ name ].value = uniform.value;
  23887. }
  23888. }
  23889. }
  23890. if ( json.defines !== undefined ) { material.defines = json.defines; }
  23891. if ( json.vertexShader !== undefined ) { material.vertexShader = json.vertexShader; }
  23892. if ( json.fragmentShader !== undefined ) { material.fragmentShader = json.fragmentShader; }
  23893. if ( json.extensions !== undefined ) {
  23894. for ( var key in json.extensions ) {
  23895. material.extensions[ key ] = json.extensions[ key ];
  23896. }
  23897. }
  23898. // Deprecated
  23899. if ( json.shading !== undefined ) { material.flatShading = json.shading === 1; } // THREE.FlatShading
  23900. // for PointsMaterial
  23901. if ( json.size !== undefined ) { material.size = json.size; }
  23902. if ( json.sizeAttenuation !== undefined ) { material.sizeAttenuation = json.sizeAttenuation; }
  23903. // maps
  23904. if ( json.map !== undefined ) { material.map = getTexture( json.map ); }
  23905. if ( json.matcap !== undefined ) { material.matcap = getTexture( json.matcap ); }
  23906. if ( json.alphaMap !== undefined ) { material.alphaMap = getTexture( json.alphaMap ); }
  23907. if ( json.bumpMap !== undefined ) { material.bumpMap = getTexture( json.bumpMap ); }
  23908. if ( json.bumpScale !== undefined ) { material.bumpScale = json.bumpScale; }
  23909. if ( json.normalMap !== undefined ) { material.normalMap = getTexture( json.normalMap ); }
  23910. if ( json.normalMapType !== undefined ) { material.normalMapType = json.normalMapType; }
  23911. if ( json.normalScale !== undefined ) {
  23912. var normalScale = json.normalScale;
  23913. if ( Array.isArray( normalScale ) === false ) {
  23914. // Blender exporter used to export a scalar. See #7459
  23915. normalScale = [ normalScale, normalScale ];
  23916. }
  23917. material.normalScale = new Vector2().fromArray( normalScale );
  23918. }
  23919. if ( json.displacementMap !== undefined ) { material.displacementMap = getTexture( json.displacementMap ); }
  23920. if ( json.displacementScale !== undefined ) { material.displacementScale = json.displacementScale; }
  23921. if ( json.displacementBias !== undefined ) { material.displacementBias = json.displacementBias; }
  23922. if ( json.roughnessMap !== undefined ) { material.roughnessMap = getTexture( json.roughnessMap ); }
  23923. if ( json.metalnessMap !== undefined ) { material.metalnessMap = getTexture( json.metalnessMap ); }
  23924. if ( json.emissiveMap !== undefined ) { material.emissiveMap = getTexture( json.emissiveMap ); }
  23925. if ( json.emissiveIntensity !== undefined ) { material.emissiveIntensity = json.emissiveIntensity; }
  23926. if ( json.specularMap !== undefined ) { material.specularMap = getTexture( json.specularMap ); }
  23927. if ( json.envMap !== undefined ) { material.envMap = getTexture( json.envMap ); }
  23928. if ( json.envMapIntensity !== undefined ) { material.envMapIntensity = json.envMapIntensity; }
  23929. if ( json.reflectivity !== undefined ) { material.reflectivity = json.reflectivity; }
  23930. if ( json.refractionRatio !== undefined ) { material.refractionRatio = json.refractionRatio; }
  23931. if ( json.lightMap !== undefined ) { material.lightMap = getTexture( json.lightMap ); }
  23932. if ( json.lightMapIntensity !== undefined ) { material.lightMapIntensity = json.lightMapIntensity; }
  23933. if ( json.aoMap !== undefined ) { material.aoMap = getTexture( json.aoMap ); }
  23934. if ( json.aoMapIntensity !== undefined ) { material.aoMapIntensity = json.aoMapIntensity; }
  23935. if ( json.gradientMap !== undefined ) { material.gradientMap = getTexture( json.gradientMap ); }
  23936. if ( json.clearcoatMap !== undefined ) { material.clearcoatMap = getTexture( json.clearcoatMap ); }
  23937. if ( json.clearcoatRoughnessMap !== undefined ) { material.clearcoatRoughnessMap = getTexture( json.clearcoatRoughnessMap ); }
  23938. if ( json.clearcoatNormalMap !== undefined ) { material.clearcoatNormalMap = getTexture( json.clearcoatNormalMap ); }
  23939. if ( json.clearcoatNormalScale !== undefined ) { material.clearcoatNormalScale = new Vector2().fromArray( json.clearcoatNormalScale ); }
  23940. if ( json.transmission !== undefined ) { material.transmission = json.transmission; }
  23941. if ( json.transmissionMap !== undefined ) { material.transmissionMap = getTexture( json.transmissionMap ); }
  23942. return material;
  23943. },
  23944. setTextures: function ( value ) {
  23945. this.textures = value;
  23946. return this;
  23947. }
  23948. } );
  23949. var LoaderUtils = {
  23950. decodeText: function ( array ) {
  23951. if ( typeof TextDecoder !== 'undefined' ) {
  23952. return new TextDecoder().decode( array );
  23953. }
  23954. // Avoid the String.fromCharCode.apply(null, array) shortcut, which
  23955. // throws a "maximum call stack size exceeded" error for large arrays.
  23956. var s = '';
  23957. for ( var i = 0, il = array.length; i < il; i ++ ) {
  23958. // Implicitly assumes little-endian.
  23959. s += String.fromCharCode( array[ i ] );
  23960. }
  23961. try {
  23962. // merges multi-byte utf-8 characters.
  23963. return decodeURIComponent( escape( s ) );
  23964. } catch ( e ) { // see #16358
  23965. return s;
  23966. }
  23967. },
  23968. extractUrlBase: function ( url ) {
  23969. var index = url.lastIndexOf( '/' );
  23970. if ( index === - 1 ) { return './'; }
  23971. return url.substr( 0, index + 1 );
  23972. }
  23973. };
  23974. function InstancedBufferGeometry() {
  23975. BufferGeometry.call( this );
  23976. this.type = 'InstancedBufferGeometry';
  23977. this.instanceCount = Infinity;
  23978. }
  23979. InstancedBufferGeometry.prototype = Object.assign( Object.create( BufferGeometry.prototype ), {
  23980. constructor: InstancedBufferGeometry,
  23981. isInstancedBufferGeometry: true,
  23982. copy: function ( source ) {
  23983. BufferGeometry.prototype.copy.call( this, source );
  23984. this.instanceCount = source.instanceCount;
  23985. return this;
  23986. },
  23987. clone: function () {
  23988. return new this.constructor().copy( this );
  23989. },
  23990. toJSON: function () {
  23991. var data = BufferGeometry.prototype.toJSON.call( this );
  23992. data.instanceCount = this.instanceCount;
  23993. data.isInstancedBufferGeometry = true;
  23994. return data;
  23995. }
  23996. } );
  23997. function InstancedBufferAttribute( array, itemSize, normalized, meshPerAttribute ) {
  23998. if ( typeof ( normalized ) === 'number' ) {
  23999. meshPerAttribute = normalized;
  24000. normalized = false;
  24001. console.error( 'THREE.InstancedBufferAttribute: The constructor now expects normalized as the third argument.' );
  24002. }
  24003. BufferAttribute.call( this, array, itemSize, normalized );
  24004. this.meshPerAttribute = meshPerAttribute || 1;
  24005. }
  24006. InstancedBufferAttribute.prototype = Object.assign( Object.create( BufferAttribute.prototype ), {
  24007. constructor: InstancedBufferAttribute,
  24008. isInstancedBufferAttribute: true,
  24009. copy: function ( source ) {
  24010. BufferAttribute.prototype.copy.call( this, source );
  24011. this.meshPerAttribute = source.meshPerAttribute;
  24012. return this;
  24013. },
  24014. toJSON: function () {
  24015. var data = BufferAttribute.prototype.toJSON.call( this );
  24016. data.meshPerAttribute = this.meshPerAttribute;
  24017. data.isInstancedBufferAttribute = true;
  24018. return data;
  24019. }
  24020. } );
  24021. function BufferGeometryLoader( manager ) {
  24022. Loader.call( this, manager );
  24023. }
  24024. BufferGeometryLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  24025. constructor: BufferGeometryLoader,
  24026. load: function ( url, onLoad, onProgress, onError ) {
  24027. var scope = this;
  24028. var loader = new FileLoader( scope.manager );
  24029. loader.setPath( scope.path );
  24030. loader.setRequestHeader( scope.requestHeader );
  24031. loader.load( url, function ( text ) {
  24032. try {
  24033. onLoad( scope.parse( JSON.parse( text ) ) );
  24034. } catch ( e ) {
  24035. if ( onError ) {
  24036. onError( e );
  24037. } else {
  24038. console.error( e );
  24039. }
  24040. scope.manager.itemError( url );
  24041. }
  24042. }, onProgress, onError );
  24043. },
  24044. parse: function ( json ) {
  24045. var interleavedBufferMap = {};
  24046. var arrayBufferMap = {};
  24047. function getInterleavedBuffer( json, uuid ) {
  24048. if ( interleavedBufferMap[ uuid ] !== undefined ) { return interleavedBufferMap[ uuid ]; }
  24049. var interleavedBuffers = json.interleavedBuffers;
  24050. var interleavedBuffer = interleavedBuffers[ uuid ];
  24051. var buffer = getArrayBuffer( json, interleavedBuffer.buffer );
  24052. var array = new TYPED_ARRAYS[ interleavedBuffer.type ]( buffer );
  24053. var ib = new InterleavedBuffer( array, interleavedBuffer.stride );
  24054. ib.uuid = interleavedBuffer.uuid;
  24055. interleavedBufferMap[ uuid ] = ib;
  24056. return ib;
  24057. }
  24058. function getArrayBuffer( json, uuid ) {
  24059. if ( arrayBufferMap[ uuid ] !== undefined ) { return arrayBufferMap[ uuid ]; }
  24060. var arrayBuffers = json.arrayBuffers;
  24061. var arrayBuffer = arrayBuffers[ uuid ];
  24062. var ab = new Uint32Array( arrayBuffer ).buffer;
  24063. arrayBufferMap[ uuid ] = ab;
  24064. return ab;
  24065. }
  24066. var geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry();
  24067. var index = json.data.index;
  24068. if ( index !== undefined ) {
  24069. var typedArray = new TYPED_ARRAYS[ index.type ]( index.array );
  24070. geometry.setIndex( new BufferAttribute( typedArray, 1 ) );
  24071. }
  24072. var attributes = json.data.attributes;
  24073. for ( var key in attributes ) {
  24074. var attribute = attributes[ key ];
  24075. var bufferAttribute = (void 0);
  24076. if ( attribute.isInterleavedBufferAttribute ) {
  24077. var interleavedBuffer = getInterleavedBuffer( json.data, attribute.data );
  24078. bufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized );
  24079. } else {
  24080. var typedArray$1 = new TYPED_ARRAYS[ attribute.type ]( attribute.array );
  24081. var bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute;
  24082. bufferAttribute = new bufferAttributeConstr( typedArray$1, attribute.itemSize, attribute.normalized );
  24083. }
  24084. if ( attribute.name !== undefined ) { bufferAttribute.name = attribute.name; }
  24085. geometry.setAttribute( key, bufferAttribute );
  24086. }
  24087. var morphAttributes = json.data.morphAttributes;
  24088. if ( morphAttributes ) {
  24089. for ( var key$1 in morphAttributes ) {
  24090. var attributeArray = morphAttributes[ key$1 ];
  24091. var array = [];
  24092. for ( var i = 0, il = attributeArray.length; i < il; i ++ ) {
  24093. var attribute$1 = attributeArray[ i ];
  24094. var bufferAttribute$1 = (void 0);
  24095. if ( attribute$1.isInterleavedBufferAttribute ) {
  24096. var interleavedBuffer$1 = getInterleavedBuffer( json.data, attribute$1.data );
  24097. bufferAttribute$1 = new InterleavedBufferAttribute( interleavedBuffer$1, attribute$1.itemSize, attribute$1.offset, attribute$1.normalized );
  24098. } else {
  24099. var typedArray$2 = new TYPED_ARRAYS[ attribute$1.type ]( attribute$1.array );
  24100. bufferAttribute$1 = new BufferAttribute( typedArray$2, attribute$1.itemSize, attribute$1.normalized );
  24101. }
  24102. if ( attribute$1.name !== undefined ) { bufferAttribute$1.name = attribute$1.name; }
  24103. array.push( bufferAttribute$1 );
  24104. }
  24105. geometry.morphAttributes[ key$1 ] = array;
  24106. }
  24107. }
  24108. var morphTargetsRelative = json.data.morphTargetsRelative;
  24109. if ( morphTargetsRelative ) {
  24110. geometry.morphTargetsRelative = true;
  24111. }
  24112. var groups = json.data.groups || json.data.drawcalls || json.data.offsets;
  24113. if ( groups !== undefined ) {
  24114. for ( var i$1 = 0, n = groups.length; i$1 !== n; ++ i$1 ) {
  24115. var group = groups[ i$1 ];
  24116. geometry.addGroup( group.start, group.count, group.materialIndex );
  24117. }
  24118. }
  24119. var boundingSphere = json.data.boundingSphere;
  24120. if ( boundingSphere !== undefined ) {
  24121. var center = new Vector3();
  24122. if ( boundingSphere.center !== undefined ) {
  24123. center.fromArray( boundingSphere.center );
  24124. }
  24125. geometry.boundingSphere = new Sphere( center, boundingSphere.radius );
  24126. }
  24127. if ( json.name ) { geometry.name = json.name; }
  24128. if ( json.userData ) { geometry.userData = json.userData; }
  24129. return geometry;
  24130. }
  24131. } );
  24132. var TYPED_ARRAYS = {
  24133. Int8Array: Int8Array,
  24134. Uint8Array: Uint8Array,
  24135. // Workaround for IE11 pre KB2929437. See #11440
  24136. Uint8ClampedArray: typeof Uint8ClampedArray !== 'undefined' ? Uint8ClampedArray : Uint8Array,
  24137. Int16Array: Int16Array,
  24138. Uint16Array: Uint16Array,
  24139. Int32Array: Int32Array,
  24140. Uint32Array: Uint32Array,
  24141. Float32Array: Float32Array,
  24142. Float64Array: Float64Array
  24143. };
  24144. function ObjectLoader( manager ) {
  24145. Loader.call( this, manager );
  24146. }
  24147. ObjectLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  24148. constructor: ObjectLoader,
  24149. load: function ( url, onLoad, onProgress, onError ) {
  24150. var scope = this;
  24151. var path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;
  24152. this.resourcePath = this.resourcePath || path;
  24153. var loader = new FileLoader( scope.manager );
  24154. loader.setPath( this.path );
  24155. loader.setRequestHeader( this.requestHeader );
  24156. loader.load( url, function ( text ) {
  24157. var json = null;
  24158. try {
  24159. json = JSON.parse( text );
  24160. } catch ( error ) {
  24161. if ( onError !== undefined ) { onError( error ); }
  24162. console.error( 'THREE:ObjectLoader: Can\'t parse ' + url + '.', error.message );
  24163. return;
  24164. }
  24165. var metadata = json.metadata;
  24166. if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
  24167. console.error( 'THREE.ObjectLoader: Can\'t load ' + url );
  24168. return;
  24169. }
  24170. scope.parse( json, onLoad );
  24171. }, onProgress, onError );
  24172. },
  24173. parse: function ( json, onLoad ) {
  24174. var shapes = this.parseShape( json.shapes );
  24175. var geometries = this.parseGeometries( json.geometries, shapes );
  24176. var images = this.parseImages( json.images, function () {
  24177. if ( onLoad !== undefined ) { onLoad( object ); }
  24178. } );
  24179. var textures = this.parseTextures( json.textures, images );
  24180. var materials = this.parseMaterials( json.materials, textures );
  24181. var object = this.parseObject( json.object, geometries, materials );
  24182. if ( json.animations ) {
  24183. object.animations = this.parseAnimations( json.animations );
  24184. }
  24185. if ( json.images === undefined || json.images.length === 0 ) {
  24186. if ( onLoad !== undefined ) { onLoad( object ); }
  24187. }
  24188. return object;
  24189. },
  24190. parseShape: function ( json ) {
  24191. var shapes = {};
  24192. if ( json !== undefined ) {
  24193. for ( var i = 0, l = json.length; i < l; i ++ ) {
  24194. var shape = new Shape().fromJSON( json[ i ] );
  24195. shapes[ shape.uuid ] = shape;
  24196. }
  24197. }
  24198. return shapes;
  24199. },
  24200. parseGeometries: function ( json, shapes ) {
  24201. var geometries = {};
  24202. var geometryShapes;
  24203. if ( json !== undefined ) {
  24204. var bufferGeometryLoader = new BufferGeometryLoader();
  24205. for ( var i = 0, l = json.length; i < l; i ++ ) {
  24206. var geometry = (void 0);
  24207. var data = json[ i ];
  24208. switch ( data.type ) {
  24209. case 'PlaneGeometry':
  24210. case 'PlaneBufferGeometry':
  24211. geometry = new Geometries[ data.type ](
  24212. data.width,
  24213. data.height,
  24214. data.widthSegments,
  24215. data.heightSegments
  24216. );
  24217. break;
  24218. case 'BoxGeometry':
  24219. case 'BoxBufferGeometry':
  24220. case 'CubeGeometry': // backwards compatible
  24221. geometry = new Geometries[ data.type ](
  24222. data.width,
  24223. data.height,
  24224. data.depth,
  24225. data.widthSegments,
  24226. data.heightSegments,
  24227. data.depthSegments
  24228. );
  24229. break;
  24230. case 'CircleGeometry':
  24231. case 'CircleBufferGeometry':
  24232. geometry = new Geometries[ data.type ](
  24233. data.radius,
  24234. data.segments,
  24235. data.thetaStart,
  24236. data.thetaLength
  24237. );
  24238. break;
  24239. case 'CylinderGeometry':
  24240. case 'CylinderBufferGeometry':
  24241. geometry = new Geometries[ data.type ](
  24242. data.radiusTop,
  24243. data.radiusBottom,
  24244. data.height,
  24245. data.radialSegments,
  24246. data.heightSegments,
  24247. data.openEnded,
  24248. data.thetaStart,
  24249. data.thetaLength
  24250. );
  24251. break;
  24252. case 'ConeGeometry':
  24253. case 'ConeBufferGeometry':
  24254. geometry = new Geometries[ data.type ](
  24255. data.radius,
  24256. data.height,
  24257. data.radialSegments,
  24258. data.heightSegments,
  24259. data.openEnded,
  24260. data.thetaStart,
  24261. data.thetaLength
  24262. );
  24263. break;
  24264. case 'SphereGeometry':
  24265. case 'SphereBufferGeometry':
  24266. geometry = new Geometries[ data.type ](
  24267. data.radius,
  24268. data.widthSegments,
  24269. data.heightSegments,
  24270. data.phiStart,
  24271. data.phiLength,
  24272. data.thetaStart,
  24273. data.thetaLength
  24274. );
  24275. break;
  24276. case 'DodecahedronGeometry':
  24277. case 'DodecahedronBufferGeometry':
  24278. case 'IcosahedronGeometry':
  24279. case 'IcosahedronBufferGeometry':
  24280. case 'OctahedronGeometry':
  24281. case 'OctahedronBufferGeometry':
  24282. case 'TetrahedronGeometry':
  24283. case 'TetrahedronBufferGeometry':
  24284. geometry = new Geometries[ data.type ](
  24285. data.radius,
  24286. data.detail
  24287. );
  24288. break;
  24289. case 'RingGeometry':
  24290. case 'RingBufferGeometry':
  24291. geometry = new Geometries[ data.type ](
  24292. data.innerRadius,
  24293. data.outerRadius,
  24294. data.thetaSegments,
  24295. data.phiSegments,
  24296. data.thetaStart,
  24297. data.thetaLength
  24298. );
  24299. break;
  24300. case 'TorusGeometry':
  24301. case 'TorusBufferGeometry':
  24302. geometry = new Geometries[ data.type ](
  24303. data.radius,
  24304. data.tube,
  24305. data.radialSegments,
  24306. data.tubularSegments,
  24307. data.arc
  24308. );
  24309. break;
  24310. case 'TorusKnotGeometry':
  24311. case 'TorusKnotBufferGeometry':
  24312. geometry = new Geometries[ data.type ](
  24313. data.radius,
  24314. data.tube,
  24315. data.tubularSegments,
  24316. data.radialSegments,
  24317. data.p,
  24318. data.q
  24319. );
  24320. break;
  24321. case 'TubeGeometry':
  24322. case 'TubeBufferGeometry':
  24323. // This only works for built-in curves (e.g. CatmullRomCurve3).
  24324. // User defined curves or instances of CurvePath will not be deserialized.
  24325. geometry = new Geometries[ data.type ](
  24326. new Curves[ data.path.type ]().fromJSON( data.path ),
  24327. data.tubularSegments,
  24328. data.radius,
  24329. data.radialSegments,
  24330. data.closed
  24331. );
  24332. break;
  24333. case 'LatheGeometry':
  24334. case 'LatheBufferGeometry':
  24335. geometry = new Geometries[ data.type ](
  24336. data.points,
  24337. data.segments,
  24338. data.phiStart,
  24339. data.phiLength
  24340. );
  24341. break;
  24342. case 'PolyhedronGeometry':
  24343. case 'PolyhedronBufferGeometry':
  24344. geometry = new Geometries[ data.type ](
  24345. data.vertices,
  24346. data.indices,
  24347. data.radius,
  24348. data.details
  24349. );
  24350. break;
  24351. case 'ShapeGeometry':
  24352. case 'ShapeBufferGeometry':
  24353. geometryShapes = [];
  24354. for ( var j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  24355. var shape = shapes[ data.shapes[ j ] ];
  24356. geometryShapes.push( shape );
  24357. }
  24358. geometry = new Geometries[ data.type ](
  24359. geometryShapes,
  24360. data.curveSegments
  24361. );
  24362. break;
  24363. case 'ExtrudeGeometry':
  24364. case 'ExtrudeBufferGeometry':
  24365. geometryShapes = [];
  24366. for ( var j$1 = 0, jl$1 = data.shapes.length; j$1 < jl$1; j$1 ++ ) {
  24367. var shape$1 = shapes[ data.shapes[ j$1 ] ];
  24368. geometryShapes.push( shape$1 );
  24369. }
  24370. var extrudePath = data.options.extrudePath;
  24371. if ( extrudePath !== undefined ) {
  24372. data.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath );
  24373. }
  24374. geometry = new Geometries[ data.type ](
  24375. geometryShapes,
  24376. data.options
  24377. );
  24378. break;
  24379. case 'BufferGeometry':
  24380. case 'InstancedBufferGeometry':
  24381. geometry = bufferGeometryLoader.parse( data );
  24382. break;
  24383. case 'Geometry':
  24384. console.error( 'THREE.ObjectLoader: Loading "Geometry" is not supported anymore.' );
  24385. break;
  24386. default:
  24387. console.warn( 'THREE.ObjectLoader: Unsupported geometry type "' + data.type + '"' );
  24388. continue;
  24389. }
  24390. geometry.uuid = data.uuid;
  24391. if ( data.name !== undefined ) { geometry.name = data.name; }
  24392. if ( geometry.isBufferGeometry === true && data.userData !== undefined ) { geometry.userData = data.userData; }
  24393. geometries[ data.uuid ] = geometry;
  24394. }
  24395. }
  24396. return geometries;
  24397. },
  24398. parseMaterials: function ( json, textures ) {
  24399. var cache = {}; // MultiMaterial
  24400. var materials = {};
  24401. if ( json !== undefined ) {
  24402. var loader = new MaterialLoader();
  24403. loader.setTextures( textures );
  24404. for ( var i = 0, l = json.length; i < l; i ++ ) {
  24405. var data = json[ i ];
  24406. if ( data.type === 'MultiMaterial' ) {
  24407. // Deprecated
  24408. var array = [];
  24409. for ( var j = 0; j < data.materials.length; j ++ ) {
  24410. var material = data.materials[ j ];
  24411. if ( cache[ material.uuid ] === undefined ) {
  24412. cache[ material.uuid ] = loader.parse( material );
  24413. }
  24414. array.push( cache[ material.uuid ] );
  24415. }
  24416. materials[ data.uuid ] = array;
  24417. } else {
  24418. if ( cache[ data.uuid ] === undefined ) {
  24419. cache[ data.uuid ] = loader.parse( data );
  24420. }
  24421. materials[ data.uuid ] = cache[ data.uuid ];
  24422. }
  24423. }
  24424. }
  24425. return materials;
  24426. },
  24427. parseAnimations: function ( json ) {
  24428. var animations = [];
  24429. for ( var i = 0; i < json.length; i ++ ) {
  24430. var data = json[ i ];
  24431. var clip = AnimationClip.parse( data );
  24432. if ( data.uuid !== undefined ) { clip.uuid = data.uuid; }
  24433. animations.push( clip );
  24434. }
  24435. return animations;
  24436. },
  24437. parseImages: function ( json, onLoad ) {
  24438. var scope = this;
  24439. var images = {};
  24440. var loader;
  24441. function loadImage( url ) {
  24442. scope.manager.itemStart( url );
  24443. return loader.load( url, function () {
  24444. scope.manager.itemEnd( url );
  24445. }, undefined, function () {
  24446. scope.manager.itemError( url );
  24447. scope.manager.itemEnd( url );
  24448. } );
  24449. }
  24450. if ( json !== undefined && json.length > 0 ) {
  24451. var manager = new LoadingManager( onLoad );
  24452. loader = new ImageLoader( manager );
  24453. loader.setCrossOrigin( this.crossOrigin );
  24454. for ( var i = 0, il = json.length; i < il; i ++ ) {
  24455. var image = json[ i ];
  24456. var url = image.url;
  24457. if ( Array.isArray( url ) ) {
  24458. // load array of images e.g CubeTexture
  24459. images[ image.uuid ] = [];
  24460. for ( var j = 0, jl = url.length; j < jl; j ++ ) {
  24461. var currentUrl = url[ j ];
  24462. var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( currentUrl ) ? currentUrl : scope.resourcePath + currentUrl;
  24463. images[ image.uuid ].push( loadImage( path ) );
  24464. }
  24465. } else {
  24466. // load single image
  24467. var path$1 = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( image.url ) ? image.url : scope.resourcePath + image.url;
  24468. images[ image.uuid ] = loadImage( path$1 );
  24469. }
  24470. }
  24471. }
  24472. return images;
  24473. },
  24474. parseTextures: function ( json, images ) {
  24475. function parseConstant( value, type ) {
  24476. if ( typeof value === 'number' ) { return value; }
  24477. console.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value );
  24478. return type[ value ];
  24479. }
  24480. var textures = {};
  24481. if ( json !== undefined ) {
  24482. for ( var i = 0, l = json.length; i < l; i ++ ) {
  24483. var data = json[ i ];
  24484. if ( data.image === undefined ) {
  24485. console.warn( 'THREE.ObjectLoader: No "image" specified for', data.uuid );
  24486. }
  24487. if ( images[ data.image ] === undefined ) {
  24488. console.warn( 'THREE.ObjectLoader: Undefined image', data.image );
  24489. }
  24490. var texture = (void 0);
  24491. if ( Array.isArray( images[ data.image ] ) ) {
  24492. texture = new CubeTexture( images[ data.image ] );
  24493. } else {
  24494. texture = new Texture( images[ data.image ] );
  24495. }
  24496. texture.needsUpdate = true;
  24497. texture.uuid = data.uuid;
  24498. if ( data.name !== undefined ) { texture.name = data.name; }
  24499. if ( data.mapping !== undefined ) { texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING ); }
  24500. if ( data.offset !== undefined ) { texture.offset.fromArray( data.offset ); }
  24501. if ( data.repeat !== undefined ) { texture.repeat.fromArray( data.repeat ); }
  24502. if ( data.center !== undefined ) { texture.center.fromArray( data.center ); }
  24503. if ( data.rotation !== undefined ) { texture.rotation = data.rotation; }
  24504. if ( data.wrap !== undefined ) {
  24505. texture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING );
  24506. texture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING );
  24507. }
  24508. if ( data.format !== undefined ) { texture.format = data.format; }
  24509. if ( data.type !== undefined ) { texture.type = data.type; }
  24510. if ( data.encoding !== undefined ) { texture.encoding = data.encoding; }
  24511. if ( data.minFilter !== undefined ) { texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER ); }
  24512. if ( data.magFilter !== undefined ) { texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER ); }
  24513. if ( data.anisotropy !== undefined ) { texture.anisotropy = data.anisotropy; }
  24514. if ( data.flipY !== undefined ) { texture.flipY = data.flipY; }
  24515. if ( data.premultiplyAlpha !== undefined ) { texture.premultiplyAlpha = data.premultiplyAlpha; }
  24516. if ( data.unpackAlignment !== undefined ) { texture.unpackAlignment = data.unpackAlignment; }
  24517. textures[ data.uuid ] = texture;
  24518. }
  24519. }
  24520. return textures;
  24521. },
  24522. parseObject: function ( data, geometries, materials ) {
  24523. var object;
  24524. function getGeometry( name ) {
  24525. if ( geometries[ name ] === undefined ) {
  24526. console.warn( 'THREE.ObjectLoader: Undefined geometry', name );
  24527. }
  24528. return geometries[ name ];
  24529. }
  24530. function getMaterial( name ) {
  24531. if ( name === undefined ) { return undefined; }
  24532. if ( Array.isArray( name ) ) {
  24533. var array = [];
  24534. for ( var i = 0, l = name.length; i < l; i ++ ) {
  24535. var uuid = name[ i ];
  24536. if ( materials[ uuid ] === undefined ) {
  24537. console.warn( 'THREE.ObjectLoader: Undefined material', uuid );
  24538. }
  24539. array.push( materials[ uuid ] );
  24540. }
  24541. return array;
  24542. }
  24543. if ( materials[ name ] === undefined ) {
  24544. console.warn( 'THREE.ObjectLoader: Undefined material', name );
  24545. }
  24546. return materials[ name ];
  24547. }
  24548. var geometry, material;
  24549. switch ( data.type ) {
  24550. case 'Scene':
  24551. object = new Scene();
  24552. if ( data.background !== undefined ) {
  24553. if ( Number.isInteger( data.background ) ) {
  24554. object.background = new Color( data.background );
  24555. }
  24556. }
  24557. if ( data.fog !== undefined ) {
  24558. if ( data.fog.type === 'Fog' ) {
  24559. object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );
  24560. } else if ( data.fog.type === 'FogExp2' ) {
  24561. object.fog = new FogExp2( data.fog.color, data.fog.density );
  24562. }
  24563. }
  24564. break;
  24565. case 'PerspectiveCamera':
  24566. object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );
  24567. if ( data.focus !== undefined ) { object.focus = data.focus; }
  24568. if ( data.zoom !== undefined ) { object.zoom = data.zoom; }
  24569. if ( data.filmGauge !== undefined ) { object.filmGauge = data.filmGauge; }
  24570. if ( data.filmOffset !== undefined ) { object.filmOffset = data.filmOffset; }
  24571. if ( data.view !== undefined ) { object.view = Object.assign( {}, data.view ); }
  24572. break;
  24573. case 'OrthographicCamera':
  24574. object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );
  24575. if ( data.zoom !== undefined ) { object.zoom = data.zoom; }
  24576. if ( data.view !== undefined ) { object.view = Object.assign( {}, data.view ); }
  24577. break;
  24578. case 'AmbientLight':
  24579. object = new AmbientLight( data.color, data.intensity );
  24580. break;
  24581. case 'DirectionalLight':
  24582. object = new DirectionalLight( data.color, data.intensity );
  24583. break;
  24584. case 'PointLight':
  24585. object = new PointLight( data.color, data.intensity, data.distance, data.decay );
  24586. break;
  24587. case 'RectAreaLight':
  24588. object = new RectAreaLight( data.color, data.intensity, data.width, data.height );
  24589. break;
  24590. case 'SpotLight':
  24591. object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );
  24592. break;
  24593. case 'HemisphereLight':
  24594. object = new HemisphereLight( data.color, data.groundColor, data.intensity );
  24595. break;
  24596. case 'LightProbe':
  24597. object = new LightProbe().fromJSON( data );
  24598. break;
  24599. case 'SkinnedMesh':
  24600. console.warn( 'THREE.ObjectLoader.parseObject() does not support SkinnedMesh yet.' );
  24601. case 'Mesh':
  24602. geometry = getGeometry( data.geometry );
  24603. material = getMaterial( data.material );
  24604. object = new Mesh( geometry, material );
  24605. break;
  24606. case 'InstancedMesh':
  24607. geometry = getGeometry( data.geometry );
  24608. material = getMaterial( data.material );
  24609. var count = data.count;
  24610. var instanceMatrix = data.instanceMatrix;
  24611. object = new InstancedMesh( geometry, material, count );
  24612. object.instanceMatrix = new BufferAttribute( new Float32Array( instanceMatrix.array ), 16 );
  24613. break;
  24614. case 'LOD':
  24615. object = new LOD();
  24616. break;
  24617. case 'Line':
  24618. object = new Line( getGeometry( data.geometry ), getMaterial( data.material ), data.mode );
  24619. break;
  24620. case 'LineLoop':
  24621. object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) );
  24622. break;
  24623. case 'LineSegments':
  24624. object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );
  24625. break;
  24626. case 'PointCloud':
  24627. case 'Points':
  24628. object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );
  24629. break;
  24630. case 'Sprite':
  24631. object = new Sprite( getMaterial( data.material ) );
  24632. break;
  24633. case 'Group':
  24634. object = new Group();
  24635. break;
  24636. default:
  24637. object = new Object3D();
  24638. }
  24639. object.uuid = data.uuid;
  24640. if ( data.name !== undefined ) { object.name = data.name; }
  24641. if ( data.matrix !== undefined ) {
  24642. object.matrix.fromArray( data.matrix );
  24643. if ( data.matrixAutoUpdate !== undefined ) { object.matrixAutoUpdate = data.matrixAutoUpdate; }
  24644. if ( object.matrixAutoUpdate ) { object.matrix.decompose( object.position, object.quaternion, object.scale ); }
  24645. } else {
  24646. if ( data.position !== undefined ) { object.position.fromArray( data.position ); }
  24647. if ( data.rotation !== undefined ) { object.rotation.fromArray( data.rotation ); }
  24648. if ( data.quaternion !== undefined ) { object.quaternion.fromArray( data.quaternion ); }
  24649. if ( data.scale !== undefined ) { object.scale.fromArray( data.scale ); }
  24650. }
  24651. if ( data.castShadow !== undefined ) { object.castShadow = data.castShadow; }
  24652. if ( data.receiveShadow !== undefined ) { object.receiveShadow = data.receiveShadow; }
  24653. if ( data.shadow ) {
  24654. if ( data.shadow.bias !== undefined ) { object.shadow.bias = data.shadow.bias; }
  24655. if ( data.shadow.normalBias !== undefined ) { object.shadow.normalBias = data.shadow.normalBias; }
  24656. if ( data.shadow.radius !== undefined ) { object.shadow.radius = data.shadow.radius; }
  24657. if ( data.shadow.mapSize !== undefined ) { object.shadow.mapSize.fromArray( data.shadow.mapSize ); }
  24658. if ( data.shadow.camera !== undefined ) { object.shadow.camera = this.parseObject( data.shadow.camera ); }
  24659. }
  24660. if ( data.visible !== undefined ) { object.visible = data.visible; }
  24661. if ( data.frustumCulled !== undefined ) { object.frustumCulled = data.frustumCulled; }
  24662. if ( data.renderOrder !== undefined ) { object.renderOrder = data.renderOrder; }
  24663. if ( data.userData !== undefined ) { object.userData = data.userData; }
  24664. if ( data.layers !== undefined ) { object.layers.mask = data.layers; }
  24665. if ( data.children !== undefined ) {
  24666. var children = data.children;
  24667. for ( var i = 0; i < children.length; i ++ ) {
  24668. object.add( this.parseObject( children[ i ], geometries, materials ) );
  24669. }
  24670. }
  24671. if ( data.type === 'LOD' ) {
  24672. if ( data.autoUpdate !== undefined ) { object.autoUpdate = data.autoUpdate; }
  24673. var levels = data.levels;
  24674. for ( var l = 0; l < levels.length; l ++ ) {
  24675. var level = levels[ l ];
  24676. var child = object.getObjectByProperty( 'uuid', level.object );
  24677. if ( child !== undefined ) {
  24678. object.addLevel( child, level.distance );
  24679. }
  24680. }
  24681. }
  24682. return object;
  24683. }
  24684. } );
  24685. var TEXTURE_MAPPING = {
  24686. UVMapping: UVMapping,
  24687. CubeReflectionMapping: CubeReflectionMapping,
  24688. CubeRefractionMapping: CubeRefractionMapping,
  24689. EquirectangularReflectionMapping: EquirectangularReflectionMapping,
  24690. EquirectangularRefractionMapping: EquirectangularRefractionMapping,
  24691. CubeUVReflectionMapping: CubeUVReflectionMapping,
  24692. CubeUVRefractionMapping: CubeUVRefractionMapping
  24693. };
  24694. var TEXTURE_WRAPPING = {
  24695. RepeatWrapping: RepeatWrapping,
  24696. ClampToEdgeWrapping: ClampToEdgeWrapping,
  24697. MirroredRepeatWrapping: MirroredRepeatWrapping
  24698. };
  24699. var TEXTURE_FILTER = {
  24700. NearestFilter: NearestFilter,
  24701. NearestMipmapNearestFilter: NearestMipmapNearestFilter,
  24702. NearestMipmapLinearFilter: NearestMipmapLinearFilter,
  24703. LinearFilter: LinearFilter,
  24704. LinearMipmapNearestFilter: LinearMipmapNearestFilter,
  24705. LinearMipmapLinearFilter: LinearMipmapLinearFilter
  24706. };
  24707. function ImageBitmapLoader( manager ) {
  24708. if ( typeof createImageBitmap === 'undefined' ) {
  24709. console.warn( 'THREE.ImageBitmapLoader: createImageBitmap() not supported.' );
  24710. }
  24711. if ( typeof fetch === 'undefined' ) {
  24712. console.warn( 'THREE.ImageBitmapLoader: fetch() not supported.' );
  24713. }
  24714. Loader.call( this, manager );
  24715. this.options = { premultiplyAlpha: 'none' };
  24716. }
  24717. ImageBitmapLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  24718. constructor: ImageBitmapLoader,
  24719. isImageBitmapLoader: true,
  24720. setOptions: function setOptions( options ) {
  24721. this.options = options;
  24722. return this;
  24723. },
  24724. load: function ( url, onLoad, onProgress, onError ) {
  24725. if ( url === undefined ) { url = ''; }
  24726. if ( this.path !== undefined ) { url = this.path + url; }
  24727. url = this.manager.resolveURL( url );
  24728. var scope = this;
  24729. var cached = Cache.get( url );
  24730. if ( cached !== undefined ) {
  24731. scope.manager.itemStart( url );
  24732. setTimeout( function () {
  24733. if ( onLoad ) { onLoad( cached ); }
  24734. scope.manager.itemEnd( url );
  24735. }, 0 );
  24736. return cached;
  24737. }
  24738. fetch( url ).then( function ( res ) {
  24739. return res.blob();
  24740. } ).then( function ( blob ) {
  24741. return createImageBitmap( blob, scope.options );
  24742. } ).then( function ( imageBitmap ) {
  24743. Cache.add( url, imageBitmap );
  24744. if ( onLoad ) { onLoad( imageBitmap ); }
  24745. scope.manager.itemEnd( url );
  24746. } ).catch( function ( e ) {
  24747. if ( onError ) { onError( e ); }
  24748. scope.manager.itemError( url );
  24749. scope.manager.itemEnd( url );
  24750. } );
  24751. scope.manager.itemStart( url );
  24752. }
  24753. } );
  24754. function ShapePath() {
  24755. this.type = 'ShapePath';
  24756. this.color = new Color();
  24757. this.subPaths = [];
  24758. this.currentPath = null;
  24759. }
  24760. Object.assign( ShapePath.prototype, {
  24761. moveTo: function ( x, y ) {
  24762. this.currentPath = new Path();
  24763. this.subPaths.push( this.currentPath );
  24764. this.currentPath.moveTo( x, y );
  24765. return this;
  24766. },
  24767. lineTo: function ( x, y ) {
  24768. this.currentPath.lineTo( x, y );
  24769. return this;
  24770. },
  24771. quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
  24772. this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );
  24773. return this;
  24774. },
  24775. bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  24776. this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );
  24777. return this;
  24778. },
  24779. splineThru: function ( pts ) {
  24780. this.currentPath.splineThru( pts );
  24781. return this;
  24782. },
  24783. toShapes: function ( isCCW, noHoles ) {
  24784. function toShapesNoHoles( inSubpaths ) {
  24785. var shapes = [];
  24786. for ( var i = 0, l = inSubpaths.length; i < l; i ++ ) {
  24787. var tmpPath = inSubpaths[ i ];
  24788. var tmpShape = new Shape();
  24789. tmpShape.curves = tmpPath.curves;
  24790. shapes.push( tmpShape );
  24791. }
  24792. return shapes;
  24793. }
  24794. function isPointInsidePolygon( inPt, inPolygon ) {
  24795. var polyLen = inPolygon.length;
  24796. // inPt on polygon contour => immediate success or
  24797. // toggling of inside/outside at every single! intersection point of an edge
  24798. // with the horizontal line through inPt, left of inPt
  24799. // not counting lowerY endpoints of edges and whole edges on that line
  24800. var inside = false;
  24801. for ( var p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {
  24802. var edgeLowPt = inPolygon[ p ];
  24803. var edgeHighPt = inPolygon[ q ];
  24804. var edgeDx = edgeHighPt.x - edgeLowPt.x;
  24805. var edgeDy = edgeHighPt.y - edgeLowPt.y;
  24806. if ( Math.abs( edgeDy ) > Number.EPSILON ) {
  24807. // not parallel
  24808. if ( edgeDy < 0 ) {
  24809. edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;
  24810. edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;
  24811. }
  24812. if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) { continue; }
  24813. if ( inPt.y === edgeLowPt.y ) {
  24814. if ( inPt.x === edgeLowPt.x ) { return true; } // inPt is on contour ?
  24815. // continue; // no intersection or edgeLowPt => doesn't count !!!
  24816. } else {
  24817. var perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );
  24818. if ( perpEdge === 0 ) { return true; } // inPt is on contour ?
  24819. if ( perpEdge < 0 ) { continue; }
  24820. inside = ! inside; // true intersection left of inPt
  24821. }
  24822. } else {
  24823. // parallel or collinear
  24824. if ( inPt.y !== edgeLowPt.y ) { continue; } // parallel
  24825. // edge lies on the same horizontal line as inPt
  24826. if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
  24827. ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) { return true; } // inPt: Point on contour !
  24828. // continue;
  24829. }
  24830. }
  24831. return inside;
  24832. }
  24833. var isClockWise = ShapeUtils.isClockWise;
  24834. var subPaths = this.subPaths;
  24835. if ( subPaths.length === 0 ) { return []; }
  24836. if ( noHoles === true ) { return toShapesNoHoles( subPaths ); }
  24837. var solid, tmpPath, tmpShape;
  24838. var shapes = [];
  24839. if ( subPaths.length === 1 ) {
  24840. tmpPath = subPaths[ 0 ];
  24841. tmpShape = new Shape();
  24842. tmpShape.curves = tmpPath.curves;
  24843. shapes.push( tmpShape );
  24844. return shapes;
  24845. }
  24846. var holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );
  24847. holesFirst = isCCW ? ! holesFirst : holesFirst;
  24848. // console.log("Holes first", holesFirst);
  24849. var betterShapeHoles = [];
  24850. var newShapes = [];
  24851. var newShapeHoles = [];
  24852. var mainIdx = 0;
  24853. var tmpPoints;
  24854. newShapes[ mainIdx ] = undefined;
  24855. newShapeHoles[ mainIdx ] = [];
  24856. for ( var i = 0, l = subPaths.length; i < l; i ++ ) {
  24857. tmpPath = subPaths[ i ];
  24858. tmpPoints = tmpPath.getPoints();
  24859. solid = isClockWise( tmpPoints );
  24860. solid = isCCW ? ! solid : solid;
  24861. if ( solid ) {
  24862. if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ) { mainIdx ++; }
  24863. newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints };
  24864. newShapes[ mainIdx ].s.curves = tmpPath.curves;
  24865. if ( holesFirst ) { mainIdx ++; }
  24866. newShapeHoles[ mainIdx ] = [];
  24867. //console.log('cw', i);
  24868. } else {
  24869. newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );
  24870. //console.log('ccw', i);
  24871. }
  24872. }
  24873. // only Holes? -> probably all Shapes with wrong orientation
  24874. if ( ! newShapes[ 0 ] ) { return toShapesNoHoles( subPaths ); }
  24875. if ( newShapes.length > 1 ) {
  24876. var ambiguous = false;
  24877. var toChange = [];
  24878. for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  24879. betterShapeHoles[ sIdx ] = [];
  24880. }
  24881. for ( var sIdx$1 = 0, sLen$1 = newShapes.length; sIdx$1 < sLen$1; sIdx$1 ++ ) {
  24882. var sho = newShapeHoles[ sIdx$1 ];
  24883. for ( var hIdx = 0; hIdx < sho.length; hIdx ++ ) {
  24884. var ho = sho[ hIdx ];
  24885. var hole_unassigned = true;
  24886. for ( var s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {
  24887. if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {
  24888. if ( sIdx$1 !== s2Idx ) { toChange.push( { froms: sIdx$1, tos: s2Idx, hole: hIdx } ); }
  24889. if ( hole_unassigned ) {
  24890. hole_unassigned = false;
  24891. betterShapeHoles[ s2Idx ].push( ho );
  24892. } else {
  24893. ambiguous = true;
  24894. }
  24895. }
  24896. }
  24897. if ( hole_unassigned ) {
  24898. betterShapeHoles[ sIdx$1 ].push( ho );
  24899. }
  24900. }
  24901. }
  24902. // console.log("ambiguous: ", ambiguous);
  24903. if ( toChange.length > 0 ) {
  24904. // console.log("to change: ", toChange);
  24905. if ( ! ambiguous ) { newShapeHoles = betterShapeHoles; }
  24906. }
  24907. }
  24908. var tmpHoles;
  24909. for ( var i$1 = 0, il = newShapes.length; i$1 < il; i$1 ++ ) {
  24910. tmpShape = newShapes[ i$1 ].s;
  24911. shapes.push( tmpShape );
  24912. tmpHoles = newShapeHoles[ i$1 ];
  24913. for ( var j = 0, jl = tmpHoles.length; j < jl; j ++ ) {
  24914. tmpShape.holes.push( tmpHoles[ j ].h );
  24915. }
  24916. }
  24917. //console.log("shape", shapes);
  24918. return shapes;
  24919. }
  24920. } );
  24921. function Font( data ) {
  24922. this.type = 'Font';
  24923. this.data = data;
  24924. }
  24925. Object.assign( Font.prototype, {
  24926. isFont: true,
  24927. generateShapes: function ( text, size ) {
  24928. if ( size === undefined ) { size = 100; }
  24929. var shapes = [];
  24930. var paths = createPaths( text, size, this.data );
  24931. for ( var p = 0, pl = paths.length; p < pl; p ++ ) {
  24932. Array.prototype.push.apply( shapes, paths[ p ].toShapes() );
  24933. }
  24934. return shapes;
  24935. }
  24936. } );
  24937. function createPaths( text, size, data ) {
  24938. var chars = Array.from ? Array.from( text ) : String( text ).split( '' ); // workaround for IE11, see #13988
  24939. var scale = size / data.resolution;
  24940. var line_height = ( data.boundingBox.yMax - data.boundingBox.yMin + data.underlineThickness ) * scale;
  24941. var paths = [];
  24942. var offsetX = 0, offsetY = 0;
  24943. for ( var i = 0; i < chars.length; i ++ ) {
  24944. var char = chars[ i ];
  24945. if ( char === '\n' ) {
  24946. offsetX = 0;
  24947. offsetY -= line_height;
  24948. } else {
  24949. var ret = createPath( char, scale, offsetX, offsetY, data );
  24950. offsetX += ret.offsetX;
  24951. paths.push( ret.path );
  24952. }
  24953. }
  24954. return paths;
  24955. }
  24956. function createPath( char, scale, offsetX, offsetY, data ) {
  24957. var glyph = data.glyphs[ char ] || data.glyphs[ '?' ];
  24958. if ( ! glyph ) {
  24959. console.error( 'THREE.Font: character "' + char + '" does not exists in font family ' + data.familyName + '.' );
  24960. return;
  24961. }
  24962. var path = new ShapePath();
  24963. var x, y, cpx, cpy, cpx1, cpy1, cpx2, cpy2;
  24964. if ( glyph.o ) {
  24965. var outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) );
  24966. for ( var i = 0, l = outline.length; i < l; ) {
  24967. var action = outline[ i ++ ];
  24968. switch ( action ) {
  24969. case 'm': // moveTo
  24970. x = outline[ i ++ ] * scale + offsetX;
  24971. y = outline[ i ++ ] * scale + offsetY;
  24972. path.moveTo( x, y );
  24973. break;
  24974. case 'l': // lineTo
  24975. x = outline[ i ++ ] * scale + offsetX;
  24976. y = outline[ i ++ ] * scale + offsetY;
  24977. path.lineTo( x, y );
  24978. break;
  24979. case 'q': // quadraticCurveTo
  24980. cpx = outline[ i ++ ] * scale + offsetX;
  24981. cpy = outline[ i ++ ] * scale + offsetY;
  24982. cpx1 = outline[ i ++ ] * scale + offsetX;
  24983. cpy1 = outline[ i ++ ] * scale + offsetY;
  24984. path.quadraticCurveTo( cpx1, cpy1, cpx, cpy );
  24985. break;
  24986. case 'b': // bezierCurveTo
  24987. cpx = outline[ i ++ ] * scale + offsetX;
  24988. cpy = outline[ i ++ ] * scale + offsetY;
  24989. cpx1 = outline[ i ++ ] * scale + offsetX;
  24990. cpy1 = outline[ i ++ ] * scale + offsetY;
  24991. cpx2 = outline[ i ++ ] * scale + offsetX;
  24992. cpy2 = outline[ i ++ ] * scale + offsetY;
  24993. path.bezierCurveTo( cpx1, cpy1, cpx2, cpy2, cpx, cpy );
  24994. break;
  24995. }
  24996. }
  24997. }
  24998. return { offsetX: glyph.ha * scale, path: path };
  24999. }
  25000. function FontLoader( manager ) {
  25001. Loader.call( this, manager );
  25002. }
  25003. FontLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  25004. constructor: FontLoader,
  25005. load: function ( url, onLoad, onProgress, onError ) {
  25006. var scope = this;
  25007. var loader = new FileLoader( this.manager );
  25008. loader.setPath( this.path );
  25009. loader.setRequestHeader( this.requestHeader );
  25010. loader.load( url, function ( text ) {
  25011. var json;
  25012. try {
  25013. json = JSON.parse( text );
  25014. } catch ( e ) {
  25015. console.warn( 'THREE.FontLoader: typeface.js support is being deprecated. Use typeface.json instead.' );
  25016. json = JSON.parse( text.substring( 65, text.length - 2 ) );
  25017. }
  25018. var font = scope.parse( json );
  25019. if ( onLoad ) { onLoad( font ); }
  25020. }, onProgress, onError );
  25021. },
  25022. parse: function ( json ) {
  25023. return new Font( json );
  25024. }
  25025. } );
  25026. var _context;
  25027. var AudioContext = {
  25028. getContext: function () {
  25029. if ( _context === undefined ) {
  25030. _context = new ( window.AudioContext || window.webkitAudioContext )();
  25031. }
  25032. return _context;
  25033. },
  25034. setContext: function ( value ) {
  25035. _context = value;
  25036. }
  25037. };
  25038. function AudioLoader( manager ) {
  25039. Loader.call( this, manager );
  25040. }
  25041. AudioLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  25042. constructor: AudioLoader,
  25043. load: function ( url, onLoad, onProgress, onError ) {
  25044. var scope = this;
  25045. var loader = new FileLoader( scope.manager );
  25046. loader.setResponseType( 'arraybuffer' );
  25047. loader.setPath( scope.path );
  25048. loader.setRequestHeader( scope.requestHeader );
  25049. loader.load( url, function ( buffer ) {
  25050. try {
  25051. // Create a copy of the buffer. The `decodeAudioData` method
  25052. // detaches the buffer when complete, preventing reuse.
  25053. var bufferCopy = buffer.slice( 0 );
  25054. var context = AudioContext.getContext();
  25055. context.decodeAudioData( bufferCopy, function ( audioBuffer ) {
  25056. onLoad( audioBuffer );
  25057. } );
  25058. } catch ( e ) {
  25059. if ( onError ) {
  25060. onError( e );
  25061. } else {
  25062. console.error( e );
  25063. }
  25064. scope.manager.itemError( url );
  25065. }
  25066. }, onProgress, onError );
  25067. }
  25068. } );
  25069. function HemisphereLightProbe( skyColor, groundColor, intensity ) {
  25070. LightProbe.call( this, undefined, intensity );
  25071. var color1 = new Color().set( skyColor );
  25072. var color2 = new Color().set( groundColor );
  25073. var sky = new Vector3( color1.r, color1.g, color1.b );
  25074. var ground = new Vector3( color2.r, color2.g, color2.b );
  25075. // without extra factor of PI in the shader, should = 1 / Math.sqrt( Math.PI );
  25076. var c0 = Math.sqrt( Math.PI );
  25077. var c1 = c0 * Math.sqrt( 0.75 );
  25078. this.sh.coefficients[ 0 ].copy( sky ).add( ground ).multiplyScalar( c0 );
  25079. this.sh.coefficients[ 1 ].copy( sky ).sub( ground ).multiplyScalar( c1 );
  25080. }
  25081. HemisphereLightProbe.prototype = Object.assign( Object.create( LightProbe.prototype ), {
  25082. constructor: HemisphereLightProbe,
  25083. isHemisphereLightProbe: true,
  25084. copy: function ( source ) { // modifying colors not currently supported
  25085. LightProbe.prototype.copy.call( this, source );
  25086. return this;
  25087. },
  25088. toJSON: function ( meta ) {
  25089. var data = LightProbe.prototype.toJSON.call( this, meta );
  25090. // data.sh = this.sh.toArray(); // todo
  25091. return data;
  25092. }
  25093. } );
  25094. function AmbientLightProbe( color, intensity ) {
  25095. LightProbe.call( this, undefined, intensity );
  25096. var color1 = new Color().set( color );
  25097. // without extra factor of PI in the shader, would be 2 / Math.sqrt( Math.PI );
  25098. this.sh.coefficients[ 0 ].set( color1.r, color1.g, color1.b ).multiplyScalar( 2 * Math.sqrt( Math.PI ) );
  25099. }
  25100. AmbientLightProbe.prototype = Object.assign( Object.create( LightProbe.prototype ), {
  25101. constructor: AmbientLightProbe,
  25102. isAmbientLightProbe: true,
  25103. copy: function ( source ) { // modifying color not currently supported
  25104. LightProbe.prototype.copy.call( this, source );
  25105. return this;
  25106. },
  25107. toJSON: function ( meta ) {
  25108. var data = LightProbe.prototype.toJSON.call( this, meta );
  25109. // data.sh = this.sh.toArray(); // todo
  25110. return data;
  25111. }
  25112. } );
  25113. var _eyeRight = new Matrix4();
  25114. var _eyeLeft = new Matrix4();
  25115. function StereoCamera() {
  25116. this.type = 'StereoCamera';
  25117. this.aspect = 1;
  25118. this.eyeSep = 0.064;
  25119. this.cameraL = new PerspectiveCamera();
  25120. this.cameraL.layers.enable( 1 );
  25121. this.cameraL.matrixAutoUpdate = false;
  25122. this.cameraR = new PerspectiveCamera();
  25123. this.cameraR.layers.enable( 2 );
  25124. this.cameraR.matrixAutoUpdate = false;
  25125. this._cache = {
  25126. focus: null,
  25127. fov: null,
  25128. aspect: null,
  25129. near: null,
  25130. far: null,
  25131. zoom: null,
  25132. eyeSep: null
  25133. };
  25134. }
  25135. Object.assign( StereoCamera.prototype, {
  25136. update: function ( camera ) {
  25137. var cache = this._cache;
  25138. var needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov ||
  25139. cache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near ||
  25140. cache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep;
  25141. if ( needsUpdate ) {
  25142. cache.focus = camera.focus;
  25143. cache.fov = camera.fov;
  25144. cache.aspect = camera.aspect * this.aspect;
  25145. cache.near = camera.near;
  25146. cache.far = camera.far;
  25147. cache.zoom = camera.zoom;
  25148. cache.eyeSep = this.eyeSep;
  25149. // Off-axis stereoscopic effect based on
  25150. // http://paulbourke.net/stereographics/stereorender/
  25151. var projectionMatrix = camera.projectionMatrix.clone();
  25152. var eyeSepHalf = cache.eyeSep / 2;
  25153. var eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus;
  25154. var ymax = ( cache.near * Math.tan( MathUtils.DEG2RAD * cache.fov * 0.5 ) ) / cache.zoom;
  25155. var xmin, xmax;
  25156. // translate xOffset
  25157. _eyeLeft.elements[ 12 ] = - eyeSepHalf;
  25158. _eyeRight.elements[ 12 ] = eyeSepHalf;
  25159. // for left eye
  25160. xmin = - ymax * cache.aspect + eyeSepOnProjection;
  25161. xmax = ymax * cache.aspect + eyeSepOnProjection;
  25162. projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  25163. projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  25164. this.cameraL.projectionMatrix.copy( projectionMatrix );
  25165. // for right eye
  25166. xmin = - ymax * cache.aspect - eyeSepOnProjection;
  25167. xmax = ymax * cache.aspect - eyeSepOnProjection;
  25168. projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  25169. projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  25170. this.cameraR.projectionMatrix.copy( projectionMatrix );
  25171. }
  25172. this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeLeft );
  25173. this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeRight );
  25174. }
  25175. } );
  25176. var Clock = function Clock( autoStart ) {
  25177. this.autoStart = ( autoStart !== undefined ) ? autoStart : true;
  25178. this.startTime = 0;
  25179. this.oldTime = 0;
  25180. this.elapsedTime = 0;
  25181. this.running = false;
  25182. };
  25183. Clock.prototype.start = function start () {
  25184. this.startTime = ( typeof performance === 'undefined' ? Date : performance ).now(); // see #10732
  25185. this.oldTime = this.startTime;
  25186. this.elapsedTime = 0;
  25187. this.running = true;
  25188. };
  25189. Clock.prototype.stop = function stop () {
  25190. this.getElapsedTime();
  25191. this.running = false;
  25192. this.autoStart = false;
  25193. };
  25194. Clock.prototype.getElapsedTime = function getElapsedTime () {
  25195. this.getDelta();
  25196. return this.elapsedTime;
  25197. };
  25198. Clock.prototype.getDelta = function getDelta () {
  25199. var diff = 0;
  25200. if ( this.autoStart && ! this.running ) {
  25201. this.start();
  25202. return 0;
  25203. }
  25204. if ( this.running ) {
  25205. var newTime = ( typeof performance === 'undefined' ? Date : performance ).now();
  25206. diff = ( newTime - this.oldTime ) / 1000;
  25207. this.oldTime = newTime;
  25208. this.elapsedTime += diff;
  25209. }
  25210. return diff;
  25211. };
  25212. var _position$2 = new Vector3();
  25213. var _quaternion$3 = new Quaternion();
  25214. var _scale$1 = new Vector3();
  25215. var _orientation = new Vector3();
  25216. function AudioListener() {
  25217. Object3D.call(this);
  25218. this.type = 'AudioListener';
  25219. this.context = AudioContext.getContext();
  25220. this.gain = this.context.createGain();
  25221. this.gain.connect( this.context.destination );
  25222. this.filter = null;
  25223. this.timeDelta = 0;
  25224. // private
  25225. this._clock = new Clock();
  25226. }
  25227. AudioListener.prototype = Object.create( Object3D.prototype );
  25228. AudioListener.prototype.constructor = AudioListener;
  25229. AudioListener.prototype.getInput = function getInput () {
  25230. return this.gain;
  25231. };
  25232. AudioListener.prototype.removeFilter = function removeFilter () {
  25233. if ( this.filter !== null ) {
  25234. this.gain.disconnect( this.filter );
  25235. this.filter.disconnect( this.context.destination );
  25236. this.gain.connect( this.context.destination );
  25237. this.filter = null;
  25238. }
  25239. return this;
  25240. };
  25241. AudioListener.prototype.getFilter = function getFilter () {
  25242. return this.filter;
  25243. };
  25244. AudioListener.prototype.setFilter = function setFilter ( value ) {
  25245. if ( this.filter !== null ) {
  25246. this.gain.disconnect( this.filter );
  25247. this.filter.disconnect( this.context.destination );
  25248. } else {
  25249. this.gain.disconnect( this.context.destination );
  25250. }
  25251. this.filter = value;
  25252. this.gain.connect( this.filter );
  25253. this.filter.connect( this.context.destination );
  25254. return this;
  25255. };
  25256. AudioListener.prototype.getMasterVolume = function getMasterVolume () {
  25257. return this.gain.gain.value;
  25258. };
  25259. AudioListener.prototype.setMasterVolume = function setMasterVolume ( value ) {
  25260. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  25261. return this;
  25262. };
  25263. AudioListener.prototype.updateMatrixWorld = function updateMatrixWorld ( force ) {
  25264. Object3D.prototype.updateMatrixWorld.call( this, force );
  25265. var listener = this.context.listener;
  25266. var up = this.up;
  25267. this.timeDelta = this._clock.getDelta();
  25268. this.matrixWorld.decompose( _position$2, _quaternion$3, _scale$1 );
  25269. _orientation.set( 0, 0, - 1 ).applyQuaternion( _quaternion$3 );
  25270. if ( listener.positionX ) {
  25271. // code path for Chrome (see #14393)
  25272. var endTime = this.context.currentTime + this.timeDelta;
  25273. listener.positionX.linearRampToValueAtTime( _position$2.x, endTime );
  25274. listener.positionY.linearRampToValueAtTime( _position$2.y, endTime );
  25275. listener.positionZ.linearRampToValueAtTime( _position$2.z, endTime );
  25276. listener.forwardX.linearRampToValueAtTime( _orientation.x, endTime );
  25277. listener.forwardY.linearRampToValueAtTime( _orientation.y, endTime );
  25278. listener.forwardZ.linearRampToValueAtTime( _orientation.z, endTime );
  25279. listener.upX.linearRampToValueAtTime( up.x, endTime );
  25280. listener.upY.linearRampToValueAtTime( up.y, endTime );
  25281. listener.upZ.linearRampToValueAtTime( up.z, endTime );
  25282. } else {
  25283. listener.setPosition( _position$2.x, _position$2.y, _position$2.z );
  25284. listener.setOrientation( _orientation.x, _orientation.y, _orientation.z, up.x, up.y, up.z );
  25285. }
  25286. };
  25287. function Audio( listener ) {
  25288. Object3D.call(this);
  25289. this.type = 'Audio';
  25290. this.listener = listener;
  25291. this.context = listener.context;
  25292. this.gain = this.context.createGain();
  25293. this.gain.connect( listener.getInput() );
  25294. this.autoplay = false;
  25295. this.buffer = null;
  25296. this.detune = 0;
  25297. this.loop = false;
  25298. this.loopStart = 0;
  25299. this.loopEnd = 0;
  25300. this.offset = 0;
  25301. this.duration = undefined;
  25302. this.playbackRate = 1;
  25303. this.isPlaying = false;
  25304. this.hasPlaybackControl = true;
  25305. this.source = null;
  25306. this.sourceType = 'empty';
  25307. this._startedAt = 0;
  25308. this._progress = 0;
  25309. this._connected = false;
  25310. this.filters = [];
  25311. }
  25312. Audio.prototype = Object.create( Object3D.prototype );
  25313. Audio.prototype.constructor = Audio;
  25314. Audio.prototype.getOutput = function getOutput () {
  25315. return this.gain;
  25316. };
  25317. Audio.prototype.setNodeSource = function setNodeSource ( audioNode ) {
  25318. this.hasPlaybackControl = false;
  25319. this.sourceType = 'audioNode';
  25320. this.source = audioNode;
  25321. this.connect();
  25322. return this;
  25323. };
  25324. Audio.prototype.setMediaElementSource = function setMediaElementSource ( mediaElement ) {
  25325. this.hasPlaybackControl = false;
  25326. this.sourceType = 'mediaNode';
  25327. this.source = this.context.createMediaElementSource( mediaElement );
  25328. this.connect();
  25329. return this;
  25330. };
  25331. Audio.prototype.setMediaStreamSource = function setMediaStreamSource ( mediaStream ) {
  25332. this.hasPlaybackControl = false;
  25333. this.sourceType = 'mediaStreamNode';
  25334. this.source = this.context.createMediaStreamSource( mediaStream );
  25335. this.connect();
  25336. return this;
  25337. };
  25338. Audio.prototype.setBuffer = function setBuffer ( audioBuffer ) {
  25339. this.buffer = audioBuffer;
  25340. this.sourceType = 'buffer';
  25341. if ( this.autoplay ) { this.play(); }
  25342. return this;
  25343. };
  25344. Audio.prototype.play = function play ( delay ) {
  25345. if ( delay === undefined ) { delay = 0; }
  25346. if ( this.isPlaying === true ) {
  25347. console.warn( 'THREE.Audio: Audio is already playing.' );
  25348. return;
  25349. }
  25350. if ( this.hasPlaybackControl === false ) {
  25351. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25352. return;
  25353. }
  25354. this._startedAt = this.context.currentTime + delay;
  25355. var source = this.context.createBufferSource();
  25356. source.buffer = this.buffer;
  25357. source.loop = this.loop;
  25358. source.loopStart = this.loopStart;
  25359. source.loopEnd = this.loopEnd;
  25360. source.onended = this.onEnded.bind( this );
  25361. source.start( this._startedAt, this._progress + this.offset, this.duration );
  25362. this.isPlaying = true;
  25363. this.source = source;
  25364. this.setDetune( this.detune );
  25365. this.setPlaybackRate( this.playbackRate );
  25366. return this.connect();
  25367. };
  25368. Audio.prototype.pause = function pause () {
  25369. if ( this.hasPlaybackControl === false ) {
  25370. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25371. return;
  25372. }
  25373. if ( this.isPlaying === true ) {
  25374. // update current progress
  25375. this._progress += Math.max( this.context.currentTime - this._startedAt, 0 ) * this.playbackRate;
  25376. if ( this.loop === true ) {
  25377. // ensure _progress does not exceed duration with looped audios
  25378. this._progress = this._progress % ( this.duration || this.buffer.duration );
  25379. }
  25380. this.source.stop();
  25381. this.source.onended = null;
  25382. this.isPlaying = false;
  25383. }
  25384. return this;
  25385. };
  25386. Audio.prototype.stop = function stop () {
  25387. if ( this.hasPlaybackControl === false ) {
  25388. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25389. return;
  25390. }
  25391. this._progress = 0;
  25392. this.source.stop();
  25393. this.source.onended = null;
  25394. this.isPlaying = false;
  25395. return this;
  25396. };
  25397. Audio.prototype.connect = function connect () {
  25398. if ( this.filters.length > 0 ) {
  25399. this.source.connect( this.filters[ 0 ] );
  25400. for ( var i = 1, l = this.filters.length; i < l; i ++ ) {
  25401. this.filters[ i - 1 ].connect( this.filters[ i ] );
  25402. }
  25403. this.filters[ this.filters.length - 1 ].connect( this.getOutput() );
  25404. } else {
  25405. this.source.connect( this.getOutput() );
  25406. }
  25407. this._connected = true;
  25408. return this;
  25409. };
  25410. Audio.prototype.disconnect = function disconnect () {
  25411. if ( this.filters.length > 0 ) {
  25412. this.source.disconnect( this.filters[ 0 ] );
  25413. for ( var i = 1, l = this.filters.length; i < l; i ++ ) {
  25414. this.filters[ i - 1 ].disconnect( this.filters[ i ] );
  25415. }
  25416. this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );
  25417. } else {
  25418. this.source.disconnect( this.getOutput() );
  25419. }
  25420. this._connected = false;
  25421. return this;
  25422. };
  25423. Audio.prototype.getFilters = function getFilters () {
  25424. return this.filters;
  25425. };
  25426. Audio.prototype.setFilters = function setFilters ( value ) {
  25427. if ( ! value ) { value = []; }
  25428. if ( this._connected === true ) {
  25429. this.disconnect();
  25430. this.filters = value;
  25431. this.connect();
  25432. } else {
  25433. this.filters = value;
  25434. }
  25435. return this;
  25436. };
  25437. Audio.prototype.setDetune = function setDetune ( value ) {
  25438. this.detune = value;
  25439. if ( this.source.detune === undefined ) { return; } // only set detune when available
  25440. if ( this.isPlaying === true ) {
  25441. this.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 );
  25442. }
  25443. return this;
  25444. };
  25445. Audio.prototype.getDetune = function getDetune () {
  25446. return this.detune;
  25447. };
  25448. Audio.prototype.getFilter = function getFilter () {
  25449. return this.getFilters()[ 0 ];
  25450. };
  25451. Audio.prototype.setFilter = function setFilter ( filter ) {
  25452. return this.setFilters( filter ? [ filter ] : [] );
  25453. };
  25454. Audio.prototype.setPlaybackRate = function setPlaybackRate ( value ) {
  25455. if ( this.hasPlaybackControl === false ) {
  25456. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25457. return;
  25458. }
  25459. this.playbackRate = value;
  25460. if ( this.isPlaying === true ) {
  25461. this.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 );
  25462. }
  25463. return this;
  25464. };
  25465. Audio.prototype.getPlaybackRate = function getPlaybackRate () {
  25466. return this.playbackRate;
  25467. };
  25468. Audio.prototype.onEnded = function onEnded () {
  25469. this.isPlaying = false;
  25470. };
  25471. Audio.prototype.getLoop = function getLoop () {
  25472. if ( this.hasPlaybackControl === false ) {
  25473. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25474. return false;
  25475. }
  25476. return this.loop;
  25477. };
  25478. Audio.prototype.setLoop = function setLoop ( value ) {
  25479. if ( this.hasPlaybackControl === false ) {
  25480. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25481. return;
  25482. }
  25483. this.loop = value;
  25484. if ( this.isPlaying === true ) {
  25485. this.source.loop = this.loop;
  25486. }
  25487. return this;
  25488. };
  25489. Audio.prototype.setLoopStart = function setLoopStart ( value ) {
  25490. this.loopStart = value;
  25491. return this;
  25492. };
  25493. Audio.prototype.setLoopEnd = function setLoopEnd ( value ) {
  25494. this.loopEnd = value;
  25495. return this;
  25496. };
  25497. Audio.prototype.getVolume = function getVolume () {
  25498. return this.gain.gain.value;
  25499. };
  25500. Audio.prototype.setVolume = function setVolume ( value ) {
  25501. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  25502. return this;
  25503. };
  25504. var _position$3 = new Vector3();
  25505. var _quaternion$4 = new Quaternion();
  25506. var _scale$2 = new Vector3();
  25507. var _orientation$1 = new Vector3();
  25508. function PositionalAudio( listener ) {
  25509. Audio.call( this, listener );
  25510. this.panner = this.context.createPanner();
  25511. this.panner.panningModel = 'HRTF';
  25512. this.panner.connect( this.gain );
  25513. }
  25514. PositionalAudio.prototype = Object.create( Audio.prototype );
  25515. PositionalAudio.prototype.constructor = PositionalAudio;
  25516. PositionalAudio.prototype.getOutput = function getOutput () {
  25517. return this.panner;
  25518. };
  25519. PositionalAudio.prototype.getRefDistance = function getRefDistance () {
  25520. return this.panner.refDistance;
  25521. };
  25522. PositionalAudio.prototype.setRefDistance = function setRefDistance ( value ) {
  25523. this.panner.refDistance = value;
  25524. return this;
  25525. };
  25526. PositionalAudio.prototype.getRolloffFactor = function getRolloffFactor () {
  25527. return this.panner.rolloffFactor;
  25528. };
  25529. PositionalAudio.prototype.setRolloffFactor = function setRolloffFactor ( value ) {
  25530. this.panner.rolloffFactor = value;
  25531. return this;
  25532. };
  25533. PositionalAudio.prototype.getDistanceModel = function getDistanceModel () {
  25534. return this.panner.distanceModel;
  25535. };
  25536. PositionalAudio.prototype.setDistanceModel = function setDistanceModel ( value ) {
  25537. this.panner.distanceModel = value;
  25538. return this;
  25539. };
  25540. PositionalAudio.prototype.getMaxDistance = function getMaxDistance () {
  25541. return this.panner.maxDistance;
  25542. };
  25543. PositionalAudio.prototype.setMaxDistance = function setMaxDistance ( value ) {
  25544. this.panner.maxDistance = value;
  25545. return this;
  25546. };
  25547. PositionalAudio.prototype.setDirectionalCone = function setDirectionalCone ( coneInnerAngle, coneOuterAngle, coneOuterGain ) {
  25548. this.panner.coneInnerAngle = coneInnerAngle;
  25549. this.panner.coneOuterAngle = coneOuterAngle;
  25550. this.panner.coneOuterGain = coneOuterGain;
  25551. return this;
  25552. };
  25553. PositionalAudio.prototype.updateMatrixWorld = function updateMatrixWorld ( force ) {
  25554. Audio.prototype.updateMatrixWorld.call( this, force );
  25555. if ( this.hasPlaybackControl === true && this.isPlaying === false ) { return; }
  25556. this.matrixWorld.decompose( _position$3, _quaternion$4, _scale$2 );
  25557. _orientation$1.set( 0, 0, 1 ).applyQuaternion( _quaternion$4 );
  25558. var panner = this.panner;
  25559. if ( panner.positionX ) {
  25560. // code path for Chrome and Firefox (see #14393)
  25561. var endTime = this.context.currentTime + this.listener.timeDelta;
  25562. panner.positionX.linearRampToValueAtTime( _position$3.x, endTime );
  25563. panner.positionY.linearRampToValueAtTime( _position$3.y, endTime );
  25564. panner.positionZ.linearRampToValueAtTime( _position$3.z, endTime );
  25565. panner.orientationX.linearRampToValueAtTime( _orientation$1.x, endTime );
  25566. panner.orientationY.linearRampToValueAtTime( _orientation$1.y, endTime );
  25567. panner.orientationZ.linearRampToValueAtTime( _orientation$1.z, endTime );
  25568. } else {
  25569. panner.setPosition( _position$3.x, _position$3.y, _position$3.z );
  25570. panner.setOrientation( _orientation$1.x, _orientation$1.y, _orientation$1.z );
  25571. }
  25572. };
  25573. var AudioAnalyser = function AudioAnalyser( audio, fftSize ) {
  25574. this.analyser = audio.context.createAnalyser();
  25575. this.analyser.fftSize = fftSize !== undefined ? fftSize : 2048;
  25576. this.data = new Uint8Array( this.analyser.frequencyBinCount );
  25577. audio.getOutput().connect( this.analyser );
  25578. };
  25579. AudioAnalyser.prototype.getFrequencyData = function getFrequencyData () {
  25580. this.analyser.getByteFrequencyData( this.data );
  25581. return this.data;
  25582. };
  25583. AudioAnalyser.prototype.getAverageFrequency = function getAverageFrequency () {
  25584. var value = 0;
  25585. var data = this.getFrequencyData();
  25586. for ( var i = 0; i < data.length; i ++ ) {
  25587. value += data[ i ];
  25588. }
  25589. return value / data.length;
  25590. };
  25591. function PropertyMixer( binding, typeName, valueSize ) {
  25592. this.binding = binding;
  25593. this.valueSize = valueSize;
  25594. var mixFunction,
  25595. mixFunctionAdditive,
  25596. setIdentity;
  25597. // buffer layout: [ incoming | accu0 | accu1 | orig | addAccu | (optional work) ]
  25598. //
  25599. // interpolators can use .buffer as their .result
  25600. // the data then goes to 'incoming'
  25601. //
  25602. // 'accu0' and 'accu1' are used frame-interleaved for
  25603. // the cumulative result and are compared to detect
  25604. // changes
  25605. //
  25606. // 'orig' stores the original state of the property
  25607. //
  25608. // 'add' is used for additive cumulative results
  25609. //
  25610. // 'work' is optional and is only present for quaternion types. It is used
  25611. // to store intermediate quaternion multiplication results
  25612. switch ( typeName ) {
  25613. case 'quaternion':
  25614. mixFunction = this._slerp;
  25615. mixFunctionAdditive = this._slerpAdditive;
  25616. setIdentity = this._setAdditiveIdentityQuaternion;
  25617. this.buffer = new Float64Array( valueSize * 6 );
  25618. this._workIndex = 5;
  25619. break;
  25620. case 'string':
  25621. case 'bool':
  25622. mixFunction = this._select;
  25623. // Use the regular mix function and for additive on these types,
  25624. // additive is not relevant for non-numeric types
  25625. mixFunctionAdditive = this._select;
  25626. setIdentity = this._setAdditiveIdentityOther;
  25627. this.buffer = new Array( valueSize * 5 );
  25628. break;
  25629. default:
  25630. mixFunction = this._lerp;
  25631. mixFunctionAdditive = this._lerpAdditive;
  25632. setIdentity = this._setAdditiveIdentityNumeric;
  25633. this.buffer = new Float64Array( valueSize * 5 );
  25634. }
  25635. this._mixBufferRegion = mixFunction;
  25636. this._mixBufferRegionAdditive = mixFunctionAdditive;
  25637. this._setIdentity = setIdentity;
  25638. this._origIndex = 3;
  25639. this._addIndex = 4;
  25640. this.cumulativeWeight = 0;
  25641. this.cumulativeWeightAdditive = 0;
  25642. this.useCount = 0;
  25643. this.referenceCount = 0;
  25644. }
  25645. Object.assign( PropertyMixer.prototype, {
  25646. // accumulate data in the 'incoming' region into 'accu<i>'
  25647. accumulate: function ( accuIndex, weight ) {
  25648. // note: happily accumulating nothing when weight = 0, the caller knows
  25649. // the weight and shouldn't have made the call in the first place
  25650. var buffer = this.buffer,
  25651. stride = this.valueSize,
  25652. offset = accuIndex * stride + stride;
  25653. var currentWeight = this.cumulativeWeight;
  25654. if ( currentWeight === 0 ) {
  25655. // accuN := incoming * weight
  25656. for ( var i = 0; i !== stride; ++ i ) {
  25657. buffer[ offset + i ] = buffer[ i ];
  25658. }
  25659. currentWeight = weight;
  25660. } else {
  25661. // accuN := accuN + incoming * weight
  25662. currentWeight += weight;
  25663. var mix = weight / currentWeight;
  25664. this._mixBufferRegion( buffer, offset, 0, mix, stride );
  25665. }
  25666. this.cumulativeWeight = currentWeight;
  25667. },
  25668. // accumulate data in the 'incoming' region into 'add'
  25669. accumulateAdditive: function ( weight ) {
  25670. var buffer = this.buffer,
  25671. stride = this.valueSize,
  25672. offset = stride * this._addIndex;
  25673. if ( this.cumulativeWeightAdditive === 0 ) {
  25674. // add = identity
  25675. this._setIdentity();
  25676. }
  25677. // add := add + incoming * weight
  25678. this._mixBufferRegionAdditive( buffer, offset, 0, weight, stride );
  25679. this.cumulativeWeightAdditive += weight;
  25680. },
  25681. // apply the state of 'accu<i>' to the binding when accus differ
  25682. apply: function ( accuIndex ) {
  25683. var stride = this.valueSize,
  25684. buffer = this.buffer,
  25685. offset = accuIndex * stride + stride,
  25686. weight = this.cumulativeWeight,
  25687. weightAdditive = this.cumulativeWeightAdditive,
  25688. binding = this.binding;
  25689. this.cumulativeWeight = 0;
  25690. this.cumulativeWeightAdditive = 0;
  25691. if ( weight < 1 ) {
  25692. // accuN := accuN + original * ( 1 - cumulativeWeight )
  25693. var originalValueOffset = stride * this._origIndex;
  25694. this._mixBufferRegion(
  25695. buffer, offset, originalValueOffset, 1 - weight, stride );
  25696. }
  25697. if ( weightAdditive > 0 ) {
  25698. // accuN := accuN + additive accuN
  25699. this._mixBufferRegionAdditive( buffer, offset, this._addIndex * stride, 1, stride );
  25700. }
  25701. for ( var i = stride, e = stride + stride; i !== e; ++ i ) {
  25702. if ( buffer[ i ] !== buffer[ i + stride ] ) {
  25703. // value has changed -> update scene graph
  25704. binding.setValue( buffer, offset );
  25705. break;
  25706. }
  25707. }
  25708. },
  25709. // remember the state of the bound property and copy it to both accus
  25710. saveOriginalState: function () {
  25711. var binding = this.binding;
  25712. var buffer = this.buffer,
  25713. stride = this.valueSize,
  25714. originalValueOffset = stride * this._origIndex;
  25715. binding.getValue( buffer, originalValueOffset );
  25716. // accu[0..1] := orig -- initially detect changes against the original
  25717. for ( var i = stride, e = originalValueOffset; i !== e; ++ i ) {
  25718. buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];
  25719. }
  25720. // Add to identity for additive
  25721. this._setIdentity();
  25722. this.cumulativeWeight = 0;
  25723. this.cumulativeWeightAdditive = 0;
  25724. },
  25725. // apply the state previously taken via 'saveOriginalState' to the binding
  25726. restoreOriginalState: function () {
  25727. var originalValueOffset = this.valueSize * 3;
  25728. this.binding.setValue( this.buffer, originalValueOffset );
  25729. },
  25730. _setAdditiveIdentityNumeric: function () {
  25731. var startIndex = this._addIndex * this.valueSize;
  25732. var endIndex = startIndex + this.valueSize;
  25733. for ( var i = startIndex; i < endIndex; i ++ ) {
  25734. this.buffer[ i ] = 0;
  25735. }
  25736. },
  25737. _setAdditiveIdentityQuaternion: function () {
  25738. this._setAdditiveIdentityNumeric();
  25739. this.buffer[ this._addIndex * this.valueSize + 3 ] = 1;
  25740. },
  25741. _setAdditiveIdentityOther: function () {
  25742. var startIndex = this._origIndex * this.valueSize;
  25743. var targetIndex = this._addIndex * this.valueSize;
  25744. for ( var i = 0; i < this.valueSize; i ++ ) {
  25745. this.buffer[ targetIndex + i ] = this.buffer[ startIndex + i ];
  25746. }
  25747. },
  25748. // mix functions
  25749. _select: function ( buffer, dstOffset, srcOffset, t, stride ) {
  25750. if ( t >= 0.5 ) {
  25751. for ( var i = 0; i !== stride; ++ i ) {
  25752. buffer[ dstOffset + i ] = buffer[ srcOffset + i ];
  25753. }
  25754. }
  25755. },
  25756. _slerp: function ( buffer, dstOffset, srcOffset, t ) {
  25757. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t );
  25758. },
  25759. _slerpAdditive: function ( buffer, dstOffset, srcOffset, t, stride ) {
  25760. var workOffset = this._workIndex * stride;
  25761. // Store result in intermediate buffer offset
  25762. Quaternion.multiplyQuaternionsFlat( buffer, workOffset, buffer, dstOffset, buffer, srcOffset );
  25763. // Slerp to the intermediate result
  25764. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, workOffset, t );
  25765. },
  25766. _lerp: function ( buffer, dstOffset, srcOffset, t, stride ) {
  25767. var s = 1 - t;
  25768. for ( var i = 0; i !== stride; ++ i ) {
  25769. var j = dstOffset + i;
  25770. buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;
  25771. }
  25772. },
  25773. _lerpAdditive: function ( buffer, dstOffset, srcOffset, t, stride ) {
  25774. for ( var i = 0; i !== stride; ++ i ) {
  25775. var j = dstOffset + i;
  25776. buffer[ j ] = buffer[ j ] + buffer[ srcOffset + i ] * t;
  25777. }
  25778. }
  25779. } );
  25780. // Characters [].:/ are reserved for track binding syntax.
  25781. var _RESERVED_CHARS_RE = '\\[\\]\\.:\\/';
  25782. var _reservedRe = new RegExp( '[' + _RESERVED_CHARS_RE + ']', 'g' );
  25783. // Attempts to allow node names from any language. ES5's `\w` regexp matches
  25784. // only latin characters, and the unicode \p{L} is not yet supported. So
  25785. // instead, we exclude reserved characters and match everything else.
  25786. var _wordChar = '[^' + _RESERVED_CHARS_RE + ']';
  25787. var _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace( '\\.', '' ) + ']';
  25788. // Parent directories, delimited by '/' or ':'. Currently unused, but must
  25789. // be matched to parse the rest of the track name.
  25790. var _directoryRe = /((?:WC+[\/:])*)/.source.replace( 'WC', _wordChar );
  25791. // Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.
  25792. var _nodeRe = /(WCOD+)?/.source.replace( 'WCOD', _wordCharOrDot );
  25793. // Object on target node, and accessor. May not contain reserved
  25794. // characters. Accessor may contain any character except closing bracket.
  25795. var _objectRe = /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace( 'WC', _wordChar );
  25796. // Property and accessor. May not contain reserved characters. Accessor may
  25797. // contain any non-bracket characters.
  25798. var _propertyRe = /\.(WC+)(?:\[(.+)\])?/.source.replace( 'WC', _wordChar );
  25799. var _trackRe = new RegExp( ''
  25800. + '^'
  25801. + _directoryRe
  25802. + _nodeRe
  25803. + _objectRe
  25804. + _propertyRe
  25805. + '$'
  25806. );
  25807. var _supportedObjectNames = [ 'material', 'materials', 'bones' ];
  25808. function Composite( targetGroup, path, optionalParsedPath ) {
  25809. var parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );
  25810. this._targetGroup = targetGroup;
  25811. this._bindings = targetGroup.subscribe_( path, parsedPath );
  25812. }
  25813. Object.assign( Composite.prototype, {
  25814. getValue: function ( array, offset ) {
  25815. this.bind(); // bind all binding
  25816. var firstValidIndex = this._targetGroup.nCachedObjects_,
  25817. binding = this._bindings[ firstValidIndex ];
  25818. // and only call .getValue on the first
  25819. if ( binding !== undefined ) { binding.getValue( array, offset ); }
  25820. },
  25821. setValue: function ( array, offset ) {
  25822. var bindings = this._bindings;
  25823. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  25824. bindings[ i ].setValue( array, offset );
  25825. }
  25826. },
  25827. bind: function () {
  25828. var bindings = this._bindings;
  25829. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  25830. bindings[ i ].bind();
  25831. }
  25832. },
  25833. unbind: function () {
  25834. var bindings = this._bindings;
  25835. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  25836. bindings[ i ].unbind();
  25837. }
  25838. }
  25839. } );
  25840. function PropertyBinding( rootNode, path, parsedPath ) {
  25841. this.path = path;
  25842. this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );
  25843. this.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName ) || rootNode;
  25844. this.rootNode = rootNode;
  25845. }
  25846. Object.assign( PropertyBinding, {
  25847. Composite: Composite,
  25848. create: function ( root, path, parsedPath ) {
  25849. if ( ! ( root && root.isAnimationObjectGroup ) ) {
  25850. return new PropertyBinding( root, path, parsedPath );
  25851. } else {
  25852. return new PropertyBinding.Composite( root, path, parsedPath );
  25853. }
  25854. },
  25855. /**
  25856. * Replaces spaces with underscores and removes unsupported characters from
  25857. * node names, to ensure compatibility with parseTrackName().
  25858. *
  25859. * @param {string} name Node name to be sanitized.
  25860. * @return {string}
  25861. */
  25862. sanitizeNodeName: function ( name ) {
  25863. return name.replace( /\s/g, '_' ).replace( _reservedRe, '' );
  25864. },
  25865. parseTrackName: function ( trackName ) {
  25866. var matches = _trackRe.exec( trackName );
  25867. if ( ! matches ) {
  25868. throw new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName );
  25869. }
  25870. var results = {
  25871. // directoryName: matches[ 1 ], // (tschw) currently unused
  25872. nodeName: matches[ 2 ],
  25873. objectName: matches[ 3 ],
  25874. objectIndex: matches[ 4 ],
  25875. propertyName: matches[ 5 ], // required
  25876. propertyIndex: matches[ 6 ]
  25877. };
  25878. var lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );
  25879. if ( lastDot !== undefined && lastDot !== - 1 ) {
  25880. var objectName = results.nodeName.substring( lastDot + 1 );
  25881. // Object names must be checked against an allowlist. Otherwise, there
  25882. // is no way to parse 'foo.bar.baz': 'baz' must be a property, but
  25883. // 'bar' could be the objectName, or part of a nodeName (which can
  25884. // include '.' characters).
  25885. if ( _supportedObjectNames.indexOf( objectName ) !== - 1 ) {
  25886. results.nodeName = results.nodeName.substring( 0, lastDot );
  25887. results.objectName = objectName;
  25888. }
  25889. }
  25890. if ( results.propertyName === null || results.propertyName.length === 0 ) {
  25891. throw new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName );
  25892. }
  25893. return results;
  25894. },
  25895. findNode: function ( root, nodeName ) {
  25896. if ( ! nodeName || nodeName === "" || nodeName === "." || nodeName === - 1 || nodeName === root.name || nodeName === root.uuid ) {
  25897. return root;
  25898. }
  25899. // search into skeleton bones.
  25900. if ( root.skeleton ) {
  25901. var bone = root.skeleton.getBoneByName( nodeName );
  25902. if ( bone !== undefined ) {
  25903. return bone;
  25904. }
  25905. }
  25906. // search into node subtree.
  25907. if ( root.children ) {
  25908. var searchNodeSubtree = function ( children ) {
  25909. for ( var i = 0; i < children.length; i ++ ) {
  25910. var childNode = children[ i ];
  25911. if ( childNode.name === nodeName || childNode.uuid === nodeName ) {
  25912. return childNode;
  25913. }
  25914. var result = searchNodeSubtree( childNode.children );
  25915. if ( result ) { return result; }
  25916. }
  25917. return null;
  25918. };
  25919. var subTreeNode = searchNodeSubtree( root.children );
  25920. if ( subTreeNode ) {
  25921. return subTreeNode;
  25922. }
  25923. }
  25924. return null;
  25925. }
  25926. } );
  25927. Object.assign( PropertyBinding.prototype, { // prototype, continued
  25928. // these are used to "bind" a nonexistent property
  25929. _getValue_unavailable: function () {},
  25930. _setValue_unavailable: function () {},
  25931. BindingType: {
  25932. Direct: 0,
  25933. EntireArray: 1,
  25934. ArrayElement: 2,
  25935. HasFromToArray: 3
  25936. },
  25937. Versioning: {
  25938. None: 0,
  25939. NeedsUpdate: 1,
  25940. MatrixWorldNeedsUpdate: 2
  25941. },
  25942. GetterByBindingType: [
  25943. function getValue_direct( buffer, offset ) {
  25944. buffer[ offset ] = this.node[ this.propertyName ];
  25945. },
  25946. function getValue_array( buffer, offset ) {
  25947. var source = this.resolvedProperty;
  25948. for ( var i = 0, n = source.length; i !== n; ++ i ) {
  25949. buffer[ offset ++ ] = source[ i ];
  25950. }
  25951. },
  25952. function getValue_arrayElement( buffer, offset ) {
  25953. buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];
  25954. },
  25955. function getValue_toArray( buffer, offset ) {
  25956. this.resolvedProperty.toArray( buffer, offset );
  25957. }
  25958. ],
  25959. SetterByBindingTypeAndVersioning: [
  25960. [
  25961. // Direct
  25962. function setValue_direct( buffer, offset ) {
  25963. this.targetObject[ this.propertyName ] = buffer[ offset ];
  25964. },
  25965. function setValue_direct_setNeedsUpdate( buffer, offset ) {
  25966. this.targetObject[ this.propertyName ] = buffer[ offset ];
  25967. this.targetObject.needsUpdate = true;
  25968. },
  25969. function setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25970. this.targetObject[ this.propertyName ] = buffer[ offset ];
  25971. this.targetObject.matrixWorldNeedsUpdate = true;
  25972. }
  25973. ], [
  25974. // EntireArray
  25975. function setValue_array( buffer, offset ) {
  25976. var dest = this.resolvedProperty;
  25977. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  25978. dest[ i ] = buffer[ offset ++ ];
  25979. }
  25980. },
  25981. function setValue_array_setNeedsUpdate( buffer, offset ) {
  25982. var dest = this.resolvedProperty;
  25983. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  25984. dest[ i ] = buffer[ offset ++ ];
  25985. }
  25986. this.targetObject.needsUpdate = true;
  25987. },
  25988. function setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25989. var dest = this.resolvedProperty;
  25990. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  25991. dest[ i ] = buffer[ offset ++ ];
  25992. }
  25993. this.targetObject.matrixWorldNeedsUpdate = true;
  25994. }
  25995. ], [
  25996. // ArrayElement
  25997. function setValue_arrayElement( buffer, offset ) {
  25998. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  25999. },
  26000. function setValue_arrayElement_setNeedsUpdate( buffer, offset ) {
  26001. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  26002. this.targetObject.needsUpdate = true;
  26003. },
  26004. function setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {
  26005. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  26006. this.targetObject.matrixWorldNeedsUpdate = true;
  26007. }
  26008. ], [
  26009. // HasToFromArray
  26010. function setValue_fromArray( buffer, offset ) {
  26011. this.resolvedProperty.fromArray( buffer, offset );
  26012. },
  26013. function setValue_fromArray_setNeedsUpdate( buffer, offset ) {
  26014. this.resolvedProperty.fromArray( buffer, offset );
  26015. this.targetObject.needsUpdate = true;
  26016. },
  26017. function setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {
  26018. this.resolvedProperty.fromArray( buffer, offset );
  26019. this.targetObject.matrixWorldNeedsUpdate = true;
  26020. }
  26021. ]
  26022. ],
  26023. getValue: function getValue_unbound( targetArray, offset ) {
  26024. this.bind();
  26025. this.getValue( targetArray, offset );
  26026. // Note: This class uses a State pattern on a per-method basis:
  26027. // 'bind' sets 'this.getValue' / 'setValue' and shadows the
  26028. // prototype version of these methods with one that represents
  26029. // the bound state. When the property is not found, the methods
  26030. // become no-ops.
  26031. },
  26032. setValue: function getValue_unbound( sourceArray, offset ) {
  26033. this.bind();
  26034. this.setValue( sourceArray, offset );
  26035. },
  26036. // create getter / setter pair for a property in the scene graph
  26037. bind: function () {
  26038. var targetObject = this.node;
  26039. var parsedPath = this.parsedPath;
  26040. var objectName = parsedPath.objectName;
  26041. var propertyName = parsedPath.propertyName;
  26042. var propertyIndex = parsedPath.propertyIndex;
  26043. if ( ! targetObject ) {
  26044. targetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName ) || this.rootNode;
  26045. this.node = targetObject;
  26046. }
  26047. // set fail state so we can just 'return' on error
  26048. this.getValue = this._getValue_unavailable;
  26049. this.setValue = this._setValue_unavailable;
  26050. // ensure there is a value node
  26051. if ( ! targetObject ) {
  26052. console.error( 'THREE.PropertyBinding: Trying to update node for track: ' + this.path + ' but it wasn\'t found.' );
  26053. return;
  26054. }
  26055. if ( objectName ) {
  26056. var objectIndex = parsedPath.objectIndex;
  26057. // special cases were we need to reach deeper into the hierarchy to get the face materials....
  26058. switch ( objectName ) {
  26059. case 'materials':
  26060. if ( ! targetObject.material ) {
  26061. console.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this );
  26062. return;
  26063. }
  26064. if ( ! targetObject.material.materials ) {
  26065. console.error( 'THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this );
  26066. return;
  26067. }
  26068. targetObject = targetObject.material.materials;
  26069. break;
  26070. case 'bones':
  26071. if ( ! targetObject.skeleton ) {
  26072. console.error( 'THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this );
  26073. return;
  26074. }
  26075. // potential future optimization: skip this if propertyIndex is already an integer
  26076. // and convert the integer string to a true integer.
  26077. targetObject = targetObject.skeleton.bones;
  26078. // support resolving morphTarget names into indices.
  26079. for ( var i = 0; i < targetObject.length; i ++ ) {
  26080. if ( targetObject[ i ].name === objectIndex ) {
  26081. objectIndex = i;
  26082. break;
  26083. }
  26084. }
  26085. break;
  26086. default:
  26087. if ( targetObject[ objectName ] === undefined ) {
  26088. console.error( 'THREE.PropertyBinding: Can not bind to objectName of node undefined.', this );
  26089. return;
  26090. }
  26091. targetObject = targetObject[ objectName ];
  26092. }
  26093. if ( objectIndex !== undefined ) {
  26094. if ( targetObject[ objectIndex ] === undefined ) {
  26095. console.error( 'THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject );
  26096. return;
  26097. }
  26098. targetObject = targetObject[ objectIndex ];
  26099. }
  26100. }
  26101. // resolve property
  26102. var nodeProperty = targetObject[ propertyName ];
  26103. if ( nodeProperty === undefined ) {
  26104. var nodeName = parsedPath.nodeName;
  26105. console.error( 'THREE.PropertyBinding: Trying to update property for track: ' + nodeName +
  26106. '.' + propertyName + ' but it wasn\'t found.', targetObject );
  26107. return;
  26108. }
  26109. // determine versioning scheme
  26110. var versioning = this.Versioning.None;
  26111. this.targetObject = targetObject;
  26112. if ( targetObject.needsUpdate !== undefined ) { // material
  26113. versioning = this.Versioning.NeedsUpdate;
  26114. } else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform
  26115. versioning = this.Versioning.MatrixWorldNeedsUpdate;
  26116. }
  26117. // determine how the property gets bound
  26118. var bindingType = this.BindingType.Direct;
  26119. if ( propertyIndex !== undefined ) {
  26120. // access a sub element of the property array (only primitives are supported right now)
  26121. if ( propertyName === "morphTargetInfluences" ) {
  26122. // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.
  26123. // support resolving morphTarget names into indices.
  26124. if ( ! targetObject.geometry ) {
  26125. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );
  26126. return;
  26127. }
  26128. if ( targetObject.geometry.isBufferGeometry ) {
  26129. if ( ! targetObject.geometry.morphAttributes ) {
  26130. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );
  26131. return;
  26132. }
  26133. if ( targetObject.morphTargetDictionary[ propertyIndex ] !== undefined ) {
  26134. propertyIndex = targetObject.morphTargetDictionary[ propertyIndex ];
  26135. }
  26136. } else {
  26137. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences on THREE.Geometry. Use THREE.BufferGeometry instead.', this );
  26138. return;
  26139. }
  26140. }
  26141. bindingType = this.BindingType.ArrayElement;
  26142. this.resolvedProperty = nodeProperty;
  26143. this.propertyIndex = propertyIndex;
  26144. } else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {
  26145. // must use copy for Object3D.Euler/Quaternion
  26146. bindingType = this.BindingType.HasFromToArray;
  26147. this.resolvedProperty = nodeProperty;
  26148. } else if ( Array.isArray( nodeProperty ) ) {
  26149. bindingType = this.BindingType.EntireArray;
  26150. this.resolvedProperty = nodeProperty;
  26151. } else {
  26152. this.propertyName = propertyName;
  26153. }
  26154. // select getter / setter
  26155. this.getValue = this.GetterByBindingType[ bindingType ];
  26156. this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];
  26157. },
  26158. unbind: function () {
  26159. this.node = null;
  26160. // back to the prototype version of getValue / setValue
  26161. // note: avoiding to mutate the shape of 'this' via 'delete'
  26162. this.getValue = this._getValue_unbound;
  26163. this.setValue = this._setValue_unbound;
  26164. }
  26165. } );
  26166. // DECLARE ALIAS AFTER assign prototype
  26167. Object.assign( PropertyBinding.prototype, {
  26168. // initial state of these methods that calls 'bind'
  26169. _getValue_unbound: PropertyBinding.prototype.getValue,
  26170. _setValue_unbound: PropertyBinding.prototype.setValue,
  26171. } );
  26172. /**
  26173. *
  26174. * A group of objects that receives a shared animation state.
  26175. *
  26176. * Usage:
  26177. *
  26178. * - Add objects you would otherwise pass as 'root' to the
  26179. * constructor or the .clipAction method of AnimationMixer.
  26180. *
  26181. * - Instead pass this object as 'root'.
  26182. *
  26183. * - You can also add and remove objects later when the mixer
  26184. * is running.
  26185. *
  26186. * Note:
  26187. *
  26188. * Objects of this class appear as one object to the mixer,
  26189. * so cache control of the individual objects must be done
  26190. * on the group.
  26191. *
  26192. * Limitation:
  26193. *
  26194. * - The animated properties must be compatible among the
  26195. * all objects in the group.
  26196. *
  26197. * - A single property can either be controlled through a
  26198. * target group or directly, but not both.
  26199. */
  26200. function AnimationObjectGroup() {
  26201. this.uuid = MathUtils.generateUUID();
  26202. // cached objects followed by the active ones
  26203. this._objects = Array.prototype.slice.call( arguments );
  26204. this.nCachedObjects_ = 0; // threshold
  26205. // note: read by PropertyBinding.Composite
  26206. var indices = {};
  26207. this._indicesByUUID = indices; // for bookkeeping
  26208. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  26209. indices[ arguments[ i ].uuid ] = i;
  26210. }
  26211. this._paths = []; // inside: string
  26212. this._parsedPaths = []; // inside: { we don't care, here }
  26213. this._bindings = []; // inside: Array< PropertyBinding >
  26214. this._bindingsIndicesByPath = {}; // inside: indices in these arrays
  26215. var scope = this;
  26216. this.stats = {
  26217. objects: {
  26218. get total() {
  26219. return scope._objects.length;
  26220. },
  26221. get inUse() {
  26222. return this.total - scope.nCachedObjects_;
  26223. }
  26224. },
  26225. get bindingsPerObject() {
  26226. return scope._bindings.length;
  26227. }
  26228. };
  26229. }
  26230. Object.assign( AnimationObjectGroup.prototype, {
  26231. isAnimationObjectGroup: true,
  26232. add: function () {
  26233. var objects = this._objects,
  26234. indicesByUUID = this._indicesByUUID,
  26235. paths = this._paths,
  26236. parsedPaths = this._parsedPaths,
  26237. bindings = this._bindings,
  26238. nBindings = bindings.length;
  26239. var knownObject = undefined,
  26240. nObjects = objects.length,
  26241. nCachedObjects = this.nCachedObjects_;
  26242. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  26243. var object = arguments[ i ],
  26244. uuid = object.uuid;
  26245. var index = indicesByUUID[ uuid ];
  26246. if ( index === undefined ) {
  26247. // unknown object -> add it to the ACTIVE region
  26248. index = nObjects ++;
  26249. indicesByUUID[ uuid ] = index;
  26250. objects.push( object );
  26251. // accounting is done, now do the same for all bindings
  26252. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  26253. bindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) );
  26254. }
  26255. } else if ( index < nCachedObjects ) {
  26256. knownObject = objects[ index ];
  26257. // move existing object to the ACTIVE region
  26258. var firstActiveIndex = -- nCachedObjects,
  26259. lastCachedObject = objects[ firstActiveIndex ];
  26260. indicesByUUID[ lastCachedObject.uuid ] = index;
  26261. objects[ index ] = lastCachedObject;
  26262. indicesByUUID[ uuid ] = firstActiveIndex;
  26263. objects[ firstActiveIndex ] = object;
  26264. // accounting is done, now do the same for all bindings
  26265. for ( var j$1 = 0, m$1 = nBindings; j$1 !== m$1; ++ j$1 ) {
  26266. var bindingsForPath = bindings[ j$1 ],
  26267. lastCached = bindingsForPath[ firstActiveIndex ];
  26268. var binding = bindingsForPath[ index ];
  26269. bindingsForPath[ index ] = lastCached;
  26270. if ( binding === undefined ) {
  26271. // since we do not bother to create new bindings
  26272. // for objects that are cached, the binding may
  26273. // or may not exist
  26274. binding = new PropertyBinding( object, paths[ j$1 ], parsedPaths[ j$1 ] );
  26275. }
  26276. bindingsForPath[ firstActiveIndex ] = binding;
  26277. }
  26278. } else if ( objects[ index ] !== knownObject ) {
  26279. console.error( 'THREE.AnimationObjectGroup: Different objects with the same UUID ' +
  26280. 'detected. Clean the caches or recreate your infrastructure when reloading scenes.' );
  26281. } // else the object is already where we want it to be
  26282. } // for arguments
  26283. this.nCachedObjects_ = nCachedObjects;
  26284. },
  26285. remove: function () {
  26286. var objects = this._objects,
  26287. indicesByUUID = this._indicesByUUID,
  26288. bindings = this._bindings,
  26289. nBindings = bindings.length;
  26290. var nCachedObjects = this.nCachedObjects_;
  26291. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  26292. var object = arguments[ i ],
  26293. uuid = object.uuid,
  26294. index = indicesByUUID[ uuid ];
  26295. if ( index !== undefined && index >= nCachedObjects ) {
  26296. // move existing object into the CACHED region
  26297. var lastCachedIndex = nCachedObjects ++,
  26298. firstActiveObject = objects[ lastCachedIndex ];
  26299. indicesByUUID[ firstActiveObject.uuid ] = index;
  26300. objects[ index ] = firstActiveObject;
  26301. indicesByUUID[ uuid ] = lastCachedIndex;
  26302. objects[ lastCachedIndex ] = object;
  26303. // accounting is done, now do the same for all bindings
  26304. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  26305. var bindingsForPath = bindings[ j ],
  26306. firstActive = bindingsForPath[ lastCachedIndex ],
  26307. binding = bindingsForPath[ index ];
  26308. bindingsForPath[ index ] = firstActive;
  26309. bindingsForPath[ lastCachedIndex ] = binding;
  26310. }
  26311. }
  26312. } // for arguments
  26313. this.nCachedObjects_ = nCachedObjects;
  26314. },
  26315. // remove & forget
  26316. uncache: function () {
  26317. var objects = this._objects,
  26318. indicesByUUID = this._indicesByUUID,
  26319. bindings = this._bindings,
  26320. nBindings = bindings.length;
  26321. var nCachedObjects = this.nCachedObjects_,
  26322. nObjects = objects.length;
  26323. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  26324. var object = arguments[ i ],
  26325. uuid = object.uuid,
  26326. index = indicesByUUID[ uuid ];
  26327. if ( index !== undefined ) {
  26328. delete indicesByUUID[ uuid ];
  26329. if ( index < nCachedObjects ) {
  26330. // object is cached, shrink the CACHED region
  26331. var firstActiveIndex = -- nCachedObjects,
  26332. lastCachedObject = objects[ firstActiveIndex ],
  26333. lastIndex = -- nObjects,
  26334. lastObject = objects[ lastIndex ];
  26335. // last cached object takes this object's place
  26336. indicesByUUID[ lastCachedObject.uuid ] = index;
  26337. objects[ index ] = lastCachedObject;
  26338. // last object goes to the activated slot and pop
  26339. indicesByUUID[ lastObject.uuid ] = firstActiveIndex;
  26340. objects[ firstActiveIndex ] = lastObject;
  26341. objects.pop();
  26342. // accounting is done, now do the same for all bindings
  26343. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  26344. var bindingsForPath = bindings[ j ],
  26345. lastCached = bindingsForPath[ firstActiveIndex ],
  26346. last = bindingsForPath[ lastIndex ];
  26347. bindingsForPath[ index ] = lastCached;
  26348. bindingsForPath[ firstActiveIndex ] = last;
  26349. bindingsForPath.pop();
  26350. }
  26351. } else {
  26352. // object is active, just swap with the last and pop
  26353. var lastIndex$1 = -- nObjects,
  26354. lastObject$1 = objects[ lastIndex$1 ];
  26355. indicesByUUID[ lastObject$1.uuid ] = index;
  26356. objects[ index ] = lastObject$1;
  26357. objects.pop();
  26358. // accounting is done, now do the same for all bindings
  26359. for ( var j$1 = 0, m$1 = nBindings; j$1 !== m$1; ++ j$1 ) {
  26360. var bindingsForPath$1 = bindings[ j$1 ];
  26361. bindingsForPath$1[ index ] = bindingsForPath$1[ lastIndex$1 ];
  26362. bindingsForPath$1.pop();
  26363. }
  26364. } // cached or active
  26365. } // if object is known
  26366. } // for arguments
  26367. this.nCachedObjects_ = nCachedObjects;
  26368. },
  26369. // Internal interface used by befriended PropertyBinding.Composite:
  26370. subscribe_: function ( path, parsedPath ) {
  26371. // returns an array of bindings for the given path that is changed
  26372. // according to the contained objects in the group
  26373. var indicesByPath = this._bindingsIndicesByPath;
  26374. var index = indicesByPath[ path ];
  26375. var bindings = this._bindings;
  26376. if ( index !== undefined ) { return bindings[ index ]; }
  26377. var paths = this._paths,
  26378. parsedPaths = this._parsedPaths,
  26379. objects = this._objects,
  26380. nObjects = objects.length,
  26381. nCachedObjects = this.nCachedObjects_,
  26382. bindingsForPath = new Array( nObjects );
  26383. index = bindings.length;
  26384. indicesByPath[ path ] = index;
  26385. paths.push( path );
  26386. parsedPaths.push( parsedPath );
  26387. bindings.push( bindingsForPath );
  26388. for ( var i = nCachedObjects, n = objects.length; i !== n; ++ i ) {
  26389. var object = objects[ i ];
  26390. bindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath );
  26391. }
  26392. return bindingsForPath;
  26393. },
  26394. unsubscribe_: function ( path ) {
  26395. // tells the group to forget about a property path and no longer
  26396. // update the array previously obtained with 'subscribe_'
  26397. var indicesByPath = this._bindingsIndicesByPath,
  26398. index = indicesByPath[ path ];
  26399. if ( index !== undefined ) {
  26400. var paths = this._paths,
  26401. parsedPaths = this._parsedPaths,
  26402. bindings = this._bindings,
  26403. lastBindingsIndex = bindings.length - 1,
  26404. lastBindings = bindings[ lastBindingsIndex ],
  26405. lastBindingsPath = path[ lastBindingsIndex ];
  26406. indicesByPath[ lastBindingsPath ] = index;
  26407. bindings[ index ] = lastBindings;
  26408. bindings.pop();
  26409. parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];
  26410. parsedPaths.pop();
  26411. paths[ index ] = paths[ lastBindingsIndex ];
  26412. paths.pop();
  26413. }
  26414. }
  26415. } );
  26416. var AnimationAction = function AnimationAction( mixer, clip, localRoot, blendMode ) {
  26417. this._mixer = mixer;
  26418. this._clip = clip;
  26419. this._localRoot = localRoot || null;
  26420. this.blendMode = blendMode || clip.blendMode;
  26421. var tracks = clip.tracks,
  26422. nTracks = tracks.length,
  26423. interpolants = new Array( nTracks );
  26424. var interpolantSettings = {
  26425. endingStart: ZeroCurvatureEnding,
  26426. endingEnd: ZeroCurvatureEnding
  26427. };
  26428. for ( var i = 0; i !== nTracks; ++ i ) {
  26429. var interpolant = tracks[ i ].createInterpolant( null );
  26430. interpolants[ i ] = interpolant;
  26431. interpolant.settings = interpolantSettings;
  26432. }
  26433. this._interpolantSettings = interpolantSettings;
  26434. this._interpolants = interpolants; // bound by the mixer
  26435. // inside: PropertyMixer (managed by the mixer)
  26436. this._propertyBindings = new Array( nTracks );
  26437. this._cacheIndex = null; // for the memory manager
  26438. this._byClipCacheIndex = null; // for the memory manager
  26439. this._timeScaleInterpolant = null;
  26440. this._weightInterpolant = null;
  26441. this.loop = LoopRepeat;
  26442. this._loopCount = - 1;
  26443. // global mixer time when the action is to be started
  26444. // it's set back to 'null' upon start of the action
  26445. this._startTime = null;
  26446. // scaled local time of the action
  26447. // gets clamped or wrapped to 0..clip.duration according to loop
  26448. this.time = 0;
  26449. this.timeScale = 1;
  26450. this._effectiveTimeScale = 1;
  26451. this.weight = 1;
  26452. this._effectiveWeight = 1;
  26453. this.repetitions = Infinity; // no. of repetitions when looping
  26454. this.paused = false; // true -> zero effective time scale
  26455. this.enabled = true; // false -> zero effective weight
  26456. this.clampWhenFinished = false;// keep feeding the last frame?
  26457. this.zeroSlopeAtStart = true;// for smooth interpolation w/o separate
  26458. this.zeroSlopeAtEnd = true;// clips for start, loop and end
  26459. };
  26460. // State & Scheduling
  26461. AnimationAction.prototype.play = function play () {
  26462. this._mixer._activateAction( this );
  26463. return this;
  26464. };
  26465. AnimationAction.prototype.stop = function stop () {
  26466. this._mixer._deactivateAction( this );
  26467. return this.reset();
  26468. };
  26469. AnimationAction.prototype.reset = function reset () {
  26470. this.paused = false;
  26471. this.enabled = true;
  26472. this.time = 0; // restart clip
  26473. this._loopCount = - 1;// forget previous loops
  26474. this._startTime = null;// forget scheduling
  26475. return this.stopFading().stopWarping();
  26476. };
  26477. AnimationAction.prototype.isRunning = function isRunning () {
  26478. return this.enabled && ! this.paused && this.timeScale !== 0 &&
  26479. this._startTime === null && this._mixer._isActiveAction( this );
  26480. };
  26481. // return true when play has been called
  26482. AnimationAction.prototype.isScheduled = function isScheduled () {
  26483. return this._mixer._isActiveAction( this );
  26484. };
  26485. AnimationAction.prototype.startAt = function startAt ( time ) {
  26486. this._startTime = time;
  26487. return this;
  26488. };
  26489. AnimationAction.prototype.setLoop = function setLoop ( mode, repetitions ) {
  26490. this.loop = mode;
  26491. this.repetitions = repetitions;
  26492. return this;
  26493. };
  26494. // Weight
  26495. // set the weight stopping any scheduled fading
  26496. // although .enabled = false yields an effective weight of zero, this
  26497. // method does *not* change .enabled, because it would be confusing
  26498. AnimationAction.prototype.setEffectiveWeight = function setEffectiveWeight ( weight ) {
  26499. this.weight = weight;
  26500. // note: same logic as when updated at runtime
  26501. this._effectiveWeight = this.enabled ? weight : 0;
  26502. return this.stopFading();
  26503. };
  26504. // return the weight considering fading and .enabled
  26505. AnimationAction.prototype.getEffectiveWeight = function getEffectiveWeight () {
  26506. return this._effectiveWeight;
  26507. };
  26508. AnimationAction.prototype.fadeIn = function fadeIn ( duration ) {
  26509. return this._scheduleFading( duration, 0, 1 );
  26510. };
  26511. AnimationAction.prototype.fadeOut = function fadeOut ( duration ) {
  26512. return this._scheduleFading( duration, 1, 0 );
  26513. };
  26514. AnimationAction.prototype.crossFadeFrom = function crossFadeFrom ( fadeOutAction, duration, warp ) {
  26515. fadeOutAction.fadeOut( duration );
  26516. this.fadeIn( duration );
  26517. if ( warp ) {
  26518. var fadeInDuration = this._clip.duration,
  26519. fadeOutDuration = fadeOutAction._clip.duration,
  26520. startEndRatio = fadeOutDuration / fadeInDuration,
  26521. endStartRatio = fadeInDuration / fadeOutDuration;
  26522. fadeOutAction.warp( 1.0, startEndRatio, duration );
  26523. this.warp( endStartRatio, 1.0, duration );
  26524. }
  26525. return this;
  26526. };
  26527. AnimationAction.prototype.crossFadeTo = function crossFadeTo ( fadeInAction, duration, warp ) {
  26528. return fadeInAction.crossFadeFrom( this, duration, warp );
  26529. };
  26530. AnimationAction.prototype.stopFading = function stopFading () {
  26531. var weightInterpolant = this._weightInterpolant;
  26532. if ( weightInterpolant !== null ) {
  26533. this._weightInterpolant = null;
  26534. this._mixer._takeBackControlInterpolant( weightInterpolant );
  26535. }
  26536. return this;
  26537. };
  26538. // Time Scale Control
  26539. // set the time scale stopping any scheduled warping
  26540. // although .paused = true yields an effective time scale of zero, this
  26541. // method does *not* change .paused, because it would be confusing
  26542. AnimationAction.prototype.setEffectiveTimeScale = function setEffectiveTimeScale ( timeScale ) {
  26543. this.timeScale = timeScale;
  26544. this._effectiveTimeScale = this.paused ? 0 : timeScale;
  26545. return this.stopWarping();
  26546. };
  26547. // return the time scale considering warping and .paused
  26548. AnimationAction.prototype.getEffectiveTimeScale = function getEffectiveTimeScale () {
  26549. return this._effectiveTimeScale;
  26550. };
  26551. AnimationAction.prototype.setDuration = function setDuration ( duration ) {
  26552. this.timeScale = this._clip.duration / duration;
  26553. return this.stopWarping();
  26554. };
  26555. AnimationAction.prototype.syncWith = function syncWith ( action ) {
  26556. this.time = action.time;
  26557. this.timeScale = action.timeScale;
  26558. return this.stopWarping();
  26559. };
  26560. AnimationAction.prototype.halt = function halt ( duration ) {
  26561. return this.warp( this._effectiveTimeScale, 0, duration );
  26562. };
  26563. AnimationAction.prototype.warp = function warp ( startTimeScale, endTimeScale, duration ) {
  26564. var mixer = this._mixer,
  26565. now = mixer.time,
  26566. timeScale = this.timeScale;
  26567. var interpolant = this._timeScaleInterpolant;
  26568. if ( interpolant === null ) {
  26569. interpolant = mixer._lendControlInterpolant();
  26570. this._timeScaleInterpolant = interpolant;
  26571. }
  26572. var times = interpolant.parameterPositions,
  26573. values = interpolant.sampleValues;
  26574. times[ 0 ] = now;
  26575. times[ 1 ] = now + duration;
  26576. values[ 0 ] = startTimeScale / timeScale;
  26577. values[ 1 ] = endTimeScale / timeScale;
  26578. return this;
  26579. };
  26580. AnimationAction.prototype.stopWarping = function stopWarping () {
  26581. var timeScaleInterpolant = this._timeScaleInterpolant;
  26582. if ( timeScaleInterpolant !== null ) {
  26583. this._timeScaleInterpolant = null;
  26584. this._mixer._takeBackControlInterpolant( timeScaleInterpolant );
  26585. }
  26586. return this;
  26587. };
  26588. // Object Accessors
  26589. AnimationAction.prototype.getMixer = function getMixer () {
  26590. return this._mixer;
  26591. };
  26592. AnimationAction.prototype.getClip = function getClip () {
  26593. return this._clip;
  26594. };
  26595. AnimationAction.prototype.getRoot = function getRoot () {
  26596. return this._localRoot || this._mixer._root;
  26597. };
  26598. // Interna
  26599. AnimationAction.prototype._update = function _update ( time, deltaTime, timeDirection, accuIndex ) {
  26600. // called by the mixer
  26601. if ( ! this.enabled ) {
  26602. // call ._updateWeight() to update ._effectiveWeight
  26603. this._updateWeight( time );
  26604. return;
  26605. }
  26606. var startTime = this._startTime;
  26607. if ( startTime !== null ) {
  26608. // check for scheduled start of action
  26609. var timeRunning = ( time - startTime ) * timeDirection;
  26610. if ( timeRunning < 0 || timeDirection === 0 ) {
  26611. return; // yet to come / don't decide when delta = 0
  26612. }
  26613. // start
  26614. this._startTime = null; // unschedule
  26615. deltaTime = timeDirection * timeRunning;
  26616. }
  26617. // apply time scale and advance time
  26618. deltaTime *= this._updateTimeScale( time );
  26619. var clipTime = this._updateTime( deltaTime );
  26620. // note: _updateTime may disable the action resulting in
  26621. // an effective weight of 0
  26622. var weight = this._updateWeight( time );
  26623. if ( weight > 0 ) {
  26624. var interpolants = this._interpolants;
  26625. var propertyMixers = this._propertyBindings;
  26626. switch ( this.blendMode ) {
  26627. case AdditiveAnimationBlendMode:
  26628. for ( var j = 0, m = interpolants.length; j !== m; ++ j ) {
  26629. interpolants[ j ].evaluate( clipTime );
  26630. propertyMixers[ j ].accumulateAdditive( weight );
  26631. }
  26632. break;
  26633. case NormalAnimationBlendMode:
  26634. default:
  26635. for ( var j$1 = 0, m$1 = interpolants.length; j$1 !== m$1; ++ j$1 ) {
  26636. interpolants[ j$1 ].evaluate( clipTime );
  26637. propertyMixers[ j$1 ].accumulate( accuIndex, weight );
  26638. }
  26639. }
  26640. }
  26641. };
  26642. AnimationAction.prototype._updateWeight = function _updateWeight ( time ) {
  26643. var weight = 0;
  26644. if ( this.enabled ) {
  26645. weight = this.weight;
  26646. var interpolant = this._weightInterpolant;
  26647. if ( interpolant !== null ) {
  26648. var interpolantValue = interpolant.evaluate( time )[ 0 ];
  26649. weight *= interpolantValue;
  26650. if ( time > interpolant.parameterPositions[ 1 ] ) {
  26651. this.stopFading();
  26652. if ( interpolantValue === 0 ) {
  26653. // faded out, disable
  26654. this.enabled = false;
  26655. }
  26656. }
  26657. }
  26658. }
  26659. this._effectiveWeight = weight;
  26660. return weight;
  26661. };
  26662. AnimationAction.prototype._updateTimeScale = function _updateTimeScale ( time ) {
  26663. var timeScale = 0;
  26664. if ( ! this.paused ) {
  26665. timeScale = this.timeScale;
  26666. var interpolant = this._timeScaleInterpolant;
  26667. if ( interpolant !== null ) {
  26668. var interpolantValue = interpolant.evaluate( time )[ 0 ];
  26669. timeScale *= interpolantValue;
  26670. if ( time > interpolant.parameterPositions[ 1 ] ) {
  26671. this.stopWarping();
  26672. if ( timeScale === 0 ) {
  26673. // motion has halted, pause
  26674. this.paused = true;
  26675. } else {
  26676. // warp done - apply final time scale
  26677. this.timeScale = timeScale;
  26678. }
  26679. }
  26680. }
  26681. }
  26682. this._effectiveTimeScale = timeScale;
  26683. return timeScale;
  26684. };
  26685. AnimationAction.prototype._updateTime = function _updateTime ( deltaTime ) {
  26686. var duration = this._clip.duration;
  26687. var loop = this.loop;
  26688. var time = this.time + deltaTime;
  26689. var loopCount = this._loopCount;
  26690. var pingPong = ( loop === LoopPingPong );
  26691. if ( deltaTime === 0 ) {
  26692. if ( loopCount === - 1 ) { return time; }
  26693. return ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time;
  26694. }
  26695. if ( loop === LoopOnce ) {
  26696. if ( loopCount === - 1 ) {
  26697. // just started
  26698. this._loopCount = 0;
  26699. this._setEndings( true, true, false );
  26700. }
  26701. handle_stop: {
  26702. if ( time >= duration ) {
  26703. time = duration;
  26704. } else if ( time < 0 ) {
  26705. time = 0;
  26706. } else {
  26707. this.time = time;
  26708. break handle_stop;
  26709. }
  26710. if ( this.clampWhenFinished ) { this.paused = true; }
  26711. else { this.enabled = false; }
  26712. this.time = time;
  26713. this._mixer.dispatchEvent( {
  26714. type: 'finished', action: this,
  26715. direction: deltaTime < 0 ? - 1 : 1
  26716. } );
  26717. }
  26718. } else { // repetitive Repeat or PingPong
  26719. if ( loopCount === - 1 ) {
  26720. // just started
  26721. if ( deltaTime >= 0 ) {
  26722. loopCount = 0;
  26723. this._setEndings( true, this.repetitions === 0, pingPong );
  26724. } else {
  26725. // when looping in reverse direction, the initial
  26726. // transition through zero counts as a repetition,
  26727. // so leave loopCount at -1
  26728. this._setEndings( this.repetitions === 0, true, pingPong );
  26729. }
  26730. }
  26731. if ( time >= duration || time < 0 ) {
  26732. // wrap around
  26733. var loopDelta = Math.floor( time / duration ); // signed
  26734. time -= duration * loopDelta;
  26735. loopCount += Math.abs( loopDelta );
  26736. var pending = this.repetitions - loopCount;
  26737. if ( pending <= 0 ) {
  26738. // have to stop (switch state, clamp time, fire event)
  26739. if ( this.clampWhenFinished ) { this.paused = true; }
  26740. else { this.enabled = false; }
  26741. time = deltaTime > 0 ? duration : 0;
  26742. this.time = time;
  26743. this._mixer.dispatchEvent( {
  26744. type: 'finished', action: this,
  26745. direction: deltaTime > 0 ? 1 : - 1
  26746. } );
  26747. } else {
  26748. // keep running
  26749. if ( pending === 1 ) {
  26750. // entering the last round
  26751. var atStart = deltaTime < 0;
  26752. this._setEndings( atStart, ! atStart, pingPong );
  26753. } else {
  26754. this._setEndings( false, false, pingPong );
  26755. }
  26756. this._loopCount = loopCount;
  26757. this.time = time;
  26758. this._mixer.dispatchEvent( {
  26759. type: 'loop', action: this, loopDelta: loopDelta
  26760. } );
  26761. }
  26762. } else {
  26763. this.time = time;
  26764. }
  26765. if ( pingPong && ( loopCount & 1 ) === 1 ) {
  26766. // invert time for the "pong round"
  26767. return duration - time;
  26768. }
  26769. }
  26770. return time;
  26771. };
  26772. AnimationAction.prototype._setEndings = function _setEndings ( atStart, atEnd, pingPong ) {
  26773. var settings = this._interpolantSettings;
  26774. if ( pingPong ) {
  26775. settings.endingStart = ZeroSlopeEnding;
  26776. settings.endingEnd = ZeroSlopeEnding;
  26777. } else {
  26778. // assuming for LoopOnce atStart == atEnd == true
  26779. if ( atStart ) {
  26780. settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;
  26781. } else {
  26782. settings.endingStart = WrapAroundEnding;
  26783. }
  26784. if ( atEnd ) {
  26785. settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;
  26786. } else {
  26787. settings.endingEnd = WrapAroundEnding;
  26788. }
  26789. }
  26790. };
  26791. AnimationAction.prototype._scheduleFading = function _scheduleFading ( duration, weightNow, weightThen ) {
  26792. var mixer = this._mixer, now = mixer.time;
  26793. var interpolant = this._weightInterpolant;
  26794. if ( interpolant === null ) {
  26795. interpolant = mixer._lendControlInterpolant();
  26796. this._weightInterpolant = interpolant;
  26797. }
  26798. var times = interpolant.parameterPositions,
  26799. values = interpolant.sampleValues;
  26800. times[ 0 ] = now;
  26801. values[ 0 ] = weightNow;
  26802. times[ 1 ] = now + duration;
  26803. values[ 1 ] = weightThen;
  26804. return this;
  26805. };
  26806. function AnimationMixer( root ) {
  26807. this._root = root;
  26808. this._initMemoryManager();
  26809. this._accuIndex = 0;
  26810. this.time = 0;
  26811. this.timeScale = 1.0;
  26812. }
  26813. AnimationMixer.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  26814. constructor: AnimationMixer,
  26815. _bindAction: function ( action, prototypeAction ) {
  26816. var root = action._localRoot || this._root,
  26817. tracks = action._clip.tracks,
  26818. nTracks = tracks.length,
  26819. bindings = action._propertyBindings,
  26820. interpolants = action._interpolants,
  26821. rootUuid = root.uuid,
  26822. bindingsByRoot = this._bindingsByRootAndName;
  26823. var bindingsByName = bindingsByRoot[ rootUuid ];
  26824. if ( bindingsByName === undefined ) {
  26825. bindingsByName = {};
  26826. bindingsByRoot[ rootUuid ] = bindingsByName;
  26827. }
  26828. for ( var i = 0; i !== nTracks; ++ i ) {
  26829. var track = tracks[ i ],
  26830. trackName = track.name;
  26831. var binding = bindingsByName[ trackName ];
  26832. if ( binding !== undefined ) {
  26833. bindings[ i ] = binding;
  26834. } else {
  26835. binding = bindings[ i ];
  26836. if ( binding !== undefined ) {
  26837. // existing binding, make sure the cache knows
  26838. if ( binding._cacheIndex === null ) {
  26839. ++ binding.referenceCount;
  26840. this._addInactiveBinding( binding, rootUuid, trackName );
  26841. }
  26842. continue;
  26843. }
  26844. var path = prototypeAction && prototypeAction.
  26845. _propertyBindings[ i ].binding.parsedPath;
  26846. binding = new PropertyMixer(
  26847. PropertyBinding.create( root, trackName, path ),
  26848. track.ValueTypeName, track.getValueSize() );
  26849. ++ binding.referenceCount;
  26850. this._addInactiveBinding( binding, rootUuid, trackName );
  26851. bindings[ i ] = binding;
  26852. }
  26853. interpolants[ i ].resultBuffer = binding.buffer;
  26854. }
  26855. },
  26856. _activateAction: function ( action ) {
  26857. if ( ! this._isActiveAction( action ) ) {
  26858. if ( action._cacheIndex === null ) {
  26859. // this action has been forgotten by the cache, but the user
  26860. // appears to be still using it -> rebind
  26861. var rootUuid = ( action._localRoot || this._root ).uuid,
  26862. clipUuid = action._clip.uuid,
  26863. actionsForClip = this._actionsByClip[ clipUuid ];
  26864. this._bindAction( action,
  26865. actionsForClip && actionsForClip.knownActions[ 0 ] );
  26866. this._addInactiveAction( action, clipUuid, rootUuid );
  26867. }
  26868. var bindings = action._propertyBindings;
  26869. // increment reference counts / sort out state
  26870. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  26871. var binding = bindings[ i ];
  26872. if ( binding.useCount ++ === 0 ) {
  26873. this._lendBinding( binding );
  26874. binding.saveOriginalState();
  26875. }
  26876. }
  26877. this._lendAction( action );
  26878. }
  26879. },
  26880. _deactivateAction: function ( action ) {
  26881. if ( this._isActiveAction( action ) ) {
  26882. var bindings = action._propertyBindings;
  26883. // decrement reference counts / sort out state
  26884. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  26885. var binding = bindings[ i ];
  26886. if ( -- binding.useCount === 0 ) {
  26887. binding.restoreOriginalState();
  26888. this._takeBackBinding( binding );
  26889. }
  26890. }
  26891. this._takeBackAction( action );
  26892. }
  26893. },
  26894. // Memory manager
  26895. _initMemoryManager: function () {
  26896. this._actions = []; // 'nActiveActions' followed by inactive ones
  26897. this._nActiveActions = 0;
  26898. this._actionsByClip = {};
  26899. // inside:
  26900. // {
  26901. // knownActions: Array< AnimationAction > - used as prototypes
  26902. // actionByRoot: AnimationAction - lookup
  26903. // }
  26904. this._bindings = []; // 'nActiveBindings' followed by inactive ones
  26905. this._nActiveBindings = 0;
  26906. this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >
  26907. this._controlInterpolants = []; // same game as above
  26908. this._nActiveControlInterpolants = 0;
  26909. var scope = this;
  26910. this.stats = {
  26911. actions: {
  26912. get total() {
  26913. return scope._actions.length;
  26914. },
  26915. get inUse() {
  26916. return scope._nActiveActions;
  26917. }
  26918. },
  26919. bindings: {
  26920. get total() {
  26921. return scope._bindings.length;
  26922. },
  26923. get inUse() {
  26924. return scope._nActiveBindings;
  26925. }
  26926. },
  26927. controlInterpolants: {
  26928. get total() {
  26929. return scope._controlInterpolants.length;
  26930. },
  26931. get inUse() {
  26932. return scope._nActiveControlInterpolants;
  26933. }
  26934. }
  26935. };
  26936. },
  26937. // Memory management for AnimationAction objects
  26938. _isActiveAction: function ( action ) {
  26939. var index = action._cacheIndex;
  26940. return index !== null && index < this._nActiveActions;
  26941. },
  26942. _addInactiveAction: function ( action, clipUuid, rootUuid ) {
  26943. var actions = this._actions,
  26944. actionsByClip = this._actionsByClip;
  26945. var actionsForClip = actionsByClip[ clipUuid ];
  26946. if ( actionsForClip === undefined ) {
  26947. actionsForClip = {
  26948. knownActions: [ action ],
  26949. actionByRoot: {}
  26950. };
  26951. action._byClipCacheIndex = 0;
  26952. actionsByClip[ clipUuid ] = actionsForClip;
  26953. } else {
  26954. var knownActions = actionsForClip.knownActions;
  26955. action._byClipCacheIndex = knownActions.length;
  26956. knownActions.push( action );
  26957. }
  26958. action._cacheIndex = actions.length;
  26959. actions.push( action );
  26960. actionsForClip.actionByRoot[ rootUuid ] = action;
  26961. },
  26962. _removeInactiveAction: function ( action ) {
  26963. var actions = this._actions,
  26964. lastInactiveAction = actions[ actions.length - 1 ],
  26965. cacheIndex = action._cacheIndex;
  26966. lastInactiveAction._cacheIndex = cacheIndex;
  26967. actions[ cacheIndex ] = lastInactiveAction;
  26968. actions.pop();
  26969. action._cacheIndex = null;
  26970. var clipUuid = action._clip.uuid,
  26971. actionsByClip = this._actionsByClip,
  26972. actionsForClip = actionsByClip[ clipUuid ],
  26973. knownActionsForClip = actionsForClip.knownActions,
  26974. lastKnownAction =
  26975. knownActionsForClip[ knownActionsForClip.length - 1 ],
  26976. byClipCacheIndex = action._byClipCacheIndex;
  26977. lastKnownAction._byClipCacheIndex = byClipCacheIndex;
  26978. knownActionsForClip[ byClipCacheIndex ] = lastKnownAction;
  26979. knownActionsForClip.pop();
  26980. action._byClipCacheIndex = null;
  26981. var actionByRoot = actionsForClip.actionByRoot,
  26982. rootUuid = ( action._localRoot || this._root ).uuid;
  26983. delete actionByRoot[ rootUuid ];
  26984. if ( knownActionsForClip.length === 0 ) {
  26985. delete actionsByClip[ clipUuid ];
  26986. }
  26987. this._removeInactiveBindingsForAction( action );
  26988. },
  26989. _removeInactiveBindingsForAction: function ( action ) {
  26990. var bindings = action._propertyBindings;
  26991. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  26992. var binding = bindings[ i ];
  26993. if ( -- binding.referenceCount === 0 ) {
  26994. this._removeInactiveBinding( binding );
  26995. }
  26996. }
  26997. },
  26998. _lendAction: function ( action ) {
  26999. // [ active actions | inactive actions ]
  27000. // [ active actions >| inactive actions ]
  27001. // s a
  27002. // <-swap->
  27003. // a s
  27004. var actions = this._actions,
  27005. prevIndex = action._cacheIndex,
  27006. lastActiveIndex = this._nActiveActions ++,
  27007. firstInactiveAction = actions[ lastActiveIndex ];
  27008. action._cacheIndex = lastActiveIndex;
  27009. actions[ lastActiveIndex ] = action;
  27010. firstInactiveAction._cacheIndex = prevIndex;
  27011. actions[ prevIndex ] = firstInactiveAction;
  27012. },
  27013. _takeBackAction: function ( action ) {
  27014. // [ active actions | inactive actions ]
  27015. // [ active actions |< inactive actions ]
  27016. // a s
  27017. // <-swap->
  27018. // s a
  27019. var actions = this._actions,
  27020. prevIndex = action._cacheIndex,
  27021. firstInactiveIndex = -- this._nActiveActions,
  27022. lastActiveAction = actions[ firstInactiveIndex ];
  27023. action._cacheIndex = firstInactiveIndex;
  27024. actions[ firstInactiveIndex ] = action;
  27025. lastActiveAction._cacheIndex = prevIndex;
  27026. actions[ prevIndex ] = lastActiveAction;
  27027. },
  27028. // Memory management for PropertyMixer objects
  27029. _addInactiveBinding: function ( binding, rootUuid, trackName ) {
  27030. var bindingsByRoot = this._bindingsByRootAndName,
  27031. bindings = this._bindings;
  27032. var bindingByName = bindingsByRoot[ rootUuid ];
  27033. if ( bindingByName === undefined ) {
  27034. bindingByName = {};
  27035. bindingsByRoot[ rootUuid ] = bindingByName;
  27036. }
  27037. bindingByName[ trackName ] = binding;
  27038. binding._cacheIndex = bindings.length;
  27039. bindings.push( binding );
  27040. },
  27041. _removeInactiveBinding: function ( binding ) {
  27042. var bindings = this._bindings,
  27043. propBinding = binding.binding,
  27044. rootUuid = propBinding.rootNode.uuid,
  27045. trackName = propBinding.path,
  27046. bindingsByRoot = this._bindingsByRootAndName,
  27047. bindingByName = bindingsByRoot[ rootUuid ],
  27048. lastInactiveBinding = bindings[ bindings.length - 1 ],
  27049. cacheIndex = binding._cacheIndex;
  27050. lastInactiveBinding._cacheIndex = cacheIndex;
  27051. bindings[ cacheIndex ] = lastInactiveBinding;
  27052. bindings.pop();
  27053. delete bindingByName[ trackName ];
  27054. if ( Object.keys( bindingByName ).length === 0 ) {
  27055. delete bindingsByRoot[ rootUuid ];
  27056. }
  27057. },
  27058. _lendBinding: function ( binding ) {
  27059. var bindings = this._bindings,
  27060. prevIndex = binding._cacheIndex,
  27061. lastActiveIndex = this._nActiveBindings ++,
  27062. firstInactiveBinding = bindings[ lastActiveIndex ];
  27063. binding._cacheIndex = lastActiveIndex;
  27064. bindings[ lastActiveIndex ] = binding;
  27065. firstInactiveBinding._cacheIndex = prevIndex;
  27066. bindings[ prevIndex ] = firstInactiveBinding;
  27067. },
  27068. _takeBackBinding: function ( binding ) {
  27069. var bindings = this._bindings,
  27070. prevIndex = binding._cacheIndex,
  27071. firstInactiveIndex = -- this._nActiveBindings,
  27072. lastActiveBinding = bindings[ firstInactiveIndex ];
  27073. binding._cacheIndex = firstInactiveIndex;
  27074. bindings[ firstInactiveIndex ] = binding;
  27075. lastActiveBinding._cacheIndex = prevIndex;
  27076. bindings[ prevIndex ] = lastActiveBinding;
  27077. },
  27078. // Memory management of Interpolants for weight and time scale
  27079. _lendControlInterpolant: function () {
  27080. var interpolants = this._controlInterpolants,
  27081. lastActiveIndex = this._nActiveControlInterpolants ++;
  27082. var interpolant = interpolants[ lastActiveIndex ];
  27083. if ( interpolant === undefined ) {
  27084. interpolant = new LinearInterpolant(
  27085. new Float32Array( 2 ), new Float32Array( 2 ),
  27086. 1, this._controlInterpolantsResultBuffer );
  27087. interpolant.__cacheIndex = lastActiveIndex;
  27088. interpolants[ lastActiveIndex ] = interpolant;
  27089. }
  27090. return interpolant;
  27091. },
  27092. _takeBackControlInterpolant: function ( interpolant ) {
  27093. var interpolants = this._controlInterpolants,
  27094. prevIndex = interpolant.__cacheIndex,
  27095. firstInactiveIndex = -- this._nActiveControlInterpolants,
  27096. lastActiveInterpolant = interpolants[ firstInactiveIndex ];
  27097. interpolant.__cacheIndex = firstInactiveIndex;
  27098. interpolants[ firstInactiveIndex ] = interpolant;
  27099. lastActiveInterpolant.__cacheIndex = prevIndex;
  27100. interpolants[ prevIndex ] = lastActiveInterpolant;
  27101. },
  27102. _controlInterpolantsResultBuffer: new Float32Array( 1 ),
  27103. // return an action for a clip optionally using a custom root target
  27104. // object (this method allocates a lot of dynamic memory in case a
  27105. // previously unknown clip/root combination is specified)
  27106. clipAction: function ( clip, optionalRoot, blendMode ) {
  27107. var root = optionalRoot || this._root,
  27108. rootUuid = root.uuid;
  27109. var clipObject = typeof clip === 'string' ? AnimationClip.findByName( root, clip ) : clip;
  27110. var clipUuid = clipObject !== null ? clipObject.uuid : clip;
  27111. var actionsForClip = this._actionsByClip[ clipUuid ];
  27112. var prototypeAction = null;
  27113. if ( blendMode === undefined ) {
  27114. if ( clipObject !== null ) {
  27115. blendMode = clipObject.blendMode;
  27116. } else {
  27117. blendMode = NormalAnimationBlendMode;
  27118. }
  27119. }
  27120. if ( actionsForClip !== undefined ) {
  27121. var existingAction = actionsForClip.actionByRoot[ rootUuid ];
  27122. if ( existingAction !== undefined && existingAction.blendMode === blendMode ) {
  27123. return existingAction;
  27124. }
  27125. // we know the clip, so we don't have to parse all
  27126. // the bindings again but can just copy
  27127. prototypeAction = actionsForClip.knownActions[ 0 ];
  27128. // also, take the clip from the prototype action
  27129. if ( clipObject === null )
  27130. { clipObject = prototypeAction._clip; }
  27131. }
  27132. // clip must be known when specified via string
  27133. if ( clipObject === null ) { return null; }
  27134. // allocate all resources required to run it
  27135. var newAction = new AnimationAction( this, clipObject, optionalRoot, blendMode );
  27136. this._bindAction( newAction, prototypeAction );
  27137. // and make the action known to the memory manager
  27138. this._addInactiveAction( newAction, clipUuid, rootUuid );
  27139. return newAction;
  27140. },
  27141. // get an existing action
  27142. existingAction: function ( clip, optionalRoot ) {
  27143. var root = optionalRoot || this._root,
  27144. rootUuid = root.uuid,
  27145. clipObject = typeof clip === 'string' ?
  27146. AnimationClip.findByName( root, clip ) : clip,
  27147. clipUuid = clipObject ? clipObject.uuid : clip,
  27148. actionsForClip = this._actionsByClip[ clipUuid ];
  27149. if ( actionsForClip !== undefined ) {
  27150. return actionsForClip.actionByRoot[ rootUuid ] || null;
  27151. }
  27152. return null;
  27153. },
  27154. // deactivates all previously scheduled actions
  27155. stopAllAction: function () {
  27156. var actions = this._actions,
  27157. nActions = this._nActiveActions;
  27158. for ( var i = nActions - 1; i >= 0; -- i ) {
  27159. actions[ i ].stop();
  27160. }
  27161. return this;
  27162. },
  27163. // advance the time and update apply the animation
  27164. update: function ( deltaTime ) {
  27165. deltaTime *= this.timeScale;
  27166. var actions = this._actions,
  27167. nActions = this._nActiveActions,
  27168. time = this.time += deltaTime,
  27169. timeDirection = Math.sign( deltaTime ),
  27170. accuIndex = this._accuIndex ^= 1;
  27171. // run active actions
  27172. for ( var i = 0; i !== nActions; ++ i ) {
  27173. var action = actions[ i ];
  27174. action._update( time, deltaTime, timeDirection, accuIndex );
  27175. }
  27176. // update scene graph
  27177. var bindings = this._bindings,
  27178. nBindings = this._nActiveBindings;
  27179. for ( var i$1 = 0; i$1 !== nBindings; ++ i$1 ) {
  27180. bindings[ i$1 ].apply( accuIndex );
  27181. }
  27182. return this;
  27183. },
  27184. // Allows you to seek to a specific time in an animation.
  27185. setTime: function ( timeInSeconds ) {
  27186. this.time = 0; // Zero out time attribute for AnimationMixer object;
  27187. for ( var i = 0; i < this._actions.length; i ++ ) {
  27188. this._actions[ i ].time = 0; // Zero out time attribute for all associated AnimationAction objects.
  27189. }
  27190. return this.update( timeInSeconds ); // Update used to set exact time. Returns "this" AnimationMixer object.
  27191. },
  27192. // return this mixer's root target object
  27193. getRoot: function () {
  27194. return this._root;
  27195. },
  27196. // free all resources specific to a particular clip
  27197. uncacheClip: function ( clip ) {
  27198. var actions = this._actions,
  27199. clipUuid = clip.uuid,
  27200. actionsByClip = this._actionsByClip,
  27201. actionsForClip = actionsByClip[ clipUuid ];
  27202. if ( actionsForClip !== undefined ) {
  27203. // note: just calling _removeInactiveAction would mess up the
  27204. // iteration state and also require updating the state we can
  27205. // just throw away
  27206. var actionsToRemove = actionsForClip.knownActions;
  27207. for ( var i = 0, n = actionsToRemove.length; i !== n; ++ i ) {
  27208. var action = actionsToRemove[ i ];
  27209. this._deactivateAction( action );
  27210. var cacheIndex = action._cacheIndex,
  27211. lastInactiveAction = actions[ actions.length - 1 ];
  27212. action._cacheIndex = null;
  27213. action._byClipCacheIndex = null;
  27214. lastInactiveAction._cacheIndex = cacheIndex;
  27215. actions[ cacheIndex ] = lastInactiveAction;
  27216. actions.pop();
  27217. this._removeInactiveBindingsForAction( action );
  27218. }
  27219. delete actionsByClip[ clipUuid ];
  27220. }
  27221. },
  27222. // free all resources specific to a particular root target object
  27223. uncacheRoot: function ( root ) {
  27224. var rootUuid = root.uuid,
  27225. actionsByClip = this._actionsByClip;
  27226. for ( var clipUuid in actionsByClip ) {
  27227. var actionByRoot = actionsByClip[ clipUuid ].actionByRoot,
  27228. action = actionByRoot[ rootUuid ];
  27229. if ( action !== undefined ) {
  27230. this._deactivateAction( action );
  27231. this._removeInactiveAction( action );
  27232. }
  27233. }
  27234. var bindingsByRoot = this._bindingsByRootAndName,
  27235. bindingByName = bindingsByRoot[ rootUuid ];
  27236. if ( bindingByName !== undefined ) {
  27237. for ( var trackName in bindingByName ) {
  27238. var binding = bindingByName[ trackName ];
  27239. binding.restoreOriginalState();
  27240. this._removeInactiveBinding( binding );
  27241. }
  27242. }
  27243. },
  27244. // remove a targeted clip from the cache
  27245. uncacheAction: function ( clip, optionalRoot ) {
  27246. var action = this.existingAction( clip, optionalRoot );
  27247. if ( action !== null ) {
  27248. this._deactivateAction( action );
  27249. this._removeInactiveAction( action );
  27250. }
  27251. }
  27252. } );
  27253. var Uniform = function Uniform( value ) {
  27254. if ( typeof value === 'string' ) {
  27255. console.warn( 'THREE.Uniform: Type parameter is no longer needed.' );
  27256. value = arguments[ 1 ];
  27257. }
  27258. this.value = value;
  27259. };
  27260. Uniform.prototype.clone = function clone () {
  27261. return new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );
  27262. };
  27263. function InstancedInterleavedBuffer( array, stride, meshPerAttribute ) {
  27264. InterleavedBuffer.call( this, array, stride );
  27265. this.meshPerAttribute = meshPerAttribute || 1;
  27266. }
  27267. InstancedInterleavedBuffer.prototype = Object.assign( Object.create( InterleavedBuffer.prototype ), {
  27268. constructor: InstancedInterleavedBuffer,
  27269. isInstancedInterleavedBuffer: true,
  27270. copy: function ( source ) {
  27271. InterleavedBuffer.prototype.copy.call( this, source );
  27272. this.meshPerAttribute = source.meshPerAttribute;
  27273. return this;
  27274. },
  27275. clone: function ( data ) {
  27276. var ib = InterleavedBuffer.prototype.clone.call( this, data );
  27277. ib.meshPerAttribute = this.meshPerAttribute;
  27278. return ib;
  27279. },
  27280. toJSON: function ( data ) {
  27281. var json = InterleavedBuffer.prototype.toJSON.call( this, data );
  27282. json.isInstancedInterleavedBuffer = true;
  27283. json.meshPerAttribute = this.meshPerAttribute;
  27284. return json;
  27285. }
  27286. } );
  27287. /**
  27288. * @author raub / https://github.com/raub
  27289. */
  27290. /**
  27291. * Element size is one of:
  27292. * 5126: 4
  27293. * 5123: 2
  27294. * 5122: 2
  27295. * 5125: 4
  27296. * 5124: 4
  27297. * 5120: 1
  27298. * 5121: 1
  27299. */
  27300. function GLBufferAttribute( buffer, type, itemSize, elementSize, count ) {
  27301. this.buffer = buffer;
  27302. this.type = type;
  27303. this.itemSize = itemSize;
  27304. this.elementSize = elementSize;
  27305. this.count = count;
  27306. this.version = 0;
  27307. }
  27308. Object.defineProperty( GLBufferAttribute.prototype, 'needsUpdate', {
  27309. set: function ( value ) {
  27310. if ( value === true ) { this.version ++; }
  27311. }
  27312. } );
  27313. Object.assign( GLBufferAttribute.prototype, {
  27314. isGLBufferAttribute: true,
  27315. setBuffer: function ( buffer ) {
  27316. this.buffer = buffer;
  27317. return this;
  27318. },
  27319. setType: function ( type, elementSize ) {
  27320. this.type = type;
  27321. this.elementSize = elementSize;
  27322. return this;
  27323. },
  27324. setItemSize: function ( itemSize ) {
  27325. this.itemSize = itemSize;
  27326. return this;
  27327. },
  27328. setCount: function ( count ) {
  27329. this.count = count;
  27330. return this;
  27331. },
  27332. } );
  27333. function Raycaster( origin, direction, near, far ) {
  27334. this.ray = new Ray( origin, direction );
  27335. // direction is assumed to be normalized (for accurate distance calculations)
  27336. this.near = near || 0;
  27337. this.far = far || Infinity;
  27338. this.camera = null;
  27339. this.layers = new Layers();
  27340. this.params = {
  27341. Mesh: {},
  27342. Line: { threshold: 1 },
  27343. LOD: {},
  27344. Points: { threshold: 1 },
  27345. Sprite: {}
  27346. };
  27347. Object.defineProperties( this.params, {
  27348. PointCloud: {
  27349. get: function () {
  27350. console.warn( 'THREE.Raycaster: params.PointCloud has been renamed to params.Points.' );
  27351. return this.Points;
  27352. }
  27353. }
  27354. } );
  27355. }
  27356. function ascSort( a, b ) {
  27357. return a.distance - b.distance;
  27358. }
  27359. function intersectObject( object, raycaster, intersects, recursive ) {
  27360. if ( object.layers.test( raycaster.layers ) ) {
  27361. object.raycast( raycaster, intersects );
  27362. }
  27363. if ( recursive === true ) {
  27364. var children = object.children;
  27365. for ( var i = 0, l = children.length; i < l; i ++ ) {
  27366. intersectObject( children[ i ], raycaster, intersects, true );
  27367. }
  27368. }
  27369. }
  27370. Object.assign( Raycaster.prototype, {
  27371. set: function ( origin, direction ) {
  27372. // direction is assumed to be normalized (for accurate distance calculations)
  27373. this.ray.set( origin, direction );
  27374. },
  27375. setFromCamera: function ( coords, camera ) {
  27376. if ( ( camera && camera.isPerspectiveCamera ) ) {
  27377. this.ray.origin.setFromMatrixPosition( camera.matrixWorld );
  27378. this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();
  27379. this.camera = camera;
  27380. } else if ( ( camera && camera.isOrthographicCamera ) ) {
  27381. this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera
  27382. this.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld );
  27383. this.camera = camera;
  27384. } else {
  27385. console.error( 'THREE.Raycaster: Unsupported camera type.' );
  27386. }
  27387. },
  27388. intersectObject: function ( object, recursive, optionalTarget ) {
  27389. var intersects = optionalTarget || [];
  27390. intersectObject( object, this, intersects, recursive );
  27391. intersects.sort( ascSort );
  27392. return intersects;
  27393. },
  27394. intersectObjects: function ( objects, recursive, optionalTarget ) {
  27395. var intersects = optionalTarget || [];
  27396. if ( Array.isArray( objects ) === false ) {
  27397. console.warn( 'THREE.Raycaster.intersectObjects: objects is not an Array.' );
  27398. return intersects;
  27399. }
  27400. for ( var i = 0, l = objects.length; i < l; i ++ ) {
  27401. intersectObject( objects[ i ], this, intersects, recursive );
  27402. }
  27403. intersects.sort( ascSort );
  27404. return intersects;
  27405. }
  27406. } );
  27407. /**
  27408. * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system
  27409. *
  27410. * The polar angle (phi) is measured from the positive y-axis. The positive y-axis is up.
  27411. * The azimuthal angle (theta) is measured from the positive z-axis.
  27412. */
  27413. var Spherical = function Spherical( radius, phi, theta ) {
  27414. if ( radius === void 0 ) radius = 1;
  27415. if ( phi === void 0 ) phi = 0;
  27416. if ( theta === void 0 ) theta = 0;
  27417. this.radius = radius;
  27418. this.phi = phi; // polar angle
  27419. this.theta = theta; // azimuthal angle
  27420. return this;
  27421. };
  27422. Spherical.prototype.set = function set ( radius, phi, theta ) {
  27423. this.radius = radius;
  27424. this.phi = phi;
  27425. this.theta = theta;
  27426. return this;
  27427. };
  27428. Spherical.prototype.clone = function clone () {
  27429. return new this.constructor().copy( this );
  27430. };
  27431. Spherical.prototype.copy = function copy ( other ) {
  27432. this.radius = other.radius;
  27433. this.phi = other.phi;
  27434. this.theta = other.theta;
  27435. return this;
  27436. };
  27437. // restrict phi to be betwee EPS and PI-EPS
  27438. Spherical.prototype.makeSafe = function makeSafe () {
  27439. var EPS = 0.000001;
  27440. this.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) );
  27441. return this;
  27442. };
  27443. Spherical.prototype.setFromVector3 = function setFromVector3 ( v ) {
  27444. return this.setFromCartesianCoords( v.x, v.y, v.z );
  27445. };
  27446. Spherical.prototype.setFromCartesianCoords = function setFromCartesianCoords ( x, y, z ) {
  27447. this.radius = Math.sqrt( x * x + y * y + z * z );
  27448. if ( this.radius === 0 ) {
  27449. this.theta = 0;
  27450. this.phi = 0;
  27451. } else {
  27452. this.theta = Math.atan2( x, z );
  27453. this.phi = Math.acos( MathUtils.clamp( y / this.radius, - 1, 1 ) );
  27454. }
  27455. return this;
  27456. };
  27457. /**
  27458. * Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system
  27459. */
  27460. var Cylindrical = function Cylindrical( radius, theta, y ) {
  27461. this.radius = ( radius !== undefined ) ? radius : 1.0; // distance from the origin to a point in the x-z plane
  27462. this.theta = ( theta !== undefined ) ? theta : 0; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis
  27463. this.y = ( y !== undefined ) ? y : 0; // height above the x-z plane
  27464. return this;
  27465. };
  27466. Cylindrical.prototype.set = function set ( radius, theta, y ) {
  27467. this.radius = radius;
  27468. this.theta = theta;
  27469. this.y = y;
  27470. return this;
  27471. };
  27472. Cylindrical.prototype.clone = function clone () {
  27473. return new this.constructor().copy( this );
  27474. };
  27475. Cylindrical.prototype.copy = function copy ( other ) {
  27476. this.radius = other.radius;
  27477. this.theta = other.theta;
  27478. this.y = other.y;
  27479. return this;
  27480. };
  27481. Cylindrical.prototype.setFromVector3 = function setFromVector3 ( v ) {
  27482. return this.setFromCartesianCoords( v.x, v.y, v.z );
  27483. };
  27484. Cylindrical.prototype.setFromCartesianCoords = function setFromCartesianCoords ( x, y, z ) {
  27485. this.radius = Math.sqrt( x * x + z * z );
  27486. this.theta = Math.atan2( x, z );
  27487. this.y = y;
  27488. return this;
  27489. };
  27490. var _vector$7 = new Vector2();
  27491. var Box2 = function Box2( min, max ) {
  27492. Object.defineProperty( this, 'isBox2', { value: true } );
  27493. this.min = ( min !== undefined ) ? min : new Vector2( + Infinity, + Infinity );
  27494. this.max = ( max !== undefined ) ? max : new Vector2( - Infinity, - Infinity );
  27495. };
  27496. Box2.prototype.set = function set ( min, max ) {
  27497. this.min.copy( min );
  27498. this.max.copy( max );
  27499. return this;
  27500. };
  27501. Box2.prototype.setFromPoints = function setFromPoints ( points ) {
  27502. this.makeEmpty();
  27503. for ( var i = 0, il = points.length; i < il; i ++ ) {
  27504. this.expandByPoint( points[ i ] );
  27505. }
  27506. return this;
  27507. };
  27508. Box2.prototype.setFromCenterAndSize = function setFromCenterAndSize ( center, size ) {
  27509. var halfSize = _vector$7.copy( size ).multiplyScalar( 0.5 );
  27510. this.min.copy( center ).sub( halfSize );
  27511. this.max.copy( center ).add( halfSize );
  27512. return this;
  27513. };
  27514. Box2.prototype.clone = function clone () {
  27515. return new this.constructor().copy( this );
  27516. };
  27517. Box2.prototype.copy = function copy ( box ) {
  27518. this.min.copy( box.min );
  27519. this.max.copy( box.max );
  27520. return this;
  27521. };
  27522. Box2.prototype.makeEmpty = function makeEmpty () {
  27523. this.min.x = this.min.y = + Infinity;
  27524. this.max.x = this.max.y = - Infinity;
  27525. return this;
  27526. };
  27527. Box2.prototype.isEmpty = function isEmpty () {
  27528. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  27529. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );
  27530. };
  27531. Box2.prototype.getCenter = function getCenter ( target ) {
  27532. if ( target === undefined ) {
  27533. console.warn( 'THREE.Box2: .getCenter() target is now required' );
  27534. target = new Vector2();
  27535. }
  27536. return this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  27537. };
  27538. Box2.prototype.getSize = function getSize ( target ) {
  27539. if ( target === undefined ) {
  27540. console.warn( 'THREE.Box2: .getSize() target is now required' );
  27541. target = new Vector2();
  27542. }
  27543. return this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min );
  27544. };
  27545. Box2.prototype.expandByPoint = function expandByPoint ( point ) {
  27546. this.min.min( point );
  27547. this.max.max( point );
  27548. return this;
  27549. };
  27550. Box2.prototype.expandByVector = function expandByVector ( vector ) {
  27551. this.min.sub( vector );
  27552. this.max.add( vector );
  27553. return this;
  27554. };
  27555. Box2.prototype.expandByScalar = function expandByScalar ( scalar ) {
  27556. this.min.addScalar( - scalar );
  27557. this.max.addScalar( scalar );
  27558. return this;
  27559. };
  27560. Box2.prototype.containsPoint = function containsPoint ( point ) {
  27561. return point.x < this.min.x || point.x > this.max.x ||
  27562. point.y < this.min.y || point.y > this.max.y ? false : true;
  27563. };
  27564. Box2.prototype.containsBox = function containsBox ( box ) {
  27565. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  27566. this.min.y <= box.min.y && box.max.y <= this.max.y;
  27567. };
  27568. Box2.prototype.getParameter = function getParameter ( point, target ) {
  27569. // This can potentially have a divide by zero if the box
  27570. // has a size dimension of 0.
  27571. if ( target === undefined ) {
  27572. console.warn( 'THREE.Box2: .getParameter() target is now required' );
  27573. target = new Vector2();
  27574. }
  27575. return target.set(
  27576. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  27577. ( point.y - this.min.y ) / ( this.max.y - this.min.y )
  27578. );
  27579. };
  27580. Box2.prototype.intersectsBox = function intersectsBox ( box ) {
  27581. // using 4 splitting planes to rule out intersections
  27582. return box.max.x < this.min.x || box.min.x > this.max.x ||
  27583. box.max.y < this.min.y || box.min.y > this.max.y ? false : true;
  27584. };
  27585. Box2.prototype.clampPoint = function clampPoint ( point, target ) {
  27586. if ( target === undefined ) {
  27587. console.warn( 'THREE.Box2: .clampPoint() target is now required' );
  27588. target = new Vector2();
  27589. }
  27590. return target.copy( point ).clamp( this.min, this.max );
  27591. };
  27592. Box2.prototype.distanceToPoint = function distanceToPoint ( point ) {
  27593. var clampedPoint = _vector$7.copy( point ).clamp( this.min, this.max );
  27594. return clampedPoint.sub( point ).length();
  27595. };
  27596. Box2.prototype.intersect = function intersect ( box ) {
  27597. this.min.max( box.min );
  27598. this.max.min( box.max );
  27599. return this;
  27600. };
  27601. Box2.prototype.union = function union ( box ) {
  27602. this.min.min( box.min );
  27603. this.max.max( box.max );
  27604. return this;
  27605. };
  27606. Box2.prototype.translate = function translate ( offset ) {
  27607. this.min.add( offset );
  27608. this.max.add( offset );
  27609. return this;
  27610. };
  27611. Box2.prototype.equals = function equals ( box ) {
  27612. return box.min.equals( this.min ) && box.max.equals( this.max );
  27613. };
  27614. var _startP = new Vector3();
  27615. var _startEnd = new Vector3();
  27616. var Line3 = function Line3( start, end ) {
  27617. this.start = ( start !== undefined ) ? start : new Vector3();
  27618. this.end = ( end !== undefined ) ? end : new Vector3();
  27619. };
  27620. Line3.prototype.set = function set ( start, end ) {
  27621. this.start.copy( start );
  27622. this.end.copy( end );
  27623. return this;
  27624. };
  27625. Line3.prototype.clone = function clone () {
  27626. return new this.constructor().copy( this );
  27627. };
  27628. Line3.prototype.copy = function copy ( line ) {
  27629. this.start.copy( line.start );
  27630. this.end.copy( line.end );
  27631. return this;
  27632. };
  27633. Line3.prototype.getCenter = function getCenter ( target ) {
  27634. if ( target === undefined ) {
  27635. console.warn( 'THREE.Line3: .getCenter() target is now required' );
  27636. target = new Vector3();
  27637. }
  27638. return target.addVectors( this.start, this.end ).multiplyScalar( 0.5 );
  27639. };
  27640. Line3.prototype.delta = function delta ( target ) {
  27641. if ( target === undefined ) {
  27642. console.warn( 'THREE.Line3: .delta() target is now required' );
  27643. target = new Vector3();
  27644. }
  27645. return target.subVectors( this.end, this.start );
  27646. };
  27647. Line3.prototype.distanceSq = function distanceSq () {
  27648. return this.start.distanceToSquared( this.end );
  27649. };
  27650. Line3.prototype.distance = function distance () {
  27651. return this.start.distanceTo( this.end );
  27652. };
  27653. Line3.prototype.at = function at ( t, target ) {
  27654. if ( target === undefined ) {
  27655. console.warn( 'THREE.Line3: .at() target is now required' );
  27656. target = new Vector3();
  27657. }
  27658. return this.delta( target ).multiplyScalar( t ).add( this.start );
  27659. };
  27660. Line3.prototype.closestPointToPointParameter = function closestPointToPointParameter ( point, clampToLine ) {
  27661. _startP.subVectors( point, this.start );
  27662. _startEnd.subVectors( this.end, this.start );
  27663. var startEnd2 = _startEnd.dot( _startEnd );
  27664. var startEnd_startP = _startEnd.dot( _startP );
  27665. var t = startEnd_startP / startEnd2;
  27666. if ( clampToLine ) {
  27667. t = MathUtils.clamp( t, 0, 1 );
  27668. }
  27669. return t;
  27670. };
  27671. Line3.prototype.closestPointToPoint = function closestPointToPoint ( point, clampToLine, target ) {
  27672. var t = this.closestPointToPointParameter( point, clampToLine );
  27673. if ( target === undefined ) {
  27674. console.warn( 'THREE.Line3: .closestPointToPoint() target is now required' );
  27675. target = new Vector3();
  27676. }
  27677. return this.delta( target ).multiplyScalar( t ).add( this.start );
  27678. };
  27679. Line3.prototype.applyMatrix4 = function applyMatrix4 ( matrix ) {
  27680. this.start.applyMatrix4( matrix );
  27681. this.end.applyMatrix4( matrix );
  27682. return this;
  27683. };
  27684. Line3.prototype.equals = function equals ( line ) {
  27685. return line.start.equals( this.start ) && line.end.equals( this.end );
  27686. };
  27687. function ImmediateRenderObject( material ) {
  27688. Object3D.call( this );
  27689. this.material = material;
  27690. this.render = function ( /* renderCallback */ ) {};
  27691. this.hasPositions = false;
  27692. this.hasNormals = false;
  27693. this.hasColors = false;
  27694. this.hasUvs = false;
  27695. this.positionArray = null;
  27696. this.normalArray = null;
  27697. this.colorArray = null;
  27698. this.uvArray = null;
  27699. this.count = 0;
  27700. }
  27701. ImmediateRenderObject.prototype = Object.create( Object3D.prototype );
  27702. ImmediateRenderObject.prototype.constructor = ImmediateRenderObject;
  27703. ImmediateRenderObject.prototype.isImmediateRenderObject = true;
  27704. var _vector$8 = new Vector3();
  27705. function SpotLightHelper( light, color ) {
  27706. Object3D.call(this);
  27707. this.light = light;
  27708. this.light.updateMatrixWorld();
  27709. this.matrix = light.matrixWorld;
  27710. this.matrixAutoUpdate = false;
  27711. this.color = color;
  27712. var geometry = new BufferGeometry();
  27713. var positions = [
  27714. 0, 0, 0, 0, 0, 1,
  27715. 0, 0, 0, 1, 0, 1,
  27716. 0, 0, 0, - 1, 0, 1,
  27717. 0, 0, 0, 0, 1, 1,
  27718. 0, 0, 0, 0, - 1, 1
  27719. ];
  27720. for ( var i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {
  27721. var p1 = ( i / l ) * Math.PI * 2;
  27722. var p2 = ( j / l ) * Math.PI * 2;
  27723. positions.push(
  27724. Math.cos( p1 ), Math.sin( p1 ), 1,
  27725. Math.cos( p2 ), Math.sin( p2 ), 1
  27726. );
  27727. }
  27728. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  27729. var material = new LineBasicMaterial( { fog: false, toneMapped: false } );
  27730. this.cone = new LineSegments( geometry, material );
  27731. this.add( this.cone );
  27732. this.update();
  27733. }
  27734. SpotLightHelper.prototype = Object.create( Object3D.prototype );
  27735. SpotLightHelper.prototype.constructor = SpotLightHelper;
  27736. SpotLightHelper.prototype.dispose = function dispose () {
  27737. this.cone.geometry.dispose();
  27738. this.cone.material.dispose();
  27739. };
  27740. SpotLightHelper.prototype.update = function update () {
  27741. this.light.updateMatrixWorld();
  27742. var coneLength = this.light.distance ? this.light.distance : 1000;
  27743. var coneWidth = coneLength * Math.tan( this.light.angle );
  27744. this.cone.scale.set( coneWidth, coneWidth, coneLength );
  27745. _vector$8.setFromMatrixPosition( this.light.target.matrixWorld );
  27746. this.cone.lookAt( _vector$8 );
  27747. if ( this.color !== undefined ) {
  27748. this.cone.material.color.set( this.color );
  27749. } else {
  27750. this.cone.material.color.copy( this.light.color );
  27751. }
  27752. };
  27753. var _vector$9 = new Vector3();
  27754. var _boneMatrix = new Matrix4();
  27755. var _matrixWorldInv = new Matrix4();
  27756. function SkeletonHelper( object ) {
  27757. var bones = getBoneList( object );
  27758. var geometry = new BufferGeometry();
  27759. var vertices = [];
  27760. var colors = [];
  27761. var color1 = new Color( 0, 0, 1 );
  27762. var color2 = new Color( 0, 1, 0 );
  27763. for ( var i = 0; i < bones.length; i ++ ) {
  27764. var bone = bones[ i ];
  27765. if ( bone.parent && bone.parent.isBone ) {
  27766. vertices.push( 0, 0, 0 );
  27767. vertices.push( 0, 0, 0 );
  27768. colors.push( color1.r, color1.g, color1.b );
  27769. colors.push( color2.r, color2.g, color2.b );
  27770. }
  27771. }
  27772. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27773. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27774. var material = new LineBasicMaterial( { vertexColors: true, depthTest: false, depthWrite: false, toneMapped: false, transparent: true } );
  27775. LineSegments.call( this, geometry, material );
  27776. this.type = 'SkeletonHelper';
  27777. this.isSkeletonHelper = true;
  27778. this.root = object;
  27779. this.bones = bones;
  27780. this.matrix = object.matrixWorld;
  27781. this.matrixAutoUpdate = false;
  27782. }
  27783. SkeletonHelper.prototype = Object.create( LineSegments.prototype );
  27784. SkeletonHelper.prototype.constructor = SkeletonHelper;
  27785. SkeletonHelper.prototype.updateMatrixWorld = function updateMatrixWorld ( force ) {
  27786. var bones = this.bones;
  27787. var geometry = this.geometry;
  27788. var position = geometry.getAttribute( 'position' );
  27789. _matrixWorldInv.getInverse( this.root.matrixWorld );
  27790. for ( var i = 0, j = 0; i < bones.length; i ++ ) {
  27791. var bone = bones[ i ];
  27792. if ( bone.parent && bone.parent.isBone ) {
  27793. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.matrixWorld );
  27794. _vector$9.setFromMatrixPosition( _boneMatrix );
  27795. position.setXYZ( j, _vector$9.x, _vector$9.y, _vector$9.z );
  27796. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.parent.matrixWorld );
  27797. _vector$9.setFromMatrixPosition( _boneMatrix );
  27798. position.setXYZ( j + 1, _vector$9.x, _vector$9.y, _vector$9.z );
  27799. j += 2;
  27800. }
  27801. }
  27802. geometry.getAttribute( 'position' ).needsUpdate = true;
  27803. LineSegments.prototype.updateMatrixWorld.call( this, force );
  27804. };
  27805. function getBoneList( object ) {
  27806. var boneList = [];
  27807. if ( object && object.isBone ) {
  27808. boneList.push( object );
  27809. }
  27810. for ( var i = 0; i < object.children.length; i ++ ) {
  27811. boneList.push.apply( boneList, getBoneList( object.children[ i ] ) );
  27812. }
  27813. return boneList;
  27814. }
  27815. function PointLightHelper( light, sphereSize, color ) {
  27816. var geometry = new SphereBufferGeometry( sphereSize, 4, 2 );
  27817. var material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );
  27818. Mesh.call( this, geometry, material );
  27819. this.light = light;
  27820. this.light.updateMatrixWorld();
  27821. this.color = color;
  27822. this.type = 'PointLightHelper';
  27823. this.matrix = this.light.matrixWorld;
  27824. this.matrixAutoUpdate = false;
  27825. this.update();
  27826. /*
  27827. // TODO: delete this comment?
  27828. const distanceGeometry = new THREE.IcosahedronBufferGeometry( 1, 2 );
  27829. const distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
  27830. this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
  27831. this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );
  27832. const d = light.distance;
  27833. if ( d === 0.0 ) {
  27834. this.lightDistance.visible = false;
  27835. } else {
  27836. this.lightDistance.scale.set( d, d, d );
  27837. }
  27838. this.add( this.lightDistance );
  27839. */
  27840. }
  27841. PointLightHelper.prototype = Object.create( Mesh.prototype );
  27842. PointLightHelper.prototype.constructor = PointLightHelper;
  27843. PointLightHelper.prototype.dispose = function dispose () {
  27844. this.geometry.dispose();
  27845. this.material.dispose();
  27846. };
  27847. PointLightHelper.prototype.update = function update () {
  27848. if ( this.color !== undefined ) {
  27849. this.material.color.set( this.color );
  27850. } else {
  27851. this.material.color.copy( this.light.color );
  27852. }
  27853. /*
  27854. const d = this.light.distance;
  27855. if ( d === 0.0 ) {
  27856. this.lightDistance.visible = false;
  27857. } else {
  27858. this.lightDistance.visible = true;
  27859. this.lightDistance.scale.set( d, d, d );
  27860. }
  27861. */
  27862. };
  27863. var _vector$a = new Vector3();
  27864. var _color1 = new Color();
  27865. var _color2 = new Color();
  27866. function HemisphereLightHelper( light, size, color ) {
  27867. Object3D.call(this);
  27868. this.light = light;
  27869. this.light.updateMatrixWorld();
  27870. this.matrix = light.matrixWorld;
  27871. this.matrixAutoUpdate = false;
  27872. this.color = color;
  27873. var geometry = new OctahedronBufferGeometry( size );
  27874. geometry.rotateY( Math.PI * 0.5 );
  27875. this.material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );
  27876. if ( this.color === undefined ) { this.material.vertexColors = true; }
  27877. var position = geometry.getAttribute( 'position' );
  27878. var colors = new Float32Array( position.count * 3 );
  27879. geometry.setAttribute( 'color', new BufferAttribute( colors, 3 ) );
  27880. this.add( new Mesh( geometry, this.material ) );
  27881. this.update();
  27882. }
  27883. HemisphereLightHelper.prototype = Object.create( Object3D.prototype );
  27884. HemisphereLightHelper.prototype.constructor = HemisphereLightHelper;
  27885. HemisphereLightHelper.prototype.dispose = function dispose () {
  27886. this.children[ 0 ].geometry.dispose();
  27887. this.children[ 0 ].material.dispose();
  27888. };
  27889. HemisphereLightHelper.prototype.update = function update () {
  27890. var mesh = this.children[ 0 ];
  27891. if ( this.color !== undefined ) {
  27892. this.material.color.set( this.color );
  27893. } else {
  27894. var colors = mesh.geometry.getAttribute( 'color' );
  27895. _color1.copy( this.light.color );
  27896. _color2.copy( this.light.groundColor );
  27897. for ( var i = 0, l = colors.count; i < l; i ++ ) {
  27898. var color = ( i < ( l / 2 ) ) ? _color1 : _color2;
  27899. colors.setXYZ( i, color.r, color.g, color.b );
  27900. }
  27901. colors.needsUpdate = true;
  27902. }
  27903. mesh.lookAt( _vector$a.setFromMatrixPosition( this.light.matrixWorld ).negate() );
  27904. };
  27905. function GridHelper( size, divisions, color1, color2 ) {
  27906. size = size || 10;
  27907. divisions = divisions || 10;
  27908. color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
  27909. color2 = new Color( color2 !== undefined ? color2 : 0x888888 );
  27910. var center = divisions / 2;
  27911. var step = size / divisions;
  27912. var halfSize = size / 2;
  27913. var vertices = [], colors = [];
  27914. for ( var i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) {
  27915. vertices.push( - halfSize, 0, k, halfSize, 0, k );
  27916. vertices.push( k, 0, - halfSize, k, 0, halfSize );
  27917. var color = i === center ? color1 : color2;
  27918. color.toArray( colors, j ); j += 3;
  27919. color.toArray( colors, j ); j += 3;
  27920. color.toArray( colors, j ); j += 3;
  27921. color.toArray( colors, j ); j += 3;
  27922. }
  27923. var geometry = new BufferGeometry();
  27924. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27925. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27926. var material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  27927. LineSegments.call( this, geometry, material );
  27928. this.type = 'GridHelper';
  27929. }
  27930. GridHelper.prototype = Object.create( LineSegments.prototype );
  27931. GridHelper.prototype.constructor = GridHelper;
  27932. function PolarGridHelper( radius, radials, circles, divisions, color1, color2 ) {
  27933. radius = radius || 10;
  27934. radials = radials || 16;
  27935. circles = circles || 8;
  27936. divisions = divisions || 64;
  27937. color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
  27938. color2 = new Color( color2 !== undefined ? color2 : 0x888888 );
  27939. var vertices = [];
  27940. var colors = [];
  27941. // create the radials
  27942. for ( var i = 0; i <= radials; i ++ ) {
  27943. var v = ( i / radials ) * ( Math.PI * 2 );
  27944. var x = Math.sin( v ) * radius;
  27945. var z = Math.cos( v ) * radius;
  27946. vertices.push( 0, 0, 0 );
  27947. vertices.push( x, 0, z );
  27948. var color = ( i & 1 ) ? color1 : color2;
  27949. colors.push( color.r, color.g, color.b );
  27950. colors.push( color.r, color.g, color.b );
  27951. }
  27952. // create the circles
  27953. for ( var i$1 = 0; i$1 <= circles; i$1 ++ ) {
  27954. var color$1 = ( i$1 & 1 ) ? color1 : color2;
  27955. var r = radius - ( radius / circles * i$1 );
  27956. for ( var j = 0; j < divisions; j ++ ) {
  27957. // first vertex
  27958. var v$1 = ( j / divisions ) * ( Math.PI * 2 );
  27959. var x$1 = Math.sin( v$1 ) * r;
  27960. var z$1 = Math.cos( v$1 ) * r;
  27961. vertices.push( x$1, 0, z$1 );
  27962. colors.push( color$1.r, color$1.g, color$1.b );
  27963. // second vertex
  27964. v$1 = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );
  27965. x$1 = Math.sin( v$1 ) * r;
  27966. z$1 = Math.cos( v$1 ) * r;
  27967. vertices.push( x$1, 0, z$1 );
  27968. colors.push( color$1.r, color$1.g, color$1.b );
  27969. }
  27970. }
  27971. var geometry = new BufferGeometry();
  27972. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27973. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27974. var material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  27975. LineSegments.call( this, geometry, material );
  27976. this.type = 'PolarGridHelper';
  27977. }
  27978. PolarGridHelper.prototype = Object.create( LineSegments.prototype );
  27979. PolarGridHelper.prototype.constructor = PolarGridHelper;
  27980. var _v1$5 = new Vector3();
  27981. var _v2$3 = new Vector3();
  27982. var _v3$1 = new Vector3();
  27983. function DirectionalLightHelper( light, size, color ) {
  27984. Object3D.call(this);
  27985. this.light = light;
  27986. this.light.updateMatrixWorld();
  27987. this.matrix = light.matrixWorld;
  27988. this.matrixAutoUpdate = false;
  27989. this.color = color;
  27990. if ( size === undefined ) { size = 1; }
  27991. var geometry = new BufferGeometry();
  27992. geometry.setAttribute( 'position', new Float32BufferAttribute( [
  27993. - size, size, 0,
  27994. size, size, 0,
  27995. size, - size, 0,
  27996. - size, - size, 0,
  27997. - size, size, 0
  27998. ], 3 ) );
  27999. var material = new LineBasicMaterial( { fog: false, toneMapped: false } );
  28000. this.lightPlane = new Line( geometry, material );
  28001. this.add( this.lightPlane );
  28002. geometry = new BufferGeometry();
  28003. geometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );
  28004. this.targetLine = new Line( geometry, material );
  28005. this.add( this.targetLine );
  28006. this.update();
  28007. }
  28008. DirectionalLightHelper.prototype = Object.create( Object3D.prototype );
  28009. DirectionalLightHelper.prototype.constructor = DirectionalLightHelper;
  28010. DirectionalLightHelper.prototype.dispose = function dispose () {
  28011. this.lightPlane.geometry.dispose();
  28012. this.lightPlane.material.dispose();
  28013. this.targetLine.geometry.dispose();
  28014. this.targetLine.material.dispose();
  28015. };
  28016. DirectionalLightHelper.prototype.update = function update () {
  28017. _v1$5.setFromMatrixPosition( this.light.matrixWorld );
  28018. _v2$3.setFromMatrixPosition( this.light.target.matrixWorld );
  28019. _v3$1.subVectors( _v2$3, _v1$5 );
  28020. this.lightPlane.lookAt( _v2$3 );
  28021. if ( this.color !== undefined ) {
  28022. this.lightPlane.material.color.set( this.color );
  28023. this.targetLine.material.color.set( this.color );
  28024. } else {
  28025. this.lightPlane.material.color.copy( this.light.color );
  28026. this.targetLine.material.color.copy( this.light.color );
  28027. }
  28028. this.targetLine.lookAt( _v2$3 );
  28029. this.targetLine.scale.z = _v3$1.length();
  28030. };
  28031. var _vector$b = new Vector3();
  28032. var _camera = new Camera();
  28033. /**
  28034. * - shows frustum, line of sight and up of the camera
  28035. * - suitable for fast updates
  28036. * - based on frustum visualization in lightgl.js shadowmap example
  28037. * http://evanw.github.com/lightgl.js/tests/shadowmap.html
  28038. */
  28039. function CameraHelper( camera ) {
  28040. var geometry = new BufferGeometry();
  28041. var material = new LineBasicMaterial( { color: 0xffffff, vertexColors: true, toneMapped: false } );
  28042. var vertices = [];
  28043. var colors = [];
  28044. var pointMap = {};
  28045. // colors
  28046. var colorFrustum = new Color( 0xffaa00 );
  28047. var colorCone = new Color( 0xff0000 );
  28048. var colorUp = new Color( 0x00aaff );
  28049. var colorTarget = new Color( 0xffffff );
  28050. var colorCross = new Color( 0x333333 );
  28051. // near
  28052. addLine( 'n1', 'n2', colorFrustum );
  28053. addLine( 'n2', 'n4', colorFrustum );
  28054. addLine( 'n4', 'n3', colorFrustum );
  28055. addLine( 'n3', 'n1', colorFrustum );
  28056. // far
  28057. addLine( 'f1', 'f2', colorFrustum );
  28058. addLine( 'f2', 'f4', colorFrustum );
  28059. addLine( 'f4', 'f3', colorFrustum );
  28060. addLine( 'f3', 'f1', colorFrustum );
  28061. // sides
  28062. addLine( 'n1', 'f1', colorFrustum );
  28063. addLine( 'n2', 'f2', colorFrustum );
  28064. addLine( 'n3', 'f3', colorFrustum );
  28065. addLine( 'n4', 'f4', colorFrustum );
  28066. // cone
  28067. addLine( 'p', 'n1', colorCone );
  28068. addLine( 'p', 'n2', colorCone );
  28069. addLine( 'p', 'n3', colorCone );
  28070. addLine( 'p', 'n4', colorCone );
  28071. // up
  28072. addLine( 'u1', 'u2', colorUp );
  28073. addLine( 'u2', 'u3', colorUp );
  28074. addLine( 'u3', 'u1', colorUp );
  28075. // target
  28076. addLine( 'c', 't', colorTarget );
  28077. addLine( 'p', 'c', colorCross );
  28078. // cross
  28079. addLine( 'cn1', 'cn2', colorCross );
  28080. addLine( 'cn3', 'cn4', colorCross );
  28081. addLine( 'cf1', 'cf2', colorCross );
  28082. addLine( 'cf3', 'cf4', colorCross );
  28083. function addLine( a, b, color ) {
  28084. addPoint( a, color );
  28085. addPoint( b, color );
  28086. }
  28087. function addPoint( id, color ) {
  28088. vertices.push( 0, 0, 0 );
  28089. colors.push( color.r, color.g, color.b );
  28090. if ( pointMap[ id ] === undefined ) {
  28091. pointMap[ id ] = [];
  28092. }
  28093. pointMap[ id ].push( ( vertices.length / 3 ) - 1 );
  28094. }
  28095. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  28096. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  28097. LineSegments.call( this, geometry, material );
  28098. this.type = 'CameraHelper';
  28099. this.camera = camera;
  28100. if ( this.camera.updateProjectionMatrix ) { this.camera.updateProjectionMatrix(); }
  28101. this.matrix = camera.matrixWorld;
  28102. this.matrixAutoUpdate = false;
  28103. this.pointMap = pointMap;
  28104. this.update();
  28105. }
  28106. CameraHelper.prototype = Object.create( LineSegments.prototype );
  28107. CameraHelper.prototype.constructor = CameraHelper;
  28108. CameraHelper.prototype.update = function update () {
  28109. var geometry = this.geometry;
  28110. var pointMap = this.pointMap;
  28111. var w = 1, h = 1;
  28112. // we need just camera projection matrix inverse
  28113. // world matrix must be identity
  28114. _camera.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse );
  28115. // center / target
  28116. setPoint( 'c', pointMap, geometry, _camera, 0, 0, - 1 );
  28117. setPoint( 't', pointMap, geometry, _camera, 0, 0, 1 );
  28118. // near
  28119. setPoint( 'n1', pointMap, geometry, _camera, - w, - h, - 1 );
  28120. setPoint( 'n2', pointMap, geometry, _camera, w, - h, - 1 );
  28121. setPoint( 'n3', pointMap, geometry, _camera, - w, h, - 1 );
  28122. setPoint( 'n4', pointMap, geometry, _camera, w, h, - 1 );
  28123. // far
  28124. setPoint( 'f1', pointMap, geometry, _camera, - w, - h, 1 );
  28125. setPoint( 'f2', pointMap, geometry, _camera, w, - h, 1 );
  28126. setPoint( 'f3', pointMap, geometry, _camera, - w, h, 1 );
  28127. setPoint( 'f4', pointMap, geometry, _camera, w, h, 1 );
  28128. // up
  28129. setPoint( 'u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, - 1 );
  28130. setPoint( 'u2', pointMap, geometry, _camera, - w * 0.7, h * 1.1, - 1 );
  28131. setPoint( 'u3', pointMap, geometry, _camera, 0, h * 2, - 1 );
  28132. // cross
  28133. setPoint( 'cf1', pointMap, geometry, _camera, - w, 0, 1 );
  28134. setPoint( 'cf2', pointMap, geometry, _camera, w, 0, 1 );
  28135. setPoint( 'cf3', pointMap, geometry, _camera, 0, - h, 1 );
  28136. setPoint( 'cf4', pointMap, geometry, _camera, 0, h, 1 );
  28137. setPoint( 'cn1', pointMap, geometry, _camera, - w, 0, - 1 );
  28138. setPoint( 'cn2', pointMap, geometry, _camera, w, 0, - 1 );
  28139. setPoint( 'cn3', pointMap, geometry, _camera, 0, - h, - 1 );
  28140. setPoint( 'cn4', pointMap, geometry, _camera, 0, h, - 1 );
  28141. geometry.getAttribute( 'position' ).needsUpdate = true;
  28142. };
  28143. function setPoint( point, pointMap, geometry, camera, x, y, z ) {
  28144. _vector$b.set( x, y, z ).unproject( camera );
  28145. var points = pointMap[ point ];
  28146. if ( points !== undefined ) {
  28147. var position = geometry.getAttribute( 'position' );
  28148. for ( var i = 0, l = points.length; i < l; i ++ ) {
  28149. position.setXYZ( points[ i ], _vector$b.x, _vector$b.y, _vector$b.z );
  28150. }
  28151. }
  28152. }
  28153. var _box$3 = new Box3();
  28154. function BoxHelper( object, color ) {
  28155. if ( color === undefined ) { color = 0xffff00; }
  28156. 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 ] );
  28157. var positions = new Float32Array( 8 * 3 );
  28158. var geometry = new BufferGeometry();
  28159. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  28160. geometry.setAttribute( 'position', new BufferAttribute( positions, 3 ) );
  28161. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  28162. this.object = object;
  28163. this.type = 'BoxHelper';
  28164. this.matrixAutoUpdate = false;
  28165. this.update();
  28166. }
  28167. BoxHelper.prototype = Object.create( LineSegments.prototype );
  28168. BoxHelper.prototype.constructor = BoxHelper;
  28169. BoxHelper.prototype.update = function update ( object ) {
  28170. if ( object !== undefined ) {
  28171. console.warn( 'THREE.BoxHelper: .update() has no longer arguments.' );
  28172. }
  28173. if ( this.object !== undefined ) {
  28174. _box$3.setFromObject( this.object );
  28175. }
  28176. if ( _box$3.isEmpty() ) { return; }
  28177. var min = _box$3.min;
  28178. var max = _box$3.max;
  28179. /*
  28180. 5____4
  28181. 1/___0/|
  28182. | 6__|_7
  28183. 2/___3/
  28184. 0: max.x, max.y, max.z
  28185. 1: min.x, max.y, max.z
  28186. 2: min.x, min.y, max.z
  28187. 3: max.x, min.y, max.z
  28188. 4: max.x, max.y, min.z
  28189. 5: min.x, max.y, min.z
  28190. 6: min.x, min.y, min.z
  28191. 7: max.x, min.y, min.z
  28192. */
  28193. var position = this.geometry.attributes.position;
  28194. var array = position.array;
  28195. array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z;
  28196. array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z;
  28197. array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z;
  28198. array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;
  28199. array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;
  28200. array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;
  28201. array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;
  28202. array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;
  28203. position.needsUpdate = true;
  28204. this.geometry.computeBoundingSphere();
  28205. };
  28206. BoxHelper.prototype.setFromObject = function setFromObject ( object ) {
  28207. this.object = object;
  28208. this.update();
  28209. return this;
  28210. };
  28211. BoxHelper.prototype.copy = function copy ( source ) {
  28212. LineSegments.prototype.copy.call( this, source );
  28213. this.object = source.object;
  28214. return this;
  28215. };
  28216. function Box3Helper( box, color ) {
  28217. if ( color === undefined ) { color = 0xffff00; }
  28218. 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 ] );
  28219. 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 ];
  28220. var geometry = new BufferGeometry();
  28221. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  28222. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  28223. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  28224. this.box = box;
  28225. this.type = 'Box3Helper';
  28226. this.geometry.computeBoundingSphere();
  28227. }
  28228. Box3Helper.prototype = Object.create( LineSegments.prototype );
  28229. Box3Helper.prototype.constructor = Box3Helper;
  28230. Box3Helper.prototype.updateMatrixWorld = function updateMatrixWorld ( force ) {
  28231. var box = this.box;
  28232. if ( box.isEmpty() ) { return; }
  28233. box.getCenter( this.position );
  28234. box.getSize( this.scale );
  28235. this.scale.multiplyScalar( 0.5 );
  28236. LineSegments.prototype.updateMatrixWorld.call( this, force );
  28237. };
  28238. function PlaneHelper( plane, size, hex ) {
  28239. var color = ( hex !== undefined ) ? hex : 0xffff00;
  28240. 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 ];
  28241. var geometry = new BufferGeometry();
  28242. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  28243. geometry.computeBoundingSphere();
  28244. Line.call( this, geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  28245. this.type = 'PlaneHelper';
  28246. this.plane = plane;
  28247. this.size = ( size === undefined ) ? 1 : size;
  28248. var positions2 = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, - 1, 1, 1, - 1, 1 ];
  28249. var geometry2 = new BufferGeometry();
  28250. geometry2.setAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
  28251. geometry2.computeBoundingSphere();
  28252. this.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false, toneMapped: false } ) ) );
  28253. }
  28254. PlaneHelper.prototype = Object.create( Line.prototype );
  28255. PlaneHelper.prototype.constructor = PlaneHelper;
  28256. PlaneHelper.prototype.updateMatrixWorld = function updateMatrixWorld ( force ) {
  28257. var scale = - this.plane.constant;
  28258. if ( Math.abs( scale ) < 1e-8 ) { scale = 1e-8; } // sign does not matter
  28259. this.scale.set( 0.5 * this.size, 0.5 * this.size, scale );
  28260. this.children[ 0 ].material.side = ( scale < 0 ) ? BackSide : FrontSide; // renderer flips side when determinant < 0; flipping not wanted here
  28261. this.lookAt( this.plane.normal );
  28262. Line.prototype.updateMatrixWorld.call( this, force );
  28263. };
  28264. var _axis = new Vector3();
  28265. var _lineGeometry, _coneGeometry;
  28266. function ArrowHelper( dir, origin, length, color, headLength, headWidth ) {
  28267. Object3D.call(this);
  28268. // dir is assumed to be normalized
  28269. this.type = 'ArrowHelper';
  28270. if ( dir === undefined ) { dir = new Vector3( 0, 0, 1 ); }
  28271. if ( origin === undefined ) { origin = new Vector3( 0, 0, 0 ); }
  28272. if ( length === undefined ) { length = 1; }
  28273. if ( color === undefined ) { color = 0xffff00; }
  28274. if ( headLength === undefined ) { headLength = 0.2 * length; }
  28275. if ( headWidth === undefined ) { headWidth = 0.2 * headLength; }
  28276. if ( _lineGeometry === undefined ) {
  28277. _lineGeometry = new BufferGeometry();
  28278. _lineGeometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );
  28279. _coneGeometry = new CylinderBufferGeometry( 0, 0.5, 1, 5, 1 );
  28280. _coneGeometry.translate( 0, - 0.5, 0 );
  28281. }
  28282. this.position.copy( origin );
  28283. this.line = new Line( _lineGeometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  28284. this.line.matrixAutoUpdate = false;
  28285. this.add( this.line );
  28286. this.cone = new Mesh( _coneGeometry, new MeshBasicMaterial( { color: color, toneMapped: false } ) );
  28287. this.cone.matrixAutoUpdate = false;
  28288. this.add( this.cone );
  28289. this.setDirection( dir );
  28290. this.setLength( length, headLength, headWidth );
  28291. }
  28292. ArrowHelper.prototype = Object.create( Object3D.prototype );
  28293. ArrowHelper.prototype.constructor = ArrowHelper;
  28294. ArrowHelper.prototype.setDirection = function setDirection ( dir ) {
  28295. // dir is assumed to be normalized
  28296. if ( dir.y > 0.99999 ) {
  28297. this.quaternion.set( 0, 0, 0, 1 );
  28298. } else if ( dir.y < - 0.99999 ) {
  28299. this.quaternion.set( 1, 0, 0, 0 );
  28300. } else {
  28301. _axis.set( dir.z, 0, - dir.x ).normalize();
  28302. var radians = Math.acos( dir.y );
  28303. this.quaternion.setFromAxisAngle( _axis, radians );
  28304. }
  28305. };
  28306. ArrowHelper.prototype.setLength = function setLength ( length, headLength, headWidth ) {
  28307. if ( headLength === undefined ) { headLength = 0.2 * length; }
  28308. if ( headWidth === undefined ) { headWidth = 0.2 * headLength; }
  28309. this.line.scale.set( 1, Math.max( 0.0001, length - headLength ), 1 ); // see #17458
  28310. this.line.updateMatrix();
  28311. this.cone.scale.set( headWidth, headLength, headWidth );
  28312. this.cone.position.y = length;
  28313. this.cone.updateMatrix();
  28314. };
  28315. ArrowHelper.prototype.setColor = function setColor ( color ) {
  28316. this.line.material.color.set( color );
  28317. this.cone.material.color.set( color );
  28318. };
  28319. ArrowHelper.prototype.copy = function copy ( source ) {
  28320. Object3D.prototype.copy.call( this, source, false );
  28321. this.line.copy( source.line );
  28322. this.cone.copy( source.cone );
  28323. return this;
  28324. };
  28325. function AxesHelper( size ) {
  28326. size = size || 1;
  28327. var vertices = [
  28328. 0, 0, 0, size, 0, 0,
  28329. 0, 0, 0, 0, size, 0,
  28330. 0, 0, 0, 0, 0, size
  28331. ];
  28332. var colors = [
  28333. 1, 0, 0, 1, 0.6, 0,
  28334. 0, 1, 0, 0.6, 1, 0,
  28335. 0, 0, 1, 0, 0.6, 1
  28336. ];
  28337. var geometry = new BufferGeometry();
  28338. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  28339. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  28340. var material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  28341. LineSegments.call( this, geometry, material );
  28342. this.type = 'AxesHelper';
  28343. }
  28344. AxesHelper.prototype = Object.create( LineSegments.prototype );
  28345. AxesHelper.prototype.constructor = AxesHelper;
  28346. var LOD_MIN = 4;
  28347. var LOD_MAX = 8;
  28348. var SIZE_MAX = Math.pow( 2, LOD_MAX );
  28349. // The standard deviations (radians) associated with the extra mips. These are
  28350. // chosen to approximate a Trowbridge-Reitz distribution function times the
  28351. // geometric shadowing function. These sigma values squared must match the
  28352. // variance #defines in cube_uv_reflection_fragment.glsl.js.
  28353. var EXTRA_LOD_SIGMA = [ 0.125, 0.215, 0.35, 0.446, 0.526, 0.582 ];
  28354. var TOTAL_LODS = LOD_MAX - LOD_MIN + 1 + EXTRA_LOD_SIGMA.length;
  28355. // The maximum length of the blur for loop. Smaller sigmas will use fewer
  28356. // samples and exit early, but not recompile the shader.
  28357. var MAX_SAMPLES = 20;
  28358. var ENCODINGS = {};
  28359. ENCODINGS[ LinearEncoding ] = 0;
  28360. ENCODINGS[ sRGBEncoding ] = 1;
  28361. ENCODINGS[ RGBEEncoding ] = 2;
  28362. ENCODINGS[ RGBM7Encoding ] = 3;
  28363. ENCODINGS[ RGBM16Encoding ] = 4;
  28364. ENCODINGS[ RGBDEncoding ] = 5;
  28365. ENCODINGS[ GammaEncoding ] = 6;
  28366. var _flatCamera = new OrthographicCamera();
  28367. var ref = _createPlanes();
  28368. var _lodPlanes = ref._lodPlanes;
  28369. var _sizeLods = ref._sizeLods;
  28370. var _sigmas = ref._sigmas;
  28371. var _oldTarget = null;
  28372. // Golden Ratio
  28373. var PHI = ( 1 + Math.sqrt( 5 ) ) / 2;
  28374. var INV_PHI = 1 / PHI;
  28375. // Vertices of a dodecahedron (except the opposites, which represent the
  28376. // same axis), used as axis directions evenly spread on a sphere.
  28377. var _axisDirections = [
  28378. new Vector3( 1, 1, 1 ),
  28379. new Vector3( - 1, 1, 1 ),
  28380. new Vector3( 1, 1, - 1 ),
  28381. new Vector3( - 1, 1, - 1 ),
  28382. new Vector3( 0, PHI, INV_PHI ),
  28383. new Vector3( 0, PHI, - INV_PHI ),
  28384. new Vector3( INV_PHI, 0, PHI ),
  28385. new Vector3( - INV_PHI, 0, PHI ),
  28386. new Vector3( PHI, INV_PHI, 0 ),
  28387. new Vector3( - PHI, INV_PHI, 0 ) ];
  28388. /**
  28389. * This class generates a Prefiltered, Mipmapped Radiance Environment Map
  28390. * (PMREM) from a cubeMap environment texture. This allows different levels of
  28391. * blur to be quickly accessed based on material roughness. It is packed into a
  28392. * special CubeUV format that allows us to perform custom interpolation so that
  28393. * we can support nonlinear formats such as RGBE. Unlike a traditional mipmap
  28394. * chain, it only goes down to the LOD_MIN level (above), and then creates extra
  28395. * even more filtered 'mips' at the same LOD_MIN resolution, associated with
  28396. * higher roughness levels. In this way we maintain resolution to smoothly
  28397. * interpolate diffuse lighting while limiting sampling computation.
  28398. */
  28399. var PMREMGenerator = function PMREMGenerator( renderer ) {
  28400. this._renderer = renderer;
  28401. this._pingPongRenderTarget = null;
  28402. this._blurMaterial = _getBlurShader( MAX_SAMPLES );
  28403. this._equirectShader = null;
  28404. this._cubemapShader = null;
  28405. this._compileMaterial( this._blurMaterial );
  28406. };
  28407. /**
  28408. * Generates a PMREM from a supplied Scene, which can be faster than using an
  28409. * image if networking bandwidth is low. Optional sigma specifies a blur radius
  28410. * in radians to be applied to the scene before PMREM generation. Optional near
  28411. * and far planes ensure the scene is rendered in its entirety (the cubeCamera
  28412. * is placed at the origin).
  28413. */
  28414. PMREMGenerator.prototype.fromScene = function fromScene ( scene, sigma, near, far ) {
  28415. if ( sigma === void 0 ) sigma = 0;
  28416. if ( near === void 0 ) near = 0.1;
  28417. if ( far === void 0 ) far = 100;
  28418. _oldTarget = this._renderer.getRenderTarget();
  28419. var cubeUVRenderTarget = this._allocateTargets();
  28420. this._sceneToCubeUV( scene, near, far, cubeUVRenderTarget );
  28421. if ( sigma > 0 ) {
  28422. this._blur( cubeUVRenderTarget, 0, 0, sigma );
  28423. }
  28424. this._applyPMREM( cubeUVRenderTarget );
  28425. this._cleanup( cubeUVRenderTarget );
  28426. return cubeUVRenderTarget;
  28427. };
  28428. /**
  28429. * Generates a PMREM from an equirectangular texture, which can be either LDR
  28430. * (RGBFormat) or HDR (RGBEFormat). The ideal input image size is 1k (1024 x 512),
  28431. * as this matches best with the 256 x 256 cubemap output.
  28432. */
  28433. PMREMGenerator.prototype.fromEquirectangular = function fromEquirectangular ( equirectangular ) {
  28434. return this._fromTexture( equirectangular );
  28435. };
  28436. /**
  28437. * Generates a PMREM from an cubemap texture, which can be either LDR
  28438. * (RGBFormat) or HDR (RGBEFormat). The ideal input cube size is 256 x 256,
  28439. * as this matches best with the 256 x 256 cubemap output.
  28440. */
  28441. PMREMGenerator.prototype.fromCubemap = function fromCubemap ( cubemap ) {
  28442. return this._fromTexture( cubemap );
  28443. };
  28444. /**
  28445. * Pre-compiles the cubemap shader. You can get faster start-up by invoking this method during
  28446. * your texture's network fetch for increased concurrency.
  28447. */
  28448. PMREMGenerator.prototype.compileCubemapShader = function compileCubemapShader () {
  28449. if ( this._cubemapShader === null ) {
  28450. this._cubemapShader = _getCubemapShader();
  28451. this._compileMaterial( this._cubemapShader );
  28452. }
  28453. };
  28454. /**
  28455. * Pre-compiles the equirectangular shader. You can get faster start-up by invoking this method during
  28456. * your texture's network fetch for increased concurrency.
  28457. */
  28458. PMREMGenerator.prototype.compileEquirectangularShader = function compileEquirectangularShader () {
  28459. if ( this._equirectShader === null ) {
  28460. this._equirectShader = _getEquirectShader();
  28461. this._compileMaterial( this._equirectShader );
  28462. }
  28463. };
  28464. /**
  28465. * Disposes of the PMREMGenerator's internal memory. Note that PMREMGenerator is a static class,
  28466. * so you should not need more than one PMREMGenerator object. If you do, calling dispose() on
  28467. * one of them will cause any others to also become unusable.
  28468. */
  28469. PMREMGenerator.prototype.dispose = function dispose () {
  28470. this._blurMaterial.dispose();
  28471. if ( this._cubemapShader !== null ) { this._cubemapShader.dispose(); }
  28472. if ( this._equirectShader !== null ) { this._equirectShader.dispose(); }
  28473. for ( var i = 0; i < _lodPlanes.length; i ++ ) {
  28474. _lodPlanes[ i ].dispose();
  28475. }
  28476. };
  28477. // private interface
  28478. PMREMGenerator.prototype._cleanup = function _cleanup ( outputTarget ) {
  28479. this._pingPongRenderTarget.dispose();
  28480. this._renderer.setRenderTarget( _oldTarget );
  28481. outputTarget.scissorTest = false;
  28482. _setViewport( outputTarget, 0, 0, outputTarget.width, outputTarget.height );
  28483. };
  28484. PMREMGenerator.prototype._fromTexture = function _fromTexture ( texture ) {
  28485. _oldTarget = this._renderer.getRenderTarget();
  28486. var cubeUVRenderTarget = this._allocateTargets( texture );
  28487. this._textureToCubeUV( texture, cubeUVRenderTarget );
  28488. this._applyPMREM( cubeUVRenderTarget );
  28489. this._cleanup( cubeUVRenderTarget );
  28490. return cubeUVRenderTarget;
  28491. };
  28492. PMREMGenerator.prototype._allocateTargets = function _allocateTargets ( texture ) { // warning: null texture is valid
  28493. var params = {
  28494. magFilter: NearestFilter,
  28495. minFilter: NearestFilter,
  28496. generateMipmaps: false,
  28497. type: UnsignedByteType,
  28498. format: RGBEFormat,
  28499. encoding: _isLDR( texture ) ? texture.encoding : RGBEEncoding,
  28500. depthBuffer: false,
  28501. stencilBuffer: false
  28502. };
  28503. var cubeUVRenderTarget = _createRenderTarget( params );
  28504. cubeUVRenderTarget.depthBuffer = texture ? false : true;
  28505. this._pingPongRenderTarget = _createRenderTarget( params );
  28506. return cubeUVRenderTarget;
  28507. };
  28508. PMREMGenerator.prototype._compileMaterial = function _compileMaterial ( material ) {
  28509. var tmpMesh = new Mesh( _lodPlanes[ 0 ], material );
  28510. this._renderer.compile( tmpMesh, _flatCamera );
  28511. };
  28512. PMREMGenerator.prototype._sceneToCubeUV = function _sceneToCubeUV ( scene, near, far, cubeUVRenderTarget ) {
  28513. var fov = 90;
  28514. var aspect = 1;
  28515. var cubeCamera = new PerspectiveCamera( fov, aspect, near, far );
  28516. var upSign = [ 1, - 1, 1, 1, 1, 1 ];
  28517. var forwardSign = [ 1, 1, 1, - 1, - 1, - 1 ];
  28518. var renderer = this._renderer;
  28519. var outputEncoding = renderer.outputEncoding;
  28520. var toneMapping = renderer.toneMapping;
  28521. var clearColor = renderer.getClearColor();
  28522. var clearAlpha = renderer.getClearAlpha();
  28523. renderer.toneMapping = NoToneMapping;
  28524. renderer.outputEncoding = LinearEncoding;
  28525. var background = scene.background;
  28526. if ( background && background.isColor ) {
  28527. background.convertSRGBToLinear();
  28528. // Convert linear to RGBE
  28529. var maxComponent = Math.max( background.r, background.g, background.b );
  28530. var fExp = Math.min( Math.max( Math.ceil( Math.log2( maxComponent ) ), - 128.0 ), 127.0 );
  28531. background = background.multiplyScalar( Math.pow( 2.0, - fExp ) );
  28532. var alpha = ( fExp + 128.0 ) / 255.0;
  28533. renderer.setClearColor( background, alpha );
  28534. scene.background = null;
  28535. }
  28536. for ( var i = 0; i < 6; i ++ ) {
  28537. var col = i % 3;
  28538. if ( col == 0 ) {
  28539. cubeCamera.up.set( 0, upSign[ i ], 0 );
  28540. cubeCamera.lookAt( forwardSign[ i ], 0, 0 );
  28541. } else if ( col == 1 ) {
  28542. cubeCamera.up.set( 0, 0, upSign[ i ] );
  28543. cubeCamera.lookAt( 0, forwardSign[ i ], 0 );
  28544. } else {
  28545. cubeCamera.up.set( 0, upSign[ i ], 0 );
  28546. cubeCamera.lookAt( 0, 0, forwardSign[ i ] );
  28547. }
  28548. _setViewport( cubeUVRenderTarget,
  28549. col * SIZE_MAX, i > 2 ? SIZE_MAX : 0, SIZE_MAX, SIZE_MAX );
  28550. renderer.setRenderTarget( cubeUVRenderTarget );
  28551. renderer.render( scene, cubeCamera );
  28552. }
  28553. renderer.toneMapping = toneMapping;
  28554. renderer.outputEncoding = outputEncoding;
  28555. renderer.setClearColor( clearColor, clearAlpha );
  28556. };
  28557. PMREMGenerator.prototype._textureToCubeUV = function _textureToCubeUV ( texture, cubeUVRenderTarget ) {
  28558. var renderer = this._renderer;
  28559. if ( texture.isCubeTexture ) {
  28560. if ( this._cubemapShader == null ) {
  28561. this._cubemapShader = _getCubemapShader();
  28562. }
  28563. } else {
  28564. if ( this._equirectShader == null ) {
  28565. this._equirectShader = _getEquirectShader();
  28566. }
  28567. }
  28568. var material = texture.isCubeTexture ? this._cubemapShader : this._equirectShader;
  28569. var mesh = new Mesh( _lodPlanes[ 0 ], material );
  28570. var uniforms = material.uniforms;
  28571. uniforms[ 'envMap' ].value = texture;
  28572. if ( ! texture.isCubeTexture ) {
  28573. uniforms[ 'texelSize' ].value.set( 1.0 / texture.image.width, 1.0 / texture.image.height );
  28574. }
  28575. uniforms[ 'inputEncoding' ].value = ENCODINGS[ texture.encoding ];
  28576. uniforms[ 'outputEncoding' ].value = ENCODINGS[ cubeUVRenderTarget.texture.encoding ];
  28577. _setViewport( cubeUVRenderTarget, 0, 0, 3 * SIZE_MAX, 2 * SIZE_MAX );
  28578. renderer.setRenderTarget( cubeUVRenderTarget );
  28579. renderer.render( mesh, _flatCamera );
  28580. };
  28581. PMREMGenerator.prototype._applyPMREM = function _applyPMREM ( cubeUVRenderTarget ) {
  28582. var renderer = this._renderer;
  28583. var autoClear = renderer.autoClear;
  28584. renderer.autoClear = false;
  28585. for ( var i = 1; i < TOTAL_LODS; i ++ ) {
  28586. var sigma = Math.sqrt( _sigmas[ i ] * _sigmas[ i ] - _sigmas[ i - 1 ] * _sigmas[ i - 1 ] );
  28587. var poleAxis = _axisDirections[ ( i - 1 ) % _axisDirections.length ];
  28588. this._blur( cubeUVRenderTarget, i - 1, i, sigma, poleAxis );
  28589. }
  28590. renderer.autoClear = autoClear;
  28591. };
  28592. /**
  28593. * This is a two-pass Gaussian blur for a cubemap. Normally this is done
  28594. * vertically and horizontally, but this breaks down on a cube. Here we apply
  28595. * the blur latitudinally (around the poles), and then longitudinally (towards
  28596. * the poles) to approximate the orthogonally-separable blur. It is least
  28597. * accurate at the poles, but still does a decent job.
  28598. */
  28599. PMREMGenerator.prototype._blur = function _blur ( cubeUVRenderTarget, lodIn, lodOut, sigma, poleAxis ) {
  28600. var pingPongRenderTarget = this._pingPongRenderTarget;
  28601. this._halfBlur(
  28602. cubeUVRenderTarget,
  28603. pingPongRenderTarget,
  28604. lodIn,
  28605. lodOut,
  28606. sigma,
  28607. 'latitudinal',
  28608. poleAxis );
  28609. this._halfBlur(
  28610. pingPongRenderTarget,
  28611. cubeUVRenderTarget,
  28612. lodOut,
  28613. lodOut,
  28614. sigma,
  28615. 'longitudinal',
  28616. poleAxis );
  28617. };
  28618. PMREMGenerator.prototype._halfBlur = function _halfBlur ( targetIn, targetOut, lodIn, lodOut, sigmaRadians, direction, poleAxis ) {
  28619. var renderer = this._renderer;
  28620. var blurMaterial = this._blurMaterial;
  28621. if ( direction !== 'latitudinal' && direction !== 'longitudinal' ) {
  28622. console.error(
  28623. 'blur direction must be either latitudinal or longitudinal!' );
  28624. }
  28625. // Number of standard deviations at which to cut off the discrete approximation.
  28626. var STANDARD_DEVIATIONS = 3;
  28627. var blurMesh = new Mesh( _lodPlanes[ lodOut ], blurMaterial );
  28628. var blurUniforms = blurMaterial.uniforms;
  28629. var pixels = _sizeLods[ lodIn ] - 1;
  28630. var radiansPerPixel = isFinite( sigmaRadians ) ? Math.PI / ( 2 * pixels ) : 2 * Math.PI / ( 2 * MAX_SAMPLES - 1 );
  28631. var sigmaPixels = sigmaRadians / radiansPerPixel;
  28632. var samples = isFinite( sigmaRadians ) ? 1 + Math.floor( STANDARD_DEVIATIONS * sigmaPixels ) : MAX_SAMPLES;
  28633. if ( samples > MAX_SAMPLES ) {
  28634. console.warn( ("sigmaRadians, " + sigmaRadians + ", is too large and will clip, as it requested " + samples + " samples when the maximum is set to " + MAX_SAMPLES) );
  28635. }
  28636. var weights = [];
  28637. var sum = 0;
  28638. for ( var i = 0; i < MAX_SAMPLES; ++ i ) {
  28639. var x$1 = i / sigmaPixels;
  28640. var weight = Math.exp( - x$1 * x$1 / 2 );
  28641. weights.push( weight );
  28642. if ( i == 0 ) {
  28643. sum += weight;
  28644. } else if ( i < samples ) {
  28645. sum += 2 * weight;
  28646. }
  28647. }
  28648. for ( var i$1 = 0; i$1 < weights.length; i$1 ++ ) {
  28649. weights[ i$1 ] = weights[ i$1 ] / sum;
  28650. }
  28651. blurUniforms[ 'envMap' ].value = targetIn.texture;
  28652. blurUniforms[ 'samples' ].value = samples;
  28653. blurUniforms[ 'weights' ].value = weights;
  28654. blurUniforms[ 'latitudinal' ].value = direction === 'latitudinal';
  28655. if ( poleAxis ) {
  28656. blurUniforms[ 'poleAxis' ].value = poleAxis;
  28657. }
  28658. blurUniforms[ 'dTheta' ].value = radiansPerPixel;
  28659. blurUniforms[ 'mipInt' ].value = LOD_MAX - lodIn;
  28660. blurUniforms[ 'inputEncoding' ].value = ENCODINGS[ targetIn.texture.encoding ];
  28661. blurUniforms[ 'outputEncoding' ].value = ENCODINGS[ targetIn.texture.encoding ];
  28662. var outputSize = _sizeLods[ lodOut ];
  28663. var x = 3 * Math.max( 0, SIZE_MAX - 2 * outputSize );
  28664. var y = ( lodOut === 0 ? 0 : 2 * SIZE_MAX ) + 2 * outputSize * ( lodOut > LOD_MAX - LOD_MIN ? lodOut - LOD_MAX + LOD_MIN : 0 );
  28665. _setViewport( targetOut, x, y, 3 * outputSize, 2 * outputSize );
  28666. renderer.setRenderTarget( targetOut );
  28667. renderer.render( blurMesh, _flatCamera );
  28668. };
  28669. function _isLDR( texture ) {
  28670. if ( texture === undefined || texture.type !== UnsignedByteType ) { return false; }
  28671. return texture.encoding === LinearEncoding || texture.encoding === sRGBEncoding || texture.encoding === GammaEncoding;
  28672. }
  28673. function _createPlanes() {
  28674. var _lodPlanes = [];
  28675. var _sizeLods = [];
  28676. var _sigmas = [];
  28677. var lod = LOD_MAX;
  28678. for ( var i = 0; i < TOTAL_LODS; i ++ ) {
  28679. var sizeLod = Math.pow( 2, lod );
  28680. _sizeLods.push( sizeLod );
  28681. var sigma = 1.0 / sizeLod;
  28682. if ( i > LOD_MAX - LOD_MIN ) {
  28683. sigma = EXTRA_LOD_SIGMA[ i - LOD_MAX + LOD_MIN - 1 ];
  28684. } else if ( i == 0 ) {
  28685. sigma = 0;
  28686. }
  28687. _sigmas.push( sigma );
  28688. var texelSize = 1.0 / ( sizeLod - 1 );
  28689. var min = - texelSize / 2;
  28690. var max = 1 + texelSize / 2;
  28691. var uv1 = [ min, min, max, min, max, max, min, min, max, max, min, max ];
  28692. var cubeFaces = 6;
  28693. var vertices = 6;
  28694. var positionSize = 3;
  28695. var uvSize = 2;
  28696. var faceIndexSize = 1;
  28697. var position = new Float32Array( positionSize * vertices * cubeFaces );
  28698. var uv = new Float32Array( uvSize * vertices * cubeFaces );
  28699. var faceIndex = new Float32Array( faceIndexSize * vertices * cubeFaces );
  28700. for ( var face = 0; face < cubeFaces; face ++ ) {
  28701. var x = ( face % 3 ) * 2 / 3 - 1;
  28702. var y = face > 2 ? 0 : - 1;
  28703. var coordinates = [
  28704. x, y, 0,
  28705. x + 2 / 3, y, 0,
  28706. x + 2 / 3, y + 1, 0,
  28707. x, y, 0,
  28708. x + 2 / 3, y + 1, 0,
  28709. x, y + 1, 0
  28710. ];
  28711. position.set( coordinates, positionSize * vertices * face );
  28712. uv.set( uv1, uvSize * vertices * face );
  28713. var fill = [ face, face, face, face, face, face ];
  28714. faceIndex.set( fill, faceIndexSize * vertices * face );
  28715. }
  28716. var planes = new BufferGeometry();
  28717. planes.setAttribute( 'position', new BufferAttribute( position, positionSize ) );
  28718. planes.setAttribute( 'uv', new BufferAttribute( uv, uvSize ) );
  28719. planes.setAttribute( 'faceIndex', new BufferAttribute( faceIndex, faceIndexSize ) );
  28720. _lodPlanes.push( planes );
  28721. if ( lod > LOD_MIN ) {
  28722. lod --;
  28723. }
  28724. }
  28725. return { _lodPlanes: _lodPlanes, _sizeLods: _sizeLods, _sigmas: _sigmas };
  28726. }
  28727. function _createRenderTarget( params ) {
  28728. var cubeUVRenderTarget = new WebGLRenderTarget( 3 * SIZE_MAX, 3 * SIZE_MAX, params );
  28729. cubeUVRenderTarget.texture.mapping = CubeUVReflectionMapping;
  28730. cubeUVRenderTarget.texture.name = 'PMREM.cubeUv';
  28731. cubeUVRenderTarget.scissorTest = true;
  28732. return cubeUVRenderTarget;
  28733. }
  28734. function _setViewport( target, x, y, width, height ) {
  28735. target.viewport.set( x, y, width, height );
  28736. target.scissor.set( x, y, width, height );
  28737. }
  28738. function _getBlurShader( maxSamples ) {
  28739. var weights = new Float32Array( maxSamples );
  28740. var poleAxis = new Vector3( 0, 1, 0 );
  28741. var shaderMaterial = new RawShaderMaterial( {
  28742. name: 'SphericalGaussianBlur',
  28743. defines: { 'n': maxSamples },
  28744. uniforms: {
  28745. 'envMap': { value: null },
  28746. 'samples': { value: 1 },
  28747. 'weights': { value: weights },
  28748. 'latitudinal': { value: false },
  28749. 'dTheta': { value: 0 },
  28750. 'mipInt': { value: 0 },
  28751. 'poleAxis': { value: poleAxis },
  28752. 'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },
  28753. 'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }
  28754. },
  28755. vertexShader: _getCommonVertexShader(),
  28756. 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"),
  28757. blending: NoBlending,
  28758. depthTest: false,
  28759. depthWrite: false
  28760. } );
  28761. return shaderMaterial;
  28762. }
  28763. function _getEquirectShader() {
  28764. var texelSize = new Vector2( 1, 1 );
  28765. var shaderMaterial = new RawShaderMaterial( {
  28766. name: 'EquirectangularToCubeUV',
  28767. uniforms: {
  28768. 'envMap': { value: null },
  28769. 'texelSize': { value: texelSize },
  28770. 'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },
  28771. 'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }
  28772. },
  28773. vertexShader: _getCommonVertexShader(),
  28774. 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"),
  28775. blending: NoBlending,
  28776. depthTest: false,
  28777. depthWrite: false
  28778. } );
  28779. return shaderMaterial;
  28780. }
  28781. function _getCubemapShader() {
  28782. var shaderMaterial = new RawShaderMaterial( {
  28783. name: 'CubemapToCubeUV',
  28784. uniforms: {
  28785. 'envMap': { value: null },
  28786. 'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },
  28787. 'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }
  28788. },
  28789. vertexShader: _getCommonVertexShader(),
  28790. 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"),
  28791. blending: NoBlending,
  28792. depthTest: false,
  28793. depthWrite: false
  28794. } );
  28795. return shaderMaterial;
  28796. }
  28797. function _getCommonVertexShader() {
  28798. 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";
  28799. }
  28800. function _getEncodings() {
  28801. 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";
  28802. }
  28803. function Face4( a, b, c, d, normal, color, materialIndex ) {
  28804. console.warn( 'THREE.Face4 has been removed. A THREE.Face3 will be created instead.' );
  28805. return new Face3( a, b, c, normal, color, materialIndex );
  28806. }
  28807. var LineStrip = 0;
  28808. var LinePieces = 1;
  28809. var NoColors = 0;
  28810. var FaceColors = 1;
  28811. var VertexColors = 2;
  28812. function MeshFaceMaterial( materials ) {
  28813. console.warn( 'THREE.MeshFaceMaterial has been removed. Use an Array instead.' );
  28814. return materials;
  28815. }
  28816. function MultiMaterial( materials ) {
  28817. if ( materials === undefined ) { materials = []; }
  28818. console.warn( 'THREE.MultiMaterial has been removed. Use an Array instead.' );
  28819. materials.isMultiMaterial = true;
  28820. materials.materials = materials;
  28821. materials.clone = function () {
  28822. return materials.slice();
  28823. };
  28824. return materials;
  28825. }
  28826. function PointCloud( geometry, material ) {
  28827. console.warn( 'THREE.PointCloud has been renamed to THREE.Points.' );
  28828. return new Points( geometry, material );
  28829. }
  28830. function Particle( material ) {
  28831. console.warn( 'THREE.Particle has been renamed to THREE.Sprite.' );
  28832. return new Sprite( material );
  28833. }
  28834. function ParticleSystem( geometry, material ) {
  28835. console.warn( 'THREE.ParticleSystem has been renamed to THREE.Points.' );
  28836. return new Points( geometry, material );
  28837. }
  28838. function PointCloudMaterial( parameters ) {
  28839. console.warn( 'THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.' );
  28840. return new PointsMaterial( parameters );
  28841. }
  28842. function ParticleBasicMaterial( parameters ) {
  28843. console.warn( 'THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.' );
  28844. return new PointsMaterial( parameters );
  28845. }
  28846. function ParticleSystemMaterial( parameters ) {
  28847. console.warn( 'THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.' );
  28848. return new PointsMaterial( parameters );
  28849. }
  28850. function Vertex( x, y, z ) {
  28851. console.warn( 'THREE.Vertex has been removed. Use THREE.Vector3 instead.' );
  28852. return new Vector3( x, y, z );
  28853. }
  28854. //
  28855. function DynamicBufferAttribute( array, itemSize ) {
  28856. console.warn( 'THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setUsage( THREE.DynamicDrawUsage ) instead.' );
  28857. return new BufferAttribute( array, itemSize ).setUsage( DynamicDrawUsage );
  28858. }
  28859. function Int8Attribute( array, itemSize ) {
  28860. console.warn( 'THREE.Int8Attribute has been removed. Use new THREE.Int8BufferAttribute() instead.' );
  28861. return new Int8BufferAttribute( array, itemSize );
  28862. }
  28863. function Uint8Attribute( array, itemSize ) {
  28864. console.warn( 'THREE.Uint8Attribute has been removed. Use new THREE.Uint8BufferAttribute() instead.' );
  28865. return new Uint8BufferAttribute( array, itemSize );
  28866. }
  28867. function Uint8ClampedAttribute( array, itemSize ) {
  28868. console.warn( 'THREE.Uint8ClampedAttribute has been removed. Use new THREE.Uint8ClampedBufferAttribute() instead.' );
  28869. return new Uint8ClampedBufferAttribute( array, itemSize );
  28870. }
  28871. function Int16Attribute( array, itemSize ) {
  28872. console.warn( 'THREE.Int16Attribute has been removed. Use new THREE.Int16BufferAttribute() instead.' );
  28873. return new Int16BufferAttribute( array, itemSize );
  28874. }
  28875. function Uint16Attribute( array, itemSize ) {
  28876. console.warn( 'THREE.Uint16Attribute has been removed. Use new THREE.Uint16BufferAttribute() instead.' );
  28877. return new Uint16BufferAttribute( array, itemSize );
  28878. }
  28879. function Int32Attribute( array, itemSize ) {
  28880. console.warn( 'THREE.Int32Attribute has been removed. Use new THREE.Int32BufferAttribute() instead.' );
  28881. return new Int32BufferAttribute( array, itemSize );
  28882. }
  28883. function Uint32Attribute( array, itemSize ) {
  28884. console.warn( 'THREE.Uint32Attribute has been removed. Use new THREE.Uint32BufferAttribute() instead.' );
  28885. return new Uint32BufferAttribute( array, itemSize );
  28886. }
  28887. function Float32Attribute( array, itemSize ) {
  28888. console.warn( 'THREE.Float32Attribute has been removed. Use new THREE.Float32BufferAttribute() instead.' );
  28889. return new Float32BufferAttribute( array, itemSize );
  28890. }
  28891. function Float64Attribute( array, itemSize ) {
  28892. console.warn( 'THREE.Float64Attribute has been removed. Use new THREE.Float64BufferAttribute() instead.' );
  28893. return new Float64BufferAttribute( array, itemSize );
  28894. }
  28895. //
  28896. Curve.create = function ( construct, getPoint ) {
  28897. console.log( 'THREE.Curve.create() has been deprecated' );
  28898. construct.prototype = Object.create( Curve.prototype );
  28899. construct.prototype.constructor = construct;
  28900. construct.prototype.getPoint = getPoint;
  28901. return construct;
  28902. };
  28903. //
  28904. Object.assign( CurvePath.prototype, {
  28905. createPointsGeometry: function ( divisions ) {
  28906. console.warn( 'THREE.CurvePath: .createPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  28907. // generate geometry from path points (for Line or Points objects)
  28908. var pts = this.getPoints( divisions );
  28909. return this.createGeometry( pts );
  28910. },
  28911. createSpacedPointsGeometry: function ( divisions ) {
  28912. console.warn( 'THREE.CurvePath: .createSpacedPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  28913. // generate geometry from equidistant sampling along the path
  28914. var pts = this.getSpacedPoints( divisions );
  28915. return this.createGeometry( pts );
  28916. },
  28917. createGeometry: function ( points ) {
  28918. console.warn( 'THREE.CurvePath: .createGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  28919. var geometry = new Geometry();
  28920. for ( var i = 0, l = points.length; i < l; i ++ ) {
  28921. var point = points[ i ];
  28922. geometry.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );
  28923. }
  28924. return geometry;
  28925. }
  28926. } );
  28927. //
  28928. Object.assign( Path.prototype, {
  28929. fromPoints: function ( points ) {
  28930. console.warn( 'THREE.Path: .fromPoints() has been renamed to .setFromPoints().' );
  28931. return this.setFromPoints( points );
  28932. }
  28933. } );
  28934. //
  28935. function ClosedSplineCurve3( points ) {
  28936. console.warn( 'THREE.ClosedSplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
  28937. CatmullRomCurve3.call( this, points );
  28938. this.type = 'catmullrom';
  28939. this.closed = true;
  28940. }
  28941. ClosedSplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
  28942. //
  28943. function SplineCurve3( points ) {
  28944. console.warn( 'THREE.SplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
  28945. CatmullRomCurve3.call( this, points );
  28946. this.type = 'catmullrom';
  28947. }
  28948. SplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
  28949. //
  28950. function Spline( points ) {
  28951. console.warn( 'THREE.Spline has been removed. Use THREE.CatmullRomCurve3 instead.' );
  28952. CatmullRomCurve3.call( this, points );
  28953. this.type = 'catmullrom';
  28954. }
  28955. Spline.prototype = Object.create( CatmullRomCurve3.prototype );
  28956. Object.assign( Spline.prototype, {
  28957. initFromArray: function ( /* a */ ) {
  28958. console.error( 'THREE.Spline: .initFromArray() has been removed.' );
  28959. },
  28960. getControlPointsArray: function ( /* optionalTarget */ ) {
  28961. console.error( 'THREE.Spline: .getControlPointsArray() has been removed.' );
  28962. },
  28963. reparametrizeByArcLength: function ( /* samplingCoef */ ) {
  28964. console.error( 'THREE.Spline: .reparametrizeByArcLength() has been removed.' );
  28965. }
  28966. } );
  28967. //
  28968. function AxisHelper( size ) {
  28969. console.warn( 'THREE.AxisHelper has been renamed to THREE.AxesHelper.' );
  28970. return new AxesHelper( size );
  28971. }
  28972. function BoundingBoxHelper( object, color ) {
  28973. console.warn( 'THREE.BoundingBoxHelper has been deprecated. Creating a THREE.BoxHelper instead.' );
  28974. return new BoxHelper( object, color );
  28975. }
  28976. function EdgesHelper( object, hex ) {
  28977. console.warn( 'THREE.EdgesHelper has been removed. Use THREE.EdgesGeometry instead.' );
  28978. return new LineSegments( new EdgesGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );
  28979. }
  28980. GridHelper.prototype.setColors = function () {
  28981. console.error( 'THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.' );
  28982. };
  28983. SkeletonHelper.prototype.update = function () {
  28984. console.error( 'THREE.SkeletonHelper: update() no longer needs to be called.' );
  28985. };
  28986. function WireframeHelper( object, hex ) {
  28987. console.warn( 'THREE.WireframeHelper has been removed. Use THREE.WireframeGeometry instead.' );
  28988. return new LineSegments( new WireframeGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );
  28989. }
  28990. //
  28991. Object.assign( Loader.prototype, {
  28992. extractUrlBase: function ( url ) {
  28993. console.warn( 'THREE.Loader: .extractUrlBase() has been deprecated. Use THREE.LoaderUtils.extractUrlBase() instead.' );
  28994. return LoaderUtils.extractUrlBase( url );
  28995. }
  28996. } );
  28997. Loader.Handlers = {
  28998. add: function ( /* regex, loader */ ) {
  28999. console.error( 'THREE.Loader: Handlers.add() has been removed. Use LoadingManager.addHandler() instead.' );
  29000. },
  29001. get: function ( /* file */ ) {
  29002. console.error( 'THREE.Loader: Handlers.get() has been removed. Use LoadingManager.getHandler() instead.' );
  29003. }
  29004. };
  29005. function XHRLoader( manager ) {
  29006. console.warn( 'THREE.XHRLoader has been renamed to THREE.FileLoader.' );
  29007. return new FileLoader( manager );
  29008. }
  29009. function BinaryTextureLoader( manager ) {
  29010. console.warn( 'THREE.BinaryTextureLoader has been renamed to THREE.DataTextureLoader.' );
  29011. return new DataTextureLoader( manager );
  29012. }
  29013. Object.assign( ObjectLoader.prototype, {
  29014. setTexturePath: function ( value ) {
  29015. console.warn( 'THREE.ObjectLoader: .setTexturePath() has been renamed to .setResourcePath().' );
  29016. return this.setResourcePath( value );
  29017. }
  29018. } );
  29019. //
  29020. Object.assign( Box2.prototype, {
  29021. center: function ( optionalTarget ) {
  29022. console.warn( 'THREE.Box2: .center() has been renamed to .getCenter().' );
  29023. return this.getCenter( optionalTarget );
  29024. },
  29025. empty: function () {
  29026. console.warn( 'THREE.Box2: .empty() has been renamed to .isEmpty().' );
  29027. return this.isEmpty();
  29028. },
  29029. isIntersectionBox: function ( box ) {
  29030. console.warn( 'THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().' );
  29031. return this.intersectsBox( box );
  29032. },
  29033. size: function ( optionalTarget ) {
  29034. console.warn( 'THREE.Box2: .size() has been renamed to .getSize().' );
  29035. return this.getSize( optionalTarget );
  29036. }
  29037. } );
  29038. Object.assign( Box3.prototype, {
  29039. center: function ( optionalTarget ) {
  29040. console.warn( 'THREE.Box3: .center() has been renamed to .getCenter().' );
  29041. return this.getCenter( optionalTarget );
  29042. },
  29043. empty: function () {
  29044. console.warn( 'THREE.Box3: .empty() has been renamed to .isEmpty().' );
  29045. return this.isEmpty();
  29046. },
  29047. isIntersectionBox: function ( box ) {
  29048. console.warn( 'THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().' );
  29049. return this.intersectsBox( box );
  29050. },
  29051. isIntersectionSphere: function ( sphere ) {
  29052. console.warn( 'THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
  29053. return this.intersectsSphere( sphere );
  29054. },
  29055. size: function ( optionalTarget ) {
  29056. console.warn( 'THREE.Box3: .size() has been renamed to .getSize().' );
  29057. return this.getSize( optionalTarget );
  29058. }
  29059. } );
  29060. Object.assign( Sphere.prototype, {
  29061. empty: function () {
  29062. console.warn( 'THREE.Sphere: .empty() has been renamed to .isEmpty().' );
  29063. return this.isEmpty();
  29064. },
  29065. } );
  29066. Frustum.prototype.setFromMatrix = function ( m ) {
  29067. console.warn( 'THREE.Frustum: .setFromMatrix() has been renamed to .setFromProjectionMatrix().' );
  29068. return this.setFromProjectionMatrix( m );
  29069. };
  29070. Line3.prototype.center = function ( optionalTarget ) {
  29071. console.warn( 'THREE.Line3: .center() has been renamed to .getCenter().' );
  29072. return this.getCenter( optionalTarget );
  29073. };
  29074. Object.assign( MathUtils, {
  29075. random16: function () {
  29076. console.warn( 'THREE.Math: .random16() has been deprecated. Use Math.random() instead.' );
  29077. return Math.random();
  29078. },
  29079. nearestPowerOfTwo: function ( value ) {
  29080. console.warn( 'THREE.Math: .nearestPowerOfTwo() has been renamed to .floorPowerOfTwo().' );
  29081. return MathUtils.floorPowerOfTwo( value );
  29082. },
  29083. nextPowerOfTwo: function ( value ) {
  29084. console.warn( 'THREE.Math: .nextPowerOfTwo() has been renamed to .ceilPowerOfTwo().' );
  29085. return MathUtils.ceilPowerOfTwo( value );
  29086. }
  29087. } );
  29088. Object.assign( Matrix3.prototype, {
  29089. flattenToArrayOffset: function ( array, offset ) {
  29090. console.warn( "THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
  29091. return this.toArray( array, offset );
  29092. },
  29093. multiplyVector3: function ( vector ) {
  29094. console.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' );
  29095. return vector.applyMatrix3( this );
  29096. },
  29097. multiplyVector3Array: function ( /* a */ ) {
  29098. console.error( 'THREE.Matrix3: .multiplyVector3Array() has been removed.' );
  29099. },
  29100. applyToBufferAttribute: function ( attribute ) {
  29101. console.warn( 'THREE.Matrix3: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix3( matrix ) instead.' );
  29102. return attribute.applyMatrix3( this );
  29103. },
  29104. applyToVector3Array: function ( /* array, offset, length */ ) {
  29105. console.error( 'THREE.Matrix3: .applyToVector3Array() has been removed.' );
  29106. }
  29107. } );
  29108. Object.assign( Matrix4.prototype, {
  29109. extractPosition: function ( m ) {
  29110. console.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' );
  29111. return this.copyPosition( m );
  29112. },
  29113. flattenToArrayOffset: function ( array, offset ) {
  29114. console.warn( "THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
  29115. return this.toArray( array, offset );
  29116. },
  29117. getPosition: function () {
  29118. console.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' );
  29119. return new Vector3().setFromMatrixColumn( this, 3 );
  29120. },
  29121. setRotationFromQuaternion: function ( q ) {
  29122. console.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' );
  29123. return this.makeRotationFromQuaternion( q );
  29124. },
  29125. multiplyToArray: function () {
  29126. console.warn( 'THREE.Matrix4: .multiplyToArray() has been removed.' );
  29127. },
  29128. multiplyVector3: function ( vector ) {
  29129. console.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  29130. return vector.applyMatrix4( this );
  29131. },
  29132. multiplyVector4: function ( vector ) {
  29133. console.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  29134. return vector.applyMatrix4( this );
  29135. },
  29136. multiplyVector3Array: function ( /* a */ ) {
  29137. console.error( 'THREE.Matrix4: .multiplyVector3Array() has been removed.' );
  29138. },
  29139. rotateAxis: function ( v ) {
  29140. console.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' );
  29141. v.transformDirection( this );
  29142. },
  29143. crossVector: function ( vector ) {
  29144. console.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  29145. return vector.applyMatrix4( this );
  29146. },
  29147. translate: function () {
  29148. console.error( 'THREE.Matrix4: .translate() has been removed.' );
  29149. },
  29150. rotateX: function () {
  29151. console.error( 'THREE.Matrix4: .rotateX() has been removed.' );
  29152. },
  29153. rotateY: function () {
  29154. console.error( 'THREE.Matrix4: .rotateY() has been removed.' );
  29155. },
  29156. rotateZ: function () {
  29157. console.error( 'THREE.Matrix4: .rotateZ() has been removed.' );
  29158. },
  29159. rotateByAxis: function () {
  29160. console.error( 'THREE.Matrix4: .rotateByAxis() has been removed.' );
  29161. },
  29162. applyToBufferAttribute: function ( attribute ) {
  29163. console.warn( 'THREE.Matrix4: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix4( matrix ) instead.' );
  29164. return attribute.applyMatrix4( this );
  29165. },
  29166. applyToVector3Array: function ( /* array, offset, length */ ) {
  29167. console.error( 'THREE.Matrix4: .applyToVector3Array() has been removed.' );
  29168. },
  29169. makeFrustum: function ( left, right, bottom, top, near, far ) {
  29170. console.warn( 'THREE.Matrix4: .makeFrustum() has been removed. Use .makePerspective( left, right, top, bottom, near, far ) instead.' );
  29171. return this.makePerspective( left, right, top, bottom, near, far );
  29172. }
  29173. } );
  29174. Plane.prototype.isIntersectionLine = function ( line ) {
  29175. console.warn( 'THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().' );
  29176. return this.intersectsLine( line );
  29177. };
  29178. Quaternion.prototype.multiplyVector3 = function ( vector ) {
  29179. console.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );
  29180. return vector.applyQuaternion( this );
  29181. };
  29182. Object.assign( Ray.prototype, {
  29183. isIntersectionBox: function ( box ) {
  29184. console.warn( 'THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().' );
  29185. return this.intersectsBox( box );
  29186. },
  29187. isIntersectionPlane: function ( plane ) {
  29188. console.warn( 'THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().' );
  29189. return this.intersectsPlane( plane );
  29190. },
  29191. isIntersectionSphere: function ( sphere ) {
  29192. console.warn( 'THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
  29193. return this.intersectsSphere( sphere );
  29194. }
  29195. } );
  29196. Object.assign( Triangle.prototype, {
  29197. area: function () {
  29198. console.warn( 'THREE.Triangle: .area() has been renamed to .getArea().' );
  29199. return this.getArea();
  29200. },
  29201. barycoordFromPoint: function ( point, target ) {
  29202. console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
  29203. return this.getBarycoord( point, target );
  29204. },
  29205. midpoint: function ( target ) {
  29206. console.warn( 'THREE.Triangle: .midpoint() has been renamed to .getMidpoint().' );
  29207. return this.getMidpoint( target );
  29208. },
  29209. normal: function ( target ) {
  29210. console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
  29211. return this.getNormal( target );
  29212. },
  29213. plane: function ( target ) {
  29214. console.warn( 'THREE.Triangle: .plane() has been renamed to .getPlane().' );
  29215. return this.getPlane( target );
  29216. }
  29217. } );
  29218. Object.assign( Triangle, {
  29219. barycoordFromPoint: function ( point, a, b, c, target ) {
  29220. console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
  29221. return Triangle.getBarycoord( point, a, b, c, target );
  29222. },
  29223. normal: function ( a, b, c, target ) {
  29224. console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
  29225. return Triangle.getNormal( a, b, c, target );
  29226. }
  29227. } );
  29228. Object.assign( Shape.prototype, {
  29229. extractAllPoints: function ( divisions ) {
  29230. console.warn( 'THREE.Shape: .extractAllPoints() has been removed. Use .extractPoints() instead.' );
  29231. return this.extractPoints( divisions );
  29232. },
  29233. extrude: function ( options ) {
  29234. console.warn( 'THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead.' );
  29235. return new ExtrudeGeometry( this, options );
  29236. },
  29237. makeGeometry: function ( options ) {
  29238. console.warn( 'THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead.' );
  29239. return new ShapeGeometry( this, options );
  29240. }
  29241. } );
  29242. Object.assign( Vector2.prototype, {
  29243. fromAttribute: function ( attribute, index, offset ) {
  29244. console.warn( 'THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  29245. return this.fromBufferAttribute( attribute, index, offset );
  29246. },
  29247. distanceToManhattan: function ( v ) {
  29248. console.warn( 'THREE.Vector2: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
  29249. return this.manhattanDistanceTo( v );
  29250. },
  29251. lengthManhattan: function () {
  29252. console.warn( 'THREE.Vector2: .lengthManhattan() has been renamed to .manhattanLength().' );
  29253. return this.manhattanLength();
  29254. }
  29255. } );
  29256. Object.assign( Vector3.prototype, {
  29257. setEulerFromRotationMatrix: function () {
  29258. console.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' );
  29259. },
  29260. setEulerFromQuaternion: function () {
  29261. console.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' );
  29262. },
  29263. getPositionFromMatrix: function ( m ) {
  29264. console.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' );
  29265. return this.setFromMatrixPosition( m );
  29266. },
  29267. getScaleFromMatrix: function ( m ) {
  29268. console.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' );
  29269. return this.setFromMatrixScale( m );
  29270. },
  29271. getColumnFromMatrix: function ( index, matrix ) {
  29272. console.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' );
  29273. return this.setFromMatrixColumn( matrix, index );
  29274. },
  29275. applyProjection: function ( m ) {
  29276. console.warn( 'THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead.' );
  29277. return this.applyMatrix4( m );
  29278. },
  29279. fromAttribute: function ( attribute, index, offset ) {
  29280. console.warn( 'THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  29281. return this.fromBufferAttribute( attribute, index, offset );
  29282. },
  29283. distanceToManhattan: function ( v ) {
  29284. console.warn( 'THREE.Vector3: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
  29285. return this.manhattanDistanceTo( v );
  29286. },
  29287. lengthManhattan: function () {
  29288. console.warn( 'THREE.Vector3: .lengthManhattan() has been renamed to .manhattanLength().' );
  29289. return this.manhattanLength();
  29290. }
  29291. } );
  29292. Object.assign( Vector4.prototype, {
  29293. fromAttribute: function ( attribute, index, offset ) {
  29294. console.warn( 'THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  29295. return this.fromBufferAttribute( attribute, index, offset );
  29296. },
  29297. lengthManhattan: function () {
  29298. console.warn( 'THREE.Vector4: .lengthManhattan() has been renamed to .manhattanLength().' );
  29299. return this.manhattanLength();
  29300. }
  29301. } );
  29302. //
  29303. Object.assign( Geometry.prototype, {
  29304. computeTangents: function () {
  29305. console.error( 'THREE.Geometry: .computeTangents() has been removed.' );
  29306. },
  29307. computeLineDistances: function () {
  29308. console.error( 'THREE.Geometry: .computeLineDistances() has been removed. Use THREE.Line.computeLineDistances() instead.' );
  29309. },
  29310. applyMatrix: function ( matrix ) {
  29311. console.warn( 'THREE.Geometry: .applyMatrix() has been renamed to .applyMatrix4().' );
  29312. return this.applyMatrix4( matrix );
  29313. }
  29314. } );
  29315. Object.assign( Object3D.prototype, {
  29316. getChildByName: function ( name ) {
  29317. console.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' );
  29318. return this.getObjectByName( name );
  29319. },
  29320. renderDepth: function () {
  29321. console.warn( 'THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.' );
  29322. },
  29323. translate: function ( distance, axis ) {
  29324. console.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' );
  29325. return this.translateOnAxis( axis, distance );
  29326. },
  29327. getWorldRotation: function () {
  29328. console.error( 'THREE.Object3D: .getWorldRotation() has been removed. Use THREE.Object3D.getWorldQuaternion( target ) instead.' );
  29329. },
  29330. applyMatrix: function ( matrix ) {
  29331. console.warn( 'THREE.Object3D: .applyMatrix() has been renamed to .applyMatrix4().' );
  29332. return this.applyMatrix4( matrix );
  29333. }
  29334. } );
  29335. Object.defineProperties( Object3D.prototype, {
  29336. eulerOrder: {
  29337. get: function () {
  29338. console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
  29339. return this.rotation.order;
  29340. },
  29341. set: function ( value ) {
  29342. console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
  29343. this.rotation.order = value;
  29344. }
  29345. },
  29346. useQuaternion: {
  29347. get: function () {
  29348. console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  29349. },
  29350. set: function () {
  29351. console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  29352. }
  29353. }
  29354. } );
  29355. Object.assign( Mesh.prototype, {
  29356. setDrawMode: function () {
  29357. console.error( 'THREE.Mesh: .setDrawMode() has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.' );
  29358. },
  29359. } );
  29360. Object.defineProperties( Mesh.prototype, {
  29361. drawMode: {
  29362. get: function () {
  29363. console.error( 'THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode.' );
  29364. return TrianglesDrawMode;
  29365. },
  29366. set: function () {
  29367. console.error( 'THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.' );
  29368. }
  29369. }
  29370. } );
  29371. Object.defineProperties( LOD.prototype, {
  29372. objects: {
  29373. get: function () {
  29374. console.warn( 'THREE.LOD: .objects has been renamed to .levels.' );
  29375. return this.levels;
  29376. }
  29377. }
  29378. } );
  29379. Object.defineProperty( Skeleton.prototype, 'useVertexTexture', {
  29380. get: function () {
  29381. console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );
  29382. },
  29383. set: function () {
  29384. console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );
  29385. }
  29386. } );
  29387. SkinnedMesh.prototype.initBones = function () {
  29388. console.error( 'THREE.SkinnedMesh: initBones() has been removed.' );
  29389. };
  29390. Object.defineProperty( Curve.prototype, '__arcLengthDivisions', {
  29391. get: function () {
  29392. console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
  29393. return this.arcLengthDivisions;
  29394. },
  29395. set: function ( value ) {
  29396. console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
  29397. this.arcLengthDivisions = value;
  29398. }
  29399. } );
  29400. //
  29401. PerspectiveCamera.prototype.setLens = function ( focalLength, filmGauge ) {
  29402. console.warn( "THREE.PerspectiveCamera.setLens is deprecated. " +
  29403. "Use .setFocalLength and .filmGauge for a photographic setup." );
  29404. if ( filmGauge !== undefined ) { this.filmGauge = filmGauge; }
  29405. this.setFocalLength( focalLength );
  29406. };
  29407. //
  29408. Object.defineProperties( Light.prototype, {
  29409. onlyShadow: {
  29410. set: function () {
  29411. console.warn( 'THREE.Light: .onlyShadow has been removed.' );
  29412. }
  29413. },
  29414. shadowCameraFov: {
  29415. set: function ( value ) {
  29416. console.warn( 'THREE.Light: .shadowCameraFov is now .shadow.camera.fov.' );
  29417. this.shadow.camera.fov = value;
  29418. }
  29419. },
  29420. shadowCameraLeft: {
  29421. set: function ( value ) {
  29422. console.warn( 'THREE.Light: .shadowCameraLeft is now .shadow.camera.left.' );
  29423. this.shadow.camera.left = value;
  29424. }
  29425. },
  29426. shadowCameraRight: {
  29427. set: function ( value ) {
  29428. console.warn( 'THREE.Light: .shadowCameraRight is now .shadow.camera.right.' );
  29429. this.shadow.camera.right = value;
  29430. }
  29431. },
  29432. shadowCameraTop: {
  29433. set: function ( value ) {
  29434. console.warn( 'THREE.Light: .shadowCameraTop is now .shadow.camera.top.' );
  29435. this.shadow.camera.top = value;
  29436. }
  29437. },
  29438. shadowCameraBottom: {
  29439. set: function ( value ) {
  29440. console.warn( 'THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom.' );
  29441. this.shadow.camera.bottom = value;
  29442. }
  29443. },
  29444. shadowCameraNear: {
  29445. set: function ( value ) {
  29446. console.warn( 'THREE.Light: .shadowCameraNear is now .shadow.camera.near.' );
  29447. this.shadow.camera.near = value;
  29448. }
  29449. },
  29450. shadowCameraFar: {
  29451. set: function ( value ) {
  29452. console.warn( 'THREE.Light: .shadowCameraFar is now .shadow.camera.far.' );
  29453. this.shadow.camera.far = value;
  29454. }
  29455. },
  29456. shadowCameraVisible: {
  29457. set: function () {
  29458. console.warn( 'THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.' );
  29459. }
  29460. },
  29461. shadowBias: {
  29462. set: function ( value ) {
  29463. console.warn( 'THREE.Light: .shadowBias is now .shadow.bias.' );
  29464. this.shadow.bias = value;
  29465. }
  29466. },
  29467. shadowDarkness: {
  29468. set: function () {
  29469. console.warn( 'THREE.Light: .shadowDarkness has been removed.' );
  29470. }
  29471. },
  29472. shadowMapWidth: {
  29473. set: function ( value ) {
  29474. console.warn( 'THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.' );
  29475. this.shadow.mapSize.width = value;
  29476. }
  29477. },
  29478. shadowMapHeight: {
  29479. set: function ( value ) {
  29480. console.warn( 'THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.' );
  29481. this.shadow.mapSize.height = value;
  29482. }
  29483. }
  29484. } );
  29485. //
  29486. Object.defineProperties( BufferAttribute.prototype, {
  29487. length: {
  29488. get: function () {
  29489. console.warn( 'THREE.BufferAttribute: .length has been deprecated. Use .count instead.' );
  29490. return this.array.length;
  29491. }
  29492. },
  29493. dynamic: {
  29494. get: function () {
  29495. console.warn( 'THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.' );
  29496. return this.usage === DynamicDrawUsage;
  29497. },
  29498. set: function ( /* value */ ) {
  29499. console.warn( 'THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.' );
  29500. this.setUsage( DynamicDrawUsage );
  29501. }
  29502. }
  29503. } );
  29504. Object.assign( BufferAttribute.prototype, {
  29505. setDynamic: function ( value ) {
  29506. console.warn( 'THREE.BufferAttribute: .setDynamic() has been deprecated. Use .setUsage() instead.' );
  29507. this.setUsage( value === true ? DynamicDrawUsage : StaticDrawUsage );
  29508. return this;
  29509. },
  29510. copyIndicesArray: function ( /* indices */ ) {
  29511. console.error( 'THREE.BufferAttribute: .copyIndicesArray() has been removed.' );
  29512. },
  29513. setArray: function ( /* array */ ) {
  29514. console.error( 'THREE.BufferAttribute: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers' );
  29515. }
  29516. } );
  29517. Object.assign( BufferGeometry.prototype, {
  29518. addIndex: function ( index ) {
  29519. console.warn( 'THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().' );
  29520. this.setIndex( index );
  29521. },
  29522. addAttribute: function ( name, attribute ) {
  29523. console.warn( 'THREE.BufferGeometry: .addAttribute() has been renamed to .setAttribute().' );
  29524. if ( ! ( attribute && attribute.isBufferAttribute ) && ! ( attribute && attribute.isInterleavedBufferAttribute ) ) {
  29525. console.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' );
  29526. return this.setAttribute( name, new BufferAttribute( arguments[ 1 ], arguments[ 2 ] ) );
  29527. }
  29528. if ( name === 'index' ) {
  29529. console.warn( 'THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.' );
  29530. this.setIndex( attribute );
  29531. return this;
  29532. }
  29533. return this.setAttribute( name, attribute );
  29534. },
  29535. addDrawCall: function ( start, count, indexOffset ) {
  29536. if ( indexOffset !== undefined ) {
  29537. console.warn( 'THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.' );
  29538. }
  29539. console.warn( 'THREE.BufferGeometry: .addDrawCall() is now .addGroup().' );
  29540. this.addGroup( start, count );
  29541. },
  29542. clearDrawCalls: function () {
  29543. console.warn( 'THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().' );
  29544. this.clearGroups();
  29545. },
  29546. computeTangents: function () {
  29547. console.warn( 'THREE.BufferGeometry: .computeTangents() has been removed.' );
  29548. },
  29549. computeOffsets: function () {
  29550. console.warn( 'THREE.BufferGeometry: .computeOffsets() has been removed.' );
  29551. },
  29552. removeAttribute: function ( name ) {
  29553. console.warn( 'THREE.BufferGeometry: .removeAttribute() has been renamed to .deleteAttribute().' );
  29554. return this.deleteAttribute( name );
  29555. },
  29556. applyMatrix: function ( matrix ) {
  29557. console.warn( 'THREE.BufferGeometry: .applyMatrix() has been renamed to .applyMatrix4().' );
  29558. return this.applyMatrix4( matrix );
  29559. }
  29560. } );
  29561. Object.defineProperties( BufferGeometry.prototype, {
  29562. drawcalls: {
  29563. get: function () {
  29564. console.error( 'THREE.BufferGeometry: .drawcalls has been renamed to .groups.' );
  29565. return this.groups;
  29566. }
  29567. },
  29568. offsets: {
  29569. get: function () {
  29570. console.warn( 'THREE.BufferGeometry: .offsets has been renamed to .groups.' );
  29571. return this.groups;
  29572. }
  29573. }
  29574. } );
  29575. Object.defineProperties( InstancedBufferGeometry.prototype, {
  29576. maxInstancedCount: {
  29577. get: function () {
  29578. console.warn( 'THREE.InstancedBufferGeometry: .maxInstancedCount has been renamed to .instanceCount.' );
  29579. return this.instanceCount;
  29580. },
  29581. set: function ( value ) {
  29582. console.warn( 'THREE.InstancedBufferGeometry: .maxInstancedCount has been renamed to .instanceCount.' );
  29583. this.instanceCount = value;
  29584. }
  29585. }
  29586. } );
  29587. Object.defineProperties( Raycaster.prototype, {
  29588. linePrecision: {
  29589. get: function () {
  29590. console.warn( 'THREE.Raycaster: .linePrecision has been deprecated. Use .params.Line.threshold instead.' );
  29591. return this.params.Line.threshold;
  29592. },
  29593. set: function ( value ) {
  29594. console.warn( 'THREE.Raycaster: .linePrecision has been deprecated. Use .params.Line.threshold instead.' );
  29595. this.params.Line.threshold = value;
  29596. }
  29597. }
  29598. } );
  29599. Object.defineProperties( InterleavedBuffer.prototype, {
  29600. dynamic: {
  29601. get: function () {
  29602. console.warn( 'THREE.InterleavedBuffer: .length has been deprecated. Use .usage instead.' );
  29603. return this.usage === DynamicDrawUsage;
  29604. },
  29605. set: function ( value ) {
  29606. console.warn( 'THREE.InterleavedBuffer: .length has been deprecated. Use .usage instead.' );
  29607. this.setUsage( value );
  29608. }
  29609. }
  29610. } );
  29611. Object.assign( InterleavedBuffer.prototype, {
  29612. setDynamic: function ( value ) {
  29613. console.warn( 'THREE.InterleavedBuffer: .setDynamic() has been deprecated. Use .setUsage() instead.' );
  29614. this.setUsage( value === true ? DynamicDrawUsage : StaticDrawUsage );
  29615. return this;
  29616. },
  29617. setArray: function ( /* array */ ) {
  29618. console.error( 'THREE.InterleavedBuffer: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers' );
  29619. }
  29620. } );
  29621. //
  29622. Object.assign( ExtrudeBufferGeometry.prototype, {
  29623. getArrays: function () {
  29624. console.error( 'THREE.ExtrudeBufferGeometry: .getArrays() has been removed.' );
  29625. },
  29626. addShapeList: function () {
  29627. console.error( 'THREE.ExtrudeBufferGeometry: .addShapeList() has been removed.' );
  29628. },
  29629. addShape: function () {
  29630. console.error( 'THREE.ExtrudeBufferGeometry: .addShape() has been removed.' );
  29631. }
  29632. } );
  29633. //
  29634. Object.assign( Scene.prototype, {
  29635. dispose: function () {
  29636. console.error( 'THREE.Scene: .dispose() has been removed.' );
  29637. }
  29638. } );
  29639. //
  29640. Object.defineProperties( Uniform.prototype, {
  29641. dynamic: {
  29642. set: function () {
  29643. console.warn( 'THREE.Uniform: .dynamic has been removed. Use object.onBeforeRender() instead.' );
  29644. }
  29645. },
  29646. onUpdate: {
  29647. value: function () {
  29648. console.warn( 'THREE.Uniform: .onUpdate() has been removed. Use object.onBeforeRender() instead.' );
  29649. return this;
  29650. }
  29651. }
  29652. } );
  29653. //
  29654. Object.defineProperties( Material.prototype, {
  29655. wrapAround: {
  29656. get: function () {
  29657. console.warn( 'THREE.Material: .wrapAround has been removed.' );
  29658. },
  29659. set: function () {
  29660. console.warn( 'THREE.Material: .wrapAround has been removed.' );
  29661. }
  29662. },
  29663. overdraw: {
  29664. get: function () {
  29665. console.warn( 'THREE.Material: .overdraw has been removed.' );
  29666. },
  29667. set: function () {
  29668. console.warn( 'THREE.Material: .overdraw has been removed.' );
  29669. }
  29670. },
  29671. wrapRGB: {
  29672. get: function () {
  29673. console.warn( 'THREE.Material: .wrapRGB has been removed.' );
  29674. return new Color();
  29675. }
  29676. },
  29677. shading: {
  29678. get: function () {
  29679. console.error( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  29680. },
  29681. set: function ( value ) {
  29682. console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  29683. this.flatShading = ( value === FlatShading );
  29684. }
  29685. },
  29686. stencilMask: {
  29687. get: function () {
  29688. console.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' );
  29689. return this.stencilFuncMask;
  29690. },
  29691. set: function ( value ) {
  29692. console.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' );
  29693. this.stencilFuncMask = value;
  29694. }
  29695. }
  29696. } );
  29697. Object.defineProperties( MeshPhongMaterial.prototype, {
  29698. metal: {
  29699. get: function () {
  29700. console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead.' );
  29701. return false;
  29702. },
  29703. set: function () {
  29704. console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead' );
  29705. }
  29706. }
  29707. } );
  29708. Object.defineProperties( MeshPhysicalMaterial.prototype, {
  29709. transparency: {
  29710. get: function () {
  29711. console.warn( 'THREE.MeshPhysicalMaterial: .transparency has been renamed to .transmission.' );
  29712. return this.transmission;
  29713. },
  29714. set: function ( value ) {
  29715. console.warn( 'THREE.MeshPhysicalMaterial: .transparency has been renamed to .transmission.' );
  29716. this.transmission = value;
  29717. }
  29718. }
  29719. } );
  29720. Object.defineProperties( ShaderMaterial.prototype, {
  29721. derivatives: {
  29722. get: function () {
  29723. console.warn( 'THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
  29724. return this.extensions.derivatives;
  29725. },
  29726. set: function ( value ) {
  29727. console.warn( 'THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
  29728. this.extensions.derivatives = value;
  29729. }
  29730. }
  29731. } );
  29732. //
  29733. Object.assign( WebGLRenderer.prototype, {
  29734. clearTarget: function ( renderTarget, color, depth, stencil ) {
  29735. console.warn( 'THREE.WebGLRenderer: .clearTarget() has been deprecated. Use .setRenderTarget() and .clear() instead.' );
  29736. this.setRenderTarget( renderTarget );
  29737. this.clear( color, depth, stencil );
  29738. },
  29739. animate: function ( callback ) {
  29740. console.warn( 'THREE.WebGLRenderer: .animate() is now .setAnimationLoop().' );
  29741. this.setAnimationLoop( callback );
  29742. },
  29743. getCurrentRenderTarget: function () {
  29744. console.warn( 'THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget().' );
  29745. return this.getRenderTarget();
  29746. },
  29747. getMaxAnisotropy: function () {
  29748. console.warn( 'THREE.WebGLRenderer: .getMaxAnisotropy() is now .capabilities.getMaxAnisotropy().' );
  29749. return this.capabilities.getMaxAnisotropy();
  29750. },
  29751. getPrecision: function () {
  29752. console.warn( 'THREE.WebGLRenderer: .getPrecision() is now .capabilities.precision.' );
  29753. return this.capabilities.precision;
  29754. },
  29755. resetGLState: function () {
  29756. console.warn( 'THREE.WebGLRenderer: .resetGLState() is now .state.reset().' );
  29757. return this.state.reset();
  29758. },
  29759. supportsFloatTextures: function () {
  29760. console.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).' );
  29761. return this.extensions.get( 'OES_texture_float' );
  29762. },
  29763. supportsHalfFloatTextures: function () {
  29764. console.warn( 'THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \'OES_texture_half_float\' ).' );
  29765. return this.extensions.get( 'OES_texture_half_float' );
  29766. },
  29767. supportsStandardDerivatives: function () {
  29768. console.warn( 'THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \'OES_standard_derivatives\' ).' );
  29769. return this.extensions.get( 'OES_standard_derivatives' );
  29770. },
  29771. supportsCompressedTextureS3TC: function () {
  29772. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \'WEBGL_compressed_texture_s3tc\' ).' );
  29773. return this.extensions.get( 'WEBGL_compressed_texture_s3tc' );
  29774. },
  29775. supportsCompressedTexturePVRTC: function () {
  29776. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \'WEBGL_compressed_texture_pvrtc\' ).' );
  29777. return this.extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  29778. },
  29779. supportsBlendMinMax: function () {
  29780. console.warn( 'THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \'EXT_blend_minmax\' ).' );
  29781. return this.extensions.get( 'EXT_blend_minmax' );
  29782. },
  29783. supportsVertexTextures: function () {
  29784. console.warn( 'THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures.' );
  29785. return this.capabilities.vertexTextures;
  29786. },
  29787. supportsInstancedArrays: function () {
  29788. console.warn( 'THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \'ANGLE_instanced_arrays\' ).' );
  29789. return this.extensions.get( 'ANGLE_instanced_arrays' );
  29790. },
  29791. enableScissorTest: function ( boolean ) {
  29792. console.warn( 'THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().' );
  29793. this.setScissorTest( boolean );
  29794. },
  29795. initMaterial: function () {
  29796. console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );
  29797. },
  29798. addPrePlugin: function () {
  29799. console.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );
  29800. },
  29801. addPostPlugin: function () {
  29802. console.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );
  29803. },
  29804. updateShadowMap: function () {
  29805. console.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );
  29806. },
  29807. setFaceCulling: function () {
  29808. console.warn( 'THREE.WebGLRenderer: .setFaceCulling() has been removed.' );
  29809. },
  29810. allocTextureUnit: function () {
  29811. console.warn( 'THREE.WebGLRenderer: .allocTextureUnit() has been removed.' );
  29812. },
  29813. setTexture: function () {
  29814. console.warn( 'THREE.WebGLRenderer: .setTexture() has been removed.' );
  29815. },
  29816. setTexture2D: function () {
  29817. console.warn( 'THREE.WebGLRenderer: .setTexture2D() has been removed.' );
  29818. },
  29819. setTextureCube: function () {
  29820. console.warn( 'THREE.WebGLRenderer: .setTextureCube() has been removed.' );
  29821. },
  29822. getActiveMipMapLevel: function () {
  29823. console.warn( 'THREE.WebGLRenderer: .getActiveMipMapLevel() is now .getActiveMipmapLevel().' );
  29824. return this.getActiveMipmapLevel();
  29825. }
  29826. } );
  29827. Object.defineProperties( WebGLRenderer.prototype, {
  29828. shadowMapEnabled: {
  29829. get: function () {
  29830. return this.shadowMap.enabled;
  29831. },
  29832. set: function ( value ) {
  29833. console.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' );
  29834. this.shadowMap.enabled = value;
  29835. }
  29836. },
  29837. shadowMapType: {
  29838. get: function () {
  29839. return this.shadowMap.type;
  29840. },
  29841. set: function ( value ) {
  29842. console.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' );
  29843. this.shadowMap.type = value;
  29844. }
  29845. },
  29846. shadowMapCullFace: {
  29847. get: function () {
  29848. console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
  29849. return undefined;
  29850. },
  29851. set: function ( /* value */ ) {
  29852. console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
  29853. }
  29854. },
  29855. context: {
  29856. get: function () {
  29857. console.warn( 'THREE.WebGLRenderer: .context has been removed. Use .getContext() instead.' );
  29858. return this.getContext();
  29859. }
  29860. },
  29861. vr: {
  29862. get: function () {
  29863. console.warn( 'THREE.WebGLRenderer: .vr has been renamed to .xr' );
  29864. return this.xr;
  29865. }
  29866. },
  29867. gammaInput: {
  29868. get: function () {
  29869. console.warn( 'THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.' );
  29870. return false;
  29871. },
  29872. set: function () {
  29873. console.warn( 'THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.' );
  29874. }
  29875. },
  29876. gammaOutput: {
  29877. get: function () {
  29878. console.warn( 'THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.' );
  29879. return false;
  29880. },
  29881. set: function ( value ) {
  29882. console.warn( 'THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.' );
  29883. this.outputEncoding = ( value === true ) ? sRGBEncoding : LinearEncoding;
  29884. }
  29885. },
  29886. toneMappingWhitePoint: {
  29887. get: function () {
  29888. console.warn( 'THREE.WebGLRenderer: .toneMappingWhitePoint has been removed.' );
  29889. return 1.0;
  29890. },
  29891. set: function () {
  29892. console.warn( 'THREE.WebGLRenderer: .toneMappingWhitePoint has been removed.' );
  29893. }
  29894. },
  29895. } );
  29896. Object.defineProperties( WebGLShadowMap.prototype, {
  29897. cullFace: {
  29898. get: function () {
  29899. console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
  29900. return undefined;
  29901. },
  29902. set: function ( /* cullFace */ ) {
  29903. console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
  29904. }
  29905. },
  29906. renderReverseSided: {
  29907. get: function () {
  29908. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
  29909. return undefined;
  29910. },
  29911. set: function () {
  29912. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
  29913. }
  29914. },
  29915. renderSingleSided: {
  29916. get: function () {
  29917. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
  29918. return undefined;
  29919. },
  29920. set: function () {
  29921. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
  29922. }
  29923. }
  29924. } );
  29925. function WebGLRenderTargetCube( width, height, options ) {
  29926. console.warn( 'THREE.WebGLRenderTargetCube( width, height, options ) is now WebGLCubeRenderTarget( size, options ).' );
  29927. return new WebGLCubeRenderTarget( width, options );
  29928. }
  29929. //
  29930. Object.defineProperties( WebGLRenderTarget.prototype, {
  29931. wrapS: {
  29932. get: function () {
  29933. console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
  29934. return this.texture.wrapS;
  29935. },
  29936. set: function ( value ) {
  29937. console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
  29938. this.texture.wrapS = value;
  29939. }
  29940. },
  29941. wrapT: {
  29942. get: function () {
  29943. console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
  29944. return this.texture.wrapT;
  29945. },
  29946. set: function ( value ) {
  29947. console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
  29948. this.texture.wrapT = value;
  29949. }
  29950. },
  29951. magFilter: {
  29952. get: function () {
  29953. console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
  29954. return this.texture.magFilter;
  29955. },
  29956. set: function ( value ) {
  29957. console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
  29958. this.texture.magFilter = value;
  29959. }
  29960. },
  29961. minFilter: {
  29962. get: function () {
  29963. console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
  29964. return this.texture.minFilter;
  29965. },
  29966. set: function ( value ) {
  29967. console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
  29968. this.texture.minFilter = value;
  29969. }
  29970. },
  29971. anisotropy: {
  29972. get: function () {
  29973. console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
  29974. return this.texture.anisotropy;
  29975. },
  29976. set: function ( value ) {
  29977. console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
  29978. this.texture.anisotropy = value;
  29979. }
  29980. },
  29981. offset: {
  29982. get: function () {
  29983. console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
  29984. return this.texture.offset;
  29985. },
  29986. set: function ( value ) {
  29987. console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
  29988. this.texture.offset = value;
  29989. }
  29990. },
  29991. repeat: {
  29992. get: function () {
  29993. console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
  29994. return this.texture.repeat;
  29995. },
  29996. set: function ( value ) {
  29997. console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
  29998. this.texture.repeat = value;
  29999. }
  30000. },
  30001. format: {
  30002. get: function () {
  30003. console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
  30004. return this.texture.format;
  30005. },
  30006. set: function ( value ) {
  30007. console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
  30008. this.texture.format = value;
  30009. }
  30010. },
  30011. type: {
  30012. get: function () {
  30013. console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
  30014. return this.texture.type;
  30015. },
  30016. set: function ( value ) {
  30017. console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
  30018. this.texture.type = value;
  30019. }
  30020. },
  30021. generateMipmaps: {
  30022. get: function () {
  30023. console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
  30024. return this.texture.generateMipmaps;
  30025. },
  30026. set: function ( value ) {
  30027. console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
  30028. this.texture.generateMipmaps = value;
  30029. }
  30030. }
  30031. } );
  30032. //
  30033. Object.defineProperties( Audio.prototype, {
  30034. load: {
  30035. value: function ( file ) {
  30036. console.warn( 'THREE.Audio: .load has been deprecated. Use THREE.AudioLoader instead.' );
  30037. var scope = this;
  30038. var audioLoader = new AudioLoader();
  30039. audioLoader.load( file, function ( buffer ) {
  30040. scope.setBuffer( buffer );
  30041. } );
  30042. return this;
  30043. }
  30044. },
  30045. startTime: {
  30046. set: function () {
  30047. console.warn( 'THREE.Audio: .startTime is now .play( delay ).' );
  30048. }
  30049. }
  30050. } );
  30051. AudioAnalyser.prototype.getData = function () {
  30052. console.warn( 'THREE.AudioAnalyser: .getData() is now .getFrequencyData().' );
  30053. return this.getFrequencyData();
  30054. };
  30055. //
  30056. CubeCamera.prototype.updateCubeMap = function ( renderer, scene ) {
  30057. console.warn( 'THREE.CubeCamera: .updateCubeMap() is now .update().' );
  30058. return this.update( renderer, scene );
  30059. };
  30060. //
  30061. var GeometryUtils = {
  30062. merge: function ( geometry1, geometry2, materialIndexOffset ) {
  30063. console.warn( 'THREE.GeometryUtils: .merge() has been moved to Geometry. Use geometry.merge( geometry2, matrix, materialIndexOffset ) instead.' );
  30064. var matrix;
  30065. if ( geometry2.isMesh ) {
  30066. geometry2.matrixAutoUpdate && geometry2.updateMatrix();
  30067. matrix = geometry2.matrix;
  30068. geometry2 = geometry2.geometry;
  30069. }
  30070. geometry1.merge( geometry2, matrix, materialIndexOffset );
  30071. },
  30072. center: function ( geometry ) {
  30073. console.warn( 'THREE.GeometryUtils: .center() has been moved to Geometry. Use geometry.center() instead.' );
  30074. return geometry.center();
  30075. }
  30076. };
  30077. ImageUtils.crossOrigin = undefined;
  30078. ImageUtils.loadTexture = function ( url, mapping, onLoad, onError ) {
  30079. console.warn( 'THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.' );
  30080. var loader = new TextureLoader();
  30081. loader.setCrossOrigin( this.crossOrigin );
  30082. var texture = loader.load( url, onLoad, undefined, onError );
  30083. if ( mapping ) { texture.mapping = mapping; }
  30084. return texture;
  30085. };
  30086. ImageUtils.loadTextureCube = function ( urls, mapping, onLoad, onError ) {
  30087. console.warn( 'THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.' );
  30088. var loader = new CubeTextureLoader();
  30089. loader.setCrossOrigin( this.crossOrigin );
  30090. var texture = loader.load( urls, onLoad, undefined, onError );
  30091. if ( mapping ) { texture.mapping = mapping; }
  30092. return texture;
  30093. };
  30094. ImageUtils.loadCompressedTexture = function () {
  30095. console.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' );
  30096. };
  30097. ImageUtils.loadCompressedTextureCube = function () {
  30098. console.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' );
  30099. };
  30100. //
  30101. function CanvasRenderer() {
  30102. console.error( 'THREE.CanvasRenderer has been removed' );
  30103. }
  30104. //
  30105. function JSONLoader() {
  30106. console.error( 'THREE.JSONLoader has been removed.' );
  30107. }
  30108. //
  30109. var SceneUtils = {
  30110. createMultiMaterialObject: function ( /* geometry, materials */ ) {
  30111. console.error( 'THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js' );
  30112. },
  30113. detach: function ( /* child, parent, scene */ ) {
  30114. console.error( 'THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js' );
  30115. },
  30116. attach: function ( /* child, scene, parent */ ) {
  30117. console.error( 'THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js' );
  30118. }
  30119. };
  30120. //
  30121. function LensFlare() {
  30122. console.error( 'THREE.LensFlare has been moved to /examples/jsm/objects/Lensflare.js' );
  30123. }
  30124. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  30125. /* eslint-disable no-undef */
  30126. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'register', { detail: {
  30127. revision: REVISION,
  30128. } } ) );
  30129. /* eslint-enable no-undef */
  30130. }
  30131. exports.ACESFilmicToneMapping = ACESFilmicToneMapping;
  30132. exports.AddEquation = AddEquation;
  30133. exports.AddOperation = AddOperation;
  30134. exports.AdditiveAnimationBlendMode = AdditiveAnimationBlendMode;
  30135. exports.AdditiveBlending = AdditiveBlending;
  30136. exports.AlphaFormat = AlphaFormat;
  30137. exports.AlwaysDepth = AlwaysDepth;
  30138. exports.AlwaysStencilFunc = AlwaysStencilFunc;
  30139. exports.AmbientLight = AmbientLight;
  30140. exports.AmbientLightProbe = AmbientLightProbe;
  30141. exports.AnimationClip = AnimationClip;
  30142. exports.AnimationLoader = AnimationLoader;
  30143. exports.AnimationMixer = AnimationMixer;
  30144. exports.AnimationObjectGroup = AnimationObjectGroup;
  30145. exports.AnimationUtils = AnimationUtils;
  30146. exports.ArcCurve = ArcCurve;
  30147. exports.ArrayCamera = ArrayCamera;
  30148. exports.ArrowHelper = ArrowHelper;
  30149. exports.Audio = Audio;
  30150. exports.AudioAnalyser = AudioAnalyser;
  30151. exports.AudioContext = AudioContext;
  30152. exports.AudioListener = AudioListener;
  30153. exports.AudioLoader = AudioLoader;
  30154. exports.AxesHelper = AxesHelper;
  30155. exports.AxisHelper = AxisHelper;
  30156. exports.BackSide = BackSide;
  30157. exports.BasicDepthPacking = BasicDepthPacking;
  30158. exports.BasicShadowMap = BasicShadowMap;
  30159. exports.BinaryTextureLoader = BinaryTextureLoader;
  30160. exports.Bone = Bone;
  30161. exports.BooleanKeyframeTrack = BooleanKeyframeTrack;
  30162. exports.BoundingBoxHelper = BoundingBoxHelper;
  30163. exports.Box2 = Box2;
  30164. exports.Box3 = Box3;
  30165. exports.Box3Helper = Box3Helper;
  30166. exports.BoxBufferGeometry = BoxBufferGeometry;
  30167. exports.BoxGeometry = BoxGeometry;
  30168. exports.BoxHelper = BoxHelper;
  30169. exports.BufferAttribute = BufferAttribute;
  30170. exports.BufferGeometry = BufferGeometry;
  30171. exports.BufferGeometryLoader = BufferGeometryLoader;
  30172. exports.ByteType = ByteType;
  30173. exports.Cache = Cache;
  30174. exports.Camera = Camera;
  30175. exports.CameraHelper = CameraHelper;
  30176. exports.CanvasRenderer = CanvasRenderer;
  30177. exports.CanvasTexture = CanvasTexture;
  30178. exports.CatmullRomCurve3 = CatmullRomCurve3;
  30179. exports.CineonToneMapping = CineonToneMapping;
  30180. exports.CircleBufferGeometry = CircleBufferGeometry;
  30181. exports.CircleGeometry = CircleGeometry;
  30182. exports.ClampToEdgeWrapping = ClampToEdgeWrapping;
  30183. exports.Clock = Clock;
  30184. exports.ClosedSplineCurve3 = ClosedSplineCurve3;
  30185. exports.Color = Color;
  30186. exports.ColorKeyframeTrack = ColorKeyframeTrack;
  30187. exports.CompressedTexture = CompressedTexture;
  30188. exports.CompressedTextureLoader = CompressedTextureLoader;
  30189. exports.ConeBufferGeometry = ConeBufferGeometry;
  30190. exports.ConeGeometry = ConeGeometry;
  30191. exports.CubeCamera = CubeCamera;
  30192. exports.CubeGeometry = BoxGeometry;
  30193. exports.CubeReflectionMapping = CubeReflectionMapping;
  30194. exports.CubeRefractionMapping = CubeRefractionMapping;
  30195. exports.CubeTexture = CubeTexture;
  30196. exports.CubeTextureLoader = CubeTextureLoader;
  30197. exports.CubeUVReflectionMapping = CubeUVReflectionMapping;
  30198. exports.CubeUVRefractionMapping = CubeUVRefractionMapping;
  30199. exports.CubicBezierCurve = CubicBezierCurve;
  30200. exports.CubicBezierCurve3 = CubicBezierCurve3;
  30201. exports.CubicInterpolant = CubicInterpolant;
  30202. exports.CullFaceBack = CullFaceBack;
  30203. exports.CullFaceFront = CullFaceFront;
  30204. exports.CullFaceFrontBack = CullFaceFrontBack;
  30205. exports.CullFaceNone = CullFaceNone;
  30206. exports.Curve = Curve;
  30207. exports.CurvePath = CurvePath;
  30208. exports.CustomBlending = CustomBlending;
  30209. exports.CustomToneMapping = CustomToneMapping;
  30210. exports.CylinderBufferGeometry = CylinderBufferGeometry;
  30211. exports.CylinderGeometry = CylinderGeometry;
  30212. exports.Cylindrical = Cylindrical;
  30213. exports.DataTexture = DataTexture;
  30214. exports.DataTexture2DArray = DataTexture2DArray;
  30215. exports.DataTexture3D = DataTexture3D;
  30216. exports.DataTextureLoader = DataTextureLoader;
  30217. exports.DecrementStencilOp = DecrementStencilOp;
  30218. exports.DecrementWrapStencilOp = DecrementWrapStencilOp;
  30219. exports.DefaultLoadingManager = DefaultLoadingManager;
  30220. exports.DepthFormat = DepthFormat;
  30221. exports.DepthStencilFormat = DepthStencilFormat;
  30222. exports.DepthTexture = DepthTexture;
  30223. exports.DirectionalLight = DirectionalLight;
  30224. exports.DirectionalLightHelper = DirectionalLightHelper;
  30225. exports.DirectionalLightShadow = DirectionalLightShadow;
  30226. exports.DiscreteInterpolant = DiscreteInterpolant;
  30227. exports.DodecahedronBufferGeometry = DodecahedronBufferGeometry;
  30228. exports.DodecahedronGeometry = DodecahedronGeometry;
  30229. exports.DoubleSide = DoubleSide;
  30230. exports.DstAlphaFactor = DstAlphaFactor;
  30231. exports.DstColorFactor = DstColorFactor;
  30232. exports.DynamicBufferAttribute = DynamicBufferAttribute;
  30233. exports.DynamicCopyUsage = DynamicCopyUsage;
  30234. exports.DynamicDrawUsage = DynamicDrawUsage;
  30235. exports.DynamicReadUsage = DynamicReadUsage;
  30236. exports.EdgesGeometry = EdgesGeometry;
  30237. exports.EdgesHelper = EdgesHelper;
  30238. exports.EllipseCurve = EllipseCurve;
  30239. exports.EqualDepth = EqualDepth;
  30240. exports.EqualStencilFunc = EqualStencilFunc;
  30241. exports.EquirectangularReflectionMapping = EquirectangularReflectionMapping;
  30242. exports.EquirectangularRefractionMapping = EquirectangularRefractionMapping;
  30243. exports.Euler = Euler;
  30244. exports.EventDispatcher = EventDispatcher;
  30245. exports.ExtrudeBufferGeometry = ExtrudeBufferGeometry;
  30246. exports.ExtrudeGeometry = ExtrudeGeometry;
  30247. exports.Face3 = Face3;
  30248. exports.Face4 = Face4;
  30249. exports.FaceColors = FaceColors;
  30250. exports.FileLoader = FileLoader;
  30251. exports.FlatShading = FlatShading;
  30252. exports.Float32Attribute = Float32Attribute;
  30253. exports.Float32BufferAttribute = Float32BufferAttribute;
  30254. exports.Float64Attribute = Float64Attribute;
  30255. exports.Float64BufferAttribute = Float64BufferAttribute;
  30256. exports.FloatType = FloatType;
  30257. exports.Fog = Fog;
  30258. exports.FogExp2 = FogExp2;
  30259. exports.Font = Font;
  30260. exports.FontLoader = FontLoader;
  30261. exports.FrontSide = FrontSide;
  30262. exports.Frustum = Frustum;
  30263. exports.GLBufferAttribute = GLBufferAttribute;
  30264. exports.GLSL1 = GLSL1;
  30265. exports.GLSL3 = GLSL3;
  30266. exports.GammaEncoding = GammaEncoding;
  30267. exports.Geometry = Geometry;
  30268. exports.GeometryUtils = GeometryUtils;
  30269. exports.GreaterDepth = GreaterDepth;
  30270. exports.GreaterEqualDepth = GreaterEqualDepth;
  30271. exports.GreaterEqualStencilFunc = GreaterEqualStencilFunc;
  30272. exports.GreaterStencilFunc = GreaterStencilFunc;
  30273. exports.GridHelper = GridHelper;
  30274. exports.Group = Group;
  30275. exports.HalfFloatType = HalfFloatType;
  30276. exports.HemisphereLight = HemisphereLight;
  30277. exports.HemisphereLightHelper = HemisphereLightHelper;
  30278. exports.HemisphereLightProbe = HemisphereLightProbe;
  30279. exports.IcosahedronBufferGeometry = IcosahedronBufferGeometry;
  30280. exports.IcosahedronGeometry = IcosahedronGeometry;
  30281. exports.ImageBitmapLoader = ImageBitmapLoader;
  30282. exports.ImageLoader = ImageLoader;
  30283. exports.ImageUtils = ImageUtils;
  30284. exports.ImmediateRenderObject = ImmediateRenderObject;
  30285. exports.IncrementStencilOp = IncrementStencilOp;
  30286. exports.IncrementWrapStencilOp = IncrementWrapStencilOp;
  30287. exports.InstancedBufferAttribute = InstancedBufferAttribute;
  30288. exports.InstancedBufferGeometry = InstancedBufferGeometry;
  30289. exports.InstancedInterleavedBuffer = InstancedInterleavedBuffer;
  30290. exports.InstancedMesh = InstancedMesh;
  30291. exports.Int16Attribute = Int16Attribute;
  30292. exports.Int16BufferAttribute = Int16BufferAttribute;
  30293. exports.Int32Attribute = Int32Attribute;
  30294. exports.Int32BufferAttribute = Int32BufferAttribute;
  30295. exports.Int8Attribute = Int8Attribute;
  30296. exports.Int8BufferAttribute = Int8BufferAttribute;
  30297. exports.IntType = IntType;
  30298. exports.InterleavedBuffer = InterleavedBuffer;
  30299. exports.InterleavedBufferAttribute = InterleavedBufferAttribute;
  30300. exports.Interpolant = Interpolant;
  30301. exports.InterpolateDiscrete = InterpolateDiscrete;
  30302. exports.InterpolateLinear = InterpolateLinear;
  30303. exports.InterpolateSmooth = InterpolateSmooth;
  30304. exports.InvertStencilOp = InvertStencilOp;
  30305. exports.JSONLoader = JSONLoader;
  30306. exports.KeepStencilOp = KeepStencilOp;
  30307. exports.KeyframeTrack = KeyframeTrack;
  30308. exports.LOD = LOD;
  30309. exports.LatheBufferGeometry = LatheBufferGeometry;
  30310. exports.LatheGeometry = LatheGeometry;
  30311. exports.Layers = Layers;
  30312. exports.LensFlare = LensFlare;
  30313. exports.LessDepth = LessDepth;
  30314. exports.LessEqualDepth = LessEqualDepth;
  30315. exports.LessEqualStencilFunc = LessEqualStencilFunc;
  30316. exports.LessStencilFunc = LessStencilFunc;
  30317. exports.Light = Light;
  30318. exports.LightProbe = LightProbe;
  30319. exports.LightShadow = LightShadow;
  30320. exports.Line = Line;
  30321. exports.Line3 = Line3;
  30322. exports.LineBasicMaterial = LineBasicMaterial;
  30323. exports.LineCurve = LineCurve;
  30324. exports.LineCurve3 = LineCurve3;
  30325. exports.LineDashedMaterial = LineDashedMaterial;
  30326. exports.LineLoop = LineLoop;
  30327. exports.LinePieces = LinePieces;
  30328. exports.LineSegments = LineSegments;
  30329. exports.LineStrip = LineStrip;
  30330. exports.LinearEncoding = LinearEncoding;
  30331. exports.LinearFilter = LinearFilter;
  30332. exports.LinearInterpolant = LinearInterpolant;
  30333. exports.LinearMipMapLinearFilter = LinearMipMapLinearFilter;
  30334. exports.LinearMipMapNearestFilter = LinearMipMapNearestFilter;
  30335. exports.LinearMipmapLinearFilter = LinearMipmapLinearFilter;
  30336. exports.LinearMipmapNearestFilter = LinearMipmapNearestFilter;
  30337. exports.LinearToneMapping = LinearToneMapping;
  30338. exports.Loader = Loader;
  30339. exports.LoaderUtils = LoaderUtils;
  30340. exports.LoadingManager = LoadingManager;
  30341. exports.LogLuvEncoding = LogLuvEncoding;
  30342. exports.LoopOnce = LoopOnce;
  30343. exports.LoopPingPong = LoopPingPong;
  30344. exports.LoopRepeat = LoopRepeat;
  30345. exports.LuminanceAlphaFormat = LuminanceAlphaFormat;
  30346. exports.LuminanceFormat = LuminanceFormat;
  30347. exports.MOUSE = MOUSE;
  30348. exports.Material = Material;
  30349. exports.MaterialLoader = MaterialLoader;
  30350. exports.Math = MathUtils;
  30351. exports.MathUtils = MathUtils;
  30352. exports.Matrix3 = Matrix3;
  30353. exports.Matrix4 = Matrix4;
  30354. exports.MaxEquation = MaxEquation;
  30355. exports.Mesh = Mesh;
  30356. exports.MeshBasicMaterial = MeshBasicMaterial;
  30357. exports.MeshDepthMaterial = MeshDepthMaterial;
  30358. exports.MeshDistanceMaterial = MeshDistanceMaterial;
  30359. exports.MeshFaceMaterial = MeshFaceMaterial;
  30360. exports.MeshLambertMaterial = MeshLambertMaterial;
  30361. exports.MeshMatcapMaterial = MeshMatcapMaterial;
  30362. exports.MeshNormalMaterial = MeshNormalMaterial;
  30363. exports.MeshPhongMaterial = MeshPhongMaterial;
  30364. exports.MeshPhysicalMaterial = MeshPhysicalMaterial;
  30365. exports.MeshStandardMaterial = MeshStandardMaterial;
  30366. exports.MeshToonMaterial = MeshToonMaterial;
  30367. exports.MinEquation = MinEquation;
  30368. exports.MirroredRepeatWrapping = MirroredRepeatWrapping;
  30369. exports.MixOperation = MixOperation;
  30370. exports.MultiMaterial = MultiMaterial;
  30371. exports.MultiplyBlending = MultiplyBlending;
  30372. exports.MultiplyOperation = MultiplyOperation;
  30373. exports.NearestFilter = NearestFilter;
  30374. exports.NearestMipMapLinearFilter = NearestMipMapLinearFilter;
  30375. exports.NearestMipMapNearestFilter = NearestMipMapNearestFilter;
  30376. exports.NearestMipmapLinearFilter = NearestMipmapLinearFilter;
  30377. exports.NearestMipmapNearestFilter = NearestMipmapNearestFilter;
  30378. exports.NeverDepth = NeverDepth;
  30379. exports.NeverStencilFunc = NeverStencilFunc;
  30380. exports.NoBlending = NoBlending;
  30381. exports.NoColors = NoColors;
  30382. exports.NoToneMapping = NoToneMapping;
  30383. exports.NormalAnimationBlendMode = NormalAnimationBlendMode;
  30384. exports.NormalBlending = NormalBlending;
  30385. exports.NotEqualDepth = NotEqualDepth;
  30386. exports.NotEqualStencilFunc = NotEqualStencilFunc;
  30387. exports.NumberKeyframeTrack = NumberKeyframeTrack;
  30388. exports.Object3D = Object3D;
  30389. exports.ObjectLoader = ObjectLoader;
  30390. exports.ObjectSpaceNormalMap = ObjectSpaceNormalMap;
  30391. exports.OctahedronBufferGeometry = OctahedronBufferGeometry;
  30392. exports.OctahedronGeometry = OctahedronGeometry;
  30393. exports.OneFactor = OneFactor;
  30394. exports.OneMinusDstAlphaFactor = OneMinusDstAlphaFactor;
  30395. exports.OneMinusDstColorFactor = OneMinusDstColorFactor;
  30396. exports.OneMinusSrcAlphaFactor = OneMinusSrcAlphaFactor;
  30397. exports.OneMinusSrcColorFactor = OneMinusSrcColorFactor;
  30398. exports.OrthographicCamera = OrthographicCamera;
  30399. exports.PCFShadowMap = PCFShadowMap;
  30400. exports.PCFSoftShadowMap = PCFSoftShadowMap;
  30401. exports.PMREMGenerator = PMREMGenerator;
  30402. exports.ParametricBufferGeometry = ParametricBufferGeometry;
  30403. exports.ParametricGeometry = ParametricGeometry;
  30404. exports.Particle = Particle;
  30405. exports.ParticleBasicMaterial = ParticleBasicMaterial;
  30406. exports.ParticleSystem = ParticleSystem;
  30407. exports.ParticleSystemMaterial = ParticleSystemMaterial;
  30408. exports.Path = Path;
  30409. exports.PerspectiveCamera = PerspectiveCamera;
  30410. exports.Plane = Plane;
  30411. exports.PlaneBufferGeometry = PlaneBufferGeometry;
  30412. exports.PlaneGeometry = PlaneGeometry;
  30413. exports.PlaneHelper = PlaneHelper;
  30414. exports.PointCloud = PointCloud;
  30415. exports.PointCloudMaterial = PointCloudMaterial;
  30416. exports.PointLight = PointLight;
  30417. exports.PointLightHelper = PointLightHelper;
  30418. exports.Points = Points;
  30419. exports.PointsMaterial = PointsMaterial;
  30420. exports.PolarGridHelper = PolarGridHelper;
  30421. exports.PolyhedronBufferGeometry = PolyhedronBufferGeometry;
  30422. exports.PolyhedronGeometry = PolyhedronGeometry;
  30423. exports.PositionalAudio = PositionalAudio;
  30424. exports.PropertyBinding = PropertyBinding;
  30425. exports.PropertyMixer = PropertyMixer;
  30426. exports.QuadraticBezierCurve = QuadraticBezierCurve;
  30427. exports.QuadraticBezierCurve3 = QuadraticBezierCurve3;
  30428. exports.Quaternion = Quaternion;
  30429. exports.QuaternionKeyframeTrack = QuaternionKeyframeTrack;
  30430. exports.QuaternionLinearInterpolant = QuaternionLinearInterpolant;
  30431. exports.REVISION = REVISION;
  30432. exports.RGBADepthPacking = RGBADepthPacking;
  30433. exports.RGBAFormat = RGBAFormat;
  30434. exports.RGBAIntegerFormat = RGBAIntegerFormat;
  30435. exports.RGBA_ASTC_10x10_Format = RGBA_ASTC_10x10_Format;
  30436. exports.RGBA_ASTC_10x5_Format = RGBA_ASTC_10x5_Format;
  30437. exports.RGBA_ASTC_10x6_Format = RGBA_ASTC_10x6_Format;
  30438. exports.RGBA_ASTC_10x8_Format = RGBA_ASTC_10x8_Format;
  30439. exports.RGBA_ASTC_12x10_Format = RGBA_ASTC_12x10_Format;
  30440. exports.RGBA_ASTC_12x12_Format = RGBA_ASTC_12x12_Format;
  30441. exports.RGBA_ASTC_4x4_Format = RGBA_ASTC_4x4_Format;
  30442. exports.RGBA_ASTC_5x4_Format = RGBA_ASTC_5x4_Format;
  30443. exports.RGBA_ASTC_5x5_Format = RGBA_ASTC_5x5_Format;
  30444. exports.RGBA_ASTC_6x5_Format = RGBA_ASTC_6x5_Format;
  30445. exports.RGBA_ASTC_6x6_Format = RGBA_ASTC_6x6_Format;
  30446. exports.RGBA_ASTC_8x5_Format = RGBA_ASTC_8x5_Format;
  30447. exports.RGBA_ASTC_8x6_Format = RGBA_ASTC_8x6_Format;
  30448. exports.RGBA_ASTC_8x8_Format = RGBA_ASTC_8x8_Format;
  30449. exports.RGBA_BPTC_Format = RGBA_BPTC_Format;
  30450. exports.RGBA_ETC2_EAC_Format = RGBA_ETC2_EAC_Format;
  30451. exports.RGBA_PVRTC_2BPPV1_Format = RGBA_PVRTC_2BPPV1_Format;
  30452. exports.RGBA_PVRTC_4BPPV1_Format = RGBA_PVRTC_4BPPV1_Format;
  30453. exports.RGBA_S3TC_DXT1_Format = RGBA_S3TC_DXT1_Format;
  30454. exports.RGBA_S3TC_DXT3_Format = RGBA_S3TC_DXT3_Format;
  30455. exports.RGBA_S3TC_DXT5_Format = RGBA_S3TC_DXT5_Format;
  30456. exports.RGBDEncoding = RGBDEncoding;
  30457. exports.RGBEEncoding = RGBEEncoding;
  30458. exports.RGBEFormat = RGBEFormat;
  30459. exports.RGBFormat = RGBFormat;
  30460. exports.RGBIntegerFormat = RGBIntegerFormat;
  30461. exports.RGBM16Encoding = RGBM16Encoding;
  30462. exports.RGBM7Encoding = RGBM7Encoding;
  30463. exports.RGB_ETC1_Format = RGB_ETC1_Format;
  30464. exports.RGB_ETC2_Format = RGB_ETC2_Format;
  30465. exports.RGB_PVRTC_2BPPV1_Format = RGB_PVRTC_2BPPV1_Format;
  30466. exports.RGB_PVRTC_4BPPV1_Format = RGB_PVRTC_4BPPV1_Format;
  30467. exports.RGB_S3TC_DXT1_Format = RGB_S3TC_DXT1_Format;
  30468. exports.RGFormat = RGFormat;
  30469. exports.RGIntegerFormat = RGIntegerFormat;
  30470. exports.RawShaderMaterial = RawShaderMaterial;
  30471. exports.Ray = Ray;
  30472. exports.Raycaster = Raycaster;
  30473. exports.RectAreaLight = RectAreaLight;
  30474. exports.RedFormat = RedFormat;
  30475. exports.RedIntegerFormat = RedIntegerFormat;
  30476. exports.ReinhardToneMapping = ReinhardToneMapping;
  30477. exports.RepeatWrapping = RepeatWrapping;
  30478. exports.ReplaceStencilOp = ReplaceStencilOp;
  30479. exports.ReverseSubtractEquation = ReverseSubtractEquation;
  30480. exports.RingBufferGeometry = RingBufferGeometry;
  30481. exports.RingGeometry = RingGeometry;
  30482. exports.SRGB8_ALPHA8_ASTC_10x10_Format = SRGB8_ALPHA8_ASTC_10x10_Format;
  30483. exports.SRGB8_ALPHA8_ASTC_10x5_Format = SRGB8_ALPHA8_ASTC_10x5_Format;
  30484. exports.SRGB8_ALPHA8_ASTC_10x6_Format = SRGB8_ALPHA8_ASTC_10x6_Format;
  30485. exports.SRGB8_ALPHA8_ASTC_10x8_Format = SRGB8_ALPHA8_ASTC_10x8_Format;
  30486. exports.SRGB8_ALPHA8_ASTC_12x10_Format = SRGB8_ALPHA8_ASTC_12x10_Format;
  30487. exports.SRGB8_ALPHA8_ASTC_12x12_Format = SRGB8_ALPHA8_ASTC_12x12_Format;
  30488. exports.SRGB8_ALPHA8_ASTC_4x4_Format = SRGB8_ALPHA8_ASTC_4x4_Format;
  30489. exports.SRGB8_ALPHA8_ASTC_5x4_Format = SRGB8_ALPHA8_ASTC_5x4_Format;
  30490. exports.SRGB8_ALPHA8_ASTC_5x5_Format = SRGB8_ALPHA8_ASTC_5x5_Format;
  30491. exports.SRGB8_ALPHA8_ASTC_6x5_Format = SRGB8_ALPHA8_ASTC_6x5_Format;
  30492. exports.SRGB8_ALPHA8_ASTC_6x6_Format = SRGB8_ALPHA8_ASTC_6x6_Format;
  30493. exports.SRGB8_ALPHA8_ASTC_8x5_Format = SRGB8_ALPHA8_ASTC_8x5_Format;
  30494. exports.SRGB8_ALPHA8_ASTC_8x6_Format = SRGB8_ALPHA8_ASTC_8x6_Format;
  30495. exports.SRGB8_ALPHA8_ASTC_8x8_Format = SRGB8_ALPHA8_ASTC_8x8_Format;
  30496. exports.Scene = Scene;
  30497. exports.SceneUtils = SceneUtils;
  30498. exports.ShaderChunk = ShaderChunk;
  30499. exports.ShaderLib = ShaderLib;
  30500. exports.ShaderMaterial = ShaderMaterial;
  30501. exports.ShadowMaterial = ShadowMaterial;
  30502. exports.Shape = Shape;
  30503. exports.ShapeBufferGeometry = ShapeBufferGeometry;
  30504. exports.ShapeGeometry = ShapeGeometry;
  30505. exports.ShapePath = ShapePath;
  30506. exports.ShapeUtils = ShapeUtils;
  30507. exports.ShortType = ShortType;
  30508. exports.Skeleton = Skeleton;
  30509. exports.SkeletonHelper = SkeletonHelper;
  30510. exports.SkinnedMesh = SkinnedMesh;
  30511. exports.SmoothShading = SmoothShading;
  30512. exports.Sphere = Sphere;
  30513. exports.SphereBufferGeometry = SphereBufferGeometry;
  30514. exports.SphereGeometry = SphereGeometry;
  30515. exports.Spherical = Spherical;
  30516. exports.SphericalHarmonics3 = SphericalHarmonics3;
  30517. exports.Spline = Spline;
  30518. exports.SplineCurve = SplineCurve;
  30519. exports.SplineCurve3 = SplineCurve3;
  30520. exports.SpotLight = SpotLight;
  30521. exports.SpotLightHelper = SpotLightHelper;
  30522. exports.SpotLightShadow = SpotLightShadow;
  30523. exports.Sprite = Sprite;
  30524. exports.SpriteMaterial = SpriteMaterial;
  30525. exports.SrcAlphaFactor = SrcAlphaFactor;
  30526. exports.SrcAlphaSaturateFactor = SrcAlphaSaturateFactor;
  30527. exports.SrcColorFactor = SrcColorFactor;
  30528. exports.StaticCopyUsage = StaticCopyUsage;
  30529. exports.StaticDrawUsage = StaticDrawUsage;
  30530. exports.StaticReadUsage = StaticReadUsage;
  30531. exports.StereoCamera = StereoCamera;
  30532. exports.StreamCopyUsage = StreamCopyUsage;
  30533. exports.StreamDrawUsage = StreamDrawUsage;
  30534. exports.StreamReadUsage = StreamReadUsage;
  30535. exports.StringKeyframeTrack = StringKeyframeTrack;
  30536. exports.SubtractEquation = SubtractEquation;
  30537. exports.SubtractiveBlending = SubtractiveBlending;
  30538. exports.TOUCH = TOUCH;
  30539. exports.TangentSpaceNormalMap = TangentSpaceNormalMap;
  30540. exports.TetrahedronBufferGeometry = TetrahedronBufferGeometry;
  30541. exports.TetrahedronGeometry = TetrahedronGeometry;
  30542. exports.TextBufferGeometry = TextBufferGeometry;
  30543. exports.TextGeometry = TextGeometry;
  30544. exports.Texture = Texture;
  30545. exports.TextureLoader = TextureLoader;
  30546. exports.TorusBufferGeometry = TorusBufferGeometry;
  30547. exports.TorusGeometry = TorusGeometry;
  30548. exports.TorusKnotBufferGeometry = TorusKnotBufferGeometry;
  30549. exports.TorusKnotGeometry = TorusKnotGeometry;
  30550. exports.Triangle = Triangle;
  30551. exports.TriangleFanDrawMode = TriangleFanDrawMode;
  30552. exports.TriangleStripDrawMode = TriangleStripDrawMode;
  30553. exports.TrianglesDrawMode = TrianglesDrawMode;
  30554. exports.TubeBufferGeometry = TubeBufferGeometry;
  30555. exports.TubeGeometry = TubeGeometry;
  30556. exports.UVMapping = UVMapping;
  30557. exports.Uint16Attribute = Uint16Attribute;
  30558. exports.Uint16BufferAttribute = Uint16BufferAttribute;
  30559. exports.Uint32Attribute = Uint32Attribute;
  30560. exports.Uint32BufferAttribute = Uint32BufferAttribute;
  30561. exports.Uint8Attribute = Uint8Attribute;
  30562. exports.Uint8BufferAttribute = Uint8BufferAttribute;
  30563. exports.Uint8ClampedAttribute = Uint8ClampedAttribute;
  30564. exports.Uint8ClampedBufferAttribute = Uint8ClampedBufferAttribute;
  30565. exports.Uniform = Uniform;
  30566. exports.UniformsLib = UniformsLib;
  30567. exports.UniformsUtils = UniformsUtils;
  30568. exports.UnsignedByteType = UnsignedByteType;
  30569. exports.UnsignedInt248Type = UnsignedInt248Type;
  30570. exports.UnsignedIntType = UnsignedIntType;
  30571. exports.UnsignedShort4444Type = UnsignedShort4444Type;
  30572. exports.UnsignedShort5551Type = UnsignedShort5551Type;
  30573. exports.UnsignedShort565Type = UnsignedShort565Type;
  30574. exports.UnsignedShortType = UnsignedShortType;
  30575. exports.VSMShadowMap = VSMShadowMap;
  30576. exports.Vector2 = Vector2;
  30577. exports.Vector3 = Vector3;
  30578. exports.Vector4 = Vector4;
  30579. exports.VectorKeyframeTrack = VectorKeyframeTrack;
  30580. exports.Vertex = Vertex;
  30581. exports.VertexColors = VertexColors;
  30582. exports.VideoTexture = VideoTexture;
  30583. exports.WebGL1Renderer = WebGL1Renderer;
  30584. exports.WebGLCubeRenderTarget = WebGLCubeRenderTarget;
  30585. exports.WebGLMultisampleRenderTarget = WebGLMultisampleRenderTarget;
  30586. exports.WebGLRenderTarget = WebGLRenderTarget;
  30587. exports.WebGLRenderTargetCube = WebGLRenderTargetCube;
  30588. exports.WebGLRenderer = WebGLRenderer;
  30589. exports.WebGLUtils = WebGLUtils;
  30590. exports.WireframeGeometry = WireframeGeometry;
  30591. exports.WireframeHelper = WireframeHelper;
  30592. exports.WrapAroundEnding = WrapAroundEnding;
  30593. exports.XHRLoader = XHRLoader;
  30594. exports.ZeroCurvatureEnding = ZeroCurvatureEnding;
  30595. exports.ZeroFactor = ZeroFactor;
  30596. exports.ZeroSlopeEnding = ZeroSlopeEnding;
  30597. exports.ZeroStencilOp = ZeroStencilOp;
  30598. exports.sRGBEncoding = sRGBEncoding;
  30599. Object.defineProperty(exports, '__esModule', { value: true });
  30600. })));