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three.js 1.1 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. (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. ( function () {
  37. Object.assign = function ( target ) {
  38. if ( target === undefined || target === null ) {
  39. throw new TypeError( 'Cannot convert undefined or null to object' );
  40. }
  41. var output = Object( target );
  42. for ( var index = 1; index < arguments.length; index ++ ) {
  43. var source = arguments[ index ];
  44. if ( source !== undefined && source !== null ) {
  45. for ( var nextKey in source ) {
  46. if ( Object.prototype.hasOwnProperty.call( source, nextKey ) ) {
  47. output[ nextKey ] = source[ nextKey ];
  48. }
  49. }
  50. }
  51. }
  52. return output;
  53. };
  54. } )();
  55. }
  56. /**
  57. * https://github.com/mrdoob/eventdispatcher.js/
  58. */
  59. function EventDispatcher() {}
  60. Object.assign( EventDispatcher.prototype, {
  61. addEventListener: function ( type, listener ) {
  62. if ( this._listeners === undefined ) this._listeners = {};
  63. var listeners = this._listeners;
  64. if ( listeners[ type ] === undefined ) {
  65. listeners[ type ] = [];
  66. }
  67. if ( listeners[ type ].indexOf( listener ) === - 1 ) {
  68. listeners[ type ].push( listener );
  69. }
  70. },
  71. hasEventListener: function ( type, listener ) {
  72. if ( this._listeners === undefined ) return false;
  73. var listeners = this._listeners;
  74. return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1;
  75. },
  76. removeEventListener: function ( type, listener ) {
  77. if ( this._listeners === undefined ) return;
  78. var listeners = this._listeners;
  79. var listenerArray = listeners[ type ];
  80. if ( listenerArray !== undefined ) {
  81. var index = listenerArray.indexOf( listener );
  82. if ( index !== - 1 ) {
  83. listenerArray.splice( index, 1 );
  84. }
  85. }
  86. },
  87. dispatchEvent: function ( event ) {
  88. if ( this._listeners === undefined ) return;
  89. var listeners = this._listeners;
  90. var listenerArray = listeners[ event.type ];
  91. if ( listenerArray !== undefined ) {
  92. event.target = this;
  93. var array = listenerArray.slice( 0 );
  94. for ( var i = 0, l = array.length; i < l; i ++ ) {
  95. array[ i ].call( this, event );
  96. }
  97. }
  98. }
  99. } );
  100. var REVISION = '100dev';
  101. var MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2 };
  102. var CullFaceNone = 0;
  103. var CullFaceBack = 1;
  104. var CullFaceFront = 2;
  105. var CullFaceFrontBack = 3;
  106. var FrontFaceDirectionCW = 0;
  107. var FrontFaceDirectionCCW = 1;
  108. var BasicShadowMap = 0;
  109. var PCFShadowMap = 1;
  110. var PCFSoftShadowMap = 2;
  111. var FrontSide = 0;
  112. var BackSide = 1;
  113. var DoubleSide = 2;
  114. var FlatShading = 1;
  115. var SmoothShading = 2;
  116. var NoColors = 0;
  117. var FaceColors = 1;
  118. var VertexColors = 2;
  119. var NoBlending = 0;
  120. var NormalBlending = 1;
  121. var AdditiveBlending = 2;
  122. var SubtractiveBlending = 3;
  123. var MultiplyBlending = 4;
  124. var CustomBlending = 5;
  125. var AddEquation = 100;
  126. var SubtractEquation = 101;
  127. var ReverseSubtractEquation = 102;
  128. var MinEquation = 103;
  129. var MaxEquation = 104;
  130. var ZeroFactor = 200;
  131. var OneFactor = 201;
  132. var SrcColorFactor = 202;
  133. var OneMinusSrcColorFactor = 203;
  134. var SrcAlphaFactor = 204;
  135. var OneMinusSrcAlphaFactor = 205;
  136. var DstAlphaFactor = 206;
  137. var OneMinusDstAlphaFactor = 207;
  138. var DstColorFactor = 208;
  139. var OneMinusDstColorFactor = 209;
  140. var SrcAlphaSaturateFactor = 210;
  141. var NeverDepth = 0;
  142. var AlwaysDepth = 1;
  143. var LessDepth = 2;
  144. var LessEqualDepth = 3;
  145. var EqualDepth = 4;
  146. var GreaterEqualDepth = 5;
  147. var GreaterDepth = 6;
  148. var NotEqualDepth = 7;
  149. var MultiplyOperation = 0;
  150. var MixOperation = 1;
  151. var AddOperation = 2;
  152. var NoToneMapping = 0;
  153. var LinearToneMapping = 1;
  154. var ReinhardToneMapping = 2;
  155. var Uncharted2ToneMapping = 3;
  156. var CineonToneMapping = 4;
  157. var ACESFilmicToneMapping = 5;
  158. var UVMapping = 300;
  159. var CubeReflectionMapping = 301;
  160. var CubeRefractionMapping = 302;
  161. var EquirectangularReflectionMapping = 303;
  162. var EquirectangularRefractionMapping = 304;
  163. var SphericalReflectionMapping = 305;
  164. var CubeUVReflectionMapping = 306;
  165. var CubeUVRefractionMapping = 307;
  166. var RepeatWrapping = 1000;
  167. var ClampToEdgeWrapping = 1001;
  168. var MirroredRepeatWrapping = 1002;
  169. var NearestFilter = 1003;
  170. var NearestMipMapNearestFilter = 1004;
  171. var NearestMipMapLinearFilter = 1005;
  172. var LinearFilter = 1006;
  173. var LinearMipMapNearestFilter = 1007;
  174. var LinearMipMapLinearFilter = 1008;
  175. var UnsignedByteType = 1009;
  176. var ByteType = 1010;
  177. var ShortType = 1011;
  178. var UnsignedShortType = 1012;
  179. var IntType = 1013;
  180. var UnsignedIntType = 1014;
  181. var FloatType = 1015;
  182. var HalfFloatType = 1016;
  183. var UnsignedShort4444Type = 1017;
  184. var UnsignedShort5551Type = 1018;
  185. var UnsignedShort565Type = 1019;
  186. var UnsignedInt248Type = 1020;
  187. var AlphaFormat = 1021;
  188. var RGBFormat = 1022;
  189. var RGBAFormat = 1023;
  190. var LuminanceFormat = 1024;
  191. var LuminanceAlphaFormat = 1025;
  192. var RGBEFormat = RGBAFormat;
  193. var DepthFormat = 1026;
  194. var DepthStencilFormat = 1027;
  195. var RedFormat = 1028;
  196. var RGB_S3TC_DXT1_Format = 33776;
  197. var RGBA_S3TC_DXT1_Format = 33777;
  198. var RGBA_S3TC_DXT3_Format = 33778;
  199. var RGBA_S3TC_DXT5_Format = 33779;
  200. var RGB_PVRTC_4BPPV1_Format = 35840;
  201. var RGB_PVRTC_2BPPV1_Format = 35841;
  202. var RGBA_PVRTC_4BPPV1_Format = 35842;
  203. var RGBA_PVRTC_2BPPV1_Format = 35843;
  204. var RGB_ETC1_Format = 36196;
  205. var RGBA_ASTC_4x4_Format = 37808;
  206. var RGBA_ASTC_5x4_Format = 37809;
  207. var RGBA_ASTC_5x5_Format = 37810;
  208. var RGBA_ASTC_6x5_Format = 37811;
  209. var RGBA_ASTC_6x6_Format = 37812;
  210. var RGBA_ASTC_8x5_Format = 37813;
  211. var RGBA_ASTC_8x6_Format = 37814;
  212. var RGBA_ASTC_8x8_Format = 37815;
  213. var RGBA_ASTC_10x5_Format = 37816;
  214. var RGBA_ASTC_10x6_Format = 37817;
  215. var RGBA_ASTC_10x8_Format = 37818;
  216. var RGBA_ASTC_10x10_Format = 37819;
  217. var RGBA_ASTC_12x10_Format = 37820;
  218. var RGBA_ASTC_12x12_Format = 37821;
  219. var LoopOnce = 2200;
  220. var LoopRepeat = 2201;
  221. var LoopPingPong = 2202;
  222. var InterpolateDiscrete = 2300;
  223. var InterpolateLinear = 2301;
  224. var InterpolateSmooth = 2302;
  225. var ZeroCurvatureEnding = 2400;
  226. var ZeroSlopeEnding = 2401;
  227. var WrapAroundEnding = 2402;
  228. var TrianglesDrawMode = 0;
  229. var TriangleStripDrawMode = 1;
  230. var TriangleFanDrawMode = 2;
  231. var LinearEncoding = 3000;
  232. var sRGBEncoding = 3001;
  233. var GammaEncoding = 3007;
  234. var RGBEEncoding = 3002;
  235. var LogLuvEncoding = 3003;
  236. var RGBM7Encoding = 3004;
  237. var RGBM16Encoding = 3005;
  238. var RGBDEncoding = 3006;
  239. var BasicDepthPacking = 3200;
  240. var RGBADepthPacking = 3201;
  241. var TangentSpaceNormalMap = 0;
  242. var ObjectSpaceNormalMap = 1;
  243. /**
  244. * @author alteredq / http://alteredqualia.com/
  245. * @author mrdoob / http://mrdoob.com/
  246. */
  247. var _Math = {
  248. DEG2RAD: Math.PI / 180,
  249. RAD2DEG: 180 / Math.PI,
  250. generateUUID: ( function () {
  251. // http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136
  252. var lut = [];
  253. for ( var i = 0; i < 256; i ++ ) {
  254. lut[ i ] = ( i < 16 ? '0' : '' ) + ( i ).toString( 16 );
  255. }
  256. return function generateUUID() {
  257. var d0 = Math.random() * 0xffffffff | 0;
  258. var d1 = Math.random() * 0xffffffff | 0;
  259. var d2 = Math.random() * 0xffffffff | 0;
  260. var d3 = Math.random() * 0xffffffff | 0;
  261. var uuid = lut[ d0 & 0xff ] + lut[ d0 >> 8 & 0xff ] + lut[ d0 >> 16 & 0xff ] + lut[ d0 >> 24 & 0xff ] + '-' +
  262. lut[ d1 & 0xff ] + lut[ d1 >> 8 & 0xff ] + '-' + lut[ d1 >> 16 & 0x0f | 0x40 ] + lut[ d1 >> 24 & 0xff ] + '-' +
  263. lut[ d2 & 0x3f | 0x80 ] + lut[ d2 >> 8 & 0xff ] + '-' + lut[ d2 >> 16 & 0xff ] + lut[ d2 >> 24 & 0xff ] +
  264. lut[ d3 & 0xff ] + lut[ d3 >> 8 & 0xff ] + lut[ d3 >> 16 & 0xff ] + lut[ d3 >> 24 & 0xff ];
  265. // .toUpperCase() here flattens concatenated strings to save heap memory space.
  266. return uuid.toUpperCase();
  267. };
  268. } )(),
  269. clamp: function ( value, min, max ) {
  270. return Math.max( min, Math.min( max, value ) );
  271. },
  272. // compute euclidian modulo of m % n
  273. // https://en.wikipedia.org/wiki/Modulo_operation
  274. euclideanModulo: function ( n, m ) {
  275. return ( ( n % m ) + m ) % m;
  276. },
  277. // Linear mapping from range <a1, a2> to range <b1, b2>
  278. mapLinear: function ( x, a1, a2, b1, b2 ) {
  279. return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
  280. },
  281. // https://en.wikipedia.org/wiki/Linear_interpolation
  282. lerp: function ( x, y, t ) {
  283. return ( 1 - t ) * x + t * y;
  284. },
  285. // http://en.wikipedia.org/wiki/Smoothstep
  286. smoothstep: function ( x, min, max ) {
  287. if ( x <= min ) return 0;
  288. if ( x >= max ) return 1;
  289. x = ( x - min ) / ( max - min );
  290. return x * x * ( 3 - 2 * x );
  291. },
  292. smootherstep: function ( x, min, max ) {
  293. if ( x <= min ) return 0;
  294. if ( x >= max ) return 1;
  295. x = ( x - min ) / ( max - min );
  296. return x * x * x * ( x * ( x * 6 - 15 ) + 10 );
  297. },
  298. // Random integer from <low, high> interval
  299. randInt: function ( low, high ) {
  300. return low + Math.floor( Math.random() * ( high - low + 1 ) );
  301. },
  302. // Random float from <low, high> interval
  303. randFloat: function ( low, high ) {
  304. return low + Math.random() * ( high - low );
  305. },
  306. // Random float from <-range/2, range/2> interval
  307. randFloatSpread: function ( range ) {
  308. return range * ( 0.5 - Math.random() );
  309. },
  310. degToRad: function ( degrees ) {
  311. return degrees * _Math.DEG2RAD;
  312. },
  313. radToDeg: function ( radians ) {
  314. return radians * _Math.RAD2DEG;
  315. },
  316. isPowerOfTwo: function ( value ) {
  317. return ( value & ( value - 1 ) ) === 0 && value !== 0;
  318. },
  319. ceilPowerOfTwo: function ( value ) {
  320. return Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) );
  321. },
  322. floorPowerOfTwo: function ( value ) {
  323. return Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );
  324. }
  325. };
  326. /**
  327. * @author mrdoob / http://mrdoob.com/
  328. * @author philogb / http://blog.thejit.org/
  329. * @author egraether / http://egraether.com/
  330. * @author zz85 / http://www.lab4games.net/zz85/blog
  331. */
  332. function Vector2( x, y ) {
  333. this.x = x || 0;
  334. this.y = y || 0;
  335. }
  336. Object.defineProperties( Vector2.prototype, {
  337. "width": {
  338. get: function () {
  339. return this.x;
  340. },
  341. set: function ( value ) {
  342. this.x = value;
  343. }
  344. },
  345. "height": {
  346. get: function () {
  347. return this.y;
  348. },
  349. set: function ( value ) {
  350. this.y = value;
  351. }
  352. }
  353. } );
  354. Object.assign( Vector2.prototype, {
  355. isVector2: true,
  356. set: function ( x, y ) {
  357. this.x = x;
  358. this.y = y;
  359. return this;
  360. },
  361. setScalar: function ( scalar ) {
  362. this.x = scalar;
  363. this.y = scalar;
  364. return this;
  365. },
  366. setX: function ( x ) {
  367. this.x = x;
  368. return this;
  369. },
  370. setY: function ( y ) {
  371. this.y = y;
  372. return this;
  373. },
  374. setComponent: function ( index, value ) {
  375. switch ( index ) {
  376. case 0: this.x = value; break;
  377. case 1: this.y = value; break;
  378. default: throw new Error( 'index is out of range: ' + index );
  379. }
  380. return this;
  381. },
  382. getComponent: function ( index ) {
  383. switch ( index ) {
  384. case 0: return this.x;
  385. case 1: return this.y;
  386. default: throw new Error( 'index is out of range: ' + index );
  387. }
  388. },
  389. clone: function () {
  390. return new this.constructor( this.x, this.y );
  391. },
  392. copy: function ( v ) {
  393. this.x = v.x;
  394. this.y = v.y;
  395. return this;
  396. },
  397. add: function ( v, w ) {
  398. if ( w !== undefined ) {
  399. console.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  400. return this.addVectors( v, w );
  401. }
  402. this.x += v.x;
  403. this.y += v.y;
  404. return this;
  405. },
  406. addScalar: function ( s ) {
  407. this.x += s;
  408. this.y += s;
  409. return this;
  410. },
  411. addVectors: function ( a, b ) {
  412. this.x = a.x + b.x;
  413. this.y = a.y + b.y;
  414. return this;
  415. },
  416. addScaledVector: function ( v, s ) {
  417. this.x += v.x * s;
  418. this.y += v.y * s;
  419. return this;
  420. },
  421. sub: function ( v, w ) {
  422. if ( w !== undefined ) {
  423. console.warn( 'THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  424. return this.subVectors( v, w );
  425. }
  426. this.x -= v.x;
  427. this.y -= v.y;
  428. return this;
  429. },
  430. subScalar: function ( s ) {
  431. this.x -= s;
  432. this.y -= s;
  433. return this;
  434. },
  435. subVectors: function ( a, b ) {
  436. this.x = a.x - b.x;
  437. this.y = a.y - b.y;
  438. return this;
  439. },
  440. multiply: function ( v ) {
  441. this.x *= v.x;
  442. this.y *= v.y;
  443. return this;
  444. },
  445. multiplyScalar: function ( scalar ) {
  446. this.x *= scalar;
  447. this.y *= scalar;
  448. return this;
  449. },
  450. divide: function ( v ) {
  451. this.x /= v.x;
  452. this.y /= v.y;
  453. return this;
  454. },
  455. divideScalar: function ( scalar ) {
  456. return this.multiplyScalar( 1 / scalar );
  457. },
  458. applyMatrix3: function ( m ) {
  459. var x = this.x, y = this.y;
  460. var e = m.elements;
  461. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ];
  462. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ];
  463. return this;
  464. },
  465. min: function ( v ) {
  466. this.x = Math.min( this.x, v.x );
  467. this.y = Math.min( this.y, v.y );
  468. return this;
  469. },
  470. max: function ( v ) {
  471. this.x = Math.max( this.x, v.x );
  472. this.y = Math.max( this.y, v.y );
  473. return this;
  474. },
  475. clamp: function ( min, max ) {
  476. // assumes min < max, componentwise
  477. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  478. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  479. return this;
  480. },
  481. clampScalar: function () {
  482. var min = new Vector2();
  483. var max = new Vector2();
  484. return function clampScalar( minVal, maxVal ) {
  485. min.set( minVal, minVal );
  486. max.set( maxVal, maxVal );
  487. return this.clamp( min, max );
  488. };
  489. }(),
  490. clampLength: function ( min, max ) {
  491. var length = this.length();
  492. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  493. },
  494. floor: function () {
  495. this.x = Math.floor( this.x );
  496. this.y = Math.floor( this.y );
  497. return this;
  498. },
  499. ceil: function () {
  500. this.x = Math.ceil( this.x );
  501. this.y = Math.ceil( this.y );
  502. return this;
  503. },
  504. round: function () {
  505. this.x = Math.round( this.x );
  506. this.y = Math.round( this.y );
  507. return this;
  508. },
  509. roundToZero: function () {
  510. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  511. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  512. return this;
  513. },
  514. negate: function () {
  515. this.x = - this.x;
  516. this.y = - this.y;
  517. return this;
  518. },
  519. dot: function ( v ) {
  520. return this.x * v.x + this.y * v.y;
  521. },
  522. cross: function ( v ) {
  523. return this.x * v.y - this.y * v.x;
  524. },
  525. lengthSq: function () {
  526. return this.x * this.x + this.y * this.y;
  527. },
  528. length: function () {
  529. return Math.sqrt( this.x * this.x + this.y * this.y );
  530. },
  531. manhattanLength: function () {
  532. return Math.abs( this.x ) + Math.abs( this.y );
  533. },
  534. normalize: function () {
  535. return this.divideScalar( this.length() || 1 );
  536. },
  537. angle: function () {
  538. // computes the angle in radians with respect to the positive x-axis
  539. var angle = Math.atan2( this.y, this.x );
  540. if ( angle < 0 ) angle += 2 * Math.PI;
  541. return angle;
  542. },
  543. distanceTo: function ( v ) {
  544. return Math.sqrt( this.distanceToSquared( v ) );
  545. },
  546. distanceToSquared: function ( v ) {
  547. var dx = this.x - v.x, dy = this.y - v.y;
  548. return dx * dx + dy * dy;
  549. },
  550. manhattanDistanceTo: function ( v ) {
  551. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );
  552. },
  553. setLength: function ( length ) {
  554. return this.normalize().multiplyScalar( length );
  555. },
  556. lerp: function ( v, alpha ) {
  557. this.x += ( v.x - this.x ) * alpha;
  558. this.y += ( v.y - this.y ) * alpha;
  559. return this;
  560. },
  561. lerpVectors: function ( v1, v2, alpha ) {
  562. return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
  563. },
  564. equals: function ( v ) {
  565. return ( ( v.x === this.x ) && ( v.y === this.y ) );
  566. },
  567. fromArray: function ( array, offset ) {
  568. if ( offset === undefined ) offset = 0;
  569. this.x = array[ offset ];
  570. this.y = array[ offset + 1 ];
  571. return this;
  572. },
  573. toArray: function ( array, offset ) {
  574. if ( array === undefined ) array = [];
  575. if ( offset === undefined ) offset = 0;
  576. array[ offset ] = this.x;
  577. array[ offset + 1 ] = this.y;
  578. return array;
  579. },
  580. fromBufferAttribute: function ( attribute, index, offset ) {
  581. if ( offset !== undefined ) {
  582. console.warn( 'THREE.Vector2: offset has been removed from .fromBufferAttribute().' );
  583. }
  584. this.x = attribute.getX( index );
  585. this.y = attribute.getY( index );
  586. return this;
  587. },
  588. rotateAround: function ( center, angle ) {
  589. var c = Math.cos( angle ), s = Math.sin( angle );
  590. var x = this.x - center.x;
  591. var y = this.y - center.y;
  592. this.x = x * c - y * s + center.x;
  593. this.y = x * s + y * c + center.y;
  594. return this;
  595. }
  596. } );
  597. /**
  598. * @author mrdoob / http://mrdoob.com/
  599. * @author supereggbert / http://www.paulbrunt.co.uk/
  600. * @author philogb / http://blog.thejit.org/
  601. * @author jordi_ros / http://plattsoft.com
  602. * @author D1plo1d / http://github.com/D1plo1d
  603. * @author alteredq / http://alteredqualia.com/
  604. * @author mikael emtinger / http://gomo.se/
  605. * @author timknip / http://www.floorplanner.com/
  606. * @author bhouston / http://clara.io
  607. * @author WestLangley / http://github.com/WestLangley
  608. */
  609. function Matrix4() {
  610. this.elements = [
  611. 1, 0, 0, 0,
  612. 0, 1, 0, 0,
  613. 0, 0, 1, 0,
  614. 0, 0, 0, 1
  615. ];
  616. if ( arguments.length > 0 ) {
  617. console.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' );
  618. }
  619. }
  620. Object.assign( Matrix4.prototype, {
  621. isMatrix4: true,
  622. set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  623. var te = this.elements;
  624. te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;
  625. te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;
  626. te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;
  627. te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;
  628. return this;
  629. },
  630. identity: function () {
  631. this.set(
  632. 1, 0, 0, 0,
  633. 0, 1, 0, 0,
  634. 0, 0, 1, 0,
  635. 0, 0, 0, 1
  636. );
  637. return this;
  638. },
  639. clone: function () {
  640. return new Matrix4().fromArray( this.elements );
  641. },
  642. copy: function ( m ) {
  643. var te = this.elements;
  644. var me = m.elements;
  645. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];
  646. te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];
  647. te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];
  648. te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];
  649. return this;
  650. },
  651. copyPosition: function ( m ) {
  652. var te = this.elements, me = m.elements;
  653. te[ 12 ] = me[ 12 ];
  654. te[ 13 ] = me[ 13 ];
  655. te[ 14 ] = me[ 14 ];
  656. return this;
  657. },
  658. extractBasis: function ( xAxis, yAxis, zAxis ) {
  659. xAxis.setFromMatrixColumn( this, 0 );
  660. yAxis.setFromMatrixColumn( this, 1 );
  661. zAxis.setFromMatrixColumn( this, 2 );
  662. return this;
  663. },
  664. makeBasis: function ( xAxis, yAxis, zAxis ) {
  665. this.set(
  666. xAxis.x, yAxis.x, zAxis.x, 0,
  667. xAxis.y, yAxis.y, zAxis.y, 0,
  668. xAxis.z, yAxis.z, zAxis.z, 0,
  669. 0, 0, 0, 1
  670. );
  671. return this;
  672. },
  673. extractRotation: function () {
  674. var v1 = new Vector3();
  675. return function extractRotation( m ) {
  676. // this method does not support reflection matrices
  677. var te = this.elements;
  678. var me = m.elements;
  679. var scaleX = 1 / v1.setFromMatrixColumn( m, 0 ).length();
  680. var scaleY = 1 / v1.setFromMatrixColumn( m, 1 ).length();
  681. var scaleZ = 1 / v1.setFromMatrixColumn( m, 2 ).length();
  682. te[ 0 ] = me[ 0 ] * scaleX;
  683. te[ 1 ] = me[ 1 ] * scaleX;
  684. te[ 2 ] = me[ 2 ] * scaleX;
  685. te[ 3 ] = 0;
  686. te[ 4 ] = me[ 4 ] * scaleY;
  687. te[ 5 ] = me[ 5 ] * scaleY;
  688. te[ 6 ] = me[ 6 ] * scaleY;
  689. te[ 7 ] = 0;
  690. te[ 8 ] = me[ 8 ] * scaleZ;
  691. te[ 9 ] = me[ 9 ] * scaleZ;
  692. te[ 10 ] = me[ 10 ] * scaleZ;
  693. te[ 11 ] = 0;
  694. te[ 12 ] = 0;
  695. te[ 13 ] = 0;
  696. te[ 14 ] = 0;
  697. te[ 15 ] = 1;
  698. return this;
  699. };
  700. }(),
  701. makeRotationFromEuler: function ( euler ) {
  702. if ( ! ( euler && euler.isEuler ) ) {
  703. console.error( 'THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );
  704. }
  705. var te = this.elements;
  706. var x = euler.x, y = euler.y, z = euler.z;
  707. var a = Math.cos( x ), b = Math.sin( x );
  708. var c = Math.cos( y ), d = Math.sin( y );
  709. var e = Math.cos( z ), f = Math.sin( z );
  710. if ( euler.order === 'XYZ' ) {
  711. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  712. te[ 0 ] = c * e;
  713. te[ 4 ] = - c * f;
  714. te[ 8 ] = d;
  715. te[ 1 ] = af + be * d;
  716. te[ 5 ] = ae - bf * d;
  717. te[ 9 ] = - b * c;
  718. te[ 2 ] = bf - ae * d;
  719. te[ 6 ] = be + af * d;
  720. te[ 10 ] = a * c;
  721. } else if ( euler.order === 'YXZ' ) {
  722. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  723. te[ 0 ] = ce + df * b;
  724. te[ 4 ] = de * b - cf;
  725. te[ 8 ] = a * d;
  726. te[ 1 ] = a * f;
  727. te[ 5 ] = a * e;
  728. te[ 9 ] = - b;
  729. te[ 2 ] = cf * b - de;
  730. te[ 6 ] = df + ce * b;
  731. te[ 10 ] = a * c;
  732. } else if ( euler.order === 'ZXY' ) {
  733. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  734. te[ 0 ] = ce - df * b;
  735. te[ 4 ] = - a * f;
  736. te[ 8 ] = de + cf * b;
  737. te[ 1 ] = cf + de * b;
  738. te[ 5 ] = a * e;
  739. te[ 9 ] = df - ce * b;
  740. te[ 2 ] = - a * d;
  741. te[ 6 ] = b;
  742. te[ 10 ] = a * c;
  743. } else if ( euler.order === 'ZYX' ) {
  744. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  745. te[ 0 ] = c * e;
  746. te[ 4 ] = be * d - af;
  747. te[ 8 ] = ae * d + bf;
  748. te[ 1 ] = c * f;
  749. te[ 5 ] = bf * d + ae;
  750. te[ 9 ] = af * d - be;
  751. te[ 2 ] = - d;
  752. te[ 6 ] = b * c;
  753. te[ 10 ] = a * c;
  754. } else if ( euler.order === 'YZX' ) {
  755. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  756. te[ 0 ] = c * e;
  757. te[ 4 ] = bd - ac * f;
  758. te[ 8 ] = bc * f + ad;
  759. te[ 1 ] = f;
  760. te[ 5 ] = a * e;
  761. te[ 9 ] = - b * e;
  762. te[ 2 ] = - d * e;
  763. te[ 6 ] = ad * f + bc;
  764. te[ 10 ] = ac - bd * f;
  765. } else if ( euler.order === 'XZY' ) {
  766. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  767. te[ 0 ] = c * e;
  768. te[ 4 ] = - f;
  769. te[ 8 ] = d * e;
  770. te[ 1 ] = ac * f + bd;
  771. te[ 5 ] = a * e;
  772. te[ 9 ] = ad * f - bc;
  773. te[ 2 ] = bc * f - ad;
  774. te[ 6 ] = b * e;
  775. te[ 10 ] = bd * f + ac;
  776. }
  777. // bottom row
  778. te[ 3 ] = 0;
  779. te[ 7 ] = 0;
  780. te[ 11 ] = 0;
  781. // last column
  782. te[ 12 ] = 0;
  783. te[ 13 ] = 0;
  784. te[ 14 ] = 0;
  785. te[ 15 ] = 1;
  786. return this;
  787. },
  788. makeRotationFromQuaternion: function () {
  789. var zero = new Vector3( 0, 0, 0 );
  790. var one = new Vector3( 1, 1, 1 );
  791. return function makeRotationFromQuaternion( q ) {
  792. return this.compose( zero, q, one );
  793. };
  794. }(),
  795. lookAt: function () {
  796. var x = new Vector3();
  797. var y = new Vector3();
  798. var z = new Vector3();
  799. return function lookAt( eye, target, up ) {
  800. var te = this.elements;
  801. z.subVectors( eye, target );
  802. if ( z.lengthSq() === 0 ) {
  803. // eye and target are in the same position
  804. z.z = 1;
  805. }
  806. z.normalize();
  807. x.crossVectors( up, z );
  808. if ( x.lengthSq() === 0 ) {
  809. // up and z are parallel
  810. if ( Math.abs( up.z ) === 1 ) {
  811. z.x += 0.0001;
  812. } else {
  813. z.z += 0.0001;
  814. }
  815. z.normalize();
  816. x.crossVectors( up, z );
  817. }
  818. x.normalize();
  819. y.crossVectors( z, x );
  820. te[ 0 ] = x.x; te[ 4 ] = y.x; te[ 8 ] = z.x;
  821. te[ 1 ] = x.y; te[ 5 ] = y.y; te[ 9 ] = z.y;
  822. te[ 2 ] = x.z; te[ 6 ] = y.z; te[ 10 ] = z.z;
  823. return this;
  824. };
  825. }(),
  826. multiply: function ( m, n ) {
  827. if ( n !== undefined ) {
  828. console.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );
  829. return this.multiplyMatrices( m, n );
  830. }
  831. return this.multiplyMatrices( this, m );
  832. },
  833. premultiply: function ( m ) {
  834. return this.multiplyMatrices( m, this );
  835. },
  836. multiplyMatrices: function ( a, b ) {
  837. var ae = a.elements;
  838. var be = b.elements;
  839. var te = this.elements;
  840. var a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
  841. var a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
  842. var a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
  843. var a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];
  844. var b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
  845. var b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
  846. var b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
  847. var b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];
  848. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
  849. te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
  850. te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
  851. te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
  852. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
  853. te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
  854. te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
  855. te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
  856. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
  857. te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
  858. te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
  859. te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
  860. te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
  861. te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
  862. te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
  863. te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
  864. return this;
  865. },
  866. multiplyScalar: function ( s ) {
  867. var te = this.elements;
  868. te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
  869. te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
  870. te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;
  871. te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;
  872. return this;
  873. },
  874. applyToBufferAttribute: function () {
  875. var v1 = new Vector3();
  876. return function applyToBufferAttribute( attribute ) {
  877. for ( var i = 0, l = attribute.count; i < l; i ++ ) {
  878. v1.x = attribute.getX( i );
  879. v1.y = attribute.getY( i );
  880. v1.z = attribute.getZ( i );
  881. v1.applyMatrix4( this );
  882. attribute.setXYZ( i, v1.x, v1.y, v1.z );
  883. }
  884. return attribute;
  885. };
  886. }(),
  887. determinant: function () {
  888. var te = this.elements;
  889. var n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
  890. var n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
  891. var n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
  892. var n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];
  893. //TODO: make this more efficient
  894. //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
  895. return (
  896. n41 * (
  897. + n14 * n23 * n32
  898. - n13 * n24 * n32
  899. - n14 * n22 * n33
  900. + n12 * n24 * n33
  901. + n13 * n22 * n34
  902. - n12 * n23 * n34
  903. ) +
  904. n42 * (
  905. + n11 * n23 * n34
  906. - n11 * n24 * n33
  907. + n14 * n21 * n33
  908. - n13 * n21 * n34
  909. + n13 * n24 * n31
  910. - n14 * n23 * n31
  911. ) +
  912. n43 * (
  913. + n11 * n24 * n32
  914. - n11 * n22 * n34
  915. - n14 * n21 * n32
  916. + n12 * n21 * n34
  917. + n14 * n22 * n31
  918. - n12 * n24 * n31
  919. ) +
  920. n44 * (
  921. - n13 * n22 * n31
  922. - n11 * n23 * n32
  923. + n11 * n22 * n33
  924. + n13 * n21 * n32
  925. - n12 * n21 * n33
  926. + n12 * n23 * n31
  927. )
  928. );
  929. },
  930. transpose: function () {
  931. var te = this.elements;
  932. var tmp;
  933. tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
  934. tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
  935. tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;
  936. tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
  937. tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
  938. tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;
  939. return this;
  940. },
  941. setPosition: function ( v ) {
  942. var te = this.elements;
  943. te[ 12 ] = v.x;
  944. te[ 13 ] = v.y;
  945. te[ 14 ] = v.z;
  946. return this;
  947. },
  948. getInverse: function ( m, throwOnDegenerate ) {
  949. // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
  950. var te = this.elements,
  951. me = m.elements,
  952. n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ], n41 = me[ 3 ],
  953. n12 = me[ 4 ], n22 = me[ 5 ], n32 = me[ 6 ], n42 = me[ 7 ],
  954. n13 = me[ 8 ], n23 = me[ 9 ], n33 = me[ 10 ], n43 = me[ 11 ],
  955. n14 = me[ 12 ], n24 = me[ 13 ], n34 = me[ 14 ], n44 = me[ 15 ],
  956. t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,
  957. t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,
  958. t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,
  959. t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
  960. var det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;
  961. if ( det === 0 ) {
  962. var msg = "THREE.Matrix4: .getInverse() can't invert matrix, determinant is 0";
  963. if ( throwOnDegenerate === true ) {
  964. throw new Error( msg );
  965. } else {
  966. console.warn( msg );
  967. }
  968. return this.identity();
  969. }
  970. var detInv = 1 / det;
  971. te[ 0 ] = t11 * detInv;
  972. te[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv;
  973. te[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv;
  974. te[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;
  975. te[ 4 ] = t12 * detInv;
  976. te[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv;
  977. te[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv;
  978. te[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv;
  979. te[ 8 ] = t13 * detInv;
  980. te[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv;
  981. te[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv;
  982. te[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv;
  983. te[ 12 ] = t14 * detInv;
  984. te[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv;
  985. te[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv;
  986. te[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv;
  987. return this;
  988. },
  989. scale: function ( v ) {
  990. var te = this.elements;
  991. var x = v.x, y = v.y, z = v.z;
  992. te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;
  993. te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;
  994. te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;
  995. te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;
  996. return this;
  997. },
  998. getMaxScaleOnAxis: function () {
  999. var te = this.elements;
  1000. var scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];
  1001. var scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];
  1002. var scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];
  1003. return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );
  1004. },
  1005. makeTranslation: function ( x, y, z ) {
  1006. this.set(
  1007. 1, 0, 0, x,
  1008. 0, 1, 0, y,
  1009. 0, 0, 1, z,
  1010. 0, 0, 0, 1
  1011. );
  1012. return this;
  1013. },
  1014. makeRotationX: function ( theta ) {
  1015. var c = Math.cos( theta ), s = Math.sin( theta );
  1016. this.set(
  1017. 1, 0, 0, 0,
  1018. 0, c, - s, 0,
  1019. 0, s, c, 0,
  1020. 0, 0, 0, 1
  1021. );
  1022. return this;
  1023. },
  1024. makeRotationY: function ( theta ) {
  1025. var c = Math.cos( theta ), s = Math.sin( theta );
  1026. this.set(
  1027. c, 0, s, 0,
  1028. 0, 1, 0, 0,
  1029. - s, 0, c, 0,
  1030. 0, 0, 0, 1
  1031. );
  1032. return this;
  1033. },
  1034. makeRotationZ: function ( theta ) {
  1035. var c = Math.cos( theta ), s = Math.sin( theta );
  1036. this.set(
  1037. c, - s, 0, 0,
  1038. s, c, 0, 0,
  1039. 0, 0, 1, 0,
  1040. 0, 0, 0, 1
  1041. );
  1042. return this;
  1043. },
  1044. makeRotationAxis: function ( axis, angle ) {
  1045. // Based on http://www.gamedev.net/reference/articles/article1199.asp
  1046. var c = Math.cos( angle );
  1047. var s = Math.sin( angle );
  1048. var t = 1 - c;
  1049. var x = axis.x, y = axis.y, z = axis.z;
  1050. var tx = t * x, ty = t * y;
  1051. this.set(
  1052. tx * x + c, tx * y - s * z, tx * z + s * y, 0,
  1053. tx * y + s * z, ty * y + c, ty * z - s * x, 0,
  1054. tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
  1055. 0, 0, 0, 1
  1056. );
  1057. return this;
  1058. },
  1059. makeScale: function ( x, y, z ) {
  1060. this.set(
  1061. x, 0, 0, 0,
  1062. 0, y, 0, 0,
  1063. 0, 0, z, 0,
  1064. 0, 0, 0, 1
  1065. );
  1066. return this;
  1067. },
  1068. makeShear: function ( x, y, z ) {
  1069. this.set(
  1070. 1, y, z, 0,
  1071. x, 1, z, 0,
  1072. x, y, 1, 0,
  1073. 0, 0, 0, 1
  1074. );
  1075. return this;
  1076. },
  1077. compose: function ( position, quaternion, scale ) {
  1078. var te = this.elements;
  1079. var x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;
  1080. var x2 = x + x, y2 = y + y, z2 = z + z;
  1081. var xx = x * x2, xy = x * y2, xz = x * z2;
  1082. var yy = y * y2, yz = y * z2, zz = z * z2;
  1083. var wx = w * x2, wy = w * y2, wz = w * z2;
  1084. var sx = scale.x, sy = scale.y, sz = scale.z;
  1085. te[ 0 ] = ( 1 - ( yy + zz ) ) * sx;
  1086. te[ 1 ] = ( xy + wz ) * sx;
  1087. te[ 2 ] = ( xz - wy ) * sx;
  1088. te[ 3 ] = 0;
  1089. te[ 4 ] = ( xy - wz ) * sy;
  1090. te[ 5 ] = ( 1 - ( xx + zz ) ) * sy;
  1091. te[ 6 ] = ( yz + wx ) * sy;
  1092. te[ 7 ] = 0;
  1093. te[ 8 ] = ( xz + wy ) * sz;
  1094. te[ 9 ] = ( yz - wx ) * sz;
  1095. te[ 10 ] = ( 1 - ( xx + yy ) ) * sz;
  1096. te[ 11 ] = 0;
  1097. te[ 12 ] = position.x;
  1098. te[ 13 ] = position.y;
  1099. te[ 14 ] = position.z;
  1100. te[ 15 ] = 1;
  1101. return this;
  1102. },
  1103. decompose: function () {
  1104. var vector = new Vector3();
  1105. var matrix = new Matrix4();
  1106. return function decompose( position, quaternion, scale ) {
  1107. var te = this.elements;
  1108. var sx = vector.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
  1109. var sy = vector.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
  1110. var sz = vector.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
  1111. // if determine is negative, we need to invert one scale
  1112. var det = this.determinant();
  1113. if ( det < 0 ) sx = - sx;
  1114. position.x = te[ 12 ];
  1115. position.y = te[ 13 ];
  1116. position.z = te[ 14 ];
  1117. // scale the rotation part
  1118. matrix.copy( this );
  1119. var invSX = 1 / sx;
  1120. var invSY = 1 / sy;
  1121. var invSZ = 1 / sz;
  1122. matrix.elements[ 0 ] *= invSX;
  1123. matrix.elements[ 1 ] *= invSX;
  1124. matrix.elements[ 2 ] *= invSX;
  1125. matrix.elements[ 4 ] *= invSY;
  1126. matrix.elements[ 5 ] *= invSY;
  1127. matrix.elements[ 6 ] *= invSY;
  1128. matrix.elements[ 8 ] *= invSZ;
  1129. matrix.elements[ 9 ] *= invSZ;
  1130. matrix.elements[ 10 ] *= invSZ;
  1131. quaternion.setFromRotationMatrix( matrix );
  1132. scale.x = sx;
  1133. scale.y = sy;
  1134. scale.z = sz;
  1135. return this;
  1136. };
  1137. }(),
  1138. makePerspective: function ( left, right, top, bottom, near, far ) {
  1139. if ( far === undefined ) {
  1140. console.warn( 'THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.' );
  1141. }
  1142. var te = this.elements;
  1143. var x = 2 * near / ( right - left );
  1144. var y = 2 * near / ( top - bottom );
  1145. var a = ( right + left ) / ( right - left );
  1146. var b = ( top + bottom ) / ( top - bottom );
  1147. var c = - ( far + near ) / ( far - near );
  1148. var d = - 2 * far * near / ( far - near );
  1149. te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0;
  1150. te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0;
  1151. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
  1152. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = - 1; te[ 15 ] = 0;
  1153. return this;
  1154. },
  1155. makeOrthographic: function ( left, right, top, bottom, near, far ) {
  1156. var te = this.elements;
  1157. var w = 1.0 / ( right - left );
  1158. var h = 1.0 / ( top - bottom );
  1159. var p = 1.0 / ( far - near );
  1160. var x = ( right + left ) * w;
  1161. var y = ( top + bottom ) * h;
  1162. var z = ( far + near ) * p;
  1163. te[ 0 ] = 2 * w; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = - x;
  1164. te[ 1 ] = 0; te[ 5 ] = 2 * h; te[ 9 ] = 0; te[ 13 ] = - y;
  1165. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = - 2 * p; te[ 14 ] = - z;
  1166. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1;
  1167. return this;
  1168. },
  1169. equals: function ( matrix ) {
  1170. var te = this.elements;
  1171. var me = matrix.elements;
  1172. for ( var i = 0; i < 16; i ++ ) {
  1173. if ( te[ i ] !== me[ i ] ) return false;
  1174. }
  1175. return true;
  1176. },
  1177. fromArray: function ( array, offset ) {
  1178. if ( offset === undefined ) offset = 0;
  1179. for ( var i = 0; i < 16; i ++ ) {
  1180. this.elements[ i ] = array[ i + offset ];
  1181. }
  1182. return this;
  1183. },
  1184. toArray: function ( array, offset ) {
  1185. if ( array === undefined ) array = [];
  1186. if ( offset === undefined ) offset = 0;
  1187. var te = this.elements;
  1188. array[ offset ] = te[ 0 ];
  1189. array[ offset + 1 ] = te[ 1 ];
  1190. array[ offset + 2 ] = te[ 2 ];
  1191. array[ offset + 3 ] = te[ 3 ];
  1192. array[ offset + 4 ] = te[ 4 ];
  1193. array[ offset + 5 ] = te[ 5 ];
  1194. array[ offset + 6 ] = te[ 6 ];
  1195. array[ offset + 7 ] = te[ 7 ];
  1196. array[ offset + 8 ] = te[ 8 ];
  1197. array[ offset + 9 ] = te[ 9 ];
  1198. array[ offset + 10 ] = te[ 10 ];
  1199. array[ offset + 11 ] = te[ 11 ];
  1200. array[ offset + 12 ] = te[ 12 ];
  1201. array[ offset + 13 ] = te[ 13 ];
  1202. array[ offset + 14 ] = te[ 14 ];
  1203. array[ offset + 15 ] = te[ 15 ];
  1204. return array;
  1205. }
  1206. } );
  1207. /**
  1208. * @author mikael emtinger / http://gomo.se/
  1209. * @author alteredq / http://alteredqualia.com/
  1210. * @author WestLangley / http://github.com/WestLangley
  1211. * @author bhouston / http://clara.io
  1212. */
  1213. function Quaternion( x, y, z, w ) {
  1214. this._x = x || 0;
  1215. this._y = y || 0;
  1216. this._z = z || 0;
  1217. this._w = ( w !== undefined ) ? w : 1;
  1218. }
  1219. Object.assign( Quaternion, {
  1220. slerp: function ( qa, qb, qm, t ) {
  1221. return qm.copy( qa ).slerp( qb, t );
  1222. },
  1223. slerpFlat: function ( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {
  1224. // fuzz-free, array-based Quaternion SLERP operation
  1225. var x0 = src0[ srcOffset0 + 0 ],
  1226. y0 = src0[ srcOffset0 + 1 ],
  1227. z0 = src0[ srcOffset0 + 2 ],
  1228. w0 = src0[ srcOffset0 + 3 ],
  1229. x1 = src1[ srcOffset1 + 0 ],
  1230. y1 = src1[ srcOffset1 + 1 ],
  1231. z1 = src1[ srcOffset1 + 2 ],
  1232. w1 = src1[ srcOffset1 + 3 ];
  1233. if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {
  1234. var s = 1 - t,
  1235. cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1,
  1236. dir = ( cos >= 0 ? 1 : - 1 ),
  1237. sqrSin = 1 - cos * cos;
  1238. // Skip the Slerp for tiny steps to avoid numeric problems:
  1239. if ( sqrSin > Number.EPSILON ) {
  1240. var sin = Math.sqrt( sqrSin ),
  1241. len = Math.atan2( sin, cos * dir );
  1242. s = Math.sin( s * len ) / sin;
  1243. t = Math.sin( t * len ) / sin;
  1244. }
  1245. var tDir = t * dir;
  1246. x0 = x0 * s + x1 * tDir;
  1247. y0 = y0 * s + y1 * tDir;
  1248. z0 = z0 * s + z1 * tDir;
  1249. w0 = w0 * s + w1 * tDir;
  1250. // Normalize in case we just did a lerp:
  1251. if ( s === 1 - t ) {
  1252. var f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );
  1253. x0 *= f;
  1254. y0 *= f;
  1255. z0 *= f;
  1256. w0 *= f;
  1257. }
  1258. }
  1259. dst[ dstOffset ] = x0;
  1260. dst[ dstOffset + 1 ] = y0;
  1261. dst[ dstOffset + 2 ] = z0;
  1262. dst[ dstOffset + 3 ] = w0;
  1263. }
  1264. } );
  1265. Object.defineProperties( Quaternion.prototype, {
  1266. x: {
  1267. get: function () {
  1268. return this._x;
  1269. },
  1270. set: function ( value ) {
  1271. this._x = value;
  1272. this.onChangeCallback();
  1273. }
  1274. },
  1275. y: {
  1276. get: function () {
  1277. return this._y;
  1278. },
  1279. set: function ( value ) {
  1280. this._y = value;
  1281. this.onChangeCallback();
  1282. }
  1283. },
  1284. z: {
  1285. get: function () {
  1286. return this._z;
  1287. },
  1288. set: function ( value ) {
  1289. this._z = value;
  1290. this.onChangeCallback();
  1291. }
  1292. },
  1293. w: {
  1294. get: function () {
  1295. return this._w;
  1296. },
  1297. set: function ( value ) {
  1298. this._w = value;
  1299. this.onChangeCallback();
  1300. }
  1301. }
  1302. } );
  1303. Object.assign( Quaternion.prototype, {
  1304. isQuaternion: true,
  1305. set: function ( x, y, z, w ) {
  1306. this._x = x;
  1307. this._y = y;
  1308. this._z = z;
  1309. this._w = w;
  1310. this.onChangeCallback();
  1311. return this;
  1312. },
  1313. clone: function () {
  1314. return new this.constructor( this._x, this._y, this._z, this._w );
  1315. },
  1316. copy: function ( quaternion ) {
  1317. this._x = quaternion.x;
  1318. this._y = quaternion.y;
  1319. this._z = quaternion.z;
  1320. this._w = quaternion.w;
  1321. this.onChangeCallback();
  1322. return this;
  1323. },
  1324. setFromEuler: function ( euler, update ) {
  1325. if ( ! ( euler && euler.isEuler ) ) {
  1326. throw new Error( 'THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.' );
  1327. }
  1328. var x = euler._x, y = euler._y, z = euler._z, order = euler.order;
  1329. // http://www.mathworks.com/matlabcentral/fileexchange/
  1330. // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
  1331. // content/SpinCalc.m
  1332. var cos = Math.cos;
  1333. var sin = Math.sin;
  1334. var c1 = cos( x / 2 );
  1335. var c2 = cos( y / 2 );
  1336. var c3 = cos( z / 2 );
  1337. var s1 = sin( x / 2 );
  1338. var s2 = sin( y / 2 );
  1339. var s3 = sin( z / 2 );
  1340. if ( order === 'XYZ' ) {
  1341. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  1342. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  1343. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  1344. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  1345. } else if ( order === 'YXZ' ) {
  1346. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  1347. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  1348. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  1349. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  1350. } else if ( order === 'ZXY' ) {
  1351. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  1352. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  1353. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  1354. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  1355. } else if ( order === 'ZYX' ) {
  1356. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  1357. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  1358. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  1359. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  1360. } else if ( order === 'YZX' ) {
  1361. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  1362. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  1363. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  1364. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  1365. } else if ( order === 'XZY' ) {
  1366. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  1367. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  1368. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  1369. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  1370. }
  1371. if ( update !== false ) this.onChangeCallback();
  1372. return this;
  1373. },
  1374. setFromAxisAngle: function ( axis, angle ) {
  1375. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
  1376. // assumes axis is normalized
  1377. var halfAngle = angle / 2, s = Math.sin( halfAngle );
  1378. this._x = axis.x * s;
  1379. this._y = axis.y * s;
  1380. this._z = axis.z * s;
  1381. this._w = Math.cos( halfAngle );
  1382. this.onChangeCallback();
  1383. return this;
  1384. },
  1385. setFromRotationMatrix: function ( m ) {
  1386. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
  1387. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  1388. var te = m.elements,
  1389. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  1390. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  1391. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],
  1392. trace = m11 + m22 + m33,
  1393. s;
  1394. if ( trace > 0 ) {
  1395. s = 0.5 / Math.sqrt( trace + 1.0 );
  1396. this._w = 0.25 / s;
  1397. this._x = ( m32 - m23 ) * s;
  1398. this._y = ( m13 - m31 ) * s;
  1399. this._z = ( m21 - m12 ) * s;
  1400. } else if ( m11 > m22 && m11 > m33 ) {
  1401. s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
  1402. this._w = ( m32 - m23 ) / s;
  1403. this._x = 0.25 * s;
  1404. this._y = ( m12 + m21 ) / s;
  1405. this._z = ( m13 + m31 ) / s;
  1406. } else if ( m22 > m33 ) {
  1407. s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
  1408. this._w = ( m13 - m31 ) / s;
  1409. this._x = ( m12 + m21 ) / s;
  1410. this._y = 0.25 * s;
  1411. this._z = ( m23 + m32 ) / s;
  1412. } else {
  1413. s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
  1414. this._w = ( m21 - m12 ) / s;
  1415. this._x = ( m13 + m31 ) / s;
  1416. this._y = ( m23 + m32 ) / s;
  1417. this._z = 0.25 * s;
  1418. }
  1419. this.onChangeCallback();
  1420. return this;
  1421. },
  1422. setFromUnitVectors: function () {
  1423. // assumes direction vectors vFrom and vTo are normalized
  1424. var v1 = new Vector3();
  1425. var r;
  1426. var EPS = 0.000001;
  1427. return function setFromUnitVectors( vFrom, vTo ) {
  1428. if ( v1 === undefined ) v1 = new Vector3();
  1429. r = vFrom.dot( vTo ) + 1;
  1430. if ( r < EPS ) {
  1431. r = 0;
  1432. if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {
  1433. v1.set( - vFrom.y, vFrom.x, 0 );
  1434. } else {
  1435. v1.set( 0, - vFrom.z, vFrom.y );
  1436. }
  1437. } else {
  1438. v1.crossVectors( vFrom, vTo );
  1439. }
  1440. this._x = v1.x;
  1441. this._y = v1.y;
  1442. this._z = v1.z;
  1443. this._w = r;
  1444. return this.normalize();
  1445. };
  1446. }(),
  1447. angleTo: function ( q ) {
  1448. return 2 * Math.acos( Math.abs( _Math.clamp( this.dot( q ), - 1, 1 ) ) );
  1449. },
  1450. rotateTowards: function ( q, step ) {
  1451. var angle = this.angleTo( q );
  1452. if ( angle === 0 ) return this;
  1453. var t = Math.min( 1, step / angle );
  1454. this.slerp( q, t );
  1455. return this;
  1456. },
  1457. inverse: function () {
  1458. // quaternion is assumed to have unit length
  1459. return this.conjugate();
  1460. },
  1461. conjugate: function () {
  1462. this._x *= - 1;
  1463. this._y *= - 1;
  1464. this._z *= - 1;
  1465. this.onChangeCallback();
  1466. return this;
  1467. },
  1468. dot: function ( v ) {
  1469. return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
  1470. },
  1471. lengthSq: function () {
  1472. return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
  1473. },
  1474. length: function () {
  1475. return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );
  1476. },
  1477. normalize: function () {
  1478. var l = this.length();
  1479. if ( l === 0 ) {
  1480. this._x = 0;
  1481. this._y = 0;
  1482. this._z = 0;
  1483. this._w = 1;
  1484. } else {
  1485. l = 1 / l;
  1486. this._x = this._x * l;
  1487. this._y = this._y * l;
  1488. this._z = this._z * l;
  1489. this._w = this._w * l;
  1490. }
  1491. this.onChangeCallback();
  1492. return this;
  1493. },
  1494. multiply: function ( q, p ) {
  1495. if ( p !== undefined ) {
  1496. console.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' );
  1497. return this.multiplyQuaternions( q, p );
  1498. }
  1499. return this.multiplyQuaternions( this, q );
  1500. },
  1501. premultiply: function ( q ) {
  1502. return this.multiplyQuaternions( q, this );
  1503. },
  1504. multiplyQuaternions: function ( a, b ) {
  1505. // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
  1506. var qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
  1507. var qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;
  1508. this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
  1509. this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
  1510. this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
  1511. this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
  1512. this.onChangeCallback();
  1513. return this;
  1514. },
  1515. slerp: function ( qb, t ) {
  1516. if ( t === 0 ) return this;
  1517. if ( t === 1 ) return this.copy( qb );
  1518. var x = this._x, y = this._y, z = this._z, w = this._w;
  1519. // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
  1520. var cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;
  1521. if ( cosHalfTheta < 0 ) {
  1522. this._w = - qb._w;
  1523. this._x = - qb._x;
  1524. this._y = - qb._y;
  1525. this._z = - qb._z;
  1526. cosHalfTheta = - cosHalfTheta;
  1527. } else {
  1528. this.copy( qb );
  1529. }
  1530. if ( cosHalfTheta >= 1.0 ) {
  1531. this._w = w;
  1532. this._x = x;
  1533. this._y = y;
  1534. this._z = z;
  1535. return this;
  1536. }
  1537. var sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta;
  1538. if ( sqrSinHalfTheta <= Number.EPSILON ) {
  1539. var s = 1 - t;
  1540. this._w = s * w + t * this._w;
  1541. this._x = s * x + t * this._x;
  1542. this._y = s * y + t * this._y;
  1543. this._z = s * z + t * this._z;
  1544. return this.normalize();
  1545. }
  1546. var sinHalfTheta = Math.sqrt( sqrSinHalfTheta );
  1547. var halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta );
  1548. var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,
  1549. ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;
  1550. this._w = ( w * ratioA + this._w * ratioB );
  1551. this._x = ( x * ratioA + this._x * ratioB );
  1552. this._y = ( y * ratioA + this._y * ratioB );
  1553. this._z = ( z * ratioA + this._z * ratioB );
  1554. this.onChangeCallback();
  1555. return this;
  1556. },
  1557. equals: function ( quaternion ) {
  1558. return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
  1559. },
  1560. fromArray: function ( array, offset ) {
  1561. if ( offset === undefined ) offset = 0;
  1562. this._x = array[ offset ];
  1563. this._y = array[ offset + 1 ];
  1564. this._z = array[ offset + 2 ];
  1565. this._w = array[ offset + 3 ];
  1566. this.onChangeCallback();
  1567. return this;
  1568. },
  1569. toArray: function ( array, offset ) {
  1570. if ( array === undefined ) array = [];
  1571. if ( offset === undefined ) offset = 0;
  1572. array[ offset ] = this._x;
  1573. array[ offset + 1 ] = this._y;
  1574. array[ offset + 2 ] = this._z;
  1575. array[ offset + 3 ] = this._w;
  1576. return array;
  1577. },
  1578. onChange: function ( callback ) {
  1579. this.onChangeCallback = callback;
  1580. return this;
  1581. },
  1582. onChangeCallback: function () {}
  1583. } );
  1584. /**
  1585. * @author mrdoob / http://mrdoob.com/
  1586. * @author kile / http://kile.stravaganza.org/
  1587. * @author philogb / http://blog.thejit.org/
  1588. * @author mikael emtinger / http://gomo.se/
  1589. * @author egraether / http://egraether.com/
  1590. * @author WestLangley / http://github.com/WestLangley
  1591. */
  1592. function Vector3( x, y, z ) {
  1593. this.x = x || 0;
  1594. this.y = y || 0;
  1595. this.z = z || 0;
  1596. }
  1597. Object.assign( Vector3.prototype, {
  1598. isVector3: true,
  1599. set: function ( x, y, z ) {
  1600. this.x = x;
  1601. this.y = y;
  1602. this.z = z;
  1603. return this;
  1604. },
  1605. setScalar: function ( scalar ) {
  1606. this.x = scalar;
  1607. this.y = scalar;
  1608. this.z = scalar;
  1609. return this;
  1610. },
  1611. setX: function ( x ) {
  1612. this.x = x;
  1613. return this;
  1614. },
  1615. setY: function ( y ) {
  1616. this.y = y;
  1617. return this;
  1618. },
  1619. setZ: function ( z ) {
  1620. this.z = z;
  1621. return this;
  1622. },
  1623. setComponent: function ( index, value ) {
  1624. switch ( index ) {
  1625. case 0: this.x = value; break;
  1626. case 1: this.y = value; break;
  1627. case 2: this.z = value; break;
  1628. default: throw new Error( 'index is out of range: ' + index );
  1629. }
  1630. return this;
  1631. },
  1632. getComponent: function ( index ) {
  1633. switch ( index ) {
  1634. case 0: return this.x;
  1635. case 1: return this.y;
  1636. case 2: return this.z;
  1637. default: throw new Error( 'index is out of range: ' + index );
  1638. }
  1639. },
  1640. clone: function () {
  1641. return new this.constructor( this.x, this.y, this.z );
  1642. },
  1643. copy: function ( v ) {
  1644. this.x = v.x;
  1645. this.y = v.y;
  1646. this.z = v.z;
  1647. return this;
  1648. },
  1649. add: function ( v, w ) {
  1650. if ( w !== undefined ) {
  1651. console.warn( 'THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  1652. return this.addVectors( v, w );
  1653. }
  1654. this.x += v.x;
  1655. this.y += v.y;
  1656. this.z += v.z;
  1657. return this;
  1658. },
  1659. addScalar: function ( s ) {
  1660. this.x += s;
  1661. this.y += s;
  1662. this.z += s;
  1663. return this;
  1664. },
  1665. addVectors: function ( a, b ) {
  1666. this.x = a.x + b.x;
  1667. this.y = a.y + b.y;
  1668. this.z = a.z + b.z;
  1669. return this;
  1670. },
  1671. addScaledVector: function ( v, s ) {
  1672. this.x += v.x * s;
  1673. this.y += v.y * s;
  1674. this.z += v.z * s;
  1675. return this;
  1676. },
  1677. sub: function ( v, w ) {
  1678. if ( w !== undefined ) {
  1679. console.warn( 'THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  1680. return this.subVectors( v, w );
  1681. }
  1682. this.x -= v.x;
  1683. this.y -= v.y;
  1684. this.z -= v.z;
  1685. return this;
  1686. },
  1687. subScalar: function ( s ) {
  1688. this.x -= s;
  1689. this.y -= s;
  1690. this.z -= s;
  1691. return this;
  1692. },
  1693. subVectors: function ( a, b ) {
  1694. this.x = a.x - b.x;
  1695. this.y = a.y - b.y;
  1696. this.z = a.z - b.z;
  1697. return this;
  1698. },
  1699. multiply: function ( v, w ) {
  1700. if ( w !== undefined ) {
  1701. console.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' );
  1702. return this.multiplyVectors( v, w );
  1703. }
  1704. this.x *= v.x;
  1705. this.y *= v.y;
  1706. this.z *= v.z;
  1707. return this;
  1708. },
  1709. multiplyScalar: function ( scalar ) {
  1710. this.x *= scalar;
  1711. this.y *= scalar;
  1712. this.z *= scalar;
  1713. return this;
  1714. },
  1715. multiplyVectors: function ( a, b ) {
  1716. this.x = a.x * b.x;
  1717. this.y = a.y * b.y;
  1718. this.z = a.z * b.z;
  1719. return this;
  1720. },
  1721. applyEuler: function () {
  1722. var quaternion = new Quaternion();
  1723. return function applyEuler( euler ) {
  1724. if ( ! ( euler && euler.isEuler ) ) {
  1725. console.error( 'THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.' );
  1726. }
  1727. return this.applyQuaternion( quaternion.setFromEuler( euler ) );
  1728. };
  1729. }(),
  1730. applyAxisAngle: function () {
  1731. var quaternion = new Quaternion();
  1732. return function applyAxisAngle( axis, angle ) {
  1733. return this.applyQuaternion( quaternion.setFromAxisAngle( axis, angle ) );
  1734. };
  1735. }(),
  1736. applyMatrix3: function ( m ) {
  1737. var x = this.x, y = this.y, z = this.z;
  1738. var e = m.elements;
  1739. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;
  1740. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;
  1741. this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;
  1742. return this;
  1743. },
  1744. applyMatrix4: function ( m ) {
  1745. var x = this.x, y = this.y, z = this.z;
  1746. var e = m.elements;
  1747. var w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );
  1748. this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w;
  1749. this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w;
  1750. this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w;
  1751. return this;
  1752. },
  1753. applyQuaternion: function ( q ) {
  1754. var x = this.x, y = this.y, z = this.z;
  1755. var qx = q.x, qy = q.y, qz = q.z, qw = q.w;
  1756. // calculate quat * vector
  1757. var ix = qw * x + qy * z - qz * y;
  1758. var iy = qw * y + qz * x - qx * z;
  1759. var iz = qw * z + qx * y - qy * x;
  1760. var iw = - qx * x - qy * y - qz * z;
  1761. // calculate result * inverse quat
  1762. this.x = ix * qw + iw * - qx + iy * - qz - iz * - qy;
  1763. this.y = iy * qw + iw * - qy + iz * - qx - ix * - qz;
  1764. this.z = iz * qw + iw * - qz + ix * - qy - iy * - qx;
  1765. return this;
  1766. },
  1767. project: function ( camera ) {
  1768. return this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );
  1769. },
  1770. unproject: function () {
  1771. var matrix = new Matrix4();
  1772. return function unproject( camera ) {
  1773. return this.applyMatrix4( matrix.getInverse( camera.projectionMatrix ) ).applyMatrix4( camera.matrixWorld );
  1774. };
  1775. }(),
  1776. transformDirection: function ( m ) {
  1777. // input: THREE.Matrix4 affine matrix
  1778. // vector interpreted as a direction
  1779. var x = this.x, y = this.y, z = this.z;
  1780. var e = m.elements;
  1781. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;
  1782. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;
  1783. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;
  1784. return this.normalize();
  1785. },
  1786. divide: function ( v ) {
  1787. this.x /= v.x;
  1788. this.y /= v.y;
  1789. this.z /= v.z;
  1790. return this;
  1791. },
  1792. divideScalar: function ( scalar ) {
  1793. return this.multiplyScalar( 1 / scalar );
  1794. },
  1795. min: function ( v ) {
  1796. this.x = Math.min( this.x, v.x );
  1797. this.y = Math.min( this.y, v.y );
  1798. this.z = Math.min( this.z, v.z );
  1799. return this;
  1800. },
  1801. max: function ( v ) {
  1802. this.x = Math.max( this.x, v.x );
  1803. this.y = Math.max( this.y, v.y );
  1804. this.z = Math.max( this.z, v.z );
  1805. return this;
  1806. },
  1807. clamp: function ( min, max ) {
  1808. // assumes min < max, componentwise
  1809. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  1810. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  1811. this.z = Math.max( min.z, Math.min( max.z, this.z ) );
  1812. return this;
  1813. },
  1814. clampScalar: function () {
  1815. var min = new Vector3();
  1816. var max = new Vector3();
  1817. return function clampScalar( minVal, maxVal ) {
  1818. min.set( minVal, minVal, minVal );
  1819. max.set( maxVal, maxVal, maxVal );
  1820. return this.clamp( min, max );
  1821. };
  1822. }(),
  1823. clampLength: function ( min, max ) {
  1824. var length = this.length();
  1825. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  1826. },
  1827. floor: function () {
  1828. this.x = Math.floor( this.x );
  1829. this.y = Math.floor( this.y );
  1830. this.z = Math.floor( this.z );
  1831. return this;
  1832. },
  1833. ceil: function () {
  1834. this.x = Math.ceil( this.x );
  1835. this.y = Math.ceil( this.y );
  1836. this.z = Math.ceil( this.z );
  1837. return this;
  1838. },
  1839. round: function () {
  1840. this.x = Math.round( this.x );
  1841. this.y = Math.round( this.y );
  1842. this.z = Math.round( this.z );
  1843. return this;
  1844. },
  1845. roundToZero: function () {
  1846. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  1847. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  1848. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  1849. return this;
  1850. },
  1851. negate: function () {
  1852. this.x = - this.x;
  1853. this.y = - this.y;
  1854. this.z = - this.z;
  1855. return this;
  1856. },
  1857. dot: function ( v ) {
  1858. return this.x * v.x + this.y * v.y + this.z * v.z;
  1859. },
  1860. // TODO lengthSquared?
  1861. lengthSq: function () {
  1862. return this.x * this.x + this.y * this.y + this.z * this.z;
  1863. },
  1864. length: function () {
  1865. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
  1866. },
  1867. manhattanLength: function () {
  1868. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
  1869. },
  1870. normalize: function () {
  1871. return this.divideScalar( this.length() || 1 );
  1872. },
  1873. setLength: function ( length ) {
  1874. return this.normalize().multiplyScalar( length );
  1875. },
  1876. lerp: function ( v, alpha ) {
  1877. this.x += ( v.x - this.x ) * alpha;
  1878. this.y += ( v.y - this.y ) * alpha;
  1879. this.z += ( v.z - this.z ) * alpha;
  1880. return this;
  1881. },
  1882. lerpVectors: function ( v1, v2, alpha ) {
  1883. return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
  1884. },
  1885. cross: function ( v, w ) {
  1886. if ( w !== undefined ) {
  1887. console.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );
  1888. return this.crossVectors( v, w );
  1889. }
  1890. return this.crossVectors( this, v );
  1891. },
  1892. crossVectors: function ( a, b ) {
  1893. var ax = a.x, ay = a.y, az = a.z;
  1894. var bx = b.x, by = b.y, bz = b.z;
  1895. this.x = ay * bz - az * by;
  1896. this.y = az * bx - ax * bz;
  1897. this.z = ax * by - ay * bx;
  1898. return this;
  1899. },
  1900. projectOnVector: function ( vector ) {
  1901. var scalar = vector.dot( this ) / vector.lengthSq();
  1902. return this.copy( vector ).multiplyScalar( scalar );
  1903. },
  1904. projectOnPlane: function () {
  1905. var v1 = new Vector3();
  1906. return function projectOnPlane( planeNormal ) {
  1907. v1.copy( this ).projectOnVector( planeNormal );
  1908. return this.sub( v1 );
  1909. };
  1910. }(),
  1911. reflect: function () {
  1912. // reflect incident vector off plane orthogonal to normal
  1913. // normal is assumed to have unit length
  1914. var v1 = new Vector3();
  1915. return function reflect( normal ) {
  1916. return this.sub( v1.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
  1917. };
  1918. }(),
  1919. angleTo: function ( v ) {
  1920. var theta = this.dot( v ) / ( Math.sqrt( this.lengthSq() * v.lengthSq() ) );
  1921. // clamp, to handle numerical problems
  1922. return Math.acos( _Math.clamp( theta, - 1, 1 ) );
  1923. },
  1924. distanceTo: function ( v ) {
  1925. return Math.sqrt( this.distanceToSquared( v ) );
  1926. },
  1927. distanceToSquared: function ( v ) {
  1928. var dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;
  1929. return dx * dx + dy * dy + dz * dz;
  1930. },
  1931. manhattanDistanceTo: function ( v ) {
  1932. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );
  1933. },
  1934. setFromSpherical: function ( s ) {
  1935. return this.setFromSphericalCoords( s.radius, s.phi, s.theta );
  1936. },
  1937. setFromSphericalCoords: function ( radius, phi, theta ) {
  1938. var sinPhiRadius = Math.sin( phi ) * radius;
  1939. this.x = sinPhiRadius * Math.sin( theta );
  1940. this.y = Math.cos( phi ) * radius;
  1941. this.z = sinPhiRadius * Math.cos( theta );
  1942. return this;
  1943. },
  1944. setFromCylindrical: function ( c ) {
  1945. return this.setFromCylindricalCoords( c.radius, c.theta, c.y );
  1946. },
  1947. setFromCylindricalCoords: function ( radius, theta, y ) {
  1948. this.x = radius * Math.sin( theta );
  1949. this.y = y;
  1950. this.z = radius * Math.cos( theta );
  1951. return this;
  1952. },
  1953. setFromMatrixPosition: function ( m ) {
  1954. var e = m.elements;
  1955. this.x = e[ 12 ];
  1956. this.y = e[ 13 ];
  1957. this.z = e[ 14 ];
  1958. return this;
  1959. },
  1960. setFromMatrixScale: function ( m ) {
  1961. var sx = this.setFromMatrixColumn( m, 0 ).length();
  1962. var sy = this.setFromMatrixColumn( m, 1 ).length();
  1963. var sz = this.setFromMatrixColumn( m, 2 ).length();
  1964. this.x = sx;
  1965. this.y = sy;
  1966. this.z = sz;
  1967. return this;
  1968. },
  1969. setFromMatrixColumn: function ( m, index ) {
  1970. return this.fromArray( m.elements, index * 4 );
  1971. },
  1972. equals: function ( v ) {
  1973. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
  1974. },
  1975. fromArray: function ( array, offset ) {
  1976. if ( offset === undefined ) offset = 0;
  1977. this.x = array[ offset ];
  1978. this.y = array[ offset + 1 ];
  1979. this.z = array[ offset + 2 ];
  1980. return this;
  1981. },
  1982. toArray: function ( array, offset ) {
  1983. if ( array === undefined ) array = [];
  1984. if ( offset === undefined ) offset = 0;
  1985. array[ offset ] = this.x;
  1986. array[ offset + 1 ] = this.y;
  1987. array[ offset + 2 ] = this.z;
  1988. return array;
  1989. },
  1990. fromBufferAttribute: function ( attribute, index, offset ) {
  1991. if ( offset !== undefined ) {
  1992. console.warn( 'THREE.Vector3: offset has been removed from .fromBufferAttribute().' );
  1993. }
  1994. this.x = attribute.getX( index );
  1995. this.y = attribute.getY( index );
  1996. this.z = attribute.getZ( index );
  1997. return this;
  1998. }
  1999. } );
  2000. /**
  2001. * @author alteredq / http://alteredqualia.com/
  2002. * @author WestLangley / http://github.com/WestLangley
  2003. * @author bhouston / http://clara.io
  2004. * @author tschw
  2005. */
  2006. function Matrix3() {
  2007. this.elements = [
  2008. 1, 0, 0,
  2009. 0, 1, 0,
  2010. 0, 0, 1
  2011. ];
  2012. if ( arguments.length > 0 ) {
  2013. console.error( 'THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.' );
  2014. }
  2015. }
  2016. Object.assign( Matrix3.prototype, {
  2017. isMatrix3: true,
  2018. set: function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  2019. var te = this.elements;
  2020. te[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;
  2021. te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;
  2022. te[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;
  2023. return this;
  2024. },
  2025. identity: function () {
  2026. this.set(
  2027. 1, 0, 0,
  2028. 0, 1, 0,
  2029. 0, 0, 1
  2030. );
  2031. return this;
  2032. },
  2033. clone: function () {
  2034. return new this.constructor().fromArray( this.elements );
  2035. },
  2036. copy: function ( m ) {
  2037. var te = this.elements;
  2038. var me = m.elements;
  2039. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ];
  2040. te[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ];
  2041. te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ];
  2042. return this;
  2043. },
  2044. setFromMatrix4: function ( m ) {
  2045. var me = m.elements;
  2046. this.set(
  2047. me[ 0 ], me[ 4 ], me[ 8 ],
  2048. me[ 1 ], me[ 5 ], me[ 9 ],
  2049. me[ 2 ], me[ 6 ], me[ 10 ]
  2050. );
  2051. return this;
  2052. },
  2053. applyToBufferAttribute: function () {
  2054. var v1 = new Vector3();
  2055. return function applyToBufferAttribute( attribute ) {
  2056. for ( var i = 0, l = attribute.count; i < l; i ++ ) {
  2057. v1.x = attribute.getX( i );
  2058. v1.y = attribute.getY( i );
  2059. v1.z = attribute.getZ( i );
  2060. v1.applyMatrix3( this );
  2061. attribute.setXYZ( i, v1.x, v1.y, v1.z );
  2062. }
  2063. return attribute;
  2064. };
  2065. }(),
  2066. multiply: function ( m ) {
  2067. return this.multiplyMatrices( this, m );
  2068. },
  2069. premultiply: function ( m ) {
  2070. return this.multiplyMatrices( m, this );
  2071. },
  2072. multiplyMatrices: function ( a, b ) {
  2073. var ae = a.elements;
  2074. var be = b.elements;
  2075. var te = this.elements;
  2076. var a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ];
  2077. var a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ];
  2078. var a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ];
  2079. var b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ];
  2080. var b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ];
  2081. var b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ];
  2082. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31;
  2083. te[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32;
  2084. te[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33;
  2085. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31;
  2086. te[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32;
  2087. te[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33;
  2088. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31;
  2089. te[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32;
  2090. te[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33;
  2091. return this;
  2092. },
  2093. multiplyScalar: function ( s ) {
  2094. var te = this.elements;
  2095. te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;
  2096. te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;
  2097. te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;
  2098. return this;
  2099. },
  2100. determinant: function () {
  2101. var te = this.elements;
  2102. var a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],
  2103. d = te[ 3 ], e = te[ 4 ], f = te[ 5 ],
  2104. g = te[ 6 ], h = te[ 7 ], i = te[ 8 ];
  2105. return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
  2106. },
  2107. getInverse: function ( matrix, throwOnDegenerate ) {
  2108. if ( matrix && matrix.isMatrix4 ) {
  2109. console.error( "THREE.Matrix3: .getInverse() no longer takes a Matrix4 argument." );
  2110. }
  2111. var me = matrix.elements,
  2112. te = this.elements,
  2113. n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ],
  2114. n12 = me[ 3 ], n22 = me[ 4 ], n32 = me[ 5 ],
  2115. n13 = me[ 6 ], n23 = me[ 7 ], n33 = me[ 8 ],
  2116. t11 = n33 * n22 - n32 * n23,
  2117. t12 = n32 * n13 - n33 * n12,
  2118. t13 = n23 * n12 - n22 * n13,
  2119. det = n11 * t11 + n21 * t12 + n31 * t13;
  2120. if ( det === 0 ) {
  2121. var msg = "THREE.Matrix3: .getInverse() can't invert matrix, determinant is 0";
  2122. if ( throwOnDegenerate === true ) {
  2123. throw new Error( msg );
  2124. } else {
  2125. console.warn( msg );
  2126. }
  2127. return this.identity();
  2128. }
  2129. var detInv = 1 / det;
  2130. te[ 0 ] = t11 * detInv;
  2131. te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;
  2132. te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;
  2133. te[ 3 ] = t12 * detInv;
  2134. te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;
  2135. te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;
  2136. te[ 6 ] = t13 * detInv;
  2137. te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;
  2138. te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;
  2139. return this;
  2140. },
  2141. transpose: function () {
  2142. var tmp, m = this.elements;
  2143. tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;
  2144. tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;
  2145. tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;
  2146. return this;
  2147. },
  2148. getNormalMatrix: function ( matrix4 ) {
  2149. return this.setFromMatrix4( matrix4 ).getInverse( this ).transpose();
  2150. },
  2151. transposeIntoArray: function ( r ) {
  2152. var m = this.elements;
  2153. r[ 0 ] = m[ 0 ];
  2154. r[ 1 ] = m[ 3 ];
  2155. r[ 2 ] = m[ 6 ];
  2156. r[ 3 ] = m[ 1 ];
  2157. r[ 4 ] = m[ 4 ];
  2158. r[ 5 ] = m[ 7 ];
  2159. r[ 6 ] = m[ 2 ];
  2160. r[ 7 ] = m[ 5 ];
  2161. r[ 8 ] = m[ 8 ];
  2162. return this;
  2163. },
  2164. setUvTransform: function ( tx, ty, sx, sy, rotation, cx, cy ) {
  2165. var c = Math.cos( rotation );
  2166. var s = Math.sin( rotation );
  2167. this.set(
  2168. sx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx,
  2169. - sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty,
  2170. 0, 0, 1
  2171. );
  2172. },
  2173. scale: function ( sx, sy ) {
  2174. var te = this.elements;
  2175. te[ 0 ] *= sx; te[ 3 ] *= sx; te[ 6 ] *= sx;
  2176. te[ 1 ] *= sy; te[ 4 ] *= sy; te[ 7 ] *= sy;
  2177. return this;
  2178. },
  2179. rotate: function ( theta ) {
  2180. var c = Math.cos( theta );
  2181. var s = Math.sin( theta );
  2182. var te = this.elements;
  2183. var a11 = te[ 0 ], a12 = te[ 3 ], a13 = te[ 6 ];
  2184. var a21 = te[ 1 ], a22 = te[ 4 ], a23 = te[ 7 ];
  2185. te[ 0 ] = c * a11 + s * a21;
  2186. te[ 3 ] = c * a12 + s * a22;
  2187. te[ 6 ] = c * a13 + s * a23;
  2188. te[ 1 ] = - s * a11 + c * a21;
  2189. te[ 4 ] = - s * a12 + c * a22;
  2190. te[ 7 ] = - s * a13 + c * a23;
  2191. return this;
  2192. },
  2193. translate: function ( tx, ty ) {
  2194. var te = this.elements;
  2195. te[ 0 ] += tx * te[ 2 ]; te[ 3 ] += tx * te[ 5 ]; te[ 6 ] += tx * te[ 8 ];
  2196. te[ 1 ] += ty * te[ 2 ]; te[ 4 ] += ty * te[ 5 ]; te[ 7 ] += ty * te[ 8 ];
  2197. return this;
  2198. },
  2199. equals: function ( matrix ) {
  2200. var te = this.elements;
  2201. var me = matrix.elements;
  2202. for ( var i = 0; i < 9; i ++ ) {
  2203. if ( te[ i ] !== me[ i ] ) return false;
  2204. }
  2205. return true;
  2206. },
  2207. fromArray: function ( array, offset ) {
  2208. if ( offset === undefined ) offset = 0;
  2209. for ( var i = 0; i < 9; i ++ ) {
  2210. this.elements[ i ] = array[ i + offset ];
  2211. }
  2212. return this;
  2213. },
  2214. toArray: function ( array, offset ) {
  2215. if ( array === undefined ) array = [];
  2216. if ( offset === undefined ) offset = 0;
  2217. var te = this.elements;
  2218. array[ offset ] = te[ 0 ];
  2219. array[ offset + 1 ] = te[ 1 ];
  2220. array[ offset + 2 ] = te[ 2 ];
  2221. array[ offset + 3 ] = te[ 3 ];
  2222. array[ offset + 4 ] = te[ 4 ];
  2223. array[ offset + 5 ] = te[ 5 ];
  2224. array[ offset + 6 ] = te[ 6 ];
  2225. array[ offset + 7 ] = te[ 7 ];
  2226. array[ offset + 8 ] = te[ 8 ];
  2227. return array;
  2228. }
  2229. } );
  2230. /**
  2231. * @author mrdoob / http://mrdoob.com/
  2232. * @author alteredq / http://alteredqualia.com/
  2233. * @author szimek / https://github.com/szimek/
  2234. */
  2235. var _canvas;
  2236. var ImageUtils = {
  2237. getDataURL: function ( image ) {
  2238. var canvas;
  2239. if ( typeof HTMLCanvasElement == 'undefined' ) {
  2240. return image.src;
  2241. } else if ( image instanceof HTMLCanvasElement ) {
  2242. canvas = image;
  2243. } else {
  2244. if ( _canvas === undefined ) _canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
  2245. _canvas.width = image.width;
  2246. _canvas.height = image.height;
  2247. var context = _canvas.getContext( '2d' );
  2248. if ( image instanceof ImageData ) {
  2249. context.putImageData( image, 0, 0 );
  2250. } else {
  2251. context.drawImage( image, 0, 0, image.width, image.height );
  2252. }
  2253. canvas = _canvas;
  2254. }
  2255. if ( canvas.width > 2048 || canvas.height > 2048 ) {
  2256. return canvas.toDataURL( 'image/jpeg', 0.6 );
  2257. } else {
  2258. return canvas.toDataURL( 'image/png' );
  2259. }
  2260. }
  2261. };
  2262. /**
  2263. * @author mrdoob / http://mrdoob.com/
  2264. * @author alteredq / http://alteredqualia.com/
  2265. * @author szimek / https://github.com/szimek/
  2266. */
  2267. var textureId = 0;
  2268. function Texture( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
  2269. Object.defineProperty( this, 'id', { value: textureId ++ } );
  2270. this.uuid = _Math.generateUUID();
  2271. this.name = '';
  2272. this.image = image !== undefined ? image : Texture.DEFAULT_IMAGE;
  2273. this.mipmaps = [];
  2274. this.mapping = mapping !== undefined ? mapping : Texture.DEFAULT_MAPPING;
  2275. this.wrapS = wrapS !== undefined ? wrapS : ClampToEdgeWrapping;
  2276. this.wrapT = wrapT !== undefined ? wrapT : ClampToEdgeWrapping;
  2277. this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
  2278. this.minFilter = minFilter !== undefined ? minFilter : LinearMipMapLinearFilter;
  2279. this.anisotropy = anisotropy !== undefined ? anisotropy : 1;
  2280. this.format = format !== undefined ? format : RGBAFormat;
  2281. this.type = type !== undefined ? type : UnsignedByteType;
  2282. this.offset = new Vector2( 0, 0 );
  2283. this.repeat = new Vector2( 1, 1 );
  2284. this.center = new Vector2( 0, 0 );
  2285. this.rotation = 0;
  2286. this.matrixAutoUpdate = true;
  2287. this.matrix = new Matrix3();
  2288. this.generateMipmaps = true;
  2289. this.premultiplyAlpha = false;
  2290. this.flipY = true;
  2291. this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
  2292. // Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap.
  2293. //
  2294. // Also changing the encoding after already used by a Material will not automatically make the Material
  2295. // update. You need to explicitly call Material.needsUpdate to trigger it to recompile.
  2296. this.encoding = encoding !== undefined ? encoding : LinearEncoding;
  2297. this.version = 0;
  2298. this.onUpdate = null;
  2299. }
  2300. Texture.DEFAULT_IMAGE = undefined;
  2301. Texture.DEFAULT_MAPPING = UVMapping;
  2302. Texture.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  2303. constructor: Texture,
  2304. isTexture: true,
  2305. updateMatrix: function () {
  2306. this.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y );
  2307. },
  2308. clone: function () {
  2309. return new this.constructor().copy( this );
  2310. },
  2311. copy: function ( source ) {
  2312. this.name = source.name;
  2313. this.image = source.image;
  2314. this.mipmaps = source.mipmaps.slice( 0 );
  2315. this.mapping = source.mapping;
  2316. this.wrapS = source.wrapS;
  2317. this.wrapT = source.wrapT;
  2318. this.magFilter = source.magFilter;
  2319. this.minFilter = source.minFilter;
  2320. this.anisotropy = source.anisotropy;
  2321. this.format = source.format;
  2322. this.type = source.type;
  2323. this.offset.copy( source.offset );
  2324. this.repeat.copy( source.repeat );
  2325. this.center.copy( source.center );
  2326. this.rotation = source.rotation;
  2327. this.matrixAutoUpdate = source.matrixAutoUpdate;
  2328. this.matrix.copy( source.matrix );
  2329. this.generateMipmaps = source.generateMipmaps;
  2330. this.premultiplyAlpha = source.premultiplyAlpha;
  2331. this.flipY = source.flipY;
  2332. this.unpackAlignment = source.unpackAlignment;
  2333. this.encoding = source.encoding;
  2334. return this;
  2335. },
  2336. toJSON: function ( meta ) {
  2337. var isRootObject = ( meta === undefined || typeof meta === 'string' );
  2338. if ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) {
  2339. return meta.textures[ this.uuid ];
  2340. }
  2341. var output = {
  2342. metadata: {
  2343. version: 4.5,
  2344. type: 'Texture',
  2345. generator: 'Texture.toJSON'
  2346. },
  2347. uuid: this.uuid,
  2348. name: this.name,
  2349. mapping: this.mapping,
  2350. repeat: [ this.repeat.x, this.repeat.y ],
  2351. offset: [ this.offset.x, this.offset.y ],
  2352. center: [ this.center.x, this.center.y ],
  2353. rotation: this.rotation,
  2354. wrap: [ this.wrapS, this.wrapT ],
  2355. format: this.format,
  2356. type: this.type,
  2357. encoding: this.encoding,
  2358. minFilter: this.minFilter,
  2359. magFilter: this.magFilter,
  2360. anisotropy: this.anisotropy,
  2361. flipY: this.flipY,
  2362. premultiplyAlpha: this.premultiplyAlpha,
  2363. unpackAlignment: this.unpackAlignment
  2364. };
  2365. if ( this.image !== undefined ) {
  2366. // TODO: Move to THREE.Image
  2367. var image = this.image;
  2368. if ( image.uuid === undefined ) {
  2369. image.uuid = _Math.generateUUID(); // UGH
  2370. }
  2371. if ( ! isRootObject && meta.images[ image.uuid ] === undefined ) {
  2372. var url;
  2373. if ( Array.isArray( image ) ) {
  2374. // process array of images e.g. CubeTexture
  2375. url = [];
  2376. for ( var i = 0, l = image.length; i < l; i ++ ) {
  2377. url.push( ImageUtils.getDataURL( image[ i ] ) );
  2378. }
  2379. } else {
  2380. // process single image
  2381. url = ImageUtils.getDataURL( image );
  2382. }
  2383. meta.images[ image.uuid ] = {
  2384. uuid: image.uuid,
  2385. url: url
  2386. };
  2387. }
  2388. output.image = image.uuid;
  2389. }
  2390. if ( ! isRootObject ) {
  2391. meta.textures[ this.uuid ] = output;
  2392. }
  2393. return output;
  2394. },
  2395. dispose: function () {
  2396. this.dispatchEvent( { type: 'dispose' } );
  2397. },
  2398. transformUv: function ( uv ) {
  2399. if ( this.mapping !== UVMapping ) return uv;
  2400. uv.applyMatrix3( this.matrix );
  2401. if ( uv.x < 0 || uv.x > 1 ) {
  2402. switch ( this.wrapS ) {
  2403. case RepeatWrapping:
  2404. uv.x = uv.x - Math.floor( uv.x );
  2405. break;
  2406. case ClampToEdgeWrapping:
  2407. uv.x = uv.x < 0 ? 0 : 1;
  2408. break;
  2409. case MirroredRepeatWrapping:
  2410. if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {
  2411. uv.x = Math.ceil( uv.x ) - uv.x;
  2412. } else {
  2413. uv.x = uv.x - Math.floor( uv.x );
  2414. }
  2415. break;
  2416. }
  2417. }
  2418. if ( uv.y < 0 || uv.y > 1 ) {
  2419. switch ( this.wrapT ) {
  2420. case RepeatWrapping:
  2421. uv.y = uv.y - Math.floor( uv.y );
  2422. break;
  2423. case ClampToEdgeWrapping:
  2424. uv.y = uv.y < 0 ? 0 : 1;
  2425. break;
  2426. case MirroredRepeatWrapping:
  2427. if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {
  2428. uv.y = Math.ceil( uv.y ) - uv.y;
  2429. } else {
  2430. uv.y = uv.y - Math.floor( uv.y );
  2431. }
  2432. break;
  2433. }
  2434. }
  2435. if ( this.flipY ) {
  2436. uv.y = 1 - uv.y;
  2437. }
  2438. return uv;
  2439. }
  2440. } );
  2441. Object.defineProperty( Texture.prototype, "needsUpdate", {
  2442. set: function ( value ) {
  2443. if ( value === true ) this.version ++;
  2444. }
  2445. } );
  2446. /**
  2447. * @author supereggbert / http://www.paulbrunt.co.uk/
  2448. * @author philogb / http://blog.thejit.org/
  2449. * @author mikael emtinger / http://gomo.se/
  2450. * @author egraether / http://egraether.com/
  2451. * @author WestLangley / http://github.com/WestLangley
  2452. */
  2453. function Vector4( x, y, z, w ) {
  2454. this.x = x || 0;
  2455. this.y = y || 0;
  2456. this.z = z || 0;
  2457. this.w = ( w !== undefined ) ? w : 1;
  2458. }
  2459. Object.assign( Vector4.prototype, {
  2460. isVector4: true,
  2461. set: function ( x, y, z, w ) {
  2462. this.x = x;
  2463. this.y = y;
  2464. this.z = z;
  2465. this.w = w;
  2466. return this;
  2467. },
  2468. setScalar: function ( scalar ) {
  2469. this.x = scalar;
  2470. this.y = scalar;
  2471. this.z = scalar;
  2472. this.w = scalar;
  2473. return this;
  2474. },
  2475. setX: function ( x ) {
  2476. this.x = x;
  2477. return this;
  2478. },
  2479. setY: function ( y ) {
  2480. this.y = y;
  2481. return this;
  2482. },
  2483. setZ: function ( z ) {
  2484. this.z = z;
  2485. return this;
  2486. },
  2487. setW: function ( w ) {
  2488. this.w = w;
  2489. return this;
  2490. },
  2491. setComponent: function ( index, value ) {
  2492. switch ( index ) {
  2493. case 0: this.x = value; break;
  2494. case 1: this.y = value; break;
  2495. case 2: this.z = value; break;
  2496. case 3: this.w = value; break;
  2497. default: throw new Error( 'index is out of range: ' + index );
  2498. }
  2499. return this;
  2500. },
  2501. getComponent: function ( index ) {
  2502. switch ( index ) {
  2503. case 0: return this.x;
  2504. case 1: return this.y;
  2505. case 2: return this.z;
  2506. case 3: return this.w;
  2507. default: throw new Error( 'index is out of range: ' + index );
  2508. }
  2509. },
  2510. clone: function () {
  2511. return new this.constructor( this.x, this.y, this.z, this.w );
  2512. },
  2513. copy: function ( v ) {
  2514. this.x = v.x;
  2515. this.y = v.y;
  2516. this.z = v.z;
  2517. this.w = ( v.w !== undefined ) ? v.w : 1;
  2518. return this;
  2519. },
  2520. add: function ( v, w ) {
  2521. if ( w !== undefined ) {
  2522. console.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  2523. return this.addVectors( v, w );
  2524. }
  2525. this.x += v.x;
  2526. this.y += v.y;
  2527. this.z += v.z;
  2528. this.w += v.w;
  2529. return this;
  2530. },
  2531. addScalar: function ( s ) {
  2532. this.x += s;
  2533. this.y += s;
  2534. this.z += s;
  2535. this.w += s;
  2536. return this;
  2537. },
  2538. addVectors: function ( a, b ) {
  2539. this.x = a.x + b.x;
  2540. this.y = a.y + b.y;
  2541. this.z = a.z + b.z;
  2542. this.w = a.w + b.w;
  2543. return this;
  2544. },
  2545. addScaledVector: function ( v, s ) {
  2546. this.x += v.x * s;
  2547. this.y += v.y * s;
  2548. this.z += v.z * s;
  2549. this.w += v.w * s;
  2550. return this;
  2551. },
  2552. sub: function ( v, w ) {
  2553. if ( w !== undefined ) {
  2554. console.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  2555. return this.subVectors( v, w );
  2556. }
  2557. this.x -= v.x;
  2558. this.y -= v.y;
  2559. this.z -= v.z;
  2560. this.w -= v.w;
  2561. return this;
  2562. },
  2563. subScalar: function ( s ) {
  2564. this.x -= s;
  2565. this.y -= s;
  2566. this.z -= s;
  2567. this.w -= s;
  2568. return this;
  2569. },
  2570. subVectors: function ( a, b ) {
  2571. this.x = a.x - b.x;
  2572. this.y = a.y - b.y;
  2573. this.z = a.z - b.z;
  2574. this.w = a.w - b.w;
  2575. return this;
  2576. },
  2577. multiplyScalar: function ( scalar ) {
  2578. this.x *= scalar;
  2579. this.y *= scalar;
  2580. this.z *= scalar;
  2581. this.w *= scalar;
  2582. return this;
  2583. },
  2584. applyMatrix4: function ( m ) {
  2585. var x = this.x, y = this.y, z = this.z, w = this.w;
  2586. var e = m.elements;
  2587. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;
  2588. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;
  2589. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;
  2590. this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;
  2591. return this;
  2592. },
  2593. divideScalar: function ( scalar ) {
  2594. return this.multiplyScalar( 1 / scalar );
  2595. },
  2596. setAxisAngleFromQuaternion: function ( q ) {
  2597. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
  2598. // q is assumed to be normalized
  2599. this.w = 2 * Math.acos( q.w );
  2600. var s = Math.sqrt( 1 - q.w * q.w );
  2601. if ( s < 0.0001 ) {
  2602. this.x = 1;
  2603. this.y = 0;
  2604. this.z = 0;
  2605. } else {
  2606. this.x = q.x / s;
  2607. this.y = q.y / s;
  2608. this.z = q.z / s;
  2609. }
  2610. return this;
  2611. },
  2612. setAxisAngleFromRotationMatrix: function ( m ) {
  2613. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
  2614. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  2615. var angle, x, y, z, // variables for result
  2616. epsilon = 0.01, // margin to allow for rounding errors
  2617. epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees
  2618. te = m.elements,
  2619. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  2620. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  2621. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  2622. if ( ( Math.abs( m12 - m21 ) < epsilon ) &&
  2623. ( Math.abs( m13 - m31 ) < epsilon ) &&
  2624. ( Math.abs( m23 - m32 ) < epsilon ) ) {
  2625. // singularity found
  2626. // first check for identity matrix which must have +1 for all terms
  2627. // in leading diagonal and zero in other terms
  2628. if ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&
  2629. ( Math.abs( m13 + m31 ) < epsilon2 ) &&
  2630. ( Math.abs( m23 + m32 ) < epsilon2 ) &&
  2631. ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
  2632. // this singularity is identity matrix so angle = 0
  2633. this.set( 1, 0, 0, 0 );
  2634. return this; // zero angle, arbitrary axis
  2635. }
  2636. // otherwise this singularity is angle = 180
  2637. angle = Math.PI;
  2638. var xx = ( m11 + 1 ) / 2;
  2639. var yy = ( m22 + 1 ) / 2;
  2640. var zz = ( m33 + 1 ) / 2;
  2641. var xy = ( m12 + m21 ) / 4;
  2642. var xz = ( m13 + m31 ) / 4;
  2643. var yz = ( m23 + m32 ) / 4;
  2644. if ( ( xx > yy ) && ( xx > zz ) ) {
  2645. // m11 is the largest diagonal term
  2646. if ( xx < epsilon ) {
  2647. x = 0;
  2648. y = 0.707106781;
  2649. z = 0.707106781;
  2650. } else {
  2651. x = Math.sqrt( xx );
  2652. y = xy / x;
  2653. z = xz / x;
  2654. }
  2655. } else if ( yy > zz ) {
  2656. // m22 is the largest diagonal term
  2657. if ( yy < epsilon ) {
  2658. x = 0.707106781;
  2659. y = 0;
  2660. z = 0.707106781;
  2661. } else {
  2662. y = Math.sqrt( yy );
  2663. x = xy / y;
  2664. z = yz / y;
  2665. }
  2666. } else {
  2667. // m33 is the largest diagonal term so base result on this
  2668. if ( zz < epsilon ) {
  2669. x = 0.707106781;
  2670. y = 0.707106781;
  2671. z = 0;
  2672. } else {
  2673. z = Math.sqrt( zz );
  2674. x = xz / z;
  2675. y = yz / z;
  2676. }
  2677. }
  2678. this.set( x, y, z, angle );
  2679. return this; // return 180 deg rotation
  2680. }
  2681. // as we have reached here there are no singularities so we can handle normally
  2682. var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +
  2683. ( m13 - m31 ) * ( m13 - m31 ) +
  2684. ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
  2685. if ( Math.abs( s ) < 0.001 ) s = 1;
  2686. // prevent divide by zero, should not happen if matrix is orthogonal and should be
  2687. // caught by singularity test above, but I've left it in just in case
  2688. this.x = ( m32 - m23 ) / s;
  2689. this.y = ( m13 - m31 ) / s;
  2690. this.z = ( m21 - m12 ) / s;
  2691. this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
  2692. return this;
  2693. },
  2694. min: function ( v ) {
  2695. this.x = Math.min( this.x, v.x );
  2696. this.y = Math.min( this.y, v.y );
  2697. this.z = Math.min( this.z, v.z );
  2698. this.w = Math.min( this.w, v.w );
  2699. return this;
  2700. },
  2701. max: function ( v ) {
  2702. this.x = Math.max( this.x, v.x );
  2703. this.y = Math.max( this.y, v.y );
  2704. this.z = Math.max( this.z, v.z );
  2705. this.w = Math.max( this.w, v.w );
  2706. return this;
  2707. },
  2708. clamp: function ( min, max ) {
  2709. // assumes min < max, componentwise
  2710. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  2711. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  2712. this.z = Math.max( min.z, Math.min( max.z, this.z ) );
  2713. this.w = Math.max( min.w, Math.min( max.w, this.w ) );
  2714. return this;
  2715. },
  2716. clampScalar: function () {
  2717. var min, max;
  2718. return function clampScalar( minVal, maxVal ) {
  2719. if ( min === undefined ) {
  2720. min = new Vector4();
  2721. max = new Vector4();
  2722. }
  2723. min.set( minVal, minVal, minVal, minVal );
  2724. max.set( maxVal, maxVal, maxVal, maxVal );
  2725. return this.clamp( min, max );
  2726. };
  2727. }(),
  2728. clampLength: function ( min, max ) {
  2729. var length = this.length();
  2730. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  2731. },
  2732. floor: function () {
  2733. this.x = Math.floor( this.x );
  2734. this.y = Math.floor( this.y );
  2735. this.z = Math.floor( this.z );
  2736. this.w = Math.floor( this.w );
  2737. return this;
  2738. },
  2739. ceil: function () {
  2740. this.x = Math.ceil( this.x );
  2741. this.y = Math.ceil( this.y );
  2742. this.z = Math.ceil( this.z );
  2743. this.w = Math.ceil( this.w );
  2744. return this;
  2745. },
  2746. round: function () {
  2747. this.x = Math.round( this.x );
  2748. this.y = Math.round( this.y );
  2749. this.z = Math.round( this.z );
  2750. this.w = Math.round( this.w );
  2751. return this;
  2752. },
  2753. roundToZero: function () {
  2754. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  2755. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  2756. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  2757. this.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w );
  2758. return this;
  2759. },
  2760. negate: function () {
  2761. this.x = - this.x;
  2762. this.y = - this.y;
  2763. this.z = - this.z;
  2764. this.w = - this.w;
  2765. return this;
  2766. },
  2767. dot: function ( v ) {
  2768. return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
  2769. },
  2770. lengthSq: function () {
  2771. return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
  2772. },
  2773. length: function () {
  2774. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
  2775. },
  2776. manhattanLength: function () {
  2777. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
  2778. },
  2779. normalize: function () {
  2780. return this.divideScalar( this.length() || 1 );
  2781. },
  2782. setLength: function ( length ) {
  2783. return this.normalize().multiplyScalar( length );
  2784. },
  2785. lerp: function ( v, alpha ) {
  2786. this.x += ( v.x - this.x ) * alpha;
  2787. this.y += ( v.y - this.y ) * alpha;
  2788. this.z += ( v.z - this.z ) * alpha;
  2789. this.w += ( v.w - this.w ) * alpha;
  2790. return this;
  2791. },
  2792. lerpVectors: function ( v1, v2, alpha ) {
  2793. return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
  2794. },
  2795. equals: function ( v ) {
  2796. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
  2797. },
  2798. fromArray: function ( array, offset ) {
  2799. if ( offset === undefined ) offset = 0;
  2800. this.x = array[ offset ];
  2801. this.y = array[ offset + 1 ];
  2802. this.z = array[ offset + 2 ];
  2803. this.w = array[ offset + 3 ];
  2804. return this;
  2805. },
  2806. toArray: function ( array, offset ) {
  2807. if ( array === undefined ) array = [];
  2808. if ( offset === undefined ) offset = 0;
  2809. array[ offset ] = this.x;
  2810. array[ offset + 1 ] = this.y;
  2811. array[ offset + 2 ] = this.z;
  2812. array[ offset + 3 ] = this.w;
  2813. return array;
  2814. },
  2815. fromBufferAttribute: function ( attribute, index, offset ) {
  2816. if ( offset !== undefined ) {
  2817. console.warn( 'THREE.Vector4: offset has been removed from .fromBufferAttribute().' );
  2818. }
  2819. this.x = attribute.getX( index );
  2820. this.y = attribute.getY( index );
  2821. this.z = attribute.getZ( index );
  2822. this.w = attribute.getW( index );
  2823. return this;
  2824. }
  2825. } );
  2826. /**
  2827. * @author szimek / https://github.com/szimek/
  2828. * @author alteredq / http://alteredqualia.com/
  2829. * @author Marius Kintel / https://github.com/kintel
  2830. */
  2831. /*
  2832. In options, we can specify:
  2833. * Texture parameters for an auto-generated target texture
  2834. * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers
  2835. */
  2836. function WebGLRenderTarget( width, height, options ) {
  2837. this.width = width;
  2838. this.height = height;
  2839. this.scissor = new Vector4( 0, 0, width, height );
  2840. this.scissorTest = false;
  2841. this.viewport = new Vector4( 0, 0, width, height );
  2842. options = options || {};
  2843. this.texture = new Texture( undefined, undefined, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding );
  2844. this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;
  2845. this.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;
  2846. this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;
  2847. this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true;
  2848. this.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null;
  2849. }
  2850. WebGLRenderTarget.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  2851. constructor: WebGLRenderTarget,
  2852. isWebGLRenderTarget: true,
  2853. setSize: function ( width, height ) {
  2854. if ( this.width !== width || this.height !== height ) {
  2855. this.width = width;
  2856. this.height = height;
  2857. this.dispose();
  2858. }
  2859. this.viewport.set( 0, 0, width, height );
  2860. this.scissor.set( 0, 0, width, height );
  2861. },
  2862. clone: function () {
  2863. return new this.constructor().copy( this );
  2864. },
  2865. copy: function ( source ) {
  2866. this.width = source.width;
  2867. this.height = source.height;
  2868. this.viewport.copy( source.viewport );
  2869. this.texture = source.texture.clone();
  2870. this.depthBuffer = source.depthBuffer;
  2871. this.stencilBuffer = source.stencilBuffer;
  2872. this.depthTexture = source.depthTexture;
  2873. return this;
  2874. },
  2875. dispose: function () {
  2876. this.dispatchEvent( { type: 'dispose' } );
  2877. }
  2878. } );
  2879. /**
  2880. * @author alteredq / http://alteredqualia.com
  2881. */
  2882. function WebGLRenderTargetCube( width, height, options ) {
  2883. WebGLRenderTarget.call( this, width, height, options );
  2884. this.activeCubeFace = 0; // PX 0, NX 1, PY 2, NY 3, PZ 4, NZ 5
  2885. this.activeMipMapLevel = 0;
  2886. }
  2887. WebGLRenderTargetCube.prototype = Object.create( WebGLRenderTarget.prototype );
  2888. WebGLRenderTargetCube.prototype.constructor = WebGLRenderTargetCube;
  2889. WebGLRenderTargetCube.prototype.isWebGLRenderTargetCube = true;
  2890. /**
  2891. * @author alteredq / http://alteredqualia.com/
  2892. */
  2893. function DataTexture( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
  2894. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  2895. this.image = { data: data, width: width, height: height };
  2896. this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
  2897. this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
  2898. this.generateMipmaps = false;
  2899. this.flipY = false;
  2900. this.unpackAlignment = 1;
  2901. }
  2902. DataTexture.prototype = Object.create( Texture.prototype );
  2903. DataTexture.prototype.constructor = DataTexture;
  2904. DataTexture.prototype.isDataTexture = true;
  2905. /**
  2906. * @author bhouston / http://clara.io
  2907. * @author WestLangley / http://github.com/WestLangley
  2908. */
  2909. function Box3( min, max ) {
  2910. this.min = ( min !== undefined ) ? min : new Vector3( + Infinity, + Infinity, + Infinity );
  2911. this.max = ( max !== undefined ) ? max : new Vector3( - Infinity, - Infinity, - Infinity );
  2912. }
  2913. Object.assign( Box3.prototype, {
  2914. isBox3: true,
  2915. set: function ( min, max ) {
  2916. this.min.copy( min );
  2917. this.max.copy( max );
  2918. return this;
  2919. },
  2920. setFromArray: function ( array ) {
  2921. var minX = + Infinity;
  2922. var minY = + Infinity;
  2923. var minZ = + Infinity;
  2924. var maxX = - Infinity;
  2925. var maxY = - Infinity;
  2926. var maxZ = - Infinity;
  2927. for ( var i = 0, l = array.length; i < l; i += 3 ) {
  2928. var x = array[ i ];
  2929. var y = array[ i + 1 ];
  2930. var z = array[ i + 2 ];
  2931. if ( x < minX ) minX = x;
  2932. if ( y < minY ) minY = y;
  2933. if ( z < minZ ) minZ = z;
  2934. if ( x > maxX ) maxX = x;
  2935. if ( y > maxY ) maxY = y;
  2936. if ( z > maxZ ) maxZ = z;
  2937. }
  2938. this.min.set( minX, minY, minZ );
  2939. this.max.set( maxX, maxY, maxZ );
  2940. return this;
  2941. },
  2942. setFromBufferAttribute: function ( attribute ) {
  2943. var minX = + Infinity;
  2944. var minY = + Infinity;
  2945. var minZ = + Infinity;
  2946. var maxX = - Infinity;
  2947. var maxY = - Infinity;
  2948. var maxZ = - Infinity;
  2949. for ( var i = 0, l = attribute.count; i < l; i ++ ) {
  2950. var x = attribute.getX( i );
  2951. var y = attribute.getY( i );
  2952. var z = attribute.getZ( i );
  2953. if ( x < minX ) minX = x;
  2954. if ( y < minY ) minY = y;
  2955. if ( z < minZ ) minZ = z;
  2956. if ( x > maxX ) maxX = x;
  2957. if ( y > maxY ) maxY = y;
  2958. if ( z > maxZ ) maxZ = z;
  2959. }
  2960. this.min.set( minX, minY, minZ );
  2961. this.max.set( maxX, maxY, maxZ );
  2962. return this;
  2963. },
  2964. setFromPoints: function ( points ) {
  2965. this.makeEmpty();
  2966. for ( var i = 0, il = points.length; i < il; i ++ ) {
  2967. this.expandByPoint( points[ i ] );
  2968. }
  2969. return this;
  2970. },
  2971. setFromCenterAndSize: function () {
  2972. var v1 = new Vector3();
  2973. return function setFromCenterAndSize( center, size ) {
  2974. var halfSize = v1.copy( size ).multiplyScalar( 0.5 );
  2975. this.min.copy( center ).sub( halfSize );
  2976. this.max.copy( center ).add( halfSize );
  2977. return this;
  2978. };
  2979. }(),
  2980. setFromObject: function ( object ) {
  2981. this.makeEmpty();
  2982. return this.expandByObject( object );
  2983. },
  2984. clone: function () {
  2985. return new this.constructor().copy( this );
  2986. },
  2987. copy: function ( box ) {
  2988. this.min.copy( box.min );
  2989. this.max.copy( box.max );
  2990. return this;
  2991. },
  2992. makeEmpty: function () {
  2993. this.min.x = this.min.y = this.min.z = + Infinity;
  2994. this.max.x = this.max.y = this.max.z = - Infinity;
  2995. return this;
  2996. },
  2997. isEmpty: function () {
  2998. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  2999. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
  3000. },
  3001. getCenter: function ( target ) {
  3002. if ( target === undefined ) {
  3003. console.warn( 'THREE.Box3: .getCenter() target is now required' );
  3004. target = new Vector3();
  3005. }
  3006. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  3007. },
  3008. getSize: function ( target ) {
  3009. if ( target === undefined ) {
  3010. console.warn( 'THREE.Box3: .getSize() target is now required' );
  3011. target = new Vector3();
  3012. }
  3013. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );
  3014. },
  3015. expandByPoint: function ( point ) {
  3016. this.min.min( point );
  3017. this.max.max( point );
  3018. return this;
  3019. },
  3020. expandByVector: function ( vector ) {
  3021. this.min.sub( vector );
  3022. this.max.add( vector );
  3023. return this;
  3024. },
  3025. expandByScalar: function ( scalar ) {
  3026. this.min.addScalar( - scalar );
  3027. this.max.addScalar( scalar );
  3028. return this;
  3029. },
  3030. expandByObject: function () {
  3031. // Computes the world-axis-aligned bounding box of an object (including its children),
  3032. // accounting for both the object's, and children's, world transforms
  3033. var scope, i, l;
  3034. var v1 = new Vector3();
  3035. function traverse( node ) {
  3036. var geometry = node.geometry;
  3037. if ( geometry !== undefined ) {
  3038. if ( geometry.isGeometry ) {
  3039. var vertices = geometry.vertices;
  3040. for ( i = 0, l = vertices.length; i < l; i ++ ) {
  3041. v1.copy( vertices[ i ] );
  3042. v1.applyMatrix4( node.matrixWorld );
  3043. scope.expandByPoint( v1 );
  3044. }
  3045. } else if ( geometry.isBufferGeometry ) {
  3046. var attribute = geometry.attributes.position;
  3047. if ( attribute !== undefined ) {
  3048. for ( i = 0, l = attribute.count; i < l; i ++ ) {
  3049. v1.fromBufferAttribute( attribute, i ).applyMatrix4( node.matrixWorld );
  3050. scope.expandByPoint( v1 );
  3051. }
  3052. }
  3053. }
  3054. }
  3055. }
  3056. return function expandByObject( object ) {
  3057. scope = this;
  3058. object.updateMatrixWorld( true );
  3059. object.traverse( traverse );
  3060. return this;
  3061. };
  3062. }(),
  3063. containsPoint: function ( point ) {
  3064. return point.x < this.min.x || point.x > this.max.x ||
  3065. point.y < this.min.y || point.y > this.max.y ||
  3066. point.z < this.min.z || point.z > this.max.z ? false : true;
  3067. },
  3068. containsBox: function ( box ) {
  3069. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  3070. this.min.y <= box.min.y && box.max.y <= this.max.y &&
  3071. this.min.z <= box.min.z && box.max.z <= this.max.z;
  3072. },
  3073. getParameter: function ( point, target ) {
  3074. // This can potentially have a divide by zero if the box
  3075. // has a size dimension of 0.
  3076. if ( target === undefined ) {
  3077. console.warn( 'THREE.Box3: .getParameter() target is now required' );
  3078. target = new Vector3();
  3079. }
  3080. return target.set(
  3081. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  3082. ( point.y - this.min.y ) / ( this.max.y - this.min.y ),
  3083. ( point.z - this.min.z ) / ( this.max.z - this.min.z )
  3084. );
  3085. },
  3086. intersectsBox: function ( box ) {
  3087. // using 6 splitting planes to rule out intersections.
  3088. return box.max.x < this.min.x || box.min.x > this.max.x ||
  3089. box.max.y < this.min.y || box.min.y > this.max.y ||
  3090. box.max.z < this.min.z || box.min.z > this.max.z ? false : true;
  3091. },
  3092. intersectsSphere: ( function () {
  3093. var closestPoint = new Vector3();
  3094. return function intersectsSphere( sphere ) {
  3095. // Find the point on the AABB closest to the sphere center.
  3096. this.clampPoint( sphere.center, closestPoint );
  3097. // If that point is inside the sphere, the AABB and sphere intersect.
  3098. return closestPoint.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );
  3099. };
  3100. } )(),
  3101. intersectsPlane: function ( plane ) {
  3102. // We compute the minimum and maximum dot product values. If those values
  3103. // are on the same side (back or front) of the plane, then there is no intersection.
  3104. var min, max;
  3105. if ( plane.normal.x > 0 ) {
  3106. min = plane.normal.x * this.min.x;
  3107. max = plane.normal.x * this.max.x;
  3108. } else {
  3109. min = plane.normal.x * this.max.x;
  3110. max = plane.normal.x * this.min.x;
  3111. }
  3112. if ( plane.normal.y > 0 ) {
  3113. min += plane.normal.y * this.min.y;
  3114. max += plane.normal.y * this.max.y;
  3115. } else {
  3116. min += plane.normal.y * this.max.y;
  3117. max += plane.normal.y * this.min.y;
  3118. }
  3119. if ( plane.normal.z > 0 ) {
  3120. min += plane.normal.z * this.min.z;
  3121. max += plane.normal.z * this.max.z;
  3122. } else {
  3123. min += plane.normal.z * this.max.z;
  3124. max += plane.normal.z * this.min.z;
  3125. }
  3126. return ( min <= - plane.constant && max >= - plane.constant );
  3127. },
  3128. intersectsTriangle: ( function () {
  3129. // triangle centered vertices
  3130. var v0 = new Vector3();
  3131. var v1 = new Vector3();
  3132. var v2 = new Vector3();
  3133. // triangle edge vectors
  3134. var f0 = new Vector3();
  3135. var f1 = new Vector3();
  3136. var f2 = new Vector3();
  3137. var testAxis = new Vector3();
  3138. var center = new Vector3();
  3139. var extents = new Vector3();
  3140. var triangleNormal = new Vector3();
  3141. function satForAxes( axes ) {
  3142. var i, j;
  3143. for ( i = 0, j = axes.length - 3; i <= j; i += 3 ) {
  3144. testAxis.fromArray( axes, i );
  3145. // project the aabb onto the seperating axis
  3146. var r = extents.x * Math.abs( testAxis.x ) + extents.y * Math.abs( testAxis.y ) + extents.z * Math.abs( testAxis.z );
  3147. // project all 3 vertices of the triangle onto the seperating axis
  3148. var p0 = v0.dot( testAxis );
  3149. var p1 = v1.dot( testAxis );
  3150. var p2 = v2.dot( testAxis );
  3151. // actual test, basically see if either of the most extreme of the triangle points intersects r
  3152. if ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {
  3153. // points of the projected triangle are outside the projected half-length of the aabb
  3154. // the axis is seperating and we can exit
  3155. return false;
  3156. }
  3157. }
  3158. return true;
  3159. }
  3160. return function intersectsTriangle( triangle ) {
  3161. if ( this.isEmpty() ) {
  3162. return false;
  3163. }
  3164. // compute box center and extents
  3165. this.getCenter( center );
  3166. extents.subVectors( this.max, center );
  3167. // translate triangle to aabb origin
  3168. v0.subVectors( triangle.a, center );
  3169. v1.subVectors( triangle.b, center );
  3170. v2.subVectors( triangle.c, center );
  3171. // compute edge vectors for triangle
  3172. f0.subVectors( v1, v0 );
  3173. f1.subVectors( v2, v1 );
  3174. f2.subVectors( v0, v2 );
  3175. // test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb
  3176. // 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
  3177. // axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)
  3178. var axes = [
  3179. 0, - f0.z, f0.y, 0, - f1.z, f1.y, 0, - f2.z, f2.y,
  3180. f0.z, 0, - f0.x, f1.z, 0, - f1.x, f2.z, 0, - f2.x,
  3181. - f0.y, f0.x, 0, - f1.y, f1.x, 0, - f2.y, f2.x, 0
  3182. ];
  3183. if ( ! satForAxes( axes ) ) {
  3184. return false;
  3185. }
  3186. // test 3 face normals from the aabb
  3187. axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];
  3188. if ( ! satForAxes( axes ) ) {
  3189. return false;
  3190. }
  3191. // finally testing the face normal of the triangle
  3192. // use already existing triangle edge vectors here
  3193. triangleNormal.crossVectors( f0, f1 );
  3194. axes = [ triangleNormal.x, triangleNormal.y, triangleNormal.z ];
  3195. return satForAxes( axes );
  3196. };
  3197. } )(),
  3198. clampPoint: function ( point, target ) {
  3199. if ( target === undefined ) {
  3200. console.warn( 'THREE.Box3: .clampPoint() target is now required' );
  3201. target = new Vector3();
  3202. }
  3203. return target.copy( point ).clamp( this.min, this.max );
  3204. },
  3205. distanceToPoint: function () {
  3206. var v1 = new Vector3();
  3207. return function distanceToPoint( point ) {
  3208. var clampedPoint = v1.copy( point ).clamp( this.min, this.max );
  3209. return clampedPoint.sub( point ).length();
  3210. };
  3211. }(),
  3212. getBoundingSphere: function () {
  3213. var v1 = new Vector3();
  3214. return function getBoundingSphere( target ) {
  3215. if ( target === undefined ) {
  3216. console.warn( 'THREE.Box3: .getBoundingSphere() target is now required' );
  3217. target = new Sphere();
  3218. }
  3219. this.getCenter( target.center );
  3220. target.radius = this.getSize( v1 ).length() * 0.5;
  3221. return target;
  3222. };
  3223. }(),
  3224. intersect: function ( box ) {
  3225. this.min.max( box.min );
  3226. this.max.min( box.max );
  3227. // 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.
  3228. if ( this.isEmpty() ) this.makeEmpty();
  3229. return this;
  3230. },
  3231. union: function ( box ) {
  3232. this.min.min( box.min );
  3233. this.max.max( box.max );
  3234. return this;
  3235. },
  3236. applyMatrix4: function () {
  3237. var points = [
  3238. new Vector3(),
  3239. new Vector3(),
  3240. new Vector3(),
  3241. new Vector3(),
  3242. new Vector3(),
  3243. new Vector3(),
  3244. new Vector3(),
  3245. new Vector3()
  3246. ];
  3247. return function applyMatrix4( matrix ) {
  3248. // transform of empty box is an empty box.
  3249. if ( this.isEmpty() ) return this;
  3250. // NOTE: I am using a binary pattern to specify all 2^3 combinations below
  3251. points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
  3252. points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
  3253. points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
  3254. points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
  3255. points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
  3256. points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
  3257. points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
  3258. points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
  3259. this.setFromPoints( points );
  3260. return this;
  3261. };
  3262. }(),
  3263. translate: function ( offset ) {
  3264. this.min.add( offset );
  3265. this.max.add( offset );
  3266. return this;
  3267. },
  3268. equals: function ( box ) {
  3269. return box.min.equals( this.min ) && box.max.equals( this.max );
  3270. }
  3271. } );
  3272. /**
  3273. * @author bhouston / http://clara.io
  3274. * @author mrdoob / http://mrdoob.com/
  3275. */
  3276. function Sphere( center, radius ) {
  3277. this.center = ( center !== undefined ) ? center : new Vector3();
  3278. this.radius = ( radius !== undefined ) ? radius : 0;
  3279. }
  3280. Object.assign( Sphere.prototype, {
  3281. set: function ( center, radius ) {
  3282. this.center.copy( center );
  3283. this.radius = radius;
  3284. return this;
  3285. },
  3286. setFromPoints: function () {
  3287. var box = new Box3();
  3288. return function setFromPoints( points, optionalCenter ) {
  3289. var center = this.center;
  3290. if ( optionalCenter !== undefined ) {
  3291. center.copy( optionalCenter );
  3292. } else {
  3293. box.setFromPoints( points ).getCenter( center );
  3294. }
  3295. var maxRadiusSq = 0;
  3296. for ( var i = 0, il = points.length; i < il; i ++ ) {
  3297. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );
  3298. }
  3299. this.radius = Math.sqrt( maxRadiusSq );
  3300. return this;
  3301. };
  3302. }(),
  3303. clone: function () {
  3304. return new this.constructor().copy( this );
  3305. },
  3306. copy: function ( sphere ) {
  3307. this.center.copy( sphere.center );
  3308. this.radius = sphere.radius;
  3309. return this;
  3310. },
  3311. empty: function () {
  3312. return ( this.radius <= 0 );
  3313. },
  3314. containsPoint: function ( point ) {
  3315. return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
  3316. },
  3317. distanceToPoint: function ( point ) {
  3318. return ( point.distanceTo( this.center ) - this.radius );
  3319. },
  3320. intersectsSphere: function ( sphere ) {
  3321. var radiusSum = this.radius + sphere.radius;
  3322. return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
  3323. },
  3324. intersectsBox: function ( box ) {
  3325. return box.intersectsSphere( this );
  3326. },
  3327. intersectsPlane: function ( plane ) {
  3328. return Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius;
  3329. },
  3330. clampPoint: function ( point, target ) {
  3331. var deltaLengthSq = this.center.distanceToSquared( point );
  3332. if ( target === undefined ) {
  3333. console.warn( 'THREE.Sphere: .clampPoint() target is now required' );
  3334. target = new Vector3();
  3335. }
  3336. target.copy( point );
  3337. if ( deltaLengthSq > ( this.radius * this.radius ) ) {
  3338. target.sub( this.center ).normalize();
  3339. target.multiplyScalar( this.radius ).add( this.center );
  3340. }
  3341. return target;
  3342. },
  3343. getBoundingBox: function ( target ) {
  3344. if ( target === undefined ) {
  3345. console.warn( 'THREE.Sphere: .getBoundingBox() target is now required' );
  3346. target = new Box3();
  3347. }
  3348. target.set( this.center, this.center );
  3349. target.expandByScalar( this.radius );
  3350. return target;
  3351. },
  3352. applyMatrix4: function ( matrix ) {
  3353. this.center.applyMatrix4( matrix );
  3354. this.radius = this.radius * matrix.getMaxScaleOnAxis();
  3355. return this;
  3356. },
  3357. translate: function ( offset ) {
  3358. this.center.add( offset );
  3359. return this;
  3360. },
  3361. equals: function ( sphere ) {
  3362. return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
  3363. }
  3364. } );
  3365. /**
  3366. * @author bhouston / http://clara.io
  3367. */
  3368. function Plane( normal, constant ) {
  3369. // normal is assumed to be normalized
  3370. this.normal = ( normal !== undefined ) ? normal : new Vector3( 1, 0, 0 );
  3371. this.constant = ( constant !== undefined ) ? constant : 0;
  3372. }
  3373. Object.assign( Plane.prototype, {
  3374. set: function ( normal, constant ) {
  3375. this.normal.copy( normal );
  3376. this.constant = constant;
  3377. return this;
  3378. },
  3379. setComponents: function ( x, y, z, w ) {
  3380. this.normal.set( x, y, z );
  3381. this.constant = w;
  3382. return this;
  3383. },
  3384. setFromNormalAndCoplanarPoint: function ( normal, point ) {
  3385. this.normal.copy( normal );
  3386. this.constant = - point.dot( this.normal );
  3387. return this;
  3388. },
  3389. setFromCoplanarPoints: function () {
  3390. var v1 = new Vector3();
  3391. var v2 = new Vector3();
  3392. return function setFromCoplanarPoints( a, b, c ) {
  3393. var normal = v1.subVectors( c, b ).cross( v2.subVectors( a, b ) ).normalize();
  3394. // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
  3395. this.setFromNormalAndCoplanarPoint( normal, a );
  3396. return this;
  3397. };
  3398. }(),
  3399. clone: function () {
  3400. return new this.constructor().copy( this );
  3401. },
  3402. copy: function ( plane ) {
  3403. this.normal.copy( plane.normal );
  3404. this.constant = plane.constant;
  3405. return this;
  3406. },
  3407. normalize: function () {
  3408. // Note: will lead to a divide by zero if the plane is invalid.
  3409. var inverseNormalLength = 1.0 / this.normal.length();
  3410. this.normal.multiplyScalar( inverseNormalLength );
  3411. this.constant *= inverseNormalLength;
  3412. return this;
  3413. },
  3414. negate: function () {
  3415. this.constant *= - 1;
  3416. this.normal.negate();
  3417. return this;
  3418. },
  3419. distanceToPoint: function ( point ) {
  3420. return this.normal.dot( point ) + this.constant;
  3421. },
  3422. distanceToSphere: function ( sphere ) {
  3423. return this.distanceToPoint( sphere.center ) - sphere.radius;
  3424. },
  3425. projectPoint: function ( point, target ) {
  3426. if ( target === undefined ) {
  3427. console.warn( 'THREE.Plane: .projectPoint() target is now required' );
  3428. target = new Vector3();
  3429. }
  3430. return target.copy( this.normal ).multiplyScalar( - this.distanceToPoint( point ) ).add( point );
  3431. },
  3432. intersectLine: function () {
  3433. var v1 = new Vector3();
  3434. return function intersectLine( line, target ) {
  3435. if ( target === undefined ) {
  3436. console.warn( 'THREE.Plane: .intersectLine() target is now required' );
  3437. target = new Vector3();
  3438. }
  3439. var direction = line.delta( v1 );
  3440. var denominator = this.normal.dot( direction );
  3441. if ( denominator === 0 ) {
  3442. // line is coplanar, return origin
  3443. if ( this.distanceToPoint( line.start ) === 0 ) {
  3444. return target.copy( line.start );
  3445. }
  3446. // Unsure if this is the correct method to handle this case.
  3447. return undefined;
  3448. }
  3449. var t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
  3450. if ( t < 0 || t > 1 ) {
  3451. return undefined;
  3452. }
  3453. return target.copy( direction ).multiplyScalar( t ).add( line.start );
  3454. };
  3455. }(),
  3456. intersectsLine: function ( line ) {
  3457. // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
  3458. var startSign = this.distanceToPoint( line.start );
  3459. var endSign = this.distanceToPoint( line.end );
  3460. return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
  3461. },
  3462. intersectsBox: function ( box ) {
  3463. return box.intersectsPlane( this );
  3464. },
  3465. intersectsSphere: function ( sphere ) {
  3466. return sphere.intersectsPlane( this );
  3467. },
  3468. coplanarPoint: function ( target ) {
  3469. if ( target === undefined ) {
  3470. console.warn( 'THREE.Plane: .coplanarPoint() target is now required' );
  3471. target = new Vector3();
  3472. }
  3473. return target.copy( this.normal ).multiplyScalar( - this.constant );
  3474. },
  3475. applyMatrix4: function () {
  3476. var v1 = new Vector3();
  3477. var m1 = new Matrix3();
  3478. return function applyMatrix4( matrix, optionalNormalMatrix ) {
  3479. var normalMatrix = optionalNormalMatrix || m1.getNormalMatrix( matrix );
  3480. var referencePoint = this.coplanarPoint( v1 ).applyMatrix4( matrix );
  3481. var normal = this.normal.applyMatrix3( normalMatrix ).normalize();
  3482. this.constant = - referencePoint.dot( normal );
  3483. return this;
  3484. };
  3485. }(),
  3486. translate: function ( offset ) {
  3487. this.constant -= offset.dot( this.normal );
  3488. return this;
  3489. },
  3490. equals: function ( plane ) {
  3491. return plane.normal.equals( this.normal ) && ( plane.constant === this.constant );
  3492. }
  3493. } );
  3494. /**
  3495. * @author mrdoob / http://mrdoob.com/
  3496. * @author alteredq / http://alteredqualia.com/
  3497. * @author bhouston / http://clara.io
  3498. */
  3499. function Frustum( p0, p1, p2, p3, p4, p5 ) {
  3500. this.planes = [
  3501. ( p0 !== undefined ) ? p0 : new Plane(),
  3502. ( p1 !== undefined ) ? p1 : new Plane(),
  3503. ( p2 !== undefined ) ? p2 : new Plane(),
  3504. ( p3 !== undefined ) ? p3 : new Plane(),
  3505. ( p4 !== undefined ) ? p4 : new Plane(),
  3506. ( p5 !== undefined ) ? p5 : new Plane()
  3507. ];
  3508. }
  3509. Object.assign( Frustum.prototype, {
  3510. set: function ( p0, p1, p2, p3, p4, p5 ) {
  3511. var planes = this.planes;
  3512. planes[ 0 ].copy( p0 );
  3513. planes[ 1 ].copy( p1 );
  3514. planes[ 2 ].copy( p2 );
  3515. planes[ 3 ].copy( p3 );
  3516. planes[ 4 ].copy( p4 );
  3517. planes[ 5 ].copy( p5 );
  3518. return this;
  3519. },
  3520. clone: function () {
  3521. return new this.constructor().copy( this );
  3522. },
  3523. copy: function ( frustum ) {
  3524. var planes = this.planes;
  3525. for ( var i = 0; i < 6; i ++ ) {
  3526. planes[ i ].copy( frustum.planes[ i ] );
  3527. }
  3528. return this;
  3529. },
  3530. setFromMatrix: function ( m ) {
  3531. var planes = this.planes;
  3532. var me = m.elements;
  3533. var me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
  3534. var me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
  3535. var me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
  3536. var me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];
  3537. planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
  3538. planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
  3539. planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
  3540. planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
  3541. planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();
  3542. planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();
  3543. return this;
  3544. },
  3545. intersectsObject: function () {
  3546. var sphere = new Sphere();
  3547. return function intersectsObject( object ) {
  3548. var geometry = object.geometry;
  3549. if ( geometry.boundingSphere === null )
  3550. geometry.computeBoundingSphere();
  3551. sphere.copy( geometry.boundingSphere )
  3552. .applyMatrix4( object.matrixWorld );
  3553. return this.intersectsSphere( sphere );
  3554. };
  3555. }(),
  3556. intersectsSprite: function () {
  3557. var sphere = new Sphere();
  3558. return function intersectsSprite( sprite ) {
  3559. sphere.center.set( 0, 0, 0 );
  3560. sphere.radius = 0.7071067811865476;
  3561. sphere.applyMatrix4( sprite.matrixWorld );
  3562. return this.intersectsSphere( sphere );
  3563. };
  3564. }(),
  3565. intersectsSphere: function ( sphere ) {
  3566. var planes = this.planes;
  3567. var center = sphere.center;
  3568. var negRadius = - sphere.radius;
  3569. for ( var i = 0; i < 6; i ++ ) {
  3570. var distance = planes[ i ].distanceToPoint( center );
  3571. if ( distance < negRadius ) {
  3572. return false;
  3573. }
  3574. }
  3575. return true;
  3576. },
  3577. intersectsBox: function () {
  3578. var p = new Vector3();
  3579. return function intersectsBox( box ) {
  3580. var planes = this.planes;
  3581. for ( var i = 0; i < 6; i ++ ) {
  3582. var plane = planes[ i ];
  3583. // corner at max distance
  3584. p.x = plane.normal.x > 0 ? box.max.x : box.min.x;
  3585. p.y = plane.normal.y > 0 ? box.max.y : box.min.y;
  3586. p.z = plane.normal.z > 0 ? box.max.z : box.min.z;
  3587. if ( plane.distanceToPoint( p ) < 0 ) {
  3588. return false;
  3589. }
  3590. }
  3591. return true;
  3592. };
  3593. }(),
  3594. containsPoint: function ( point ) {
  3595. var planes = this.planes;
  3596. for ( var i = 0; i < 6; i ++ ) {
  3597. if ( planes[ i ].distanceToPoint( point ) < 0 ) {
  3598. return false;
  3599. }
  3600. }
  3601. return true;
  3602. }
  3603. } );
  3604. var alphamap_fragment = "#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif";
  3605. var alphamap_pars_fragment = "#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif";
  3606. var alphatest_fragment = "#ifdef ALPHATEST\n\tif ( diffuseColor.a < ALPHATEST ) discard;\n#endif";
  3607. 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( PHYSICAL )\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.specularRoughness );\n\t#endif\n#endif";
  3608. var aomap_pars_fragment = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif";
  3609. var begin_vertex = "vec3 transformed = vec3( position );";
  3610. var beginnormal_vertex = "vec3 objectNormal = vec3( normal );";
  3611. var bsdfs = "float 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}\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 GeometricContext geometry, const in vec3 specularColor, const in float roughness ) {\n\tfloat alpha = pow2( roughness );\n\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\n\tfloat dotNL = saturate( dot( geometry.normal, incidentLight.direction ) );\n\tfloat dotNV = saturate( dot( geometry.normal, 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_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 GeometricContext geometry, const in vec3 specularColor, const in float roughness ) {\n\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\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\tvec2 AB = vec2( -1.04, 1.04 ) * a004 + r.zw;\n\treturn specularColor * AB.x + AB.y;\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}";
  3612. 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";
  3613. var clipping_planes_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tvec4 plane;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\n\t\tplane = clippingPlanes[ i ];\n\t\tif ( dot( vViewPosition, plane.xyz ) > plane.w ) discard;\n\t}\n\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\t\tbool clipped = true;\n\t\t#pragma unroll_loop\n\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\n\t\t\tplane = clippingPlanes[ i ];\n\t\t\tclipped = ( dot( vViewPosition, plane.xyz ) > plane.w ) && clipped;\n\t\t}\n\t\tif ( clipped ) discard;\n\t#endif\n#endif";
  3614. var clipping_planes_pars_fragment = "#if NUM_CLIPPING_PLANES > 0\n\t#if ! defined( PHYSICAL ) && ! defined( PHONG ) && ! defined( MATCAP )\n\t\tvarying vec3 vViewPosition;\n\t#endif\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif";
  3615. var clipping_planes_pars_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG ) && ! defined( MATCAP )\n\tvarying vec3 vViewPosition;\n#endif";
  3616. var clipping_planes_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG ) && ! defined( MATCAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif";
  3617. var color_fragment = "#ifdef USE_COLOR\n\tdiffuseColor.rgb *= vColor;\n#endif";
  3618. var color_pars_fragment = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";
  3619. var color_pars_vertex = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";
  3620. var color_vertex = "#ifdef USE_COLOR\n\tvColor.xyz = color.xyz;\n#endif";
  3621. var common = "#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI_HALF 1.5707963267949\n#define RECIPROCAL_PI 0.31830988618\n#define RECIPROCAL_PI2 0.15915494\n#define LOG2 1.442695\n#define EPSILON 1e-6\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#define whiteCompliment(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}\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};\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}";
  3622. var cube_uv_reflection_fragment = "#ifdef ENVMAP_TYPE_CUBE_UV\n#define cubeUV_textureSize (1024.0)\nint getFaceFromDirection(vec3 direction) {\n\tvec3 absDirection = abs(direction);\n\tint face = -1;\n\tif( absDirection.x > absDirection.z ) {\n\t\tif(absDirection.x > absDirection.y )\n\t\t\tface = direction.x > 0.0 ? 0 : 3;\n\t\telse\n\t\t\tface = direction.y > 0.0 ? 1 : 4;\n\t}\n\telse {\n\t\tif(absDirection.z > absDirection.y )\n\t\t\tface = direction.z > 0.0 ? 2 : 5;\n\t\telse\n\t\t\tface = direction.y > 0.0 ? 1 : 4;\n\t}\n\treturn face;\n}\n#define cubeUV_maxLods1 (log2(cubeUV_textureSize*0.25) - 1.0)\n#define cubeUV_rangeClamp (exp2((6.0 - 1.0) * 2.0))\nvec2 MipLevelInfo( vec3 vec, float roughnessLevel, float roughness ) {\n\tfloat scale = exp2(cubeUV_maxLods1 - roughnessLevel);\n\tfloat dxRoughness = dFdx(roughness);\n\tfloat dyRoughness = dFdy(roughness);\n\tvec3 dx = dFdx( vec * scale * dxRoughness );\n\tvec3 dy = dFdy( vec * scale * dyRoughness );\n\tfloat d = max( dot( dx, dx ), dot( dy, dy ) );\n\td = clamp(d, 1.0, cubeUV_rangeClamp);\n\tfloat mipLevel = 0.5 * log2(d);\n\treturn vec2(floor(mipLevel), fract(mipLevel));\n}\n#define cubeUV_maxLods2 (log2(cubeUV_textureSize*0.25) - 2.0)\n#define cubeUV_rcpTextureSize (1.0 / cubeUV_textureSize)\nvec2 getCubeUV(vec3 direction, float roughnessLevel, float mipLevel) {\n\tmipLevel = roughnessLevel > cubeUV_maxLods2 - 3.0 ? 0.0 : mipLevel;\n\tfloat a = 16.0 * cubeUV_rcpTextureSize;\n\tvec2 exp2_packed = exp2( vec2( roughnessLevel, mipLevel ) );\n\tvec2 rcp_exp2_packed = vec2( 1.0 ) / exp2_packed;\n\tfloat powScale = exp2_packed.x * exp2_packed.y;\n\tfloat scale = rcp_exp2_packed.x * rcp_exp2_packed.y * 0.25;\n\tfloat mipOffset = 0.75*(1.0 - rcp_exp2_packed.y) * rcp_exp2_packed.x;\n\tbool bRes = mipLevel == 0.0;\n\tscale = bRes && (scale < a) ? a : scale;\n\tvec3 r;\n\tvec2 offset;\n\tint face = getFaceFromDirection(direction);\n\tfloat rcpPowScale = 1.0 / powScale;\n\tif( face == 0) {\n\t\tr = vec3(direction.x, -direction.z, direction.y);\n\t\toffset = vec2(0.0+mipOffset,0.75 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n\t}\n\telse if( face == 1) {\n\t\tr = vec3(direction.y, direction.x, direction.z);\n\t\toffset = vec2(scale+mipOffset, 0.75 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n\t}\n\telse if( face == 2) {\n\t\tr = vec3(direction.z, direction.x, direction.y);\n\t\toffset = vec2(2.0*scale+mipOffset, 0.75 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n\t}\n\telse if( face == 3) {\n\t\tr = vec3(direction.x, direction.z, direction.y);\n\t\toffset = vec2(0.0+mipOffset,0.5 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n\t}\n\telse if( face == 4) {\n\t\tr = vec3(direction.y, direction.x, -direction.z);\n\t\toffset = vec2(scale+mipOffset, 0.5 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n\t}\n\telse {\n\t\tr = vec3(direction.z, -direction.x, direction.y);\n\t\toffset = vec2(2.0*scale+mipOffset, 0.5 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n\t}\n\tr = normalize(r);\n\tfloat texelOffset = 0.5 * cubeUV_rcpTextureSize;\n\tvec2 s = ( r.yz / abs( r.x ) + vec2( 1.0 ) ) * 0.5;\n\tvec2 base = offset + vec2( texelOffset );\n\treturn base + s * ( scale - 2.0 * texelOffset );\n}\n#define cubeUV_maxLods3 (log2(cubeUV_textureSize*0.25) - 3.0)\nvec4 textureCubeUV( sampler2D envMap, vec3 reflectedDirection, float roughness ) {\n\tfloat roughnessVal = roughness* cubeUV_maxLods3;\n\tfloat r1 = floor(roughnessVal);\n\tfloat r2 = r1 + 1.0;\n\tfloat t = fract(roughnessVal);\n\tvec2 mipInfo = MipLevelInfo(reflectedDirection, r1, roughness);\n\tfloat s = mipInfo.y;\n\tfloat level0 = mipInfo.x;\n\tfloat level1 = level0 + 1.0;\n\tlevel1 = level1 > 5.0 ? 5.0 : level1;\n\tlevel0 += min( floor( s + 0.5 ), 5.0 );\n\tvec2 uv_10 = getCubeUV(reflectedDirection, r1, level0);\n\tvec4 color10 = envMapTexelToLinear(texture2D(envMap, uv_10));\n\tvec2 uv_20 = getCubeUV(reflectedDirection, r2, level0);\n\tvec4 color20 = envMapTexelToLinear(texture2D(envMap, uv_20));\n\tvec4 result = mix(color10, color20, t);\n\treturn vec4(result.rgb, 1.0);\n}\n#endif";
  3623. var defaultnormal_vertex = "vec3 transformedNormal = normalMatrix * objectNormal;\n#ifdef FLIP_SIDED\n\ttransformedNormal = - transformedNormal;\n#endif";
  3624. var displacementmap_pars_vertex = "#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif";
  3625. var displacementmap_vertex = "#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, uv ).x * displacementScale + displacementBias );\n#endif";
  3626. var emissivemap_fragment = "#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif";
  3627. var emissivemap_pars_fragment = "#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif";
  3628. var encodings_fragment = "gl_FragColor = linearToOutputTexel( gl_FragColor );";
  3629. var encodings_pars_fragment = "\nvec4 LinearToLinear( in vec4 value ) {\n\treturn value;\n}\nvec4 GammaToLinear( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.rgb, vec3( gammaFactor ) ), value.a );\n}\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.rgb, vec3( 1.0 / gammaFactor ) ), value.a );\n}\nvec4 sRGBToLinear( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.a );\n}\nvec4 LinearTosRGB( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );\n}\nvec4 RGBEToLinear( in vec4 value ) {\n\treturn vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 );\n}\nvec4 LinearToRGBE( in vec4 value ) {\n\tfloat maxComponent = max( max( value.r, value.g ), value.b );\n\tfloat fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 );\n\treturn vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 );\n}\nvec4 RGBMToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * value.a * maxRange, 1.0 );\n}\nvec4 LinearToRGBM( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\n\tfloat M = clamp( maxRGB / maxRange, 0.0, 1.0 );\n\tM = ceil( M * 255.0 ) / 255.0;\n\treturn vec4( value.rgb / ( M * maxRange ), M );\n}\nvec4 RGBDToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 );\n}\nvec4 LinearToRGBD( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\n\tfloat D = max( maxRange / maxRGB, 1.0 );\n\tD = min( floor( D ) / 255.0, 1.0 );\n\treturn vec4( value.rgb * ( D * ( 255.0 / maxRange ) ), D );\n}\nconst mat3 cLogLuvM = mat3( 0.2209, 0.3390, 0.4184, 0.1138, 0.6780, 0.7319, 0.0102, 0.1130, 0.2969 );\nvec4 LinearToLogLuv( in vec4 value ) {\n\tvec3 Xp_Y_XYZp = value.rgb * cLogLuvM;\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 = Xp_Y_XYZp.rgb * cLogLuvInverseM;\n\treturn vec4( max( vRGB, 0.0 ), 1.0 );\n}";
  3630. var envmap_fragment = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\tvec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\tvec2 sampleUV;\n\t\treflectVec = normalize( reflectVec );\n\t\tsampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\t\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\tvec4 envColor = texture2D( envMap, sampleUV );\n\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\treflectVec = normalize( reflectVec );\n\t\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0, 0.0, 1.0 ) );\n\t\tvec4 envColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5 );\n\t#else\n\t\tvec4 envColor = vec4( 0.0 );\n\t#endif\n\tenvColor = envMapTexelToLinear( envColor );\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_MIX )\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_ADD )\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\t#endif\n#endif";
  3631. var envmap_pars_fragment = "#if defined( USE_ENVMAP ) || defined( PHYSICAL )\n\tuniform float reflectivity;\n\tuniform float envMapIntensity;\n#endif\n#ifdef USE_ENVMAP\n\t#if ! defined( PHYSICAL ) && ( defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) )\n\t\tvarying vec3 vWorldPosition;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tuniform samplerCube envMap;\n\t#else\n\t\tuniform sampler2D envMap;\n\t#endif\n\tuniform float flipEnvMap;\n\tuniform int maxMipLevel;\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( PHYSICAL )\n\t\tuniform float refractionRatio;\n\t#else\n\t\tvarying vec3 vReflect;\n\t#endif\n#endif";
  3632. var envmap_pars_vertex = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\tvarying vec3 vWorldPosition;\n\t#else\n\t\tvarying vec3 vReflect;\n\t\tuniform float refractionRatio;\n\t#endif\n#endif";
  3633. var envmap_vertex = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\tvWorldPosition = worldPosition.xyz;\n\t#else\n\t\tvec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition );\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";
  3634. var fog_vertex = "#ifdef USE_FOG\n\tfogDepth = -mvPosition.z;\n#endif";
  3635. var fog_pars_vertex = "#ifdef USE_FOG\n\tvarying float fogDepth;\n#endif";
  3636. var fog_fragment = "#ifdef USE_FOG\n\t#ifdef FOG_EXP2\n\t\tfloat fogFactor = whiteCompliment( exp2( - fogDensity * fogDensity * fogDepth * fogDepth * LOG2 ) );\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";
  3637. 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";
  3638. var gradientmap_pars_fragment = "#ifdef TOON\n\tuniform sampler2D gradientMap;\n\tvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\n\t\tfloat dotNL = dot( normal, lightDirection );\n\t\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\n\t\t#ifdef USE_GRADIENTMAP\n\t\t\treturn texture2D( gradientMap, coord ).rgb;\n\t\t#else\n\t\t\treturn ( coord.x < 0.7 ) ? vec3( 0.7 ) : vec3( 1.0 );\n\t\t#endif\n\t}\n#endif";
  3639. var lightmap_fragment = "#ifdef USE_LIGHTMAP\n\treflectedLight.indirectDiffuse += PI * texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n#endif";
  3640. var lightmap_pars_fragment = "#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif";
  3641. var lights_lambert_vertex = "vec3 diffuse = vec3( 1.0 );\nGeometricContext geometry;\ngeometry.position = mvPosition.xyz;\ngeometry.normal = normalize( transformedNormal );\ngeometry.viewDir = normalize( -mvPosition.xyz );\nGeometricContext backGeometry;\nbackGeometry.position = geometry.position;\nbackGeometry.normal = -geometry.normal;\nbackGeometry.viewDir = geometry.viewDir;\nvLightFront = vec3( 0.0 );\n#ifdef DOUBLE_SIDED\n\tvLightBack = vec3( 0.0 );\n#endif\nIncidentLight directLight;\nfloat dotNL;\nvec3 directLightColor_Diffuse;\n#if NUM_POINT_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tgetPointDirectLightIrradiance( pointLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tgetSpotDirectLightIrradiance( spotLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_DIR_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tgetDirectionalDirectLightIrradiance( directionalLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\tvLightFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );\n\t\t#endif\n\t}\n#endif";
  3642. var lights_pars_begin = "uniform vec3 ambientLightColor;\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n\tvec3 irradiance = ambientLightColor;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treturn irradiance;\n}\n#if NUM_DIR_LIGHTS > 0\n\tstruct DirectionalLight {\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t};\n\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n\tvoid getDirectionalDirectLightIrradiance( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tdirectLight.color = directionalLight.color;\n\t\tdirectLight.direction = directionalLight.direction;\n\t\tdirectLight.visible = true;\n\t}\n#endif\n#if NUM_POINT_LIGHTS > 0\n\tstruct PointLight {\n\t\tvec3 position;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t\tfloat shadowCameraNear;\n\t\tfloat shadowCameraFar;\n\t};\n\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n\tvoid getPointDirectLightIrradiance( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = pointLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tdirectLight.color = pointLight.color;\n\t\tdirectLight.color *= punctualLightIntensityToIrradianceFactor( lightDistance, pointLight.distance, pointLight.decay );\n\t\tdirectLight.visible = ( directLight.color != vec3( 0.0 ) );\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tstruct SpotLight {\n\t\tvec3 position;\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tfloat coneCos;\n\t\tfloat penumbraCos;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t};\n\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n\tvoid getSpotDirectLightIrradiance( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = spotLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tfloat angleCos = dot( directLight.direction, spotLight.direction );\n\t\tif ( angleCos > spotLight.coneCos ) {\n\t\t\tfloat spotEffect = smoothstep( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n\t\t\tdirectLight.color = spotLight.color;\n\t\t\tdirectLight.color *= spotEffect * punctualLightIntensityToIrradianceFactor( lightDistance, spotLight.distance, spotLight.decay );\n\t\t\tdirectLight.visible = true;\n\t\t} else {\n\t\t\tdirectLight.color = vec3( 0.0 );\n\t\t\tdirectLight.visible = false;\n\t\t}\n\t}\n#endif\n#if NUM_RECT_AREA_LIGHTS > 0\n\tstruct RectAreaLight {\n\t\tvec3 color;\n\t\tvec3 position;\n\t\tvec3 halfWidth;\n\t\tvec3 halfHeight;\n\t};\n\tuniform sampler2D ltc_1;\tuniform sampler2D ltc_2;\n\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\tstruct HemisphereLight {\n\t\tvec3 direction;\n\t\tvec3 skyColor;\n\t\tvec3 groundColor;\n\t};\n\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\n\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in GeometricContext geometry ) {\n\t\tfloat dotNL = dot( geometry.normal, hemiLight.direction );\n\t\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n\t\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tirradiance *= PI;\n\t\t#endif\n\t\treturn irradiance;\n\t}\n#endif";
  3643. var envmap_physical_pars_fragment = "#if defined( USE_ENVMAP ) && defined( PHYSICAL )\n\tvec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {\n\t\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, queryVec, 1.0 );\n\t\t#else\n\t\t\tvec4 envMapColor = vec4( 0.0 );\n\t\t#endif\n\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t}\n\tfloat getSpecularMIPLevel( const in float blinnShininessExponent, const in int maxMIPLevel ) {\n\t\tfloat maxMIPLevelScalar = float( maxMIPLevel );\n\t\tfloat desiredMIPLevel = maxMIPLevelScalar + 0.79248 - 0.5 * log2( pow2( blinnShininessExponent ) + 1.0 );\n\t\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\n\t}\n\tvec3 getLightProbeIndirectRadiance( const in GeometricContext geometry, const in float blinnShininessExponent, const in int maxMIPLevel ) {\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( -geometry.viewDir, geometry.normal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( -geometry.viewDir, geometry.normal, refractionRatio );\n\t\t#endif\n\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\tfloat specularMIPLevel = getSpecularMIPLevel( blinnShininessExponent, maxMIPLevel );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, queryReflectVec, BlinnExponentToGGXRoughness(blinnShininessExponent ));\n\t\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\t\tvec2 sampleUV;\n\t\t\tsampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\t\t\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, sampleUV, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, sampleUV, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\t\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0,0.0,1.0 ) );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#endif\n\t\treturn envMapColor.rgb * envMapIntensity;\n\t}\n#endif";
  3644. var lights_phong_fragment = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;";
  3645. var lights_phong_pars_fragment = "varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct BlinnPhongMaterial {\n\tvec3\tdiffuseColor;\n\tvec3\tspecularColor;\n\tfloat\tspecularShininess;\n\tfloat\tspecularStrength;\n};\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\t#ifdef TOON\n\t\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\n\t#else\n\t\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\t\tvec3 irradiance = dotNL * directLight.color;\n\t#endif\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)";
  3646. var lights_physical_fragment = "PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nmaterial.specularRoughness = clamp( roughnessFactor, 0.04, 1.0 );\n#ifdef STANDARD\n\tmaterial.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );\n\tmaterial.clearCoat = saturate( clearCoat );\tmaterial.clearCoatRoughness = clamp( clearCoatRoughness, 0.04, 1.0 );\n#endif";
  3647. var lights_physical_pars_fragment = "struct PhysicalMaterial {\n\tvec3\tdiffuseColor;\n\tfloat\tspecularRoughness;\n\tvec3\tspecularColor;\n\t#ifndef STANDARD\n\t\tfloat clearCoat;\n\t\tfloat clearCoatRoughness;\n\t#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#ifndef STANDARD\n\t\tfloat clearCoatDHR = material.clearCoat * clearCoatDHRApprox( material.clearCoatRoughness, dotNL );\n\t#else\n\t\tfloat clearCoatDHR = 0.0;\n\t#endif\n\treflectedLight.directSpecular += ( 1.0 - clearCoatDHR ) * irradiance * BRDF_Specular_GGX( directLight, geometry, material.specularColor, material.specularRoughness );\n\treflectedLight.directDiffuse += ( 1.0 - clearCoatDHR ) * irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\t#ifndef STANDARD\n\t\treflectedLight.directSpecular += irradiance * material.clearCoat * BRDF_Specular_GGX( directLight, geometry, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearCoatRoughness );\n\t#endif\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 clearCoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t#ifndef STANDARD\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\t\tfloat dotNL = dotNV;\n\t\tfloat clearCoatDHR = material.clearCoat * clearCoatDHRApprox( material.clearCoatRoughness, dotNL );\n\t#else\n\t\tfloat clearCoatDHR = 0.0;\n\t#endif\n\treflectedLight.indirectSpecular += ( 1.0 - clearCoatDHR ) * radiance * BRDF_Specular_GGX_Environment( geometry, material.specularColor, material.specularRoughness );\n\t#ifndef STANDARD\n\t\treflectedLight.indirectSpecular += clearCoatRadiance * material.clearCoat * BRDF_Specular_GGX_Environment( geometry, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearCoatRoughness );\n\t#endif\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\n#define Material_BlinnShininessExponent( material ) GGXRoughnessToBlinnExponent( material.specularRoughness )\n#define Material_ClearCoat_BlinnShininessExponent( material ) GGXRoughnessToBlinnExponent( material.clearCoatRoughness )\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}";
  3648. var lights_fragment_begin = "\nGeometricContext geometry;\ngeometry.position = - vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = normalize( vViewPosition );\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\tPointLight pointLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tgetPointDirectLightIrradiance( pointLight, geometry, directLight );\n\t\t#ifdef USE_SHADOWMAP\n\t\tdirectLight.color *= all( bvec2( pointLight.shadow, directLight.visible ) ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tgetSpotDirectLightIrradiance( spotLight, geometry, directLight );\n\t\t#ifdef USE_SHADOWMAP\n\t\tdirectLight.color *= all( bvec2( spotLight.shadow, directLight.visible ) ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );\n\t\t#ifdef USE_SHADOWMAP\n\t\tdirectLight.color *= all( bvec2( directionalLight.shadow, directLight.visible ) ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\tRectAreaLight rectAreaLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\t\trectAreaLight = rectAreaLights[ i ];\n\t\tRE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if defined( RE_IndirectDiffuse )\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\t#pragma unroll_loop\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t}\n\t#endif\n#endif\n#if defined( RE_IndirectSpecular )\n\tvec3 radiance = vec3( 0.0 );\n\tvec3 clearCoatRadiance = vec3( 0.0 );\n#endif";
  3649. var lights_fragment_maps = "#if defined( RE_IndirectDiffuse )\n\t#ifdef USE_LIGHTMAP\n\t\tvec3 lightMapIrradiance = texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tlightMapIrradiance *= PI;\n\t\t#endif\n\t\tirradiance += lightMapIrradiance;\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( PHYSICAL ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t\tirradiance += getLightProbeIndirectIrradiance( geometry, maxMipLevel );\n\t#endif\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\tradiance += getLightProbeIndirectRadiance( geometry, Material_BlinnShininessExponent( material ), maxMipLevel );\n\t#ifndef STANDARD\n\t\tclearCoatRadiance += getLightProbeIndirectRadiance( geometry, Material_ClearCoat_BlinnShininessExponent( material ), maxMipLevel );\n\t#endif\n#endif";
  3650. 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, clearCoatRadiance, geometry, material, reflectedLight );\n#endif";
  3651. var logdepthbuf_fragment = "#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tgl_FragDepthEXT = log2( vFragDepth ) * logDepthBufFC * 0.5;\n#endif";
  3652. var logdepthbuf_pars_fragment = "#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tuniform float logDepthBufFC;\n\tvarying float vFragDepth;\n#endif";
  3653. var logdepthbuf_pars_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvarying float vFragDepth;\n\t#else\n\t\tuniform float logDepthBufFC;\n\t#endif\n#endif";
  3654. var logdepthbuf_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvFragDepth = 1.0 + gl_Position.w;\n\t#else\n\t\tgl_Position.z = log2( max( EPSILON, gl_Position.w + 1.0 ) ) * logDepthBufFC - 1.0;\n\t\tgl_Position.z *= gl_Position.w;\n\t#endif\n#endif";
  3655. var map_fragment = "#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif";
  3656. var map_pars_fragment = "#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif";
  3657. var map_particle_fragment = "#ifdef USE_MAP\n\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\n\tvec4 mapTexel = texture2D( map, uv );\n\tdiffuseColor *= mapTexelToLinear( mapTexel );\n#endif";
  3658. var map_particle_pars_fragment = "#ifdef USE_MAP\n\tuniform mat3 uvTransform;\n\tuniform sampler2D map;\n#endif";
  3659. var metalnessmap_fragment = "float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif";
  3660. var metalnessmap_pars_fragment = "#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif";
  3661. var morphnormal_vertex = "#ifdef USE_MORPHNORMALS\n\tobjectNormal += ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];\n\tobjectNormal += ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];\n\tobjectNormal += ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];\n\tobjectNormal += ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];\n#endif";
  3662. var morphtarget_pars_vertex = "#ifdef USE_MORPHTARGETS\n\t#ifndef USE_MORPHNORMALS\n\tuniform float morphTargetInfluences[ 8 ];\n\t#else\n\tuniform float morphTargetInfluences[ 4 ];\n\t#endif\n#endif";
  3663. var morphtarget_vertex = "#ifdef USE_MORPHTARGETS\n\ttransformed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];\n\ttransformed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];\n\ttransformed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];\n\ttransformed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];\n\t#ifndef USE_MORPHNORMALS\n\ttransformed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];\n\ttransformed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];\n\ttransformed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];\n\ttransformed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];\n\t#endif\n#endif";
  3664. 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#endif";
  3665. var normal_fragment_maps = "#ifdef USE_NORMALMAP\n\t#ifdef OBJECTSPACE_NORMALMAP\n\t\tnormal = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t\t#ifdef FLIP_SIDED\n\t\t\tnormal = - normal;\n\t\t#endif\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t#endif\n\t\tnormal = normalize( normalMatrix * normal );\n\t#else\n\t\tnormal = perturbNormal2Arb( -vViewPosition, normal );\n\t#endif\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\n#endif";
  3666. var normalmap_pars_fragment = "#ifdef USE_NORMALMAP\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n\t#ifdef OBJECTSPACE_NORMALMAP\n\t\tuniform mat3 normalMatrix;\n\t#else\n\t\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm ) {\n\t\t\tvec3 q0 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) );\n\t\t\tvec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) );\n\t\t\tvec2 st0 = dFdx( vUv.st );\n\t\t\tvec2 st1 = dFdy( vUv.st );\n\t\t\tfloat scale = sign( st1.t * st0.s - st0.t * st1.s );\n\t\t\tvec3 S = normalize( ( q0 * st1.t - q1 * st0.t ) * scale );\n\t\t\tvec3 T = normalize( ( - q0 * st1.s + q1 * st0.s ) * scale );\n\t\t\tvec3 N = normalize( surf_norm );\n\t\t\tmat3 tsn = mat3( S, T, N );\n\t\t\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t\t\tmapN.xy *= normalScale;\n\t\t\tmapN.xy *= ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t\treturn normalize( tsn * mapN );\n\t\t}\n\t#endif\n#endif";
  3667. 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}\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}";
  3668. var premultiplied_alpha_fragment = "#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif";
  3669. var project_vertex = "vec4 mvPosition = modelViewMatrix * vec4( transformed, 1.0 );\ngl_Position = projectionMatrix * mvPosition;";
  3670. var dithering_fragment = "#if defined( DITHERING )\n gl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif";
  3671. var dithering_pars_fragment = "#if defined( 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";
  3672. var roughnessmap_fragment = "float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif";
  3673. var roughnessmap_pars_fragment = "#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif";
  3674. var shadowmap_pars_fragment = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHTS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHTS ];\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHTS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHTS ];\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHTS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHTS ];\n\t#endif\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n\t}\n\tfloat texture2DShadowLerp( sampler2D depths, vec2 size, vec2 uv, float compare ) {\n\t\tconst vec2 offset = vec2( 0.0, 1.0 );\n\t\tvec2 texelSize = vec2( 1.0 ) / size;\n\t\tvec2 centroidUV = floor( uv * size + 0.5 ) / size;\n\t\tfloat lb = texture2DCompare( depths, centroidUV + texelSize * offset.xx, compare );\n\t\tfloat lt = texture2DCompare( depths, centroidUV + texelSize * offset.xy, compare );\n\t\tfloat rb = texture2DCompare( depths, centroidUV + texelSize * offset.yx, compare );\n\t\tfloat rt = texture2DCompare( depths, centroidUV + texelSize * offset.yy, compare );\n\t\tvec2 f = fract( uv * size + 0.5 );\n\t\tfloat a = mix( lb, lt, f.y );\n\t\tfloat b = mix( rb, rt, f.y );\n\t\tfloat c = mix( a, b, f.x );\n\t\treturn c;\n\t}\n\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\tfloat shadow = 1.0;\n\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\tshadowCoord.z += shadowBias;\n\t\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\n\t\tbool inFrustum = all( inFrustumVec );\n\t\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n\t\tbool frustumTest = all( frustumTestVec );\n\t\tif ( frustumTest ) {\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\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( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, 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( 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 / 9.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tshadow = (\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#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 )\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";
  3675. var shadowmap_pars_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\t\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHTS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHTS ];\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\t\tuniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHTS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHTS ];\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\t\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHTS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHTS ];\n\t#endif\n#endif";
  3676. var shadowmap_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n#endif";
  3677. var shadowmask_pars_fragment = "float getShadowMask() {\n\tfloat shadow = 1.0;\n\t#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\tDirectionalLight directionalLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tshadow *= bool( directionalLight.shadow ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\tSpotLight spotLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tshadow *= bool( spotLight.shadow ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\tPointLight pointLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tshadow *= bool( pointLight.shadow ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t}\n\t#endif\n\t#endif\n\treturn shadow;\n}";
  3678. 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";
  3679. var skinning_pars_vertex = "#ifdef USE_SKINNING\n\tuniform mat4 bindMatrix;\n\tuniform mat4 bindMatrixInverse;\n\t#ifdef BONE_TEXTURE\n\t\tuniform 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";
  3680. 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";
  3681. 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#endif";
  3682. 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";
  3683. var specularmap_pars_fragment = "#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif";
  3684. var tonemapping_fragment = "#if defined( TONE_MAPPING )\n gl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif";
  3685. var tonemapping_pars_fragment = "#ifndef saturate\n\t#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\nuniform float toneMappingWhitePoint;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn toneMappingExposure * color;\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\n#define Uncharted2Helper( x ) max( ( ( x * ( 0.15 * x + 0.10 * 0.50 ) + 0.20 * 0.02 ) / ( x * ( 0.15 * x + 0.50 ) + 0.20 * 0.30 ) ) - 0.02 / 0.30, vec3( 0.0 ) )\nvec3 Uncharted2ToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( Uncharted2Helper( color ) / Uncharted2Helper( vec3( toneMappingWhitePoint ) ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\nvec3 ACESFilmicToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( ( color * ( 2.51 * color + 0.03 ) ) / ( color * ( 2.43 * color + 0.59 ) + 0.14 ) );\n}";
  3686. var uv_pars_fragment = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n\tvarying vec2 vUv;\n#endif";
  3687. var uv_pars_vertex = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n\tvarying vec2 vUv;\n\tuniform mat3 uvTransform;\n#endif";
  3688. var uv_vertex = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n#endif";
  3689. var uv2_pars_fragment = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif";
  3690. var uv2_pars_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n#endif";
  3691. var uv2_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = uv2;\n#endif";
  3692. var worldpos_vertex = "#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP )\n\tvec4 worldPosition = modelMatrix * vec4( transformed, 1.0 );\n#endif";
  3693. 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}";
  3694. 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}";
  3695. var cube_frag = "uniform samplerCube tCube;\nuniform float tFlip;\nuniform float opacity;\nvarying vec3 vWorldDirection;\nvoid main() {\n\tvec4 texColor = textureCube( tCube, vec3( tFlip * vWorldDirection.x, vWorldDirection.yz ) );\n\tgl_FragColor = mapTexelToLinear( texColor );\n\tgl_FragColor.a *= opacity;\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n}";
  3696. 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}";
  3697. var depth_frag = "#if DEPTH_PACKING == 3200\n\tuniform float opacity;\n#endif\n#include <common>\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( 1.0 );\n\t#if DEPTH_PACKING == 3200\n\t\tdiffuseColor.a = opacity;\n\t#endif\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <logdepthbuf_fragment>\n\t#if DEPTH_PACKING == 3200\n\t\tgl_FragColor = vec4( vec3( 1.0 - gl_FragCoord.z ), opacity );\n\t#elif DEPTH_PACKING == 3201\n\t\tgl_FragColor = packDepthToRGBA( gl_FragCoord.z );\n\t#endif\n}";
  3698. var depth_vert = "#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <skinbase_vertex>\n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include <beginnormal_vertex>\n\t\t#include <morphnormal_vertex>\n\t\t#include <skinnormal_vertex>\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n}";
  3699. 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}";
  3700. 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}";
  3701. var equirect_frag = "uniform sampler2D tEquirect;\nvarying vec3 vWorldDirection;\n#include <common>\nvoid main() {\n\tvec3 direction = normalize( vWorldDirection );\n\tvec2 sampleUV;\n\tsampleUV.y = asin( clamp( direction.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\tsampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;\n\tvec4 texColor = texture2D( tEquirect, sampleUV );\n\tgl_FragColor = mapTexelToLinear( texColor );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n}";
  3702. 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}";
  3703. var linedashed_frag = "uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\n\t\tdiscard;\n\t}\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <color_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
  3704. var linedashed_vert = "uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <color_vertex>\n\tvLineDistance = scale * lineDistance;\n\tvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n}";
  3705. var meshbasic_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <envmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\t#ifdef USE_LIGHTMAP\n\t\treflectedLight.indirectDiffuse += texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n\t#else\n\t\treflectedLight.indirectDiffuse += vec3( 1.0 );\n\t#endif\n\t#include <aomap_fragment>\n\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
  3706. 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}";
  3707. var meshlambert_frag = "uniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\nvarying vec3 vLightFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\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_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <fog_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <emissivemap_fragment>\n\treflectedLight.indirectDiffuse = getAmbientLightIrradiance( ambientLightColor );\n\t#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}";
  3708. var meshlambert_vert = "#define LAMBERT\nvarying vec3 vLightFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\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}";
  3709. var meshmatcap_frag = "#define MATCAP\nuniform vec3 diffuse;\nuniform float opacity;\nuniform sampler2D matcap;\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\tvec3 viewDir = normalize( vViewPosition );\n\tvec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) );\n\tvec3 y = cross( viewDir, x );\n\tvec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5;\n\t#ifdef USE_MATCAP\n\t\tvec4 matcapColor = texture2D( matcap, uv );\n\t\tmatcapColor = matcapTexelToLinear( matcapColor );\n\t#else\n\t\tvec4 matcapColor = vec4( 1.0 );\n\t#endif\n\tvec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
  3710. var meshmatcap_vert = "#define MATCAP\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#ifndef FLAT_SHADED\n\t\tvNormal = normalize( transformedNormal );\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n\tvViewPosition = - mvPosition.xyz;\n}";
  3711. 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_pars_fragment>\n#include <gradientmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <lights_phong_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_phong_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  3712. 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}";
  3713. var meshphysical_frag = "#define PHYSICAL\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifndef STANDARD\n\tuniform float clearCoat;\n\tuniform float clearCoatRoughness;\n#endif\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <bsdfs>\n#include <cube_uv_reflection_fragment>\n#include <envmap_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 <roughnessmap_pars_fragment>\n#include <metalnessmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <roughnessmap_fragment>\n\t#include <metalnessmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_physical_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\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}";
  3714. var meshphysical_vert = "#define PHYSICAL\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}";
  3715. var normal_frag = "#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || ( defined( USE_NORMALMAP ) && ! defined( OBJECTSPACE_NORMALMAP ) )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\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>\nvoid main() {\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}";
  3716. var normal_vert = "#define NORMAL\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || ( defined( USE_NORMALMAP ) && ! defined( OBJECTSPACE_NORMALMAP ) )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\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>\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#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#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || ( defined( USE_NORMALMAP ) && ! defined( OBJECTSPACE_NORMALMAP ) )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n}";
  3717. var points_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#include <common>\n#include <color_pars_fragment>\n#include <map_particle_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_particle_fragment>\n\t#include <color_fragment>\n\t#include <alphatest_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
  3718. 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 = ( projectionMatrix[ 2 ][ 3 ] == - 1.0 );\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}";
  3719. var shadow_frag = "uniform vec3 color;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\nvoid main() {\n\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\n\t#include <fog_fragment>\n}";
  3720. var shadow_vert = "#include <fog_pars_vertex>\n#include <shadowmap_pars_vertex>\nvoid main() {\n\t#include <begin_vertex>\n\t#include <project_vertex>\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";
  3721. var sprite_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#include <common>\n#include <uv_pars_fragment>\n#include <map_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 <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}";
  3722. 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 = ( projectionMatrix[ 2 ][ 3 ] == - 1.0 );\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}";
  3723. var ShaderChunk = {
  3724. alphamap_fragment: alphamap_fragment,
  3725. alphamap_pars_fragment: alphamap_pars_fragment,
  3726. alphatest_fragment: alphatest_fragment,
  3727. aomap_fragment: aomap_fragment,
  3728. aomap_pars_fragment: aomap_pars_fragment,
  3729. begin_vertex: begin_vertex,
  3730. beginnormal_vertex: beginnormal_vertex,
  3731. bsdfs: bsdfs,
  3732. bumpmap_pars_fragment: bumpmap_pars_fragment,
  3733. clipping_planes_fragment: clipping_planes_fragment,
  3734. clipping_planes_pars_fragment: clipping_planes_pars_fragment,
  3735. clipping_planes_pars_vertex: clipping_planes_pars_vertex,
  3736. clipping_planes_vertex: clipping_planes_vertex,
  3737. color_fragment: color_fragment,
  3738. color_pars_fragment: color_pars_fragment,
  3739. color_pars_vertex: color_pars_vertex,
  3740. color_vertex: color_vertex,
  3741. common: common,
  3742. cube_uv_reflection_fragment: cube_uv_reflection_fragment,
  3743. defaultnormal_vertex: defaultnormal_vertex,
  3744. displacementmap_pars_vertex: displacementmap_pars_vertex,
  3745. displacementmap_vertex: displacementmap_vertex,
  3746. emissivemap_fragment: emissivemap_fragment,
  3747. emissivemap_pars_fragment: emissivemap_pars_fragment,
  3748. encodings_fragment: encodings_fragment,
  3749. encodings_pars_fragment: encodings_pars_fragment,
  3750. envmap_fragment: envmap_fragment,
  3751. envmap_pars_fragment: envmap_pars_fragment,
  3752. envmap_pars_vertex: envmap_pars_vertex,
  3753. envmap_physical_pars_fragment: envmap_physical_pars_fragment,
  3754. envmap_vertex: envmap_vertex,
  3755. fog_vertex: fog_vertex,
  3756. fog_pars_vertex: fog_pars_vertex,
  3757. fog_fragment: fog_fragment,
  3758. fog_pars_fragment: fog_pars_fragment,
  3759. gradientmap_pars_fragment: gradientmap_pars_fragment,
  3760. lightmap_fragment: lightmap_fragment,
  3761. lightmap_pars_fragment: lightmap_pars_fragment,
  3762. lights_lambert_vertex: lights_lambert_vertex,
  3763. lights_pars_begin: lights_pars_begin,
  3764. lights_phong_fragment: lights_phong_fragment,
  3765. lights_phong_pars_fragment: lights_phong_pars_fragment,
  3766. lights_physical_fragment: lights_physical_fragment,
  3767. lights_physical_pars_fragment: lights_physical_pars_fragment,
  3768. lights_fragment_begin: lights_fragment_begin,
  3769. lights_fragment_maps: lights_fragment_maps,
  3770. lights_fragment_end: lights_fragment_end,
  3771. logdepthbuf_fragment: logdepthbuf_fragment,
  3772. logdepthbuf_pars_fragment: logdepthbuf_pars_fragment,
  3773. logdepthbuf_pars_vertex: logdepthbuf_pars_vertex,
  3774. logdepthbuf_vertex: logdepthbuf_vertex,
  3775. map_fragment: map_fragment,
  3776. map_pars_fragment: map_pars_fragment,
  3777. map_particle_fragment: map_particle_fragment,
  3778. map_particle_pars_fragment: map_particle_pars_fragment,
  3779. metalnessmap_fragment: metalnessmap_fragment,
  3780. metalnessmap_pars_fragment: metalnessmap_pars_fragment,
  3781. morphnormal_vertex: morphnormal_vertex,
  3782. morphtarget_pars_vertex: morphtarget_pars_vertex,
  3783. morphtarget_vertex: morphtarget_vertex,
  3784. normal_fragment_begin: normal_fragment_begin,
  3785. normal_fragment_maps: normal_fragment_maps,
  3786. normalmap_pars_fragment: normalmap_pars_fragment,
  3787. packing: packing,
  3788. premultiplied_alpha_fragment: premultiplied_alpha_fragment,
  3789. project_vertex: project_vertex,
  3790. dithering_fragment: dithering_fragment,
  3791. dithering_pars_fragment: dithering_pars_fragment,
  3792. roughnessmap_fragment: roughnessmap_fragment,
  3793. roughnessmap_pars_fragment: roughnessmap_pars_fragment,
  3794. shadowmap_pars_fragment: shadowmap_pars_fragment,
  3795. shadowmap_pars_vertex: shadowmap_pars_vertex,
  3796. shadowmap_vertex: shadowmap_vertex,
  3797. shadowmask_pars_fragment: shadowmask_pars_fragment,
  3798. skinbase_vertex: skinbase_vertex,
  3799. skinning_pars_vertex: skinning_pars_vertex,
  3800. skinning_vertex: skinning_vertex,
  3801. skinnormal_vertex: skinnormal_vertex,
  3802. specularmap_fragment: specularmap_fragment,
  3803. specularmap_pars_fragment: specularmap_pars_fragment,
  3804. tonemapping_fragment: tonemapping_fragment,
  3805. tonemapping_pars_fragment: tonemapping_pars_fragment,
  3806. uv_pars_fragment: uv_pars_fragment,
  3807. uv_pars_vertex: uv_pars_vertex,
  3808. uv_vertex: uv_vertex,
  3809. uv2_pars_fragment: uv2_pars_fragment,
  3810. uv2_pars_vertex: uv2_pars_vertex,
  3811. uv2_vertex: uv2_vertex,
  3812. worldpos_vertex: worldpos_vertex,
  3813. background_frag: background_frag,
  3814. background_vert: background_vert,
  3815. cube_frag: cube_frag,
  3816. cube_vert: cube_vert,
  3817. depth_frag: depth_frag,
  3818. depth_vert: depth_vert,
  3819. distanceRGBA_frag: distanceRGBA_frag,
  3820. distanceRGBA_vert: distanceRGBA_vert,
  3821. equirect_frag: equirect_frag,
  3822. equirect_vert: equirect_vert,
  3823. linedashed_frag: linedashed_frag,
  3824. linedashed_vert: linedashed_vert,
  3825. meshbasic_frag: meshbasic_frag,
  3826. meshbasic_vert: meshbasic_vert,
  3827. meshlambert_frag: meshlambert_frag,
  3828. meshlambert_vert: meshlambert_vert,
  3829. meshmatcap_frag: meshmatcap_frag,
  3830. meshmatcap_vert: meshmatcap_vert,
  3831. meshphong_frag: meshphong_frag,
  3832. meshphong_vert: meshphong_vert,
  3833. meshphysical_frag: meshphysical_frag,
  3834. meshphysical_vert: meshphysical_vert,
  3835. normal_frag: normal_frag,
  3836. normal_vert: normal_vert,
  3837. points_frag: points_frag,
  3838. points_vert: points_vert,
  3839. shadow_frag: shadow_frag,
  3840. shadow_vert: shadow_vert,
  3841. sprite_frag: sprite_frag,
  3842. sprite_vert: sprite_vert
  3843. };
  3844. /**
  3845. * Uniform Utilities
  3846. */
  3847. function cloneUniforms( src ) {
  3848. var dst = {};
  3849. for ( var u in src ) {
  3850. dst[ u ] = {};
  3851. for ( var p in src[ u ] ) {
  3852. var property = src[ u ][ p ];
  3853. if ( property && ( property.isColor ||
  3854. property.isMatrix3 || property.isMatrix4 ||
  3855. property.isVector2 || property.isVector3 || property.isVector4 ||
  3856. property.isTexture ) ) {
  3857. dst[ u ][ p ] = property.clone();
  3858. } else if ( Array.isArray( property ) ) {
  3859. dst[ u ][ p ] = property.slice();
  3860. } else {
  3861. dst[ u ][ p ] = property;
  3862. }
  3863. }
  3864. }
  3865. return dst;
  3866. }
  3867. function mergeUniforms( uniforms ) {
  3868. var merged = {};
  3869. for ( var u = 0; u < uniforms.length; u ++ ) {
  3870. var tmp = cloneUniforms( uniforms[ u ] );
  3871. for ( var p in tmp ) {
  3872. merged[ p ] = tmp[ p ];
  3873. }
  3874. }
  3875. return merged;
  3876. }
  3877. // Legacy
  3878. var UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms };
  3879. /**
  3880. * @author mrdoob / http://mrdoob.com/
  3881. */
  3882. var ColorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,
  3883. 'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,
  3884. 'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,
  3885. 'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,
  3886. 'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,
  3887. 'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,
  3888. 'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,
  3889. 'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,
  3890. 'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,
  3891. 'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,
  3892. 'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,
  3893. 'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,
  3894. 'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,
  3895. 'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,
  3896. 'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,
  3897. 'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,
  3898. 'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,
  3899. 'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,
  3900. 'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,
  3901. 'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,
  3902. 'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,
  3903. 'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,
  3904. 'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,
  3905. 'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };
  3906. function Color( r, g, b ) {
  3907. if ( g === undefined && b === undefined ) {
  3908. // r is THREE.Color, hex or string
  3909. return this.set( r );
  3910. }
  3911. return this.setRGB( r, g, b );
  3912. }
  3913. Object.assign( Color.prototype, {
  3914. isColor: true,
  3915. r: 1, g: 1, b: 1,
  3916. set: function ( value ) {
  3917. if ( value && value.isColor ) {
  3918. this.copy( value );
  3919. } else if ( typeof value === 'number' ) {
  3920. this.setHex( value );
  3921. } else if ( typeof value === 'string' ) {
  3922. this.setStyle( value );
  3923. }
  3924. return this;
  3925. },
  3926. setScalar: function ( scalar ) {
  3927. this.r = scalar;
  3928. this.g = scalar;
  3929. this.b = scalar;
  3930. return this;
  3931. },
  3932. setHex: function ( hex ) {
  3933. hex = Math.floor( hex );
  3934. this.r = ( hex >> 16 & 255 ) / 255;
  3935. this.g = ( hex >> 8 & 255 ) / 255;
  3936. this.b = ( hex & 255 ) / 255;
  3937. return this;
  3938. },
  3939. setRGB: function ( r, g, b ) {
  3940. this.r = r;
  3941. this.g = g;
  3942. this.b = b;
  3943. return this;
  3944. },
  3945. setHSL: function () {
  3946. function hue2rgb( p, q, t ) {
  3947. if ( t < 0 ) t += 1;
  3948. if ( t > 1 ) t -= 1;
  3949. if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t;
  3950. if ( t < 1 / 2 ) return q;
  3951. if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t );
  3952. return p;
  3953. }
  3954. return function setHSL( h, s, l ) {
  3955. // h,s,l ranges are in 0.0 - 1.0
  3956. h = _Math.euclideanModulo( h, 1 );
  3957. s = _Math.clamp( s, 0, 1 );
  3958. l = _Math.clamp( l, 0, 1 );
  3959. if ( s === 0 ) {
  3960. this.r = this.g = this.b = l;
  3961. } else {
  3962. var p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
  3963. var q = ( 2 * l ) - p;
  3964. this.r = hue2rgb( q, p, h + 1 / 3 );
  3965. this.g = hue2rgb( q, p, h );
  3966. this.b = hue2rgb( q, p, h - 1 / 3 );
  3967. }
  3968. return this;
  3969. };
  3970. }(),
  3971. setStyle: function ( style ) {
  3972. function handleAlpha( string ) {
  3973. if ( string === undefined ) return;
  3974. if ( parseFloat( string ) < 1 ) {
  3975. console.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' );
  3976. }
  3977. }
  3978. var m;
  3979. if ( m = /^((?:rgb|hsl)a?)\(\s*([^\)]*)\)/.exec( style ) ) {
  3980. // rgb / hsl
  3981. var color;
  3982. var name = m[ 1 ];
  3983. var components = m[ 2 ];
  3984. switch ( name ) {
  3985. case 'rgb':
  3986. case 'rgba':
  3987. if ( color = /^(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  3988. // rgb(255,0,0) rgba(255,0,0,0.5)
  3989. this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255;
  3990. this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255;
  3991. this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255;
  3992. handleAlpha( color[ 5 ] );
  3993. return this;
  3994. }
  3995. if ( color = /^(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  3996. // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)
  3997. this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;
  3998. this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;
  3999. this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;
  4000. handleAlpha( color[ 5 ] );
  4001. return this;
  4002. }
  4003. break;
  4004. case 'hsl':
  4005. case 'hsla':
  4006. if ( color = /^([0-9]*\.?[0-9]+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4007. // hsl(120,50%,50%) hsla(120,50%,50%,0.5)
  4008. var h = parseFloat( color[ 1 ] ) / 360;
  4009. var s = parseInt( color[ 2 ], 10 ) / 100;
  4010. var l = parseInt( color[ 3 ], 10 ) / 100;
  4011. handleAlpha( color[ 5 ] );
  4012. return this.setHSL( h, s, l );
  4013. }
  4014. break;
  4015. }
  4016. } else if ( m = /^\#([A-Fa-f0-9]+)$/.exec( style ) ) {
  4017. // hex color
  4018. var hex = m[ 1 ];
  4019. var size = hex.length;
  4020. if ( size === 3 ) {
  4021. // #ff0
  4022. this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 0 ), 16 ) / 255;
  4023. this.g = parseInt( hex.charAt( 1 ) + hex.charAt( 1 ), 16 ) / 255;
  4024. this.b = parseInt( hex.charAt( 2 ) + hex.charAt( 2 ), 16 ) / 255;
  4025. return this;
  4026. } else if ( size === 6 ) {
  4027. // #ff0000
  4028. this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 1 ), 16 ) / 255;
  4029. this.g = parseInt( hex.charAt( 2 ) + hex.charAt( 3 ), 16 ) / 255;
  4030. this.b = parseInt( hex.charAt( 4 ) + hex.charAt( 5 ), 16 ) / 255;
  4031. return this;
  4032. }
  4033. }
  4034. if ( style && style.length > 0 ) {
  4035. // color keywords
  4036. var hex = ColorKeywords[ style ];
  4037. if ( hex !== undefined ) {
  4038. // red
  4039. this.setHex( hex );
  4040. } else {
  4041. // unknown color
  4042. console.warn( 'THREE.Color: Unknown color ' + style );
  4043. }
  4044. }
  4045. return this;
  4046. },
  4047. clone: function () {
  4048. return new this.constructor( this.r, this.g, this.b );
  4049. },
  4050. copy: function ( color ) {
  4051. this.r = color.r;
  4052. this.g = color.g;
  4053. this.b = color.b;
  4054. return this;
  4055. },
  4056. copyGammaToLinear: function ( color, gammaFactor ) {
  4057. if ( gammaFactor === undefined ) gammaFactor = 2.0;
  4058. this.r = Math.pow( color.r, gammaFactor );
  4059. this.g = Math.pow( color.g, gammaFactor );
  4060. this.b = Math.pow( color.b, gammaFactor );
  4061. return this;
  4062. },
  4063. copyLinearToGamma: function ( color, gammaFactor ) {
  4064. if ( gammaFactor === undefined ) gammaFactor = 2.0;
  4065. var safeInverse = ( gammaFactor > 0 ) ? ( 1.0 / gammaFactor ) : 1.0;
  4066. this.r = Math.pow( color.r, safeInverse );
  4067. this.g = Math.pow( color.g, safeInverse );
  4068. this.b = Math.pow( color.b, safeInverse );
  4069. return this;
  4070. },
  4071. convertGammaToLinear: function ( gammaFactor ) {
  4072. this.copyGammaToLinear( this, gammaFactor );
  4073. return this;
  4074. },
  4075. convertLinearToGamma: function ( gammaFactor ) {
  4076. this.copyLinearToGamma( this, gammaFactor );
  4077. return this;
  4078. },
  4079. copySRGBToLinear: function () {
  4080. function SRGBToLinear( c ) {
  4081. return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );
  4082. }
  4083. return function copySRGBToLinear( color ) {
  4084. this.r = SRGBToLinear( color.r );
  4085. this.g = SRGBToLinear( color.g );
  4086. this.b = SRGBToLinear( color.b );
  4087. return this;
  4088. };
  4089. }(),
  4090. copyLinearToSRGB: function () {
  4091. function LinearToSRGB( c ) {
  4092. return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;
  4093. }
  4094. return function copyLinearToSRGB( color ) {
  4095. this.r = LinearToSRGB( color.r );
  4096. this.g = LinearToSRGB( color.g );
  4097. this.b = LinearToSRGB( color.b );
  4098. return this;
  4099. };
  4100. }(),
  4101. convertSRGBToLinear: function () {
  4102. this.copySRGBToLinear( this );
  4103. return this;
  4104. },
  4105. convertLinearToSRGB: function () {
  4106. this.copyLinearToSRGB( this );
  4107. return this;
  4108. },
  4109. getHex: function () {
  4110. return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;
  4111. },
  4112. getHexString: function () {
  4113. return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );
  4114. },
  4115. getHSL: function ( target ) {
  4116. // h,s,l ranges are in 0.0 - 1.0
  4117. if ( target === undefined ) {
  4118. console.warn( 'THREE.Color: .getHSL() target is now required' );
  4119. target = { h: 0, s: 0, l: 0 };
  4120. }
  4121. var r = this.r, g = this.g, b = this.b;
  4122. var max = Math.max( r, g, b );
  4123. var min = Math.min( r, g, b );
  4124. var hue, saturation;
  4125. var lightness = ( min + max ) / 2.0;
  4126. if ( min === max ) {
  4127. hue = 0;
  4128. saturation = 0;
  4129. } else {
  4130. var delta = max - min;
  4131. saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
  4132. switch ( max ) {
  4133. case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
  4134. case g: hue = ( b - r ) / delta + 2; break;
  4135. case b: hue = ( r - g ) / delta + 4; break;
  4136. }
  4137. hue /= 6;
  4138. }
  4139. target.h = hue;
  4140. target.s = saturation;
  4141. target.l = lightness;
  4142. return target;
  4143. },
  4144. getStyle: function () {
  4145. return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';
  4146. },
  4147. offsetHSL: function () {
  4148. var hsl = {};
  4149. return function ( h, s, l ) {
  4150. this.getHSL( hsl );
  4151. hsl.h += h; hsl.s += s; hsl.l += l;
  4152. this.setHSL( hsl.h, hsl.s, hsl.l );
  4153. return this;
  4154. };
  4155. }(),
  4156. add: function ( color ) {
  4157. this.r += color.r;
  4158. this.g += color.g;
  4159. this.b += color.b;
  4160. return this;
  4161. },
  4162. addColors: function ( color1, color2 ) {
  4163. this.r = color1.r + color2.r;
  4164. this.g = color1.g + color2.g;
  4165. this.b = color1.b + color2.b;
  4166. return this;
  4167. },
  4168. addScalar: function ( s ) {
  4169. this.r += s;
  4170. this.g += s;
  4171. this.b += s;
  4172. return this;
  4173. },
  4174. sub: function ( color ) {
  4175. this.r = Math.max( 0, this.r - color.r );
  4176. this.g = Math.max( 0, this.g - color.g );
  4177. this.b = Math.max( 0, this.b - color.b );
  4178. return this;
  4179. },
  4180. multiply: function ( color ) {
  4181. this.r *= color.r;
  4182. this.g *= color.g;
  4183. this.b *= color.b;
  4184. return this;
  4185. },
  4186. multiplyScalar: function ( s ) {
  4187. this.r *= s;
  4188. this.g *= s;
  4189. this.b *= s;
  4190. return this;
  4191. },
  4192. lerp: function ( color, alpha ) {
  4193. this.r += ( color.r - this.r ) * alpha;
  4194. this.g += ( color.g - this.g ) * alpha;
  4195. this.b += ( color.b - this.b ) * alpha;
  4196. return this;
  4197. },
  4198. lerpHSL: function () {
  4199. var hslA = { h: 0, s: 0, l: 0 };
  4200. var hslB = { h: 0, s: 0, l: 0 };
  4201. return function lerpHSL( color, alpha ) {
  4202. this.getHSL( hslA );
  4203. color.getHSL( hslB );
  4204. var h = _Math.lerp( hslA.h, hslB.h, alpha );
  4205. var s = _Math.lerp( hslA.s, hslB.s, alpha );
  4206. var l = _Math.lerp( hslA.l, hslB.l, alpha );
  4207. this.setHSL( h, s, l );
  4208. return this;
  4209. };
  4210. }(),
  4211. equals: function ( c ) {
  4212. return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
  4213. },
  4214. fromArray: function ( array, offset ) {
  4215. if ( offset === undefined ) offset = 0;
  4216. this.r = array[ offset ];
  4217. this.g = array[ offset + 1 ];
  4218. this.b = array[ offset + 2 ];
  4219. return this;
  4220. },
  4221. toArray: function ( array, offset ) {
  4222. if ( array === undefined ) array = [];
  4223. if ( offset === undefined ) offset = 0;
  4224. array[ offset ] = this.r;
  4225. array[ offset + 1 ] = this.g;
  4226. array[ offset + 2 ] = this.b;
  4227. return array;
  4228. },
  4229. toJSON: function () {
  4230. return this.getHex();
  4231. }
  4232. } );
  4233. /**
  4234. * Uniforms library for shared webgl shaders
  4235. */
  4236. var UniformsLib = {
  4237. common: {
  4238. diffuse: { value: new Color( 0xeeeeee ) },
  4239. opacity: { value: 1.0 },
  4240. map: { value: null },
  4241. uvTransform: { value: new Matrix3() },
  4242. alphaMap: { value: null },
  4243. },
  4244. specularmap: {
  4245. specularMap: { value: null },
  4246. },
  4247. envmap: {
  4248. envMap: { value: null },
  4249. flipEnvMap: { value: - 1 },
  4250. reflectivity: { value: 1.0 },
  4251. refractionRatio: { value: 0.98 },
  4252. maxMipLevel: { value: 0 }
  4253. },
  4254. aomap: {
  4255. aoMap: { value: null },
  4256. aoMapIntensity: { value: 1 }
  4257. },
  4258. lightmap: {
  4259. lightMap: { value: null },
  4260. lightMapIntensity: { value: 1 }
  4261. },
  4262. emissivemap: {
  4263. emissiveMap: { value: null }
  4264. },
  4265. bumpmap: {
  4266. bumpMap: { value: null },
  4267. bumpScale: { value: 1 }
  4268. },
  4269. normalmap: {
  4270. normalMap: { value: null },
  4271. normalScale: { value: new Vector2( 1, 1 ) }
  4272. },
  4273. displacementmap: {
  4274. displacementMap: { value: null },
  4275. displacementScale: { value: 1 },
  4276. displacementBias: { value: 0 }
  4277. },
  4278. roughnessmap: {
  4279. roughnessMap: { value: null }
  4280. },
  4281. metalnessmap: {
  4282. metalnessMap: { value: null }
  4283. },
  4284. gradientmap: {
  4285. gradientMap: { value: null }
  4286. },
  4287. fog: {
  4288. fogDensity: { value: 0.00025 },
  4289. fogNear: { value: 1 },
  4290. fogFar: { value: 2000 },
  4291. fogColor: { value: new Color( 0xffffff ) }
  4292. },
  4293. lights: {
  4294. ambientLightColor: { value: [] },
  4295. directionalLights: { value: [], properties: {
  4296. direction: {},
  4297. color: {},
  4298. shadow: {},
  4299. shadowBias: {},
  4300. shadowRadius: {},
  4301. shadowMapSize: {}
  4302. } },
  4303. directionalShadowMap: { value: [] },
  4304. directionalShadowMatrix: { value: [] },
  4305. spotLights: { value: [], properties: {
  4306. color: {},
  4307. position: {},
  4308. direction: {},
  4309. distance: {},
  4310. coneCos: {},
  4311. penumbraCos: {},
  4312. decay: {},
  4313. shadow: {},
  4314. shadowBias: {},
  4315. shadowRadius: {},
  4316. shadowMapSize: {}
  4317. } },
  4318. spotShadowMap: { value: [] },
  4319. spotShadowMatrix: { value: [] },
  4320. pointLights: { value: [], properties: {
  4321. color: {},
  4322. position: {},
  4323. decay: {},
  4324. distance: {},
  4325. shadow: {},
  4326. shadowBias: {},
  4327. shadowRadius: {},
  4328. shadowMapSize: {},
  4329. shadowCameraNear: {},
  4330. shadowCameraFar: {}
  4331. } },
  4332. pointShadowMap: { value: [] },
  4333. pointShadowMatrix: { value: [] },
  4334. hemisphereLights: { value: [], properties: {
  4335. direction: {},
  4336. skyColor: {},
  4337. groundColor: {}
  4338. } },
  4339. // TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src
  4340. rectAreaLights: { value: [], properties: {
  4341. color: {},
  4342. position: {},
  4343. width: {},
  4344. height: {}
  4345. } }
  4346. },
  4347. points: {
  4348. diffuse: { value: new Color( 0xeeeeee ) },
  4349. opacity: { value: 1.0 },
  4350. size: { value: 1.0 },
  4351. scale: { value: 1.0 },
  4352. map: { value: null },
  4353. uvTransform: { value: new Matrix3() }
  4354. },
  4355. sprite: {
  4356. diffuse: { value: new Color( 0xeeeeee ) },
  4357. opacity: { value: 1.0 },
  4358. center: { value: new Vector2( 0.5, 0.5 ) },
  4359. rotation: { value: 0.0 },
  4360. map: { value: null },
  4361. uvTransform: { value: new Matrix3() }
  4362. }
  4363. };
  4364. /**
  4365. * @author alteredq / http://alteredqualia.com/
  4366. * @author mrdoob / http://mrdoob.com/
  4367. * @author mikael emtinger / http://gomo.se/
  4368. */
  4369. var ShaderLib = {
  4370. basic: {
  4371. uniforms: mergeUniforms( [
  4372. UniformsLib.common,
  4373. UniformsLib.specularmap,
  4374. UniformsLib.envmap,
  4375. UniformsLib.aomap,
  4376. UniformsLib.lightmap,
  4377. UniformsLib.fog
  4378. ] ),
  4379. vertexShader: ShaderChunk.meshbasic_vert,
  4380. fragmentShader: ShaderChunk.meshbasic_frag
  4381. },
  4382. lambert: {
  4383. uniforms: mergeUniforms( [
  4384. UniformsLib.common,
  4385. UniformsLib.specularmap,
  4386. UniformsLib.envmap,
  4387. UniformsLib.aomap,
  4388. UniformsLib.lightmap,
  4389. UniformsLib.emissivemap,
  4390. UniformsLib.fog,
  4391. UniformsLib.lights,
  4392. {
  4393. emissive: { value: new Color( 0x000000 ) }
  4394. }
  4395. ] ),
  4396. vertexShader: ShaderChunk.meshlambert_vert,
  4397. fragmentShader: ShaderChunk.meshlambert_frag
  4398. },
  4399. phong: {
  4400. uniforms: mergeUniforms( [
  4401. UniformsLib.common,
  4402. UniformsLib.specularmap,
  4403. UniformsLib.envmap,
  4404. UniformsLib.aomap,
  4405. UniformsLib.lightmap,
  4406. UniformsLib.emissivemap,
  4407. UniformsLib.bumpmap,
  4408. UniformsLib.normalmap,
  4409. UniformsLib.displacementmap,
  4410. UniformsLib.gradientmap,
  4411. UniformsLib.fog,
  4412. UniformsLib.lights,
  4413. {
  4414. emissive: { value: new Color( 0x000000 ) },
  4415. specular: { value: new Color( 0x111111 ) },
  4416. shininess: { value: 30 }
  4417. }
  4418. ] ),
  4419. vertexShader: ShaderChunk.meshphong_vert,
  4420. fragmentShader: ShaderChunk.meshphong_frag
  4421. },
  4422. standard: {
  4423. uniforms: mergeUniforms( [
  4424. UniformsLib.common,
  4425. UniformsLib.envmap,
  4426. UniformsLib.aomap,
  4427. UniformsLib.lightmap,
  4428. UniformsLib.emissivemap,
  4429. UniformsLib.bumpmap,
  4430. UniformsLib.normalmap,
  4431. UniformsLib.displacementmap,
  4432. UniformsLib.roughnessmap,
  4433. UniformsLib.metalnessmap,
  4434. UniformsLib.fog,
  4435. UniformsLib.lights,
  4436. {
  4437. emissive: { value: new Color( 0x000000 ) },
  4438. roughness: { value: 0.5 },
  4439. metalness: { value: 0.5 },
  4440. envMapIntensity: { value: 1 } // temporary
  4441. }
  4442. ] ),
  4443. vertexShader: ShaderChunk.meshphysical_vert,
  4444. fragmentShader: ShaderChunk.meshphysical_frag
  4445. },
  4446. matcap: {
  4447. uniforms: mergeUniforms( [
  4448. UniformsLib.common,
  4449. UniformsLib.bumpmap,
  4450. UniformsLib.normalmap,
  4451. UniformsLib.displacementmap,
  4452. UniformsLib.fog,
  4453. {
  4454. matcap: { value: null }
  4455. }
  4456. ] ),
  4457. vertexShader: ShaderChunk.meshmatcap_vert,
  4458. fragmentShader: ShaderChunk.meshmatcap_frag
  4459. },
  4460. points: {
  4461. uniforms: mergeUniforms( [
  4462. UniformsLib.points,
  4463. UniformsLib.fog
  4464. ] ),
  4465. vertexShader: ShaderChunk.points_vert,
  4466. fragmentShader: ShaderChunk.points_frag
  4467. },
  4468. dashed: {
  4469. uniforms: mergeUniforms( [
  4470. UniformsLib.common,
  4471. UniformsLib.fog,
  4472. {
  4473. scale: { value: 1 },
  4474. dashSize: { value: 1 },
  4475. totalSize: { value: 2 }
  4476. }
  4477. ] ),
  4478. vertexShader: ShaderChunk.linedashed_vert,
  4479. fragmentShader: ShaderChunk.linedashed_frag
  4480. },
  4481. depth: {
  4482. uniforms: mergeUniforms( [
  4483. UniformsLib.common,
  4484. UniformsLib.displacementmap
  4485. ] ),
  4486. vertexShader: ShaderChunk.depth_vert,
  4487. fragmentShader: ShaderChunk.depth_frag
  4488. },
  4489. normal: {
  4490. uniforms: mergeUniforms( [
  4491. UniformsLib.common,
  4492. UniformsLib.bumpmap,
  4493. UniformsLib.normalmap,
  4494. UniformsLib.displacementmap,
  4495. {
  4496. opacity: { value: 1.0 }
  4497. }
  4498. ] ),
  4499. vertexShader: ShaderChunk.normal_vert,
  4500. fragmentShader: ShaderChunk.normal_frag
  4501. },
  4502. sprite: {
  4503. uniforms: mergeUniforms( [
  4504. UniformsLib.sprite,
  4505. UniformsLib.fog
  4506. ] ),
  4507. vertexShader: ShaderChunk.sprite_vert,
  4508. fragmentShader: ShaderChunk.sprite_frag
  4509. },
  4510. background: {
  4511. uniforms: {
  4512. uvTransform: { value: new Matrix3() },
  4513. t2D: { value: null },
  4514. },
  4515. vertexShader: ShaderChunk.background_vert,
  4516. fragmentShader: ShaderChunk.background_frag
  4517. },
  4518. /* -------------------------------------------------------------------------
  4519. // Cube map shader
  4520. ------------------------------------------------------------------------- */
  4521. cube: {
  4522. uniforms: {
  4523. tCube: { value: null },
  4524. tFlip: { value: - 1 },
  4525. opacity: { value: 1.0 }
  4526. },
  4527. vertexShader: ShaderChunk.cube_vert,
  4528. fragmentShader: ShaderChunk.cube_frag
  4529. },
  4530. equirect: {
  4531. uniforms: {
  4532. tEquirect: { value: null },
  4533. },
  4534. vertexShader: ShaderChunk.equirect_vert,
  4535. fragmentShader: ShaderChunk.equirect_frag
  4536. },
  4537. distanceRGBA: {
  4538. uniforms: mergeUniforms( [
  4539. UniformsLib.common,
  4540. UniformsLib.displacementmap,
  4541. {
  4542. referencePosition: { value: new Vector3() },
  4543. nearDistance: { value: 1 },
  4544. farDistance: { value: 1000 }
  4545. }
  4546. ] ),
  4547. vertexShader: ShaderChunk.distanceRGBA_vert,
  4548. fragmentShader: ShaderChunk.distanceRGBA_frag
  4549. },
  4550. shadow: {
  4551. uniforms: mergeUniforms( [
  4552. UniformsLib.lights,
  4553. UniformsLib.fog,
  4554. {
  4555. color: { value: new Color( 0x00000 ) },
  4556. opacity: { value: 1.0 }
  4557. },
  4558. ] ),
  4559. vertexShader: ShaderChunk.shadow_vert,
  4560. fragmentShader: ShaderChunk.shadow_frag
  4561. }
  4562. };
  4563. ShaderLib.physical = {
  4564. uniforms: mergeUniforms( [
  4565. ShaderLib.standard.uniforms,
  4566. {
  4567. clearCoat: { value: 0 },
  4568. clearCoatRoughness: { value: 0 }
  4569. }
  4570. ] ),
  4571. vertexShader: ShaderChunk.meshphysical_vert,
  4572. fragmentShader: ShaderChunk.meshphysical_frag
  4573. };
  4574. /**
  4575. * @author mrdoob / http://mrdoob.com/
  4576. */
  4577. function WebGLAnimation() {
  4578. var context = null;
  4579. var isAnimating = false;
  4580. var animationLoop = null;
  4581. function onAnimationFrame( time, frame ) {
  4582. if ( isAnimating === false ) return;
  4583. animationLoop( time, frame );
  4584. context.requestAnimationFrame( onAnimationFrame );
  4585. }
  4586. return {
  4587. start: function () {
  4588. if ( isAnimating === true ) return;
  4589. if ( animationLoop === null ) return;
  4590. context.requestAnimationFrame( onAnimationFrame );
  4591. isAnimating = true;
  4592. },
  4593. stop: function () {
  4594. isAnimating = false;
  4595. },
  4596. setAnimationLoop: function ( callback ) {
  4597. animationLoop = callback;
  4598. },
  4599. setContext: function ( value ) {
  4600. context = value;
  4601. }
  4602. };
  4603. }
  4604. /**
  4605. * @author mrdoob / http://mrdoob.com/
  4606. */
  4607. function WebGLAttributes( gl ) {
  4608. var buffers = new WeakMap();
  4609. function createBuffer( attribute, bufferType ) {
  4610. var array = attribute.array;
  4611. var usage = attribute.dynamic ? 35048 : 35044;
  4612. var buffer = gl.createBuffer();
  4613. gl.bindBuffer( bufferType, buffer );
  4614. gl.bufferData( bufferType, array, usage );
  4615. attribute.onUploadCallback();
  4616. var type = 5126;
  4617. if ( array instanceof Float32Array ) {
  4618. type = 5126;
  4619. } else if ( array instanceof Float64Array ) {
  4620. console.warn( 'THREE.WebGLAttributes: Unsupported data buffer format: Float64Array.' );
  4621. } else if ( array instanceof Uint16Array ) {
  4622. type = 5123;
  4623. } else if ( array instanceof Int16Array ) {
  4624. type = 5122;
  4625. } else if ( array instanceof Uint32Array ) {
  4626. type = 5125;
  4627. } else if ( array instanceof Int32Array ) {
  4628. type = 5124;
  4629. } else if ( array instanceof Int8Array ) {
  4630. type = 5120;
  4631. } else if ( array instanceof Uint8Array ) {
  4632. type = 5121;
  4633. }
  4634. return {
  4635. buffer: buffer,
  4636. type: type,
  4637. bytesPerElement: array.BYTES_PER_ELEMENT,
  4638. version: attribute.version
  4639. };
  4640. }
  4641. function updateBuffer( buffer, attribute, bufferType ) {
  4642. var array = attribute.array;
  4643. var updateRange = attribute.updateRange;
  4644. gl.bindBuffer( bufferType, buffer );
  4645. if ( attribute.dynamic === false ) {
  4646. gl.bufferData( bufferType, array, 35044 );
  4647. } else if ( updateRange.count === - 1 ) {
  4648. // Not using update ranges
  4649. gl.bufferSubData( bufferType, 0, array );
  4650. } else if ( updateRange.count === 0 ) {
  4651. console.error( 'THREE.WebGLObjects.updateBuffer: dynamic THREE.BufferAttribute marked as needsUpdate but updateRange.count is 0, ensure you are using set methods or updating manually.' );
  4652. } else {
  4653. gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,
  4654. array.subarray( updateRange.offset, updateRange.offset + updateRange.count ) );
  4655. updateRange.count = - 1; // reset range
  4656. }
  4657. }
  4658. //
  4659. function get( attribute ) {
  4660. if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;
  4661. return buffers.get( attribute );
  4662. }
  4663. function remove( attribute ) {
  4664. if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;
  4665. var data = buffers.get( attribute );
  4666. if ( data ) {
  4667. gl.deleteBuffer( data.buffer );
  4668. buffers.delete( attribute );
  4669. }
  4670. }
  4671. function update( attribute, bufferType ) {
  4672. if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;
  4673. var data = buffers.get( attribute );
  4674. if ( data === undefined ) {
  4675. buffers.set( attribute, createBuffer( attribute, bufferType ) );
  4676. } else if ( data.version < attribute.version ) {
  4677. updateBuffer( data.buffer, attribute, bufferType );
  4678. data.version = attribute.version;
  4679. }
  4680. }
  4681. return {
  4682. get: get,
  4683. remove: remove,
  4684. update: update
  4685. };
  4686. }
  4687. /**
  4688. * @author mrdoob / http://mrdoob.com/
  4689. * @author alteredq / http://alteredqualia.com/
  4690. */
  4691. function Face3( a, b, c, normal, color, materialIndex ) {
  4692. this.a = a;
  4693. this.b = b;
  4694. this.c = c;
  4695. this.normal = ( normal && normal.isVector3 ) ? normal : new Vector3();
  4696. this.vertexNormals = Array.isArray( normal ) ? normal : [];
  4697. this.color = ( color && color.isColor ) ? color : new Color();
  4698. this.vertexColors = Array.isArray( color ) ? color : [];
  4699. this.materialIndex = materialIndex !== undefined ? materialIndex : 0;
  4700. }
  4701. Object.assign( Face3.prototype, {
  4702. clone: function () {
  4703. return new this.constructor().copy( this );
  4704. },
  4705. copy: function ( source ) {
  4706. this.a = source.a;
  4707. this.b = source.b;
  4708. this.c = source.c;
  4709. this.normal.copy( source.normal );
  4710. this.color.copy( source.color );
  4711. this.materialIndex = source.materialIndex;
  4712. for ( var i = 0, il = source.vertexNormals.length; i < il; i ++ ) {
  4713. this.vertexNormals[ i ] = source.vertexNormals[ i ].clone();
  4714. }
  4715. for ( var i = 0, il = source.vertexColors.length; i < il; i ++ ) {
  4716. this.vertexColors[ i ] = source.vertexColors[ i ].clone();
  4717. }
  4718. return this;
  4719. }
  4720. } );
  4721. /**
  4722. * @author mrdoob / http://mrdoob.com/
  4723. * @author WestLangley / http://github.com/WestLangley
  4724. * @author bhouston / http://clara.io
  4725. */
  4726. function Euler( x, y, z, order ) {
  4727. this._x = x || 0;
  4728. this._y = y || 0;
  4729. this._z = z || 0;
  4730. this._order = order || Euler.DefaultOrder;
  4731. }
  4732. Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ];
  4733. Euler.DefaultOrder = 'XYZ';
  4734. Object.defineProperties( Euler.prototype, {
  4735. x: {
  4736. get: function () {
  4737. return this._x;
  4738. },
  4739. set: function ( value ) {
  4740. this._x = value;
  4741. this.onChangeCallback();
  4742. }
  4743. },
  4744. y: {
  4745. get: function () {
  4746. return this._y;
  4747. },
  4748. set: function ( value ) {
  4749. this._y = value;
  4750. this.onChangeCallback();
  4751. }
  4752. },
  4753. z: {
  4754. get: function () {
  4755. return this._z;
  4756. },
  4757. set: function ( value ) {
  4758. this._z = value;
  4759. this.onChangeCallback();
  4760. }
  4761. },
  4762. order: {
  4763. get: function () {
  4764. return this._order;
  4765. },
  4766. set: function ( value ) {
  4767. this._order = value;
  4768. this.onChangeCallback();
  4769. }
  4770. }
  4771. } );
  4772. Object.assign( Euler.prototype, {
  4773. isEuler: true,
  4774. set: function ( x, y, z, order ) {
  4775. this._x = x;
  4776. this._y = y;
  4777. this._z = z;
  4778. this._order = order || this._order;
  4779. this.onChangeCallback();
  4780. return this;
  4781. },
  4782. clone: function () {
  4783. return new this.constructor( this._x, this._y, this._z, this._order );
  4784. },
  4785. copy: function ( euler ) {
  4786. this._x = euler._x;
  4787. this._y = euler._y;
  4788. this._z = euler._z;
  4789. this._order = euler._order;
  4790. this.onChangeCallback();
  4791. return this;
  4792. },
  4793. setFromRotationMatrix: function ( m, order, update ) {
  4794. var clamp = _Math.clamp;
  4795. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  4796. var te = m.elements;
  4797. var m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];
  4798. var m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];
  4799. var m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  4800. order = order || this._order;
  4801. if ( order === 'XYZ' ) {
  4802. this._y = Math.asin( clamp( m13, - 1, 1 ) );
  4803. if ( Math.abs( m13 ) < 0.99999 ) {
  4804. this._x = Math.atan2( - m23, m33 );
  4805. this._z = Math.atan2( - m12, m11 );
  4806. } else {
  4807. this._x = Math.atan2( m32, m22 );
  4808. this._z = 0;
  4809. }
  4810. } else if ( order === 'YXZ' ) {
  4811. this._x = Math.asin( - clamp( m23, - 1, 1 ) );
  4812. if ( Math.abs( m23 ) < 0.99999 ) {
  4813. this._y = Math.atan2( m13, m33 );
  4814. this._z = Math.atan2( m21, m22 );
  4815. } else {
  4816. this._y = Math.atan2( - m31, m11 );
  4817. this._z = 0;
  4818. }
  4819. } else if ( order === 'ZXY' ) {
  4820. this._x = Math.asin( clamp( m32, - 1, 1 ) );
  4821. if ( Math.abs( m32 ) < 0.99999 ) {
  4822. this._y = Math.atan2( - m31, m33 );
  4823. this._z = Math.atan2( - m12, m22 );
  4824. } else {
  4825. this._y = 0;
  4826. this._z = Math.atan2( m21, m11 );
  4827. }
  4828. } else if ( order === 'ZYX' ) {
  4829. this._y = Math.asin( - clamp( m31, - 1, 1 ) );
  4830. if ( Math.abs( m31 ) < 0.99999 ) {
  4831. this._x = Math.atan2( m32, m33 );
  4832. this._z = Math.atan2( m21, m11 );
  4833. } else {
  4834. this._x = 0;
  4835. this._z = Math.atan2( - m12, m22 );
  4836. }
  4837. } else if ( order === 'YZX' ) {
  4838. this._z = Math.asin( clamp( m21, - 1, 1 ) );
  4839. if ( Math.abs( m21 ) < 0.99999 ) {
  4840. this._x = Math.atan2( - m23, m22 );
  4841. this._y = Math.atan2( - m31, m11 );
  4842. } else {
  4843. this._x = 0;
  4844. this._y = Math.atan2( m13, m33 );
  4845. }
  4846. } else if ( order === 'XZY' ) {
  4847. this._z = Math.asin( - clamp( m12, - 1, 1 ) );
  4848. if ( Math.abs( m12 ) < 0.99999 ) {
  4849. this._x = Math.atan2( m32, m22 );
  4850. this._y = Math.atan2( m13, m11 );
  4851. } else {
  4852. this._x = Math.atan2( - m23, m33 );
  4853. this._y = 0;
  4854. }
  4855. } else {
  4856. console.warn( 'THREE.Euler: .setFromRotationMatrix() given unsupported order: ' + order );
  4857. }
  4858. this._order = order;
  4859. if ( update !== false ) this.onChangeCallback();
  4860. return this;
  4861. },
  4862. setFromQuaternion: function () {
  4863. var matrix = new Matrix4();
  4864. return function setFromQuaternion( q, order, update ) {
  4865. matrix.makeRotationFromQuaternion( q );
  4866. return this.setFromRotationMatrix( matrix, order, update );
  4867. };
  4868. }(),
  4869. setFromVector3: function ( v, order ) {
  4870. return this.set( v.x, v.y, v.z, order || this._order );
  4871. },
  4872. reorder: function () {
  4873. // WARNING: this discards revolution information -bhouston
  4874. var q = new Quaternion();
  4875. return function reorder( newOrder ) {
  4876. q.setFromEuler( this );
  4877. return this.setFromQuaternion( q, newOrder );
  4878. };
  4879. }(),
  4880. equals: function ( euler ) {
  4881. return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
  4882. },
  4883. fromArray: function ( array ) {
  4884. this._x = array[ 0 ];
  4885. this._y = array[ 1 ];
  4886. this._z = array[ 2 ];
  4887. if ( array[ 3 ] !== undefined ) this._order = array[ 3 ];
  4888. this.onChangeCallback();
  4889. return this;
  4890. },
  4891. toArray: function ( array, offset ) {
  4892. if ( array === undefined ) array = [];
  4893. if ( offset === undefined ) offset = 0;
  4894. array[ offset ] = this._x;
  4895. array[ offset + 1 ] = this._y;
  4896. array[ offset + 2 ] = this._z;
  4897. array[ offset + 3 ] = this._order;
  4898. return array;
  4899. },
  4900. toVector3: function ( optionalResult ) {
  4901. if ( optionalResult ) {
  4902. return optionalResult.set( this._x, this._y, this._z );
  4903. } else {
  4904. return new Vector3( this._x, this._y, this._z );
  4905. }
  4906. },
  4907. onChange: function ( callback ) {
  4908. this.onChangeCallback = callback;
  4909. return this;
  4910. },
  4911. onChangeCallback: function () {}
  4912. } );
  4913. /**
  4914. * @author mrdoob / http://mrdoob.com/
  4915. */
  4916. function Layers() {
  4917. this.mask = 1 | 0;
  4918. }
  4919. Object.assign( Layers.prototype, {
  4920. set: function ( channel ) {
  4921. this.mask = 1 << channel | 0;
  4922. },
  4923. enable: function ( channel ) {
  4924. this.mask |= 1 << channel | 0;
  4925. },
  4926. toggle: function ( channel ) {
  4927. this.mask ^= 1 << channel | 0;
  4928. },
  4929. disable: function ( channel ) {
  4930. this.mask &= ~ ( 1 << channel | 0 );
  4931. },
  4932. test: function ( layers ) {
  4933. return ( this.mask & layers.mask ) !== 0;
  4934. }
  4935. } );
  4936. /**
  4937. * @author mrdoob / http://mrdoob.com/
  4938. * @author mikael emtinger / http://gomo.se/
  4939. * @author alteredq / http://alteredqualia.com/
  4940. * @author WestLangley / http://github.com/WestLangley
  4941. * @author elephantatwork / www.elephantatwork.ch
  4942. */
  4943. var object3DId = 0;
  4944. function Object3D() {
  4945. Object.defineProperty( this, 'id', { value: object3DId ++ } );
  4946. this.uuid = _Math.generateUUID();
  4947. this.name = '';
  4948. this.type = 'Object3D';
  4949. this.parent = null;
  4950. this.children = [];
  4951. this.up = Object3D.DefaultUp.clone();
  4952. var position = new Vector3();
  4953. var rotation = new Euler();
  4954. var quaternion = new Quaternion();
  4955. var scale = new Vector3( 1, 1, 1 );
  4956. function onRotationChange() {
  4957. quaternion.setFromEuler( rotation, false );
  4958. }
  4959. function onQuaternionChange() {
  4960. rotation.setFromQuaternion( quaternion, undefined, false );
  4961. }
  4962. rotation.onChange( onRotationChange );
  4963. quaternion.onChange( onQuaternionChange );
  4964. Object.defineProperties( this, {
  4965. position: {
  4966. configurable: true,
  4967. enumerable: true,
  4968. value: position
  4969. },
  4970. rotation: {
  4971. configurable: true,
  4972. enumerable: true,
  4973. value: rotation
  4974. },
  4975. quaternion: {
  4976. configurable: true,
  4977. enumerable: true,
  4978. value: quaternion
  4979. },
  4980. scale: {
  4981. configurable: true,
  4982. enumerable: true,
  4983. value: scale
  4984. },
  4985. modelViewMatrix: {
  4986. value: new Matrix4()
  4987. },
  4988. normalMatrix: {
  4989. value: new Matrix3()
  4990. }
  4991. } );
  4992. this.matrix = new Matrix4();
  4993. this.matrixWorld = new Matrix4();
  4994. this.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate;
  4995. this.matrixWorldNeedsUpdate = false;
  4996. this.layers = new Layers();
  4997. this.visible = true;
  4998. this.castShadow = false;
  4999. this.receiveShadow = false;
  5000. this.frustumCulled = true;
  5001. this.renderOrder = 0;
  5002. this.userData = {};
  5003. }
  5004. Object3D.DefaultUp = new Vector3( 0, 1, 0 );
  5005. Object3D.DefaultMatrixAutoUpdate = true;
  5006. Object3D.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  5007. constructor: Object3D,
  5008. isObject3D: true,
  5009. onBeforeRender: function () {},
  5010. onAfterRender: function () {},
  5011. applyMatrix: function ( matrix ) {
  5012. this.matrix.multiplyMatrices( matrix, this.matrix );
  5013. this.matrix.decompose( this.position, this.quaternion, this.scale );
  5014. },
  5015. applyQuaternion: function ( q ) {
  5016. this.quaternion.premultiply( q );
  5017. return this;
  5018. },
  5019. setRotationFromAxisAngle: function ( axis, angle ) {
  5020. // assumes axis is normalized
  5021. this.quaternion.setFromAxisAngle( axis, angle );
  5022. },
  5023. setRotationFromEuler: function ( euler ) {
  5024. this.quaternion.setFromEuler( euler, true );
  5025. },
  5026. setRotationFromMatrix: function ( m ) {
  5027. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  5028. this.quaternion.setFromRotationMatrix( m );
  5029. },
  5030. setRotationFromQuaternion: function ( q ) {
  5031. // assumes q is normalized
  5032. this.quaternion.copy( q );
  5033. },
  5034. rotateOnAxis: function () {
  5035. // rotate object on axis in object space
  5036. // axis is assumed to be normalized
  5037. var q1 = new Quaternion();
  5038. return function rotateOnAxis( axis, angle ) {
  5039. q1.setFromAxisAngle( axis, angle );
  5040. this.quaternion.multiply( q1 );
  5041. return this;
  5042. };
  5043. }(),
  5044. rotateOnWorldAxis: function () {
  5045. // rotate object on axis in world space
  5046. // axis is assumed to be normalized
  5047. // method assumes no rotated parent
  5048. var q1 = new Quaternion();
  5049. return function rotateOnWorldAxis( axis, angle ) {
  5050. q1.setFromAxisAngle( axis, angle );
  5051. this.quaternion.premultiply( q1 );
  5052. return this;
  5053. };
  5054. }(),
  5055. rotateX: function () {
  5056. var v1 = new Vector3( 1, 0, 0 );
  5057. return function rotateX( angle ) {
  5058. return this.rotateOnAxis( v1, angle );
  5059. };
  5060. }(),
  5061. rotateY: function () {
  5062. var v1 = new Vector3( 0, 1, 0 );
  5063. return function rotateY( angle ) {
  5064. return this.rotateOnAxis( v1, angle );
  5065. };
  5066. }(),
  5067. rotateZ: function () {
  5068. var v1 = new Vector3( 0, 0, 1 );
  5069. return function rotateZ( angle ) {
  5070. return this.rotateOnAxis( v1, angle );
  5071. };
  5072. }(),
  5073. translateOnAxis: function () {
  5074. // translate object by distance along axis in object space
  5075. // axis is assumed to be normalized
  5076. var v1 = new Vector3();
  5077. return function translateOnAxis( axis, distance ) {
  5078. v1.copy( axis ).applyQuaternion( this.quaternion );
  5079. this.position.add( v1.multiplyScalar( distance ) );
  5080. return this;
  5081. };
  5082. }(),
  5083. translateX: function () {
  5084. var v1 = new Vector3( 1, 0, 0 );
  5085. return function translateX( distance ) {
  5086. return this.translateOnAxis( v1, distance );
  5087. };
  5088. }(),
  5089. translateY: function () {
  5090. var v1 = new Vector3( 0, 1, 0 );
  5091. return function translateY( distance ) {
  5092. return this.translateOnAxis( v1, distance );
  5093. };
  5094. }(),
  5095. translateZ: function () {
  5096. var v1 = new Vector3( 0, 0, 1 );
  5097. return function translateZ( distance ) {
  5098. return this.translateOnAxis( v1, distance );
  5099. };
  5100. }(),
  5101. localToWorld: function ( vector ) {
  5102. return vector.applyMatrix4( this.matrixWorld );
  5103. },
  5104. worldToLocal: function () {
  5105. var m1 = new Matrix4();
  5106. return function worldToLocal( vector ) {
  5107. return vector.applyMatrix4( m1.getInverse( this.matrixWorld ) );
  5108. };
  5109. }(),
  5110. lookAt: function () {
  5111. // This method does not support objects having non-uniformly-scaled parent(s)
  5112. var q1 = new Quaternion();
  5113. var m1 = new Matrix4();
  5114. var target = new Vector3();
  5115. var position = new Vector3();
  5116. return function lookAt( x, y, z ) {
  5117. if ( x.isVector3 ) {
  5118. target.copy( x );
  5119. } else {
  5120. target.set( x, y, z );
  5121. }
  5122. var parent = this.parent;
  5123. this.updateWorldMatrix( true, false );
  5124. position.setFromMatrixPosition( this.matrixWorld );
  5125. if ( this.isCamera || this.isLight ) {
  5126. m1.lookAt( position, target, this.up );
  5127. } else {
  5128. m1.lookAt( target, position, this.up );
  5129. }
  5130. this.quaternion.setFromRotationMatrix( m1 );
  5131. if ( parent ) {
  5132. m1.extractRotation( parent.matrixWorld );
  5133. q1.setFromRotationMatrix( m1 );
  5134. this.quaternion.premultiply( q1.inverse() );
  5135. }
  5136. };
  5137. }(),
  5138. add: function ( object ) {
  5139. if ( arguments.length > 1 ) {
  5140. for ( var i = 0; i < arguments.length; i ++ ) {
  5141. this.add( arguments[ i ] );
  5142. }
  5143. return this;
  5144. }
  5145. if ( object === this ) {
  5146. console.error( "THREE.Object3D.add: object can't be added as a child of itself.", object );
  5147. return this;
  5148. }
  5149. if ( ( object && object.isObject3D ) ) {
  5150. if ( object.parent !== null ) {
  5151. object.parent.remove( object );
  5152. }
  5153. object.parent = this;
  5154. object.dispatchEvent( { type: 'added' } );
  5155. this.children.push( object );
  5156. } else {
  5157. console.error( "THREE.Object3D.add: object not an instance of THREE.Object3D.", object );
  5158. }
  5159. return this;
  5160. },
  5161. remove: function ( object ) {
  5162. if ( arguments.length > 1 ) {
  5163. for ( var i = 0; i < arguments.length; i ++ ) {
  5164. this.remove( arguments[ i ] );
  5165. }
  5166. return this;
  5167. }
  5168. var index = this.children.indexOf( object );
  5169. if ( index !== - 1 ) {
  5170. object.parent = null;
  5171. object.dispatchEvent( { type: 'removed' } );
  5172. this.children.splice( index, 1 );
  5173. }
  5174. return this;
  5175. },
  5176. getObjectById: function ( id ) {
  5177. return this.getObjectByProperty( 'id', id );
  5178. },
  5179. getObjectByName: function ( name ) {
  5180. return this.getObjectByProperty( 'name', name );
  5181. },
  5182. getObjectByProperty: function ( name, value ) {
  5183. if ( this[ name ] === value ) return this;
  5184. for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  5185. var child = this.children[ i ];
  5186. var object = child.getObjectByProperty( name, value );
  5187. if ( object !== undefined ) {
  5188. return object;
  5189. }
  5190. }
  5191. return undefined;
  5192. },
  5193. getWorldPosition: function ( target ) {
  5194. if ( target === undefined ) {
  5195. console.warn( 'THREE.Object3D: .getWorldPosition() target is now required' );
  5196. target = new Vector3();
  5197. }
  5198. this.updateMatrixWorld( true );
  5199. return target.setFromMatrixPosition( this.matrixWorld );
  5200. },
  5201. getWorldQuaternion: function () {
  5202. var position = new Vector3();
  5203. var scale = new Vector3();
  5204. return function getWorldQuaternion( target ) {
  5205. if ( target === undefined ) {
  5206. console.warn( 'THREE.Object3D: .getWorldQuaternion() target is now required' );
  5207. target = new Quaternion();
  5208. }
  5209. this.updateMatrixWorld( true );
  5210. this.matrixWorld.decompose( position, target, scale );
  5211. return target;
  5212. };
  5213. }(),
  5214. getWorldScale: function () {
  5215. var position = new Vector3();
  5216. var quaternion = new Quaternion();
  5217. return function getWorldScale( target ) {
  5218. if ( target === undefined ) {
  5219. console.warn( 'THREE.Object3D: .getWorldScale() target is now required' );
  5220. target = new Vector3();
  5221. }
  5222. this.updateMatrixWorld( true );
  5223. this.matrixWorld.decompose( position, quaternion, target );
  5224. return target;
  5225. };
  5226. }(),
  5227. getWorldDirection: function ( target ) {
  5228. if ( target === undefined ) {
  5229. console.warn( 'THREE.Object3D: .getWorldDirection() target is now required' );
  5230. target = new Vector3();
  5231. }
  5232. this.updateMatrixWorld( true );
  5233. var e = this.matrixWorld.elements;
  5234. return target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize();
  5235. },
  5236. raycast: function () {},
  5237. traverse: function ( callback ) {
  5238. callback( this );
  5239. var children = this.children;
  5240. for ( var i = 0, l = children.length; i < l; i ++ ) {
  5241. children[ i ].traverse( callback );
  5242. }
  5243. },
  5244. traverseVisible: function ( callback ) {
  5245. if ( this.visible === false ) return;
  5246. callback( this );
  5247. var children = this.children;
  5248. for ( var i = 0, l = children.length; i < l; i ++ ) {
  5249. children[ i ].traverseVisible( callback );
  5250. }
  5251. },
  5252. traverseAncestors: function ( callback ) {
  5253. var parent = this.parent;
  5254. if ( parent !== null ) {
  5255. callback( parent );
  5256. parent.traverseAncestors( callback );
  5257. }
  5258. },
  5259. updateMatrix: function () {
  5260. this.matrix.compose( this.position, this.quaternion, this.scale );
  5261. this.matrixWorldNeedsUpdate = true;
  5262. },
  5263. updateMatrixWorld: function ( force ) {
  5264. if ( this.matrixAutoUpdate ) this.updateMatrix();
  5265. if ( this.matrixWorldNeedsUpdate || force ) {
  5266. if ( this.parent === null ) {
  5267. this.matrixWorld.copy( this.matrix );
  5268. } else {
  5269. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  5270. }
  5271. this.matrixWorldNeedsUpdate = false;
  5272. force = true;
  5273. }
  5274. // update children
  5275. var children = this.children;
  5276. for ( var i = 0, l = children.length; i < l; i ++ ) {
  5277. children[ i ].updateMatrixWorld( force );
  5278. }
  5279. },
  5280. updateWorldMatrix: function ( updateParents, updateChildren ) {
  5281. var parent = this.parent;
  5282. if ( updateParents === true && parent !== null ) {
  5283. parent.updateWorldMatrix( true, false );
  5284. }
  5285. if ( this.matrixAutoUpdate ) this.updateMatrix();
  5286. if ( this.parent === null ) {
  5287. this.matrixWorld.copy( this.matrix );
  5288. } else {
  5289. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  5290. }
  5291. // update children
  5292. if ( updateChildren === true ) {
  5293. var children = this.children;
  5294. for ( var i = 0, l = children.length; i < l; i ++ ) {
  5295. children[ i ].updateWorldMatrix( false, true );
  5296. }
  5297. }
  5298. },
  5299. toJSON: function ( meta ) {
  5300. // meta is a string when called from JSON.stringify
  5301. var isRootObject = ( meta === undefined || typeof meta === 'string' );
  5302. var output = {};
  5303. // meta is a hash used to collect geometries, materials.
  5304. // not providing it implies that this is the root object
  5305. // being serialized.
  5306. if ( isRootObject ) {
  5307. // initialize meta obj
  5308. meta = {
  5309. geometries: {},
  5310. materials: {},
  5311. textures: {},
  5312. images: {},
  5313. shapes: {}
  5314. };
  5315. output.metadata = {
  5316. version: 4.5,
  5317. type: 'Object',
  5318. generator: 'Object3D.toJSON'
  5319. };
  5320. }
  5321. // standard Object3D serialization
  5322. var object = {};
  5323. object.uuid = this.uuid;
  5324. object.type = this.type;
  5325. if ( this.name !== '' ) object.name = this.name;
  5326. if ( this.castShadow === true ) object.castShadow = true;
  5327. if ( this.receiveShadow === true ) object.receiveShadow = true;
  5328. if ( this.visible === false ) object.visible = false;
  5329. if ( this.frustumCulled === false ) object.frustumCulled = false;
  5330. if ( this.renderOrder !== 0 ) object.renderOrder = this.renderOrder;
  5331. if ( JSON.stringify( this.userData ) !== '{}' ) object.userData = this.userData;
  5332. object.layers = this.layers.mask;
  5333. object.matrix = this.matrix.toArray();
  5334. if ( this.matrixAutoUpdate === false ) object.matrixAutoUpdate = false;
  5335. //
  5336. function serialize( library, element ) {
  5337. if ( library[ element.uuid ] === undefined ) {
  5338. library[ element.uuid ] = element.toJSON( meta );
  5339. }
  5340. return element.uuid;
  5341. }
  5342. if ( this.isMesh || this.isLine || this.isPoints ) {
  5343. object.geometry = serialize( meta.geometries, this.geometry );
  5344. var parameters = this.geometry.parameters;
  5345. if ( parameters !== undefined && parameters.shapes !== undefined ) {
  5346. var shapes = parameters.shapes;
  5347. if ( Array.isArray( shapes ) ) {
  5348. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  5349. var shape = shapes[ i ];
  5350. serialize( meta.shapes, shape );
  5351. }
  5352. } else {
  5353. serialize( meta.shapes, shapes );
  5354. }
  5355. }
  5356. }
  5357. if ( this.material !== undefined ) {
  5358. if ( Array.isArray( this.material ) ) {
  5359. var uuids = [];
  5360. for ( var i = 0, l = this.material.length; i < l; i ++ ) {
  5361. uuids.push( serialize( meta.materials, this.material[ i ] ) );
  5362. }
  5363. object.material = uuids;
  5364. } else {
  5365. object.material = serialize( meta.materials, this.material );
  5366. }
  5367. }
  5368. //
  5369. if ( this.children.length > 0 ) {
  5370. object.children = [];
  5371. for ( var i = 0; i < this.children.length; i ++ ) {
  5372. object.children.push( this.children[ i ].toJSON( meta ).object );
  5373. }
  5374. }
  5375. if ( isRootObject ) {
  5376. var geometries = extractFromCache( meta.geometries );
  5377. var materials = extractFromCache( meta.materials );
  5378. var textures = extractFromCache( meta.textures );
  5379. var images = extractFromCache( meta.images );
  5380. var shapes = extractFromCache( meta.shapes );
  5381. if ( geometries.length > 0 ) output.geometries = geometries;
  5382. if ( materials.length > 0 ) output.materials = materials;
  5383. if ( textures.length > 0 ) output.textures = textures;
  5384. if ( images.length > 0 ) output.images = images;
  5385. if ( shapes.length > 0 ) output.shapes = shapes;
  5386. }
  5387. output.object = object;
  5388. return output;
  5389. // extract data from the cache hash
  5390. // remove metadata on each item
  5391. // and return as array
  5392. function extractFromCache( cache ) {
  5393. var values = [];
  5394. for ( var key in cache ) {
  5395. var data = cache[ key ];
  5396. delete data.metadata;
  5397. values.push( data );
  5398. }
  5399. return values;
  5400. }
  5401. },
  5402. clone: function ( recursive ) {
  5403. return new this.constructor().copy( this, recursive );
  5404. },
  5405. copy: function ( source, recursive ) {
  5406. if ( recursive === undefined ) recursive = true;
  5407. this.name = source.name;
  5408. this.up.copy( source.up );
  5409. this.position.copy( source.position );
  5410. this.quaternion.copy( source.quaternion );
  5411. this.scale.copy( source.scale );
  5412. this.matrix.copy( source.matrix );
  5413. this.matrixWorld.copy( source.matrixWorld );
  5414. this.matrixAutoUpdate = source.matrixAutoUpdate;
  5415. this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;
  5416. this.layers.mask = source.layers.mask;
  5417. this.visible = source.visible;
  5418. this.castShadow = source.castShadow;
  5419. this.receiveShadow = source.receiveShadow;
  5420. this.frustumCulled = source.frustumCulled;
  5421. this.renderOrder = source.renderOrder;
  5422. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  5423. if ( recursive === true ) {
  5424. for ( var i = 0; i < source.children.length; i ++ ) {
  5425. var child = source.children[ i ];
  5426. this.add( child.clone() );
  5427. }
  5428. }
  5429. return this;
  5430. }
  5431. } );
  5432. /**
  5433. * @author mrdoob / http://mrdoob.com/
  5434. * @author kile / http://kile.stravaganza.org/
  5435. * @author alteredq / http://alteredqualia.com/
  5436. * @author mikael emtinger / http://gomo.se/
  5437. * @author zz85 / http://www.lab4games.net/zz85/blog
  5438. * @author bhouston / http://clara.io
  5439. */
  5440. var geometryId = 0; // Geometry uses even numbers as Id
  5441. function Geometry() {
  5442. Object.defineProperty( this, 'id', { value: geometryId += 2 } );
  5443. this.uuid = _Math.generateUUID();
  5444. this.name = '';
  5445. this.type = 'Geometry';
  5446. this.vertices = [];
  5447. this.colors = [];
  5448. this.faces = [];
  5449. this.faceVertexUvs = [[]];
  5450. this.morphTargets = [];
  5451. this.morphNormals = [];
  5452. this.skinWeights = [];
  5453. this.skinIndices = [];
  5454. this.lineDistances = [];
  5455. this.boundingBox = null;
  5456. this.boundingSphere = null;
  5457. // update flags
  5458. this.elementsNeedUpdate = false;
  5459. this.verticesNeedUpdate = false;
  5460. this.uvsNeedUpdate = false;
  5461. this.normalsNeedUpdate = false;
  5462. this.colorsNeedUpdate = false;
  5463. this.lineDistancesNeedUpdate = false;
  5464. this.groupsNeedUpdate = false;
  5465. }
  5466. Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  5467. constructor: Geometry,
  5468. isGeometry: true,
  5469. applyMatrix: function ( matrix ) {
  5470. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  5471. for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {
  5472. var vertex = this.vertices[ i ];
  5473. vertex.applyMatrix4( matrix );
  5474. }
  5475. for ( var i = 0, il = this.faces.length; i < il; i ++ ) {
  5476. var face = this.faces[ i ];
  5477. face.normal.applyMatrix3( normalMatrix ).normalize();
  5478. for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
  5479. face.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize();
  5480. }
  5481. }
  5482. if ( this.boundingBox !== null ) {
  5483. this.computeBoundingBox();
  5484. }
  5485. if ( this.boundingSphere !== null ) {
  5486. this.computeBoundingSphere();
  5487. }
  5488. this.verticesNeedUpdate = true;
  5489. this.normalsNeedUpdate = true;
  5490. return this;
  5491. },
  5492. rotateX: function () {
  5493. // rotate geometry around world x-axis
  5494. var m1 = new Matrix4();
  5495. return function rotateX( angle ) {
  5496. m1.makeRotationX( angle );
  5497. this.applyMatrix( m1 );
  5498. return this;
  5499. };
  5500. }(),
  5501. rotateY: function () {
  5502. // rotate geometry around world y-axis
  5503. var m1 = new Matrix4();
  5504. return function rotateY( angle ) {
  5505. m1.makeRotationY( angle );
  5506. this.applyMatrix( m1 );
  5507. return this;
  5508. };
  5509. }(),
  5510. rotateZ: function () {
  5511. // rotate geometry around world z-axis
  5512. var m1 = new Matrix4();
  5513. return function rotateZ( angle ) {
  5514. m1.makeRotationZ( angle );
  5515. this.applyMatrix( m1 );
  5516. return this;
  5517. };
  5518. }(),
  5519. translate: function () {
  5520. // translate geometry
  5521. var m1 = new Matrix4();
  5522. return function translate( x, y, z ) {
  5523. m1.makeTranslation( x, y, z );
  5524. this.applyMatrix( m1 );
  5525. return this;
  5526. };
  5527. }(),
  5528. scale: function () {
  5529. // scale geometry
  5530. var m1 = new Matrix4();
  5531. return function scale( x, y, z ) {
  5532. m1.makeScale( x, y, z );
  5533. this.applyMatrix( m1 );
  5534. return this;
  5535. };
  5536. }(),
  5537. lookAt: function () {
  5538. var obj = new Object3D();
  5539. return function lookAt( vector ) {
  5540. obj.lookAt( vector );
  5541. obj.updateMatrix();
  5542. this.applyMatrix( obj.matrix );
  5543. };
  5544. }(),
  5545. fromBufferGeometry: function ( geometry ) {
  5546. var scope = this;
  5547. var indices = geometry.index !== null ? geometry.index.array : undefined;
  5548. var attributes = geometry.attributes;
  5549. var positions = attributes.position.array;
  5550. var normals = attributes.normal !== undefined ? attributes.normal.array : undefined;
  5551. var colors = attributes.color !== undefined ? attributes.color.array : undefined;
  5552. var uvs = attributes.uv !== undefined ? attributes.uv.array : undefined;
  5553. var uvs2 = attributes.uv2 !== undefined ? attributes.uv2.array : undefined;
  5554. if ( uvs2 !== undefined ) this.faceVertexUvs[ 1 ] = [];
  5555. for ( var i = 0, j = 0; i < positions.length; i += 3, j += 2 ) {
  5556. scope.vertices.push( new Vector3().fromArray( positions, i ) );
  5557. if ( colors !== undefined ) {
  5558. scope.colors.push( new Color().fromArray( colors, i ) );
  5559. }
  5560. }
  5561. function addFace( a, b, c, materialIndex ) {
  5562. var vertexColors = ( colors === undefined ) ? [] : [
  5563. scope.colors[ a ].clone(),
  5564. scope.colors[ b ].clone(),
  5565. scope.colors[ c ].clone() ];
  5566. var vertexNormals = ( normals === undefined ) ? [] : [
  5567. new Vector3().fromArray( normals, a * 3 ),
  5568. new Vector3().fromArray( normals, b * 3 ),
  5569. new Vector3().fromArray( normals, c * 3 )
  5570. ];
  5571. var face = new Face3( a, b, c, vertexNormals, vertexColors, materialIndex );
  5572. scope.faces.push( face );
  5573. if ( uvs !== undefined ) {
  5574. scope.faceVertexUvs[ 0 ].push( [
  5575. new Vector2().fromArray( uvs, a * 2 ),
  5576. new Vector2().fromArray( uvs, b * 2 ),
  5577. new Vector2().fromArray( uvs, c * 2 )
  5578. ] );
  5579. }
  5580. if ( uvs2 !== undefined ) {
  5581. scope.faceVertexUvs[ 1 ].push( [
  5582. new Vector2().fromArray( uvs2, a * 2 ),
  5583. new Vector2().fromArray( uvs2, b * 2 ),
  5584. new Vector2().fromArray( uvs2, c * 2 )
  5585. ] );
  5586. }
  5587. }
  5588. var groups = geometry.groups;
  5589. if ( groups.length > 0 ) {
  5590. for ( var i = 0; i < groups.length; i ++ ) {
  5591. var group = groups[ i ];
  5592. var start = group.start;
  5593. var count = group.count;
  5594. for ( var j = start, jl = start + count; j < jl; j += 3 ) {
  5595. if ( indices !== undefined ) {
  5596. addFace( indices[ j ], indices[ j + 1 ], indices[ j + 2 ], group.materialIndex );
  5597. } else {
  5598. addFace( j, j + 1, j + 2, group.materialIndex );
  5599. }
  5600. }
  5601. }
  5602. } else {
  5603. if ( indices !== undefined ) {
  5604. for ( var i = 0; i < indices.length; i += 3 ) {
  5605. addFace( indices[ i ], indices[ i + 1 ], indices[ i + 2 ] );
  5606. }
  5607. } else {
  5608. for ( var i = 0; i < positions.length / 3; i += 3 ) {
  5609. addFace( i, i + 1, i + 2 );
  5610. }
  5611. }
  5612. }
  5613. this.computeFaceNormals();
  5614. if ( geometry.boundingBox !== null ) {
  5615. this.boundingBox = geometry.boundingBox.clone();
  5616. }
  5617. if ( geometry.boundingSphere !== null ) {
  5618. this.boundingSphere = geometry.boundingSphere.clone();
  5619. }
  5620. return this;
  5621. },
  5622. center: function () {
  5623. var offset = new Vector3();
  5624. return function center() {
  5625. this.computeBoundingBox();
  5626. this.boundingBox.getCenter( offset ).negate();
  5627. this.translate( offset.x, offset.y, offset.z );
  5628. return this;
  5629. };
  5630. }(),
  5631. normalize: function () {
  5632. this.computeBoundingSphere();
  5633. var center = this.boundingSphere.center;
  5634. var radius = this.boundingSphere.radius;
  5635. var s = radius === 0 ? 1 : 1.0 / radius;
  5636. var matrix = new Matrix4();
  5637. matrix.set(
  5638. s, 0, 0, - s * center.x,
  5639. 0, s, 0, - s * center.y,
  5640. 0, 0, s, - s * center.z,
  5641. 0, 0, 0, 1
  5642. );
  5643. this.applyMatrix( matrix );
  5644. return this;
  5645. },
  5646. computeFaceNormals: function () {
  5647. var cb = new Vector3(), ab = new Vector3();
  5648. for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5649. var face = this.faces[ f ];
  5650. var vA = this.vertices[ face.a ];
  5651. var vB = this.vertices[ face.b ];
  5652. var vC = this.vertices[ face.c ];
  5653. cb.subVectors( vC, vB );
  5654. ab.subVectors( vA, vB );
  5655. cb.cross( ab );
  5656. cb.normalize();
  5657. face.normal.copy( cb );
  5658. }
  5659. },
  5660. computeVertexNormals: function ( areaWeighted ) {
  5661. if ( areaWeighted === undefined ) areaWeighted = true;
  5662. var v, vl, f, fl, face, vertices;
  5663. vertices = new Array( this.vertices.length );
  5664. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  5665. vertices[ v ] = new Vector3();
  5666. }
  5667. if ( areaWeighted ) {
  5668. // vertex normals weighted by triangle areas
  5669. // http://www.iquilezles.org/www/articles/normals/normals.htm
  5670. var vA, vB, vC;
  5671. var cb = new Vector3(), ab = new Vector3();
  5672. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5673. face = this.faces[ f ];
  5674. vA = this.vertices[ face.a ];
  5675. vB = this.vertices[ face.b ];
  5676. vC = this.vertices[ face.c ];
  5677. cb.subVectors( vC, vB );
  5678. ab.subVectors( vA, vB );
  5679. cb.cross( ab );
  5680. vertices[ face.a ].add( cb );
  5681. vertices[ face.b ].add( cb );
  5682. vertices[ face.c ].add( cb );
  5683. }
  5684. } else {
  5685. this.computeFaceNormals();
  5686. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5687. face = this.faces[ f ];
  5688. vertices[ face.a ].add( face.normal );
  5689. vertices[ face.b ].add( face.normal );
  5690. vertices[ face.c ].add( face.normal );
  5691. }
  5692. }
  5693. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  5694. vertices[ v ].normalize();
  5695. }
  5696. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5697. face = this.faces[ f ];
  5698. var vertexNormals = face.vertexNormals;
  5699. if ( vertexNormals.length === 3 ) {
  5700. vertexNormals[ 0 ].copy( vertices[ face.a ] );
  5701. vertexNormals[ 1 ].copy( vertices[ face.b ] );
  5702. vertexNormals[ 2 ].copy( vertices[ face.c ] );
  5703. } else {
  5704. vertexNormals[ 0 ] = vertices[ face.a ].clone();
  5705. vertexNormals[ 1 ] = vertices[ face.b ].clone();
  5706. vertexNormals[ 2 ] = vertices[ face.c ].clone();
  5707. }
  5708. }
  5709. if ( this.faces.length > 0 ) {
  5710. this.normalsNeedUpdate = true;
  5711. }
  5712. },
  5713. computeFlatVertexNormals: function () {
  5714. var f, fl, face;
  5715. this.computeFaceNormals();
  5716. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5717. face = this.faces[ f ];
  5718. var vertexNormals = face.vertexNormals;
  5719. if ( vertexNormals.length === 3 ) {
  5720. vertexNormals[ 0 ].copy( face.normal );
  5721. vertexNormals[ 1 ].copy( face.normal );
  5722. vertexNormals[ 2 ].copy( face.normal );
  5723. } else {
  5724. vertexNormals[ 0 ] = face.normal.clone();
  5725. vertexNormals[ 1 ] = face.normal.clone();
  5726. vertexNormals[ 2 ] = face.normal.clone();
  5727. }
  5728. }
  5729. if ( this.faces.length > 0 ) {
  5730. this.normalsNeedUpdate = true;
  5731. }
  5732. },
  5733. computeMorphNormals: function () {
  5734. var i, il, f, fl, face;
  5735. // save original normals
  5736. // - create temp variables on first access
  5737. // otherwise just copy (for faster repeated calls)
  5738. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5739. face = this.faces[ f ];
  5740. if ( ! face.__originalFaceNormal ) {
  5741. face.__originalFaceNormal = face.normal.clone();
  5742. } else {
  5743. face.__originalFaceNormal.copy( face.normal );
  5744. }
  5745. if ( ! face.__originalVertexNormals ) face.__originalVertexNormals = [];
  5746. for ( i = 0, il = face.vertexNormals.length; i < il; i ++ ) {
  5747. if ( ! face.__originalVertexNormals[ i ] ) {
  5748. face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone();
  5749. } else {
  5750. face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] );
  5751. }
  5752. }
  5753. }
  5754. // use temp geometry to compute face and vertex normals for each morph
  5755. var tmpGeo = new Geometry();
  5756. tmpGeo.faces = this.faces;
  5757. for ( i = 0, il = this.morphTargets.length; i < il; i ++ ) {
  5758. // create on first access
  5759. if ( ! this.morphNormals[ i ] ) {
  5760. this.morphNormals[ i ] = {};
  5761. this.morphNormals[ i ].faceNormals = [];
  5762. this.morphNormals[ i ].vertexNormals = [];
  5763. var dstNormalsFace = this.morphNormals[ i ].faceNormals;
  5764. var dstNormalsVertex = this.morphNormals[ i ].vertexNormals;
  5765. var faceNormal, vertexNormals;
  5766. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5767. faceNormal = new Vector3();
  5768. vertexNormals = { a: new Vector3(), b: new Vector3(), c: new Vector3() };
  5769. dstNormalsFace.push( faceNormal );
  5770. dstNormalsVertex.push( vertexNormals );
  5771. }
  5772. }
  5773. var morphNormals = this.morphNormals[ i ];
  5774. // set vertices to morph target
  5775. tmpGeo.vertices = this.morphTargets[ i ].vertices;
  5776. // compute morph normals
  5777. tmpGeo.computeFaceNormals();
  5778. tmpGeo.computeVertexNormals();
  5779. // store morph normals
  5780. var faceNormal, vertexNormals;
  5781. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5782. face = this.faces[ f ];
  5783. faceNormal = morphNormals.faceNormals[ f ];
  5784. vertexNormals = morphNormals.vertexNormals[ f ];
  5785. faceNormal.copy( face.normal );
  5786. vertexNormals.a.copy( face.vertexNormals[ 0 ] );
  5787. vertexNormals.b.copy( face.vertexNormals[ 1 ] );
  5788. vertexNormals.c.copy( face.vertexNormals[ 2 ] );
  5789. }
  5790. }
  5791. // restore original normals
  5792. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5793. face = this.faces[ f ];
  5794. face.normal = face.__originalFaceNormal;
  5795. face.vertexNormals = face.__originalVertexNormals;
  5796. }
  5797. },
  5798. computeBoundingBox: function () {
  5799. if ( this.boundingBox === null ) {
  5800. this.boundingBox = new Box3();
  5801. }
  5802. this.boundingBox.setFromPoints( this.vertices );
  5803. },
  5804. computeBoundingSphere: function () {
  5805. if ( this.boundingSphere === null ) {
  5806. this.boundingSphere = new Sphere();
  5807. }
  5808. this.boundingSphere.setFromPoints( this.vertices );
  5809. },
  5810. merge: function ( geometry, matrix, materialIndexOffset ) {
  5811. if ( ! ( geometry && geometry.isGeometry ) ) {
  5812. console.error( 'THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.', geometry );
  5813. return;
  5814. }
  5815. var normalMatrix,
  5816. vertexOffset = this.vertices.length,
  5817. vertices1 = this.vertices,
  5818. vertices2 = geometry.vertices,
  5819. faces1 = this.faces,
  5820. faces2 = geometry.faces,
  5821. uvs1 = this.faceVertexUvs[ 0 ],
  5822. uvs2 = geometry.faceVertexUvs[ 0 ],
  5823. colors1 = this.colors,
  5824. colors2 = geometry.colors;
  5825. if ( materialIndexOffset === undefined ) materialIndexOffset = 0;
  5826. if ( matrix !== undefined ) {
  5827. normalMatrix = new Matrix3().getNormalMatrix( matrix );
  5828. }
  5829. // vertices
  5830. for ( var i = 0, il = vertices2.length; i < il; i ++ ) {
  5831. var vertex = vertices2[ i ];
  5832. var vertexCopy = vertex.clone();
  5833. if ( matrix !== undefined ) vertexCopy.applyMatrix4( matrix );
  5834. vertices1.push( vertexCopy );
  5835. }
  5836. // colors
  5837. for ( var i = 0, il = colors2.length; i < il; i ++ ) {
  5838. colors1.push( colors2[ i ].clone() );
  5839. }
  5840. // faces
  5841. for ( i = 0, il = faces2.length; i < il; i ++ ) {
  5842. var face = faces2[ i ], faceCopy, normal, color,
  5843. faceVertexNormals = face.vertexNormals,
  5844. faceVertexColors = face.vertexColors;
  5845. faceCopy = new Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset );
  5846. faceCopy.normal.copy( face.normal );
  5847. if ( normalMatrix !== undefined ) {
  5848. faceCopy.normal.applyMatrix3( normalMatrix ).normalize();
  5849. }
  5850. for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) {
  5851. normal = faceVertexNormals[ j ].clone();
  5852. if ( normalMatrix !== undefined ) {
  5853. normal.applyMatrix3( normalMatrix ).normalize();
  5854. }
  5855. faceCopy.vertexNormals.push( normal );
  5856. }
  5857. faceCopy.color.copy( face.color );
  5858. for ( var j = 0, jl = faceVertexColors.length; j < jl; j ++ ) {
  5859. color = faceVertexColors[ j ];
  5860. faceCopy.vertexColors.push( color.clone() );
  5861. }
  5862. faceCopy.materialIndex = face.materialIndex + materialIndexOffset;
  5863. faces1.push( faceCopy );
  5864. }
  5865. // uvs
  5866. for ( i = 0, il = uvs2.length; i < il; i ++ ) {
  5867. var uv = uvs2[ i ], uvCopy = [];
  5868. if ( uv === undefined ) {
  5869. continue;
  5870. }
  5871. for ( var j = 0, jl = uv.length; j < jl; j ++ ) {
  5872. uvCopy.push( uv[ j ].clone() );
  5873. }
  5874. uvs1.push( uvCopy );
  5875. }
  5876. },
  5877. mergeMesh: function ( mesh ) {
  5878. if ( ! ( mesh && mesh.isMesh ) ) {
  5879. console.error( 'THREE.Geometry.mergeMesh(): mesh not an instance of THREE.Mesh.', mesh );
  5880. return;
  5881. }
  5882. if ( mesh.matrixAutoUpdate ) mesh.updateMatrix();
  5883. this.merge( mesh.geometry, mesh.matrix );
  5884. },
  5885. /*
  5886. * Checks for duplicate vertices with hashmap.
  5887. * Duplicated vertices are removed
  5888. * and faces' vertices are updated.
  5889. */
  5890. mergeVertices: function () {
  5891. var verticesMap = {}; // Hashmap for looking up vertices by position coordinates (and making sure they are unique)
  5892. var unique = [], changes = [];
  5893. var v, key;
  5894. var precisionPoints = 4; // number of decimal points, e.g. 4 for epsilon of 0.0001
  5895. var precision = Math.pow( 10, precisionPoints );
  5896. var i, il, face;
  5897. var indices, j, jl;
  5898. for ( i = 0, il = this.vertices.length; i < il; i ++ ) {
  5899. v = this.vertices[ i ];
  5900. key = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision );
  5901. if ( verticesMap[ key ] === undefined ) {
  5902. verticesMap[ key ] = i;
  5903. unique.push( this.vertices[ i ] );
  5904. changes[ i ] = unique.length - 1;
  5905. } else {
  5906. //console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);
  5907. changes[ i ] = changes[ verticesMap[ key ] ];
  5908. }
  5909. }
  5910. // if faces are completely degenerate after merging vertices, we
  5911. // have to remove them from the geometry.
  5912. var faceIndicesToRemove = [];
  5913. for ( i = 0, il = this.faces.length; i < il; i ++ ) {
  5914. face = this.faces[ i ];
  5915. face.a = changes[ face.a ];
  5916. face.b = changes[ face.b ];
  5917. face.c = changes[ face.c ];
  5918. indices = [ face.a, face.b, face.c ];
  5919. // if any duplicate vertices are found in a Face3
  5920. // we have to remove the face as nothing can be saved
  5921. for ( var n = 0; n < 3; n ++ ) {
  5922. if ( indices[ n ] === indices[ ( n + 1 ) % 3 ] ) {
  5923. faceIndicesToRemove.push( i );
  5924. break;
  5925. }
  5926. }
  5927. }
  5928. for ( i = faceIndicesToRemove.length - 1; i >= 0; i -- ) {
  5929. var idx = faceIndicesToRemove[ i ];
  5930. this.faces.splice( idx, 1 );
  5931. for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {
  5932. this.faceVertexUvs[ j ].splice( idx, 1 );
  5933. }
  5934. }
  5935. // Use unique set of vertices
  5936. var diff = this.vertices.length - unique.length;
  5937. this.vertices = unique;
  5938. return diff;
  5939. },
  5940. setFromPoints: function ( points ) {
  5941. this.vertices = [];
  5942. for ( var i = 0, l = points.length; i < l; i ++ ) {
  5943. var point = points[ i ];
  5944. this.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );
  5945. }
  5946. return this;
  5947. },
  5948. sortFacesByMaterialIndex: function () {
  5949. var faces = this.faces;
  5950. var length = faces.length;
  5951. // tag faces
  5952. for ( var i = 0; i < length; i ++ ) {
  5953. faces[ i ]._id = i;
  5954. }
  5955. // sort faces
  5956. function materialIndexSort( a, b ) {
  5957. return a.materialIndex - b.materialIndex;
  5958. }
  5959. faces.sort( materialIndexSort );
  5960. // sort uvs
  5961. var uvs1 = this.faceVertexUvs[ 0 ];
  5962. var uvs2 = this.faceVertexUvs[ 1 ];
  5963. var newUvs1, newUvs2;
  5964. if ( uvs1 && uvs1.length === length ) newUvs1 = [];
  5965. if ( uvs2 && uvs2.length === length ) newUvs2 = [];
  5966. for ( var i = 0; i < length; i ++ ) {
  5967. var id = faces[ i ]._id;
  5968. if ( newUvs1 ) newUvs1.push( uvs1[ id ] );
  5969. if ( newUvs2 ) newUvs2.push( uvs2[ id ] );
  5970. }
  5971. if ( newUvs1 ) this.faceVertexUvs[ 0 ] = newUvs1;
  5972. if ( newUvs2 ) this.faceVertexUvs[ 1 ] = newUvs2;
  5973. },
  5974. toJSON: function () {
  5975. var data = {
  5976. metadata: {
  5977. version: 4.5,
  5978. type: 'Geometry',
  5979. generator: 'Geometry.toJSON'
  5980. }
  5981. };
  5982. // standard Geometry serialization
  5983. data.uuid = this.uuid;
  5984. data.type = this.type;
  5985. if ( this.name !== '' ) data.name = this.name;
  5986. if ( this.parameters !== undefined ) {
  5987. var parameters = this.parameters;
  5988. for ( var key in parameters ) {
  5989. if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];
  5990. }
  5991. return data;
  5992. }
  5993. var vertices = [];
  5994. for ( var i = 0; i < this.vertices.length; i ++ ) {
  5995. var vertex = this.vertices[ i ];
  5996. vertices.push( vertex.x, vertex.y, vertex.z );
  5997. }
  5998. var faces = [];
  5999. var normals = [];
  6000. var normalsHash = {};
  6001. var colors = [];
  6002. var colorsHash = {};
  6003. var uvs = [];
  6004. var uvsHash = {};
  6005. for ( var i = 0; i < this.faces.length; i ++ ) {
  6006. var face = this.faces[ i ];
  6007. var hasMaterial = true;
  6008. var hasFaceUv = false; // deprecated
  6009. var hasFaceVertexUv = this.faceVertexUvs[ 0 ][ i ] !== undefined;
  6010. var hasFaceNormal = face.normal.length() > 0;
  6011. var hasFaceVertexNormal = face.vertexNormals.length > 0;
  6012. var hasFaceColor = face.color.r !== 1 || face.color.g !== 1 || face.color.b !== 1;
  6013. var hasFaceVertexColor = face.vertexColors.length > 0;
  6014. var faceType = 0;
  6015. faceType = setBit( faceType, 0, 0 ); // isQuad
  6016. faceType = setBit( faceType, 1, hasMaterial );
  6017. faceType = setBit( faceType, 2, hasFaceUv );
  6018. faceType = setBit( faceType, 3, hasFaceVertexUv );
  6019. faceType = setBit( faceType, 4, hasFaceNormal );
  6020. faceType = setBit( faceType, 5, hasFaceVertexNormal );
  6021. faceType = setBit( faceType, 6, hasFaceColor );
  6022. faceType = setBit( faceType, 7, hasFaceVertexColor );
  6023. faces.push( faceType );
  6024. faces.push( face.a, face.b, face.c );
  6025. faces.push( face.materialIndex );
  6026. if ( hasFaceVertexUv ) {
  6027. var faceVertexUvs = this.faceVertexUvs[ 0 ][ i ];
  6028. faces.push(
  6029. getUvIndex( faceVertexUvs[ 0 ] ),
  6030. getUvIndex( faceVertexUvs[ 1 ] ),
  6031. getUvIndex( faceVertexUvs[ 2 ] )
  6032. );
  6033. }
  6034. if ( hasFaceNormal ) {
  6035. faces.push( getNormalIndex( face.normal ) );
  6036. }
  6037. if ( hasFaceVertexNormal ) {
  6038. var vertexNormals = face.vertexNormals;
  6039. faces.push(
  6040. getNormalIndex( vertexNormals[ 0 ] ),
  6041. getNormalIndex( vertexNormals[ 1 ] ),
  6042. getNormalIndex( vertexNormals[ 2 ] )
  6043. );
  6044. }
  6045. if ( hasFaceColor ) {
  6046. faces.push( getColorIndex( face.color ) );
  6047. }
  6048. if ( hasFaceVertexColor ) {
  6049. var vertexColors = face.vertexColors;
  6050. faces.push(
  6051. getColorIndex( vertexColors[ 0 ] ),
  6052. getColorIndex( vertexColors[ 1 ] ),
  6053. getColorIndex( vertexColors[ 2 ] )
  6054. );
  6055. }
  6056. }
  6057. function setBit( value, position, enabled ) {
  6058. return enabled ? value | ( 1 << position ) : value & ( ~ ( 1 << position ) );
  6059. }
  6060. function getNormalIndex( normal ) {
  6061. var hash = normal.x.toString() + normal.y.toString() + normal.z.toString();
  6062. if ( normalsHash[ hash ] !== undefined ) {
  6063. return normalsHash[ hash ];
  6064. }
  6065. normalsHash[ hash ] = normals.length / 3;
  6066. normals.push( normal.x, normal.y, normal.z );
  6067. return normalsHash[ hash ];
  6068. }
  6069. function getColorIndex( color ) {
  6070. var hash = color.r.toString() + color.g.toString() + color.b.toString();
  6071. if ( colorsHash[ hash ] !== undefined ) {
  6072. return colorsHash[ hash ];
  6073. }
  6074. colorsHash[ hash ] = colors.length;
  6075. colors.push( color.getHex() );
  6076. return colorsHash[ hash ];
  6077. }
  6078. function getUvIndex( uv ) {
  6079. var hash = uv.x.toString() + uv.y.toString();
  6080. if ( uvsHash[ hash ] !== undefined ) {
  6081. return uvsHash[ hash ];
  6082. }
  6083. uvsHash[ hash ] = uvs.length / 2;
  6084. uvs.push( uv.x, uv.y );
  6085. return uvsHash[ hash ];
  6086. }
  6087. data.data = {};
  6088. data.data.vertices = vertices;
  6089. data.data.normals = normals;
  6090. if ( colors.length > 0 ) data.data.colors = colors;
  6091. if ( uvs.length > 0 ) data.data.uvs = [ uvs ]; // temporal backward compatibility
  6092. data.data.faces = faces;
  6093. return data;
  6094. },
  6095. clone: function () {
  6096. /*
  6097. // Handle primitives
  6098. var parameters = this.parameters;
  6099. if ( parameters !== undefined ) {
  6100. var values = [];
  6101. for ( var key in parameters ) {
  6102. values.push( parameters[ key ] );
  6103. }
  6104. var geometry = Object.create( this.constructor.prototype );
  6105. this.constructor.apply( geometry, values );
  6106. return geometry;
  6107. }
  6108. return new this.constructor().copy( this );
  6109. */
  6110. return new Geometry().copy( this );
  6111. },
  6112. copy: function ( source ) {
  6113. var i, il, j, jl, k, kl;
  6114. // reset
  6115. this.vertices = [];
  6116. this.colors = [];
  6117. this.faces = [];
  6118. this.faceVertexUvs = [[]];
  6119. this.morphTargets = [];
  6120. this.morphNormals = [];
  6121. this.skinWeights = [];
  6122. this.skinIndices = [];
  6123. this.lineDistances = [];
  6124. this.boundingBox = null;
  6125. this.boundingSphere = null;
  6126. // name
  6127. this.name = source.name;
  6128. // vertices
  6129. var vertices = source.vertices;
  6130. for ( i = 0, il = vertices.length; i < il; i ++ ) {
  6131. this.vertices.push( vertices[ i ].clone() );
  6132. }
  6133. // colors
  6134. var colors = source.colors;
  6135. for ( i = 0, il = colors.length; i < il; i ++ ) {
  6136. this.colors.push( colors[ i ].clone() );
  6137. }
  6138. // faces
  6139. var faces = source.faces;
  6140. for ( i = 0, il = faces.length; i < il; i ++ ) {
  6141. this.faces.push( faces[ i ].clone() );
  6142. }
  6143. // face vertex uvs
  6144. for ( i = 0, il = source.faceVertexUvs.length; i < il; i ++ ) {
  6145. var faceVertexUvs = source.faceVertexUvs[ i ];
  6146. if ( this.faceVertexUvs[ i ] === undefined ) {
  6147. this.faceVertexUvs[ i ] = [];
  6148. }
  6149. for ( j = 0, jl = faceVertexUvs.length; j < jl; j ++ ) {
  6150. var uvs = faceVertexUvs[ j ], uvsCopy = [];
  6151. for ( k = 0, kl = uvs.length; k < kl; k ++ ) {
  6152. var uv = uvs[ k ];
  6153. uvsCopy.push( uv.clone() );
  6154. }
  6155. this.faceVertexUvs[ i ].push( uvsCopy );
  6156. }
  6157. }
  6158. // morph targets
  6159. var morphTargets = source.morphTargets;
  6160. for ( i = 0, il = morphTargets.length; i < il; i ++ ) {
  6161. var morphTarget = {};
  6162. morphTarget.name = morphTargets[ i ].name;
  6163. // vertices
  6164. if ( morphTargets[ i ].vertices !== undefined ) {
  6165. morphTarget.vertices = [];
  6166. for ( j = 0, jl = morphTargets[ i ].vertices.length; j < jl; j ++ ) {
  6167. morphTarget.vertices.push( morphTargets[ i ].vertices[ j ].clone() );
  6168. }
  6169. }
  6170. // normals
  6171. if ( morphTargets[ i ].normals !== undefined ) {
  6172. morphTarget.normals = [];
  6173. for ( j = 0, jl = morphTargets[ i ].normals.length; j < jl; j ++ ) {
  6174. morphTarget.normals.push( morphTargets[ i ].normals[ j ].clone() );
  6175. }
  6176. }
  6177. this.morphTargets.push( morphTarget );
  6178. }
  6179. // morph normals
  6180. var morphNormals = source.morphNormals;
  6181. for ( i = 0, il = morphNormals.length; i < il; i ++ ) {
  6182. var morphNormal = {};
  6183. // vertex normals
  6184. if ( morphNormals[ i ].vertexNormals !== undefined ) {
  6185. morphNormal.vertexNormals = [];
  6186. for ( j = 0, jl = morphNormals[ i ].vertexNormals.length; j < jl; j ++ ) {
  6187. var srcVertexNormal = morphNormals[ i ].vertexNormals[ j ];
  6188. var destVertexNormal = {};
  6189. destVertexNormal.a = srcVertexNormal.a.clone();
  6190. destVertexNormal.b = srcVertexNormal.b.clone();
  6191. destVertexNormal.c = srcVertexNormal.c.clone();
  6192. morphNormal.vertexNormals.push( destVertexNormal );
  6193. }
  6194. }
  6195. // face normals
  6196. if ( morphNormals[ i ].faceNormals !== undefined ) {
  6197. morphNormal.faceNormals = [];
  6198. for ( j = 0, jl = morphNormals[ i ].faceNormals.length; j < jl; j ++ ) {
  6199. morphNormal.faceNormals.push( morphNormals[ i ].faceNormals[ j ].clone() );
  6200. }
  6201. }
  6202. this.morphNormals.push( morphNormal );
  6203. }
  6204. // skin weights
  6205. var skinWeights = source.skinWeights;
  6206. for ( i = 0, il = skinWeights.length; i < il; i ++ ) {
  6207. this.skinWeights.push( skinWeights[ i ].clone() );
  6208. }
  6209. // skin indices
  6210. var skinIndices = source.skinIndices;
  6211. for ( i = 0, il = skinIndices.length; i < il; i ++ ) {
  6212. this.skinIndices.push( skinIndices[ i ].clone() );
  6213. }
  6214. // line distances
  6215. var lineDistances = source.lineDistances;
  6216. for ( i = 0, il = lineDistances.length; i < il; i ++ ) {
  6217. this.lineDistances.push( lineDistances[ i ] );
  6218. }
  6219. // bounding box
  6220. var boundingBox = source.boundingBox;
  6221. if ( boundingBox !== null ) {
  6222. this.boundingBox = boundingBox.clone();
  6223. }
  6224. // bounding sphere
  6225. var boundingSphere = source.boundingSphere;
  6226. if ( boundingSphere !== null ) {
  6227. this.boundingSphere = boundingSphere.clone();
  6228. }
  6229. // update flags
  6230. this.elementsNeedUpdate = source.elementsNeedUpdate;
  6231. this.verticesNeedUpdate = source.verticesNeedUpdate;
  6232. this.uvsNeedUpdate = source.uvsNeedUpdate;
  6233. this.normalsNeedUpdate = source.normalsNeedUpdate;
  6234. this.colorsNeedUpdate = source.colorsNeedUpdate;
  6235. this.lineDistancesNeedUpdate = source.lineDistancesNeedUpdate;
  6236. this.groupsNeedUpdate = source.groupsNeedUpdate;
  6237. return this;
  6238. },
  6239. dispose: function () {
  6240. this.dispatchEvent( { type: 'dispose' } );
  6241. }
  6242. } );
  6243. /**
  6244. * @author mrdoob / http://mrdoob.com/
  6245. */
  6246. function BufferAttribute( array, itemSize, normalized ) {
  6247. if ( Array.isArray( array ) ) {
  6248. throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
  6249. }
  6250. this.name = '';
  6251. this.array = array;
  6252. this.itemSize = itemSize;
  6253. this.count = array !== undefined ? array.length / itemSize : 0;
  6254. this.normalized = normalized === true;
  6255. this.dynamic = false;
  6256. this.updateRange = { offset: 0, count: - 1 };
  6257. this.version = 0;
  6258. }
  6259. Object.defineProperty( BufferAttribute.prototype, 'needsUpdate', {
  6260. set: function ( value ) {
  6261. if ( value === true ) this.version ++;
  6262. }
  6263. } );
  6264. Object.assign( BufferAttribute.prototype, {
  6265. isBufferAttribute: true,
  6266. onUploadCallback: function () {},
  6267. setArray: function ( array ) {
  6268. if ( Array.isArray( array ) ) {
  6269. throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
  6270. }
  6271. this.count = array !== undefined ? array.length / this.itemSize : 0;
  6272. this.array = array;
  6273. return this;
  6274. },
  6275. setDynamic: function ( value ) {
  6276. this.dynamic = value;
  6277. return this;
  6278. },
  6279. copy: function ( source ) {
  6280. this.name = source.name;
  6281. this.array = new source.array.constructor( source.array );
  6282. this.itemSize = source.itemSize;
  6283. this.count = source.count;
  6284. this.normalized = source.normalized;
  6285. this.dynamic = source.dynamic;
  6286. return this;
  6287. },
  6288. copyAt: function ( index1, attribute, index2 ) {
  6289. index1 *= this.itemSize;
  6290. index2 *= attribute.itemSize;
  6291. for ( var i = 0, l = this.itemSize; i < l; i ++ ) {
  6292. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  6293. }
  6294. return this;
  6295. },
  6296. copyArray: function ( array ) {
  6297. this.array.set( array );
  6298. return this;
  6299. },
  6300. copyColorsArray: function ( colors ) {
  6301. var array = this.array, offset = 0;
  6302. for ( var i = 0, l = colors.length; i < l; i ++ ) {
  6303. var color = colors[ i ];
  6304. if ( color === undefined ) {
  6305. console.warn( 'THREE.BufferAttribute.copyColorsArray(): color is undefined', i );
  6306. color = new Color();
  6307. }
  6308. array[ offset ++ ] = color.r;
  6309. array[ offset ++ ] = color.g;
  6310. array[ offset ++ ] = color.b;
  6311. }
  6312. return this;
  6313. },
  6314. copyVector2sArray: function ( vectors ) {
  6315. var array = this.array, offset = 0;
  6316. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  6317. var vector = vectors[ i ];
  6318. if ( vector === undefined ) {
  6319. console.warn( 'THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i );
  6320. vector = new Vector2();
  6321. }
  6322. array[ offset ++ ] = vector.x;
  6323. array[ offset ++ ] = vector.y;
  6324. }
  6325. return this;
  6326. },
  6327. copyVector3sArray: function ( vectors ) {
  6328. var array = this.array, offset = 0;
  6329. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  6330. var vector = vectors[ i ];
  6331. if ( vector === undefined ) {
  6332. console.warn( 'THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i );
  6333. vector = new Vector3();
  6334. }
  6335. array[ offset ++ ] = vector.x;
  6336. array[ offset ++ ] = vector.y;
  6337. array[ offset ++ ] = vector.z;
  6338. }
  6339. return this;
  6340. },
  6341. copyVector4sArray: function ( vectors ) {
  6342. var array = this.array, offset = 0;
  6343. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  6344. var vector = vectors[ i ];
  6345. if ( vector === undefined ) {
  6346. console.warn( 'THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i );
  6347. vector = new Vector4();
  6348. }
  6349. array[ offset ++ ] = vector.x;
  6350. array[ offset ++ ] = vector.y;
  6351. array[ offset ++ ] = vector.z;
  6352. array[ offset ++ ] = vector.w;
  6353. }
  6354. return this;
  6355. },
  6356. set: function ( value, offset ) {
  6357. if ( offset === undefined ) offset = 0;
  6358. this.array.set( value, offset );
  6359. return this;
  6360. },
  6361. getX: function ( index ) {
  6362. return this.array[ index * this.itemSize ];
  6363. },
  6364. setX: function ( index, x ) {
  6365. this.array[ index * this.itemSize ] = x;
  6366. return this;
  6367. },
  6368. getY: function ( index ) {
  6369. return this.array[ index * this.itemSize + 1 ];
  6370. },
  6371. setY: function ( index, y ) {
  6372. this.array[ index * this.itemSize + 1 ] = y;
  6373. return this;
  6374. },
  6375. getZ: function ( index ) {
  6376. return this.array[ index * this.itemSize + 2 ];
  6377. },
  6378. setZ: function ( index, z ) {
  6379. this.array[ index * this.itemSize + 2 ] = z;
  6380. return this;
  6381. },
  6382. getW: function ( index ) {
  6383. return this.array[ index * this.itemSize + 3 ];
  6384. },
  6385. setW: function ( index, w ) {
  6386. this.array[ index * this.itemSize + 3 ] = w;
  6387. return this;
  6388. },
  6389. setXY: function ( index, x, y ) {
  6390. index *= this.itemSize;
  6391. this.array[ index + 0 ] = x;
  6392. this.array[ index + 1 ] = y;
  6393. return this;
  6394. },
  6395. setXYZ: function ( index, x, y, z ) {
  6396. index *= this.itemSize;
  6397. this.array[ index + 0 ] = x;
  6398. this.array[ index + 1 ] = y;
  6399. this.array[ index + 2 ] = z;
  6400. return this;
  6401. },
  6402. setXYZW: function ( index, x, y, z, w ) {
  6403. index *= this.itemSize;
  6404. this.array[ index + 0 ] = x;
  6405. this.array[ index + 1 ] = y;
  6406. this.array[ index + 2 ] = z;
  6407. this.array[ index + 3 ] = w;
  6408. return this;
  6409. },
  6410. onUpload: function ( callback ) {
  6411. this.onUploadCallback = callback;
  6412. return this;
  6413. },
  6414. clone: function () {
  6415. return new this.constructor( this.array, this.itemSize ).copy( this );
  6416. }
  6417. } );
  6418. //
  6419. function Int8BufferAttribute( array, itemSize, normalized ) {
  6420. BufferAttribute.call( this, new Int8Array( array ), itemSize, normalized );
  6421. }
  6422. Int8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  6423. Int8BufferAttribute.prototype.constructor = Int8BufferAttribute;
  6424. function Uint8BufferAttribute( array, itemSize, normalized ) {
  6425. BufferAttribute.call( this, new Uint8Array( array ), itemSize, normalized );
  6426. }
  6427. Uint8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  6428. Uint8BufferAttribute.prototype.constructor = Uint8BufferAttribute;
  6429. function Uint8ClampedBufferAttribute( array, itemSize, normalized ) {
  6430. BufferAttribute.call( this, new Uint8ClampedArray( array ), itemSize, normalized );
  6431. }
  6432. Uint8ClampedBufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  6433. Uint8ClampedBufferAttribute.prototype.constructor = Uint8ClampedBufferAttribute;
  6434. function Int16BufferAttribute( array, itemSize, normalized ) {
  6435. BufferAttribute.call( this, new Int16Array( array ), itemSize, normalized );
  6436. }
  6437. Int16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  6438. Int16BufferAttribute.prototype.constructor = Int16BufferAttribute;
  6439. function Uint16BufferAttribute( array, itemSize, normalized ) {
  6440. BufferAttribute.call( this, new Uint16Array( array ), itemSize, normalized );
  6441. }
  6442. Uint16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  6443. Uint16BufferAttribute.prototype.constructor = Uint16BufferAttribute;
  6444. function Int32BufferAttribute( array, itemSize, normalized ) {
  6445. BufferAttribute.call( this, new Int32Array( array ), itemSize, normalized );
  6446. }
  6447. Int32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  6448. Int32BufferAttribute.prototype.constructor = Int32BufferAttribute;
  6449. function Uint32BufferAttribute( array, itemSize, normalized ) {
  6450. BufferAttribute.call( this, new Uint32Array( array ), itemSize, normalized );
  6451. }
  6452. Uint32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  6453. Uint32BufferAttribute.prototype.constructor = Uint32BufferAttribute;
  6454. function Float32BufferAttribute( array, itemSize, normalized ) {
  6455. BufferAttribute.call( this, new Float32Array( array ), itemSize, normalized );
  6456. }
  6457. Float32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  6458. Float32BufferAttribute.prototype.constructor = Float32BufferAttribute;
  6459. function Float64BufferAttribute( array, itemSize, normalized ) {
  6460. BufferAttribute.call( this, new Float64Array( array ), itemSize, normalized );
  6461. }
  6462. Float64BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  6463. Float64BufferAttribute.prototype.constructor = Float64BufferAttribute;
  6464. /**
  6465. * @author mrdoob / http://mrdoob.com/
  6466. */
  6467. function DirectGeometry() {
  6468. this.vertices = [];
  6469. this.normals = [];
  6470. this.colors = [];
  6471. this.uvs = [];
  6472. this.uvs2 = [];
  6473. this.groups = [];
  6474. this.morphTargets = {};
  6475. this.skinWeights = [];
  6476. this.skinIndices = [];
  6477. // this.lineDistances = [];
  6478. this.boundingBox = null;
  6479. this.boundingSphere = null;
  6480. // update flags
  6481. this.verticesNeedUpdate = false;
  6482. this.normalsNeedUpdate = false;
  6483. this.colorsNeedUpdate = false;
  6484. this.uvsNeedUpdate = false;
  6485. this.groupsNeedUpdate = false;
  6486. }
  6487. Object.assign( DirectGeometry.prototype, {
  6488. computeGroups: function ( geometry ) {
  6489. var group;
  6490. var groups = [];
  6491. var materialIndex = undefined;
  6492. var faces = geometry.faces;
  6493. for ( var i = 0; i < faces.length; i ++ ) {
  6494. var face = faces[ i ];
  6495. // materials
  6496. if ( face.materialIndex !== materialIndex ) {
  6497. materialIndex = face.materialIndex;
  6498. if ( group !== undefined ) {
  6499. group.count = ( i * 3 ) - group.start;
  6500. groups.push( group );
  6501. }
  6502. group = {
  6503. start: i * 3,
  6504. materialIndex: materialIndex
  6505. };
  6506. }
  6507. }
  6508. if ( group !== undefined ) {
  6509. group.count = ( i * 3 ) - group.start;
  6510. groups.push( group );
  6511. }
  6512. this.groups = groups;
  6513. },
  6514. fromGeometry: function ( geometry ) {
  6515. var faces = geometry.faces;
  6516. var vertices = geometry.vertices;
  6517. var faceVertexUvs = geometry.faceVertexUvs;
  6518. var hasFaceVertexUv = faceVertexUvs[ 0 ] && faceVertexUvs[ 0 ].length > 0;
  6519. var hasFaceVertexUv2 = faceVertexUvs[ 1 ] && faceVertexUvs[ 1 ].length > 0;
  6520. // morphs
  6521. var morphTargets = geometry.morphTargets;
  6522. var morphTargetsLength = morphTargets.length;
  6523. var morphTargetsPosition;
  6524. if ( morphTargetsLength > 0 ) {
  6525. morphTargetsPosition = [];
  6526. for ( var i = 0; i < morphTargetsLength; i ++ ) {
  6527. morphTargetsPosition[ i ] = {
  6528. name: morphTargets[ i ].name,
  6529. data: []
  6530. };
  6531. }
  6532. this.morphTargets.position = morphTargetsPosition;
  6533. }
  6534. var morphNormals = geometry.morphNormals;
  6535. var morphNormalsLength = morphNormals.length;
  6536. var morphTargetsNormal;
  6537. if ( morphNormalsLength > 0 ) {
  6538. morphTargetsNormal = [];
  6539. for ( var i = 0; i < morphNormalsLength; i ++ ) {
  6540. morphTargetsNormal[ i ] = {
  6541. name: morphNormals[ i ].name,
  6542. data: []
  6543. };
  6544. }
  6545. this.morphTargets.normal = morphTargetsNormal;
  6546. }
  6547. // skins
  6548. var skinIndices = geometry.skinIndices;
  6549. var skinWeights = geometry.skinWeights;
  6550. var hasSkinIndices = skinIndices.length === vertices.length;
  6551. var hasSkinWeights = skinWeights.length === vertices.length;
  6552. //
  6553. if ( vertices.length > 0 && faces.length === 0 ) {
  6554. console.error( 'THREE.DirectGeometry: Faceless geometries are not supported.' );
  6555. }
  6556. for ( var i = 0; i < faces.length; i ++ ) {
  6557. var face = faces[ i ];
  6558. this.vertices.push( vertices[ face.a ], vertices[ face.b ], vertices[ face.c ] );
  6559. var vertexNormals = face.vertexNormals;
  6560. if ( vertexNormals.length === 3 ) {
  6561. this.normals.push( vertexNormals[ 0 ], vertexNormals[ 1 ], vertexNormals[ 2 ] );
  6562. } else {
  6563. var normal = face.normal;
  6564. this.normals.push( normal, normal, normal );
  6565. }
  6566. var vertexColors = face.vertexColors;
  6567. if ( vertexColors.length === 3 ) {
  6568. this.colors.push( vertexColors[ 0 ], vertexColors[ 1 ], vertexColors[ 2 ] );
  6569. } else {
  6570. var color = face.color;
  6571. this.colors.push( color, color, color );
  6572. }
  6573. if ( hasFaceVertexUv === true ) {
  6574. var vertexUvs = faceVertexUvs[ 0 ][ i ];
  6575. if ( vertexUvs !== undefined ) {
  6576. this.uvs.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
  6577. } else {
  6578. console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv ', i );
  6579. this.uvs.push( new Vector2(), new Vector2(), new Vector2() );
  6580. }
  6581. }
  6582. if ( hasFaceVertexUv2 === true ) {
  6583. var vertexUvs = faceVertexUvs[ 1 ][ i ];
  6584. if ( vertexUvs !== undefined ) {
  6585. this.uvs2.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
  6586. } else {
  6587. console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv2 ', i );
  6588. this.uvs2.push( new Vector2(), new Vector2(), new Vector2() );
  6589. }
  6590. }
  6591. // morphs
  6592. for ( var j = 0; j < morphTargetsLength; j ++ ) {
  6593. var morphTarget = morphTargets[ j ].vertices;
  6594. morphTargetsPosition[ j ].data.push( morphTarget[ face.a ], morphTarget[ face.b ], morphTarget[ face.c ] );
  6595. }
  6596. for ( var j = 0; j < morphNormalsLength; j ++ ) {
  6597. var morphNormal = morphNormals[ j ].vertexNormals[ i ];
  6598. morphTargetsNormal[ j ].data.push( morphNormal.a, morphNormal.b, morphNormal.c );
  6599. }
  6600. // skins
  6601. if ( hasSkinIndices ) {
  6602. this.skinIndices.push( skinIndices[ face.a ], skinIndices[ face.b ], skinIndices[ face.c ] );
  6603. }
  6604. if ( hasSkinWeights ) {
  6605. this.skinWeights.push( skinWeights[ face.a ], skinWeights[ face.b ], skinWeights[ face.c ] );
  6606. }
  6607. }
  6608. this.computeGroups( geometry );
  6609. this.verticesNeedUpdate = geometry.verticesNeedUpdate;
  6610. this.normalsNeedUpdate = geometry.normalsNeedUpdate;
  6611. this.colorsNeedUpdate = geometry.colorsNeedUpdate;
  6612. this.uvsNeedUpdate = geometry.uvsNeedUpdate;
  6613. this.groupsNeedUpdate = geometry.groupsNeedUpdate;
  6614. return this;
  6615. }
  6616. } );
  6617. /**
  6618. * @author mrdoob / http://mrdoob.com/
  6619. */
  6620. function arrayMax( array ) {
  6621. if ( array.length === 0 ) return - Infinity;
  6622. var max = array[ 0 ];
  6623. for ( var i = 1, l = array.length; i < l; ++ i ) {
  6624. if ( array[ i ] > max ) max = array[ i ];
  6625. }
  6626. return max;
  6627. }
  6628. /**
  6629. * @author alteredq / http://alteredqualia.com/
  6630. * @author mrdoob / http://mrdoob.com/
  6631. */
  6632. var bufferGeometryId = 1; // BufferGeometry uses odd numbers as Id
  6633. function BufferGeometry() {
  6634. Object.defineProperty( this, 'id', { value: bufferGeometryId += 2 } );
  6635. this.uuid = _Math.generateUUID();
  6636. this.name = '';
  6637. this.type = 'BufferGeometry';
  6638. this.index = null;
  6639. this.attributes = {};
  6640. this.morphAttributes = {};
  6641. this.groups = [];
  6642. this.boundingBox = null;
  6643. this.boundingSphere = null;
  6644. this.drawRange = { start: 0, count: Infinity };
  6645. this.userData = {};
  6646. }
  6647. BufferGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  6648. constructor: BufferGeometry,
  6649. isBufferGeometry: true,
  6650. getIndex: function () {
  6651. return this.index;
  6652. },
  6653. setIndex: function ( index ) {
  6654. if ( Array.isArray( index ) ) {
  6655. this.index = new ( arrayMax( index ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );
  6656. } else {
  6657. this.index = index;
  6658. }
  6659. },
  6660. addAttribute: function ( name, attribute ) {
  6661. if ( ! ( attribute && attribute.isBufferAttribute ) && ! ( attribute && attribute.isInterleavedBufferAttribute ) ) {
  6662. console.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' );
  6663. return this.addAttribute( name, new BufferAttribute( arguments[ 1 ], arguments[ 2 ] ) );
  6664. }
  6665. if ( name === 'index' ) {
  6666. console.warn( 'THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.' );
  6667. this.setIndex( attribute );
  6668. return this;
  6669. }
  6670. this.attributes[ name ] = attribute;
  6671. return this;
  6672. },
  6673. getAttribute: function ( name ) {
  6674. return this.attributes[ name ];
  6675. },
  6676. removeAttribute: function ( name ) {
  6677. delete this.attributes[ name ];
  6678. return this;
  6679. },
  6680. addGroup: function ( start, count, materialIndex ) {
  6681. this.groups.push( {
  6682. start: start,
  6683. count: count,
  6684. materialIndex: materialIndex !== undefined ? materialIndex : 0
  6685. } );
  6686. },
  6687. clearGroups: function () {
  6688. this.groups = [];
  6689. },
  6690. setDrawRange: function ( start, count ) {
  6691. this.drawRange.start = start;
  6692. this.drawRange.count = count;
  6693. },
  6694. applyMatrix: function ( matrix ) {
  6695. var position = this.attributes.position;
  6696. if ( position !== undefined ) {
  6697. matrix.applyToBufferAttribute( position );
  6698. position.needsUpdate = true;
  6699. }
  6700. var normal = this.attributes.normal;
  6701. if ( normal !== undefined ) {
  6702. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  6703. normalMatrix.applyToBufferAttribute( normal );
  6704. normal.needsUpdate = true;
  6705. }
  6706. if ( this.boundingBox !== null ) {
  6707. this.computeBoundingBox();
  6708. }
  6709. if ( this.boundingSphere !== null ) {
  6710. this.computeBoundingSphere();
  6711. }
  6712. return this;
  6713. },
  6714. rotateX: function () {
  6715. // rotate geometry around world x-axis
  6716. var m1 = new Matrix4();
  6717. return function rotateX( angle ) {
  6718. m1.makeRotationX( angle );
  6719. this.applyMatrix( m1 );
  6720. return this;
  6721. };
  6722. }(),
  6723. rotateY: function () {
  6724. // rotate geometry around world y-axis
  6725. var m1 = new Matrix4();
  6726. return function rotateY( angle ) {
  6727. m1.makeRotationY( angle );
  6728. this.applyMatrix( m1 );
  6729. return this;
  6730. };
  6731. }(),
  6732. rotateZ: function () {
  6733. // rotate geometry around world z-axis
  6734. var m1 = new Matrix4();
  6735. return function rotateZ( angle ) {
  6736. m1.makeRotationZ( angle );
  6737. this.applyMatrix( m1 );
  6738. return this;
  6739. };
  6740. }(),
  6741. translate: function () {
  6742. // translate geometry
  6743. var m1 = new Matrix4();
  6744. return function translate( x, y, z ) {
  6745. m1.makeTranslation( x, y, z );
  6746. this.applyMatrix( m1 );
  6747. return this;
  6748. };
  6749. }(),
  6750. scale: function () {
  6751. // scale geometry
  6752. var m1 = new Matrix4();
  6753. return function scale( x, y, z ) {
  6754. m1.makeScale( x, y, z );
  6755. this.applyMatrix( m1 );
  6756. return this;
  6757. };
  6758. }(),
  6759. lookAt: function () {
  6760. var obj = new Object3D();
  6761. return function lookAt( vector ) {
  6762. obj.lookAt( vector );
  6763. obj.updateMatrix();
  6764. this.applyMatrix( obj.matrix );
  6765. };
  6766. }(),
  6767. center: function () {
  6768. var offset = new Vector3();
  6769. return function center() {
  6770. this.computeBoundingBox();
  6771. this.boundingBox.getCenter( offset ).negate();
  6772. this.translate( offset.x, offset.y, offset.z );
  6773. return this;
  6774. };
  6775. }(),
  6776. setFromObject: function ( object ) {
  6777. // console.log( 'THREE.BufferGeometry.setFromObject(). Converting', object, this );
  6778. var geometry = object.geometry;
  6779. if ( object.isPoints || object.isLine ) {
  6780. var positions = new Float32BufferAttribute( geometry.vertices.length * 3, 3 );
  6781. var colors = new Float32BufferAttribute( geometry.colors.length * 3, 3 );
  6782. this.addAttribute( 'position', positions.copyVector3sArray( geometry.vertices ) );
  6783. this.addAttribute( 'color', colors.copyColorsArray( geometry.colors ) );
  6784. if ( geometry.lineDistances && geometry.lineDistances.length === geometry.vertices.length ) {
  6785. var lineDistances = new Float32BufferAttribute( geometry.lineDistances.length, 1 );
  6786. this.addAttribute( 'lineDistance', lineDistances.copyArray( geometry.lineDistances ) );
  6787. }
  6788. if ( geometry.boundingSphere !== null ) {
  6789. this.boundingSphere = geometry.boundingSphere.clone();
  6790. }
  6791. if ( geometry.boundingBox !== null ) {
  6792. this.boundingBox = geometry.boundingBox.clone();
  6793. }
  6794. } else if ( object.isMesh ) {
  6795. if ( geometry && geometry.isGeometry ) {
  6796. this.fromGeometry( geometry );
  6797. }
  6798. }
  6799. return this;
  6800. },
  6801. setFromPoints: function ( points ) {
  6802. var position = [];
  6803. for ( var i = 0, l = points.length; i < l; i ++ ) {
  6804. var point = points[ i ];
  6805. position.push( point.x, point.y, point.z || 0 );
  6806. }
  6807. this.addAttribute( 'position', new Float32BufferAttribute( position, 3 ) );
  6808. return this;
  6809. },
  6810. updateFromObject: function ( object ) {
  6811. var geometry = object.geometry;
  6812. if ( object.isMesh ) {
  6813. var direct = geometry.__directGeometry;
  6814. if ( geometry.elementsNeedUpdate === true ) {
  6815. direct = undefined;
  6816. geometry.elementsNeedUpdate = false;
  6817. }
  6818. if ( direct === undefined ) {
  6819. return this.fromGeometry( geometry );
  6820. }
  6821. direct.verticesNeedUpdate = geometry.verticesNeedUpdate;
  6822. direct.normalsNeedUpdate = geometry.normalsNeedUpdate;
  6823. direct.colorsNeedUpdate = geometry.colorsNeedUpdate;
  6824. direct.uvsNeedUpdate = geometry.uvsNeedUpdate;
  6825. direct.groupsNeedUpdate = geometry.groupsNeedUpdate;
  6826. geometry.verticesNeedUpdate = false;
  6827. geometry.normalsNeedUpdate = false;
  6828. geometry.colorsNeedUpdate = false;
  6829. geometry.uvsNeedUpdate = false;
  6830. geometry.groupsNeedUpdate = false;
  6831. geometry = direct;
  6832. }
  6833. var attribute;
  6834. if ( geometry.verticesNeedUpdate === true ) {
  6835. attribute = this.attributes.position;
  6836. if ( attribute !== undefined ) {
  6837. attribute.copyVector3sArray( geometry.vertices );
  6838. attribute.needsUpdate = true;
  6839. }
  6840. geometry.verticesNeedUpdate = false;
  6841. }
  6842. if ( geometry.normalsNeedUpdate === true ) {
  6843. attribute = this.attributes.normal;
  6844. if ( attribute !== undefined ) {
  6845. attribute.copyVector3sArray( geometry.normals );
  6846. attribute.needsUpdate = true;
  6847. }
  6848. geometry.normalsNeedUpdate = false;
  6849. }
  6850. if ( geometry.colorsNeedUpdate === true ) {
  6851. attribute = this.attributes.color;
  6852. if ( attribute !== undefined ) {
  6853. attribute.copyColorsArray( geometry.colors );
  6854. attribute.needsUpdate = true;
  6855. }
  6856. geometry.colorsNeedUpdate = false;
  6857. }
  6858. if ( geometry.uvsNeedUpdate ) {
  6859. attribute = this.attributes.uv;
  6860. if ( attribute !== undefined ) {
  6861. attribute.copyVector2sArray( geometry.uvs );
  6862. attribute.needsUpdate = true;
  6863. }
  6864. geometry.uvsNeedUpdate = false;
  6865. }
  6866. if ( geometry.lineDistancesNeedUpdate ) {
  6867. attribute = this.attributes.lineDistance;
  6868. if ( attribute !== undefined ) {
  6869. attribute.copyArray( geometry.lineDistances );
  6870. attribute.needsUpdate = true;
  6871. }
  6872. geometry.lineDistancesNeedUpdate = false;
  6873. }
  6874. if ( geometry.groupsNeedUpdate ) {
  6875. geometry.computeGroups( object.geometry );
  6876. this.groups = geometry.groups;
  6877. geometry.groupsNeedUpdate = false;
  6878. }
  6879. return this;
  6880. },
  6881. fromGeometry: function ( geometry ) {
  6882. geometry.__directGeometry = new DirectGeometry().fromGeometry( geometry );
  6883. return this.fromDirectGeometry( geometry.__directGeometry );
  6884. },
  6885. fromDirectGeometry: function ( geometry ) {
  6886. var positions = new Float32Array( geometry.vertices.length * 3 );
  6887. this.addAttribute( 'position', new BufferAttribute( positions, 3 ).copyVector3sArray( geometry.vertices ) );
  6888. if ( geometry.normals.length > 0 ) {
  6889. var normals = new Float32Array( geometry.normals.length * 3 );
  6890. this.addAttribute( 'normal', new BufferAttribute( normals, 3 ).copyVector3sArray( geometry.normals ) );
  6891. }
  6892. if ( geometry.colors.length > 0 ) {
  6893. var colors = new Float32Array( geometry.colors.length * 3 );
  6894. this.addAttribute( 'color', new BufferAttribute( colors, 3 ).copyColorsArray( geometry.colors ) );
  6895. }
  6896. if ( geometry.uvs.length > 0 ) {
  6897. var uvs = new Float32Array( geometry.uvs.length * 2 );
  6898. this.addAttribute( 'uv', new BufferAttribute( uvs, 2 ).copyVector2sArray( geometry.uvs ) );
  6899. }
  6900. if ( geometry.uvs2.length > 0 ) {
  6901. var uvs2 = new Float32Array( geometry.uvs2.length * 2 );
  6902. this.addAttribute( 'uv2', new BufferAttribute( uvs2, 2 ).copyVector2sArray( geometry.uvs2 ) );
  6903. }
  6904. // groups
  6905. this.groups = geometry.groups;
  6906. // morphs
  6907. for ( var name in geometry.morphTargets ) {
  6908. var array = [];
  6909. var morphTargets = geometry.morphTargets[ name ];
  6910. for ( var i = 0, l = morphTargets.length; i < l; i ++ ) {
  6911. var morphTarget = morphTargets[ i ];
  6912. var attribute = new Float32BufferAttribute( morphTarget.data.length * 3, 3 );
  6913. attribute.name = morphTarget.name;
  6914. array.push( attribute.copyVector3sArray( morphTarget.data ) );
  6915. }
  6916. this.morphAttributes[ name ] = array;
  6917. }
  6918. // skinning
  6919. if ( geometry.skinIndices.length > 0 ) {
  6920. var skinIndices = new Float32BufferAttribute( geometry.skinIndices.length * 4, 4 );
  6921. this.addAttribute( 'skinIndex', skinIndices.copyVector4sArray( geometry.skinIndices ) );
  6922. }
  6923. if ( geometry.skinWeights.length > 0 ) {
  6924. var skinWeights = new Float32BufferAttribute( geometry.skinWeights.length * 4, 4 );
  6925. this.addAttribute( 'skinWeight', skinWeights.copyVector4sArray( geometry.skinWeights ) );
  6926. }
  6927. //
  6928. if ( geometry.boundingSphere !== null ) {
  6929. this.boundingSphere = geometry.boundingSphere.clone();
  6930. }
  6931. if ( geometry.boundingBox !== null ) {
  6932. this.boundingBox = geometry.boundingBox.clone();
  6933. }
  6934. return this;
  6935. },
  6936. computeBoundingBox: function () {
  6937. if ( this.boundingBox === null ) {
  6938. this.boundingBox = new Box3();
  6939. }
  6940. var position = this.attributes.position;
  6941. if ( position !== undefined ) {
  6942. this.boundingBox.setFromBufferAttribute( position );
  6943. } else {
  6944. this.boundingBox.makeEmpty();
  6945. }
  6946. if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
  6947. console.error( 'THREE.BufferGeometry.computeBoundingBox: Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this );
  6948. }
  6949. },
  6950. computeBoundingSphere: function () {
  6951. var box = new Box3();
  6952. var vector = new Vector3();
  6953. return function computeBoundingSphere() {
  6954. if ( this.boundingSphere === null ) {
  6955. this.boundingSphere = new Sphere();
  6956. }
  6957. var position = this.attributes.position;
  6958. if ( position ) {
  6959. var center = this.boundingSphere.center;
  6960. box.setFromBufferAttribute( position );
  6961. box.getCenter( center );
  6962. // hoping to find a boundingSphere with a radius smaller than the
  6963. // boundingSphere of the boundingBox: sqrt(3) smaller in the best case
  6964. var maxRadiusSq = 0;
  6965. for ( var i = 0, il = position.count; i < il; i ++ ) {
  6966. vector.x = position.getX( i );
  6967. vector.y = position.getY( i );
  6968. vector.z = position.getZ( i );
  6969. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( vector ) );
  6970. }
  6971. this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
  6972. if ( isNaN( this.boundingSphere.radius ) ) {
  6973. console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this );
  6974. }
  6975. }
  6976. };
  6977. }(),
  6978. computeFaceNormals: function () {
  6979. // backwards compatibility
  6980. },
  6981. computeVertexNormals: function () {
  6982. var index = this.index;
  6983. var attributes = this.attributes;
  6984. if ( attributes.position ) {
  6985. var positions = attributes.position.array;
  6986. if ( attributes.normal === undefined ) {
  6987. this.addAttribute( 'normal', new BufferAttribute( new Float32Array( positions.length ), 3 ) );
  6988. } else {
  6989. // reset existing normals to zero
  6990. var array = attributes.normal.array;
  6991. for ( var i = 0, il = array.length; i < il; i ++ ) {
  6992. array[ i ] = 0;
  6993. }
  6994. }
  6995. var normals = attributes.normal.array;
  6996. var vA, vB, vC;
  6997. var pA = new Vector3(), pB = new Vector3(), pC = new Vector3();
  6998. var cb = new Vector3(), ab = new Vector3();
  6999. // indexed elements
  7000. if ( index ) {
  7001. var indices = index.array;
  7002. for ( var i = 0, il = index.count; i < il; i += 3 ) {
  7003. vA = indices[ i + 0 ] * 3;
  7004. vB = indices[ i + 1 ] * 3;
  7005. vC = indices[ i + 2 ] * 3;
  7006. pA.fromArray( positions, vA );
  7007. pB.fromArray( positions, vB );
  7008. pC.fromArray( positions, vC );
  7009. cb.subVectors( pC, pB );
  7010. ab.subVectors( pA, pB );
  7011. cb.cross( ab );
  7012. normals[ vA ] += cb.x;
  7013. normals[ vA + 1 ] += cb.y;
  7014. normals[ vA + 2 ] += cb.z;
  7015. normals[ vB ] += cb.x;
  7016. normals[ vB + 1 ] += cb.y;
  7017. normals[ vB + 2 ] += cb.z;
  7018. normals[ vC ] += cb.x;
  7019. normals[ vC + 1 ] += cb.y;
  7020. normals[ vC + 2 ] += cb.z;
  7021. }
  7022. } else {
  7023. // non-indexed elements (unconnected triangle soup)
  7024. for ( var i = 0, il = positions.length; i < il; i += 9 ) {
  7025. pA.fromArray( positions, i );
  7026. pB.fromArray( positions, i + 3 );
  7027. pC.fromArray( positions, i + 6 );
  7028. cb.subVectors( pC, pB );
  7029. ab.subVectors( pA, pB );
  7030. cb.cross( ab );
  7031. normals[ i ] = cb.x;
  7032. normals[ i + 1 ] = cb.y;
  7033. normals[ i + 2 ] = cb.z;
  7034. normals[ i + 3 ] = cb.x;
  7035. normals[ i + 4 ] = cb.y;
  7036. normals[ i + 5 ] = cb.z;
  7037. normals[ i + 6 ] = cb.x;
  7038. normals[ i + 7 ] = cb.y;
  7039. normals[ i + 8 ] = cb.z;
  7040. }
  7041. }
  7042. this.normalizeNormals();
  7043. attributes.normal.needsUpdate = true;
  7044. }
  7045. },
  7046. merge: function ( geometry, offset ) {
  7047. if ( ! ( geometry && geometry.isBufferGeometry ) ) {
  7048. console.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry );
  7049. return;
  7050. }
  7051. if ( offset === undefined ) {
  7052. offset = 0;
  7053. console.warn(
  7054. 'THREE.BufferGeometry.merge(): Overwriting original geometry, starting at offset=0. '
  7055. + 'Use BufferGeometryUtils.mergeBufferGeometries() for lossless merge.'
  7056. );
  7057. }
  7058. var attributes = this.attributes;
  7059. for ( var key in attributes ) {
  7060. if ( geometry.attributes[ key ] === undefined ) continue;
  7061. var attribute1 = attributes[ key ];
  7062. var attributeArray1 = attribute1.array;
  7063. var attribute2 = geometry.attributes[ key ];
  7064. var attributeArray2 = attribute2.array;
  7065. var attributeSize = attribute2.itemSize;
  7066. for ( var i = 0, j = attributeSize * offset; i < attributeArray2.length; i ++, j ++ ) {
  7067. attributeArray1[ j ] = attributeArray2[ i ];
  7068. }
  7069. }
  7070. return this;
  7071. },
  7072. normalizeNormals: function () {
  7073. var vector = new Vector3();
  7074. return function normalizeNormals() {
  7075. var normals = this.attributes.normal;
  7076. for ( var i = 0, il = normals.count; i < il; i ++ ) {
  7077. vector.x = normals.getX( i );
  7078. vector.y = normals.getY( i );
  7079. vector.z = normals.getZ( i );
  7080. vector.normalize();
  7081. normals.setXYZ( i, vector.x, vector.y, vector.z );
  7082. }
  7083. };
  7084. }(),
  7085. toNonIndexed: function () {
  7086. if ( this.index === null ) {
  7087. console.warn( 'THREE.BufferGeometry.toNonIndexed(): Geometry is already non-indexed.' );
  7088. return this;
  7089. }
  7090. var geometry2 = new BufferGeometry();
  7091. var indices = this.index.array;
  7092. var attributes = this.attributes;
  7093. for ( var name in attributes ) {
  7094. var attribute = attributes[ name ];
  7095. var array = attribute.array;
  7096. var itemSize = attribute.itemSize;
  7097. var array2 = new array.constructor( indices.length * itemSize );
  7098. var index = 0, index2 = 0;
  7099. for ( var i = 0, l = indices.length; i < l; i ++ ) {
  7100. index = indices[ i ] * itemSize;
  7101. for ( var j = 0; j < itemSize; j ++ ) {
  7102. array2[ index2 ++ ] = array[ index ++ ];
  7103. }
  7104. }
  7105. geometry2.addAttribute( name, new BufferAttribute( array2, itemSize ) );
  7106. }
  7107. var groups = this.groups;
  7108. for ( var i = 0, l = groups.length; i < l; i ++ ) {
  7109. var group = groups[ i ];
  7110. geometry2.addGroup( group.start, group.count, group.materialIndex );
  7111. }
  7112. return geometry2;
  7113. },
  7114. toJSON: function () {
  7115. var data = {
  7116. metadata: {
  7117. version: 4.5,
  7118. type: 'BufferGeometry',
  7119. generator: 'BufferGeometry.toJSON'
  7120. }
  7121. };
  7122. // standard BufferGeometry serialization
  7123. data.uuid = this.uuid;
  7124. data.type = this.type;
  7125. if ( this.name !== '' ) data.name = this.name;
  7126. if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;
  7127. if ( this.parameters !== undefined ) {
  7128. var parameters = this.parameters;
  7129. for ( var key in parameters ) {
  7130. if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];
  7131. }
  7132. return data;
  7133. }
  7134. data.data = { attributes: {} };
  7135. var index = this.index;
  7136. if ( index !== null ) {
  7137. var array = Array.prototype.slice.call( index.array );
  7138. data.data.index = {
  7139. type: index.array.constructor.name,
  7140. array: array
  7141. };
  7142. }
  7143. var attributes = this.attributes;
  7144. for ( var key in attributes ) {
  7145. var attribute = attributes[ key ];
  7146. var array = Array.prototype.slice.call( attribute.array );
  7147. data.data.attributes[ key ] = {
  7148. itemSize: attribute.itemSize,
  7149. type: attribute.array.constructor.name,
  7150. array: array,
  7151. normalized: attribute.normalized
  7152. };
  7153. }
  7154. var groups = this.groups;
  7155. if ( groups.length > 0 ) {
  7156. data.data.groups = JSON.parse( JSON.stringify( groups ) );
  7157. }
  7158. var boundingSphere = this.boundingSphere;
  7159. if ( boundingSphere !== null ) {
  7160. data.data.boundingSphere = {
  7161. center: boundingSphere.center.toArray(),
  7162. radius: boundingSphere.radius
  7163. };
  7164. }
  7165. return data;
  7166. },
  7167. clone: function () {
  7168. /*
  7169. // Handle primitives
  7170. var parameters = this.parameters;
  7171. if ( parameters !== undefined ) {
  7172. var values = [];
  7173. for ( var key in parameters ) {
  7174. values.push( parameters[ key ] );
  7175. }
  7176. var geometry = Object.create( this.constructor.prototype );
  7177. this.constructor.apply( geometry, values );
  7178. return geometry;
  7179. }
  7180. return new this.constructor().copy( this );
  7181. */
  7182. return new BufferGeometry().copy( this );
  7183. },
  7184. copy: function ( source ) {
  7185. var name, i, l;
  7186. // reset
  7187. this.index = null;
  7188. this.attributes = {};
  7189. this.morphAttributes = {};
  7190. this.groups = [];
  7191. this.boundingBox = null;
  7192. this.boundingSphere = null;
  7193. // name
  7194. this.name = source.name;
  7195. // index
  7196. var index = source.index;
  7197. if ( index !== null ) {
  7198. this.setIndex( index.clone() );
  7199. }
  7200. // attributes
  7201. var attributes = source.attributes;
  7202. for ( name in attributes ) {
  7203. var attribute = attributes[ name ];
  7204. this.addAttribute( name, attribute.clone() );
  7205. }
  7206. // morph attributes
  7207. var morphAttributes = source.morphAttributes;
  7208. for ( name in morphAttributes ) {
  7209. var array = [];
  7210. var morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  7211. for ( i = 0, l = morphAttribute.length; i < l; i ++ ) {
  7212. array.push( morphAttribute[ i ].clone() );
  7213. }
  7214. this.morphAttributes[ name ] = array;
  7215. }
  7216. // groups
  7217. var groups = source.groups;
  7218. for ( i = 0, l = groups.length; i < l; i ++ ) {
  7219. var group = groups[ i ];
  7220. this.addGroup( group.start, group.count, group.materialIndex );
  7221. }
  7222. // bounding box
  7223. var boundingBox = source.boundingBox;
  7224. if ( boundingBox !== null ) {
  7225. this.boundingBox = boundingBox.clone();
  7226. }
  7227. // bounding sphere
  7228. var boundingSphere = source.boundingSphere;
  7229. if ( boundingSphere !== null ) {
  7230. this.boundingSphere = boundingSphere.clone();
  7231. }
  7232. // draw range
  7233. this.drawRange.start = source.drawRange.start;
  7234. this.drawRange.count = source.drawRange.count;
  7235. // user data
  7236. this.userData = source.userData;
  7237. return this;
  7238. },
  7239. dispose: function () {
  7240. this.dispatchEvent( { type: 'dispose' } );
  7241. }
  7242. } );
  7243. /**
  7244. * @author mrdoob / http://mrdoob.com/
  7245. * @author Mugen87 / https://github.com/Mugen87
  7246. */
  7247. // BoxGeometry
  7248. function BoxGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  7249. Geometry.call( this );
  7250. this.type = 'BoxGeometry';
  7251. this.parameters = {
  7252. width: width,
  7253. height: height,
  7254. depth: depth,
  7255. widthSegments: widthSegments,
  7256. heightSegments: heightSegments,
  7257. depthSegments: depthSegments
  7258. };
  7259. this.fromBufferGeometry( new BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) );
  7260. this.mergeVertices();
  7261. }
  7262. BoxGeometry.prototype = Object.create( Geometry.prototype );
  7263. BoxGeometry.prototype.constructor = BoxGeometry;
  7264. // BoxBufferGeometry
  7265. function BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  7266. BufferGeometry.call( this );
  7267. this.type = 'BoxBufferGeometry';
  7268. this.parameters = {
  7269. width: width,
  7270. height: height,
  7271. depth: depth,
  7272. widthSegments: widthSegments,
  7273. heightSegments: heightSegments,
  7274. depthSegments: depthSegments
  7275. };
  7276. var scope = this;
  7277. width = width || 1;
  7278. height = height || 1;
  7279. depth = depth || 1;
  7280. // segments
  7281. widthSegments = Math.floor( widthSegments ) || 1;
  7282. heightSegments = Math.floor( heightSegments ) || 1;
  7283. depthSegments = Math.floor( depthSegments ) || 1;
  7284. // buffers
  7285. var indices = [];
  7286. var vertices = [];
  7287. var normals = [];
  7288. var uvs = [];
  7289. // helper variables
  7290. var numberOfVertices = 0;
  7291. var groupStart = 0;
  7292. // build each side of the box geometry
  7293. buildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px
  7294. buildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx
  7295. buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py
  7296. buildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny
  7297. buildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz
  7298. buildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz
  7299. // build geometry
  7300. this.setIndex( indices );
  7301. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  7302. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  7303. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  7304. function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {
  7305. var segmentWidth = width / gridX;
  7306. var segmentHeight = height / gridY;
  7307. var widthHalf = width / 2;
  7308. var heightHalf = height / 2;
  7309. var depthHalf = depth / 2;
  7310. var gridX1 = gridX + 1;
  7311. var gridY1 = gridY + 1;
  7312. var vertexCounter = 0;
  7313. var groupCount = 0;
  7314. var ix, iy;
  7315. var vector = new Vector3();
  7316. // generate vertices, normals and uvs
  7317. for ( iy = 0; iy < gridY1; iy ++ ) {
  7318. var y = iy * segmentHeight - heightHalf;
  7319. for ( ix = 0; ix < gridX1; ix ++ ) {
  7320. var x = ix * segmentWidth - widthHalf;
  7321. // set values to correct vector component
  7322. vector[ u ] = x * udir;
  7323. vector[ v ] = y * vdir;
  7324. vector[ w ] = depthHalf;
  7325. // now apply vector to vertex buffer
  7326. vertices.push( vector.x, vector.y, vector.z );
  7327. // set values to correct vector component
  7328. vector[ u ] = 0;
  7329. vector[ v ] = 0;
  7330. vector[ w ] = depth > 0 ? 1 : - 1;
  7331. // now apply vector to normal buffer
  7332. normals.push( vector.x, vector.y, vector.z );
  7333. // uvs
  7334. uvs.push( ix / gridX );
  7335. uvs.push( 1 - ( iy / gridY ) );
  7336. // counters
  7337. vertexCounter += 1;
  7338. }
  7339. }
  7340. // indices
  7341. // 1. you need three indices to draw a single face
  7342. // 2. a single segment consists of two faces
  7343. // 3. so we need to generate six (2*3) indices per segment
  7344. for ( iy = 0; iy < gridY; iy ++ ) {
  7345. for ( ix = 0; ix < gridX; ix ++ ) {
  7346. var a = numberOfVertices + ix + gridX1 * iy;
  7347. var b = numberOfVertices + ix + gridX1 * ( iy + 1 );
  7348. var c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 );
  7349. var d = numberOfVertices + ( ix + 1 ) + gridX1 * iy;
  7350. // faces
  7351. indices.push( a, b, d );
  7352. indices.push( b, c, d );
  7353. // increase counter
  7354. groupCount += 6;
  7355. }
  7356. }
  7357. // add a group to the geometry. this will ensure multi material support
  7358. scope.addGroup( groupStart, groupCount, materialIndex );
  7359. // calculate new start value for groups
  7360. groupStart += groupCount;
  7361. // update total number of vertices
  7362. numberOfVertices += vertexCounter;
  7363. }
  7364. }
  7365. BoxBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  7366. BoxBufferGeometry.prototype.constructor = BoxBufferGeometry;
  7367. /**
  7368. * @author mrdoob / http://mrdoob.com/
  7369. * @author Mugen87 / https://github.com/Mugen87
  7370. */
  7371. // PlaneGeometry
  7372. function PlaneGeometry( width, height, widthSegments, heightSegments ) {
  7373. Geometry.call( this );
  7374. this.type = 'PlaneGeometry';
  7375. this.parameters = {
  7376. width: width,
  7377. height: height,
  7378. widthSegments: widthSegments,
  7379. heightSegments: heightSegments
  7380. };
  7381. this.fromBufferGeometry( new PlaneBufferGeometry( width, height, widthSegments, heightSegments ) );
  7382. this.mergeVertices();
  7383. }
  7384. PlaneGeometry.prototype = Object.create( Geometry.prototype );
  7385. PlaneGeometry.prototype.constructor = PlaneGeometry;
  7386. // PlaneBufferGeometry
  7387. function PlaneBufferGeometry( width, height, widthSegments, heightSegments ) {
  7388. BufferGeometry.call( this );
  7389. this.type = 'PlaneBufferGeometry';
  7390. this.parameters = {
  7391. width: width,
  7392. height: height,
  7393. widthSegments: widthSegments,
  7394. heightSegments: heightSegments
  7395. };
  7396. width = width || 1;
  7397. height = height || 1;
  7398. var width_half = width / 2;
  7399. var height_half = height / 2;
  7400. var gridX = Math.floor( widthSegments ) || 1;
  7401. var gridY = Math.floor( heightSegments ) || 1;
  7402. var gridX1 = gridX + 1;
  7403. var gridY1 = gridY + 1;
  7404. var segment_width = width / gridX;
  7405. var segment_height = height / gridY;
  7406. var ix, iy;
  7407. // buffers
  7408. var indices = [];
  7409. var vertices = [];
  7410. var normals = [];
  7411. var uvs = [];
  7412. // generate vertices, normals and uvs
  7413. for ( iy = 0; iy < gridY1; iy ++ ) {
  7414. var y = iy * segment_height - height_half;
  7415. for ( ix = 0; ix < gridX1; ix ++ ) {
  7416. var x = ix * segment_width - width_half;
  7417. vertices.push( x, - y, 0 );
  7418. normals.push( 0, 0, 1 );
  7419. uvs.push( ix / gridX );
  7420. uvs.push( 1 - ( iy / gridY ) );
  7421. }
  7422. }
  7423. // indices
  7424. for ( iy = 0; iy < gridY; iy ++ ) {
  7425. for ( ix = 0; ix < gridX; ix ++ ) {
  7426. var a = ix + gridX1 * iy;
  7427. var b = ix + gridX1 * ( iy + 1 );
  7428. var c = ( ix + 1 ) + gridX1 * ( iy + 1 );
  7429. var d = ( ix + 1 ) + gridX1 * iy;
  7430. // faces
  7431. indices.push( a, b, d );
  7432. indices.push( b, c, d );
  7433. }
  7434. }
  7435. // build geometry
  7436. this.setIndex( indices );
  7437. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  7438. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  7439. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  7440. }
  7441. PlaneBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  7442. PlaneBufferGeometry.prototype.constructor = PlaneBufferGeometry;
  7443. /**
  7444. * @author mrdoob / http://mrdoob.com/
  7445. * @author alteredq / http://alteredqualia.com/
  7446. */
  7447. var materialId = 0;
  7448. function Material() {
  7449. Object.defineProperty( this, 'id', { value: materialId ++ } );
  7450. this.uuid = _Math.generateUUID();
  7451. this.name = '';
  7452. this.type = 'Material';
  7453. this.fog = true;
  7454. this.lights = true;
  7455. this.blending = NormalBlending;
  7456. this.side = FrontSide;
  7457. this.flatShading = false;
  7458. this.vertexColors = NoColors; // THREE.NoColors, THREE.VertexColors, THREE.FaceColors
  7459. this.opacity = 1;
  7460. this.transparent = false;
  7461. this.blendSrc = SrcAlphaFactor;
  7462. this.blendDst = OneMinusSrcAlphaFactor;
  7463. this.blendEquation = AddEquation;
  7464. this.blendSrcAlpha = null;
  7465. this.blendDstAlpha = null;
  7466. this.blendEquationAlpha = null;
  7467. this.depthFunc = LessEqualDepth;
  7468. this.depthTest = true;
  7469. this.depthWrite = true;
  7470. this.clippingPlanes = null;
  7471. this.clipIntersection = false;
  7472. this.clipShadows = false;
  7473. this.shadowSide = null;
  7474. this.colorWrite = true;
  7475. this.precision = null; // override the renderer's default precision for this material
  7476. this.polygonOffset = false;
  7477. this.polygonOffsetFactor = 0;
  7478. this.polygonOffsetUnits = 0;
  7479. this.dithering = false;
  7480. this.alphaTest = 0;
  7481. this.premultipliedAlpha = false;
  7482. this.visible = true;
  7483. this.userData = {};
  7484. this.needsUpdate = true;
  7485. }
  7486. Material.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  7487. constructor: Material,
  7488. isMaterial: true,
  7489. onBeforeCompile: function () {},
  7490. setValues: function ( values ) {
  7491. if ( values === undefined ) return;
  7492. for ( var key in values ) {
  7493. var newValue = values[ key ];
  7494. if ( newValue === undefined ) {
  7495. console.warn( "THREE.Material: '" + key + "' parameter is undefined." );
  7496. continue;
  7497. }
  7498. // for backward compatability if shading is set in the constructor
  7499. if ( key === 'shading' ) {
  7500. console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  7501. this.flatShading = ( newValue === FlatShading ) ? true : false;
  7502. continue;
  7503. }
  7504. var currentValue = this[ key ];
  7505. if ( currentValue === undefined ) {
  7506. console.warn( "THREE." + this.type + ": '" + key + "' is not a property of this material." );
  7507. continue;
  7508. }
  7509. if ( currentValue && currentValue.isColor ) {
  7510. currentValue.set( newValue );
  7511. } else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {
  7512. currentValue.copy( newValue );
  7513. } else {
  7514. this[ key ] = newValue;
  7515. }
  7516. }
  7517. },
  7518. toJSON: function ( meta ) {
  7519. var isRoot = ( meta === undefined || typeof meta === 'string' );
  7520. if ( isRoot ) {
  7521. meta = {
  7522. textures: {},
  7523. images: {}
  7524. };
  7525. }
  7526. var data = {
  7527. metadata: {
  7528. version: 4.5,
  7529. type: 'Material',
  7530. generator: 'Material.toJSON'
  7531. }
  7532. };
  7533. // standard Material serialization
  7534. data.uuid = this.uuid;
  7535. data.type = this.type;
  7536. if ( this.name !== '' ) data.name = this.name;
  7537. if ( this.color && this.color.isColor ) data.color = this.color.getHex();
  7538. if ( this.roughness !== undefined ) data.roughness = this.roughness;
  7539. if ( this.metalness !== undefined ) data.metalness = this.metalness;
  7540. if ( this.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex();
  7541. if ( this.emissiveIntensity !== 1 ) data.emissiveIntensity = this.emissiveIntensity;
  7542. if ( this.specular && this.specular.isColor ) data.specular = this.specular.getHex();
  7543. if ( this.shininess !== undefined ) data.shininess = this.shininess;
  7544. if ( this.clearCoat !== undefined ) data.clearCoat = this.clearCoat;
  7545. if ( this.clearCoatRoughness !== undefined ) data.clearCoatRoughness = this.clearCoatRoughness;
  7546. if ( this.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid;
  7547. if ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid;
  7548. if ( this.lightMap && this.lightMap.isTexture ) data.lightMap = this.lightMap.toJSON( meta ).uuid;
  7549. if ( this.aoMap && this.aoMap.isTexture ) {
  7550. data.aoMap = this.aoMap.toJSON( meta ).uuid;
  7551. data.aoMapIntensity = this.aoMapIntensity;
  7552. }
  7553. if ( this.bumpMap && this.bumpMap.isTexture ) {
  7554. data.bumpMap = this.bumpMap.toJSON( meta ).uuid;
  7555. data.bumpScale = this.bumpScale;
  7556. }
  7557. if ( this.normalMap && this.normalMap.isTexture ) {
  7558. data.normalMap = this.normalMap.toJSON( meta ).uuid;
  7559. data.normalMapType = this.normalMapType;
  7560. data.normalScale = this.normalScale.toArray();
  7561. }
  7562. if ( this.displacementMap && this.displacementMap.isTexture ) {
  7563. data.displacementMap = this.displacementMap.toJSON( meta ).uuid;
  7564. data.displacementScale = this.displacementScale;
  7565. data.displacementBias = this.displacementBias;
  7566. }
  7567. if ( this.roughnessMap && this.roughnessMap.isTexture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid;
  7568. if ( this.metalnessMap && this.metalnessMap.isTexture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid;
  7569. if ( this.emissiveMap && this.emissiveMap.isTexture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid;
  7570. if ( this.specularMap && this.specularMap.isTexture ) data.specularMap = this.specularMap.toJSON( meta ).uuid;
  7571. if ( this.envMap && this.envMap.isTexture ) {
  7572. data.envMap = this.envMap.toJSON( meta ).uuid;
  7573. data.reflectivity = this.reflectivity; // Scale behind envMap
  7574. if ( this.combine !== undefined ) data.combine = this.combine;
  7575. if ( this.envMapIntensity !== undefined ) data.envMapIntensity = this.envMapIntensity;
  7576. }
  7577. if ( this.gradientMap && this.gradientMap.isTexture ) {
  7578. data.gradientMap = this.gradientMap.toJSON( meta ).uuid;
  7579. }
  7580. if ( this.size !== undefined ) data.size = this.size;
  7581. if ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation;
  7582. if ( this.blending !== NormalBlending ) data.blending = this.blending;
  7583. if ( this.flatShading === true ) data.flatShading = this.flatShading;
  7584. if ( this.side !== FrontSide ) data.side = this.side;
  7585. if ( this.vertexColors !== NoColors ) data.vertexColors = this.vertexColors;
  7586. if ( this.opacity < 1 ) data.opacity = this.opacity;
  7587. if ( this.transparent === true ) data.transparent = this.transparent;
  7588. data.depthFunc = this.depthFunc;
  7589. data.depthTest = this.depthTest;
  7590. data.depthWrite = this.depthWrite;
  7591. // rotation (SpriteMaterial)
  7592. if ( this.rotation !== 0 ) data.rotation = this.rotation;
  7593. if ( this.polygonOffset === true ) data.polygonOffset = true;
  7594. if ( this.polygonOffsetFactor !== 0 ) data.polygonOffsetFactor = this.polygonOffsetFactor;
  7595. if ( this.polygonOffsetUnits !== 0 ) data.polygonOffsetUnits = this.polygonOffsetUnits;
  7596. if ( this.linewidth !== 1 ) data.linewidth = this.linewidth;
  7597. if ( this.dashSize !== undefined ) data.dashSize = this.dashSize;
  7598. if ( this.gapSize !== undefined ) data.gapSize = this.gapSize;
  7599. if ( this.scale !== undefined ) data.scale = this.scale;
  7600. if ( this.dithering === true ) data.dithering = true;
  7601. if ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest;
  7602. if ( this.premultipliedAlpha === true ) data.premultipliedAlpha = this.premultipliedAlpha;
  7603. if ( this.wireframe === true ) data.wireframe = this.wireframe;
  7604. if ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth;
  7605. if ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap;
  7606. if ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin;
  7607. if ( this.morphTargets === true ) data.morphTargets = true;
  7608. if ( this.skinning === true ) data.skinning = true;
  7609. if ( this.visible === false ) data.visible = false;
  7610. if ( JSON.stringify( this.userData ) !== '{}' ) data.userData = this.userData;
  7611. // TODO: Copied from Object3D.toJSON
  7612. function extractFromCache( cache ) {
  7613. var values = [];
  7614. for ( var key in cache ) {
  7615. var data = cache[ key ];
  7616. delete data.metadata;
  7617. values.push( data );
  7618. }
  7619. return values;
  7620. }
  7621. if ( isRoot ) {
  7622. var textures = extractFromCache( meta.textures );
  7623. var images = extractFromCache( meta.images );
  7624. if ( textures.length > 0 ) data.textures = textures;
  7625. if ( images.length > 0 ) data.images = images;
  7626. }
  7627. return data;
  7628. },
  7629. clone: function () {
  7630. return new this.constructor().copy( this );
  7631. },
  7632. copy: function ( source ) {
  7633. this.name = source.name;
  7634. this.fog = source.fog;
  7635. this.lights = source.lights;
  7636. this.blending = source.blending;
  7637. this.side = source.side;
  7638. this.flatShading = source.flatShading;
  7639. this.vertexColors = source.vertexColors;
  7640. this.opacity = source.opacity;
  7641. this.transparent = source.transparent;
  7642. this.blendSrc = source.blendSrc;
  7643. this.blendDst = source.blendDst;
  7644. this.blendEquation = source.blendEquation;
  7645. this.blendSrcAlpha = source.blendSrcAlpha;
  7646. this.blendDstAlpha = source.blendDstAlpha;
  7647. this.blendEquationAlpha = source.blendEquationAlpha;
  7648. this.depthFunc = source.depthFunc;
  7649. this.depthTest = source.depthTest;
  7650. this.depthWrite = source.depthWrite;
  7651. this.colorWrite = source.colorWrite;
  7652. this.precision = source.precision;
  7653. this.polygonOffset = source.polygonOffset;
  7654. this.polygonOffsetFactor = source.polygonOffsetFactor;
  7655. this.polygonOffsetUnits = source.polygonOffsetUnits;
  7656. this.dithering = source.dithering;
  7657. this.alphaTest = source.alphaTest;
  7658. this.premultipliedAlpha = source.premultipliedAlpha;
  7659. this.visible = source.visible;
  7660. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  7661. this.clipShadows = source.clipShadows;
  7662. this.clipIntersection = source.clipIntersection;
  7663. var srcPlanes = source.clippingPlanes,
  7664. dstPlanes = null;
  7665. if ( srcPlanes !== null ) {
  7666. var n = srcPlanes.length;
  7667. dstPlanes = new Array( n );
  7668. for ( var i = 0; i !== n; ++ i )
  7669. dstPlanes[ i ] = srcPlanes[ i ].clone();
  7670. }
  7671. this.clippingPlanes = dstPlanes;
  7672. this.shadowSide = source.shadowSide;
  7673. return this;
  7674. },
  7675. dispose: function () {
  7676. this.dispatchEvent( { type: 'dispose' } );
  7677. }
  7678. } );
  7679. /**
  7680. * @author alteredq / http://alteredqualia.com/
  7681. *
  7682. * parameters = {
  7683. * defines: { "label" : "value" },
  7684. * uniforms: { "parameter1": { value: 1.0 }, "parameter2": { value2: 2 } },
  7685. *
  7686. * fragmentShader: <string>,
  7687. * vertexShader: <string>,
  7688. *
  7689. * wireframe: <boolean>,
  7690. * wireframeLinewidth: <float>,
  7691. *
  7692. * lights: <bool>,
  7693. *
  7694. * skinning: <bool>,
  7695. * morphTargets: <bool>,
  7696. * morphNormals: <bool>
  7697. * }
  7698. */
  7699. function ShaderMaterial( parameters ) {
  7700. Material.call( this );
  7701. this.type = 'ShaderMaterial';
  7702. this.defines = {};
  7703. this.uniforms = {};
  7704. this.vertexShader = 'void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}';
  7705. this.fragmentShader = 'void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}';
  7706. this.linewidth = 1;
  7707. this.wireframe = false;
  7708. this.wireframeLinewidth = 1;
  7709. this.fog = false; // set to use scene fog
  7710. this.lights = false; // set to use scene lights
  7711. this.clipping = false; // set to use user-defined clipping planes
  7712. this.skinning = false; // set to use skinning attribute streams
  7713. this.morphTargets = false; // set to use morph targets
  7714. this.morphNormals = false; // set to use morph normals
  7715. this.extensions = {
  7716. derivatives: false, // set to use derivatives
  7717. fragDepth: false, // set to use fragment depth values
  7718. drawBuffers: false, // set to use draw buffers
  7719. shaderTextureLOD: false // set to use shader texture LOD
  7720. };
  7721. // When rendered geometry doesn't include these attributes but the material does,
  7722. // use these default values in WebGL. This avoids errors when buffer data is missing.
  7723. this.defaultAttributeValues = {
  7724. 'color': [ 1, 1, 1 ],
  7725. 'uv': [ 0, 0 ],
  7726. 'uv2': [ 0, 0 ]
  7727. };
  7728. this.index0AttributeName = undefined;
  7729. this.uniformsNeedUpdate = false;
  7730. if ( parameters !== undefined ) {
  7731. if ( parameters.attributes !== undefined ) {
  7732. console.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' );
  7733. }
  7734. this.setValues( parameters );
  7735. }
  7736. }
  7737. ShaderMaterial.prototype = Object.create( Material.prototype );
  7738. ShaderMaterial.prototype.constructor = ShaderMaterial;
  7739. ShaderMaterial.prototype.isShaderMaterial = true;
  7740. ShaderMaterial.prototype.copy = function ( source ) {
  7741. Material.prototype.copy.call( this, source );
  7742. this.fragmentShader = source.fragmentShader;
  7743. this.vertexShader = source.vertexShader;
  7744. this.uniforms = cloneUniforms( source.uniforms );
  7745. this.defines = Object.assign( {}, source.defines );
  7746. this.wireframe = source.wireframe;
  7747. this.wireframeLinewidth = source.wireframeLinewidth;
  7748. this.lights = source.lights;
  7749. this.clipping = source.clipping;
  7750. this.skinning = source.skinning;
  7751. this.morphTargets = source.morphTargets;
  7752. this.morphNormals = source.morphNormals;
  7753. this.extensions = source.extensions;
  7754. return this;
  7755. };
  7756. ShaderMaterial.prototype.toJSON = function ( meta ) {
  7757. var data = Material.prototype.toJSON.call( this, meta );
  7758. data.uniforms = {};
  7759. for ( var name in this.uniforms ) {
  7760. var uniform = this.uniforms[ name ];
  7761. var value = uniform.value;
  7762. if ( value.isTexture ) {
  7763. data.uniforms[ name ] = {
  7764. type: 't',
  7765. value: value.toJSON( meta ).uuid
  7766. };
  7767. } else if ( value.isColor ) {
  7768. data.uniforms[ name ] = {
  7769. type: 'c',
  7770. value: value.getHex()
  7771. };
  7772. } else if ( value.isVector2 ) {
  7773. data.uniforms[ name ] = {
  7774. type: 'v2',
  7775. value: value.toArray()
  7776. };
  7777. } else if ( value.isVector3 ) {
  7778. data.uniforms[ name ] = {
  7779. type: 'v3',
  7780. value: value.toArray()
  7781. };
  7782. } else if ( value.isVector4 ) {
  7783. data.uniforms[ name ] = {
  7784. type: 'v4',
  7785. value: value.toArray()
  7786. };
  7787. } else if ( value.isMatrix4 ) {
  7788. data.uniforms[ name ] = {
  7789. type: 'm4',
  7790. value: value.toArray()
  7791. };
  7792. } else {
  7793. data.uniforms[ name ] = {
  7794. value: value
  7795. };
  7796. // note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far
  7797. }
  7798. }
  7799. if ( Object.keys( this.defines ).length > 0 ) data.defines = this.defines;
  7800. data.vertexShader = this.vertexShader;
  7801. data.fragmentShader = this.fragmentShader;
  7802. return data;
  7803. };
  7804. /**
  7805. * @author bhouston / http://clara.io
  7806. */
  7807. function Ray( origin, direction ) {
  7808. this.origin = ( origin !== undefined ) ? origin : new Vector3();
  7809. this.direction = ( direction !== undefined ) ? direction : new Vector3();
  7810. }
  7811. Object.assign( Ray.prototype, {
  7812. set: function ( origin, direction ) {
  7813. this.origin.copy( origin );
  7814. this.direction.copy( direction );
  7815. return this;
  7816. },
  7817. clone: function () {
  7818. return new this.constructor().copy( this );
  7819. },
  7820. copy: function ( ray ) {
  7821. this.origin.copy( ray.origin );
  7822. this.direction.copy( ray.direction );
  7823. return this;
  7824. },
  7825. at: function ( t, target ) {
  7826. if ( target === undefined ) {
  7827. console.warn( 'THREE.Ray: .at() target is now required' );
  7828. target = new Vector3();
  7829. }
  7830. return target.copy( this.direction ).multiplyScalar( t ).add( this.origin );
  7831. },
  7832. lookAt: function ( v ) {
  7833. this.direction.copy( v ).sub( this.origin ).normalize();
  7834. return this;
  7835. },
  7836. recast: function () {
  7837. var v1 = new Vector3();
  7838. return function recast( t ) {
  7839. this.origin.copy( this.at( t, v1 ) );
  7840. return this;
  7841. };
  7842. }(),
  7843. closestPointToPoint: function ( point, target ) {
  7844. if ( target === undefined ) {
  7845. console.warn( 'THREE.Ray: .closestPointToPoint() target is now required' );
  7846. target = new Vector3();
  7847. }
  7848. target.subVectors( point, this.origin );
  7849. var directionDistance = target.dot( this.direction );
  7850. if ( directionDistance < 0 ) {
  7851. return target.copy( this.origin );
  7852. }
  7853. return target.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  7854. },
  7855. distanceToPoint: function ( point ) {
  7856. return Math.sqrt( this.distanceSqToPoint( point ) );
  7857. },
  7858. distanceSqToPoint: function () {
  7859. var v1 = new Vector3();
  7860. return function distanceSqToPoint( point ) {
  7861. var directionDistance = v1.subVectors( point, this.origin ).dot( this.direction );
  7862. // point behind the ray
  7863. if ( directionDistance < 0 ) {
  7864. return this.origin.distanceToSquared( point );
  7865. }
  7866. v1.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  7867. return v1.distanceToSquared( point );
  7868. };
  7869. }(),
  7870. distanceSqToSegment: function () {
  7871. var segCenter = new Vector3();
  7872. var segDir = new Vector3();
  7873. var diff = new Vector3();
  7874. return function distanceSqToSegment( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
  7875. // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteDistRaySegment.h
  7876. // It returns the min distance between the ray and the segment
  7877. // defined by v0 and v1
  7878. // It can also set two optional targets :
  7879. // - The closest point on the ray
  7880. // - The closest point on the segment
  7881. segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );
  7882. segDir.copy( v1 ).sub( v0 ).normalize();
  7883. diff.copy( this.origin ).sub( segCenter );
  7884. var segExtent = v0.distanceTo( v1 ) * 0.5;
  7885. var a01 = - this.direction.dot( segDir );
  7886. var b0 = diff.dot( this.direction );
  7887. var b1 = - diff.dot( segDir );
  7888. var c = diff.lengthSq();
  7889. var det = Math.abs( 1 - a01 * a01 );
  7890. var s0, s1, sqrDist, extDet;
  7891. if ( det > 0 ) {
  7892. // The ray and segment are not parallel.
  7893. s0 = a01 * b1 - b0;
  7894. s1 = a01 * b0 - b1;
  7895. extDet = segExtent * det;
  7896. if ( s0 >= 0 ) {
  7897. if ( s1 >= - extDet ) {
  7898. if ( s1 <= extDet ) {
  7899. // region 0
  7900. // Minimum at interior points of ray and segment.
  7901. var invDet = 1 / det;
  7902. s0 *= invDet;
  7903. s1 *= invDet;
  7904. sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
  7905. } else {
  7906. // region 1
  7907. s1 = segExtent;
  7908. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  7909. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  7910. }
  7911. } else {
  7912. // region 5
  7913. s1 = - segExtent;
  7914. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  7915. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  7916. }
  7917. } else {
  7918. if ( s1 <= - extDet ) {
  7919. // region 4
  7920. s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
  7921. s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  7922. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  7923. } else if ( s1 <= extDet ) {
  7924. // region 3
  7925. s0 = 0;
  7926. s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
  7927. sqrDist = s1 * ( s1 + 2 * b1 ) + c;
  7928. } else {
  7929. // region 2
  7930. s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
  7931. s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  7932. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  7933. }
  7934. }
  7935. } else {
  7936. // Ray and segment are parallel.
  7937. s1 = ( a01 > 0 ) ? - segExtent : segExtent;
  7938. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  7939. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  7940. }
  7941. if ( optionalPointOnRay ) {
  7942. optionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin );
  7943. }
  7944. if ( optionalPointOnSegment ) {
  7945. optionalPointOnSegment.copy( segDir ).multiplyScalar( s1 ).add( segCenter );
  7946. }
  7947. return sqrDist;
  7948. };
  7949. }(),
  7950. intersectSphere: function () {
  7951. var v1 = new Vector3();
  7952. return function intersectSphere( sphere, target ) {
  7953. v1.subVectors( sphere.center, this.origin );
  7954. var tca = v1.dot( this.direction );
  7955. var d2 = v1.dot( v1 ) - tca * tca;
  7956. var radius2 = sphere.radius * sphere.radius;
  7957. if ( d2 > radius2 ) return null;
  7958. var thc = Math.sqrt( radius2 - d2 );
  7959. // t0 = first intersect point - entrance on front of sphere
  7960. var t0 = tca - thc;
  7961. // t1 = second intersect point - exit point on back of sphere
  7962. var t1 = tca + thc;
  7963. // test to see if both t0 and t1 are behind the ray - if so, return null
  7964. if ( t0 < 0 && t1 < 0 ) return null;
  7965. // test to see if t0 is behind the ray:
  7966. // if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
  7967. // in order to always return an intersect point that is in front of the ray.
  7968. if ( t0 < 0 ) return this.at( t1, target );
  7969. // else t0 is in front of the ray, so return the first collision point scaled by t0
  7970. return this.at( t0, target );
  7971. };
  7972. }(),
  7973. intersectsSphere: function ( sphere ) {
  7974. return this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius );
  7975. },
  7976. distanceToPlane: function ( plane ) {
  7977. var denominator = plane.normal.dot( this.direction );
  7978. if ( denominator === 0 ) {
  7979. // line is coplanar, return origin
  7980. if ( plane.distanceToPoint( this.origin ) === 0 ) {
  7981. return 0;
  7982. }
  7983. // Null is preferable to undefined since undefined means.... it is undefined
  7984. return null;
  7985. }
  7986. var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
  7987. // Return if the ray never intersects the plane
  7988. return t >= 0 ? t : null;
  7989. },
  7990. intersectPlane: function ( plane, target ) {
  7991. var t = this.distanceToPlane( plane );
  7992. if ( t === null ) {
  7993. return null;
  7994. }
  7995. return this.at( t, target );
  7996. },
  7997. intersectsPlane: function ( plane ) {
  7998. // check if the ray lies on the plane first
  7999. var distToPoint = plane.distanceToPoint( this.origin );
  8000. if ( distToPoint === 0 ) {
  8001. return true;
  8002. }
  8003. var denominator = plane.normal.dot( this.direction );
  8004. if ( denominator * distToPoint < 0 ) {
  8005. return true;
  8006. }
  8007. // ray origin is behind the plane (and is pointing behind it)
  8008. return false;
  8009. },
  8010. intersectBox: function ( box, target ) {
  8011. var tmin, tmax, tymin, tymax, tzmin, tzmax;
  8012. var invdirx = 1 / this.direction.x,
  8013. invdiry = 1 / this.direction.y,
  8014. invdirz = 1 / this.direction.z;
  8015. var origin = this.origin;
  8016. if ( invdirx >= 0 ) {
  8017. tmin = ( box.min.x - origin.x ) * invdirx;
  8018. tmax = ( box.max.x - origin.x ) * invdirx;
  8019. } else {
  8020. tmin = ( box.max.x - origin.x ) * invdirx;
  8021. tmax = ( box.min.x - origin.x ) * invdirx;
  8022. }
  8023. if ( invdiry >= 0 ) {
  8024. tymin = ( box.min.y - origin.y ) * invdiry;
  8025. tymax = ( box.max.y - origin.y ) * invdiry;
  8026. } else {
  8027. tymin = ( box.max.y - origin.y ) * invdiry;
  8028. tymax = ( box.min.y - origin.y ) * invdiry;
  8029. }
  8030. if ( ( tmin > tymax ) || ( tymin > tmax ) ) return null;
  8031. // These lines also handle the case where tmin or tmax is NaN
  8032. // (result of 0 * Infinity). x !== x returns true if x is NaN
  8033. if ( tymin > tmin || tmin !== tmin ) tmin = tymin;
  8034. if ( tymax < tmax || tmax !== tmax ) tmax = tymax;
  8035. if ( invdirz >= 0 ) {
  8036. tzmin = ( box.min.z - origin.z ) * invdirz;
  8037. tzmax = ( box.max.z - origin.z ) * invdirz;
  8038. } else {
  8039. tzmin = ( box.max.z - origin.z ) * invdirz;
  8040. tzmax = ( box.min.z - origin.z ) * invdirz;
  8041. }
  8042. if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null;
  8043. if ( tzmin > tmin || tmin !== tmin ) tmin = tzmin;
  8044. if ( tzmax < tmax || tmax !== tmax ) tmax = tzmax;
  8045. //return point closest to the ray (positive side)
  8046. if ( tmax < 0 ) return null;
  8047. return this.at( tmin >= 0 ? tmin : tmax, target );
  8048. },
  8049. intersectsBox: ( function () {
  8050. var v = new Vector3();
  8051. return function intersectsBox( box ) {
  8052. return this.intersectBox( box, v ) !== null;
  8053. };
  8054. } )(),
  8055. intersectTriangle: function () {
  8056. // Compute the offset origin, edges, and normal.
  8057. var diff = new Vector3();
  8058. var edge1 = new Vector3();
  8059. var edge2 = new Vector3();
  8060. var normal = new Vector3();
  8061. return function intersectTriangle( a, b, c, backfaceCulling, target ) {
  8062. // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h
  8063. edge1.subVectors( b, a );
  8064. edge2.subVectors( c, a );
  8065. normal.crossVectors( edge1, edge2 );
  8066. // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
  8067. // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
  8068. // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
  8069. // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
  8070. // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
  8071. var DdN = this.direction.dot( normal );
  8072. var sign;
  8073. if ( DdN > 0 ) {
  8074. if ( backfaceCulling ) return null;
  8075. sign = 1;
  8076. } else if ( DdN < 0 ) {
  8077. sign = - 1;
  8078. DdN = - DdN;
  8079. } else {
  8080. return null;
  8081. }
  8082. diff.subVectors( this.origin, a );
  8083. var DdQxE2 = sign * this.direction.dot( edge2.crossVectors( diff, edge2 ) );
  8084. // b1 < 0, no intersection
  8085. if ( DdQxE2 < 0 ) {
  8086. return null;
  8087. }
  8088. var DdE1xQ = sign * this.direction.dot( edge1.cross( diff ) );
  8089. // b2 < 0, no intersection
  8090. if ( DdE1xQ < 0 ) {
  8091. return null;
  8092. }
  8093. // b1+b2 > 1, no intersection
  8094. if ( DdQxE2 + DdE1xQ > DdN ) {
  8095. return null;
  8096. }
  8097. // Line intersects triangle, check if ray does.
  8098. var QdN = - sign * diff.dot( normal );
  8099. // t < 0, no intersection
  8100. if ( QdN < 0 ) {
  8101. return null;
  8102. }
  8103. // Ray intersects triangle.
  8104. return this.at( QdN / DdN, target );
  8105. };
  8106. }(),
  8107. applyMatrix4: function ( matrix4 ) {
  8108. this.origin.applyMatrix4( matrix4 );
  8109. this.direction.transformDirection( matrix4 );
  8110. return this;
  8111. },
  8112. equals: function ( ray ) {
  8113. return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
  8114. }
  8115. } );
  8116. /**
  8117. * @author bhouston / http://clara.io
  8118. * @author mrdoob / http://mrdoob.com/
  8119. */
  8120. function Triangle( a, b, c ) {
  8121. this.a = ( a !== undefined ) ? a : new Vector3();
  8122. this.b = ( b !== undefined ) ? b : new Vector3();
  8123. this.c = ( c !== undefined ) ? c : new Vector3();
  8124. }
  8125. Object.assign( Triangle, {
  8126. getNormal: function () {
  8127. var v0 = new Vector3();
  8128. return function getNormal( a, b, c, target ) {
  8129. if ( target === undefined ) {
  8130. console.warn( 'THREE.Triangle: .getNormal() target is now required' );
  8131. target = new Vector3();
  8132. }
  8133. target.subVectors( c, b );
  8134. v0.subVectors( a, b );
  8135. target.cross( v0 );
  8136. var targetLengthSq = target.lengthSq();
  8137. if ( targetLengthSq > 0 ) {
  8138. return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );
  8139. }
  8140. return target.set( 0, 0, 0 );
  8141. };
  8142. }(),
  8143. // static/instance method to calculate barycentric coordinates
  8144. // based on: http://www.blackpawn.com/texts/pointinpoly/default.html
  8145. getBarycoord: function () {
  8146. var v0 = new Vector3();
  8147. var v1 = new Vector3();
  8148. var v2 = new Vector3();
  8149. return function getBarycoord( point, a, b, c, target ) {
  8150. v0.subVectors( c, a );
  8151. v1.subVectors( b, a );
  8152. v2.subVectors( point, a );
  8153. var dot00 = v0.dot( v0 );
  8154. var dot01 = v0.dot( v1 );
  8155. var dot02 = v0.dot( v2 );
  8156. var dot11 = v1.dot( v1 );
  8157. var dot12 = v1.dot( v2 );
  8158. var denom = ( dot00 * dot11 - dot01 * dot01 );
  8159. if ( target === undefined ) {
  8160. console.warn( 'THREE.Triangle: .getBarycoord() target is now required' );
  8161. target = new Vector3();
  8162. }
  8163. // collinear or singular triangle
  8164. if ( denom === 0 ) {
  8165. // arbitrary location outside of triangle?
  8166. // not sure if this is the best idea, maybe should be returning undefined
  8167. return target.set( - 2, - 1, - 1 );
  8168. }
  8169. var invDenom = 1 / denom;
  8170. var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
  8171. var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
  8172. // barycentric coordinates must always sum to 1
  8173. return target.set( 1 - u - v, v, u );
  8174. };
  8175. }(),
  8176. containsPoint: function () {
  8177. var v1 = new Vector3();
  8178. return function containsPoint( point, a, b, c ) {
  8179. Triangle.getBarycoord( point, a, b, c, v1 );
  8180. return ( v1.x >= 0 ) && ( v1.y >= 0 ) && ( ( v1.x + v1.y ) <= 1 );
  8181. };
  8182. }(),
  8183. getUV: function () {
  8184. var barycoord = new Vector3();
  8185. return function getUV( point, p1, p2, p3, uv1, uv2, uv3, target ) {
  8186. this.getBarycoord( point, p1, p2, p3, barycoord );
  8187. target.set( 0, 0 );
  8188. target.addScaledVector( uv1, barycoord.x );
  8189. target.addScaledVector( uv2, barycoord.y );
  8190. target.addScaledVector( uv3, barycoord.z );
  8191. return target;
  8192. };
  8193. }()
  8194. } );
  8195. Object.assign( Triangle.prototype, {
  8196. set: function ( a, b, c ) {
  8197. this.a.copy( a );
  8198. this.b.copy( b );
  8199. this.c.copy( c );
  8200. return this;
  8201. },
  8202. setFromPointsAndIndices: function ( points, i0, i1, i2 ) {
  8203. this.a.copy( points[ i0 ] );
  8204. this.b.copy( points[ i1 ] );
  8205. this.c.copy( points[ i2 ] );
  8206. return this;
  8207. },
  8208. clone: function () {
  8209. return new this.constructor().copy( this );
  8210. },
  8211. copy: function ( triangle ) {
  8212. this.a.copy( triangle.a );
  8213. this.b.copy( triangle.b );
  8214. this.c.copy( triangle.c );
  8215. return this;
  8216. },
  8217. getArea: function () {
  8218. var v0 = new Vector3();
  8219. var v1 = new Vector3();
  8220. return function getArea() {
  8221. v0.subVectors( this.c, this.b );
  8222. v1.subVectors( this.a, this.b );
  8223. return v0.cross( v1 ).length() * 0.5;
  8224. };
  8225. }(),
  8226. getMidpoint: function ( target ) {
  8227. if ( target === undefined ) {
  8228. console.warn( 'THREE.Triangle: .getMidpoint() target is now required' );
  8229. target = new Vector3();
  8230. }
  8231. return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
  8232. },
  8233. getNormal: function ( target ) {
  8234. return Triangle.getNormal( this.a, this.b, this.c, target );
  8235. },
  8236. getPlane: function ( target ) {
  8237. if ( target === undefined ) {
  8238. console.warn( 'THREE.Triangle: .getPlane() target is now required' );
  8239. target = new Vector3();
  8240. }
  8241. return target.setFromCoplanarPoints( this.a, this.b, this.c );
  8242. },
  8243. getBarycoord: function ( point, target ) {
  8244. return Triangle.getBarycoord( point, this.a, this.b, this.c, target );
  8245. },
  8246. containsPoint: function ( point ) {
  8247. return Triangle.containsPoint( point, this.a, this.b, this.c );
  8248. },
  8249. getUV: function ( point, uv1, uv2, uv3, result ) {
  8250. return Triangle.getUV( point, this.a, this.b, this.c, uv1, uv2, uv3, result );
  8251. },
  8252. intersectsBox: function ( box ) {
  8253. return box.intersectsTriangle( this );
  8254. },
  8255. closestPointToPoint: function () {
  8256. var vab = new Vector3();
  8257. var vac = new Vector3();
  8258. var vbc = new Vector3();
  8259. var vap = new Vector3();
  8260. var vbp = new Vector3();
  8261. var vcp = new Vector3();
  8262. return function closestPointToPoint( p, target ) {
  8263. if ( target === undefined ) {
  8264. console.warn( 'THREE.Triangle: .closestPointToPoint() target is now required' );
  8265. target = new Vector3();
  8266. }
  8267. var a = this.a, b = this.b, c = this.c;
  8268. var v, w;
  8269. // algorithm thanks to Real-Time Collision Detection by Christer Ericson,
  8270. // published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,
  8271. // under the accompanying license; see chapter 5.1.5 for detailed explanation.
  8272. // basically, we're distinguishing which of the voronoi regions of the triangle
  8273. // the point lies in with the minimum amount of redundant computation.
  8274. vab.subVectors( b, a );
  8275. vac.subVectors( c, a );
  8276. vap.subVectors( p, a );
  8277. var d1 = vab.dot( vap );
  8278. var d2 = vac.dot( vap );
  8279. if ( d1 <= 0 && d2 <= 0 ) {
  8280. // vertex region of A; barycentric coords (1, 0, 0)
  8281. return target.copy( a );
  8282. }
  8283. vbp.subVectors( p, b );
  8284. var d3 = vab.dot( vbp );
  8285. var d4 = vac.dot( vbp );
  8286. if ( d3 >= 0 && d4 <= d3 ) {
  8287. // vertex region of B; barycentric coords (0, 1, 0)
  8288. return target.copy( b );
  8289. }
  8290. var vc = d1 * d4 - d3 * d2;
  8291. if ( vc <= 0 && d1 >= 0 && d3 <= 0 ) {
  8292. v = d1 / ( d1 - d3 );
  8293. // edge region of AB; barycentric coords (1-v, v, 0)
  8294. return target.copy( a ).addScaledVector( vab, v );
  8295. }
  8296. vcp.subVectors( p, c );
  8297. var d5 = vab.dot( vcp );
  8298. var d6 = vac.dot( vcp );
  8299. if ( d6 >= 0 && d5 <= d6 ) {
  8300. // vertex region of C; barycentric coords (0, 0, 1)
  8301. return target.copy( c );
  8302. }
  8303. var vb = d5 * d2 - d1 * d6;
  8304. if ( vb <= 0 && d2 >= 0 && d6 <= 0 ) {
  8305. w = d2 / ( d2 - d6 );
  8306. // edge region of AC; barycentric coords (1-w, 0, w)
  8307. return target.copy( a ).addScaledVector( vac, w );
  8308. }
  8309. var va = d3 * d6 - d5 * d4;
  8310. if ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) {
  8311. vbc.subVectors( c, b );
  8312. w = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) );
  8313. // edge region of BC; barycentric coords (0, 1-w, w)
  8314. return target.copy( b ).addScaledVector( vbc, w ); // edge region of BC
  8315. }
  8316. // face region
  8317. var denom = 1 / ( va + vb + vc );
  8318. // u = va * denom
  8319. v = vb * denom;
  8320. w = vc * denom;
  8321. return target.copy( a ).addScaledVector( vab, v ).addScaledVector( vac, w );
  8322. };
  8323. }(),
  8324. equals: function ( triangle ) {
  8325. return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
  8326. }
  8327. } );
  8328. /**
  8329. * @author mrdoob / http://mrdoob.com/
  8330. * @author alteredq / http://alteredqualia.com/
  8331. *
  8332. * parameters = {
  8333. * color: <hex>,
  8334. * opacity: <float>,
  8335. * map: new THREE.Texture( <Image> ),
  8336. *
  8337. * lightMap: new THREE.Texture( <Image> ),
  8338. * lightMapIntensity: <float>
  8339. *
  8340. * aoMap: new THREE.Texture( <Image> ),
  8341. * aoMapIntensity: <float>
  8342. *
  8343. * specularMap: new THREE.Texture( <Image> ),
  8344. *
  8345. * alphaMap: new THREE.Texture( <Image> ),
  8346. *
  8347. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  8348. * combine: THREE.Multiply,
  8349. * reflectivity: <float>,
  8350. * refractionRatio: <float>,
  8351. *
  8352. * depthTest: <bool>,
  8353. * depthWrite: <bool>,
  8354. *
  8355. * wireframe: <boolean>,
  8356. * wireframeLinewidth: <float>,
  8357. *
  8358. * skinning: <bool>,
  8359. * morphTargets: <bool>
  8360. * }
  8361. */
  8362. function MeshBasicMaterial( parameters ) {
  8363. Material.call( this );
  8364. this.type = 'MeshBasicMaterial';
  8365. this.color = new Color( 0xffffff ); // emissive
  8366. this.map = null;
  8367. this.lightMap = null;
  8368. this.lightMapIntensity = 1.0;
  8369. this.aoMap = null;
  8370. this.aoMapIntensity = 1.0;
  8371. this.specularMap = null;
  8372. this.alphaMap = null;
  8373. this.envMap = null;
  8374. this.combine = MultiplyOperation;
  8375. this.reflectivity = 1;
  8376. this.refractionRatio = 0.98;
  8377. this.wireframe = false;
  8378. this.wireframeLinewidth = 1;
  8379. this.wireframeLinecap = 'round';
  8380. this.wireframeLinejoin = 'round';
  8381. this.skinning = false;
  8382. this.morphTargets = false;
  8383. this.lights = false;
  8384. this.setValues( parameters );
  8385. }
  8386. MeshBasicMaterial.prototype = Object.create( Material.prototype );
  8387. MeshBasicMaterial.prototype.constructor = MeshBasicMaterial;
  8388. MeshBasicMaterial.prototype.isMeshBasicMaterial = true;
  8389. MeshBasicMaterial.prototype.copy = function ( source ) {
  8390. Material.prototype.copy.call( this, source );
  8391. this.color.copy( source.color );
  8392. this.map = source.map;
  8393. this.lightMap = source.lightMap;
  8394. this.lightMapIntensity = source.lightMapIntensity;
  8395. this.aoMap = source.aoMap;
  8396. this.aoMapIntensity = source.aoMapIntensity;
  8397. this.specularMap = source.specularMap;
  8398. this.alphaMap = source.alphaMap;
  8399. this.envMap = source.envMap;
  8400. this.combine = source.combine;
  8401. this.reflectivity = source.reflectivity;
  8402. this.refractionRatio = source.refractionRatio;
  8403. this.wireframe = source.wireframe;
  8404. this.wireframeLinewidth = source.wireframeLinewidth;
  8405. this.wireframeLinecap = source.wireframeLinecap;
  8406. this.wireframeLinejoin = source.wireframeLinejoin;
  8407. this.skinning = source.skinning;
  8408. this.morphTargets = source.morphTargets;
  8409. return this;
  8410. };
  8411. /**
  8412. * @author mrdoob / http://mrdoob.com/
  8413. * @author alteredq / http://alteredqualia.com/
  8414. * @author mikael emtinger / http://gomo.se/
  8415. * @author jonobr1 / http://jonobr1.com/
  8416. */
  8417. function Mesh( geometry, material ) {
  8418. Object3D.call( this );
  8419. this.type = 'Mesh';
  8420. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  8421. this.material = material !== undefined ? material : new MeshBasicMaterial( { color: Math.random() * 0xffffff } );
  8422. this.drawMode = TrianglesDrawMode;
  8423. this.updateMorphTargets();
  8424. }
  8425. Mesh.prototype = Object.assign( Object.create( Object3D.prototype ), {
  8426. constructor: Mesh,
  8427. isMesh: true,
  8428. setDrawMode: function ( value ) {
  8429. this.drawMode = value;
  8430. },
  8431. copy: function ( source ) {
  8432. Object3D.prototype.copy.call( this, source );
  8433. this.drawMode = source.drawMode;
  8434. if ( source.morphTargetInfluences !== undefined ) {
  8435. this.morphTargetInfluences = source.morphTargetInfluences.slice();
  8436. }
  8437. if ( source.morphTargetDictionary !== undefined ) {
  8438. this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );
  8439. }
  8440. return this;
  8441. },
  8442. updateMorphTargets: function () {
  8443. var geometry = this.geometry;
  8444. var m, ml, name;
  8445. if ( geometry.isBufferGeometry ) {
  8446. var morphAttributes = geometry.morphAttributes;
  8447. var keys = Object.keys( morphAttributes );
  8448. if ( keys.length > 0 ) {
  8449. var morphAttribute = morphAttributes[ keys[ 0 ] ];
  8450. if ( morphAttribute !== undefined ) {
  8451. this.morphTargetInfluences = [];
  8452. this.morphTargetDictionary = {};
  8453. for ( m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  8454. name = morphAttribute[ m ].name || String( m );
  8455. this.morphTargetInfluences.push( 0 );
  8456. this.morphTargetDictionary[ name ] = m;
  8457. }
  8458. }
  8459. }
  8460. } else {
  8461. var morphTargets = geometry.morphTargets;
  8462. if ( morphTargets !== undefined && morphTargets.length > 0 ) {
  8463. this.morphTargetInfluences = [];
  8464. this.morphTargetDictionary = {};
  8465. for ( m = 0, ml = morphTargets.length; m < ml; m ++ ) {
  8466. name = morphTargets[ m ].name || String( m );
  8467. this.morphTargetInfluences.push( 0 );
  8468. this.morphTargetDictionary[ name ] = m;
  8469. }
  8470. }
  8471. }
  8472. },
  8473. raycast: ( function () {
  8474. var inverseMatrix = new Matrix4();
  8475. var ray = new Ray();
  8476. var sphere = new Sphere();
  8477. var vA = new Vector3();
  8478. var vB = new Vector3();
  8479. var vC = new Vector3();
  8480. var tempA = new Vector3();
  8481. var tempB = new Vector3();
  8482. var tempC = new Vector3();
  8483. var uvA = new Vector2();
  8484. var uvB = new Vector2();
  8485. var uvC = new Vector2();
  8486. var intersectionPoint = new Vector3();
  8487. var intersectionPointWorld = new Vector3();
  8488. function checkIntersection( object, material, raycaster, ray, pA, pB, pC, point ) {
  8489. var intersect;
  8490. if ( material.side === BackSide ) {
  8491. intersect = ray.intersectTriangle( pC, pB, pA, true, point );
  8492. } else {
  8493. intersect = ray.intersectTriangle( pA, pB, pC, material.side !== DoubleSide, point );
  8494. }
  8495. if ( intersect === null ) return null;
  8496. intersectionPointWorld.copy( point );
  8497. intersectionPointWorld.applyMatrix4( object.matrixWorld );
  8498. var distance = raycaster.ray.origin.distanceTo( intersectionPointWorld );
  8499. if ( distance < raycaster.near || distance > raycaster.far ) return null;
  8500. return {
  8501. distance: distance,
  8502. point: intersectionPointWorld.clone(),
  8503. object: object
  8504. };
  8505. }
  8506. function checkBufferGeometryIntersection( object, material, raycaster, ray, position, uv, a, b, c ) {
  8507. vA.fromBufferAttribute( position, a );
  8508. vB.fromBufferAttribute( position, b );
  8509. vC.fromBufferAttribute( position, c );
  8510. var intersection = checkIntersection( object, material, raycaster, ray, vA, vB, vC, intersectionPoint );
  8511. if ( intersection ) {
  8512. if ( uv ) {
  8513. uvA.fromBufferAttribute( uv, a );
  8514. uvB.fromBufferAttribute( uv, b );
  8515. uvC.fromBufferAttribute( uv, c );
  8516. intersection.uv = Triangle.getUV( intersectionPoint, vA, vB, vC, uvA, uvB, uvC, new Vector2() );
  8517. }
  8518. var face = new Face3( a, b, c );
  8519. Triangle.getNormal( vA, vB, vC, face.normal );
  8520. intersection.face = face;
  8521. }
  8522. return intersection;
  8523. }
  8524. return function raycast( raycaster, intersects ) {
  8525. var geometry = this.geometry;
  8526. var material = this.material;
  8527. var matrixWorld = this.matrixWorld;
  8528. if ( material === undefined ) return;
  8529. // Checking boundingSphere distance to ray
  8530. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  8531. sphere.copy( geometry.boundingSphere );
  8532. sphere.applyMatrix4( matrixWorld );
  8533. if ( raycaster.ray.intersectsSphere( sphere ) === false ) return;
  8534. //
  8535. inverseMatrix.getInverse( matrixWorld );
  8536. ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
  8537. // Check boundingBox before continuing
  8538. if ( geometry.boundingBox !== null ) {
  8539. if ( ray.intersectsBox( geometry.boundingBox ) === false ) return;
  8540. }
  8541. var intersection;
  8542. if ( geometry.isBufferGeometry ) {
  8543. var a, b, c;
  8544. var index = geometry.index;
  8545. var position = geometry.attributes.position;
  8546. var uv = geometry.attributes.uv;
  8547. var groups = geometry.groups;
  8548. var drawRange = geometry.drawRange;
  8549. var i, j, il, jl;
  8550. var group, groupMaterial;
  8551. var start, end;
  8552. if ( index !== null ) {
  8553. // indexed buffer geometry
  8554. if ( Array.isArray( material ) ) {
  8555. for ( i = 0, il = groups.length; i < il; i ++ ) {
  8556. group = groups[ i ];
  8557. groupMaterial = material[ group.materialIndex ];
  8558. start = Math.max( group.start, drawRange.start );
  8559. end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );
  8560. for ( j = start, jl = end; j < jl; j += 3 ) {
  8561. a = index.getX( j );
  8562. b = index.getX( j + 1 );
  8563. c = index.getX( j + 2 );
  8564. intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, ray, position, uv, a, b, c );
  8565. if ( intersection ) {
  8566. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics
  8567. intersects.push( intersection );
  8568. }
  8569. }
  8570. }
  8571. } else {
  8572. start = Math.max( 0, drawRange.start );
  8573. end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  8574. for ( i = start, il = end; i < il; i += 3 ) {
  8575. a = index.getX( i );
  8576. b = index.getX( i + 1 );
  8577. c = index.getX( i + 2 );
  8578. intersection = checkBufferGeometryIntersection( this, material, raycaster, ray, position, uv, a, b, c );
  8579. if ( intersection ) {
  8580. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics
  8581. intersects.push( intersection );
  8582. }
  8583. }
  8584. }
  8585. } else if ( position !== undefined ) {
  8586. // non-indexed buffer geometry
  8587. if ( Array.isArray( material ) ) {
  8588. for ( i = 0, il = groups.length; i < il; i ++ ) {
  8589. group = groups[ i ];
  8590. groupMaterial = material[ group.materialIndex ];
  8591. start = Math.max( group.start, drawRange.start );
  8592. end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );
  8593. for ( j = start, jl = end; j < jl; j += 3 ) {
  8594. a = j;
  8595. b = j + 1;
  8596. c = j + 2;
  8597. intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, ray, position, uv, a, b, c );
  8598. if ( intersection ) {
  8599. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics
  8600. intersects.push( intersection );
  8601. }
  8602. }
  8603. }
  8604. } else {
  8605. start = Math.max( 0, drawRange.start );
  8606. end = Math.min( position.count, ( drawRange.start + drawRange.count ) );
  8607. for ( i = start, il = end; i < il; i += 3 ) {
  8608. a = i;
  8609. b = i + 1;
  8610. c = i + 2;
  8611. intersection = checkBufferGeometryIntersection( this, material, raycaster, ray, position, uv, a, b, c );
  8612. if ( intersection ) {
  8613. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics
  8614. intersects.push( intersection );
  8615. }
  8616. }
  8617. }
  8618. }
  8619. } else if ( geometry.isGeometry ) {
  8620. var fvA, fvB, fvC;
  8621. var isMultiMaterial = Array.isArray( material );
  8622. var vertices = geometry.vertices;
  8623. var faces = geometry.faces;
  8624. var uvs;
  8625. var faceVertexUvs = geometry.faceVertexUvs[ 0 ];
  8626. if ( faceVertexUvs.length > 0 ) uvs = faceVertexUvs;
  8627. for ( var f = 0, fl = faces.length; f < fl; f ++ ) {
  8628. var face = faces[ f ];
  8629. var faceMaterial = isMultiMaterial ? material[ face.materialIndex ] : material;
  8630. if ( faceMaterial === undefined ) continue;
  8631. fvA = vertices[ face.a ];
  8632. fvB = vertices[ face.b ];
  8633. fvC = vertices[ face.c ];
  8634. if ( faceMaterial.morphTargets === true ) {
  8635. var morphTargets = geometry.morphTargets;
  8636. var morphInfluences = this.morphTargetInfluences;
  8637. vA.set( 0, 0, 0 );
  8638. vB.set( 0, 0, 0 );
  8639. vC.set( 0, 0, 0 );
  8640. for ( var t = 0, tl = morphTargets.length; t < tl; t ++ ) {
  8641. var influence = morphInfluences[ t ];
  8642. if ( influence === 0 ) continue;
  8643. var targets = morphTargets[ t ].vertices;
  8644. vA.addScaledVector( tempA.subVectors( targets[ face.a ], fvA ), influence );
  8645. vB.addScaledVector( tempB.subVectors( targets[ face.b ], fvB ), influence );
  8646. vC.addScaledVector( tempC.subVectors( targets[ face.c ], fvC ), influence );
  8647. }
  8648. vA.add( fvA );
  8649. vB.add( fvB );
  8650. vC.add( fvC );
  8651. fvA = vA;
  8652. fvB = vB;
  8653. fvC = vC;
  8654. }
  8655. intersection = checkIntersection( this, faceMaterial, raycaster, ray, fvA, fvB, fvC, intersectionPoint );
  8656. if ( intersection ) {
  8657. if ( uvs && uvs[ f ] ) {
  8658. var uvs_f = uvs[ f ];
  8659. uvA.copy( uvs_f[ 0 ] );
  8660. uvB.copy( uvs_f[ 1 ] );
  8661. uvC.copy( uvs_f[ 2 ] );
  8662. intersection.uv = Triangle.getUV( intersectionPoint, fvA, fvB, fvC, uvA, uvB, uvC, new Vector2() );
  8663. }
  8664. intersection.face = face;
  8665. intersection.faceIndex = f;
  8666. intersects.push( intersection );
  8667. }
  8668. }
  8669. }
  8670. };
  8671. }() ),
  8672. clone: function () {
  8673. return new this.constructor( this.geometry, this.material ).copy( this );
  8674. }
  8675. } );
  8676. /**
  8677. * @author mrdoob / http://mrdoob.com/
  8678. */
  8679. function WebGLBackground( renderer, state, objects, premultipliedAlpha ) {
  8680. var clearColor = new Color( 0x000000 );
  8681. var clearAlpha = 0;
  8682. var planeMesh;
  8683. var boxMesh;
  8684. // Store the current background texture and its `version`
  8685. // so we can recompile the material accordingly.
  8686. var currentBackground = null;
  8687. var currentBackgroundVersion = 0;
  8688. function render( renderList, scene, camera, forceClear ) {
  8689. var background = scene.background;
  8690. if ( background === null ) {
  8691. setClear( clearColor, clearAlpha );
  8692. currentBackground = null;
  8693. currentBackgroundVersion = 0;
  8694. } else if ( background && background.isColor ) {
  8695. setClear( background, 1 );
  8696. forceClear = true;
  8697. currentBackground = null;
  8698. currentBackgroundVersion = 0;
  8699. }
  8700. if ( renderer.autoClear || forceClear ) {
  8701. renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
  8702. }
  8703. if ( background && ( background.isCubeTexture || background.isWebGLRenderTargetCube ) ) {
  8704. if ( boxMesh === undefined ) {
  8705. boxMesh = new Mesh(
  8706. new BoxBufferGeometry( 1, 1, 1 ),
  8707. new ShaderMaterial( {
  8708. type: 'BackgroundCubeMaterial',
  8709. uniforms: cloneUniforms( ShaderLib.cube.uniforms ),
  8710. vertexShader: ShaderLib.cube.vertexShader,
  8711. fragmentShader: ShaderLib.cube.fragmentShader,
  8712. side: BackSide,
  8713. depthTest: true,
  8714. depthWrite: false,
  8715. fog: false
  8716. } )
  8717. );
  8718. boxMesh.geometry.removeAttribute( 'normal' );
  8719. boxMesh.geometry.removeAttribute( 'uv' );
  8720. boxMesh.onBeforeRender = function ( renderer, scene, camera ) {
  8721. this.matrixWorld.copyPosition( camera.matrixWorld );
  8722. };
  8723. // enable code injection for non-built-in material
  8724. Object.defineProperty( boxMesh.material, 'map', {
  8725. get: function () {
  8726. return this.uniforms.tCube.value;
  8727. }
  8728. } );
  8729. objects.update( boxMesh );
  8730. }
  8731. var texture = background.isWebGLRenderTargetCube ? background.texture : background;
  8732. boxMesh.material.uniforms.tCube.value = texture;
  8733. boxMesh.material.uniforms.tFlip.value = ( background.isWebGLRenderTargetCube ) ? 1 : - 1;
  8734. if ( currentBackground !== background ||
  8735. currentBackgroundVersion !== texture.version ) {
  8736. boxMesh.material.needsUpdate = true;
  8737. currentBackground = background;
  8738. currentBackgroundVersion = texture.version;
  8739. }
  8740. // push to the pre-sorted opaque render list
  8741. renderList.unshift( boxMesh, boxMesh.geometry, boxMesh.material, 0, null );
  8742. } else if ( background && background.isTexture ) {
  8743. if ( planeMesh === undefined ) {
  8744. planeMesh = new Mesh(
  8745. new PlaneBufferGeometry( 2, 2 ),
  8746. new ShaderMaterial( {
  8747. type: 'BackgroundMaterial',
  8748. uniforms: cloneUniforms( ShaderLib.background.uniforms ),
  8749. vertexShader: ShaderLib.background.vertexShader,
  8750. fragmentShader: ShaderLib.background.fragmentShader,
  8751. side: FrontSide,
  8752. depthTest: false,
  8753. depthWrite: false,
  8754. fog: false
  8755. } )
  8756. );
  8757. planeMesh.geometry.removeAttribute( 'normal' );
  8758. // enable code injection for non-built-in material
  8759. Object.defineProperty( planeMesh.material, 'map', {
  8760. get: function () {
  8761. return this.uniforms.t2D.value;
  8762. }
  8763. } );
  8764. objects.update( planeMesh );
  8765. }
  8766. planeMesh.material.uniforms.t2D.value = background;
  8767. if ( background.matrixAutoUpdate === true ) {
  8768. background.updateMatrix();
  8769. }
  8770. planeMesh.material.uniforms.uvTransform.value.copy( background.matrix );
  8771. if ( currentBackground !== background ||
  8772. currentBackgroundVersion !== background.version ) {
  8773. planeMesh.material.needsUpdate = true;
  8774. currentBackground = background;
  8775. currentBackgroundVersion = background.version;
  8776. }
  8777. // push to the pre-sorted opaque render list
  8778. renderList.unshift( planeMesh, planeMesh.geometry, planeMesh.material, 0, null );
  8779. }
  8780. }
  8781. function setClear( color, alpha ) {
  8782. state.buffers.color.setClear( color.r, color.g, color.b, alpha, premultipliedAlpha );
  8783. }
  8784. return {
  8785. getClearColor: function () {
  8786. return clearColor;
  8787. },
  8788. setClearColor: function ( color, alpha ) {
  8789. clearColor.set( color );
  8790. clearAlpha = alpha !== undefined ? alpha : 1;
  8791. setClear( clearColor, clearAlpha );
  8792. },
  8793. getClearAlpha: function () {
  8794. return clearAlpha;
  8795. },
  8796. setClearAlpha: function ( alpha ) {
  8797. clearAlpha = alpha;
  8798. setClear( clearColor, clearAlpha );
  8799. },
  8800. render: render
  8801. };
  8802. }
  8803. /**
  8804. * @author mrdoob / http://mrdoob.com/
  8805. */
  8806. function WebGLBufferRenderer( gl, extensions, info, capabilities ) {
  8807. var mode;
  8808. function setMode( value ) {
  8809. mode = value;
  8810. }
  8811. function render( start, count ) {
  8812. gl.drawArrays( mode, start, count );
  8813. info.update( count, mode );
  8814. }
  8815. function renderInstances( geometry, start, count ) {
  8816. var extension;
  8817. if ( capabilities.isWebGL2 ) {
  8818. extension = gl;
  8819. } else {
  8820. extension = extensions.get( 'ANGLE_instanced_arrays' );
  8821. if ( extension === null ) {
  8822. console.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  8823. return;
  8824. }
  8825. }
  8826. extension[ capabilities.isWebGL2 ? 'drawArraysInstanced' : 'drawArraysInstancedANGLE' ]( mode, start, count, geometry.maxInstancedCount );
  8827. info.update( count, mode, geometry.maxInstancedCount );
  8828. }
  8829. //
  8830. this.setMode = setMode;
  8831. this.render = render;
  8832. this.renderInstances = renderInstances;
  8833. }
  8834. /**
  8835. * @author mrdoob / http://mrdoob.com/
  8836. */
  8837. function WebGLCapabilities( gl, extensions, parameters ) {
  8838. var maxAnisotropy;
  8839. function getMaxAnisotropy() {
  8840. if ( maxAnisotropy !== undefined ) return maxAnisotropy;
  8841. var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  8842. if ( extension !== null ) {
  8843. maxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );
  8844. } else {
  8845. maxAnisotropy = 0;
  8846. }
  8847. return maxAnisotropy;
  8848. }
  8849. function getMaxPrecision( precision ) {
  8850. if ( precision === 'highp' ) {
  8851. if ( gl.getShaderPrecisionFormat( 35633, 36338 ).precision > 0 &&
  8852. gl.getShaderPrecisionFormat( 35632, 36338 ).precision > 0 ) {
  8853. return 'highp';
  8854. }
  8855. precision = 'mediump';
  8856. }
  8857. if ( precision === 'mediump' ) {
  8858. if ( gl.getShaderPrecisionFormat( 35633, 36337 ).precision > 0 &&
  8859. gl.getShaderPrecisionFormat( 35632, 36337 ).precision > 0 ) {
  8860. return 'mediump';
  8861. }
  8862. }
  8863. return 'lowp';
  8864. }
  8865. var isWebGL2 = typeof WebGL2RenderingContext !== 'undefined' && gl instanceof WebGL2RenderingContext;
  8866. var precision = parameters.precision !== undefined ? parameters.precision : 'highp';
  8867. var maxPrecision = getMaxPrecision( precision );
  8868. if ( maxPrecision !== precision ) {
  8869. console.warn( 'THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' );
  8870. precision = maxPrecision;
  8871. }
  8872. var logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true;
  8873. var maxTextures = gl.getParameter( 34930 );
  8874. var maxVertexTextures = gl.getParameter( 35660 );
  8875. var maxTextureSize = gl.getParameter( 3379 );
  8876. var maxCubemapSize = gl.getParameter( 34076 );
  8877. var maxAttributes = gl.getParameter( 34921 );
  8878. var maxVertexUniforms = gl.getParameter( 36347 );
  8879. var maxVaryings = gl.getParameter( 36348 );
  8880. var maxFragmentUniforms = gl.getParameter( 36349 );
  8881. var vertexTextures = maxVertexTextures > 0;
  8882. var floatFragmentTextures = isWebGL2 || !! extensions.get( 'OES_texture_float' );
  8883. var floatVertexTextures = vertexTextures && floatFragmentTextures;
  8884. return {
  8885. isWebGL2: isWebGL2,
  8886. getMaxAnisotropy: getMaxAnisotropy,
  8887. getMaxPrecision: getMaxPrecision,
  8888. precision: precision,
  8889. logarithmicDepthBuffer: logarithmicDepthBuffer,
  8890. maxTextures: maxTextures,
  8891. maxVertexTextures: maxVertexTextures,
  8892. maxTextureSize: maxTextureSize,
  8893. maxCubemapSize: maxCubemapSize,
  8894. maxAttributes: maxAttributes,
  8895. maxVertexUniforms: maxVertexUniforms,
  8896. maxVaryings: maxVaryings,
  8897. maxFragmentUniforms: maxFragmentUniforms,
  8898. vertexTextures: vertexTextures,
  8899. floatFragmentTextures: floatFragmentTextures,
  8900. floatVertexTextures: floatVertexTextures
  8901. };
  8902. }
  8903. /**
  8904. * @author tschw
  8905. */
  8906. function WebGLClipping() {
  8907. var scope = this,
  8908. globalState = null,
  8909. numGlobalPlanes = 0,
  8910. localClippingEnabled = false,
  8911. renderingShadows = false,
  8912. plane = new Plane(),
  8913. viewNormalMatrix = new Matrix3(),
  8914. uniform = { value: null, needsUpdate: false };
  8915. this.uniform = uniform;
  8916. this.numPlanes = 0;
  8917. this.numIntersection = 0;
  8918. this.init = function ( planes, enableLocalClipping, camera ) {
  8919. var enabled =
  8920. planes.length !== 0 ||
  8921. enableLocalClipping ||
  8922. // enable state of previous frame - the clipping code has to
  8923. // run another frame in order to reset the state:
  8924. numGlobalPlanes !== 0 ||
  8925. localClippingEnabled;
  8926. localClippingEnabled = enableLocalClipping;
  8927. globalState = projectPlanes( planes, camera, 0 );
  8928. numGlobalPlanes = planes.length;
  8929. return enabled;
  8930. };
  8931. this.beginShadows = function () {
  8932. renderingShadows = true;
  8933. projectPlanes( null );
  8934. };
  8935. this.endShadows = function () {
  8936. renderingShadows = false;
  8937. resetGlobalState();
  8938. };
  8939. this.setState = function ( planes, clipIntersection, clipShadows, camera, cache, fromCache ) {
  8940. if ( ! localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && ! clipShadows ) {
  8941. // there's no local clipping
  8942. if ( renderingShadows ) {
  8943. // there's no global clipping
  8944. projectPlanes( null );
  8945. } else {
  8946. resetGlobalState();
  8947. }
  8948. } else {
  8949. var nGlobal = renderingShadows ? 0 : numGlobalPlanes,
  8950. lGlobal = nGlobal * 4,
  8951. dstArray = cache.clippingState || null;
  8952. uniform.value = dstArray; // ensure unique state
  8953. dstArray = projectPlanes( planes, camera, lGlobal, fromCache );
  8954. for ( var i = 0; i !== lGlobal; ++ i ) {
  8955. dstArray[ i ] = globalState[ i ];
  8956. }
  8957. cache.clippingState = dstArray;
  8958. this.numIntersection = clipIntersection ? this.numPlanes : 0;
  8959. this.numPlanes += nGlobal;
  8960. }
  8961. };
  8962. function resetGlobalState() {
  8963. if ( uniform.value !== globalState ) {
  8964. uniform.value = globalState;
  8965. uniform.needsUpdate = numGlobalPlanes > 0;
  8966. }
  8967. scope.numPlanes = numGlobalPlanes;
  8968. scope.numIntersection = 0;
  8969. }
  8970. function projectPlanes( planes, camera, dstOffset, skipTransform ) {
  8971. var nPlanes = planes !== null ? planes.length : 0,
  8972. dstArray = null;
  8973. if ( nPlanes !== 0 ) {
  8974. dstArray = uniform.value;
  8975. if ( skipTransform !== true || dstArray === null ) {
  8976. var flatSize = dstOffset + nPlanes * 4,
  8977. viewMatrix = camera.matrixWorldInverse;
  8978. viewNormalMatrix.getNormalMatrix( viewMatrix );
  8979. if ( dstArray === null || dstArray.length < flatSize ) {
  8980. dstArray = new Float32Array( flatSize );
  8981. }
  8982. for ( var i = 0, i4 = dstOffset; i !== nPlanes; ++ i, i4 += 4 ) {
  8983. plane.copy( planes[ i ] ).applyMatrix4( viewMatrix, viewNormalMatrix );
  8984. plane.normal.toArray( dstArray, i4 );
  8985. dstArray[ i4 + 3 ] = plane.constant;
  8986. }
  8987. }
  8988. uniform.value = dstArray;
  8989. uniform.needsUpdate = true;
  8990. }
  8991. scope.numPlanes = nPlanes;
  8992. return dstArray;
  8993. }
  8994. }
  8995. /**
  8996. * @author mrdoob / http://mrdoob.com/
  8997. */
  8998. function WebGLExtensions( gl ) {
  8999. var extensions = {};
  9000. return {
  9001. get: function ( name ) {
  9002. if ( extensions[ name ] !== undefined ) {
  9003. return extensions[ name ];
  9004. }
  9005. var extension;
  9006. switch ( name ) {
  9007. case 'WEBGL_depth_texture':
  9008. extension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' );
  9009. break;
  9010. case 'EXT_texture_filter_anisotropic':
  9011. extension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
  9012. break;
  9013. case 'WEBGL_compressed_texture_s3tc':
  9014. extension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
  9015. break;
  9016. case 'WEBGL_compressed_texture_pvrtc':
  9017. extension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' );
  9018. break;
  9019. default:
  9020. extension = gl.getExtension( name );
  9021. }
  9022. if ( extension === null ) {
  9023. console.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' );
  9024. }
  9025. extensions[ name ] = extension;
  9026. return extension;
  9027. }
  9028. };
  9029. }
  9030. /**
  9031. * @author mrdoob / http://mrdoob.com/
  9032. */
  9033. function WebGLGeometries( gl, attributes, info ) {
  9034. var geometries = {};
  9035. var wireframeAttributes = {};
  9036. function onGeometryDispose( event ) {
  9037. var geometry = event.target;
  9038. var buffergeometry = geometries[ geometry.id ];
  9039. if ( buffergeometry.index !== null ) {
  9040. attributes.remove( buffergeometry.index );
  9041. }
  9042. for ( var name in buffergeometry.attributes ) {
  9043. attributes.remove( buffergeometry.attributes[ name ] );
  9044. }
  9045. geometry.removeEventListener( 'dispose', onGeometryDispose );
  9046. delete geometries[ geometry.id ];
  9047. var attribute = wireframeAttributes[ buffergeometry.id ];
  9048. if ( attribute ) {
  9049. attributes.remove( attribute );
  9050. delete wireframeAttributes[ buffergeometry.id ];
  9051. }
  9052. //
  9053. info.memory.geometries --;
  9054. }
  9055. function get( object, geometry ) {
  9056. var buffergeometry = geometries[ geometry.id ];
  9057. if ( buffergeometry ) return buffergeometry;
  9058. geometry.addEventListener( 'dispose', onGeometryDispose );
  9059. if ( geometry.isBufferGeometry ) {
  9060. buffergeometry = geometry;
  9061. } else if ( geometry.isGeometry ) {
  9062. if ( geometry._bufferGeometry === undefined ) {
  9063. geometry._bufferGeometry = new BufferGeometry().setFromObject( object );
  9064. }
  9065. buffergeometry = geometry._bufferGeometry;
  9066. }
  9067. geometries[ geometry.id ] = buffergeometry;
  9068. info.memory.geometries ++;
  9069. return buffergeometry;
  9070. }
  9071. function update( geometry ) {
  9072. var index = geometry.index;
  9073. var geometryAttributes = geometry.attributes;
  9074. if ( index !== null ) {
  9075. attributes.update( index, 34963 );
  9076. }
  9077. for ( var name in geometryAttributes ) {
  9078. attributes.update( geometryAttributes[ name ], 34962 );
  9079. }
  9080. // morph targets
  9081. var morphAttributes = geometry.morphAttributes;
  9082. for ( var name in morphAttributes ) {
  9083. var array = morphAttributes[ name ];
  9084. for ( var i = 0, l = array.length; i < l; i ++ ) {
  9085. attributes.update( array[ i ], 34962 );
  9086. }
  9087. }
  9088. }
  9089. function getWireframeAttribute( geometry ) {
  9090. var attribute = wireframeAttributes[ geometry.id ];
  9091. if ( attribute ) return attribute;
  9092. var indices = [];
  9093. var geometryIndex = geometry.index;
  9094. var geometryAttributes = geometry.attributes;
  9095. // console.time( 'wireframe' );
  9096. if ( geometryIndex !== null ) {
  9097. var array = geometryIndex.array;
  9098. for ( var i = 0, l = array.length; i < l; i += 3 ) {
  9099. var a = array[ i + 0 ];
  9100. var b = array[ i + 1 ];
  9101. var c = array[ i + 2 ];
  9102. indices.push( a, b, b, c, c, a );
  9103. }
  9104. } else {
  9105. var array = geometryAttributes.position.array;
  9106. for ( var i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) {
  9107. var a = i + 0;
  9108. var b = i + 1;
  9109. var c = i + 2;
  9110. indices.push( a, b, b, c, c, a );
  9111. }
  9112. }
  9113. // console.timeEnd( 'wireframe' );
  9114. attribute = new ( arrayMax( indices ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 );
  9115. attributes.update( attribute, 34963 );
  9116. wireframeAttributes[ geometry.id ] = attribute;
  9117. return attribute;
  9118. }
  9119. return {
  9120. get: get,
  9121. update: update,
  9122. getWireframeAttribute: getWireframeAttribute
  9123. };
  9124. }
  9125. /**
  9126. * @author mrdoob / http://mrdoob.com/
  9127. */
  9128. function WebGLIndexedBufferRenderer( gl, extensions, info, capabilities ) {
  9129. var mode;
  9130. function setMode( value ) {
  9131. mode = value;
  9132. }
  9133. var type, bytesPerElement;
  9134. function setIndex( value ) {
  9135. type = value.type;
  9136. bytesPerElement = value.bytesPerElement;
  9137. }
  9138. function render( start, count ) {
  9139. gl.drawElements( mode, count, type, start * bytesPerElement );
  9140. info.update( count, mode );
  9141. }
  9142. function renderInstances( geometry, start, count ) {
  9143. var extension;
  9144. if ( capabilities.isWebGL2 ) {
  9145. extension = gl;
  9146. } else {
  9147. var extension = extensions.get( 'ANGLE_instanced_arrays' );
  9148. if ( extension === null ) {
  9149. console.error( 'THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  9150. return;
  9151. }
  9152. }
  9153. extension[ capabilities.isWebGL2 ? 'drawElementsInstanced' : 'drawElementsInstancedANGLE' ]( mode, count, type, start * bytesPerElement, geometry.maxInstancedCount );
  9154. info.update( count, mode, geometry.maxInstancedCount );
  9155. }
  9156. //
  9157. this.setMode = setMode;
  9158. this.setIndex = setIndex;
  9159. this.render = render;
  9160. this.renderInstances = renderInstances;
  9161. }
  9162. /**
  9163. * @author Mugen87 / https://github.com/Mugen87
  9164. */
  9165. function WebGLInfo( gl ) {
  9166. var memory = {
  9167. geometries: 0,
  9168. textures: 0
  9169. };
  9170. var render = {
  9171. frame: 0,
  9172. calls: 0,
  9173. triangles: 0,
  9174. points: 0,
  9175. lines: 0
  9176. };
  9177. function update( count, mode, instanceCount ) {
  9178. instanceCount = instanceCount || 1;
  9179. render.calls ++;
  9180. switch ( mode ) {
  9181. case 4:
  9182. render.triangles += instanceCount * ( count / 3 );
  9183. break;
  9184. case 5:
  9185. case 6:
  9186. render.triangles += instanceCount * ( count - 2 );
  9187. break;
  9188. case 1:
  9189. render.lines += instanceCount * ( count / 2 );
  9190. break;
  9191. case 3:
  9192. render.lines += instanceCount * ( count - 1 );
  9193. break;
  9194. case 2:
  9195. render.lines += instanceCount * count;
  9196. break;
  9197. case 0:
  9198. render.points += instanceCount * count;
  9199. break;
  9200. default:
  9201. console.error( 'THREE.WebGLInfo: Unknown draw mode:', mode );
  9202. break;
  9203. }
  9204. }
  9205. function reset() {
  9206. render.frame ++;
  9207. render.calls = 0;
  9208. render.triangles = 0;
  9209. render.points = 0;
  9210. render.lines = 0;
  9211. }
  9212. return {
  9213. memory: memory,
  9214. render: render,
  9215. programs: null,
  9216. autoReset: true,
  9217. reset: reset,
  9218. update: update
  9219. };
  9220. }
  9221. /**
  9222. * @author mrdoob / http://mrdoob.com/
  9223. */
  9224. function absNumericalSort( a, b ) {
  9225. return Math.abs( b[ 1 ] ) - Math.abs( a[ 1 ] );
  9226. }
  9227. function WebGLMorphtargets( gl ) {
  9228. var influencesList = {};
  9229. var morphInfluences = new Float32Array( 8 );
  9230. function update( object, geometry, material, program ) {
  9231. var objectInfluences = object.morphTargetInfluences;
  9232. var length = objectInfluences.length;
  9233. var influences = influencesList[ geometry.id ];
  9234. if ( influences === undefined ) {
  9235. // initialise list
  9236. influences = [];
  9237. for ( var i = 0; i < length; i ++ ) {
  9238. influences[ i ] = [ i, 0 ];
  9239. }
  9240. influencesList[ geometry.id ] = influences;
  9241. }
  9242. var morphTargets = material.morphTargets && geometry.morphAttributes.position;
  9243. var morphNormals = material.morphNormals && geometry.morphAttributes.normal;
  9244. // Remove current morphAttributes
  9245. for ( var i = 0; i < length; i ++ ) {
  9246. var influence = influences[ i ];
  9247. if ( influence[ 1 ] !== 0 ) {
  9248. if ( morphTargets ) geometry.removeAttribute( 'morphTarget' + i );
  9249. if ( morphNormals ) geometry.removeAttribute( 'morphNormal' + i );
  9250. }
  9251. }
  9252. // Collect influences
  9253. for ( var i = 0; i < length; i ++ ) {
  9254. var influence = influences[ i ];
  9255. influence[ 0 ] = i;
  9256. influence[ 1 ] = objectInfluences[ i ];
  9257. }
  9258. influences.sort( absNumericalSort );
  9259. // Add morphAttributes
  9260. for ( var i = 0; i < 8; i ++ ) {
  9261. var influence = influences[ i ];
  9262. if ( influence ) {
  9263. var index = influence[ 0 ];
  9264. var value = influence[ 1 ];
  9265. if ( value ) {
  9266. if ( morphTargets ) geometry.addAttribute( 'morphTarget' + i, morphTargets[ index ] );
  9267. if ( morphNormals ) geometry.addAttribute( 'morphNormal' + i, morphNormals[ index ] );
  9268. morphInfluences[ i ] = value;
  9269. continue;
  9270. }
  9271. }
  9272. morphInfluences[ i ] = 0;
  9273. }
  9274. program.getUniforms().setValue( gl, 'morphTargetInfluences', morphInfluences );
  9275. }
  9276. return {
  9277. update: update
  9278. };
  9279. }
  9280. /**
  9281. * @author mrdoob / http://mrdoob.com/
  9282. */
  9283. function WebGLObjects( geometries, info ) {
  9284. var updateList = {};
  9285. function update( object ) {
  9286. var frame = info.render.frame;
  9287. var geometry = object.geometry;
  9288. var buffergeometry = geometries.get( object, geometry );
  9289. // Update once per frame
  9290. if ( updateList[ buffergeometry.id ] !== frame ) {
  9291. if ( geometry.isGeometry ) {
  9292. buffergeometry.updateFromObject( object );
  9293. }
  9294. geometries.update( buffergeometry );
  9295. updateList[ buffergeometry.id ] = frame;
  9296. }
  9297. return buffergeometry;
  9298. }
  9299. function dispose() {
  9300. updateList = {};
  9301. }
  9302. return {
  9303. update: update,
  9304. dispose: dispose
  9305. };
  9306. }
  9307. /**
  9308. * @author mrdoob / http://mrdoob.com/
  9309. */
  9310. function CubeTexture( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
  9311. images = images !== undefined ? images : [];
  9312. mapping = mapping !== undefined ? mapping : CubeReflectionMapping;
  9313. Texture.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  9314. this.flipY = false;
  9315. }
  9316. CubeTexture.prototype = Object.create( Texture.prototype );
  9317. CubeTexture.prototype.constructor = CubeTexture;
  9318. CubeTexture.prototype.isCubeTexture = true;
  9319. Object.defineProperty( CubeTexture.prototype, 'images', {
  9320. get: function () {
  9321. return this.image;
  9322. },
  9323. set: function ( value ) {
  9324. this.image = value;
  9325. }
  9326. } );
  9327. /**
  9328. * @author Artur Trzesiok
  9329. */
  9330. function DataTexture3D( data, width, height, depth ) {
  9331. // We're going to add .setXXX() methods for setting properties later.
  9332. // Users can still set in DataTexture3D directly.
  9333. //
  9334. // var texture = new THREE.DataTexture3D( data, width, height, depth );
  9335. // texture.anisotropy = 16;
  9336. //
  9337. // See #14839
  9338. Texture.call( this, null );
  9339. this.image = { data: data, width: width, height: height, depth: depth };
  9340. this.magFilter = NearestFilter;
  9341. this.minFilter = NearestFilter;
  9342. this.generateMipmaps = false;
  9343. this.flipY = false;
  9344. }
  9345. DataTexture3D.prototype = Object.create( Texture.prototype );
  9346. DataTexture3D.prototype.constructor = DataTexture3D;
  9347. DataTexture3D.prototype.isDataTexture3D = true;
  9348. /**
  9349. * @author tschw
  9350. * @author Mugen87 / https://github.com/Mugen87
  9351. * @author mrdoob / http://mrdoob.com/
  9352. *
  9353. * Uniforms of a program.
  9354. * Those form a tree structure with a special top-level container for the root,
  9355. * which you get by calling 'new WebGLUniforms( gl, program, renderer )'.
  9356. *
  9357. *
  9358. * Properties of inner nodes including the top-level container:
  9359. *
  9360. * .seq - array of nested uniforms
  9361. * .map - nested uniforms by name
  9362. *
  9363. *
  9364. * Methods of all nodes except the top-level container:
  9365. *
  9366. * .setValue( gl, value, [renderer] )
  9367. *
  9368. * uploads a uniform value(s)
  9369. * the 'renderer' parameter is needed for sampler uniforms
  9370. *
  9371. *
  9372. * Static methods of the top-level container (renderer factorizations):
  9373. *
  9374. * .upload( gl, seq, values, renderer )
  9375. *
  9376. * sets uniforms in 'seq' to 'values[id].value'
  9377. *
  9378. * .seqWithValue( seq, values ) : filteredSeq
  9379. *
  9380. * filters 'seq' entries with corresponding entry in values
  9381. *
  9382. *
  9383. * Methods of the top-level container (renderer factorizations):
  9384. *
  9385. * .setValue( gl, name, value )
  9386. *
  9387. * sets uniform with name 'name' to 'value'
  9388. *
  9389. * .set( gl, obj, prop )
  9390. *
  9391. * sets uniform from object and property with same name than uniform
  9392. *
  9393. * .setOptional( gl, obj, prop )
  9394. *
  9395. * like .set for an optional property of the object
  9396. *
  9397. */
  9398. var emptyTexture = new Texture();
  9399. var emptyTexture3d = new DataTexture3D();
  9400. var emptyCubeTexture = new CubeTexture();
  9401. // --- Base for inner nodes (including the root) ---
  9402. function UniformContainer() {
  9403. this.seq = [];
  9404. this.map = {};
  9405. }
  9406. // --- Utilities ---
  9407. // Array Caches (provide typed arrays for temporary by size)
  9408. var arrayCacheF32 = [];
  9409. var arrayCacheI32 = [];
  9410. // Float32Array caches used for uploading Matrix uniforms
  9411. var mat4array = new Float32Array( 16 );
  9412. var mat3array = new Float32Array( 9 );
  9413. var mat2array = new Float32Array( 4 );
  9414. // Flattening for arrays of vectors and matrices
  9415. function flatten( array, nBlocks, blockSize ) {
  9416. var firstElem = array[ 0 ];
  9417. if ( firstElem <= 0 || firstElem > 0 ) return array;
  9418. // unoptimized: ! isNaN( firstElem )
  9419. // see http://jacksondunstan.com/articles/983
  9420. var n = nBlocks * blockSize,
  9421. r = arrayCacheF32[ n ];
  9422. if ( r === undefined ) {
  9423. r = new Float32Array( n );
  9424. arrayCacheF32[ n ] = r;
  9425. }
  9426. if ( nBlocks !== 0 ) {
  9427. firstElem.toArray( r, 0 );
  9428. for ( var i = 1, offset = 0; i !== nBlocks; ++ i ) {
  9429. offset += blockSize;
  9430. array[ i ].toArray( r, offset );
  9431. }
  9432. }
  9433. return r;
  9434. }
  9435. function arraysEqual( a, b ) {
  9436. if ( a.length !== b.length ) return false;
  9437. for ( var i = 0, l = a.length; i < l; i ++ ) {
  9438. if ( a[ i ] !== b[ i ] ) return false;
  9439. }
  9440. return true;
  9441. }
  9442. function copyArray( a, b ) {
  9443. for ( var i = 0, l = b.length; i < l; i ++ ) {
  9444. a[ i ] = b[ i ];
  9445. }
  9446. }
  9447. // Texture unit allocation
  9448. function allocTexUnits( renderer, n ) {
  9449. var r = arrayCacheI32[ n ];
  9450. if ( r === undefined ) {
  9451. r = new Int32Array( n );
  9452. arrayCacheI32[ n ] = r;
  9453. }
  9454. for ( var i = 0; i !== n; ++ i )
  9455. r[ i ] = renderer.allocTextureUnit();
  9456. return r;
  9457. }
  9458. // --- Setters ---
  9459. // Note: Defining these methods externally, because they come in a bunch
  9460. // and this way their names minify.
  9461. // Single scalar
  9462. function setValue1f( gl, v ) {
  9463. var cache = this.cache;
  9464. if ( cache[ 0 ] === v ) return;
  9465. gl.uniform1f( this.addr, v );
  9466. cache[ 0 ] = v;
  9467. }
  9468. function setValue1i( gl, v ) {
  9469. var cache = this.cache;
  9470. if ( cache[ 0 ] === v ) return;
  9471. gl.uniform1i( this.addr, v );
  9472. cache[ 0 ] = v;
  9473. }
  9474. // Single float vector (from flat array or THREE.VectorN)
  9475. function setValue2fv( gl, v ) {
  9476. var cache = this.cache;
  9477. if ( v.x !== undefined ) {
  9478. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) {
  9479. gl.uniform2f( this.addr, v.x, v.y );
  9480. cache[ 0 ] = v.x;
  9481. cache[ 1 ] = v.y;
  9482. }
  9483. } else {
  9484. if ( arraysEqual( cache, v ) ) return;
  9485. gl.uniform2fv( this.addr, v );
  9486. copyArray( cache, v );
  9487. }
  9488. }
  9489. function setValue3fv( gl, v ) {
  9490. var cache = this.cache;
  9491. if ( v.x !== undefined ) {
  9492. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) {
  9493. gl.uniform3f( this.addr, v.x, v.y, v.z );
  9494. cache[ 0 ] = v.x;
  9495. cache[ 1 ] = v.y;
  9496. cache[ 2 ] = v.z;
  9497. }
  9498. } else if ( v.r !== undefined ) {
  9499. if ( cache[ 0 ] !== v.r || cache[ 1 ] !== v.g || cache[ 2 ] !== v.b ) {
  9500. gl.uniform3f( this.addr, v.r, v.g, v.b );
  9501. cache[ 0 ] = v.r;
  9502. cache[ 1 ] = v.g;
  9503. cache[ 2 ] = v.b;
  9504. }
  9505. } else {
  9506. if ( arraysEqual( cache, v ) ) return;
  9507. gl.uniform3fv( this.addr, v );
  9508. copyArray( cache, v );
  9509. }
  9510. }
  9511. function setValue4fv( gl, v ) {
  9512. var cache = this.cache;
  9513. if ( v.x !== undefined ) {
  9514. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) {
  9515. gl.uniform4f( this.addr, v.x, v.y, v.z, v.w );
  9516. cache[ 0 ] = v.x;
  9517. cache[ 1 ] = v.y;
  9518. cache[ 2 ] = v.z;
  9519. cache[ 3 ] = v.w;
  9520. }
  9521. } else {
  9522. if ( arraysEqual( cache, v ) ) return;
  9523. gl.uniform4fv( this.addr, v );
  9524. copyArray( cache, v );
  9525. }
  9526. }
  9527. // Single matrix (from flat array or MatrixN)
  9528. function setValue2fm( gl, v ) {
  9529. var cache = this.cache;
  9530. var elements = v.elements;
  9531. if ( elements === undefined ) {
  9532. if ( arraysEqual( cache, v ) ) return;
  9533. gl.uniformMatrix2fv( this.addr, false, v );
  9534. copyArray( cache, v );
  9535. } else {
  9536. if ( arraysEqual( cache, elements ) ) return;
  9537. mat2array.set( elements );
  9538. gl.uniformMatrix2fv( this.addr, false, mat2array );
  9539. copyArray( cache, elements );
  9540. }
  9541. }
  9542. function setValue3fm( gl, v ) {
  9543. var cache = this.cache;
  9544. var elements = v.elements;
  9545. if ( elements === undefined ) {
  9546. if ( arraysEqual( cache, v ) ) return;
  9547. gl.uniformMatrix3fv( this.addr, false, v );
  9548. copyArray( cache, v );
  9549. } else {
  9550. if ( arraysEqual( cache, elements ) ) return;
  9551. mat3array.set( elements );
  9552. gl.uniformMatrix3fv( this.addr, false, mat3array );
  9553. copyArray( cache, elements );
  9554. }
  9555. }
  9556. function setValue4fm( gl, v ) {
  9557. var cache = this.cache;
  9558. var elements = v.elements;
  9559. if ( elements === undefined ) {
  9560. if ( arraysEqual( cache, v ) ) return;
  9561. gl.uniformMatrix4fv( this.addr, false, v );
  9562. copyArray( cache, v );
  9563. } else {
  9564. if ( arraysEqual( cache, elements ) ) return;
  9565. mat4array.set( elements );
  9566. gl.uniformMatrix4fv( this.addr, false, mat4array );
  9567. copyArray( cache, elements );
  9568. }
  9569. }
  9570. // Single texture (2D / Cube)
  9571. function setValueT1( gl, v, renderer ) {
  9572. var cache = this.cache;
  9573. var unit = renderer.allocTextureUnit();
  9574. if ( cache[ 0 ] !== unit ) {
  9575. gl.uniform1i( this.addr, unit );
  9576. cache[ 0 ] = unit;
  9577. }
  9578. renderer.setTexture2D( v || emptyTexture, unit );
  9579. }
  9580. function setValueT3D1( gl, v, renderer ) {
  9581. var cache = this.cache;
  9582. var unit = renderer.allocTextureUnit();
  9583. if ( cache[ 0 ] !== unit ) {
  9584. gl.uniform1i( this.addr, unit );
  9585. cache[ 0 ] = unit;
  9586. }
  9587. renderer.setTexture3D( v || emptyTexture3d, unit );
  9588. }
  9589. function setValueT6( gl, v, renderer ) {
  9590. var cache = this.cache;
  9591. var unit = renderer.allocTextureUnit();
  9592. if ( cache[ 0 ] !== unit ) {
  9593. gl.uniform1i( this.addr, unit );
  9594. cache[ 0 ] = unit;
  9595. }
  9596. renderer.setTextureCube( v || emptyCubeTexture, unit );
  9597. }
  9598. // Integer / Boolean vectors or arrays thereof (always flat arrays)
  9599. function setValue2iv( gl, v ) {
  9600. var cache = this.cache;
  9601. if ( arraysEqual( cache, v ) ) return;
  9602. gl.uniform2iv( this.addr, v );
  9603. copyArray( cache, v );
  9604. }
  9605. function setValue3iv( gl, v ) {
  9606. var cache = this.cache;
  9607. if ( arraysEqual( cache, v ) ) return;
  9608. gl.uniform3iv( this.addr, v );
  9609. copyArray( cache, v );
  9610. }
  9611. function setValue4iv( gl, v ) {
  9612. var cache = this.cache;
  9613. if ( arraysEqual( cache, v ) ) return;
  9614. gl.uniform4iv( this.addr, v );
  9615. copyArray( cache, v );
  9616. }
  9617. // Helper to pick the right setter for the singular case
  9618. function getSingularSetter( type ) {
  9619. switch ( type ) {
  9620. case 0x1406: return setValue1f; // FLOAT
  9621. case 0x8b50: return setValue2fv; // _VEC2
  9622. case 0x8b51: return setValue3fv; // _VEC3
  9623. case 0x8b52: return setValue4fv; // _VEC4
  9624. case 0x8b5a: return setValue2fm; // _MAT2
  9625. case 0x8b5b: return setValue3fm; // _MAT3
  9626. case 0x8b5c: return setValue4fm; // _MAT4
  9627. case 0x8b5e: case 0x8d66: return setValueT1; // SAMPLER_2D, SAMPLER_EXTERNAL_OES
  9628. case 0x8B5F: return setValueT3D1; // SAMPLER_3D
  9629. case 0x8b60: return setValueT6; // SAMPLER_CUBE
  9630. case 0x1404: case 0x8b56: return setValue1i; // INT, BOOL
  9631. case 0x8b53: case 0x8b57: return setValue2iv; // _VEC2
  9632. case 0x8b54: case 0x8b58: return setValue3iv; // _VEC3
  9633. case 0x8b55: case 0x8b59: return setValue4iv; // _VEC4
  9634. }
  9635. }
  9636. // Array of scalars
  9637. function setValue1fv( gl, v ) {
  9638. var cache = this.cache;
  9639. if ( arraysEqual( cache, v ) ) return;
  9640. gl.uniform1fv( this.addr, v );
  9641. copyArray( cache, v );
  9642. }
  9643. function setValue1iv( gl, v ) {
  9644. var cache = this.cache;
  9645. if ( arraysEqual( cache, v ) ) return;
  9646. gl.uniform1iv( this.addr, v );
  9647. copyArray( cache, v );
  9648. }
  9649. // Array of vectors (flat or from THREE classes)
  9650. function setValueV2a( gl, v ) {
  9651. var cache = this.cache;
  9652. var data = flatten( v, this.size, 2 );
  9653. if ( arraysEqual( cache, data ) ) return;
  9654. gl.uniform2fv( this.addr, data );
  9655. this.updateCache( data );
  9656. }
  9657. function setValueV3a( gl, v ) {
  9658. var cache = this.cache;
  9659. var data = flatten( v, this.size, 3 );
  9660. if ( arraysEqual( cache, data ) ) return;
  9661. gl.uniform3fv( this.addr, data );
  9662. this.updateCache( data );
  9663. }
  9664. function setValueV4a( gl, v ) {
  9665. var cache = this.cache;
  9666. var data = flatten( v, this.size, 4 );
  9667. if ( arraysEqual( cache, data ) ) return;
  9668. gl.uniform4fv( this.addr, data );
  9669. this.updateCache( data );
  9670. }
  9671. // Array of matrices (flat or from THREE clases)
  9672. function setValueM2a( gl, v ) {
  9673. var cache = this.cache;
  9674. var data = flatten( v, this.size, 4 );
  9675. if ( arraysEqual( cache, data ) ) return;
  9676. gl.uniformMatrix2fv( this.addr, false, data );
  9677. this.updateCache( data );
  9678. }
  9679. function setValueM3a( gl, v ) {
  9680. var cache = this.cache;
  9681. var data = flatten( v, this.size, 9 );
  9682. if ( arraysEqual( cache, data ) ) return;
  9683. gl.uniformMatrix3fv( this.addr, false, data );
  9684. this.updateCache( data );
  9685. }
  9686. function setValueM4a( gl, v ) {
  9687. var cache = this.cache;
  9688. var data = flatten( v, this.size, 16 );
  9689. if ( arraysEqual( cache, data ) ) return;
  9690. gl.uniformMatrix4fv( this.addr, false, data );
  9691. this.updateCache( data );
  9692. }
  9693. // Array of textures (2D / Cube)
  9694. function setValueT1a( gl, v, renderer ) {
  9695. var cache = this.cache;
  9696. var n = v.length;
  9697. var units = allocTexUnits( renderer, n );
  9698. if ( arraysEqual( cache, units ) === false ) {
  9699. gl.uniform1iv( this.addr, units );
  9700. copyArray( cache, units );
  9701. }
  9702. for ( var i = 0; i !== n; ++ i ) {
  9703. renderer.setTexture2D( v[ i ] || emptyTexture, units[ i ] );
  9704. }
  9705. }
  9706. function setValueT6a( gl, v, renderer ) {
  9707. var cache = this.cache;
  9708. var n = v.length;
  9709. var units = allocTexUnits( renderer, n );
  9710. if ( arraysEqual( cache, units ) === false ) {
  9711. gl.uniform1iv( this.addr, units );
  9712. copyArray( cache, units );
  9713. }
  9714. for ( var i = 0; i !== n; ++ i ) {
  9715. renderer.setTextureCube( v[ i ] || emptyCubeTexture, units[ i ] );
  9716. }
  9717. }
  9718. // Helper to pick the right setter for a pure (bottom-level) array
  9719. function getPureArraySetter( type ) {
  9720. switch ( type ) {
  9721. case 0x1406: return setValue1fv; // FLOAT
  9722. case 0x8b50: return setValueV2a; // _VEC2
  9723. case 0x8b51: return setValueV3a; // _VEC3
  9724. case 0x8b52: return setValueV4a; // _VEC4
  9725. case 0x8b5a: return setValueM2a; // _MAT2
  9726. case 0x8b5b: return setValueM3a; // _MAT3
  9727. case 0x8b5c: return setValueM4a; // _MAT4
  9728. case 0x8b5e: return setValueT1a; // SAMPLER_2D
  9729. case 0x8b60: return setValueT6a; // SAMPLER_CUBE
  9730. case 0x1404: case 0x8b56: return setValue1iv; // INT, BOOL
  9731. case 0x8b53: case 0x8b57: return setValue2iv; // _VEC2
  9732. case 0x8b54: case 0x8b58: return setValue3iv; // _VEC3
  9733. case 0x8b55: case 0x8b59: return setValue4iv; // _VEC4
  9734. }
  9735. }
  9736. // --- Uniform Classes ---
  9737. function SingleUniform( id, activeInfo, addr ) {
  9738. this.id = id;
  9739. this.addr = addr;
  9740. this.cache = [];
  9741. this.setValue = getSingularSetter( activeInfo.type );
  9742. // this.path = activeInfo.name; // DEBUG
  9743. }
  9744. function PureArrayUniform( id, activeInfo, addr ) {
  9745. this.id = id;
  9746. this.addr = addr;
  9747. this.cache = [];
  9748. this.size = activeInfo.size;
  9749. this.setValue = getPureArraySetter( activeInfo.type );
  9750. // this.path = activeInfo.name; // DEBUG
  9751. }
  9752. PureArrayUniform.prototype.updateCache = function ( data ) {
  9753. var cache = this.cache;
  9754. if ( data instanceof Float32Array && cache.length !== data.length ) {
  9755. this.cache = new Float32Array( data.length );
  9756. }
  9757. copyArray( cache, data );
  9758. };
  9759. function StructuredUniform( id ) {
  9760. this.id = id;
  9761. UniformContainer.call( this ); // mix-in
  9762. }
  9763. StructuredUniform.prototype.setValue = function ( gl, value, renderer ) {
  9764. var seq = this.seq;
  9765. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  9766. var u = seq[ i ];
  9767. u.setValue( gl, value[ u.id ], renderer );
  9768. }
  9769. };
  9770. // --- Top-level ---
  9771. // Parser - builds up the property tree from the path strings
  9772. var RePathPart = /([\w\d_]+)(\])?(\[|\.)?/g;
  9773. // extracts
  9774. // - the identifier (member name or array index)
  9775. // - followed by an optional right bracket (found when array index)
  9776. // - followed by an optional left bracket or dot (type of subscript)
  9777. //
  9778. // Note: These portions can be read in a non-overlapping fashion and
  9779. // allow straightforward parsing of the hierarchy that WebGL encodes
  9780. // in the uniform names.
  9781. function addUniform( container, uniformObject ) {
  9782. container.seq.push( uniformObject );
  9783. container.map[ uniformObject.id ] = uniformObject;
  9784. }
  9785. function parseUniform( activeInfo, addr, container ) {
  9786. var path = activeInfo.name,
  9787. pathLength = path.length;
  9788. // reset RegExp object, because of the early exit of a previous run
  9789. RePathPart.lastIndex = 0;
  9790. while ( true ) {
  9791. var match = RePathPart.exec( path ),
  9792. matchEnd = RePathPart.lastIndex,
  9793. id = match[ 1 ],
  9794. idIsIndex = match[ 2 ] === ']',
  9795. subscript = match[ 3 ];
  9796. if ( idIsIndex ) id = id | 0; // convert to integer
  9797. if ( subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength ) {
  9798. // bare name or "pure" bottom-level array "[0]" suffix
  9799. addUniform( container, subscript === undefined ?
  9800. new SingleUniform( id, activeInfo, addr ) :
  9801. new PureArrayUniform( id, activeInfo, addr ) );
  9802. break;
  9803. } else {
  9804. // step into inner node / create it in case it doesn't exist
  9805. var map = container.map, next = map[ id ];
  9806. if ( next === undefined ) {
  9807. next = new StructuredUniform( id );
  9808. addUniform( container, next );
  9809. }
  9810. container = next;
  9811. }
  9812. }
  9813. }
  9814. // Root Container
  9815. function WebGLUniforms( gl, program, renderer ) {
  9816. UniformContainer.call( this );
  9817. this.renderer = renderer;
  9818. var n = gl.getProgramParameter( program, 35718 );
  9819. for ( var i = 0; i < n; ++ i ) {
  9820. var info = gl.getActiveUniform( program, i ),
  9821. addr = gl.getUniformLocation( program, info.name );
  9822. parseUniform( info, addr, this );
  9823. }
  9824. }
  9825. WebGLUniforms.prototype.setValue = function ( gl, name, value ) {
  9826. var u = this.map[ name ];
  9827. if ( u !== undefined ) u.setValue( gl, value, this.renderer );
  9828. };
  9829. WebGLUniforms.prototype.setOptional = function ( gl, object, name ) {
  9830. var v = object[ name ];
  9831. if ( v !== undefined ) this.setValue( gl, name, v );
  9832. };
  9833. // Static interface
  9834. WebGLUniforms.upload = function ( gl, seq, values, renderer ) {
  9835. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  9836. var u = seq[ i ],
  9837. v = values[ u.id ];
  9838. if ( v.needsUpdate !== false ) {
  9839. // note: always updating when .needsUpdate is undefined
  9840. u.setValue( gl, v.value, renderer );
  9841. }
  9842. }
  9843. };
  9844. WebGLUniforms.seqWithValue = function ( seq, values ) {
  9845. var r = [];
  9846. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  9847. var u = seq[ i ];
  9848. if ( u.id in values ) r.push( u );
  9849. }
  9850. return r;
  9851. };
  9852. /**
  9853. * @author mrdoob / http://mrdoob.com/
  9854. */
  9855. function addLineNumbers( string ) {
  9856. var lines = string.split( '\n' );
  9857. for ( var i = 0; i < lines.length; i ++ ) {
  9858. lines[ i ] = ( i + 1 ) + ': ' + lines[ i ];
  9859. }
  9860. return lines.join( '\n' );
  9861. }
  9862. function WebGLShader( gl, type, string ) {
  9863. var shader = gl.createShader( type );
  9864. gl.shaderSource( shader, string );
  9865. gl.compileShader( shader );
  9866. if ( gl.getShaderParameter( shader, 35713 ) === false ) {
  9867. console.error( 'THREE.WebGLShader: Shader couldn\'t compile.' );
  9868. }
  9869. if ( gl.getShaderInfoLog( shader ) !== '' ) {
  9870. console.warn( 'THREE.WebGLShader: gl.getShaderInfoLog()', type === 35633 ? 'vertex' : 'fragment', gl.getShaderInfoLog( shader ), addLineNumbers( string ) );
  9871. }
  9872. // --enable-privileged-webgl-extension
  9873. // console.log( type, gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );
  9874. return shader;
  9875. }
  9876. /**
  9877. * @author mrdoob / http://mrdoob.com/
  9878. */
  9879. var programIdCount = 0;
  9880. function getEncodingComponents( encoding ) {
  9881. switch ( encoding ) {
  9882. case LinearEncoding:
  9883. return [ 'Linear', '( value )' ];
  9884. case sRGBEncoding:
  9885. return [ 'sRGB', '( value )' ];
  9886. case RGBEEncoding:
  9887. return [ 'RGBE', '( value )' ];
  9888. case RGBM7Encoding:
  9889. return [ 'RGBM', '( value, 7.0 )' ];
  9890. case RGBM16Encoding:
  9891. return [ 'RGBM', '( value, 16.0 )' ];
  9892. case RGBDEncoding:
  9893. return [ 'RGBD', '( value, 256.0 )' ];
  9894. case GammaEncoding:
  9895. return [ 'Gamma', '( value, float( GAMMA_FACTOR ) )' ];
  9896. default:
  9897. throw new Error( 'unsupported encoding: ' + encoding );
  9898. }
  9899. }
  9900. function getTexelDecodingFunction( functionName, encoding ) {
  9901. var components = getEncodingComponents( encoding );
  9902. return 'vec4 ' + functionName + '( vec4 value ) { return ' + components[ 0 ] + 'ToLinear' + components[ 1 ] + '; }';
  9903. }
  9904. function getTexelEncodingFunction( functionName, encoding ) {
  9905. var components = getEncodingComponents( encoding );
  9906. return 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[ 0 ] + components[ 1 ] + '; }';
  9907. }
  9908. function getToneMappingFunction( functionName, toneMapping ) {
  9909. var toneMappingName;
  9910. switch ( toneMapping ) {
  9911. case LinearToneMapping:
  9912. toneMappingName = 'Linear';
  9913. break;
  9914. case ReinhardToneMapping:
  9915. toneMappingName = 'Reinhard';
  9916. break;
  9917. case Uncharted2ToneMapping:
  9918. toneMappingName = 'Uncharted2';
  9919. break;
  9920. case CineonToneMapping:
  9921. toneMappingName = 'OptimizedCineon';
  9922. break;
  9923. case ACESFilmicToneMapping:
  9924. toneMappingName = 'ACESFilmic';
  9925. break;
  9926. default:
  9927. throw new Error( 'unsupported toneMapping: ' + toneMapping );
  9928. }
  9929. return 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }';
  9930. }
  9931. function generateExtensions( extensions, parameters, rendererExtensions ) {
  9932. extensions = extensions || {};
  9933. var chunks = [
  9934. ( extensions.derivatives || parameters.envMapCubeUV || parameters.bumpMap || ( parameters.normalMap && ! parameters.objectSpaceNormalMap ) || parameters.flatShading ) ? '#extension GL_OES_standard_derivatives : enable' : '',
  9935. ( extensions.fragDepth || parameters.logarithmicDepthBuffer ) && rendererExtensions.get( 'EXT_frag_depth' ) ? '#extension GL_EXT_frag_depth : enable' : '',
  9936. ( extensions.drawBuffers ) && rendererExtensions.get( 'WEBGL_draw_buffers' ) ? '#extension GL_EXT_draw_buffers : require' : '',
  9937. ( extensions.shaderTextureLOD || parameters.envMap ) && rendererExtensions.get( 'EXT_shader_texture_lod' ) ? '#extension GL_EXT_shader_texture_lod : enable' : ''
  9938. ];
  9939. return chunks.filter( filterEmptyLine ).join( '\n' );
  9940. }
  9941. function generateDefines( defines ) {
  9942. var chunks = [];
  9943. for ( var name in defines ) {
  9944. var value = defines[ name ];
  9945. if ( value === false ) continue;
  9946. chunks.push( '#define ' + name + ' ' + value );
  9947. }
  9948. return chunks.join( '\n' );
  9949. }
  9950. function fetchAttributeLocations( gl, program ) {
  9951. var attributes = {};
  9952. var n = gl.getProgramParameter( program, 35721 );
  9953. for ( var i = 0; i < n; i ++ ) {
  9954. var info = gl.getActiveAttrib( program, i );
  9955. var name = info.name;
  9956. // console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i );
  9957. attributes[ name ] = gl.getAttribLocation( program, name );
  9958. }
  9959. return attributes;
  9960. }
  9961. function filterEmptyLine( string ) {
  9962. return string !== '';
  9963. }
  9964. function replaceLightNums( string, parameters ) {
  9965. return string
  9966. .replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights )
  9967. .replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights )
  9968. .replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights )
  9969. .replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights )
  9970. .replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights );
  9971. }
  9972. function replaceClippingPlaneNums( string, parameters ) {
  9973. return string
  9974. .replace( /NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes )
  9975. .replace( /UNION_CLIPPING_PLANES/g, ( parameters.numClippingPlanes - parameters.numClipIntersection ) );
  9976. }
  9977. function parseIncludes( string ) {
  9978. var pattern = /^[ \t]*#include +<([\w\d./]+)>/gm;
  9979. function replace( match, include ) {
  9980. var replace = ShaderChunk[ include ];
  9981. if ( replace === undefined ) {
  9982. throw new Error( 'Can not resolve #include <' + include + '>' );
  9983. }
  9984. return parseIncludes( replace );
  9985. }
  9986. return string.replace( pattern, replace );
  9987. }
  9988. function unrollLoops( string ) {
  9989. var pattern = /#pragma unroll_loop[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g;
  9990. function replace( match, start, end, snippet ) {
  9991. var unroll = '';
  9992. for ( var i = parseInt( start ); i < parseInt( end ); i ++ ) {
  9993. unroll += snippet.replace( /\[ i \]/g, '[ ' + i + ' ]' );
  9994. }
  9995. return unroll;
  9996. }
  9997. return string.replace( pattern, replace );
  9998. }
  9999. function WebGLProgram( renderer, extensions, code, material, shader, parameters, capabilities ) {
  10000. var gl = renderer.context;
  10001. var defines = material.defines;
  10002. var vertexShader = shader.vertexShader;
  10003. var fragmentShader = shader.fragmentShader;
  10004. var shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';
  10005. if ( parameters.shadowMapType === PCFShadowMap ) {
  10006. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';
  10007. } else if ( parameters.shadowMapType === PCFSoftShadowMap ) {
  10008. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';
  10009. }
  10010. var envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  10011. var envMapModeDefine = 'ENVMAP_MODE_REFLECTION';
  10012. var envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  10013. if ( parameters.envMap ) {
  10014. switch ( material.envMap.mapping ) {
  10015. case CubeReflectionMapping:
  10016. case CubeRefractionMapping:
  10017. envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  10018. break;
  10019. case CubeUVReflectionMapping:
  10020. case CubeUVRefractionMapping:
  10021. envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';
  10022. break;
  10023. case EquirectangularReflectionMapping:
  10024. case EquirectangularRefractionMapping:
  10025. envMapTypeDefine = 'ENVMAP_TYPE_EQUIREC';
  10026. break;
  10027. case SphericalReflectionMapping:
  10028. envMapTypeDefine = 'ENVMAP_TYPE_SPHERE';
  10029. break;
  10030. }
  10031. switch ( material.envMap.mapping ) {
  10032. case CubeRefractionMapping:
  10033. case EquirectangularRefractionMapping:
  10034. envMapModeDefine = 'ENVMAP_MODE_REFRACTION';
  10035. break;
  10036. }
  10037. switch ( material.combine ) {
  10038. case MultiplyOperation:
  10039. envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  10040. break;
  10041. case MixOperation:
  10042. envMapBlendingDefine = 'ENVMAP_BLENDING_MIX';
  10043. break;
  10044. case AddOperation:
  10045. envMapBlendingDefine = 'ENVMAP_BLENDING_ADD';
  10046. break;
  10047. }
  10048. }
  10049. var gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0;
  10050. // console.log( 'building new program ' );
  10051. //
  10052. var customExtensions = capabilities.isWebGL2 ? '' : generateExtensions( material.extensions, parameters, extensions );
  10053. var customDefines = generateDefines( defines );
  10054. //
  10055. var program = gl.createProgram();
  10056. var prefixVertex, prefixFragment;
  10057. if ( material.isRawShaderMaterial ) {
  10058. prefixVertex = [
  10059. customDefines
  10060. ].filter( filterEmptyLine ).join( '\n' );
  10061. if ( prefixVertex.length > 0 ) {
  10062. prefixVertex += '\n';
  10063. }
  10064. prefixFragment = [
  10065. customExtensions,
  10066. customDefines
  10067. ].filter( filterEmptyLine ).join( '\n' );
  10068. if ( prefixFragment.length > 0 ) {
  10069. prefixFragment += '\n';
  10070. }
  10071. } else {
  10072. prefixVertex = [
  10073. 'precision ' + parameters.precision + ' float;',
  10074. 'precision ' + parameters.precision + ' int;',
  10075. '#define SHADER_NAME ' + shader.name,
  10076. customDefines,
  10077. parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',
  10078. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  10079. '#define MAX_BONES ' + parameters.maxBones,
  10080. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  10081. ( parameters.useFog && parameters.fogExp ) ? '#define FOG_EXP2' : '',
  10082. parameters.map ? '#define USE_MAP' : '',
  10083. parameters.envMap ? '#define USE_ENVMAP' : '',
  10084. parameters.envMap ? '#define ' + envMapModeDefine : '',
  10085. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  10086. parameters.aoMap ? '#define USE_AOMAP' : '',
  10087. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  10088. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  10089. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  10090. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  10091. parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '',
  10092. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  10093. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  10094. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  10095. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  10096. parameters.vertexColors ? '#define USE_COLOR' : '',
  10097. parameters.flatShading ? '#define FLAT_SHADED' : '',
  10098. parameters.skinning ? '#define USE_SKINNING' : '',
  10099. parameters.useVertexTexture ? '#define BONE_TEXTURE' : '',
  10100. parameters.morphTargets ? '#define USE_MORPHTARGETS' : '',
  10101. parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',
  10102. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  10103. parameters.flipSided ? '#define FLIP_SIDED' : '',
  10104. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  10105. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  10106. parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',
  10107. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  10108. parameters.logarithmicDepthBuffer && ( capabilities.isWebGL2 || extensions.get( 'EXT_frag_depth' ) ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  10109. 'uniform mat4 modelMatrix;',
  10110. 'uniform mat4 modelViewMatrix;',
  10111. 'uniform mat4 projectionMatrix;',
  10112. 'uniform mat4 viewMatrix;',
  10113. 'uniform mat3 normalMatrix;',
  10114. 'uniform vec3 cameraPosition;',
  10115. 'attribute vec3 position;',
  10116. 'attribute vec3 normal;',
  10117. 'attribute vec2 uv;',
  10118. '#ifdef USE_COLOR',
  10119. ' attribute vec3 color;',
  10120. '#endif',
  10121. '#ifdef USE_MORPHTARGETS',
  10122. ' attribute vec3 morphTarget0;',
  10123. ' attribute vec3 morphTarget1;',
  10124. ' attribute vec3 morphTarget2;',
  10125. ' attribute vec3 morphTarget3;',
  10126. ' #ifdef USE_MORPHNORMALS',
  10127. ' attribute vec3 morphNormal0;',
  10128. ' attribute vec3 morphNormal1;',
  10129. ' attribute vec3 morphNormal2;',
  10130. ' attribute vec3 morphNormal3;',
  10131. ' #else',
  10132. ' attribute vec3 morphTarget4;',
  10133. ' attribute vec3 morphTarget5;',
  10134. ' attribute vec3 morphTarget6;',
  10135. ' attribute vec3 morphTarget7;',
  10136. ' #endif',
  10137. '#endif',
  10138. '#ifdef USE_SKINNING',
  10139. ' attribute vec4 skinIndex;',
  10140. ' attribute vec4 skinWeight;',
  10141. '#endif',
  10142. '\n'
  10143. ].filter( filterEmptyLine ).join( '\n' );
  10144. prefixFragment = [
  10145. customExtensions,
  10146. 'precision ' + parameters.precision + ' float;',
  10147. 'precision ' + parameters.precision + ' int;',
  10148. '#define SHADER_NAME ' + shader.name,
  10149. customDefines,
  10150. parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest + ( parameters.alphaTest % 1 ? '' : '.0' ) : '', // add '.0' if integer
  10151. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  10152. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  10153. ( parameters.useFog && parameters.fogExp ) ? '#define FOG_EXP2' : '',
  10154. parameters.map ? '#define USE_MAP' : '',
  10155. parameters.matcap ? '#define USE_MATCAP' : '',
  10156. parameters.envMap ? '#define USE_ENVMAP' : '',
  10157. parameters.envMap ? '#define ' + envMapTypeDefine : '',
  10158. parameters.envMap ? '#define ' + envMapModeDefine : '',
  10159. parameters.envMap ? '#define ' + envMapBlendingDefine : '',
  10160. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  10161. parameters.aoMap ? '#define USE_AOMAP' : '',
  10162. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  10163. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  10164. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  10165. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  10166. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  10167. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  10168. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  10169. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  10170. parameters.vertexColors ? '#define USE_COLOR' : '',
  10171. parameters.gradientMap ? '#define USE_GRADIENTMAP' : '',
  10172. parameters.flatShading ? '#define FLAT_SHADED' : '',
  10173. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  10174. parameters.flipSided ? '#define FLIP_SIDED' : '',
  10175. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  10176. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  10177. parameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '',
  10178. parameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '',
  10179. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  10180. parameters.logarithmicDepthBuffer && ( capabilities.isWebGL2 || extensions.get( 'EXT_frag_depth' ) ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  10181. parameters.envMap && ( capabilities.isWebGL2 || extensions.get( 'EXT_shader_texture_lod' ) ) ? '#define TEXTURE_LOD_EXT' : '',
  10182. 'uniform mat4 viewMatrix;',
  10183. 'uniform vec3 cameraPosition;',
  10184. ( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '',
  10185. ( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below
  10186. ( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '',
  10187. parameters.dithering ? '#define DITHERING' : '',
  10188. ( parameters.outputEncoding || parameters.mapEncoding || parameters.matcapEncoding || parameters.envMapEncoding || parameters.emissiveMapEncoding ) ?
  10189. ShaderChunk[ 'encodings_pars_fragment' ] : '', // this code is required here because it is used by the various encoding/decoding function defined below
  10190. parameters.mapEncoding ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '',
  10191. parameters.matcapEncoding ? getTexelDecodingFunction( 'matcapTexelToLinear', parameters.matcapEncoding ) : '',
  10192. parameters.envMapEncoding ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '',
  10193. parameters.emissiveMapEncoding ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '',
  10194. parameters.outputEncoding ? getTexelEncodingFunction( 'linearToOutputTexel', parameters.outputEncoding ) : '',
  10195. parameters.depthPacking ? '#define DEPTH_PACKING ' + material.depthPacking : '',
  10196. '\n'
  10197. ].filter( filterEmptyLine ).join( '\n' );
  10198. }
  10199. vertexShader = parseIncludes( vertexShader );
  10200. vertexShader = replaceLightNums( vertexShader, parameters );
  10201. vertexShader = replaceClippingPlaneNums( vertexShader, parameters );
  10202. fragmentShader = parseIncludes( fragmentShader );
  10203. fragmentShader = replaceLightNums( fragmentShader, parameters );
  10204. fragmentShader = replaceClippingPlaneNums( fragmentShader, parameters );
  10205. vertexShader = unrollLoops( vertexShader );
  10206. fragmentShader = unrollLoops( fragmentShader );
  10207. if ( capabilities.isWebGL2 && ! material.isRawShaderMaterial ) {
  10208. var isGLSL3ShaderMaterial = false;
  10209. var versionRegex = /^\s*#version\s+300\s+es\s*\n/;
  10210. if ( material.isShaderMaterial &&
  10211. vertexShader.match( versionRegex ) !== null &&
  10212. fragmentShader.match( versionRegex ) !== null ) {
  10213. isGLSL3ShaderMaterial = true;
  10214. vertexShader = vertexShader.replace( versionRegex, '' );
  10215. fragmentShader = fragmentShader.replace( versionRegex, '' );
  10216. }
  10217. // GLSL 3.0 conversion
  10218. prefixVertex = [
  10219. '#version 300 es\n',
  10220. '#define attribute in',
  10221. '#define varying out',
  10222. '#define texture2D texture'
  10223. ].join( '\n' ) + '\n' + prefixVertex;
  10224. prefixFragment = [
  10225. '#version 300 es\n',
  10226. '#define varying in',
  10227. isGLSL3ShaderMaterial ? '' : 'out highp vec4 pc_fragColor;',
  10228. isGLSL3ShaderMaterial ? '' : '#define gl_FragColor pc_fragColor',
  10229. '#define gl_FragDepthEXT gl_FragDepth',
  10230. '#define texture2D texture',
  10231. '#define textureCube texture',
  10232. '#define texture2DProj textureProj',
  10233. '#define texture2DLodEXT textureLod',
  10234. '#define texture2DProjLodEXT textureProjLod',
  10235. '#define textureCubeLodEXT textureLod',
  10236. '#define texture2DGradEXT textureGrad',
  10237. '#define texture2DProjGradEXT textureProjGrad',
  10238. '#define textureCubeGradEXT textureGrad'
  10239. ].join( '\n' ) + '\n' + prefixFragment;
  10240. }
  10241. var vertexGlsl = prefixVertex + vertexShader;
  10242. var fragmentGlsl = prefixFragment + fragmentShader;
  10243. // console.log( '*VERTEX*', vertexGlsl );
  10244. // console.log( '*FRAGMENT*', fragmentGlsl );
  10245. var glVertexShader = WebGLShader( gl, 35633, vertexGlsl );
  10246. var glFragmentShader = WebGLShader( gl, 35632, fragmentGlsl );
  10247. gl.attachShader( program, glVertexShader );
  10248. gl.attachShader( program, glFragmentShader );
  10249. // Force a particular attribute to index 0.
  10250. if ( material.index0AttributeName !== undefined ) {
  10251. gl.bindAttribLocation( program, 0, material.index0AttributeName );
  10252. } else if ( parameters.morphTargets === true ) {
  10253. // programs with morphTargets displace position out of attribute 0
  10254. gl.bindAttribLocation( program, 0, 'position' );
  10255. }
  10256. gl.linkProgram( program );
  10257. var programLog = gl.getProgramInfoLog( program ).trim();
  10258. var vertexLog = gl.getShaderInfoLog( glVertexShader ).trim();
  10259. var fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim();
  10260. var runnable = true;
  10261. var haveDiagnostics = true;
  10262. // console.log( '**VERTEX**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( glVertexShader ) );
  10263. // console.log( '**FRAGMENT**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( glFragmentShader ) );
  10264. if ( gl.getProgramParameter( program, 35714 ) === false ) {
  10265. runnable = false;
  10266. console.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), '35715', gl.getProgramParameter( program, 35715 ), 'gl.getProgramInfoLog', programLog, vertexLog, fragmentLog );
  10267. } else if ( programLog !== '' ) {
  10268. console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog );
  10269. } else if ( vertexLog === '' || fragmentLog === '' ) {
  10270. haveDiagnostics = false;
  10271. }
  10272. if ( haveDiagnostics ) {
  10273. this.diagnostics = {
  10274. runnable: runnable,
  10275. material: material,
  10276. programLog: programLog,
  10277. vertexShader: {
  10278. log: vertexLog,
  10279. prefix: prefixVertex
  10280. },
  10281. fragmentShader: {
  10282. log: fragmentLog,
  10283. prefix: prefixFragment
  10284. }
  10285. };
  10286. }
  10287. // clean up
  10288. gl.deleteShader( glVertexShader );
  10289. gl.deleteShader( glFragmentShader );
  10290. // set up caching for uniform locations
  10291. var cachedUniforms;
  10292. this.getUniforms = function () {
  10293. if ( cachedUniforms === undefined ) {
  10294. cachedUniforms = new WebGLUniforms( gl, program, renderer );
  10295. }
  10296. return cachedUniforms;
  10297. };
  10298. // set up caching for attribute locations
  10299. var cachedAttributes;
  10300. this.getAttributes = function () {
  10301. if ( cachedAttributes === undefined ) {
  10302. cachedAttributes = fetchAttributeLocations( gl, program );
  10303. }
  10304. return cachedAttributes;
  10305. };
  10306. // free resource
  10307. this.destroy = function () {
  10308. gl.deleteProgram( program );
  10309. this.program = undefined;
  10310. };
  10311. // DEPRECATED
  10312. Object.defineProperties( this, {
  10313. uniforms: {
  10314. get: function () {
  10315. console.warn( 'THREE.WebGLProgram: .uniforms is now .getUniforms().' );
  10316. return this.getUniforms();
  10317. }
  10318. },
  10319. attributes: {
  10320. get: function () {
  10321. console.warn( 'THREE.WebGLProgram: .attributes is now .getAttributes().' );
  10322. return this.getAttributes();
  10323. }
  10324. }
  10325. } );
  10326. //
  10327. this.name = shader.name;
  10328. this.id = programIdCount ++;
  10329. this.code = code;
  10330. this.usedTimes = 1;
  10331. this.program = program;
  10332. this.vertexShader = glVertexShader;
  10333. this.fragmentShader = glFragmentShader;
  10334. return this;
  10335. }
  10336. /**
  10337. * @author mrdoob / http://mrdoob.com/
  10338. */
  10339. function WebGLPrograms( renderer, extensions, capabilities ) {
  10340. var programs = [];
  10341. var shaderIDs = {
  10342. MeshDepthMaterial: 'depth',
  10343. MeshDistanceMaterial: 'distanceRGBA',
  10344. MeshNormalMaterial: 'normal',
  10345. MeshBasicMaterial: 'basic',
  10346. MeshLambertMaterial: 'lambert',
  10347. MeshPhongMaterial: 'phong',
  10348. MeshToonMaterial: 'phong',
  10349. MeshStandardMaterial: 'physical',
  10350. MeshPhysicalMaterial: 'physical',
  10351. MeshMatcapMaterial: 'matcap',
  10352. LineBasicMaterial: 'basic',
  10353. LineDashedMaterial: 'dashed',
  10354. PointsMaterial: 'points',
  10355. ShadowMaterial: 'shadow',
  10356. SpriteMaterial: 'sprite'
  10357. };
  10358. var parameterNames = [
  10359. "precision", "supportsVertexTextures", "map", "mapEncoding", "matcap", "matcapEncoding", "envMap", "envMapMode", "envMapEncoding",
  10360. "lightMap", "aoMap", "emissiveMap", "emissiveMapEncoding", "bumpMap", "normalMap", "objectSpaceNormalMap", "displacementMap", "specularMap",
  10361. "roughnessMap", "metalnessMap", "gradientMap",
  10362. "alphaMap", "combine", "vertexColors", "fog", "useFog", "fogExp",
  10363. "flatShading", "sizeAttenuation", "logarithmicDepthBuffer", "skinning",
  10364. "maxBones", "useVertexTexture", "morphTargets", "morphNormals",
  10365. "maxMorphTargets", "maxMorphNormals", "premultipliedAlpha",
  10366. "numDirLights", "numPointLights", "numSpotLights", "numHemiLights", "numRectAreaLights",
  10367. "shadowMapEnabled", "shadowMapType", "toneMapping", 'physicallyCorrectLights',
  10368. "alphaTest", "doubleSided", "flipSided", "numClippingPlanes", "numClipIntersection", "depthPacking", "dithering"
  10369. ];
  10370. function allocateBones( object ) {
  10371. var skeleton = object.skeleton;
  10372. var bones = skeleton.bones;
  10373. if ( capabilities.floatVertexTextures ) {
  10374. return 1024;
  10375. } else {
  10376. // default for when object is not specified
  10377. // ( for example when prebuilding shader to be used with multiple objects )
  10378. //
  10379. // - leave some extra space for other uniforms
  10380. // - limit here is ANGLE's 254 max uniform vectors
  10381. // (up to 54 should be safe)
  10382. var nVertexUniforms = capabilities.maxVertexUniforms;
  10383. var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
  10384. var maxBones = Math.min( nVertexMatrices, bones.length );
  10385. if ( maxBones < bones.length ) {
  10386. console.warn( 'THREE.WebGLRenderer: Skeleton has ' + bones.length + ' bones. This GPU supports ' + maxBones + '.' );
  10387. return 0;
  10388. }
  10389. return maxBones;
  10390. }
  10391. }
  10392. function getTextureEncodingFromMap( map, gammaOverrideLinear ) {
  10393. var encoding;
  10394. if ( ! map ) {
  10395. encoding = LinearEncoding;
  10396. } else if ( map.isTexture ) {
  10397. encoding = map.encoding;
  10398. } else if ( map.isWebGLRenderTarget ) {
  10399. console.warn( "THREE.WebGLPrograms.getTextureEncodingFromMap: don't use render targets as textures. Use their .texture property instead." );
  10400. encoding = map.texture.encoding;
  10401. }
  10402. // add backwards compatibility for WebGLRenderer.gammaInput/gammaOutput parameter, should probably be removed at some point.
  10403. if ( encoding === LinearEncoding && gammaOverrideLinear ) {
  10404. encoding = GammaEncoding;
  10405. }
  10406. return encoding;
  10407. }
  10408. this.getParameters = function ( material, lights, shadows, fog, nClipPlanes, nClipIntersection, object ) {
  10409. var shaderID = shaderIDs[ material.type ];
  10410. // heuristics to create shader parameters according to lights in the scene
  10411. // (not to blow over maxLights budget)
  10412. var maxBones = object.isSkinnedMesh ? allocateBones( object ) : 0;
  10413. var precision = capabilities.precision;
  10414. if ( material.precision !== null ) {
  10415. precision = capabilities.getMaxPrecision( material.precision );
  10416. if ( precision !== material.precision ) {
  10417. console.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' );
  10418. }
  10419. }
  10420. var currentRenderTarget = renderer.getRenderTarget();
  10421. var parameters = {
  10422. shaderID: shaderID,
  10423. precision: precision,
  10424. supportsVertexTextures: capabilities.vertexTextures,
  10425. outputEncoding: getTextureEncodingFromMap( ( ! currentRenderTarget ) ? null : currentRenderTarget.texture, renderer.gammaOutput ),
  10426. map: !! material.map,
  10427. mapEncoding: getTextureEncodingFromMap( material.map, renderer.gammaInput ),
  10428. matcap: !! material.matcap,
  10429. matcapEncoding: getTextureEncodingFromMap( material.matcap, renderer.gammaInput ),
  10430. envMap: !! material.envMap,
  10431. envMapMode: material.envMap && material.envMap.mapping,
  10432. envMapEncoding: getTextureEncodingFromMap( material.envMap, renderer.gammaInput ),
  10433. envMapCubeUV: ( !! material.envMap ) && ( ( material.envMap.mapping === CubeUVReflectionMapping ) || ( material.envMap.mapping === CubeUVRefractionMapping ) ),
  10434. lightMap: !! material.lightMap,
  10435. aoMap: !! material.aoMap,
  10436. emissiveMap: !! material.emissiveMap,
  10437. emissiveMapEncoding: getTextureEncodingFromMap( material.emissiveMap, renderer.gammaInput ),
  10438. bumpMap: !! material.bumpMap,
  10439. normalMap: !! material.normalMap,
  10440. objectSpaceNormalMap: material.normalMapType === ObjectSpaceNormalMap,
  10441. displacementMap: !! material.displacementMap,
  10442. roughnessMap: !! material.roughnessMap,
  10443. metalnessMap: !! material.metalnessMap,
  10444. specularMap: !! material.specularMap,
  10445. alphaMap: !! material.alphaMap,
  10446. gradientMap: !! material.gradientMap,
  10447. combine: material.combine,
  10448. vertexColors: material.vertexColors,
  10449. fog: !! fog,
  10450. useFog: material.fog,
  10451. fogExp: ( fog && fog.isFogExp2 ),
  10452. flatShading: material.flatShading,
  10453. sizeAttenuation: material.sizeAttenuation,
  10454. logarithmicDepthBuffer: capabilities.logarithmicDepthBuffer,
  10455. skinning: material.skinning && maxBones > 0,
  10456. maxBones: maxBones,
  10457. useVertexTexture: capabilities.floatVertexTextures,
  10458. morphTargets: material.morphTargets,
  10459. morphNormals: material.morphNormals,
  10460. maxMorphTargets: renderer.maxMorphTargets,
  10461. maxMorphNormals: renderer.maxMorphNormals,
  10462. numDirLights: lights.directional.length,
  10463. numPointLights: lights.point.length,
  10464. numSpotLights: lights.spot.length,
  10465. numRectAreaLights: lights.rectArea.length,
  10466. numHemiLights: lights.hemi.length,
  10467. numClippingPlanes: nClipPlanes,
  10468. numClipIntersection: nClipIntersection,
  10469. dithering: material.dithering,
  10470. shadowMapEnabled: renderer.shadowMap.enabled && object.receiveShadow && shadows.length > 0,
  10471. shadowMapType: renderer.shadowMap.type,
  10472. toneMapping: renderer.toneMapping,
  10473. physicallyCorrectLights: renderer.physicallyCorrectLights,
  10474. premultipliedAlpha: material.premultipliedAlpha,
  10475. alphaTest: material.alphaTest,
  10476. doubleSided: material.side === DoubleSide,
  10477. flipSided: material.side === BackSide,
  10478. depthPacking: ( material.depthPacking !== undefined ) ? material.depthPacking : false
  10479. };
  10480. return parameters;
  10481. };
  10482. this.getProgramCode = function ( material, parameters ) {
  10483. var array = [];
  10484. if ( parameters.shaderID ) {
  10485. array.push( parameters.shaderID );
  10486. } else {
  10487. array.push( material.fragmentShader );
  10488. array.push( material.vertexShader );
  10489. }
  10490. if ( material.defines !== undefined ) {
  10491. for ( var name in material.defines ) {
  10492. array.push( name );
  10493. array.push( material.defines[ name ] );
  10494. }
  10495. }
  10496. for ( var i = 0; i < parameterNames.length; i ++ ) {
  10497. array.push( parameters[ parameterNames[ i ] ] );
  10498. }
  10499. array.push( material.onBeforeCompile.toString() );
  10500. array.push( renderer.gammaOutput );
  10501. array.push( renderer.gammaFactor );
  10502. return array.join();
  10503. };
  10504. this.acquireProgram = function ( material, shader, parameters, code ) {
  10505. var program;
  10506. // Check if code has been already compiled
  10507. for ( var p = 0, pl = programs.length; p < pl; p ++ ) {
  10508. var programInfo = programs[ p ];
  10509. if ( programInfo.code === code ) {
  10510. program = programInfo;
  10511. ++ program.usedTimes;
  10512. break;
  10513. }
  10514. }
  10515. if ( program === undefined ) {
  10516. program = new WebGLProgram( renderer, extensions, code, material, shader, parameters, capabilities );
  10517. programs.push( program );
  10518. }
  10519. return program;
  10520. };
  10521. this.releaseProgram = function ( program ) {
  10522. if ( -- program.usedTimes === 0 ) {
  10523. // Remove from unordered set
  10524. var i = programs.indexOf( program );
  10525. programs[ i ] = programs[ programs.length - 1 ];
  10526. programs.pop();
  10527. // Free WebGL resources
  10528. program.destroy();
  10529. }
  10530. };
  10531. // Exposed for resource monitoring & error feedback via renderer.info:
  10532. this.programs = programs;
  10533. }
  10534. /**
  10535. * @author fordacious / fordacious.github.io
  10536. */
  10537. function WebGLProperties() {
  10538. var properties = new WeakMap();
  10539. function get( object ) {
  10540. var map = properties.get( object );
  10541. if ( map === undefined ) {
  10542. map = {};
  10543. properties.set( object, map );
  10544. }
  10545. return map;
  10546. }
  10547. function remove( object ) {
  10548. properties.delete( object );
  10549. }
  10550. function update( object, key, value ) {
  10551. properties.get( object )[ key ] = value;
  10552. }
  10553. function dispose() {
  10554. properties = new WeakMap();
  10555. }
  10556. return {
  10557. get: get,
  10558. remove: remove,
  10559. update: update,
  10560. dispose: dispose
  10561. };
  10562. }
  10563. /**
  10564. * @author mrdoob / http://mrdoob.com/
  10565. */
  10566. function painterSortStable( a, b ) {
  10567. if ( a.renderOrder !== b.renderOrder ) {
  10568. return a.renderOrder - b.renderOrder;
  10569. } else if ( a.program && b.program && a.program !== b.program ) {
  10570. return a.program.id - b.program.id;
  10571. } else if ( a.material.id !== b.material.id ) {
  10572. return a.material.id - b.material.id;
  10573. } else if ( a.z !== b.z ) {
  10574. return a.z - b.z;
  10575. } else {
  10576. return a.id - b.id;
  10577. }
  10578. }
  10579. function reversePainterSortStable( a, b ) {
  10580. if ( a.renderOrder !== b.renderOrder ) {
  10581. return a.renderOrder - b.renderOrder;
  10582. } if ( a.z !== b.z ) {
  10583. return b.z - a.z;
  10584. } else {
  10585. return a.id - b.id;
  10586. }
  10587. }
  10588. function WebGLRenderList() {
  10589. var renderItems = [];
  10590. var renderItemsIndex = 0;
  10591. var opaque = [];
  10592. var transparent = [];
  10593. function init() {
  10594. renderItemsIndex = 0;
  10595. opaque.length = 0;
  10596. transparent.length = 0;
  10597. }
  10598. function getNextRenderItem( object, geometry, material, z, group ) {
  10599. var renderItem = renderItems[ renderItemsIndex ];
  10600. if ( renderItem === undefined ) {
  10601. renderItem = {
  10602. id: object.id,
  10603. object: object,
  10604. geometry: geometry,
  10605. material: material,
  10606. program: material.program,
  10607. renderOrder: object.renderOrder,
  10608. z: z,
  10609. group: group
  10610. };
  10611. renderItems[ renderItemsIndex ] = renderItem;
  10612. } else {
  10613. renderItem.id = object.id;
  10614. renderItem.object = object;
  10615. renderItem.geometry = geometry;
  10616. renderItem.material = material;
  10617. renderItem.program = material.program;
  10618. renderItem.renderOrder = object.renderOrder;
  10619. renderItem.z = z;
  10620. renderItem.group = group;
  10621. }
  10622. renderItemsIndex ++;
  10623. return renderItem;
  10624. }
  10625. function push( object, geometry, material, z, group ) {
  10626. var renderItem = getNextRenderItem( object, geometry, material, z, group );
  10627. ( material.transparent === true ? transparent : opaque ).push( renderItem );
  10628. }
  10629. function unshift( object, geometry, material, z, group ) {
  10630. var renderItem = getNextRenderItem( object, geometry, material, z, group );
  10631. ( material.transparent === true ? transparent : opaque ).unshift( renderItem );
  10632. }
  10633. function sort() {
  10634. if ( opaque.length > 1 ) opaque.sort( painterSortStable );
  10635. if ( transparent.length > 1 ) transparent.sort( reversePainterSortStable );
  10636. }
  10637. return {
  10638. opaque: opaque,
  10639. transparent: transparent,
  10640. init: init,
  10641. push: push,
  10642. unshift: unshift,
  10643. sort: sort
  10644. };
  10645. }
  10646. function WebGLRenderLists() {
  10647. var lists = {};
  10648. function get( scene, camera ) {
  10649. var cameras = lists[ scene.id ];
  10650. var list;
  10651. if ( cameras === undefined ) {
  10652. list = new WebGLRenderList();
  10653. lists[ scene.id ] = {};
  10654. lists[ scene.id ][ camera.id ] = list;
  10655. } else {
  10656. list = cameras[ camera.id ];
  10657. if ( list === undefined ) {
  10658. list = new WebGLRenderList();
  10659. cameras[ camera.id ] = list;
  10660. }
  10661. }
  10662. return list;
  10663. }
  10664. function dispose() {
  10665. lists = {};
  10666. }
  10667. return {
  10668. get: get,
  10669. dispose: dispose
  10670. };
  10671. }
  10672. /**
  10673. * @author mrdoob / http://mrdoob.com/
  10674. */
  10675. function UniformsCache() {
  10676. var lights = {};
  10677. return {
  10678. get: function ( light ) {
  10679. if ( lights[ light.id ] !== undefined ) {
  10680. return lights[ light.id ];
  10681. }
  10682. var uniforms;
  10683. switch ( light.type ) {
  10684. case 'DirectionalLight':
  10685. uniforms = {
  10686. direction: new Vector3(),
  10687. color: new Color(),
  10688. shadow: false,
  10689. shadowBias: 0,
  10690. shadowRadius: 1,
  10691. shadowMapSize: new Vector2()
  10692. };
  10693. break;
  10694. case 'SpotLight':
  10695. uniforms = {
  10696. position: new Vector3(),
  10697. direction: new Vector3(),
  10698. color: new Color(),
  10699. distance: 0,
  10700. coneCos: 0,
  10701. penumbraCos: 0,
  10702. decay: 0,
  10703. shadow: false,
  10704. shadowBias: 0,
  10705. shadowRadius: 1,
  10706. shadowMapSize: new Vector2()
  10707. };
  10708. break;
  10709. case 'PointLight':
  10710. uniforms = {
  10711. position: new Vector3(),
  10712. color: new Color(),
  10713. distance: 0,
  10714. decay: 0,
  10715. shadow: false,
  10716. shadowBias: 0,
  10717. shadowRadius: 1,
  10718. shadowMapSize: new Vector2(),
  10719. shadowCameraNear: 1,
  10720. shadowCameraFar: 1000
  10721. };
  10722. break;
  10723. case 'HemisphereLight':
  10724. uniforms = {
  10725. direction: new Vector3(),
  10726. skyColor: new Color(),
  10727. groundColor: new Color()
  10728. };
  10729. break;
  10730. case 'RectAreaLight':
  10731. uniforms = {
  10732. color: new Color(),
  10733. position: new Vector3(),
  10734. halfWidth: new Vector3(),
  10735. halfHeight: new Vector3()
  10736. // TODO (abelnation): set RectAreaLight shadow uniforms
  10737. };
  10738. break;
  10739. }
  10740. lights[ light.id ] = uniforms;
  10741. return uniforms;
  10742. }
  10743. };
  10744. }
  10745. var count = 0;
  10746. function WebGLLights() {
  10747. var cache = new UniformsCache();
  10748. var state = {
  10749. id: count ++,
  10750. hash: {
  10751. stateID: - 1,
  10752. directionalLength: - 1,
  10753. pointLength: - 1,
  10754. spotLength: - 1,
  10755. rectAreaLength: - 1,
  10756. hemiLength: - 1,
  10757. shadowsLength: - 1
  10758. },
  10759. ambient: [ 0, 0, 0 ],
  10760. directional: [],
  10761. directionalShadowMap: [],
  10762. directionalShadowMatrix: [],
  10763. spot: [],
  10764. spotShadowMap: [],
  10765. spotShadowMatrix: [],
  10766. rectArea: [],
  10767. point: [],
  10768. pointShadowMap: [],
  10769. pointShadowMatrix: [],
  10770. hemi: []
  10771. };
  10772. var vector3 = new Vector3();
  10773. var matrix4 = new Matrix4();
  10774. var matrix42 = new Matrix4();
  10775. function setup( lights, shadows, camera ) {
  10776. var r = 0, g = 0, b = 0;
  10777. var directionalLength = 0;
  10778. var pointLength = 0;
  10779. var spotLength = 0;
  10780. var rectAreaLength = 0;
  10781. var hemiLength = 0;
  10782. var viewMatrix = camera.matrixWorldInverse;
  10783. for ( var i = 0, l = lights.length; i < l; i ++ ) {
  10784. var light = lights[ i ];
  10785. var color = light.color;
  10786. var intensity = light.intensity;
  10787. var distance = light.distance;
  10788. var shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;
  10789. if ( light.isAmbientLight ) {
  10790. r += color.r * intensity;
  10791. g += color.g * intensity;
  10792. b += color.b * intensity;
  10793. } else if ( light.isDirectionalLight ) {
  10794. var uniforms = cache.get( light );
  10795. uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
  10796. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  10797. vector3.setFromMatrixPosition( light.target.matrixWorld );
  10798. uniforms.direction.sub( vector3 );
  10799. uniforms.direction.transformDirection( viewMatrix );
  10800. uniforms.shadow = light.castShadow;
  10801. if ( light.castShadow ) {
  10802. var shadow = light.shadow;
  10803. uniforms.shadowBias = shadow.bias;
  10804. uniforms.shadowRadius = shadow.radius;
  10805. uniforms.shadowMapSize = shadow.mapSize;
  10806. }
  10807. state.directionalShadowMap[ directionalLength ] = shadowMap;
  10808. state.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;
  10809. state.directional[ directionalLength ] = uniforms;
  10810. directionalLength ++;
  10811. } else if ( light.isSpotLight ) {
  10812. var uniforms = cache.get( light );
  10813. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  10814. uniforms.position.applyMatrix4( viewMatrix );
  10815. uniforms.color.copy( color ).multiplyScalar( intensity );
  10816. uniforms.distance = distance;
  10817. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  10818. vector3.setFromMatrixPosition( light.target.matrixWorld );
  10819. uniforms.direction.sub( vector3 );
  10820. uniforms.direction.transformDirection( viewMatrix );
  10821. uniforms.coneCos = Math.cos( light.angle );
  10822. uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );
  10823. uniforms.decay = light.decay;
  10824. uniforms.shadow = light.castShadow;
  10825. if ( light.castShadow ) {
  10826. var shadow = light.shadow;
  10827. uniforms.shadowBias = shadow.bias;
  10828. uniforms.shadowRadius = shadow.radius;
  10829. uniforms.shadowMapSize = shadow.mapSize;
  10830. }
  10831. state.spotShadowMap[ spotLength ] = shadowMap;
  10832. state.spotShadowMatrix[ spotLength ] = light.shadow.matrix;
  10833. state.spot[ spotLength ] = uniforms;
  10834. spotLength ++;
  10835. } else if ( light.isRectAreaLight ) {
  10836. var uniforms = cache.get( light );
  10837. // (a) intensity is the total visible light emitted
  10838. //uniforms.color.copy( color ).multiplyScalar( intensity / ( light.width * light.height * Math.PI ) );
  10839. // (b) intensity is the brightness of the light
  10840. uniforms.color.copy( color ).multiplyScalar( intensity );
  10841. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  10842. uniforms.position.applyMatrix4( viewMatrix );
  10843. // extract local rotation of light to derive width/height half vectors
  10844. matrix42.identity();
  10845. matrix4.copy( light.matrixWorld );
  10846. matrix4.premultiply( viewMatrix );
  10847. matrix42.extractRotation( matrix4 );
  10848. uniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 );
  10849. uniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 );
  10850. uniforms.halfWidth.applyMatrix4( matrix42 );
  10851. uniforms.halfHeight.applyMatrix4( matrix42 );
  10852. // TODO (abelnation): RectAreaLight distance?
  10853. // uniforms.distance = distance;
  10854. state.rectArea[ rectAreaLength ] = uniforms;
  10855. rectAreaLength ++;
  10856. } else if ( light.isPointLight ) {
  10857. var uniforms = cache.get( light );
  10858. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  10859. uniforms.position.applyMatrix4( viewMatrix );
  10860. uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
  10861. uniforms.distance = light.distance;
  10862. uniforms.decay = light.decay;
  10863. uniforms.shadow = light.castShadow;
  10864. if ( light.castShadow ) {
  10865. var shadow = light.shadow;
  10866. uniforms.shadowBias = shadow.bias;
  10867. uniforms.shadowRadius = shadow.radius;
  10868. uniforms.shadowMapSize = shadow.mapSize;
  10869. uniforms.shadowCameraNear = shadow.camera.near;
  10870. uniforms.shadowCameraFar = shadow.camera.far;
  10871. }
  10872. state.pointShadowMap[ pointLength ] = shadowMap;
  10873. state.pointShadowMatrix[ pointLength ] = light.shadow.matrix;
  10874. state.point[ pointLength ] = uniforms;
  10875. pointLength ++;
  10876. } else if ( light.isHemisphereLight ) {
  10877. var uniforms = cache.get( light );
  10878. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  10879. uniforms.direction.transformDirection( viewMatrix );
  10880. uniforms.direction.normalize();
  10881. uniforms.skyColor.copy( light.color ).multiplyScalar( intensity );
  10882. uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );
  10883. state.hemi[ hemiLength ] = uniforms;
  10884. hemiLength ++;
  10885. }
  10886. }
  10887. state.ambient[ 0 ] = r;
  10888. state.ambient[ 1 ] = g;
  10889. state.ambient[ 2 ] = b;
  10890. state.directional.length = directionalLength;
  10891. state.spot.length = spotLength;
  10892. state.rectArea.length = rectAreaLength;
  10893. state.point.length = pointLength;
  10894. state.hemi.length = hemiLength;
  10895. state.hash.stateID = state.id;
  10896. state.hash.directionalLength = directionalLength;
  10897. state.hash.pointLength = pointLength;
  10898. state.hash.spotLength = spotLength;
  10899. state.hash.rectAreaLength = rectAreaLength;
  10900. state.hash.hemiLength = hemiLength;
  10901. state.hash.shadowsLength = shadows.length;
  10902. }
  10903. return {
  10904. setup: setup,
  10905. state: state
  10906. };
  10907. }
  10908. /**
  10909. * @author Mugen87 / https://github.com/Mugen87
  10910. */
  10911. function WebGLRenderState() {
  10912. var lights = new WebGLLights();
  10913. var lightsArray = [];
  10914. var shadowsArray = [];
  10915. function init() {
  10916. lightsArray.length = 0;
  10917. shadowsArray.length = 0;
  10918. }
  10919. function pushLight( light ) {
  10920. lightsArray.push( light );
  10921. }
  10922. function pushShadow( shadowLight ) {
  10923. shadowsArray.push( shadowLight );
  10924. }
  10925. function setupLights( camera ) {
  10926. lights.setup( lightsArray, shadowsArray, camera );
  10927. }
  10928. var state = {
  10929. lightsArray: lightsArray,
  10930. shadowsArray: shadowsArray,
  10931. lights: lights
  10932. };
  10933. return {
  10934. init: init,
  10935. state: state,
  10936. setupLights: setupLights,
  10937. pushLight: pushLight,
  10938. pushShadow: pushShadow
  10939. };
  10940. }
  10941. function WebGLRenderStates() {
  10942. var renderStates = {};
  10943. function get( scene, camera ) {
  10944. var renderState;
  10945. if ( renderStates[ scene.id ] === undefined ) {
  10946. renderState = new WebGLRenderState();
  10947. renderStates[ scene.id ] = {};
  10948. renderStates[ scene.id ][ camera.id ] = renderState;
  10949. } else {
  10950. if ( renderStates[ scene.id ][ camera.id ] === undefined ) {
  10951. renderState = new WebGLRenderState();
  10952. renderStates[ scene.id ][ camera.id ] = renderState;
  10953. } else {
  10954. renderState = renderStates[ scene.id ][ camera.id ];
  10955. }
  10956. }
  10957. return renderState;
  10958. }
  10959. function dispose() {
  10960. renderStates = {};
  10961. }
  10962. return {
  10963. get: get,
  10964. dispose: dispose
  10965. };
  10966. }
  10967. /**
  10968. * @author mrdoob / http://mrdoob.com/
  10969. * @author alteredq / http://alteredqualia.com/
  10970. * @author bhouston / https://clara.io
  10971. * @author WestLangley / http://github.com/WestLangley
  10972. *
  10973. * parameters = {
  10974. *
  10975. * opacity: <float>,
  10976. *
  10977. * map: new THREE.Texture( <Image> ),
  10978. *
  10979. * alphaMap: new THREE.Texture( <Image> ),
  10980. *
  10981. * displacementMap: new THREE.Texture( <Image> ),
  10982. * displacementScale: <float>,
  10983. * displacementBias: <float>,
  10984. *
  10985. * wireframe: <boolean>,
  10986. * wireframeLinewidth: <float>
  10987. * }
  10988. */
  10989. function MeshDepthMaterial( parameters ) {
  10990. Material.call( this );
  10991. this.type = 'MeshDepthMaterial';
  10992. this.depthPacking = BasicDepthPacking;
  10993. this.skinning = false;
  10994. this.morphTargets = false;
  10995. this.map = null;
  10996. this.alphaMap = null;
  10997. this.displacementMap = null;
  10998. this.displacementScale = 1;
  10999. this.displacementBias = 0;
  11000. this.wireframe = false;
  11001. this.wireframeLinewidth = 1;
  11002. this.fog = false;
  11003. this.lights = false;
  11004. this.setValues( parameters );
  11005. }
  11006. MeshDepthMaterial.prototype = Object.create( Material.prototype );
  11007. MeshDepthMaterial.prototype.constructor = MeshDepthMaterial;
  11008. MeshDepthMaterial.prototype.isMeshDepthMaterial = true;
  11009. MeshDepthMaterial.prototype.copy = function ( source ) {
  11010. Material.prototype.copy.call( this, source );
  11011. this.depthPacking = source.depthPacking;
  11012. this.skinning = source.skinning;
  11013. this.morphTargets = source.morphTargets;
  11014. this.map = source.map;
  11015. this.alphaMap = source.alphaMap;
  11016. this.displacementMap = source.displacementMap;
  11017. this.displacementScale = source.displacementScale;
  11018. this.displacementBias = source.displacementBias;
  11019. this.wireframe = source.wireframe;
  11020. this.wireframeLinewidth = source.wireframeLinewidth;
  11021. return this;
  11022. };
  11023. /**
  11024. * @author WestLangley / http://github.com/WestLangley
  11025. *
  11026. * parameters = {
  11027. *
  11028. * referencePosition: <float>,
  11029. * nearDistance: <float>,
  11030. * farDistance: <float>,
  11031. *
  11032. * skinning: <bool>,
  11033. * morphTargets: <bool>,
  11034. *
  11035. * map: new THREE.Texture( <Image> ),
  11036. *
  11037. * alphaMap: new THREE.Texture( <Image> ),
  11038. *
  11039. * displacementMap: new THREE.Texture( <Image> ),
  11040. * displacementScale: <float>,
  11041. * displacementBias: <float>
  11042. *
  11043. * }
  11044. */
  11045. function MeshDistanceMaterial( parameters ) {
  11046. Material.call( this );
  11047. this.type = 'MeshDistanceMaterial';
  11048. this.referencePosition = new Vector3();
  11049. this.nearDistance = 1;
  11050. this.farDistance = 1000;
  11051. this.skinning = false;
  11052. this.morphTargets = false;
  11053. this.map = null;
  11054. this.alphaMap = null;
  11055. this.displacementMap = null;
  11056. this.displacementScale = 1;
  11057. this.displacementBias = 0;
  11058. this.fog = false;
  11059. this.lights = false;
  11060. this.setValues( parameters );
  11061. }
  11062. MeshDistanceMaterial.prototype = Object.create( Material.prototype );
  11063. MeshDistanceMaterial.prototype.constructor = MeshDistanceMaterial;
  11064. MeshDistanceMaterial.prototype.isMeshDistanceMaterial = true;
  11065. MeshDistanceMaterial.prototype.copy = function ( source ) {
  11066. Material.prototype.copy.call( this, source );
  11067. this.referencePosition.copy( source.referencePosition );
  11068. this.nearDistance = source.nearDistance;
  11069. this.farDistance = source.farDistance;
  11070. this.skinning = source.skinning;
  11071. this.morphTargets = source.morphTargets;
  11072. this.map = source.map;
  11073. this.alphaMap = source.alphaMap;
  11074. this.displacementMap = source.displacementMap;
  11075. this.displacementScale = source.displacementScale;
  11076. this.displacementBias = source.displacementBias;
  11077. return this;
  11078. };
  11079. /**
  11080. * @author alteredq / http://alteredqualia.com/
  11081. * @author mrdoob / http://mrdoob.com/
  11082. */
  11083. function WebGLShadowMap( _renderer, _objects, maxTextureSize ) {
  11084. var _frustum = new Frustum(),
  11085. _projScreenMatrix = new Matrix4(),
  11086. _shadowMapSize = new Vector2(),
  11087. _maxShadowMapSize = new Vector2( maxTextureSize, maxTextureSize ),
  11088. _lookTarget = new Vector3(),
  11089. _lightPositionWorld = new Vector3(),
  11090. _MorphingFlag = 1,
  11091. _SkinningFlag = 2,
  11092. _NumberOfMaterialVariants = ( _MorphingFlag | _SkinningFlag ) + 1,
  11093. _depthMaterials = new Array( _NumberOfMaterialVariants ),
  11094. _distanceMaterials = new Array( _NumberOfMaterialVariants ),
  11095. _materialCache = {};
  11096. var shadowSide = { 0: BackSide, 1: FrontSide, 2: DoubleSide };
  11097. var cubeDirections = [
  11098. new Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ),
  11099. new Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 )
  11100. ];
  11101. var cubeUps = [
  11102. new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ),
  11103. new Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ), new Vector3( 0, 0, - 1 )
  11104. ];
  11105. var cube2DViewPorts = [
  11106. new Vector4(), new Vector4(), new Vector4(),
  11107. new Vector4(), new Vector4(), new Vector4()
  11108. ];
  11109. // init
  11110. for ( var i = 0; i !== _NumberOfMaterialVariants; ++ i ) {
  11111. var useMorphing = ( i & _MorphingFlag ) !== 0;
  11112. var useSkinning = ( i & _SkinningFlag ) !== 0;
  11113. var depthMaterial = new MeshDepthMaterial( {
  11114. depthPacking: RGBADepthPacking,
  11115. morphTargets: useMorphing,
  11116. skinning: useSkinning
  11117. } );
  11118. _depthMaterials[ i ] = depthMaterial;
  11119. //
  11120. var distanceMaterial = new MeshDistanceMaterial( {
  11121. morphTargets: useMorphing,
  11122. skinning: useSkinning
  11123. } );
  11124. _distanceMaterials[ i ] = distanceMaterial;
  11125. }
  11126. //
  11127. var scope = this;
  11128. this.enabled = false;
  11129. this.autoUpdate = true;
  11130. this.needsUpdate = false;
  11131. this.type = PCFShadowMap;
  11132. this.render = function ( lights, scene, camera ) {
  11133. if ( scope.enabled === false ) return;
  11134. if ( scope.autoUpdate === false && scope.needsUpdate === false ) return;
  11135. if ( lights.length === 0 ) return;
  11136. // TODO Clean up (needed in case of contextlost)
  11137. var _gl = _renderer.context;
  11138. var _state = _renderer.state;
  11139. // Set GL state for depth map.
  11140. _state.disable( 3042 );
  11141. _state.buffers.color.setClear( 1, 1, 1, 1 );
  11142. _state.buffers.depth.setTest( true );
  11143. _state.setScissorTest( false );
  11144. // render depth map
  11145. var faceCount;
  11146. for ( var i = 0, il = lights.length; i < il; i ++ ) {
  11147. var light = lights[ i ];
  11148. var shadow = light.shadow;
  11149. var isPointLight = light && light.isPointLight;
  11150. if ( shadow === undefined ) {
  11151. console.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' );
  11152. continue;
  11153. }
  11154. var shadowCamera = shadow.camera;
  11155. _shadowMapSize.copy( shadow.mapSize );
  11156. _shadowMapSize.min( _maxShadowMapSize );
  11157. if ( isPointLight ) {
  11158. var vpWidth = _shadowMapSize.x;
  11159. var vpHeight = _shadowMapSize.y;
  11160. // These viewports map a cube-map onto a 2D texture with the
  11161. // following orientation:
  11162. //
  11163. // xzXZ
  11164. // y Y
  11165. //
  11166. // X - Positive x direction
  11167. // x - Negative x direction
  11168. // Y - Positive y direction
  11169. // y - Negative y direction
  11170. // Z - Positive z direction
  11171. // z - Negative z direction
  11172. // positive X
  11173. cube2DViewPorts[ 0 ].set( vpWidth * 2, vpHeight, vpWidth, vpHeight );
  11174. // negative X
  11175. cube2DViewPorts[ 1 ].set( 0, vpHeight, vpWidth, vpHeight );
  11176. // positive Z
  11177. cube2DViewPorts[ 2 ].set( vpWidth * 3, vpHeight, vpWidth, vpHeight );
  11178. // negative Z
  11179. cube2DViewPorts[ 3 ].set( vpWidth, vpHeight, vpWidth, vpHeight );
  11180. // positive Y
  11181. cube2DViewPorts[ 4 ].set( vpWidth * 3, 0, vpWidth, vpHeight );
  11182. // negative Y
  11183. cube2DViewPorts[ 5 ].set( vpWidth, 0, vpWidth, vpHeight );
  11184. _shadowMapSize.x *= 4.0;
  11185. _shadowMapSize.y *= 2.0;
  11186. }
  11187. if ( shadow.map === null ) {
  11188. var pars = { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat };
  11189. shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  11190. shadow.map.texture.name = light.name + ".shadowMap";
  11191. shadowCamera.updateProjectionMatrix();
  11192. }
  11193. if ( shadow.isSpotLightShadow ) {
  11194. shadow.update( light );
  11195. }
  11196. var shadowMap = shadow.map;
  11197. var shadowMatrix = shadow.matrix;
  11198. _lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  11199. shadowCamera.position.copy( _lightPositionWorld );
  11200. if ( isPointLight ) {
  11201. faceCount = 6;
  11202. // for point lights we set the shadow matrix to be a translation-only matrix
  11203. // equal to inverse of the light's position
  11204. shadowMatrix.makeTranslation( - _lightPositionWorld.x, - _lightPositionWorld.y, - _lightPositionWorld.z );
  11205. } else {
  11206. faceCount = 1;
  11207. _lookTarget.setFromMatrixPosition( light.target.matrixWorld );
  11208. shadowCamera.lookAt( _lookTarget );
  11209. shadowCamera.updateMatrixWorld();
  11210. // compute shadow matrix
  11211. shadowMatrix.set(
  11212. 0.5, 0.0, 0.0, 0.5,
  11213. 0.0, 0.5, 0.0, 0.5,
  11214. 0.0, 0.0, 0.5, 0.5,
  11215. 0.0, 0.0, 0.0, 1.0
  11216. );
  11217. shadowMatrix.multiply( shadowCamera.projectionMatrix );
  11218. shadowMatrix.multiply( shadowCamera.matrixWorldInverse );
  11219. }
  11220. _renderer.setRenderTarget( shadowMap );
  11221. _renderer.clear();
  11222. // render shadow map for each cube face (if omni-directional) or
  11223. // run a single pass if not
  11224. for ( var face = 0; face < faceCount; face ++ ) {
  11225. if ( isPointLight ) {
  11226. _lookTarget.copy( shadowCamera.position );
  11227. _lookTarget.add( cubeDirections[ face ] );
  11228. shadowCamera.up.copy( cubeUps[ face ] );
  11229. shadowCamera.lookAt( _lookTarget );
  11230. shadowCamera.updateMatrixWorld();
  11231. var vpDimensions = cube2DViewPorts[ face ];
  11232. _state.viewport( vpDimensions );
  11233. }
  11234. // update camera matrices and frustum
  11235. _projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
  11236. _frustum.setFromMatrix( _projScreenMatrix );
  11237. // set object matrices & frustum culling
  11238. renderObject( scene, camera, shadowCamera, isPointLight );
  11239. }
  11240. }
  11241. scope.needsUpdate = false;
  11242. };
  11243. function getDepthMaterial( object, material, isPointLight, lightPositionWorld, shadowCameraNear, shadowCameraFar ) {
  11244. var geometry = object.geometry;
  11245. var result = null;
  11246. var materialVariants = _depthMaterials;
  11247. var customMaterial = object.customDepthMaterial;
  11248. if ( isPointLight ) {
  11249. materialVariants = _distanceMaterials;
  11250. customMaterial = object.customDistanceMaterial;
  11251. }
  11252. if ( ! customMaterial ) {
  11253. var useMorphing = false;
  11254. if ( material.morphTargets ) {
  11255. if ( geometry && geometry.isBufferGeometry ) {
  11256. useMorphing = geometry.morphAttributes && geometry.morphAttributes.position && geometry.morphAttributes.position.length > 0;
  11257. } else if ( geometry && geometry.isGeometry ) {
  11258. useMorphing = geometry.morphTargets && geometry.morphTargets.length > 0;
  11259. }
  11260. }
  11261. if ( object.isSkinnedMesh && material.skinning === false ) {
  11262. console.warn( 'THREE.WebGLShadowMap: THREE.SkinnedMesh with material.skinning set to false:', object );
  11263. }
  11264. var useSkinning = object.isSkinnedMesh && material.skinning;
  11265. var variantIndex = 0;
  11266. if ( useMorphing ) variantIndex |= _MorphingFlag;
  11267. if ( useSkinning ) variantIndex |= _SkinningFlag;
  11268. result = materialVariants[ variantIndex ];
  11269. } else {
  11270. result = customMaterial;
  11271. }
  11272. if ( _renderer.localClippingEnabled &&
  11273. material.clipShadows === true &&
  11274. material.clippingPlanes.length !== 0 ) {
  11275. // in this case we need a unique material instance reflecting the
  11276. // appropriate state
  11277. var keyA = result.uuid, keyB = material.uuid;
  11278. var materialsForVariant = _materialCache[ keyA ];
  11279. if ( materialsForVariant === undefined ) {
  11280. materialsForVariant = {};
  11281. _materialCache[ keyA ] = materialsForVariant;
  11282. }
  11283. var cachedMaterial = materialsForVariant[ keyB ];
  11284. if ( cachedMaterial === undefined ) {
  11285. cachedMaterial = result.clone();
  11286. materialsForVariant[ keyB ] = cachedMaterial;
  11287. }
  11288. result = cachedMaterial;
  11289. }
  11290. result.visible = material.visible;
  11291. result.wireframe = material.wireframe;
  11292. result.side = ( material.shadowSide != null ) ? material.shadowSide : shadowSide[ material.side ];
  11293. result.clipShadows = material.clipShadows;
  11294. result.clippingPlanes = material.clippingPlanes;
  11295. result.clipIntersection = material.clipIntersection;
  11296. result.wireframeLinewidth = material.wireframeLinewidth;
  11297. result.linewidth = material.linewidth;
  11298. if ( isPointLight && result.isMeshDistanceMaterial ) {
  11299. result.referencePosition.copy( lightPositionWorld );
  11300. result.nearDistance = shadowCameraNear;
  11301. result.farDistance = shadowCameraFar;
  11302. }
  11303. return result;
  11304. }
  11305. function renderObject( object, camera, shadowCamera, isPointLight ) {
  11306. if ( object.visible === false ) return;
  11307. var visible = object.layers.test( camera.layers );
  11308. if ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) {
  11309. if ( object.castShadow && ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) ) {
  11310. object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
  11311. var geometry = _objects.update( object );
  11312. var material = object.material;
  11313. if ( Array.isArray( material ) ) {
  11314. var groups = geometry.groups;
  11315. for ( var k = 0, kl = groups.length; k < kl; k ++ ) {
  11316. var group = groups[ k ];
  11317. var groupMaterial = material[ group.materialIndex ];
  11318. if ( groupMaterial && groupMaterial.visible ) {
  11319. var depthMaterial = getDepthMaterial( object, groupMaterial, isPointLight, _lightPositionWorld, shadowCamera.near, shadowCamera.far );
  11320. _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group );
  11321. }
  11322. }
  11323. } else if ( material.visible ) {
  11324. var depthMaterial = getDepthMaterial( object, material, isPointLight, _lightPositionWorld, shadowCamera.near, shadowCamera.far );
  11325. _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null );
  11326. }
  11327. }
  11328. }
  11329. var children = object.children;
  11330. for ( var i = 0, l = children.length; i < l; i ++ ) {
  11331. renderObject( children[ i ], camera, shadowCamera, isPointLight );
  11332. }
  11333. }
  11334. }
  11335. /**
  11336. * @author mrdoob / http://mrdoob.com/
  11337. */
  11338. function WebGLState( gl, extensions, utils, capabilities ) {
  11339. function ColorBuffer() {
  11340. var locked = false;
  11341. var color = new Vector4();
  11342. var currentColorMask = null;
  11343. var currentColorClear = new Vector4( 0, 0, 0, 0 );
  11344. return {
  11345. setMask: function ( colorMask ) {
  11346. if ( currentColorMask !== colorMask && ! locked ) {
  11347. gl.colorMask( colorMask, colorMask, colorMask, colorMask );
  11348. currentColorMask = colorMask;
  11349. }
  11350. },
  11351. setLocked: function ( lock ) {
  11352. locked = lock;
  11353. },
  11354. setClear: function ( r, g, b, a, premultipliedAlpha ) {
  11355. if ( premultipliedAlpha === true ) {
  11356. r *= a; g *= a; b *= a;
  11357. }
  11358. color.set( r, g, b, a );
  11359. if ( currentColorClear.equals( color ) === false ) {
  11360. gl.clearColor( r, g, b, a );
  11361. currentColorClear.copy( color );
  11362. }
  11363. },
  11364. reset: function () {
  11365. locked = false;
  11366. currentColorMask = null;
  11367. currentColorClear.set( - 1, 0, 0, 0 ); // set to invalid state
  11368. }
  11369. };
  11370. }
  11371. function DepthBuffer() {
  11372. var locked = false;
  11373. var currentDepthMask = null;
  11374. var currentDepthFunc = null;
  11375. var currentDepthClear = null;
  11376. return {
  11377. setTest: function ( depthTest ) {
  11378. if ( depthTest ) {
  11379. enable( 2929 );
  11380. } else {
  11381. disable( 2929 );
  11382. }
  11383. },
  11384. setMask: function ( depthMask ) {
  11385. if ( currentDepthMask !== depthMask && ! locked ) {
  11386. gl.depthMask( depthMask );
  11387. currentDepthMask = depthMask;
  11388. }
  11389. },
  11390. setFunc: function ( depthFunc ) {
  11391. if ( currentDepthFunc !== depthFunc ) {
  11392. if ( depthFunc ) {
  11393. switch ( depthFunc ) {
  11394. case NeverDepth:
  11395. gl.depthFunc( 512 );
  11396. break;
  11397. case AlwaysDepth:
  11398. gl.depthFunc( 519 );
  11399. break;
  11400. case LessDepth:
  11401. gl.depthFunc( 513 );
  11402. break;
  11403. case LessEqualDepth:
  11404. gl.depthFunc( 515 );
  11405. break;
  11406. case EqualDepth:
  11407. gl.depthFunc( 514 );
  11408. break;
  11409. case GreaterEqualDepth:
  11410. gl.depthFunc( 518 );
  11411. break;
  11412. case GreaterDepth:
  11413. gl.depthFunc( 516 );
  11414. break;
  11415. case NotEqualDepth:
  11416. gl.depthFunc( 517 );
  11417. break;
  11418. default:
  11419. gl.depthFunc( 515 );
  11420. }
  11421. } else {
  11422. gl.depthFunc( 515 );
  11423. }
  11424. currentDepthFunc = depthFunc;
  11425. }
  11426. },
  11427. setLocked: function ( lock ) {
  11428. locked = lock;
  11429. },
  11430. setClear: function ( depth ) {
  11431. if ( currentDepthClear !== depth ) {
  11432. gl.clearDepth( depth );
  11433. currentDepthClear = depth;
  11434. }
  11435. },
  11436. reset: function () {
  11437. locked = false;
  11438. currentDepthMask = null;
  11439. currentDepthFunc = null;
  11440. currentDepthClear = null;
  11441. }
  11442. };
  11443. }
  11444. function StencilBuffer() {
  11445. var locked = false;
  11446. var currentStencilMask = null;
  11447. var currentStencilFunc = null;
  11448. var currentStencilRef = null;
  11449. var currentStencilFuncMask = null;
  11450. var currentStencilFail = null;
  11451. var currentStencilZFail = null;
  11452. var currentStencilZPass = null;
  11453. var currentStencilClear = null;
  11454. return {
  11455. setTest: function ( stencilTest ) {
  11456. if ( stencilTest ) {
  11457. enable( 2960 );
  11458. } else {
  11459. disable( 2960 );
  11460. }
  11461. },
  11462. setMask: function ( stencilMask ) {
  11463. if ( currentStencilMask !== stencilMask && ! locked ) {
  11464. gl.stencilMask( stencilMask );
  11465. currentStencilMask = stencilMask;
  11466. }
  11467. },
  11468. setFunc: function ( stencilFunc, stencilRef, stencilMask ) {
  11469. if ( currentStencilFunc !== stencilFunc ||
  11470. currentStencilRef !== stencilRef ||
  11471. currentStencilFuncMask !== stencilMask ) {
  11472. gl.stencilFunc( stencilFunc, stencilRef, stencilMask );
  11473. currentStencilFunc = stencilFunc;
  11474. currentStencilRef = stencilRef;
  11475. currentStencilFuncMask = stencilMask;
  11476. }
  11477. },
  11478. setOp: function ( stencilFail, stencilZFail, stencilZPass ) {
  11479. if ( currentStencilFail !== stencilFail ||
  11480. currentStencilZFail !== stencilZFail ||
  11481. currentStencilZPass !== stencilZPass ) {
  11482. gl.stencilOp( stencilFail, stencilZFail, stencilZPass );
  11483. currentStencilFail = stencilFail;
  11484. currentStencilZFail = stencilZFail;
  11485. currentStencilZPass = stencilZPass;
  11486. }
  11487. },
  11488. setLocked: function ( lock ) {
  11489. locked = lock;
  11490. },
  11491. setClear: function ( stencil ) {
  11492. if ( currentStencilClear !== stencil ) {
  11493. gl.clearStencil( stencil );
  11494. currentStencilClear = stencil;
  11495. }
  11496. },
  11497. reset: function () {
  11498. locked = false;
  11499. currentStencilMask = null;
  11500. currentStencilFunc = null;
  11501. currentStencilRef = null;
  11502. currentStencilFuncMask = null;
  11503. currentStencilFail = null;
  11504. currentStencilZFail = null;
  11505. currentStencilZPass = null;
  11506. currentStencilClear = null;
  11507. }
  11508. };
  11509. }
  11510. //
  11511. var colorBuffer = new ColorBuffer();
  11512. var depthBuffer = new DepthBuffer();
  11513. var stencilBuffer = new StencilBuffer();
  11514. var maxVertexAttributes = gl.getParameter( 34921 );
  11515. var newAttributes = new Uint8Array( maxVertexAttributes );
  11516. var enabledAttributes = new Uint8Array( maxVertexAttributes );
  11517. var attributeDivisors = new Uint8Array( maxVertexAttributes );
  11518. var enabledCapabilities = {};
  11519. var compressedTextureFormats = null;
  11520. var currentProgram = null;
  11521. var currentBlendingEnabled = null;
  11522. var currentBlending = null;
  11523. var currentBlendEquation = null;
  11524. var currentBlendSrc = null;
  11525. var currentBlendDst = null;
  11526. var currentBlendEquationAlpha = null;
  11527. var currentBlendSrcAlpha = null;
  11528. var currentBlendDstAlpha = null;
  11529. var currentPremultipledAlpha = false;
  11530. var currentFlipSided = null;
  11531. var currentCullFace = null;
  11532. var currentLineWidth = null;
  11533. var currentPolygonOffsetFactor = null;
  11534. var currentPolygonOffsetUnits = null;
  11535. var maxTextures = gl.getParameter( 35661 );
  11536. var lineWidthAvailable = false;
  11537. var version = 0;
  11538. var glVersion = gl.getParameter( 7938 );
  11539. if ( glVersion.indexOf( 'WebGL' ) !== - 1 ) {
  11540. version = parseFloat( /^WebGL\ ([0-9])/.exec( glVersion )[ 1 ] );
  11541. lineWidthAvailable = ( version >= 1.0 );
  11542. } else if ( glVersion.indexOf( 'OpenGL ES' ) !== - 1 ) {
  11543. version = parseFloat( /^OpenGL\ ES\ ([0-9])/.exec( glVersion )[ 1 ] );
  11544. lineWidthAvailable = ( version >= 2.0 );
  11545. }
  11546. var currentTextureSlot = null;
  11547. var currentBoundTextures = {};
  11548. var currentScissor = new Vector4();
  11549. var currentViewport = new Vector4();
  11550. function createTexture( type, target, count ) {
  11551. var data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4.
  11552. var texture = gl.createTexture();
  11553. gl.bindTexture( type, texture );
  11554. gl.texParameteri( type, 10241, 9728 );
  11555. gl.texParameteri( type, 10240, 9728 );
  11556. for ( var i = 0; i < count; i ++ ) {
  11557. gl.texImage2D( target + i, 0, 6408, 1, 1, 0, 6408, 5121, data );
  11558. }
  11559. return texture;
  11560. }
  11561. var emptyTextures = {};
  11562. emptyTextures[ 3553 ] = createTexture( 3553, 3553, 1 );
  11563. emptyTextures[ 34067 ] = createTexture( 34067, 34069, 6 );
  11564. // init
  11565. colorBuffer.setClear( 0, 0, 0, 1 );
  11566. depthBuffer.setClear( 1 );
  11567. stencilBuffer.setClear( 0 );
  11568. enable( 2929 );
  11569. depthBuffer.setFunc( LessEqualDepth );
  11570. setFlipSided( false );
  11571. setCullFace( CullFaceBack );
  11572. enable( 2884 );
  11573. setBlending( NoBlending );
  11574. //
  11575. function initAttributes() {
  11576. for ( var i = 0, l = newAttributes.length; i < l; i ++ ) {
  11577. newAttributes[ i ] = 0;
  11578. }
  11579. }
  11580. function enableAttribute( attribute ) {
  11581. enableAttributeAndDivisor( attribute, 0 );
  11582. }
  11583. function enableAttributeAndDivisor( attribute, meshPerAttribute ) {
  11584. newAttributes[ attribute ] = 1;
  11585. if ( enabledAttributes[ attribute ] === 0 ) {
  11586. gl.enableVertexAttribArray( attribute );
  11587. enabledAttributes[ attribute ] = 1;
  11588. }
  11589. if ( attributeDivisors[ attribute ] !== meshPerAttribute ) {
  11590. var extension = capabilities.isWebGL2 ? gl : extensions.get( 'ANGLE_instanced_arrays' );
  11591. extension[ capabilities.isWebGL2 ? 'vertexAttribDivisor' : 'vertexAttribDivisorANGLE' ]( attribute, meshPerAttribute );
  11592. attributeDivisors[ attribute ] = meshPerAttribute;
  11593. }
  11594. }
  11595. function disableUnusedAttributes() {
  11596. for ( var i = 0, l = enabledAttributes.length; i !== l; ++ i ) {
  11597. if ( enabledAttributes[ i ] !== newAttributes[ i ] ) {
  11598. gl.disableVertexAttribArray( i );
  11599. enabledAttributes[ i ] = 0;
  11600. }
  11601. }
  11602. }
  11603. function enable( id ) {
  11604. if ( enabledCapabilities[ id ] !== true ) {
  11605. gl.enable( id );
  11606. enabledCapabilities[ id ] = true;
  11607. }
  11608. }
  11609. function disable( id ) {
  11610. if ( enabledCapabilities[ id ] !== false ) {
  11611. gl.disable( id );
  11612. enabledCapabilities[ id ] = false;
  11613. }
  11614. }
  11615. function getCompressedTextureFormats() {
  11616. if ( compressedTextureFormats === null ) {
  11617. compressedTextureFormats = [];
  11618. if ( extensions.get( 'WEBGL_compressed_texture_pvrtc' ) ||
  11619. extensions.get( 'WEBGL_compressed_texture_s3tc' ) ||
  11620. extensions.get( 'WEBGL_compressed_texture_etc1' ) ||
  11621. extensions.get( 'WEBGL_compressed_texture_astc' ) ) {
  11622. var formats = gl.getParameter( 34467 );
  11623. for ( var i = 0; i < formats.length; i ++ ) {
  11624. compressedTextureFormats.push( formats[ i ] );
  11625. }
  11626. }
  11627. }
  11628. return compressedTextureFormats;
  11629. }
  11630. function useProgram( program ) {
  11631. if ( currentProgram !== program ) {
  11632. gl.useProgram( program );
  11633. currentProgram = program;
  11634. return true;
  11635. }
  11636. return false;
  11637. }
  11638. function setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) {
  11639. if ( blending === NoBlending ) {
  11640. if ( currentBlendingEnabled ) {
  11641. disable( 3042 );
  11642. currentBlendingEnabled = false;
  11643. }
  11644. return;
  11645. }
  11646. if ( ! currentBlendingEnabled ) {
  11647. enable( 3042 );
  11648. currentBlendingEnabled = true;
  11649. }
  11650. if ( blending !== CustomBlending ) {
  11651. if ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) {
  11652. if ( currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation ) {
  11653. gl.blendEquation( 32774 );
  11654. currentBlendEquation = AddEquation;
  11655. currentBlendEquationAlpha = AddEquation;
  11656. }
  11657. if ( premultipliedAlpha ) {
  11658. switch ( blending ) {
  11659. case NormalBlending:
  11660. gl.blendFuncSeparate( 1, 771, 1, 771 );
  11661. break;
  11662. case AdditiveBlending:
  11663. gl.blendFunc( 1, 1 );
  11664. break;
  11665. case SubtractiveBlending:
  11666. gl.blendFuncSeparate( 0, 0, 769, 771 );
  11667. break;
  11668. case MultiplyBlending:
  11669. gl.blendFuncSeparate( 0, 768, 0, 770 );
  11670. break;
  11671. default:
  11672. console.error( 'THREE.WebGLState: Invalid blending: ', blending );
  11673. break;
  11674. }
  11675. } else {
  11676. switch ( blending ) {
  11677. case NormalBlending:
  11678. gl.blendFuncSeparate( 770, 771, 1, 771 );
  11679. break;
  11680. case AdditiveBlending:
  11681. gl.blendFunc( 770, 1 );
  11682. break;
  11683. case SubtractiveBlending:
  11684. gl.blendFunc( 0, 769 );
  11685. break;
  11686. case MultiplyBlending:
  11687. gl.blendFunc( 0, 768 );
  11688. break;
  11689. default:
  11690. console.error( 'THREE.WebGLState: Invalid blending: ', blending );
  11691. break;
  11692. }
  11693. }
  11694. currentBlendSrc = null;
  11695. currentBlendDst = null;
  11696. currentBlendSrcAlpha = null;
  11697. currentBlendDstAlpha = null;
  11698. currentBlending = blending;
  11699. currentPremultipledAlpha = premultipliedAlpha;
  11700. }
  11701. return;
  11702. }
  11703. // custom blending
  11704. blendEquationAlpha = blendEquationAlpha || blendEquation;
  11705. blendSrcAlpha = blendSrcAlpha || blendSrc;
  11706. blendDstAlpha = blendDstAlpha || blendDst;
  11707. if ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) {
  11708. gl.blendEquationSeparate( utils.convert( blendEquation ), utils.convert( blendEquationAlpha ) );
  11709. currentBlendEquation = blendEquation;
  11710. currentBlendEquationAlpha = blendEquationAlpha;
  11711. }
  11712. if ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) {
  11713. gl.blendFuncSeparate( utils.convert( blendSrc ), utils.convert( blendDst ), utils.convert( blendSrcAlpha ), utils.convert( blendDstAlpha ) );
  11714. currentBlendSrc = blendSrc;
  11715. currentBlendDst = blendDst;
  11716. currentBlendSrcAlpha = blendSrcAlpha;
  11717. currentBlendDstAlpha = blendDstAlpha;
  11718. }
  11719. currentBlending = blending;
  11720. currentPremultipledAlpha = null;
  11721. }
  11722. function setMaterial( material, frontFaceCW ) {
  11723. material.side === DoubleSide
  11724. ? disable( 2884 )
  11725. : enable( 2884 );
  11726. var flipSided = ( material.side === BackSide );
  11727. if ( frontFaceCW ) flipSided = ! flipSided;
  11728. setFlipSided( flipSided );
  11729. ( material.blending === NormalBlending && material.transparent === false )
  11730. ? setBlending( NoBlending )
  11731. : setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha );
  11732. depthBuffer.setFunc( material.depthFunc );
  11733. depthBuffer.setTest( material.depthTest );
  11734. depthBuffer.setMask( material.depthWrite );
  11735. colorBuffer.setMask( material.colorWrite );
  11736. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  11737. }
  11738. //
  11739. function setFlipSided( flipSided ) {
  11740. if ( currentFlipSided !== flipSided ) {
  11741. if ( flipSided ) {
  11742. gl.frontFace( 2304 );
  11743. } else {
  11744. gl.frontFace( 2305 );
  11745. }
  11746. currentFlipSided = flipSided;
  11747. }
  11748. }
  11749. function setCullFace( cullFace ) {
  11750. if ( cullFace !== CullFaceNone ) {
  11751. enable( 2884 );
  11752. if ( cullFace !== currentCullFace ) {
  11753. if ( cullFace === CullFaceBack ) {
  11754. gl.cullFace( 1029 );
  11755. } else if ( cullFace === CullFaceFront ) {
  11756. gl.cullFace( 1028 );
  11757. } else {
  11758. gl.cullFace( 1032 );
  11759. }
  11760. }
  11761. } else {
  11762. disable( 2884 );
  11763. }
  11764. currentCullFace = cullFace;
  11765. }
  11766. function setLineWidth( width ) {
  11767. if ( width !== currentLineWidth ) {
  11768. if ( lineWidthAvailable ) gl.lineWidth( width );
  11769. currentLineWidth = width;
  11770. }
  11771. }
  11772. function setPolygonOffset( polygonOffset, factor, units ) {
  11773. if ( polygonOffset ) {
  11774. enable( 32823 );
  11775. if ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) {
  11776. gl.polygonOffset( factor, units );
  11777. currentPolygonOffsetFactor = factor;
  11778. currentPolygonOffsetUnits = units;
  11779. }
  11780. } else {
  11781. disable( 32823 );
  11782. }
  11783. }
  11784. function setScissorTest( scissorTest ) {
  11785. if ( scissorTest ) {
  11786. enable( 3089 );
  11787. } else {
  11788. disable( 3089 );
  11789. }
  11790. }
  11791. // texture
  11792. function activeTexture( webglSlot ) {
  11793. if ( webglSlot === undefined ) webglSlot = 33984 + maxTextures - 1;
  11794. if ( currentTextureSlot !== webglSlot ) {
  11795. gl.activeTexture( webglSlot );
  11796. currentTextureSlot = webglSlot;
  11797. }
  11798. }
  11799. function bindTexture( webglType, webglTexture ) {
  11800. if ( currentTextureSlot === null ) {
  11801. activeTexture();
  11802. }
  11803. var boundTexture = currentBoundTextures[ currentTextureSlot ];
  11804. if ( boundTexture === undefined ) {
  11805. boundTexture = { type: undefined, texture: undefined };
  11806. currentBoundTextures[ currentTextureSlot ] = boundTexture;
  11807. }
  11808. if ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) {
  11809. gl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] );
  11810. boundTexture.type = webglType;
  11811. boundTexture.texture = webglTexture;
  11812. }
  11813. }
  11814. function compressedTexImage2D() {
  11815. try {
  11816. gl.compressedTexImage2D.apply( gl, arguments );
  11817. } catch ( error ) {
  11818. console.error( 'THREE.WebGLState:', error );
  11819. }
  11820. }
  11821. function texImage2D() {
  11822. try {
  11823. gl.texImage2D.apply( gl, arguments );
  11824. } catch ( error ) {
  11825. console.error( 'THREE.WebGLState:', error );
  11826. }
  11827. }
  11828. function texImage3D() {
  11829. try {
  11830. gl.texImage3D.apply( gl, arguments );
  11831. } catch ( error ) {
  11832. console.error( 'THREE.WebGLState:', error );
  11833. }
  11834. }
  11835. //
  11836. function scissor( scissor ) {
  11837. if ( currentScissor.equals( scissor ) === false ) {
  11838. gl.scissor( scissor.x, scissor.y, scissor.z, scissor.w );
  11839. currentScissor.copy( scissor );
  11840. }
  11841. }
  11842. function viewport( viewport ) {
  11843. if ( currentViewport.equals( viewport ) === false ) {
  11844. gl.viewport( viewport.x, viewport.y, viewport.z, viewport.w );
  11845. currentViewport.copy( viewport );
  11846. }
  11847. }
  11848. //
  11849. function reset() {
  11850. for ( var i = 0; i < enabledAttributes.length; i ++ ) {
  11851. if ( enabledAttributes[ i ] === 1 ) {
  11852. gl.disableVertexAttribArray( i );
  11853. enabledAttributes[ i ] = 0;
  11854. }
  11855. }
  11856. enabledCapabilities = {};
  11857. compressedTextureFormats = null;
  11858. currentTextureSlot = null;
  11859. currentBoundTextures = {};
  11860. currentProgram = null;
  11861. currentBlending = null;
  11862. currentFlipSided = null;
  11863. currentCullFace = null;
  11864. colorBuffer.reset();
  11865. depthBuffer.reset();
  11866. stencilBuffer.reset();
  11867. }
  11868. return {
  11869. buffers: {
  11870. color: colorBuffer,
  11871. depth: depthBuffer,
  11872. stencil: stencilBuffer
  11873. },
  11874. initAttributes: initAttributes,
  11875. enableAttribute: enableAttribute,
  11876. enableAttributeAndDivisor: enableAttributeAndDivisor,
  11877. disableUnusedAttributes: disableUnusedAttributes,
  11878. enable: enable,
  11879. disable: disable,
  11880. getCompressedTextureFormats: getCompressedTextureFormats,
  11881. useProgram: useProgram,
  11882. setBlending: setBlending,
  11883. setMaterial: setMaterial,
  11884. setFlipSided: setFlipSided,
  11885. setCullFace: setCullFace,
  11886. setLineWidth: setLineWidth,
  11887. setPolygonOffset: setPolygonOffset,
  11888. setScissorTest: setScissorTest,
  11889. activeTexture: activeTexture,
  11890. bindTexture: bindTexture,
  11891. compressedTexImage2D: compressedTexImage2D,
  11892. texImage2D: texImage2D,
  11893. texImage3D: texImage3D,
  11894. scissor: scissor,
  11895. viewport: viewport,
  11896. reset: reset
  11897. };
  11898. }
  11899. /**
  11900. * @author mrdoob / http://mrdoob.com/
  11901. */
  11902. function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ) {
  11903. var _videoTextures = {};
  11904. var _canvas;
  11905. //
  11906. function clampToMaxSize( image, maxSize ) {
  11907. if ( image.width > maxSize || image.height > maxSize ) {
  11908. if ( 'data' in image ) {
  11909. console.warn( 'THREE.WebGLRenderer: image in DataTexture is too big (' + image.width + 'x' + image.height + ').' );
  11910. return;
  11911. }
  11912. // Warning: Scaling through the canvas will only work with images that use
  11913. // premultiplied alpha.
  11914. var scale = maxSize / Math.max( image.width, image.height );
  11915. var canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
  11916. canvas.width = Math.floor( image.width * scale );
  11917. canvas.height = Math.floor( image.height * scale );
  11918. var context = canvas.getContext( '2d' );
  11919. context.drawImage( image, 0, 0, image.width, image.height, 0, 0, canvas.width, canvas.height );
  11920. console.warn( 'THREE.WebGLRenderer: image is too big (' + image.width + 'x' + image.height + '). Resized to ' + canvas.width + 'x' + canvas.height );
  11921. return canvas;
  11922. }
  11923. return image;
  11924. }
  11925. function isPowerOfTwo( image ) {
  11926. return _Math.isPowerOfTwo( image.width ) && _Math.isPowerOfTwo( image.height );
  11927. }
  11928. function makePowerOfTwo( image ) {
  11929. if ( image instanceof HTMLImageElement || image instanceof HTMLCanvasElement || image instanceof ImageBitmap ) {
  11930. if ( _canvas === undefined ) _canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
  11931. _canvas.width = _Math.floorPowerOfTwo( image.width );
  11932. _canvas.height = _Math.floorPowerOfTwo( image.height );
  11933. var context = _canvas.getContext( '2d' );
  11934. context.drawImage( image, 0, 0, _canvas.width, _canvas.height );
  11935. console.warn( 'THREE.WebGLRenderer: image is not power of two (' + image.width + 'x' + image.height + '). Resized to ' + _canvas.width + 'x' + _canvas.height );
  11936. return _canvas;
  11937. }
  11938. return image;
  11939. }
  11940. function textureNeedsPowerOfTwo( texture ) {
  11941. if ( capabilities.isWebGL2 ) return false;
  11942. return ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) ||
  11943. ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter );
  11944. }
  11945. function textureNeedsGenerateMipmaps( texture, isPowerOfTwo ) {
  11946. return texture.generateMipmaps && isPowerOfTwo &&
  11947. texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter;
  11948. }
  11949. function generateMipmap( target, texture, width, height ) {
  11950. _gl.generateMipmap( target );
  11951. var textureProperties = properties.get( texture );
  11952. // Note: Math.log( x ) * Math.LOG2E used instead of Math.log2( x ) which is not supported by IE11
  11953. textureProperties.__maxMipLevel = Math.log( Math.max( width, height ) ) * Math.LOG2E;
  11954. }
  11955. function getInternalFormat( glFormat, glType ) {
  11956. if ( ! capabilities.isWebGL2 ) return glFormat;
  11957. if ( glFormat === 6403 ) {
  11958. if ( glType === 5126 ) return 33326;
  11959. if ( glType === 5131 ) return 33325;
  11960. if ( glType === 5121 ) return 33321;
  11961. }
  11962. if ( glFormat === 6407 ) {
  11963. if ( glType === 5126 ) return 34837;
  11964. if ( glType === 5131 ) return 34843;
  11965. if ( glType === 5121 ) return 32849;
  11966. }
  11967. if ( glFormat === 6408 ) {
  11968. if ( glType === 5126 ) return 34836;
  11969. if ( glType === 5131 ) return 34842;
  11970. if ( glType === 5121 ) return 32856;
  11971. }
  11972. return glFormat;
  11973. }
  11974. // Fallback filters for non-power-of-2 textures
  11975. function filterFallback( f ) {
  11976. if ( f === NearestFilter || f === NearestMipMapNearestFilter || f === NearestMipMapLinearFilter ) {
  11977. return 9728;
  11978. }
  11979. return 9729;
  11980. }
  11981. //
  11982. function onTextureDispose( event ) {
  11983. var texture = event.target;
  11984. texture.removeEventListener( 'dispose', onTextureDispose );
  11985. deallocateTexture( texture );
  11986. if ( texture.isVideoTexture ) {
  11987. delete _videoTextures[ texture.id ];
  11988. }
  11989. info.memory.textures --;
  11990. }
  11991. function onRenderTargetDispose( event ) {
  11992. var renderTarget = event.target;
  11993. renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
  11994. deallocateRenderTarget( renderTarget );
  11995. info.memory.textures --;
  11996. }
  11997. //
  11998. function deallocateTexture( texture ) {
  11999. var textureProperties = properties.get( texture );
  12000. if ( texture.image && textureProperties.__image__webglTextureCube ) {
  12001. // cube texture
  12002. _gl.deleteTexture( textureProperties.__image__webglTextureCube );
  12003. } else {
  12004. // 2D texture
  12005. if ( textureProperties.__webglInit === undefined ) return;
  12006. _gl.deleteTexture( textureProperties.__webglTexture );
  12007. }
  12008. // remove all webgl properties
  12009. properties.remove( texture );
  12010. }
  12011. function deallocateRenderTarget( renderTarget ) {
  12012. var renderTargetProperties = properties.get( renderTarget );
  12013. var textureProperties = properties.get( renderTarget.texture );
  12014. if ( ! renderTarget ) return;
  12015. if ( textureProperties.__webglTexture !== undefined ) {
  12016. _gl.deleteTexture( textureProperties.__webglTexture );
  12017. }
  12018. if ( renderTarget.depthTexture ) {
  12019. renderTarget.depthTexture.dispose();
  12020. }
  12021. if ( renderTarget.isWebGLRenderTargetCube ) {
  12022. for ( var i = 0; i < 6; i ++ ) {
  12023. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );
  12024. if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] );
  12025. }
  12026. } else {
  12027. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );
  12028. if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer );
  12029. }
  12030. properties.remove( renderTarget.texture );
  12031. properties.remove( renderTarget );
  12032. }
  12033. //
  12034. function setTexture2D( texture, slot ) {
  12035. var textureProperties = properties.get( texture );
  12036. if ( texture.isVideoTexture ) updateVideoTexture( texture );
  12037. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12038. var image = texture.image;
  12039. if ( image === undefined ) {
  12040. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined' );
  12041. } else if ( image.complete === false ) {
  12042. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete' );
  12043. } else {
  12044. uploadTexture( textureProperties, texture, slot );
  12045. return;
  12046. }
  12047. }
  12048. state.activeTexture( 33984 + slot );
  12049. state.bindTexture( 3553, textureProperties.__webglTexture );
  12050. }
  12051. function setTexture3D( texture, slot ) {
  12052. var textureProperties = properties.get( texture );
  12053. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12054. uploadTexture( textureProperties, texture, slot );
  12055. return;
  12056. }
  12057. state.activeTexture( 33984 + slot );
  12058. state.bindTexture( 32879, textureProperties.__webglTexture );
  12059. }
  12060. function setTextureCube( texture, slot ) {
  12061. var textureProperties = properties.get( texture );
  12062. if ( texture.image.length === 6 ) {
  12063. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12064. if ( ! textureProperties.__image__webglTextureCube ) {
  12065. texture.addEventListener( 'dispose', onTextureDispose );
  12066. textureProperties.__image__webglTextureCube = _gl.createTexture();
  12067. info.memory.textures ++;
  12068. }
  12069. state.activeTexture( 33984 + slot );
  12070. state.bindTexture( 34067, textureProperties.__image__webglTextureCube );
  12071. _gl.pixelStorei( 37440, texture.flipY );
  12072. var isCompressed = ( texture && texture.isCompressedTexture );
  12073. var isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture );
  12074. var cubeImage = [];
  12075. for ( var i = 0; i < 6; i ++ ) {
  12076. if ( ! isCompressed && ! isDataTexture ) {
  12077. cubeImage[ i ] = clampToMaxSize( texture.image[ i ], capabilities.maxCubemapSize );
  12078. } else {
  12079. cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
  12080. }
  12081. }
  12082. var image = cubeImage[ 0 ],
  12083. isPowerOfTwoImage = isPowerOfTwo( image ),
  12084. glFormat = utils.convert( texture.format ),
  12085. glType = utils.convert( texture.type ),
  12086. glInternalFormat = getInternalFormat( glFormat, glType );
  12087. setTextureParameters( 34067, texture, isPowerOfTwoImage );
  12088. for ( var i = 0; i < 6; i ++ ) {
  12089. if ( ! isCompressed ) {
  12090. if ( isDataTexture ) {
  12091. state.texImage2D( 34069 + i, 0, glInternalFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );
  12092. } else {
  12093. state.texImage2D( 34069 + i, 0, glInternalFormat, glFormat, glType, cubeImage[ i ] );
  12094. }
  12095. } else {
  12096. var mipmap, mipmaps = cubeImage[ i ].mipmaps;
  12097. for ( var j = 0, jl = mipmaps.length; j < jl; j ++ ) {
  12098. mipmap = mipmaps[ j ];
  12099. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  12100. if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {
  12101. state.compressedTexImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  12102. } else {
  12103. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()' );
  12104. }
  12105. } else {
  12106. state.texImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  12107. }
  12108. }
  12109. }
  12110. }
  12111. if ( ! isCompressed ) {
  12112. textureProperties.__maxMipLevel = 0;
  12113. } else {
  12114. textureProperties.__maxMipLevel = mipmaps.length - 1;
  12115. }
  12116. if ( textureNeedsGenerateMipmaps( texture, isPowerOfTwoImage ) ) {
  12117. // We assume images for cube map have the same size.
  12118. generateMipmap( 34067, texture, image.width, image.height );
  12119. }
  12120. textureProperties.__version = texture.version;
  12121. if ( texture.onUpdate ) texture.onUpdate( texture );
  12122. } else {
  12123. state.activeTexture( 33984 + slot );
  12124. state.bindTexture( 34067, textureProperties.__image__webglTextureCube );
  12125. }
  12126. }
  12127. }
  12128. function setTextureCubeDynamic( texture, slot ) {
  12129. state.activeTexture( 33984 + slot );
  12130. state.bindTexture( 34067, properties.get( texture ).__webglTexture );
  12131. }
  12132. function setTextureParameters( textureType, texture, isPowerOfTwoImage ) {
  12133. var extension;
  12134. if ( isPowerOfTwoImage ) {
  12135. _gl.texParameteri( textureType, 10242, utils.convert( texture.wrapS ) );
  12136. _gl.texParameteri( textureType, 10243, utils.convert( texture.wrapT ) );
  12137. _gl.texParameteri( textureType, 10240, utils.convert( texture.magFilter ) );
  12138. _gl.texParameteri( textureType, 10241, utils.convert( texture.minFilter ) );
  12139. } else {
  12140. _gl.texParameteri( textureType, 10242, 33071 );
  12141. _gl.texParameteri( textureType, 10243, 33071 );
  12142. if ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) {
  12143. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.' );
  12144. }
  12145. _gl.texParameteri( textureType, 10240, filterFallback( texture.magFilter ) );
  12146. _gl.texParameteri( textureType, 10241, filterFallback( texture.minFilter ) );
  12147. if ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) {
  12148. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.' );
  12149. }
  12150. }
  12151. extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  12152. if ( extension ) {
  12153. if ( texture.type === FloatType && extensions.get( 'OES_texture_float_linear' ) === null ) return;
  12154. if ( texture.type === HalfFloatType && ( capabilities.isWebGL2 || extensions.get( 'OES_texture_half_float_linear' ) ) === null ) return;
  12155. if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {
  12156. _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) );
  12157. properties.get( texture ).__currentAnisotropy = texture.anisotropy;
  12158. }
  12159. }
  12160. }
  12161. function uploadTexture( textureProperties, texture, slot ) {
  12162. var textureType;
  12163. if ( texture.isDataTexture3D ) {
  12164. textureType = 32879;
  12165. } else {
  12166. textureType = 3553;
  12167. }
  12168. if ( textureProperties.__webglInit === undefined ) {
  12169. textureProperties.__webglInit = true;
  12170. texture.addEventListener( 'dispose', onTextureDispose );
  12171. textureProperties.__webglTexture = _gl.createTexture();
  12172. info.memory.textures ++;
  12173. }
  12174. state.activeTexture( 33984 + slot );
  12175. state.bindTexture( textureType, textureProperties.__webglTexture );
  12176. _gl.pixelStorei( 37440, texture.flipY );
  12177. _gl.pixelStorei( 37441, texture.premultiplyAlpha );
  12178. _gl.pixelStorei( 3317, texture.unpackAlignment );
  12179. var image = clampToMaxSize( texture.image, capabilities.maxTextureSize );
  12180. if ( textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( image ) === false ) {
  12181. image = makePowerOfTwo( image );
  12182. }
  12183. var isPowerOfTwoImage = isPowerOfTwo( image ),
  12184. glFormat = utils.convert( texture.format ),
  12185. glType = utils.convert( texture.type ),
  12186. glInternalFormat = getInternalFormat( glFormat, glType );
  12187. setTextureParameters( textureType, texture, isPowerOfTwoImage );
  12188. var mipmap, mipmaps = texture.mipmaps;
  12189. if ( texture.isDepthTexture ) {
  12190. // populate depth texture with dummy data
  12191. glInternalFormat = 6402;
  12192. if ( texture.type === FloatType ) {
  12193. if ( ! capabilities.isWebGL2 ) throw new Error( 'Float Depth Texture only supported in WebGL2.0' );
  12194. glInternalFormat = 36012;
  12195. } else if ( capabilities.isWebGL2 ) {
  12196. // WebGL 2.0 requires signed internalformat for glTexImage2D
  12197. glInternalFormat = 33189;
  12198. }
  12199. if ( texture.format === DepthFormat && glInternalFormat === 6402 ) {
  12200. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  12201. // DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT
  12202. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  12203. if ( texture.type !== UnsignedShortType && texture.type !== UnsignedIntType ) {
  12204. console.warn( 'THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.' );
  12205. texture.type = UnsignedShortType;
  12206. glType = utils.convert( texture.type );
  12207. }
  12208. }
  12209. // Depth stencil textures need the DEPTH_STENCIL internal format
  12210. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  12211. if ( texture.format === DepthStencilFormat ) {
  12212. glInternalFormat = 34041;
  12213. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  12214. // DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL.
  12215. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  12216. if ( texture.type !== UnsignedInt248Type ) {
  12217. console.warn( 'THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.' );
  12218. texture.type = UnsignedInt248Type;
  12219. glType = utils.convert( texture.type );
  12220. }
  12221. }
  12222. state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null );
  12223. } else if ( texture.isDataTexture ) {
  12224. // use manually created mipmaps if available
  12225. // if there are no manual mipmaps
  12226. // set 0 level mipmap and then use GL to generate other mipmap levels
  12227. if ( mipmaps.length > 0 && isPowerOfTwoImage ) {
  12228. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  12229. mipmap = mipmaps[ i ];
  12230. state.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  12231. }
  12232. texture.generateMipmaps = false;
  12233. textureProperties.__maxMipLevel = mipmaps.length - 1;
  12234. } else {
  12235. state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data );
  12236. textureProperties.__maxMipLevel = 0;
  12237. }
  12238. } else if ( texture.isCompressedTexture ) {
  12239. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  12240. mipmap = mipmaps[ i ];
  12241. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  12242. if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {
  12243. state.compressedTexImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  12244. } else {
  12245. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' );
  12246. }
  12247. } else {
  12248. state.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  12249. }
  12250. }
  12251. textureProperties.__maxMipLevel = mipmaps.length - 1;
  12252. } else if ( texture.isDataTexture3D ) {
  12253. state.texImage3D( 32879, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
  12254. textureProperties.__maxMipLevel = 0;
  12255. } else {
  12256. // regular Texture (image, video, canvas)
  12257. // use manually created mipmaps if available
  12258. // if there are no manual mipmaps
  12259. // set 0 level mipmap and then use GL to generate other mipmap levels
  12260. if ( mipmaps.length > 0 && isPowerOfTwoImage ) {
  12261. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  12262. mipmap = mipmaps[ i ];
  12263. state.texImage2D( 3553, i, glInternalFormat, glFormat, glType, mipmap );
  12264. }
  12265. texture.generateMipmaps = false;
  12266. textureProperties.__maxMipLevel = mipmaps.length - 1;
  12267. } else {
  12268. state.texImage2D( 3553, 0, glInternalFormat, glFormat, glType, image );
  12269. textureProperties.__maxMipLevel = 0;
  12270. }
  12271. }
  12272. if ( textureNeedsGenerateMipmaps( texture, isPowerOfTwoImage ) ) {
  12273. generateMipmap( 3553, texture, image.width, image.height );
  12274. }
  12275. textureProperties.__version = texture.version;
  12276. if ( texture.onUpdate ) texture.onUpdate( texture );
  12277. }
  12278. // Render targets
  12279. // Setup storage for target texture and bind it to correct framebuffer
  12280. function setupFrameBufferTexture( framebuffer, renderTarget, attachment, textureTarget ) {
  12281. var glFormat = utils.convert( renderTarget.texture.format );
  12282. var glType = utils.convert( renderTarget.texture.type );
  12283. var glInternalFormat = getInternalFormat( glFormat, glType );
  12284. state.texImage2D( textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  12285. _gl.bindFramebuffer( 36160, framebuffer );
  12286. _gl.framebufferTexture2D( 36160, attachment, textureTarget, properties.get( renderTarget.texture ).__webglTexture, 0 );
  12287. _gl.bindFramebuffer( 36160, null );
  12288. }
  12289. // Setup storage for internal depth/stencil buffers and bind to correct framebuffer
  12290. function setupRenderBufferStorage( renderbuffer, renderTarget ) {
  12291. _gl.bindRenderbuffer( 36161, renderbuffer );
  12292. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  12293. _gl.renderbufferStorage( 36161, 33189, renderTarget.width, renderTarget.height );
  12294. _gl.framebufferRenderbuffer( 36160, 36096, 36161, renderbuffer );
  12295. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  12296. _gl.renderbufferStorage( 36161, 34041, renderTarget.width, renderTarget.height );
  12297. _gl.framebufferRenderbuffer( 36160, 33306, 36161, renderbuffer );
  12298. } else {
  12299. // FIXME: We don't support !depth !stencil
  12300. _gl.renderbufferStorage( 36161, 32854, renderTarget.width, renderTarget.height );
  12301. }
  12302. _gl.bindRenderbuffer( 36161, null );
  12303. }
  12304. // Setup resources for a Depth Texture for a FBO (needs an extension)
  12305. function setupDepthTexture( framebuffer, renderTarget ) {
  12306. var isCube = ( renderTarget && renderTarget.isWebGLRenderTargetCube );
  12307. if ( isCube ) throw new Error( 'Depth Texture with cube render targets is not supported' );
  12308. _gl.bindFramebuffer( 36160, framebuffer );
  12309. if ( ! ( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) {
  12310. throw new Error( 'renderTarget.depthTexture must be an instance of THREE.DepthTexture' );
  12311. }
  12312. // upload an empty depth texture with framebuffer size
  12313. if ( ! properties.get( renderTarget.depthTexture ).__webglTexture ||
  12314. renderTarget.depthTexture.image.width !== renderTarget.width ||
  12315. renderTarget.depthTexture.image.height !== renderTarget.height ) {
  12316. renderTarget.depthTexture.image.width = renderTarget.width;
  12317. renderTarget.depthTexture.image.height = renderTarget.height;
  12318. renderTarget.depthTexture.needsUpdate = true;
  12319. }
  12320. setTexture2D( renderTarget.depthTexture, 0 );
  12321. var webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture;
  12322. if ( renderTarget.depthTexture.format === DepthFormat ) {
  12323. _gl.framebufferTexture2D( 36160, 36096, 3553, webglDepthTexture, 0 );
  12324. } else if ( renderTarget.depthTexture.format === DepthStencilFormat ) {
  12325. _gl.framebufferTexture2D( 36160, 33306, 3553, webglDepthTexture, 0 );
  12326. } else {
  12327. throw new Error( 'Unknown depthTexture format' );
  12328. }
  12329. }
  12330. // Setup GL resources for a non-texture depth buffer
  12331. function setupDepthRenderbuffer( renderTarget ) {
  12332. var renderTargetProperties = properties.get( renderTarget );
  12333. var isCube = ( renderTarget.isWebGLRenderTargetCube === true );
  12334. if ( renderTarget.depthTexture ) {
  12335. if ( isCube ) throw new Error( 'target.depthTexture not supported in Cube render targets' );
  12336. setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget );
  12337. } else {
  12338. if ( isCube ) {
  12339. renderTargetProperties.__webglDepthbuffer = [];
  12340. for ( var i = 0; i < 6; i ++ ) {
  12341. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer[ i ] );
  12342. renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();
  12343. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget );
  12344. }
  12345. } else {
  12346. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer );
  12347. renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();
  12348. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget );
  12349. }
  12350. }
  12351. _gl.bindFramebuffer( 36160, null );
  12352. }
  12353. // Set up GL resources for the render target
  12354. function setupRenderTarget( renderTarget ) {
  12355. var renderTargetProperties = properties.get( renderTarget );
  12356. var textureProperties = properties.get( renderTarget.texture );
  12357. renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
  12358. textureProperties.__webglTexture = _gl.createTexture();
  12359. info.memory.textures ++;
  12360. var isCube = ( renderTarget.isWebGLRenderTargetCube === true );
  12361. var isTargetPowerOfTwo = isPowerOfTwo( renderTarget );
  12362. // Setup framebuffer
  12363. if ( isCube ) {
  12364. renderTargetProperties.__webglFramebuffer = [];
  12365. for ( var i = 0; i < 6; i ++ ) {
  12366. renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  12367. }
  12368. } else {
  12369. renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();
  12370. }
  12371. // Setup color buffer
  12372. if ( isCube ) {
  12373. state.bindTexture( 34067, textureProperties.__webglTexture );
  12374. setTextureParameters( 34067, renderTarget.texture, isTargetPowerOfTwo );
  12375. for ( var i = 0; i < 6; i ++ ) {
  12376. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, 36064, 34069 + i );
  12377. }
  12378. if ( textureNeedsGenerateMipmaps( renderTarget.texture, isTargetPowerOfTwo ) ) {
  12379. generateMipmap( 34067, renderTarget.texture, renderTarget.width, renderTarget.height );
  12380. }
  12381. state.bindTexture( 34067, null );
  12382. } else {
  12383. state.bindTexture( 3553, textureProperties.__webglTexture );
  12384. setTextureParameters( 3553, renderTarget.texture, isTargetPowerOfTwo );
  12385. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, 36064, 3553 );
  12386. if ( textureNeedsGenerateMipmaps( renderTarget.texture, isTargetPowerOfTwo ) ) {
  12387. generateMipmap( 3553, renderTarget.texture, renderTarget.width, renderTarget.height );
  12388. }
  12389. state.bindTexture( 3553, null );
  12390. }
  12391. // Setup depth and stencil buffers
  12392. if ( renderTarget.depthBuffer ) {
  12393. setupDepthRenderbuffer( renderTarget );
  12394. }
  12395. }
  12396. function updateRenderTargetMipmap( renderTarget ) {
  12397. var texture = renderTarget.texture;
  12398. var isTargetPowerOfTwo = isPowerOfTwo( renderTarget );
  12399. if ( textureNeedsGenerateMipmaps( texture, isTargetPowerOfTwo ) ) {
  12400. var target = renderTarget.isWebGLRenderTargetCube ? 34067 : 3553;
  12401. var webglTexture = properties.get( texture ).__webglTexture;
  12402. state.bindTexture( target, webglTexture );
  12403. generateMipmap( target, texture, renderTarget.width, renderTarget.height );
  12404. state.bindTexture( target, null );
  12405. }
  12406. }
  12407. function updateVideoTexture( texture ) {
  12408. var id = texture.id;
  12409. var frame = info.render.frame;
  12410. // Check the last frame we updated the VideoTexture
  12411. if ( _videoTextures[ id ] !== frame ) {
  12412. _videoTextures[ id ] = frame;
  12413. texture.update();
  12414. }
  12415. }
  12416. this.setTexture2D = setTexture2D;
  12417. this.setTexture3D = setTexture3D;
  12418. this.setTextureCube = setTextureCube;
  12419. this.setTextureCubeDynamic = setTextureCubeDynamic;
  12420. this.setupRenderTarget = setupRenderTarget;
  12421. this.updateRenderTargetMipmap = updateRenderTargetMipmap;
  12422. }
  12423. /**
  12424. * @author thespite / http://www.twitter.com/thespite
  12425. */
  12426. function WebGLUtils( gl, extensions, capabilities ) {
  12427. function convert( p ) {
  12428. var extension;
  12429. if ( p === RepeatWrapping ) return 10497;
  12430. if ( p === ClampToEdgeWrapping ) return 33071;
  12431. if ( p === MirroredRepeatWrapping ) return 33648;
  12432. if ( p === NearestFilter ) return 9728;
  12433. if ( p === NearestMipMapNearestFilter ) return 9984;
  12434. if ( p === NearestMipMapLinearFilter ) return 9986;
  12435. if ( p === LinearFilter ) return 9729;
  12436. if ( p === LinearMipMapNearestFilter ) return 9985;
  12437. if ( p === LinearMipMapLinearFilter ) return 9987;
  12438. if ( p === UnsignedByteType ) return 5121;
  12439. if ( p === UnsignedShort4444Type ) return 32819;
  12440. if ( p === UnsignedShort5551Type ) return 32820;
  12441. if ( p === UnsignedShort565Type ) return 33635;
  12442. if ( p === ByteType ) return 5120;
  12443. if ( p === ShortType ) return 5122;
  12444. if ( p === UnsignedShortType ) return 5123;
  12445. if ( p === IntType ) return 5124;
  12446. if ( p === UnsignedIntType ) return 5125;
  12447. if ( p === FloatType ) return 5126;
  12448. if ( p === HalfFloatType ) {
  12449. if ( capabilities.isWebGL2 ) return 5131;
  12450. extension = extensions.get( 'OES_texture_half_float' );
  12451. if ( extension !== null ) return extension.HALF_FLOAT_OES;
  12452. }
  12453. if ( p === AlphaFormat ) return 6406;
  12454. if ( p === RGBFormat ) return 6407;
  12455. if ( p === RGBAFormat ) return 6408;
  12456. if ( p === LuminanceFormat ) return 6409;
  12457. if ( p === LuminanceAlphaFormat ) return 6410;
  12458. if ( p === DepthFormat ) return 6402;
  12459. if ( p === DepthStencilFormat ) return 34041;
  12460. if ( p === RedFormat ) return 6403;
  12461. if ( p === AddEquation ) return 32774;
  12462. if ( p === SubtractEquation ) return 32778;
  12463. if ( p === ReverseSubtractEquation ) return 32779;
  12464. if ( p === ZeroFactor ) return 0;
  12465. if ( p === OneFactor ) return 1;
  12466. if ( p === SrcColorFactor ) return 768;
  12467. if ( p === OneMinusSrcColorFactor ) return 769;
  12468. if ( p === SrcAlphaFactor ) return 770;
  12469. if ( p === OneMinusSrcAlphaFactor ) return 771;
  12470. if ( p === DstAlphaFactor ) return 772;
  12471. if ( p === OneMinusDstAlphaFactor ) return 773;
  12472. if ( p === DstColorFactor ) return 774;
  12473. if ( p === OneMinusDstColorFactor ) return 775;
  12474. if ( p === SrcAlphaSaturateFactor ) return 776;
  12475. if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format ||
  12476. p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {
  12477. extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
  12478. if ( extension !== null ) {
  12479. if ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;
  12480. if ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;
  12481. if ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;
  12482. if ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;
  12483. }
  12484. }
  12485. if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format ||
  12486. p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {
  12487. extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  12488. if ( extension !== null ) {
  12489. if ( p === RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
  12490. if ( p === RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
  12491. if ( p === RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
  12492. if ( p === RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
  12493. }
  12494. }
  12495. if ( p === RGB_ETC1_Format ) {
  12496. extension = extensions.get( 'WEBGL_compressed_texture_etc1' );
  12497. if ( extension !== null ) return extension.COMPRESSED_RGB_ETC1_WEBGL;
  12498. }
  12499. if ( p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format ||
  12500. p === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format ||
  12501. p === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format ||
  12502. p === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format ||
  12503. p === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format ) {
  12504. extension = extensions.get( 'WEBGL_compressed_texture_astc' );
  12505. if ( extension !== null ) {
  12506. return p;
  12507. }
  12508. }
  12509. if ( p === MinEquation || p === MaxEquation ) {
  12510. if ( capabilities.isWebGL2 ) {
  12511. if ( p === MinEquation ) return 32775;
  12512. if ( p === MaxEquation ) return 32776;
  12513. }
  12514. extension = extensions.get( 'EXT_blend_minmax' );
  12515. if ( extension !== null ) {
  12516. if ( p === MinEquation ) return extension.MIN_EXT;
  12517. if ( p === MaxEquation ) return extension.MAX_EXT;
  12518. }
  12519. }
  12520. if ( p === UnsignedInt248Type ) {
  12521. if ( capabilities.isWebGL2 ) return 34042;
  12522. extension = extensions.get( 'WEBGL_depth_texture' );
  12523. if ( extension !== null ) return extension.UNSIGNED_INT_24_8_WEBGL;
  12524. }
  12525. return 0;
  12526. }
  12527. return { convert: convert };
  12528. }
  12529. /**
  12530. * @author mrdoob / http://mrdoob.com/
  12531. */
  12532. function Group() {
  12533. Object3D.call( this );
  12534. this.type = 'Group';
  12535. }
  12536. Group.prototype = Object.assign( Object.create( Object3D.prototype ), {
  12537. constructor: Group,
  12538. isGroup: true
  12539. } );
  12540. /**
  12541. * @author mrdoob / http://mrdoob.com/
  12542. * @author mikael emtinger / http://gomo.se/
  12543. * @author WestLangley / http://github.com/WestLangley
  12544. */
  12545. function Camera() {
  12546. Object3D.call( this );
  12547. this.type = 'Camera';
  12548. this.matrixWorldInverse = new Matrix4();
  12549. this.projectionMatrix = new Matrix4();
  12550. this.projectionMatrixInverse = new Matrix4();
  12551. }
  12552. Camera.prototype = Object.assign( Object.create( Object3D.prototype ), {
  12553. constructor: Camera,
  12554. isCamera: true,
  12555. copy: function ( source, recursive ) {
  12556. Object3D.prototype.copy.call( this, source, recursive );
  12557. this.matrixWorldInverse.copy( source.matrixWorldInverse );
  12558. this.projectionMatrix.copy( source.projectionMatrix );
  12559. this.projectionMatrixInverse.copy( source.projectionMatrixInverse );
  12560. return this;
  12561. },
  12562. getWorldDirection: function ( target ) {
  12563. if ( target === undefined ) {
  12564. console.warn( 'THREE.Camera: .getWorldDirection() target is now required' );
  12565. target = new Vector3();
  12566. }
  12567. this.updateMatrixWorld( true );
  12568. var e = this.matrixWorld.elements;
  12569. return target.set( - e[ 8 ], - e[ 9 ], - e[ 10 ] ).normalize();
  12570. },
  12571. updateMatrixWorld: function ( force ) {
  12572. Object3D.prototype.updateMatrixWorld.call( this, force );
  12573. this.matrixWorldInverse.getInverse( this.matrixWorld );
  12574. },
  12575. clone: function () {
  12576. return new this.constructor().copy( this );
  12577. }
  12578. } );
  12579. /**
  12580. * @author mrdoob / http://mrdoob.com/
  12581. * @author greggman / http://games.greggman.com/
  12582. * @author zz85 / http://www.lab4games.net/zz85/blog
  12583. * @author tschw
  12584. */
  12585. function PerspectiveCamera( fov, aspect, near, far ) {
  12586. Camera.call( this );
  12587. this.type = 'PerspectiveCamera';
  12588. this.fov = fov !== undefined ? fov : 50;
  12589. this.zoom = 1;
  12590. this.near = near !== undefined ? near : 0.1;
  12591. this.far = far !== undefined ? far : 2000;
  12592. this.focus = 10;
  12593. this.aspect = aspect !== undefined ? aspect : 1;
  12594. this.view = null;
  12595. this.filmGauge = 35; // width of the film (default in millimeters)
  12596. this.filmOffset = 0; // horizontal film offset (same unit as gauge)
  12597. this.updateProjectionMatrix();
  12598. }
  12599. PerspectiveCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
  12600. constructor: PerspectiveCamera,
  12601. isPerspectiveCamera: true,
  12602. copy: function ( source, recursive ) {
  12603. Camera.prototype.copy.call( this, source, recursive );
  12604. this.fov = source.fov;
  12605. this.zoom = source.zoom;
  12606. this.near = source.near;
  12607. this.far = source.far;
  12608. this.focus = source.focus;
  12609. this.aspect = source.aspect;
  12610. this.view = source.view === null ? null : Object.assign( {}, source.view );
  12611. this.filmGauge = source.filmGauge;
  12612. this.filmOffset = source.filmOffset;
  12613. return this;
  12614. },
  12615. /**
  12616. * Sets the FOV by focal length in respect to the current .filmGauge.
  12617. *
  12618. * The default film gauge is 35, so that the focal length can be specified for
  12619. * a 35mm (full frame) camera.
  12620. *
  12621. * Values for focal length and film gauge must have the same unit.
  12622. */
  12623. setFocalLength: function ( focalLength ) {
  12624. // see http://www.bobatkins.com/photography/technical/field_of_view.html
  12625. var vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;
  12626. this.fov = _Math.RAD2DEG * 2 * Math.atan( vExtentSlope );
  12627. this.updateProjectionMatrix();
  12628. },
  12629. /**
  12630. * Calculates the focal length from the current .fov and .filmGauge.
  12631. */
  12632. getFocalLength: function () {
  12633. var vExtentSlope = Math.tan( _Math.DEG2RAD * 0.5 * this.fov );
  12634. return 0.5 * this.getFilmHeight() / vExtentSlope;
  12635. },
  12636. getEffectiveFOV: function () {
  12637. return _Math.RAD2DEG * 2 * Math.atan(
  12638. Math.tan( _Math.DEG2RAD * 0.5 * this.fov ) / this.zoom );
  12639. },
  12640. getFilmWidth: function () {
  12641. // film not completely covered in portrait format (aspect < 1)
  12642. return this.filmGauge * Math.min( this.aspect, 1 );
  12643. },
  12644. getFilmHeight: function () {
  12645. // film not completely covered in landscape format (aspect > 1)
  12646. return this.filmGauge / Math.max( this.aspect, 1 );
  12647. },
  12648. /**
  12649. * Sets an offset in a larger frustum. This is useful for multi-window or
  12650. * multi-monitor/multi-machine setups.
  12651. *
  12652. * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
  12653. * the monitors are in grid like this
  12654. *
  12655. * +---+---+---+
  12656. * | A | B | C |
  12657. * +---+---+---+
  12658. * | D | E | F |
  12659. * +---+---+---+
  12660. *
  12661. * then for each monitor you would call it like this
  12662. *
  12663. * var w = 1920;
  12664. * var h = 1080;
  12665. * var fullWidth = w * 3;
  12666. * var fullHeight = h * 2;
  12667. *
  12668. * --A--
  12669. * camera.setOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
  12670. * --B--
  12671. * camera.setOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
  12672. * --C--
  12673. * camera.setOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
  12674. * --D--
  12675. * camera.setOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
  12676. * --E--
  12677. * camera.setOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
  12678. * --F--
  12679. * camera.setOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
  12680. *
  12681. * Note there is no reason monitors have to be the same size or in a grid.
  12682. */
  12683. setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
  12684. this.aspect = fullWidth / fullHeight;
  12685. if ( this.view === null ) {
  12686. this.view = {
  12687. enabled: true,
  12688. fullWidth: 1,
  12689. fullHeight: 1,
  12690. offsetX: 0,
  12691. offsetY: 0,
  12692. width: 1,
  12693. height: 1
  12694. };
  12695. }
  12696. this.view.enabled = true;
  12697. this.view.fullWidth = fullWidth;
  12698. this.view.fullHeight = fullHeight;
  12699. this.view.offsetX = x;
  12700. this.view.offsetY = y;
  12701. this.view.width = width;
  12702. this.view.height = height;
  12703. this.updateProjectionMatrix();
  12704. },
  12705. clearViewOffset: function () {
  12706. if ( this.view !== null ) {
  12707. this.view.enabled = false;
  12708. }
  12709. this.updateProjectionMatrix();
  12710. },
  12711. updateProjectionMatrix: function () {
  12712. var near = this.near,
  12713. top = near * Math.tan( _Math.DEG2RAD * 0.5 * this.fov ) / this.zoom,
  12714. height = 2 * top,
  12715. width = this.aspect * height,
  12716. left = - 0.5 * width,
  12717. view = this.view;
  12718. if ( this.view !== null && this.view.enabled ) {
  12719. var fullWidth = view.fullWidth,
  12720. fullHeight = view.fullHeight;
  12721. left += view.offsetX * width / fullWidth;
  12722. top -= view.offsetY * height / fullHeight;
  12723. width *= view.width / fullWidth;
  12724. height *= view.height / fullHeight;
  12725. }
  12726. var skew = this.filmOffset;
  12727. if ( skew !== 0 ) left += near * skew / this.getFilmWidth();
  12728. this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far );
  12729. this.projectionMatrixInverse.getInverse( this.projectionMatrix );
  12730. },
  12731. toJSON: function ( meta ) {
  12732. var data = Object3D.prototype.toJSON.call( this, meta );
  12733. data.object.fov = this.fov;
  12734. data.object.zoom = this.zoom;
  12735. data.object.near = this.near;
  12736. data.object.far = this.far;
  12737. data.object.focus = this.focus;
  12738. data.object.aspect = this.aspect;
  12739. if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
  12740. data.object.filmGauge = this.filmGauge;
  12741. data.object.filmOffset = this.filmOffset;
  12742. return data;
  12743. }
  12744. } );
  12745. /**
  12746. * @author mrdoob / http://mrdoob.com/
  12747. */
  12748. function ArrayCamera( array ) {
  12749. PerspectiveCamera.call( this );
  12750. this.cameras = array || [];
  12751. }
  12752. ArrayCamera.prototype = Object.assign( Object.create( PerspectiveCamera.prototype ), {
  12753. constructor: ArrayCamera,
  12754. isArrayCamera: true
  12755. } );
  12756. /**
  12757. * @author jsantell / https://www.jsantell.com/
  12758. * @author mrdoob / http://mrdoob.com/
  12759. */
  12760. var cameraLPos = new Vector3();
  12761. var cameraRPos = new Vector3();
  12762. /**
  12763. * Assumes 2 cameras that are parallel and share an X-axis, and that
  12764. * the cameras' projection and world matrices have already been set.
  12765. * And that near and far planes are identical for both cameras.
  12766. * Visualization of this technique: https://computergraphics.stackexchange.com/a/4765
  12767. */
  12768. function setProjectionFromUnion( camera, cameraL, cameraR ) {
  12769. cameraLPos.setFromMatrixPosition( cameraL.matrixWorld );
  12770. cameraRPos.setFromMatrixPosition( cameraR.matrixWorld );
  12771. var ipd = cameraLPos.distanceTo( cameraRPos );
  12772. var projL = cameraL.projectionMatrix.elements;
  12773. var projR = cameraR.projectionMatrix.elements;
  12774. // VR systems will have identical far and near planes, and
  12775. // most likely identical top and bottom frustum extents.
  12776. // Use the left camera for these values.
  12777. var near = projL[ 14 ] / ( projL[ 10 ] - 1 );
  12778. var far = projL[ 14 ] / ( projL[ 10 ] + 1 );
  12779. var topFov = ( projL[ 9 ] + 1 ) / projL[ 5 ];
  12780. var bottomFov = ( projL[ 9 ] - 1 ) / projL[ 5 ];
  12781. var leftFov = ( projL[ 8 ] - 1 ) / projL[ 0 ];
  12782. var rightFov = ( projR[ 8 ] + 1 ) / projR[ 0 ];
  12783. var left = near * leftFov;
  12784. var right = near * rightFov;
  12785. // Calculate the new camera's position offset from the
  12786. // left camera. xOffset should be roughly half `ipd`.
  12787. var zOffset = ipd / ( - leftFov + rightFov );
  12788. var xOffset = zOffset * - leftFov;
  12789. // TODO: Better way to apply this offset?
  12790. cameraL.matrixWorld.decompose( camera.position, camera.quaternion, camera.scale );
  12791. camera.translateX( xOffset );
  12792. camera.translateZ( zOffset );
  12793. camera.matrixWorld.compose( camera.position, camera.quaternion, camera.scale );
  12794. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  12795. // Find the union of the frustum values of the cameras and scale
  12796. // the values so that the near plane's position does not change in world space,
  12797. // although must now be relative to the new union camera.
  12798. var near2 = near + zOffset;
  12799. var far2 = far + zOffset;
  12800. var left2 = left - xOffset;
  12801. var right2 = right + ( ipd - xOffset );
  12802. var top2 = topFov * far / far2 * near2;
  12803. var bottom2 = bottomFov * far / far2 * near2;
  12804. camera.projectionMatrix.makePerspective( left2, right2, top2, bottom2, near2, far2 );
  12805. }
  12806. /**
  12807. * @author mrdoob / http://mrdoob.com/
  12808. */
  12809. function WebVRManager( renderer ) {
  12810. var scope = this;
  12811. var device = null;
  12812. var frameData = null;
  12813. var poseTarget = null;
  12814. var controllers = [];
  12815. var standingMatrix = new Matrix4();
  12816. var standingMatrixInverse = new Matrix4();
  12817. var framebufferScaleFactor = 1.0;
  12818. var frameOfReferenceType = 'stage';
  12819. if ( typeof window !== 'undefined' && 'VRFrameData' in window ) {
  12820. frameData = new window.VRFrameData();
  12821. window.addEventListener( 'vrdisplaypresentchange', onVRDisplayPresentChange, false );
  12822. }
  12823. var matrixWorldInverse = new Matrix4();
  12824. var tempQuaternion = new Quaternion();
  12825. var tempPosition = new Vector3();
  12826. var cameraL = new PerspectiveCamera();
  12827. cameraL.bounds = new Vector4( 0.0, 0.0, 0.5, 1.0 );
  12828. cameraL.layers.enable( 1 );
  12829. var cameraR = new PerspectiveCamera();
  12830. cameraR.bounds = new Vector4( 0.5, 0.0, 0.5, 1.0 );
  12831. cameraR.layers.enable( 2 );
  12832. var cameraVR = new ArrayCamera( [ cameraL, cameraR ] );
  12833. cameraVR.layers.enable( 1 );
  12834. cameraVR.layers.enable( 2 );
  12835. //
  12836. function isPresenting() {
  12837. return device !== null && device.isPresenting === true;
  12838. }
  12839. var currentSize, currentPixelRatio;
  12840. function onVRDisplayPresentChange() {
  12841. if ( isPresenting() ) {
  12842. var eyeParameters = device.getEyeParameters( 'left' );
  12843. var renderWidth = eyeParameters.renderWidth * framebufferScaleFactor;
  12844. var renderHeight = eyeParameters.renderHeight * framebufferScaleFactor;
  12845. currentPixelRatio = renderer.getPixelRatio();
  12846. currentSize = renderer.getSize();
  12847. renderer.setDrawingBufferSize( renderWidth * 2, renderHeight, 1 );
  12848. animation.start();
  12849. } else {
  12850. if ( scope.enabled ) {
  12851. renderer.setDrawingBufferSize( currentSize.width, currentSize.height, currentPixelRatio );
  12852. }
  12853. animation.stop();
  12854. }
  12855. }
  12856. //
  12857. var triggers = [];
  12858. function findGamepad( id ) {
  12859. var gamepads = navigator.getGamepads && navigator.getGamepads();
  12860. for ( var i = 0, j = 0, l = gamepads.length; i < l; i ++ ) {
  12861. var gamepad = gamepads[ i ];
  12862. if ( gamepad && ( gamepad.id === 'Daydream Controller' ||
  12863. gamepad.id === 'Gear VR Controller' || gamepad.id === 'Oculus Go Controller' ||
  12864. gamepad.id === 'OpenVR Gamepad' || gamepad.id.startsWith( 'Oculus Touch' ) ||
  12865. gamepad.id.startsWith( 'Spatial Controller' ) ) ) {
  12866. if ( j === id ) return gamepad;
  12867. j ++;
  12868. }
  12869. }
  12870. }
  12871. function updateControllers() {
  12872. for ( var i = 0; i < controllers.length; i ++ ) {
  12873. var controller = controllers[ i ];
  12874. var gamepad = findGamepad( i );
  12875. if ( gamepad !== undefined && gamepad.pose !== undefined ) {
  12876. if ( gamepad.pose === null ) return;
  12877. // Pose
  12878. var pose = gamepad.pose;
  12879. if ( pose.hasPosition === false ) controller.position.set( 0.2, - 0.6, - 0.05 );
  12880. if ( pose.position !== null ) controller.position.fromArray( pose.position );
  12881. if ( pose.orientation !== null ) controller.quaternion.fromArray( pose.orientation );
  12882. controller.matrix.compose( controller.position, controller.quaternion, controller.scale );
  12883. controller.matrix.premultiply( standingMatrix );
  12884. controller.matrix.decompose( controller.position, controller.quaternion, controller.scale );
  12885. controller.matrixWorldNeedsUpdate = true;
  12886. controller.visible = true;
  12887. // Trigger
  12888. var buttonId = gamepad.id === 'Daydream Controller' ? 0 : 1;
  12889. if ( triggers[ i ] !== gamepad.buttons[ buttonId ].pressed ) {
  12890. triggers[ i ] = gamepad.buttons[ buttonId ].pressed;
  12891. if ( triggers[ i ] === true ) {
  12892. controller.dispatchEvent( { type: 'selectstart' } );
  12893. } else {
  12894. controller.dispatchEvent( { type: 'selectend' } );
  12895. controller.dispatchEvent( { type: 'select' } );
  12896. }
  12897. }
  12898. } else {
  12899. controller.visible = false;
  12900. }
  12901. }
  12902. }
  12903. //
  12904. this.enabled = false;
  12905. this.getController = function ( id ) {
  12906. var controller = controllers[ id ];
  12907. if ( controller === undefined ) {
  12908. controller = new Group();
  12909. controller.matrixAutoUpdate = false;
  12910. controller.visible = false;
  12911. controllers[ id ] = controller;
  12912. }
  12913. return controller;
  12914. };
  12915. this.getDevice = function () {
  12916. return device;
  12917. };
  12918. this.setDevice = function ( value ) {
  12919. if ( value !== undefined ) device = value;
  12920. animation.setContext( value );
  12921. };
  12922. this.setFramebufferScaleFactor = function ( value ) {
  12923. framebufferScaleFactor = value;
  12924. };
  12925. this.setFrameOfReferenceType = function ( value ) {
  12926. frameOfReferenceType = value;
  12927. };
  12928. this.setPoseTarget = function ( object ) {
  12929. if ( object !== undefined ) poseTarget = object;
  12930. };
  12931. this.getCamera = function ( camera ) {
  12932. var userHeight = frameOfReferenceType === 'stage' ? 1.6 : 0;
  12933. if ( device === null ) {
  12934. camera.position.set( 0, userHeight, 0 );
  12935. return camera;
  12936. }
  12937. device.depthNear = camera.near;
  12938. device.depthFar = camera.far;
  12939. device.getFrameData( frameData );
  12940. //
  12941. if ( frameOfReferenceType === 'stage' ) {
  12942. var stageParameters = device.stageParameters;
  12943. if ( stageParameters ) {
  12944. standingMatrix.fromArray( stageParameters.sittingToStandingTransform );
  12945. } else {
  12946. standingMatrix.makeTranslation( 0, userHeight, 0 );
  12947. }
  12948. }
  12949. var pose = frameData.pose;
  12950. var poseObject = poseTarget !== null ? poseTarget : camera;
  12951. // We want to manipulate poseObject by its position and quaternion components since users may rely on them.
  12952. poseObject.matrix.copy( standingMatrix );
  12953. poseObject.matrix.decompose( poseObject.position, poseObject.quaternion, poseObject.scale );
  12954. if ( pose.orientation !== null ) {
  12955. tempQuaternion.fromArray( pose.orientation );
  12956. poseObject.quaternion.multiply( tempQuaternion );
  12957. }
  12958. if ( pose.position !== null ) {
  12959. tempQuaternion.setFromRotationMatrix( standingMatrix );
  12960. tempPosition.fromArray( pose.position );
  12961. tempPosition.applyQuaternion( tempQuaternion );
  12962. poseObject.position.add( tempPosition );
  12963. }
  12964. poseObject.updateMatrixWorld();
  12965. if ( device.isPresenting === false ) return camera;
  12966. //
  12967. cameraL.near = camera.near;
  12968. cameraR.near = camera.near;
  12969. cameraL.far = camera.far;
  12970. cameraR.far = camera.far;
  12971. cameraL.matrixWorldInverse.fromArray( frameData.leftViewMatrix );
  12972. cameraR.matrixWorldInverse.fromArray( frameData.rightViewMatrix );
  12973. // TODO (mrdoob) Double check this code
  12974. standingMatrixInverse.getInverse( standingMatrix );
  12975. if ( frameOfReferenceType === 'stage' ) {
  12976. cameraL.matrixWorldInverse.multiply( standingMatrixInverse );
  12977. cameraR.matrixWorldInverse.multiply( standingMatrixInverse );
  12978. }
  12979. var parent = poseObject.parent;
  12980. if ( parent !== null ) {
  12981. matrixWorldInverse.getInverse( parent.matrixWorld );
  12982. cameraL.matrixWorldInverse.multiply( matrixWorldInverse );
  12983. cameraR.matrixWorldInverse.multiply( matrixWorldInverse );
  12984. }
  12985. // envMap and Mirror needs camera.matrixWorld
  12986. cameraL.matrixWorld.getInverse( cameraL.matrixWorldInverse );
  12987. cameraR.matrixWorld.getInverse( cameraR.matrixWorldInverse );
  12988. cameraL.projectionMatrix.fromArray( frameData.leftProjectionMatrix );
  12989. cameraR.projectionMatrix.fromArray( frameData.rightProjectionMatrix );
  12990. setProjectionFromUnion( cameraVR, cameraL, cameraR );
  12991. //
  12992. var layers = device.getLayers();
  12993. if ( layers.length ) {
  12994. var layer = layers[ 0 ];
  12995. if ( layer.leftBounds !== null && layer.leftBounds.length === 4 ) {
  12996. cameraL.bounds.fromArray( layer.leftBounds );
  12997. }
  12998. if ( layer.rightBounds !== null && layer.rightBounds.length === 4 ) {
  12999. cameraR.bounds.fromArray( layer.rightBounds );
  13000. }
  13001. }
  13002. updateControllers();
  13003. return cameraVR;
  13004. };
  13005. this.getStandingMatrix = function () {
  13006. return standingMatrix;
  13007. };
  13008. this.isPresenting = isPresenting;
  13009. // Animation Loop
  13010. var animation = new WebGLAnimation();
  13011. this.setAnimationLoop = function ( callback ) {
  13012. animation.setAnimationLoop( callback );
  13013. };
  13014. this.submitFrame = function () {
  13015. if ( isPresenting() ) device.submitFrame();
  13016. };
  13017. this.dispose = function () {
  13018. if ( typeof window !== 'undefined' ) {
  13019. window.removeEventListener( 'vrdisplaypresentchange', onVRDisplayPresentChange );
  13020. }
  13021. };
  13022. }
  13023. /**
  13024. * @author mrdoob / http://mrdoob.com/
  13025. */
  13026. function WebXRManager( renderer ) {
  13027. var gl = renderer.context;
  13028. var device = null;
  13029. var session = null;
  13030. var framebufferScaleFactor = 1.0;
  13031. var frameOfReference = null;
  13032. var frameOfReferenceType = 'stage';
  13033. var pose = null;
  13034. var controllers = [];
  13035. var inputSources = [];
  13036. function isPresenting() {
  13037. return session !== null && frameOfReference !== null;
  13038. }
  13039. //
  13040. var cameraL = new PerspectiveCamera();
  13041. cameraL.layers.enable( 1 );
  13042. cameraL.viewport = new Vector4();
  13043. var cameraR = new PerspectiveCamera();
  13044. cameraR.layers.enable( 2 );
  13045. cameraR.viewport = new Vector4();
  13046. var cameraVR = new ArrayCamera( [ cameraL, cameraR ] );
  13047. cameraVR.layers.enable( 1 );
  13048. cameraVR.layers.enable( 2 );
  13049. //
  13050. this.enabled = false;
  13051. this.getController = function ( id ) {
  13052. var controller = controllers[ id ];
  13053. if ( controller === undefined ) {
  13054. controller = new Group();
  13055. controller.matrixAutoUpdate = false;
  13056. controller.visible = false;
  13057. controllers[ id ] = controller;
  13058. }
  13059. return controller;
  13060. };
  13061. this.getDevice = function () {
  13062. return device;
  13063. };
  13064. this.setDevice = function ( value ) {
  13065. if ( value !== undefined ) device = value;
  13066. if ( value instanceof XRDevice ) gl.setCompatibleXRDevice( value );
  13067. };
  13068. //
  13069. function onSessionEvent( event ) {
  13070. var controller = controllers[ inputSources.indexOf( event.inputSource ) ];
  13071. if ( controller ) controller.dispatchEvent( { type: event.type } );
  13072. }
  13073. function onSessionEnd() {
  13074. renderer.setFramebuffer( null );
  13075. animation.stop();
  13076. }
  13077. this.setFramebufferScaleFactor = function ( value ) {
  13078. framebufferScaleFactor = value;
  13079. };
  13080. this.setFrameOfReferenceType = function ( value ) {
  13081. frameOfReferenceType = value;
  13082. };
  13083. this.setSession = function ( value ) {
  13084. session = value;
  13085. if ( session !== null ) {
  13086. session.addEventListener( 'select', onSessionEvent );
  13087. session.addEventListener( 'selectstart', onSessionEvent );
  13088. session.addEventListener( 'selectend', onSessionEvent );
  13089. session.addEventListener( 'end', onSessionEnd );
  13090. session.baseLayer = new XRWebGLLayer( session, gl, { framebufferScaleFactor: framebufferScaleFactor } );
  13091. session.requestFrameOfReference( frameOfReferenceType ).then( function ( value ) {
  13092. frameOfReference = value;
  13093. renderer.setFramebuffer( session.baseLayer.framebuffer );
  13094. animation.setContext( session );
  13095. animation.start();
  13096. } );
  13097. //
  13098. inputSources = session.getInputSources();
  13099. session.addEventListener( 'inputsourceschange', function () {
  13100. inputSources = session.getInputSources();
  13101. console.log( inputSources );
  13102. for ( var i = 0; i < controllers.length; i ++ ) {
  13103. var controller = controllers[ i ];
  13104. controller.userData.inputSource = inputSources[ i ];
  13105. }
  13106. } );
  13107. }
  13108. };
  13109. function updateCamera( camera, parent ) {
  13110. if ( parent === null ) {
  13111. camera.matrixWorld.copy( camera.matrix );
  13112. } else {
  13113. camera.matrixWorld.multiplyMatrices( parent.matrixWorld, camera.matrix );
  13114. }
  13115. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  13116. }
  13117. this.getCamera = function ( camera ) {
  13118. if ( isPresenting() ) {
  13119. var parent = camera.parent;
  13120. var cameras = cameraVR.cameras;
  13121. updateCamera( cameraVR, parent );
  13122. for ( var i = 0; i < cameras.length; i ++ ) {
  13123. updateCamera( cameras[ i ], parent );
  13124. }
  13125. // update camera and its children
  13126. camera.matrixWorld.copy( cameraVR.matrixWorld );
  13127. var children = camera.children;
  13128. for ( var i = 0, l = children.length; i < l; i ++ ) {
  13129. children[ i ].updateMatrixWorld( true );
  13130. }
  13131. setProjectionFromUnion( cameraVR, cameraL, cameraR );
  13132. return cameraVR;
  13133. }
  13134. return camera;
  13135. };
  13136. this.isPresenting = isPresenting;
  13137. // Animation Loop
  13138. var onAnimationFrameCallback = null;
  13139. function onAnimationFrame( time, frame ) {
  13140. pose = frame.getDevicePose( frameOfReference );
  13141. if ( pose !== null ) {
  13142. var layer = session.baseLayer;
  13143. var views = frame.views;
  13144. for ( var i = 0; i < views.length; i ++ ) {
  13145. var view = views[ i ];
  13146. var viewport = layer.getViewport( view );
  13147. var viewMatrix = pose.getViewMatrix( view );
  13148. var camera = cameraVR.cameras[ i ];
  13149. camera.matrix.fromArray( viewMatrix ).getInverse( camera.matrix );
  13150. camera.projectionMatrix.fromArray( view.projectionMatrix );
  13151. camera.viewport.set( viewport.x, viewport.y, viewport.width, viewport.height );
  13152. if ( i === 0 ) {
  13153. cameraVR.matrix.copy( camera.matrix );
  13154. }
  13155. }
  13156. }
  13157. //
  13158. for ( var i = 0; i < controllers.length; i ++ ) {
  13159. var controller = controllers[ i ];
  13160. var inputSource = inputSources[ i ];
  13161. if ( inputSource ) {
  13162. var inputPose = frame.getInputPose( inputSource, frameOfReference );
  13163. if ( inputPose !== null ) {
  13164. if ( 'targetRay' in inputPose ) {
  13165. controller.matrix.elements = inputPose.targetRay.transformMatrix;
  13166. } else if ( 'pointerMatrix' in inputPose ) {
  13167. // DEPRECATED
  13168. controller.matrix.elements = inputPose.pointerMatrix;
  13169. }
  13170. controller.matrix.decompose( controller.position, controller.rotation, controller.scale );
  13171. controller.visible = true;
  13172. continue;
  13173. }
  13174. }
  13175. controller.visible = false;
  13176. }
  13177. if ( onAnimationFrameCallback ) onAnimationFrameCallback( time );
  13178. }
  13179. var animation = new WebGLAnimation();
  13180. animation.setAnimationLoop( onAnimationFrame );
  13181. this.setAnimationLoop = function ( callback ) {
  13182. onAnimationFrameCallback = callback;
  13183. };
  13184. this.dispose = function () {};
  13185. // DEPRECATED
  13186. this.getStandingMatrix = function () {
  13187. console.warn( 'THREE.WebXRManager: getStandingMatrix() is no longer needed.' );
  13188. return new THREE.Matrix4();
  13189. };
  13190. this.submitFrame = function () {};
  13191. }
  13192. /**
  13193. * @author supereggbert / http://www.paulbrunt.co.uk/
  13194. * @author mrdoob / http://mrdoob.com/
  13195. * @author alteredq / http://alteredqualia.com/
  13196. * @author szimek / https://github.com/szimek/
  13197. * @author tschw
  13198. */
  13199. function WebGLRenderer( parameters ) {
  13200. console.log( 'THREE.WebGLRenderer', REVISION );
  13201. parameters = parameters || {};
  13202. var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ),
  13203. _context = parameters.context !== undefined ? parameters.context : null,
  13204. _alpha = parameters.alpha !== undefined ? parameters.alpha : false,
  13205. _depth = parameters.depth !== undefined ? parameters.depth : true,
  13206. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  13207. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  13208. _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
  13209. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  13210. _powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default';
  13211. var currentRenderList = null;
  13212. var currentRenderState = null;
  13213. // public properties
  13214. this.domElement = _canvas;
  13215. this.context = null;
  13216. // clearing
  13217. this.autoClear = true;
  13218. this.autoClearColor = true;
  13219. this.autoClearDepth = true;
  13220. this.autoClearStencil = true;
  13221. // scene graph
  13222. this.sortObjects = true;
  13223. // user-defined clipping
  13224. this.clippingPlanes = [];
  13225. this.localClippingEnabled = false;
  13226. // physically based shading
  13227. this.gammaFactor = 2.0; // for backwards compatibility
  13228. this.gammaInput = false;
  13229. this.gammaOutput = false;
  13230. // physical lights
  13231. this.physicallyCorrectLights = false;
  13232. // tone mapping
  13233. this.toneMapping = LinearToneMapping;
  13234. this.toneMappingExposure = 1.0;
  13235. this.toneMappingWhitePoint = 1.0;
  13236. // morphs
  13237. this.maxMorphTargets = 8;
  13238. this.maxMorphNormals = 4;
  13239. // internal properties
  13240. var _this = this,
  13241. _isContextLost = false,
  13242. // internal state cache
  13243. _framebuffer = null,
  13244. _currentRenderTarget = null,
  13245. _currentFramebuffer = null,
  13246. _currentMaterialId = - 1,
  13247. // geometry and program caching
  13248. _currentGeometryProgram = {
  13249. geometry: null,
  13250. program: null,
  13251. wireframe: false
  13252. },
  13253. _currentCamera = null,
  13254. _currentArrayCamera = null,
  13255. _currentViewport = new Vector4(),
  13256. _currentScissor = new Vector4(),
  13257. _currentScissorTest = null,
  13258. //
  13259. _usedTextureUnits = 0,
  13260. //
  13261. _width = _canvas.width,
  13262. _height = _canvas.height,
  13263. _pixelRatio = 1,
  13264. _viewport = new Vector4( 0, 0, _width, _height ),
  13265. _scissor = new Vector4( 0, 0, _width, _height ),
  13266. _scissorTest = false,
  13267. // frustum
  13268. _frustum = new Frustum(),
  13269. // clipping
  13270. _clipping = new WebGLClipping(),
  13271. _clippingEnabled = false,
  13272. _localClippingEnabled = false,
  13273. // camera matrices cache
  13274. _projScreenMatrix = new Matrix4(),
  13275. _vector3 = new Vector3();
  13276. function getTargetPixelRatio() {
  13277. return _currentRenderTarget === null ? _pixelRatio : 1;
  13278. }
  13279. // initialize
  13280. var _gl;
  13281. try {
  13282. var contextAttributes = {
  13283. alpha: _alpha,
  13284. depth: _depth,
  13285. stencil: _stencil,
  13286. antialias: _antialias,
  13287. premultipliedAlpha: _premultipliedAlpha,
  13288. preserveDrawingBuffer: _preserveDrawingBuffer,
  13289. powerPreference: _powerPreference
  13290. };
  13291. // event listeners must be registered before WebGL context is created, see #12753
  13292. _canvas.addEventListener( 'webglcontextlost', onContextLost, false );
  13293. _canvas.addEventListener( 'webglcontextrestored', onContextRestore, false );
  13294. _gl = _context || _canvas.getContext( 'webgl', contextAttributes ) || _canvas.getContext( 'experimental-webgl', contextAttributes );
  13295. if ( _gl === null ) {
  13296. if ( _canvas.getContext( 'webgl' ) !== null ) {
  13297. throw new Error( 'Error creating WebGL context with your selected attributes.' );
  13298. } else {
  13299. throw new Error( 'Error creating WebGL context.' );
  13300. }
  13301. }
  13302. // Some experimental-webgl implementations do not have getShaderPrecisionFormat
  13303. if ( _gl.getShaderPrecisionFormat === undefined ) {
  13304. _gl.getShaderPrecisionFormat = function () {
  13305. return { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 };
  13306. };
  13307. }
  13308. } catch ( error ) {
  13309. console.error( 'THREE.WebGLRenderer: ' + error.message );
  13310. }
  13311. var extensions, capabilities, state, info;
  13312. var properties, textures, attributes, geometries, objects;
  13313. var programCache, renderLists, renderStates;
  13314. var background, morphtargets, bufferRenderer, indexedBufferRenderer;
  13315. var utils;
  13316. function initGLContext() {
  13317. extensions = new WebGLExtensions( _gl );
  13318. capabilities = new WebGLCapabilities( _gl, extensions, parameters );
  13319. if ( ! capabilities.isWebGL2 ) {
  13320. extensions.get( 'WEBGL_depth_texture' );
  13321. extensions.get( 'OES_texture_float' );
  13322. extensions.get( 'OES_texture_half_float' );
  13323. extensions.get( 'OES_texture_half_float_linear' );
  13324. extensions.get( 'OES_standard_derivatives' );
  13325. extensions.get( 'OES_element_index_uint' );
  13326. extensions.get( 'ANGLE_instanced_arrays' );
  13327. }
  13328. extensions.get( 'OES_texture_float_linear' );
  13329. utils = new WebGLUtils( _gl, extensions, capabilities );
  13330. state = new WebGLState( _gl, extensions, utils, capabilities );
  13331. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ) );
  13332. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ) );
  13333. info = new WebGLInfo( _gl );
  13334. properties = new WebGLProperties();
  13335. textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );
  13336. attributes = new WebGLAttributes( _gl );
  13337. geometries = new WebGLGeometries( _gl, attributes, info );
  13338. objects = new WebGLObjects( geometries, info );
  13339. morphtargets = new WebGLMorphtargets( _gl );
  13340. programCache = new WebGLPrograms( _this, extensions, capabilities );
  13341. renderLists = new WebGLRenderLists();
  13342. renderStates = new WebGLRenderStates();
  13343. background = new WebGLBackground( _this, state, objects, _premultipliedAlpha );
  13344. bufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities );
  13345. indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities );
  13346. info.programs = programCache.programs;
  13347. _this.context = _gl;
  13348. _this.capabilities = capabilities;
  13349. _this.extensions = extensions;
  13350. _this.properties = properties;
  13351. _this.renderLists = renderLists;
  13352. _this.state = state;
  13353. _this.info = info;
  13354. }
  13355. initGLContext();
  13356. // vr
  13357. var vr = null;
  13358. if ( typeof navigator !== 'undefined' ) {
  13359. vr = ( 'xr' in navigator ) ? new WebXRManager( _this ) : new WebVRManager( _this );
  13360. }
  13361. this.vr = vr;
  13362. // shadow map
  13363. var shadowMap = new WebGLShadowMap( _this, objects, capabilities.maxTextureSize );
  13364. this.shadowMap = shadowMap;
  13365. // API
  13366. this.getContext = function () {
  13367. return _gl;
  13368. };
  13369. this.getContextAttributes = function () {
  13370. return _gl.getContextAttributes();
  13371. };
  13372. this.forceContextLoss = function () {
  13373. var extension = extensions.get( 'WEBGL_lose_context' );
  13374. if ( extension ) extension.loseContext();
  13375. };
  13376. this.forceContextRestore = function () {
  13377. var extension = extensions.get( 'WEBGL_lose_context' );
  13378. if ( extension ) extension.restoreContext();
  13379. };
  13380. this.getPixelRatio = function () {
  13381. return _pixelRatio;
  13382. };
  13383. this.setPixelRatio = function ( value ) {
  13384. if ( value === undefined ) return;
  13385. _pixelRatio = value;
  13386. this.setSize( _width, _height, false );
  13387. };
  13388. this.getSize = function () {
  13389. return {
  13390. width: _width,
  13391. height: _height
  13392. };
  13393. };
  13394. this.setSize = function ( width, height, updateStyle ) {
  13395. if ( vr.isPresenting() ) {
  13396. console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' );
  13397. return;
  13398. }
  13399. _width = width;
  13400. _height = height;
  13401. _canvas.width = width * _pixelRatio;
  13402. _canvas.height = height * _pixelRatio;
  13403. if ( updateStyle !== false ) {
  13404. _canvas.style.width = width + 'px';
  13405. _canvas.style.height = height + 'px';
  13406. }
  13407. this.setViewport( 0, 0, width, height );
  13408. };
  13409. this.getDrawingBufferSize = function () {
  13410. return {
  13411. width: _width * _pixelRatio,
  13412. height: _height * _pixelRatio
  13413. };
  13414. };
  13415. this.setDrawingBufferSize = function ( width, height, pixelRatio ) {
  13416. _width = width;
  13417. _height = height;
  13418. _pixelRatio = pixelRatio;
  13419. _canvas.width = width * pixelRatio;
  13420. _canvas.height = height * pixelRatio;
  13421. this.setViewport( 0, 0, width, height );
  13422. };
  13423. this.getCurrentViewport = function () {
  13424. return _currentViewport;
  13425. };
  13426. this.setViewport = function ( x, y, width, height ) {
  13427. _viewport.set( x, _height - y - height, width, height );
  13428. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ) );
  13429. };
  13430. this.setScissor = function ( x, y, width, height ) {
  13431. _scissor.set( x, _height - y - height, width, height );
  13432. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ) );
  13433. };
  13434. this.setScissorTest = function ( boolean ) {
  13435. state.setScissorTest( _scissorTest = boolean );
  13436. };
  13437. // Clearing
  13438. this.getClearColor = function () {
  13439. return background.getClearColor();
  13440. };
  13441. this.setClearColor = function () {
  13442. background.setClearColor.apply( background, arguments );
  13443. };
  13444. this.getClearAlpha = function () {
  13445. return background.getClearAlpha();
  13446. };
  13447. this.setClearAlpha = function () {
  13448. background.setClearAlpha.apply( background, arguments );
  13449. };
  13450. this.clear = function ( color, depth, stencil ) {
  13451. var bits = 0;
  13452. if ( color === undefined || color ) bits |= 16384;
  13453. if ( depth === undefined || depth ) bits |= 256;
  13454. if ( stencil === undefined || stencil ) bits |= 1024;
  13455. _gl.clear( bits );
  13456. };
  13457. this.clearColor = function () {
  13458. this.clear( true, false, false );
  13459. };
  13460. this.clearDepth = function () {
  13461. this.clear( false, true, false );
  13462. };
  13463. this.clearStencil = function () {
  13464. this.clear( false, false, true );
  13465. };
  13466. //
  13467. this.dispose = function () {
  13468. _canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
  13469. _canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );
  13470. renderLists.dispose();
  13471. renderStates.dispose();
  13472. properties.dispose();
  13473. objects.dispose();
  13474. vr.dispose();
  13475. animation.stop();
  13476. };
  13477. // Events
  13478. function onContextLost( event ) {
  13479. event.preventDefault();
  13480. console.log( 'THREE.WebGLRenderer: Context Lost.' );
  13481. _isContextLost = true;
  13482. }
  13483. function onContextRestore( /* event */ ) {
  13484. console.log( 'THREE.WebGLRenderer: Context Restored.' );
  13485. _isContextLost = false;
  13486. initGLContext();
  13487. }
  13488. function onMaterialDispose( event ) {
  13489. var material = event.target;
  13490. material.removeEventListener( 'dispose', onMaterialDispose );
  13491. deallocateMaterial( material );
  13492. }
  13493. // Buffer deallocation
  13494. function deallocateMaterial( material ) {
  13495. releaseMaterialProgramReference( material );
  13496. properties.remove( material );
  13497. }
  13498. function releaseMaterialProgramReference( material ) {
  13499. var programInfo = properties.get( material ).program;
  13500. material.program = undefined;
  13501. if ( programInfo !== undefined ) {
  13502. programCache.releaseProgram( programInfo );
  13503. }
  13504. }
  13505. // Buffer rendering
  13506. function renderObjectImmediate( object, program ) {
  13507. object.render( function ( object ) {
  13508. _this.renderBufferImmediate( object, program );
  13509. } );
  13510. }
  13511. this.renderBufferImmediate = function ( object, program ) {
  13512. state.initAttributes();
  13513. var buffers = properties.get( object );
  13514. if ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer();
  13515. if ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer();
  13516. if ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer();
  13517. if ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer();
  13518. var programAttributes = program.getAttributes();
  13519. if ( object.hasPositions ) {
  13520. _gl.bindBuffer( 34962, buffers.position );
  13521. _gl.bufferData( 34962, object.positionArray, 35048 );
  13522. state.enableAttribute( programAttributes.position );
  13523. _gl.vertexAttribPointer( programAttributes.position, 3, 5126, false, 0, 0 );
  13524. }
  13525. if ( object.hasNormals ) {
  13526. _gl.bindBuffer( 34962, buffers.normal );
  13527. _gl.bufferData( 34962, object.normalArray, 35048 );
  13528. state.enableAttribute( programAttributes.normal );
  13529. _gl.vertexAttribPointer( programAttributes.normal, 3, 5126, false, 0, 0 );
  13530. }
  13531. if ( object.hasUvs ) {
  13532. _gl.bindBuffer( 34962, buffers.uv );
  13533. _gl.bufferData( 34962, object.uvArray, 35048 );
  13534. state.enableAttribute( programAttributes.uv );
  13535. _gl.vertexAttribPointer( programAttributes.uv, 2, 5126, false, 0, 0 );
  13536. }
  13537. if ( object.hasColors ) {
  13538. _gl.bindBuffer( 34962, buffers.color );
  13539. _gl.bufferData( 34962, object.colorArray, 35048 );
  13540. state.enableAttribute( programAttributes.color );
  13541. _gl.vertexAttribPointer( programAttributes.color, 3, 5126, false, 0, 0 );
  13542. }
  13543. state.disableUnusedAttributes();
  13544. _gl.drawArrays( 4, 0, object.count );
  13545. object.count = 0;
  13546. };
  13547. this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
  13548. var frontFaceCW = ( object.isMesh && object.normalMatrix.determinant() < 0 );
  13549. state.setMaterial( material, frontFaceCW );
  13550. var program = setProgram( camera, fog, material, object );
  13551. var updateBuffers = false;
  13552. if ( _currentGeometryProgram.geometry !== geometry.id ||
  13553. _currentGeometryProgram.program !== program.id ||
  13554. _currentGeometryProgram.wireframe !== ( material.wireframe === true ) ) {
  13555. _currentGeometryProgram.geometry = geometry.id;
  13556. _currentGeometryProgram.program = program.id;
  13557. _currentGeometryProgram.wireframe = material.wireframe === true;
  13558. updateBuffers = true;
  13559. }
  13560. if ( object.morphTargetInfluences ) {
  13561. morphtargets.update( object, geometry, material, program );
  13562. updateBuffers = true;
  13563. }
  13564. //
  13565. var index = geometry.index;
  13566. var position = geometry.attributes.position;
  13567. var rangeFactor = 1;
  13568. if ( material.wireframe === true ) {
  13569. index = geometries.getWireframeAttribute( geometry );
  13570. rangeFactor = 2;
  13571. }
  13572. var attribute;
  13573. var renderer = bufferRenderer;
  13574. if ( index !== null ) {
  13575. attribute = attributes.get( index );
  13576. renderer = indexedBufferRenderer;
  13577. renderer.setIndex( attribute );
  13578. }
  13579. if ( updateBuffers ) {
  13580. setupVertexAttributes( material, program, geometry );
  13581. if ( index !== null ) {
  13582. _gl.bindBuffer( 34963, attribute.buffer );
  13583. }
  13584. }
  13585. //
  13586. var dataCount = Infinity;
  13587. if ( index !== null ) {
  13588. dataCount = index.count;
  13589. } else if ( position !== undefined ) {
  13590. dataCount = position.count;
  13591. }
  13592. var rangeStart = geometry.drawRange.start * rangeFactor;
  13593. var rangeCount = geometry.drawRange.count * rangeFactor;
  13594. var groupStart = group !== null ? group.start * rangeFactor : 0;
  13595. var groupCount = group !== null ? group.count * rangeFactor : Infinity;
  13596. var drawStart = Math.max( rangeStart, groupStart );
  13597. var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
  13598. var drawCount = Math.max( 0, drawEnd - drawStart + 1 );
  13599. if ( drawCount === 0 ) return;
  13600. //
  13601. if ( object.isMesh ) {
  13602. if ( material.wireframe === true ) {
  13603. state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
  13604. renderer.setMode( 1 );
  13605. } else {
  13606. switch ( object.drawMode ) {
  13607. case TrianglesDrawMode:
  13608. renderer.setMode( 4 );
  13609. break;
  13610. case TriangleStripDrawMode:
  13611. renderer.setMode( 5 );
  13612. break;
  13613. case TriangleFanDrawMode:
  13614. renderer.setMode( 6 );
  13615. break;
  13616. }
  13617. }
  13618. } else if ( object.isLine ) {
  13619. var lineWidth = material.linewidth;
  13620. if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
  13621. state.setLineWidth( lineWidth * getTargetPixelRatio() );
  13622. if ( object.isLineSegments ) {
  13623. renderer.setMode( 1 );
  13624. } else if ( object.isLineLoop ) {
  13625. renderer.setMode( 2 );
  13626. } else {
  13627. renderer.setMode( 3 );
  13628. }
  13629. } else if ( object.isPoints ) {
  13630. renderer.setMode( 0 );
  13631. } else if ( object.isSprite ) {
  13632. renderer.setMode( 4 );
  13633. }
  13634. if ( geometry && geometry.isInstancedBufferGeometry ) {
  13635. if ( geometry.maxInstancedCount > 0 ) {
  13636. renderer.renderInstances( geometry, drawStart, drawCount );
  13637. }
  13638. } else {
  13639. renderer.render( drawStart, drawCount );
  13640. }
  13641. };
  13642. function setupVertexAttributes( material, program, geometry ) {
  13643. if ( geometry && geometry.isInstancedBufferGeometry & ! capabilities.isWebGL2 ) {
  13644. if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) {
  13645. console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  13646. return;
  13647. }
  13648. }
  13649. state.initAttributes();
  13650. var geometryAttributes = geometry.attributes;
  13651. var programAttributes = program.getAttributes();
  13652. var materialDefaultAttributeValues = material.defaultAttributeValues;
  13653. for ( var name in programAttributes ) {
  13654. var programAttribute = programAttributes[ name ];
  13655. if ( programAttribute >= 0 ) {
  13656. var geometryAttribute = geometryAttributes[ name ];
  13657. if ( geometryAttribute !== undefined ) {
  13658. var normalized = geometryAttribute.normalized;
  13659. var size = geometryAttribute.itemSize;
  13660. var attribute = attributes.get( geometryAttribute );
  13661. // TODO Attribute may not be available on context restore
  13662. if ( attribute === undefined ) continue;
  13663. var buffer = attribute.buffer;
  13664. var type = attribute.type;
  13665. var bytesPerElement = attribute.bytesPerElement;
  13666. if ( geometryAttribute.isInterleavedBufferAttribute ) {
  13667. var data = geometryAttribute.data;
  13668. var stride = data.stride;
  13669. var offset = geometryAttribute.offset;
  13670. if ( data && data.isInstancedInterleavedBuffer ) {
  13671. state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );
  13672. if ( geometry.maxInstancedCount === undefined ) {
  13673. geometry.maxInstancedCount = data.meshPerAttribute * data.count;
  13674. }
  13675. } else {
  13676. state.enableAttribute( programAttribute );
  13677. }
  13678. _gl.bindBuffer( 34962, buffer );
  13679. _gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement );
  13680. } else {
  13681. if ( geometryAttribute.isInstancedBufferAttribute ) {
  13682. state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );
  13683. if ( geometry.maxInstancedCount === undefined ) {
  13684. geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
  13685. }
  13686. } else {
  13687. state.enableAttribute( programAttribute );
  13688. }
  13689. _gl.bindBuffer( 34962, buffer );
  13690. _gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, 0 );
  13691. }
  13692. } else if ( materialDefaultAttributeValues !== undefined ) {
  13693. var value = materialDefaultAttributeValues[ name ];
  13694. if ( value !== undefined ) {
  13695. switch ( value.length ) {
  13696. case 2:
  13697. _gl.vertexAttrib2fv( programAttribute, value );
  13698. break;
  13699. case 3:
  13700. _gl.vertexAttrib3fv( programAttribute, value );
  13701. break;
  13702. case 4:
  13703. _gl.vertexAttrib4fv( programAttribute, value );
  13704. break;
  13705. default:
  13706. _gl.vertexAttrib1fv( programAttribute, value );
  13707. }
  13708. }
  13709. }
  13710. }
  13711. }
  13712. state.disableUnusedAttributes();
  13713. }
  13714. // Compile
  13715. this.compile = function ( scene, camera ) {
  13716. currentRenderState = renderStates.get( scene, camera );
  13717. currentRenderState.init();
  13718. scene.traverse( function ( object ) {
  13719. if ( object.isLight ) {
  13720. currentRenderState.pushLight( object );
  13721. if ( object.castShadow ) {
  13722. currentRenderState.pushShadow( object );
  13723. }
  13724. }
  13725. } );
  13726. currentRenderState.setupLights( camera );
  13727. scene.traverse( function ( object ) {
  13728. if ( object.material ) {
  13729. if ( Array.isArray( object.material ) ) {
  13730. for ( var i = 0; i < object.material.length; i ++ ) {
  13731. initMaterial( object.material[ i ], scene.fog, object );
  13732. }
  13733. } else {
  13734. initMaterial( object.material, scene.fog, object );
  13735. }
  13736. }
  13737. } );
  13738. };
  13739. // Animation Loop
  13740. var onAnimationFrameCallback = null;
  13741. function onAnimationFrame( time ) {
  13742. if ( vr.isPresenting() ) return;
  13743. if ( onAnimationFrameCallback ) onAnimationFrameCallback( time );
  13744. }
  13745. var animation = new WebGLAnimation();
  13746. animation.setAnimationLoop( onAnimationFrame );
  13747. if ( typeof window !== 'undefined' ) animation.setContext( window );
  13748. this.setAnimationLoop = function ( callback ) {
  13749. onAnimationFrameCallback = callback;
  13750. vr.setAnimationLoop( callback );
  13751. animation.start();
  13752. };
  13753. // Rendering
  13754. this.render = function ( scene, camera, renderTarget, forceClear ) {
  13755. if ( ! ( camera && camera.isCamera ) ) {
  13756. console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
  13757. return;
  13758. }
  13759. if ( _isContextLost ) return;
  13760. // reset caching for this frame
  13761. _currentGeometryProgram.geometry = null;
  13762. _currentGeometryProgram.program = null;
  13763. _currentGeometryProgram.wireframe = false;
  13764. _currentMaterialId = - 1;
  13765. _currentCamera = null;
  13766. // update scene graph
  13767. if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
  13768. // update camera matrices and frustum
  13769. if ( camera.parent === null ) camera.updateMatrixWorld();
  13770. if ( vr.enabled ) {
  13771. camera = vr.getCamera( camera );
  13772. }
  13773. //
  13774. currentRenderState = renderStates.get( scene, camera );
  13775. currentRenderState.init();
  13776. scene.onBeforeRender( _this, scene, camera, renderTarget );
  13777. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  13778. _frustum.setFromMatrix( _projScreenMatrix );
  13779. _localClippingEnabled = this.localClippingEnabled;
  13780. _clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
  13781. currentRenderList = renderLists.get( scene, camera );
  13782. currentRenderList.init();
  13783. projectObject( scene, camera, _this.sortObjects );
  13784. if ( _this.sortObjects === true ) {
  13785. currentRenderList.sort();
  13786. }
  13787. //
  13788. if ( _clippingEnabled ) _clipping.beginShadows();
  13789. var shadowsArray = currentRenderState.state.shadowsArray;
  13790. shadowMap.render( shadowsArray, scene, camera );
  13791. currentRenderState.setupLights( camera );
  13792. if ( _clippingEnabled ) _clipping.endShadows();
  13793. //
  13794. if ( this.info.autoReset ) this.info.reset();
  13795. if ( renderTarget === undefined ) {
  13796. renderTarget = null;
  13797. }
  13798. this.setRenderTarget( renderTarget );
  13799. //
  13800. background.render( currentRenderList, scene, camera, forceClear );
  13801. // render scene
  13802. var opaqueObjects = currentRenderList.opaque;
  13803. var transparentObjects = currentRenderList.transparent;
  13804. if ( scene.overrideMaterial ) {
  13805. var overrideMaterial = scene.overrideMaterial;
  13806. if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera, overrideMaterial );
  13807. if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera, overrideMaterial );
  13808. } else {
  13809. // opaque pass (front-to-back order)
  13810. if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera );
  13811. // transparent pass (back-to-front order)
  13812. if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera );
  13813. }
  13814. // Generate mipmap if we're using any kind of mipmap filtering
  13815. if ( renderTarget ) {
  13816. textures.updateRenderTargetMipmap( renderTarget );
  13817. }
  13818. // Ensure depth buffer writing is enabled so it can be cleared on next render
  13819. state.buffers.depth.setTest( true );
  13820. state.buffers.depth.setMask( true );
  13821. state.buffers.color.setMask( true );
  13822. state.setPolygonOffset( false );
  13823. scene.onAfterRender( _this, scene, camera );
  13824. if ( vr.enabled ) {
  13825. vr.submitFrame();
  13826. }
  13827. // _gl.finish();
  13828. currentRenderList = null;
  13829. currentRenderState = null;
  13830. };
  13831. function projectObject( object, camera, sortObjects ) {
  13832. if ( object.visible === false ) return;
  13833. var visible = object.layers.test( camera.layers );
  13834. if ( visible ) {
  13835. if ( object.isLight ) {
  13836. currentRenderState.pushLight( object );
  13837. if ( object.castShadow ) {
  13838. currentRenderState.pushShadow( object );
  13839. }
  13840. } else if ( object.isSprite ) {
  13841. if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
  13842. if ( sortObjects ) {
  13843. _vector3.setFromMatrixPosition( object.matrixWorld )
  13844. .applyMatrix4( _projScreenMatrix );
  13845. }
  13846. var geometry = objects.update( object );
  13847. var material = object.material;
  13848. currentRenderList.push( object, geometry, material, _vector3.z, null );
  13849. }
  13850. } else if ( object.isImmediateRenderObject ) {
  13851. if ( sortObjects ) {
  13852. _vector3.setFromMatrixPosition( object.matrixWorld )
  13853. .applyMatrix4( _projScreenMatrix );
  13854. }
  13855. currentRenderList.push( object, null, object.material, _vector3.z, null );
  13856. } else if ( object.isMesh || object.isLine || object.isPoints ) {
  13857. if ( object.isSkinnedMesh ) {
  13858. object.skeleton.update();
  13859. }
  13860. if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
  13861. if ( sortObjects ) {
  13862. _vector3.setFromMatrixPosition( object.matrixWorld )
  13863. .applyMatrix4( _projScreenMatrix );
  13864. }
  13865. var geometry = objects.update( object );
  13866. var material = object.material;
  13867. if ( Array.isArray( material ) ) {
  13868. var groups = geometry.groups;
  13869. for ( var i = 0, l = groups.length; i < l; i ++ ) {
  13870. var group = groups[ i ];
  13871. var groupMaterial = material[ group.materialIndex ];
  13872. if ( groupMaterial && groupMaterial.visible ) {
  13873. currentRenderList.push( object, geometry, groupMaterial, _vector3.z, group );
  13874. }
  13875. }
  13876. } else if ( material.visible ) {
  13877. currentRenderList.push( object, geometry, material, _vector3.z, null );
  13878. }
  13879. }
  13880. }
  13881. }
  13882. var children = object.children;
  13883. for ( var i = 0, l = children.length; i < l; i ++ ) {
  13884. projectObject( children[ i ], camera, sortObjects );
  13885. }
  13886. }
  13887. function renderObjects( renderList, scene, camera, overrideMaterial ) {
  13888. for ( var i = 0, l = renderList.length; i < l; i ++ ) {
  13889. var renderItem = renderList[ i ];
  13890. var object = renderItem.object;
  13891. var geometry = renderItem.geometry;
  13892. var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
  13893. var group = renderItem.group;
  13894. if ( camera.isArrayCamera ) {
  13895. _currentArrayCamera = camera;
  13896. var cameras = camera.cameras;
  13897. for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
  13898. var camera2 = cameras[ j ];
  13899. if ( object.layers.test( camera2.layers ) ) {
  13900. if ( 'viewport' in camera2 ) { // XR
  13901. state.viewport( _currentViewport.copy( camera2.viewport ) );
  13902. } else {
  13903. var bounds = camera2.bounds;
  13904. var x = bounds.x * _width;
  13905. var y = bounds.y * _height;
  13906. var width = bounds.z * _width;
  13907. var height = bounds.w * _height;
  13908. state.viewport( _currentViewport.set( x, y, width, height ).multiplyScalar( _pixelRatio ) );
  13909. }
  13910. currentRenderState.setupLights( camera2 );
  13911. renderObject( object, scene, camera2, geometry, material, group );
  13912. }
  13913. }
  13914. } else {
  13915. _currentArrayCamera = null;
  13916. renderObject( object, scene, camera, geometry, material, group );
  13917. }
  13918. }
  13919. }
  13920. function renderObject( object, scene, camera, geometry, material, group ) {
  13921. object.onBeforeRender( _this, scene, camera, geometry, material, group );
  13922. currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
  13923. object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  13924. object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
  13925. if ( object.isImmediateRenderObject ) {
  13926. state.setMaterial( material );
  13927. var program = setProgram( camera, scene.fog, material, object );
  13928. _currentGeometryProgram.geometry = null;
  13929. _currentGeometryProgram.program = null;
  13930. _currentGeometryProgram.wireframe = false;
  13931. renderObjectImmediate( object, program );
  13932. } else {
  13933. _this.renderBufferDirect( camera, scene.fog, geometry, material, object, group );
  13934. }
  13935. object.onAfterRender( _this, scene, camera, geometry, material, group );
  13936. currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
  13937. }
  13938. function initMaterial( material, fog, object ) {
  13939. var materialProperties = properties.get( material );
  13940. var lights = currentRenderState.state.lights;
  13941. var shadowsArray = currentRenderState.state.shadowsArray;
  13942. var lightsHash = materialProperties.lightsHash;
  13943. var lightsStateHash = lights.state.hash;
  13944. var parameters = programCache.getParameters(
  13945. material, lights.state, shadowsArray, fog, _clipping.numPlanes, _clipping.numIntersection, object );
  13946. var code = programCache.getProgramCode( material, parameters );
  13947. var program = materialProperties.program;
  13948. var programChange = true;
  13949. if ( program === undefined ) {
  13950. // new material
  13951. material.addEventListener( 'dispose', onMaterialDispose );
  13952. } else if ( program.code !== code ) {
  13953. // changed glsl or parameters
  13954. releaseMaterialProgramReference( material );
  13955. } else if ( lightsHash.stateID !== lightsStateHash.stateID ||
  13956. lightsHash.directionalLength !== lightsStateHash.directionalLength ||
  13957. lightsHash.pointLength !== lightsStateHash.pointLength ||
  13958. lightsHash.spotLength !== lightsStateHash.spotLength ||
  13959. lightsHash.rectAreaLength !== lightsStateHash.rectAreaLength ||
  13960. lightsHash.hemiLength !== lightsStateHash.hemiLength ||
  13961. lightsHash.shadowsLength !== lightsStateHash.shadowsLength ) {
  13962. lightsHash.stateID = lightsStateHash.stateID;
  13963. lightsHash.directionalLength = lightsStateHash.directionalLength;
  13964. lightsHash.pointLength = lightsStateHash.pointLength;
  13965. lightsHash.spotLength = lightsStateHash.spotLength;
  13966. lightsHash.rectAreaLength = lightsStateHash.rectAreaLength;
  13967. lightsHash.hemiLength = lightsStateHash.hemiLength;
  13968. lightsHash.shadowsLength = lightsStateHash.shadowsLength;
  13969. programChange = false;
  13970. } else if ( parameters.shaderID !== undefined ) {
  13971. // same glsl and uniform list
  13972. return;
  13973. } else {
  13974. // only rebuild uniform list
  13975. programChange = false;
  13976. }
  13977. if ( programChange ) {
  13978. if ( parameters.shaderID ) {
  13979. var shader = ShaderLib[ parameters.shaderID ];
  13980. materialProperties.shader = {
  13981. name: material.type,
  13982. uniforms: cloneUniforms( shader.uniforms ),
  13983. vertexShader: shader.vertexShader,
  13984. fragmentShader: shader.fragmentShader
  13985. };
  13986. } else {
  13987. materialProperties.shader = {
  13988. name: material.type,
  13989. uniforms: material.uniforms,
  13990. vertexShader: material.vertexShader,
  13991. fragmentShader: material.fragmentShader
  13992. };
  13993. }
  13994. material.onBeforeCompile( materialProperties.shader, _this );
  13995. // Computing code again as onBeforeCompile may have changed the shaders
  13996. code = programCache.getProgramCode( material, parameters );
  13997. program = programCache.acquireProgram( material, materialProperties.shader, parameters, code );
  13998. materialProperties.program = program;
  13999. material.program = program;
  14000. }
  14001. var programAttributes = program.getAttributes();
  14002. if ( material.morphTargets ) {
  14003. material.numSupportedMorphTargets = 0;
  14004. for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
  14005. if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
  14006. material.numSupportedMorphTargets ++;
  14007. }
  14008. }
  14009. }
  14010. if ( material.morphNormals ) {
  14011. material.numSupportedMorphNormals = 0;
  14012. for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
  14013. if ( programAttributes[ 'morphNormal' + i ] >= 0 ) {
  14014. material.numSupportedMorphNormals ++;
  14015. }
  14016. }
  14017. }
  14018. var uniforms = materialProperties.shader.uniforms;
  14019. if ( ! material.isShaderMaterial &&
  14020. ! material.isRawShaderMaterial ||
  14021. material.clipping === true ) {
  14022. materialProperties.numClippingPlanes = _clipping.numPlanes;
  14023. materialProperties.numIntersection = _clipping.numIntersection;
  14024. uniforms.clippingPlanes = _clipping.uniform;
  14025. }
  14026. materialProperties.fog = fog;
  14027. // store the light setup it was created for
  14028. if ( lightsHash === undefined ) {
  14029. materialProperties.lightsHash = lightsHash = {};
  14030. }
  14031. lightsHash.stateID = lightsStateHash.stateID;
  14032. lightsHash.directionalLength = lightsStateHash.directionalLength;
  14033. lightsHash.pointLength = lightsStateHash.pointLength;
  14034. lightsHash.spotLength = lightsStateHash.spotLength;
  14035. lightsHash.rectAreaLength = lightsStateHash.rectAreaLength;
  14036. lightsHash.hemiLength = lightsStateHash.hemiLength;
  14037. lightsHash.shadowsLength = lightsStateHash.shadowsLength;
  14038. if ( material.lights ) {
  14039. // wire up the material to this renderer's lighting state
  14040. uniforms.ambientLightColor.value = lights.state.ambient;
  14041. uniforms.directionalLights.value = lights.state.directional;
  14042. uniforms.spotLights.value = lights.state.spot;
  14043. uniforms.rectAreaLights.value = lights.state.rectArea;
  14044. uniforms.pointLights.value = lights.state.point;
  14045. uniforms.hemisphereLights.value = lights.state.hemi;
  14046. uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;
  14047. uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
  14048. uniforms.spotShadowMap.value = lights.state.spotShadowMap;
  14049. uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;
  14050. uniforms.pointShadowMap.value = lights.state.pointShadowMap;
  14051. uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;
  14052. // TODO (abelnation): add area lights shadow info to uniforms
  14053. }
  14054. var progUniforms = materialProperties.program.getUniforms(),
  14055. uniformsList =
  14056. WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
  14057. materialProperties.uniformsList = uniformsList;
  14058. }
  14059. function setProgram( camera, fog, material, object ) {
  14060. _usedTextureUnits = 0;
  14061. var materialProperties = properties.get( material );
  14062. var lights = currentRenderState.state.lights;
  14063. var lightsHash = materialProperties.lightsHash;
  14064. var lightsStateHash = lights.state.hash;
  14065. if ( _clippingEnabled ) {
  14066. if ( _localClippingEnabled || camera !== _currentCamera ) {
  14067. var useCache =
  14068. camera === _currentCamera &&
  14069. material.id === _currentMaterialId;
  14070. // we might want to call this function with some ClippingGroup
  14071. // object instead of the material, once it becomes feasible
  14072. // (#8465, #8379)
  14073. _clipping.setState(
  14074. material.clippingPlanes, material.clipIntersection, material.clipShadows,
  14075. camera, materialProperties, useCache );
  14076. }
  14077. }
  14078. if ( material.needsUpdate === false ) {
  14079. if ( materialProperties.program === undefined ) {
  14080. material.needsUpdate = true;
  14081. } else if ( material.fog && materialProperties.fog !== fog ) {
  14082. material.needsUpdate = true;
  14083. } else if ( material.lights && ( lightsHash.stateID !== lightsStateHash.stateID ||
  14084. lightsHash.directionalLength !== lightsStateHash.directionalLength ||
  14085. lightsHash.pointLength !== lightsStateHash.pointLength ||
  14086. lightsHash.spotLength !== lightsStateHash.spotLength ||
  14087. lightsHash.rectAreaLength !== lightsStateHash.rectAreaLength ||
  14088. lightsHash.hemiLength !== lightsStateHash.hemiLength ||
  14089. lightsHash.shadowsLength !== lightsStateHash.shadowsLength ) ) {
  14090. material.needsUpdate = true;
  14091. } else if ( materialProperties.numClippingPlanes !== undefined &&
  14092. ( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
  14093. materialProperties.numIntersection !== _clipping.numIntersection ) ) {
  14094. material.needsUpdate = true;
  14095. }
  14096. }
  14097. if ( material.needsUpdate ) {
  14098. initMaterial( material, fog, object );
  14099. material.needsUpdate = false;
  14100. }
  14101. var refreshProgram = false;
  14102. var refreshMaterial = false;
  14103. var refreshLights = false;
  14104. var program = materialProperties.program,
  14105. p_uniforms = program.getUniforms(),
  14106. m_uniforms = materialProperties.shader.uniforms;
  14107. if ( state.useProgram( program.program ) ) {
  14108. refreshProgram = true;
  14109. refreshMaterial = true;
  14110. refreshLights = true;
  14111. }
  14112. if ( material.id !== _currentMaterialId ) {
  14113. _currentMaterialId = material.id;
  14114. refreshMaterial = true;
  14115. }
  14116. if ( refreshProgram || _currentCamera !== camera ) {
  14117. p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
  14118. if ( capabilities.logarithmicDepthBuffer ) {
  14119. p_uniforms.setValue( _gl, 'logDepthBufFC',
  14120. 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
  14121. }
  14122. if ( _currentCamera !== camera ) {
  14123. _currentCamera = camera;
  14124. // lighting uniforms depend on the camera so enforce an update
  14125. // now, in case this material supports lights - or later, when
  14126. // the next material that does gets activated:
  14127. refreshMaterial = true; // set to true on material change
  14128. refreshLights = true; // remains set until update done
  14129. }
  14130. // load material specific uniforms
  14131. // (shader material also gets them for the sake of genericity)
  14132. if ( material.isShaderMaterial ||
  14133. material.isMeshPhongMaterial ||
  14134. material.isMeshStandardMaterial ||
  14135. material.envMap ) {
  14136. var uCamPos = p_uniforms.map.cameraPosition;
  14137. if ( uCamPos !== undefined ) {
  14138. uCamPos.setValue( _gl,
  14139. _vector3.setFromMatrixPosition( camera.matrixWorld ) );
  14140. }
  14141. }
  14142. if ( material.isMeshPhongMaterial ||
  14143. material.isMeshLambertMaterial ||
  14144. material.isMeshBasicMaterial ||
  14145. material.isMeshStandardMaterial ||
  14146. material.isShaderMaterial ||
  14147. material.skinning ) {
  14148. p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
  14149. }
  14150. }
  14151. // skinning uniforms must be set even if material didn't change
  14152. // auto-setting of texture unit for bone texture must go before other textures
  14153. // not sure why, but otherwise weird things happen
  14154. if ( material.skinning ) {
  14155. p_uniforms.setOptional( _gl, object, 'bindMatrix' );
  14156. p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
  14157. var skeleton = object.skeleton;
  14158. if ( skeleton ) {
  14159. var bones = skeleton.bones;
  14160. if ( capabilities.floatVertexTextures ) {
  14161. if ( skeleton.boneTexture === undefined ) {
  14162. // layout (1 matrix = 4 pixels)
  14163. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  14164. // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)
  14165. // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)
  14166. // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)
  14167. // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)
  14168. var size = Math.sqrt( bones.length * 4 ); // 4 pixels needed for 1 matrix
  14169. size = _Math.ceilPowerOfTwo( size );
  14170. size = Math.max( size, 4 );
  14171. var boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
  14172. boneMatrices.set( skeleton.boneMatrices ); // copy current values
  14173. var boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );
  14174. boneTexture.needsUpdate = true;
  14175. skeleton.boneMatrices = boneMatrices;
  14176. skeleton.boneTexture = boneTexture;
  14177. skeleton.boneTextureSize = size;
  14178. }
  14179. p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture );
  14180. p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
  14181. } else {
  14182. p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
  14183. }
  14184. }
  14185. }
  14186. if ( refreshMaterial ) {
  14187. p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
  14188. p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint );
  14189. if ( material.lights ) {
  14190. // the current material requires lighting info
  14191. // note: all lighting uniforms are always set correctly
  14192. // they simply reference the renderer's state for their
  14193. // values
  14194. //
  14195. // use the current material's .needsUpdate flags to set
  14196. // the GL state when required
  14197. markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
  14198. }
  14199. // refresh uniforms common to several materials
  14200. if ( fog && material.fog ) {
  14201. refreshUniformsFog( m_uniforms, fog );
  14202. }
  14203. if ( material.isMeshBasicMaterial ) {
  14204. refreshUniformsCommon( m_uniforms, material );
  14205. } else if ( material.isMeshLambertMaterial ) {
  14206. refreshUniformsCommon( m_uniforms, material );
  14207. refreshUniformsLambert( m_uniforms, material );
  14208. } else if ( material.isMeshPhongMaterial ) {
  14209. refreshUniformsCommon( m_uniforms, material );
  14210. if ( material.isMeshToonMaterial ) {
  14211. refreshUniformsToon( m_uniforms, material );
  14212. } else {
  14213. refreshUniformsPhong( m_uniforms, material );
  14214. }
  14215. } else if ( material.isMeshStandardMaterial ) {
  14216. refreshUniformsCommon( m_uniforms, material );
  14217. if ( material.isMeshPhysicalMaterial ) {
  14218. refreshUniformsPhysical( m_uniforms, material );
  14219. } else {
  14220. refreshUniformsStandard( m_uniforms, material );
  14221. }
  14222. } else if ( material.isMeshMatcapMaterial ) {
  14223. refreshUniformsCommon( m_uniforms, material );
  14224. refreshUniformsMatcap( m_uniforms, material );
  14225. } else if ( material.isMeshDepthMaterial ) {
  14226. refreshUniformsCommon( m_uniforms, material );
  14227. refreshUniformsDepth( m_uniforms, material );
  14228. } else if ( material.isMeshDistanceMaterial ) {
  14229. refreshUniformsCommon( m_uniforms, material );
  14230. refreshUniformsDistance( m_uniforms, material );
  14231. } else if ( material.isMeshNormalMaterial ) {
  14232. refreshUniformsCommon( m_uniforms, material );
  14233. refreshUniformsNormal( m_uniforms, material );
  14234. } else if ( material.isLineBasicMaterial ) {
  14235. refreshUniformsLine( m_uniforms, material );
  14236. if ( material.isLineDashedMaterial ) {
  14237. refreshUniformsDash( m_uniforms, material );
  14238. }
  14239. } else if ( material.isPointsMaterial ) {
  14240. refreshUniformsPoints( m_uniforms, material );
  14241. } else if ( material.isSpriteMaterial ) {
  14242. refreshUniformsSprites( m_uniforms, material );
  14243. } else if ( material.isShadowMaterial ) {
  14244. m_uniforms.color.value = material.color;
  14245. m_uniforms.opacity.value = material.opacity;
  14246. }
  14247. // RectAreaLight Texture
  14248. // TODO (mrdoob): Find a nicer implementation
  14249. if ( m_uniforms.ltc_1 !== undefined ) m_uniforms.ltc_1.value = UniformsLib.LTC_1;
  14250. if ( m_uniforms.ltc_2 !== undefined ) m_uniforms.ltc_2.value = UniformsLib.LTC_2;
  14251. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, _this );
  14252. }
  14253. if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {
  14254. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, _this );
  14255. material.uniformsNeedUpdate = false;
  14256. }
  14257. if ( material.isSpriteMaterial ) {
  14258. p_uniforms.setValue( _gl, 'center', object.center );
  14259. }
  14260. // common matrices
  14261. p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
  14262. p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
  14263. p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
  14264. return program;
  14265. }
  14266. // Uniforms (refresh uniforms objects)
  14267. function refreshUniformsCommon( uniforms, material ) {
  14268. uniforms.opacity.value = material.opacity;
  14269. if ( material.color ) {
  14270. uniforms.diffuse.value = 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. if ( material.envMap ) {
  14285. uniforms.envMap.value = material.envMap;
  14286. // don't flip CubeTexture envMaps, flip everything else:
  14287. // WebGLRenderTargetCube will be flipped for backwards compatibility
  14288. // WebGLRenderTargetCube.texture will be flipped because it's a Texture and NOT a CubeTexture
  14289. // this check must be handled differently, or removed entirely, if WebGLRenderTargetCube uses a CubeTexture in the future
  14290. uniforms.flipEnvMap.value = material.envMap.isCubeTexture ? - 1 : 1;
  14291. uniforms.reflectivity.value = material.reflectivity;
  14292. uniforms.refractionRatio.value = material.refractionRatio;
  14293. uniforms.maxMipLevel.value = properties.get( material.envMap ).__maxMipLevel;
  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. }
  14341. function refreshUniformsLine( uniforms, material ) {
  14342. uniforms.diffuse.value = material.color;
  14343. uniforms.opacity.value = material.opacity;
  14344. }
  14345. function refreshUniformsDash( uniforms, material ) {
  14346. uniforms.dashSize.value = material.dashSize;
  14347. uniforms.totalSize.value = material.dashSize + material.gapSize;
  14348. uniforms.scale.value = material.scale;
  14349. }
  14350. function refreshUniformsPoints( uniforms, material ) {
  14351. uniforms.diffuse.value = material.color;
  14352. uniforms.opacity.value = material.opacity;
  14353. uniforms.size.value = material.size * _pixelRatio;
  14354. uniforms.scale.value = _height * 0.5;
  14355. uniforms.map.value = material.map;
  14356. if ( material.map !== null ) {
  14357. if ( material.map.matrixAutoUpdate === true ) {
  14358. material.map.updateMatrix();
  14359. }
  14360. uniforms.uvTransform.value.copy( material.map.matrix );
  14361. }
  14362. }
  14363. function refreshUniformsSprites( uniforms, material ) {
  14364. uniforms.diffuse.value = material.color;
  14365. uniforms.opacity.value = material.opacity;
  14366. uniforms.rotation.value = material.rotation;
  14367. uniforms.map.value = material.map;
  14368. if ( material.map !== null ) {
  14369. if ( material.map.matrixAutoUpdate === true ) {
  14370. material.map.updateMatrix();
  14371. }
  14372. uniforms.uvTransform.value.copy( material.map.matrix );
  14373. }
  14374. }
  14375. function refreshUniformsFog( uniforms, fog ) {
  14376. uniforms.fogColor.value = fog.color;
  14377. if ( fog.isFog ) {
  14378. uniforms.fogNear.value = fog.near;
  14379. uniforms.fogFar.value = fog.far;
  14380. } else if ( fog.isFogExp2 ) {
  14381. uniforms.fogDensity.value = fog.density;
  14382. }
  14383. }
  14384. function refreshUniformsLambert( uniforms, material ) {
  14385. if ( material.emissiveMap ) {
  14386. uniforms.emissiveMap.value = material.emissiveMap;
  14387. }
  14388. }
  14389. function refreshUniformsPhong( uniforms, material ) {
  14390. uniforms.specular.value = material.specular;
  14391. uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
  14392. if ( material.emissiveMap ) {
  14393. uniforms.emissiveMap.value = material.emissiveMap;
  14394. }
  14395. if ( material.bumpMap ) {
  14396. uniforms.bumpMap.value = material.bumpMap;
  14397. uniforms.bumpScale.value = material.bumpScale;
  14398. if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
  14399. }
  14400. if ( material.normalMap ) {
  14401. uniforms.normalMap.value = material.normalMap;
  14402. uniforms.normalScale.value.copy( material.normalScale );
  14403. if ( material.side === BackSide ) uniforms.normalScale.value.negate();
  14404. }
  14405. if ( material.displacementMap ) {
  14406. uniforms.displacementMap.value = material.displacementMap;
  14407. uniforms.displacementScale.value = material.displacementScale;
  14408. uniforms.displacementBias.value = material.displacementBias;
  14409. }
  14410. }
  14411. function refreshUniformsToon( uniforms, material ) {
  14412. refreshUniformsPhong( uniforms, material );
  14413. if ( material.gradientMap ) {
  14414. uniforms.gradientMap.value = material.gradientMap;
  14415. }
  14416. }
  14417. function refreshUniformsStandard( uniforms, material ) {
  14418. uniforms.roughness.value = material.roughness;
  14419. uniforms.metalness.value = material.metalness;
  14420. if ( material.roughnessMap ) {
  14421. uniforms.roughnessMap.value = material.roughnessMap;
  14422. }
  14423. if ( material.metalnessMap ) {
  14424. uniforms.metalnessMap.value = material.metalnessMap;
  14425. }
  14426. if ( material.emissiveMap ) {
  14427. uniforms.emissiveMap.value = material.emissiveMap;
  14428. }
  14429. if ( material.bumpMap ) {
  14430. uniforms.bumpMap.value = material.bumpMap;
  14431. uniforms.bumpScale.value = material.bumpScale;
  14432. if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
  14433. }
  14434. if ( material.normalMap ) {
  14435. uniforms.normalMap.value = material.normalMap;
  14436. uniforms.normalScale.value.copy( material.normalScale );
  14437. if ( material.side === BackSide ) uniforms.normalScale.value.negate();
  14438. }
  14439. if ( material.displacementMap ) {
  14440. uniforms.displacementMap.value = material.displacementMap;
  14441. uniforms.displacementScale.value = material.displacementScale;
  14442. uniforms.displacementBias.value = material.displacementBias;
  14443. }
  14444. if ( material.envMap ) {
  14445. //uniforms.envMap.value = material.envMap; // part of uniforms common
  14446. uniforms.envMapIntensity.value = material.envMapIntensity;
  14447. }
  14448. }
  14449. function refreshUniformsPhysical( uniforms, material ) {
  14450. refreshUniformsStandard( uniforms, material );
  14451. uniforms.reflectivity.value = material.reflectivity; // also part of uniforms common
  14452. uniforms.clearCoat.value = material.clearCoat;
  14453. uniforms.clearCoatRoughness.value = material.clearCoatRoughness;
  14454. }
  14455. function refreshUniformsMatcap( uniforms, material ) {
  14456. if ( material.matcap ) {
  14457. uniforms.matcap.value = material.matcap;
  14458. }
  14459. if ( material.bumpMap ) {
  14460. uniforms.bumpMap.value = material.bumpMap;
  14461. uniforms.bumpScale.value = material.bumpScale;
  14462. if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
  14463. }
  14464. if ( material.normalMap ) {
  14465. uniforms.normalMap.value = material.normalMap;
  14466. uniforms.normalScale.value.copy( material.normalScale );
  14467. if ( material.side === BackSide ) uniforms.normalScale.value.negate();
  14468. }
  14469. if ( material.displacementMap ) {
  14470. uniforms.displacementMap.value = material.displacementMap;
  14471. uniforms.displacementScale.value = material.displacementScale;
  14472. uniforms.displacementBias.value = material.displacementBias;
  14473. }
  14474. }
  14475. function refreshUniformsDepth( uniforms, material ) {
  14476. if ( material.displacementMap ) {
  14477. uniforms.displacementMap.value = material.displacementMap;
  14478. uniforms.displacementScale.value = material.displacementScale;
  14479. uniforms.displacementBias.value = material.displacementBias;
  14480. }
  14481. }
  14482. function refreshUniformsDistance( uniforms, material ) {
  14483. if ( material.displacementMap ) {
  14484. uniforms.displacementMap.value = material.displacementMap;
  14485. uniforms.displacementScale.value = material.displacementScale;
  14486. uniforms.displacementBias.value = material.displacementBias;
  14487. }
  14488. uniforms.referencePosition.value.copy( material.referencePosition );
  14489. uniforms.nearDistance.value = material.nearDistance;
  14490. uniforms.farDistance.value = material.farDistance;
  14491. }
  14492. function refreshUniformsNormal( uniforms, material ) {
  14493. if ( material.bumpMap ) {
  14494. uniforms.bumpMap.value = material.bumpMap;
  14495. uniforms.bumpScale.value = material.bumpScale;
  14496. if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
  14497. }
  14498. if ( material.normalMap ) {
  14499. uniforms.normalMap.value = material.normalMap;
  14500. uniforms.normalScale.value.copy( material.normalScale );
  14501. if ( material.side === BackSide ) uniforms.normalScale.value.negate();
  14502. }
  14503. if ( material.displacementMap ) {
  14504. uniforms.displacementMap.value = material.displacementMap;
  14505. uniforms.displacementScale.value = material.displacementScale;
  14506. uniforms.displacementBias.value = material.displacementBias;
  14507. }
  14508. }
  14509. // If uniforms are marked as clean, they don't need to be loaded to the GPU.
  14510. function markUniformsLightsNeedsUpdate( uniforms, value ) {
  14511. uniforms.ambientLightColor.needsUpdate = value;
  14512. uniforms.directionalLights.needsUpdate = value;
  14513. uniforms.pointLights.needsUpdate = value;
  14514. uniforms.spotLights.needsUpdate = value;
  14515. uniforms.rectAreaLights.needsUpdate = value;
  14516. uniforms.hemisphereLights.needsUpdate = value;
  14517. }
  14518. // Textures
  14519. function allocTextureUnit() {
  14520. var textureUnit = _usedTextureUnits;
  14521. if ( textureUnit >= capabilities.maxTextures ) {
  14522. console.warn( 'THREE.WebGLRenderer: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures );
  14523. }
  14524. _usedTextureUnits += 1;
  14525. return textureUnit;
  14526. }
  14527. this.allocTextureUnit = allocTextureUnit;
  14528. // this.setTexture2D = setTexture2D;
  14529. this.setTexture2D = ( function () {
  14530. var warned = false;
  14531. // backwards compatibility: peel texture.texture
  14532. return function setTexture2D( texture, slot ) {
  14533. if ( texture && texture.isWebGLRenderTarget ) {
  14534. if ( ! warned ) {
  14535. console.warn( "THREE.WebGLRenderer.setTexture2D: don't use render targets as textures. Use their .texture property instead." );
  14536. warned = true;
  14537. }
  14538. texture = texture.texture;
  14539. }
  14540. textures.setTexture2D( texture, slot );
  14541. };
  14542. }() );
  14543. this.setTexture3D = ( function () {
  14544. // backwards compatibility: peel texture.texture
  14545. return function setTexture3D( texture, slot ) {
  14546. textures.setTexture3D( texture, slot );
  14547. };
  14548. }() );
  14549. this.setTexture = ( function () {
  14550. var warned = false;
  14551. return function setTexture( texture, slot ) {
  14552. if ( ! warned ) {
  14553. console.warn( "THREE.WebGLRenderer: .setTexture is deprecated, use setTexture2D instead." );
  14554. warned = true;
  14555. }
  14556. textures.setTexture2D( texture, slot );
  14557. };
  14558. }() );
  14559. this.setTextureCube = ( function () {
  14560. var warned = false;
  14561. return function setTextureCube( texture, slot ) {
  14562. // backwards compatibility: peel texture.texture
  14563. if ( texture && texture.isWebGLRenderTargetCube ) {
  14564. if ( ! warned ) {
  14565. console.warn( "THREE.WebGLRenderer.setTextureCube: don't use cube render targets as textures. Use their .texture property instead." );
  14566. warned = true;
  14567. }
  14568. texture = texture.texture;
  14569. }
  14570. // currently relying on the fact that WebGLRenderTargetCube.texture is a Texture and NOT a CubeTexture
  14571. // TODO: unify these code paths
  14572. if ( ( texture && texture.isCubeTexture ) ||
  14573. ( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
  14574. // CompressedTexture can have Array in image :/
  14575. // this function alone should take care of cube textures
  14576. textures.setTextureCube( texture, slot );
  14577. } else {
  14578. // assumed: texture property of THREE.WebGLRenderTargetCube
  14579. textures.setTextureCubeDynamic( texture, slot );
  14580. }
  14581. };
  14582. }() );
  14583. //
  14584. this.setFramebuffer = function ( value ) {
  14585. _framebuffer = value;
  14586. };
  14587. this.getRenderTarget = function () {
  14588. return _currentRenderTarget;
  14589. };
  14590. this.setRenderTarget = function ( renderTarget ) {
  14591. _currentRenderTarget = renderTarget;
  14592. if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
  14593. textures.setupRenderTarget( renderTarget );
  14594. }
  14595. var framebuffer = _framebuffer;
  14596. var isCube = false;
  14597. if ( renderTarget ) {
  14598. var __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
  14599. if ( renderTarget.isWebGLRenderTargetCube ) {
  14600. framebuffer = __webglFramebuffer[ renderTarget.activeCubeFace ];
  14601. isCube = true;
  14602. } else {
  14603. framebuffer = __webglFramebuffer;
  14604. }
  14605. _currentViewport.copy( renderTarget.viewport );
  14606. _currentScissor.copy( renderTarget.scissor );
  14607. _currentScissorTest = renderTarget.scissorTest;
  14608. } else {
  14609. _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio );
  14610. _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio );
  14611. _currentScissorTest = _scissorTest;
  14612. }
  14613. if ( _currentFramebuffer !== framebuffer ) {
  14614. _gl.bindFramebuffer( 36160, framebuffer );
  14615. _currentFramebuffer = framebuffer;
  14616. }
  14617. state.viewport( _currentViewport );
  14618. state.scissor( _currentScissor );
  14619. state.setScissorTest( _currentScissorTest );
  14620. if ( isCube ) {
  14621. var textureProperties = properties.get( renderTarget.texture );
  14622. _gl.framebufferTexture2D( 36160, 36064, 34069 + renderTarget.activeCubeFace, textureProperties.__webglTexture, renderTarget.activeMipMapLevel );
  14623. }
  14624. };
  14625. this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) {
  14626. if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
  14627. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
  14628. return;
  14629. }
  14630. var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
  14631. if ( framebuffer ) {
  14632. var restore = false;
  14633. if ( framebuffer !== _currentFramebuffer ) {
  14634. _gl.bindFramebuffer( 36160, framebuffer );
  14635. restore = true;
  14636. }
  14637. try {
  14638. var texture = renderTarget.texture;
  14639. var textureFormat = texture.format;
  14640. var textureType = texture.type;
  14641. if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( 35739 ) ) {
  14642. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
  14643. return;
  14644. }
  14645. if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( 35738 ) && // IE11, Edge and Chrome Mac < 52 (#9513)
  14646. ! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.get( 'OES_texture_float' ) || extensions.get( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox
  14647. ! ( textureType === HalfFloatType && ( capabilities.isWebGL2 ? extensions.get( 'EXT_color_buffer_float' ) : extensions.get( 'EXT_color_buffer_half_float' ) ) ) ) {
  14648. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
  14649. return;
  14650. }
  14651. if ( _gl.checkFramebufferStatus( 36160 ) === 36053 ) {
  14652. // the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)
  14653. if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
  14654. _gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
  14655. }
  14656. } else {
  14657. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
  14658. }
  14659. } finally {
  14660. if ( restore ) {
  14661. _gl.bindFramebuffer( 36160, _currentFramebuffer );
  14662. }
  14663. }
  14664. }
  14665. };
  14666. this.copyFramebufferToTexture = function ( position, texture, level ) {
  14667. var width = texture.image.width;
  14668. var height = texture.image.height;
  14669. var glFormat = utils.convert( texture.format );
  14670. this.setTexture2D( texture, 0 );
  14671. _gl.copyTexImage2D( 3553, level || 0, glFormat, position.x, position.y, width, height, 0 );
  14672. };
  14673. this.copyTextureToTexture = function ( position, srcTexture, dstTexture, level ) {
  14674. var width = srcTexture.image.width;
  14675. var height = srcTexture.image.height;
  14676. var glFormat = utils.convert( dstTexture.format );
  14677. var glType = utils.convert( dstTexture.type );
  14678. this.setTexture2D( dstTexture, 0 );
  14679. if ( srcTexture.isDataTexture ) {
  14680. _gl.texSubImage2D( 3553, level || 0, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data );
  14681. } else {
  14682. _gl.texSubImage2D( 3553, level || 0, position.x, position.y, glFormat, glType, srcTexture.image );
  14683. }
  14684. };
  14685. }
  14686. /**
  14687. * @author mrdoob / http://mrdoob.com/
  14688. * @author alteredq / http://alteredqualia.com/
  14689. */
  14690. function FogExp2( color, density ) {
  14691. this.name = '';
  14692. this.color = new Color( color );
  14693. this.density = ( density !== undefined ) ? density : 0.00025;
  14694. }
  14695. FogExp2.prototype.isFogExp2 = true;
  14696. FogExp2.prototype.clone = function () {
  14697. return new FogExp2( this.color, this.density );
  14698. };
  14699. FogExp2.prototype.toJSON = function ( /* meta */ ) {
  14700. return {
  14701. type: 'FogExp2',
  14702. color: this.color.getHex(),
  14703. density: this.density
  14704. };
  14705. };
  14706. /**
  14707. * @author mrdoob / http://mrdoob.com/
  14708. * @author alteredq / http://alteredqualia.com/
  14709. */
  14710. function Fog( color, near, far ) {
  14711. this.name = '';
  14712. this.color = new Color( color );
  14713. this.near = ( near !== undefined ) ? near : 1;
  14714. this.far = ( far !== undefined ) ? far : 1000;
  14715. }
  14716. Fog.prototype.isFog = true;
  14717. Fog.prototype.clone = function () {
  14718. return new Fog( this.color, this.near, this.far );
  14719. };
  14720. Fog.prototype.toJSON = function ( /* meta */ ) {
  14721. return {
  14722. type: 'Fog',
  14723. color: this.color.getHex(),
  14724. near: this.near,
  14725. far: this.far
  14726. };
  14727. };
  14728. /**
  14729. * @author mrdoob / http://mrdoob.com/
  14730. */
  14731. function Scene() {
  14732. Object3D.call( this );
  14733. this.type = 'Scene';
  14734. this.background = null;
  14735. this.fog = null;
  14736. this.overrideMaterial = null;
  14737. this.autoUpdate = true; // checked by the renderer
  14738. }
  14739. Scene.prototype = Object.assign( Object.create( Object3D.prototype ), {
  14740. constructor: Scene,
  14741. copy: function ( source, recursive ) {
  14742. Object3D.prototype.copy.call( this, source, recursive );
  14743. if ( source.background !== null ) this.background = source.background.clone();
  14744. if ( source.fog !== null ) this.fog = source.fog.clone();
  14745. if ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone();
  14746. this.autoUpdate = source.autoUpdate;
  14747. this.matrixAutoUpdate = source.matrixAutoUpdate;
  14748. return this;
  14749. },
  14750. toJSON: function ( meta ) {
  14751. var data = Object3D.prototype.toJSON.call( this, meta );
  14752. if ( this.background !== null ) data.object.background = this.background.toJSON( meta );
  14753. if ( this.fog !== null ) data.object.fog = this.fog.toJSON();
  14754. return data;
  14755. }
  14756. } );
  14757. /**
  14758. * @author benaadams / https://twitter.com/ben_a_adams
  14759. */
  14760. function InterleavedBuffer( array, stride ) {
  14761. this.array = array;
  14762. this.stride = stride;
  14763. this.count = array !== undefined ? array.length / stride : 0;
  14764. this.dynamic = false;
  14765. this.updateRange = { offset: 0, count: - 1 };
  14766. this.version = 0;
  14767. }
  14768. Object.defineProperty( InterleavedBuffer.prototype, 'needsUpdate', {
  14769. set: function ( value ) {
  14770. if ( value === true ) this.version ++;
  14771. }
  14772. } );
  14773. Object.assign( InterleavedBuffer.prototype, {
  14774. isInterleavedBuffer: true,
  14775. onUploadCallback: function () {},
  14776. setArray: function ( array ) {
  14777. if ( Array.isArray( array ) ) {
  14778. throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
  14779. }
  14780. this.count = array !== undefined ? array.length / this.stride : 0;
  14781. this.array = array;
  14782. return this;
  14783. },
  14784. setDynamic: function ( value ) {
  14785. this.dynamic = value;
  14786. return this;
  14787. },
  14788. copy: function ( source ) {
  14789. this.array = new source.array.constructor( source.array );
  14790. this.count = source.count;
  14791. this.stride = source.stride;
  14792. this.dynamic = source.dynamic;
  14793. return this;
  14794. },
  14795. copyAt: function ( index1, attribute, index2 ) {
  14796. index1 *= this.stride;
  14797. index2 *= attribute.stride;
  14798. for ( var i = 0, l = this.stride; i < l; i ++ ) {
  14799. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  14800. }
  14801. return this;
  14802. },
  14803. set: function ( value, offset ) {
  14804. if ( offset === undefined ) offset = 0;
  14805. this.array.set( value, offset );
  14806. return this;
  14807. },
  14808. clone: function () {
  14809. return new this.constructor().copy( this );
  14810. },
  14811. onUpload: function ( callback ) {
  14812. this.onUploadCallback = callback;
  14813. return this;
  14814. }
  14815. } );
  14816. /**
  14817. * @author benaadams / https://twitter.com/ben_a_adams
  14818. */
  14819. function InterleavedBufferAttribute( interleavedBuffer, itemSize, offset, normalized ) {
  14820. this.data = interleavedBuffer;
  14821. this.itemSize = itemSize;
  14822. this.offset = offset;
  14823. this.normalized = normalized === true;
  14824. }
  14825. Object.defineProperties( InterleavedBufferAttribute.prototype, {
  14826. count: {
  14827. get: function () {
  14828. return this.data.count;
  14829. }
  14830. },
  14831. array: {
  14832. get: function () {
  14833. return this.data.array;
  14834. }
  14835. }
  14836. } );
  14837. Object.assign( InterleavedBufferAttribute.prototype, {
  14838. isInterleavedBufferAttribute: true,
  14839. setX: function ( index, x ) {
  14840. this.data.array[ index * this.data.stride + this.offset ] = x;
  14841. return this;
  14842. },
  14843. setY: function ( index, y ) {
  14844. this.data.array[ index * this.data.stride + this.offset + 1 ] = y;
  14845. return this;
  14846. },
  14847. setZ: function ( index, z ) {
  14848. this.data.array[ index * this.data.stride + this.offset + 2 ] = z;
  14849. return this;
  14850. },
  14851. setW: function ( index, w ) {
  14852. this.data.array[ index * this.data.stride + this.offset + 3 ] = w;
  14853. return this;
  14854. },
  14855. getX: function ( index ) {
  14856. return this.data.array[ index * this.data.stride + this.offset ];
  14857. },
  14858. getY: function ( index ) {
  14859. return this.data.array[ index * this.data.stride + this.offset + 1 ];
  14860. },
  14861. getZ: function ( index ) {
  14862. return this.data.array[ index * this.data.stride + this.offset + 2 ];
  14863. },
  14864. getW: function ( index ) {
  14865. return this.data.array[ index * this.data.stride + this.offset + 3 ];
  14866. },
  14867. setXY: function ( index, x, y ) {
  14868. index = index * this.data.stride + this.offset;
  14869. this.data.array[ index + 0 ] = x;
  14870. this.data.array[ index + 1 ] = y;
  14871. return this;
  14872. },
  14873. setXYZ: function ( index, x, y, z ) {
  14874. index = index * this.data.stride + this.offset;
  14875. this.data.array[ index + 0 ] = x;
  14876. this.data.array[ index + 1 ] = y;
  14877. this.data.array[ index + 2 ] = z;
  14878. return this;
  14879. },
  14880. setXYZW: function ( index, x, y, z, w ) {
  14881. index = index * this.data.stride + this.offset;
  14882. this.data.array[ index + 0 ] = x;
  14883. this.data.array[ index + 1 ] = y;
  14884. this.data.array[ index + 2 ] = z;
  14885. this.data.array[ index + 3 ] = w;
  14886. return this;
  14887. }
  14888. } );
  14889. /**
  14890. * @author alteredq / http://alteredqualia.com/
  14891. *
  14892. * parameters = {
  14893. * color: <hex>,
  14894. * map: new THREE.Texture( <Image> ),
  14895. * rotation: <float>,
  14896. * sizeAttenuation: <bool>
  14897. * }
  14898. */
  14899. function SpriteMaterial( parameters ) {
  14900. Material.call( this );
  14901. this.type = 'SpriteMaterial';
  14902. this.color = new Color( 0xffffff );
  14903. this.map = null;
  14904. this.rotation = 0;
  14905. this.sizeAttenuation = true;
  14906. this.lights = false;
  14907. this.transparent = true;
  14908. this.setValues( parameters );
  14909. }
  14910. SpriteMaterial.prototype = Object.create( Material.prototype );
  14911. SpriteMaterial.prototype.constructor = SpriteMaterial;
  14912. SpriteMaterial.prototype.isSpriteMaterial = true;
  14913. SpriteMaterial.prototype.copy = function ( source ) {
  14914. Material.prototype.copy.call( this, source );
  14915. this.color.copy( source.color );
  14916. this.map = source.map;
  14917. this.rotation = source.rotation;
  14918. this.sizeAttenuation = source.sizeAttenuation;
  14919. return this;
  14920. };
  14921. /**
  14922. * @author mikael emtinger / http://gomo.se/
  14923. * @author alteredq / http://alteredqualia.com/
  14924. */
  14925. var geometry;
  14926. function Sprite( material ) {
  14927. Object3D.call( this );
  14928. this.type = 'Sprite';
  14929. if ( geometry === undefined ) {
  14930. geometry = new BufferGeometry();
  14931. var float32Array = new Float32Array( [
  14932. - 0.5, - 0.5, 0, 0, 0,
  14933. 0.5, - 0.5, 0, 1, 0,
  14934. 0.5, 0.5, 0, 1, 1,
  14935. - 0.5, 0.5, 0, 0, 1
  14936. ] );
  14937. var interleavedBuffer = new InterleavedBuffer( float32Array, 5 );
  14938. geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] );
  14939. geometry.addAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );
  14940. geometry.addAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );
  14941. }
  14942. this.geometry = geometry;
  14943. this.material = ( material !== undefined ) ? material : new SpriteMaterial();
  14944. this.center = new Vector2( 0.5, 0.5 );
  14945. }
  14946. Sprite.prototype = Object.assign( Object.create( Object3D.prototype ), {
  14947. constructor: Sprite,
  14948. isSprite: true,
  14949. raycast: ( function () {
  14950. var intersectPoint = new Vector3();
  14951. var worldScale = new Vector3();
  14952. var mvPosition = new Vector3();
  14953. var alignedPosition = new Vector2();
  14954. var rotatedPosition = new Vector2();
  14955. var viewWorldMatrix = new Matrix4();
  14956. var vA = new Vector3();
  14957. var vB = new Vector3();
  14958. var vC = new Vector3();
  14959. var uvA = new Vector2();
  14960. var uvB = new Vector2();
  14961. var uvC = new Vector2();
  14962. function transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) {
  14963. // compute position in camera space
  14964. alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale );
  14965. // to check if rotation is not zero
  14966. if ( sin !== undefined ) {
  14967. rotatedPosition.x = ( cos * alignedPosition.x ) - ( sin * alignedPosition.y );
  14968. rotatedPosition.y = ( sin * alignedPosition.x ) + ( cos * alignedPosition.y );
  14969. } else {
  14970. rotatedPosition.copy( alignedPosition );
  14971. }
  14972. vertexPosition.copy( mvPosition );
  14973. vertexPosition.x += rotatedPosition.x;
  14974. vertexPosition.y += rotatedPosition.y;
  14975. // transform to world space
  14976. vertexPosition.applyMatrix4( viewWorldMatrix );
  14977. }
  14978. return function raycast( raycaster, intersects ) {
  14979. worldScale.setFromMatrixScale( this.matrixWorld );
  14980. viewWorldMatrix.getInverse( this.modelViewMatrix ).premultiply( this.matrixWorld );
  14981. mvPosition.setFromMatrixPosition( this.modelViewMatrix );
  14982. var rotation = this.material.rotation;
  14983. var sin, cos;
  14984. if ( rotation !== 0 ) {
  14985. cos = Math.cos( rotation );
  14986. sin = Math.sin( rotation );
  14987. }
  14988. var center = this.center;
  14989. transformVertex( vA.set( - 0.5, - 0.5, 0 ), mvPosition, center, worldScale, sin, cos );
  14990. transformVertex( vB.set( 0.5, - 0.5, 0 ), mvPosition, center, worldScale, sin, cos );
  14991. transformVertex( vC.set( 0.5, 0.5, 0 ), mvPosition, center, worldScale, sin, cos );
  14992. uvA.set( 0, 0 );
  14993. uvB.set( 1, 0 );
  14994. uvC.set( 1, 1 );
  14995. // check first triangle
  14996. var intersect = raycaster.ray.intersectTriangle( vA, vB, vC, false, intersectPoint );
  14997. if ( intersect === null ) {
  14998. // check second triangle
  14999. transformVertex( vB.set( - 0.5, 0.5, 0 ), mvPosition, center, worldScale, sin, cos );
  15000. uvB.set( 0, 1 );
  15001. intersect = raycaster.ray.intersectTriangle( vA, vC, vB, false, intersectPoint );
  15002. if ( intersect === null ) {
  15003. return;
  15004. }
  15005. }
  15006. var distance = raycaster.ray.origin.distanceTo( intersectPoint );
  15007. if ( distance < raycaster.near || distance > raycaster.far ) return;
  15008. intersects.push( {
  15009. distance: distance,
  15010. point: intersectPoint.clone(),
  15011. uv: Triangle.getUV( intersectPoint, vA, vB, vC, uvA, uvB, uvC, new Vector2() ),
  15012. face: null,
  15013. object: this
  15014. } );
  15015. };
  15016. }() ),
  15017. clone: function () {
  15018. return new this.constructor( this.material ).copy( this );
  15019. },
  15020. copy: function ( source ) {
  15021. Object3D.prototype.copy.call( this, source );
  15022. if ( source.center !== undefined ) this.center.copy( source.center );
  15023. return this;
  15024. }
  15025. } );
  15026. /**
  15027. * @author mikael emtinger / http://gomo.se/
  15028. * @author alteredq / http://alteredqualia.com/
  15029. * @author mrdoob / http://mrdoob.com/
  15030. */
  15031. function LOD() {
  15032. Object3D.call( this );
  15033. this.type = 'LOD';
  15034. Object.defineProperties( this, {
  15035. levels: {
  15036. enumerable: true,
  15037. value: []
  15038. }
  15039. } );
  15040. }
  15041. LOD.prototype = Object.assign( Object.create( Object3D.prototype ), {
  15042. constructor: LOD,
  15043. copy: function ( source ) {
  15044. Object3D.prototype.copy.call( this, source, false );
  15045. var levels = source.levels;
  15046. for ( var i = 0, l = levels.length; i < l; i ++ ) {
  15047. var level = levels[ i ];
  15048. this.addLevel( level.object.clone(), level.distance );
  15049. }
  15050. return this;
  15051. },
  15052. addLevel: function ( object, distance ) {
  15053. if ( distance === undefined ) distance = 0;
  15054. distance = Math.abs( distance );
  15055. var levels = this.levels;
  15056. for ( var l = 0; l < levels.length; l ++ ) {
  15057. if ( distance < levels[ l ].distance ) {
  15058. break;
  15059. }
  15060. }
  15061. levels.splice( l, 0, { distance: distance, object: object } );
  15062. this.add( object );
  15063. },
  15064. getObjectForDistance: function ( distance ) {
  15065. var levels = this.levels;
  15066. for ( var i = 1, l = levels.length; i < l; i ++ ) {
  15067. if ( distance < levels[ i ].distance ) {
  15068. break;
  15069. }
  15070. }
  15071. return levels[ i - 1 ].object;
  15072. },
  15073. raycast: ( function () {
  15074. var matrixPosition = new Vector3();
  15075. return function raycast( raycaster, intersects ) {
  15076. matrixPosition.setFromMatrixPosition( this.matrixWorld );
  15077. var distance = raycaster.ray.origin.distanceTo( matrixPosition );
  15078. this.getObjectForDistance( distance ).raycast( raycaster, intersects );
  15079. };
  15080. }() ),
  15081. update: function () {
  15082. var v1 = new Vector3();
  15083. var v2 = new Vector3();
  15084. return function update( camera ) {
  15085. var levels = this.levels;
  15086. if ( levels.length > 1 ) {
  15087. v1.setFromMatrixPosition( camera.matrixWorld );
  15088. v2.setFromMatrixPosition( this.matrixWorld );
  15089. var distance = v1.distanceTo( v2 );
  15090. levels[ 0 ].object.visible = true;
  15091. for ( var i = 1, l = levels.length; i < l; i ++ ) {
  15092. if ( distance >= levels[ i ].distance ) {
  15093. levels[ i - 1 ].object.visible = false;
  15094. levels[ i ].object.visible = true;
  15095. } else {
  15096. break;
  15097. }
  15098. }
  15099. for ( ; i < l; i ++ ) {
  15100. levels[ i ].object.visible = false;
  15101. }
  15102. }
  15103. };
  15104. }(),
  15105. toJSON: function ( meta ) {
  15106. var data = Object3D.prototype.toJSON.call( this, meta );
  15107. data.object.levels = [];
  15108. var levels = this.levels;
  15109. for ( var i = 0, l = levels.length; i < l; i ++ ) {
  15110. var level = levels[ i ];
  15111. data.object.levels.push( {
  15112. object: level.object.uuid,
  15113. distance: level.distance
  15114. } );
  15115. }
  15116. return data;
  15117. }
  15118. } );
  15119. /**
  15120. * @author mikael emtinger / http://gomo.se/
  15121. * @author alteredq / http://alteredqualia.com/
  15122. * @author ikerr / http://verold.com
  15123. */
  15124. function SkinnedMesh( geometry, material ) {
  15125. if ( geometry && geometry.isGeometry ) {
  15126. console.error( 'THREE.SkinnedMesh no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
  15127. }
  15128. Mesh.call( this, geometry, material );
  15129. this.type = 'SkinnedMesh';
  15130. this.bindMode = 'attached';
  15131. this.bindMatrix = new Matrix4();
  15132. this.bindMatrixInverse = new Matrix4();
  15133. }
  15134. SkinnedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {
  15135. constructor: SkinnedMesh,
  15136. isSkinnedMesh: true,
  15137. bind: function ( skeleton, bindMatrix ) {
  15138. this.skeleton = skeleton;
  15139. if ( bindMatrix === undefined ) {
  15140. this.updateMatrixWorld( true );
  15141. this.skeleton.calculateInverses();
  15142. bindMatrix = this.matrixWorld;
  15143. }
  15144. this.bindMatrix.copy( bindMatrix );
  15145. this.bindMatrixInverse.getInverse( bindMatrix );
  15146. },
  15147. pose: function () {
  15148. this.skeleton.pose();
  15149. },
  15150. normalizeSkinWeights: function () {
  15151. var vector = new Vector4();
  15152. var skinWeight = this.geometry.attributes.skinWeight;
  15153. for ( var i = 0, l = skinWeight.count; i < l; i ++ ) {
  15154. vector.x = skinWeight.getX( i );
  15155. vector.y = skinWeight.getY( i );
  15156. vector.z = skinWeight.getZ( i );
  15157. vector.w = skinWeight.getW( i );
  15158. var scale = 1.0 / vector.manhattanLength();
  15159. if ( scale !== Infinity ) {
  15160. vector.multiplyScalar( scale );
  15161. } else {
  15162. vector.set( 1, 0, 0, 0 ); // do something reasonable
  15163. }
  15164. skinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w );
  15165. }
  15166. },
  15167. updateMatrixWorld: function ( force ) {
  15168. Mesh.prototype.updateMatrixWorld.call( this, force );
  15169. if ( this.bindMode === 'attached' ) {
  15170. this.bindMatrixInverse.getInverse( this.matrixWorld );
  15171. } else if ( this.bindMode === 'detached' ) {
  15172. this.bindMatrixInverse.getInverse( this.bindMatrix );
  15173. } else {
  15174. console.warn( 'THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode );
  15175. }
  15176. },
  15177. clone: function () {
  15178. return new this.constructor( this.geometry, this.material ).copy( this );
  15179. }
  15180. } );
  15181. /**
  15182. * @author mikael emtinger / http://gomo.se/
  15183. * @author alteredq / http://alteredqualia.com/
  15184. * @author michael guerrero / http://realitymeltdown.com
  15185. * @author ikerr / http://verold.com
  15186. */
  15187. function Skeleton( bones, boneInverses ) {
  15188. // copy the bone array
  15189. bones = bones || [];
  15190. this.bones = bones.slice( 0 );
  15191. this.boneMatrices = new Float32Array( this.bones.length * 16 );
  15192. // use the supplied bone inverses or calculate the inverses
  15193. if ( boneInverses === undefined ) {
  15194. this.calculateInverses();
  15195. } else {
  15196. if ( this.bones.length === boneInverses.length ) {
  15197. this.boneInverses = boneInverses.slice( 0 );
  15198. } else {
  15199. console.warn( 'THREE.Skeleton boneInverses is the wrong length.' );
  15200. this.boneInverses = [];
  15201. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  15202. this.boneInverses.push( new Matrix4() );
  15203. }
  15204. }
  15205. }
  15206. }
  15207. Object.assign( Skeleton.prototype, {
  15208. calculateInverses: function () {
  15209. this.boneInverses = [];
  15210. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  15211. var inverse = new Matrix4();
  15212. if ( this.bones[ i ] ) {
  15213. inverse.getInverse( this.bones[ i ].matrixWorld );
  15214. }
  15215. this.boneInverses.push( inverse );
  15216. }
  15217. },
  15218. pose: function () {
  15219. var bone, i, il;
  15220. // recover the bind-time world matrices
  15221. for ( i = 0, il = this.bones.length; i < il; i ++ ) {
  15222. bone = this.bones[ i ];
  15223. if ( bone ) {
  15224. bone.matrixWorld.getInverse( this.boneInverses[ i ] );
  15225. }
  15226. }
  15227. // compute the local matrices, positions, rotations and scales
  15228. for ( i = 0, il = this.bones.length; i < il; i ++ ) {
  15229. bone = this.bones[ i ];
  15230. if ( bone ) {
  15231. if ( bone.parent && bone.parent.isBone ) {
  15232. bone.matrix.getInverse( bone.parent.matrixWorld );
  15233. bone.matrix.multiply( bone.matrixWorld );
  15234. } else {
  15235. bone.matrix.copy( bone.matrixWorld );
  15236. }
  15237. bone.matrix.decompose( bone.position, bone.quaternion, bone.scale );
  15238. }
  15239. }
  15240. },
  15241. update: ( function () {
  15242. var offsetMatrix = new Matrix4();
  15243. var identityMatrix = new Matrix4();
  15244. return function update() {
  15245. var bones = this.bones;
  15246. var boneInverses = this.boneInverses;
  15247. var boneMatrices = this.boneMatrices;
  15248. var boneTexture = this.boneTexture;
  15249. // flatten bone matrices to array
  15250. for ( var i = 0, il = bones.length; i < il; i ++ ) {
  15251. // compute the offset between the current and the original transform
  15252. var matrix = bones[ i ] ? bones[ i ].matrixWorld : identityMatrix;
  15253. offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );
  15254. offsetMatrix.toArray( boneMatrices, i * 16 );
  15255. }
  15256. if ( boneTexture !== undefined ) {
  15257. boneTexture.needsUpdate = true;
  15258. }
  15259. };
  15260. } )(),
  15261. clone: function () {
  15262. return new Skeleton( this.bones, this.boneInverses );
  15263. },
  15264. getBoneByName: function ( name ) {
  15265. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  15266. var bone = this.bones[ i ];
  15267. if ( bone.name === name ) {
  15268. return bone;
  15269. }
  15270. }
  15271. return undefined;
  15272. }
  15273. } );
  15274. /**
  15275. * @author mikael emtinger / http://gomo.se/
  15276. * @author alteredq / http://alteredqualia.com/
  15277. * @author ikerr / http://verold.com
  15278. */
  15279. function Bone() {
  15280. Object3D.call( this );
  15281. this.type = 'Bone';
  15282. }
  15283. Bone.prototype = Object.assign( Object.create( Object3D.prototype ), {
  15284. constructor: Bone,
  15285. isBone: true
  15286. } );
  15287. /**
  15288. * @author mrdoob / http://mrdoob.com/
  15289. * @author alteredq / http://alteredqualia.com/
  15290. *
  15291. * parameters = {
  15292. * color: <hex>,
  15293. * opacity: <float>,
  15294. *
  15295. * linewidth: <float>,
  15296. * linecap: "round",
  15297. * linejoin: "round"
  15298. * }
  15299. */
  15300. function LineBasicMaterial( parameters ) {
  15301. Material.call( this );
  15302. this.type = 'LineBasicMaterial';
  15303. this.color = new Color( 0xffffff );
  15304. this.linewidth = 1;
  15305. this.linecap = 'round';
  15306. this.linejoin = 'round';
  15307. this.lights = false;
  15308. this.setValues( parameters );
  15309. }
  15310. LineBasicMaterial.prototype = Object.create( Material.prototype );
  15311. LineBasicMaterial.prototype.constructor = LineBasicMaterial;
  15312. LineBasicMaterial.prototype.isLineBasicMaterial = true;
  15313. LineBasicMaterial.prototype.copy = function ( source ) {
  15314. Material.prototype.copy.call( this, source );
  15315. this.color.copy( source.color );
  15316. this.linewidth = source.linewidth;
  15317. this.linecap = source.linecap;
  15318. this.linejoin = source.linejoin;
  15319. return this;
  15320. };
  15321. /**
  15322. * @author mrdoob / http://mrdoob.com/
  15323. */
  15324. function Line( geometry, material, mode ) {
  15325. if ( mode === 1 ) {
  15326. console.error( 'THREE.Line: parameter THREE.LinePieces no longer supported. Use THREE.LineSegments instead.' );
  15327. }
  15328. Object3D.call( this );
  15329. this.type = 'Line';
  15330. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  15331. this.material = material !== undefined ? material : new LineBasicMaterial( { color: Math.random() * 0xffffff } );
  15332. }
  15333. Line.prototype = Object.assign( Object.create( Object3D.prototype ), {
  15334. constructor: Line,
  15335. isLine: true,
  15336. computeLineDistances: ( function () {
  15337. var start = new Vector3();
  15338. var end = new Vector3();
  15339. return function computeLineDistances() {
  15340. var geometry = this.geometry;
  15341. if ( geometry.isBufferGeometry ) {
  15342. // we assume non-indexed geometry
  15343. if ( geometry.index === null ) {
  15344. var positionAttribute = geometry.attributes.position;
  15345. var lineDistances = [ 0 ];
  15346. for ( var i = 1, l = positionAttribute.count; i < l; i ++ ) {
  15347. start.fromBufferAttribute( positionAttribute, i - 1 );
  15348. end.fromBufferAttribute( positionAttribute, i );
  15349. lineDistances[ i ] = lineDistances[ i - 1 ];
  15350. lineDistances[ i ] += start.distanceTo( end );
  15351. }
  15352. geometry.addAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  15353. } else {
  15354. console.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  15355. }
  15356. } else if ( geometry.isGeometry ) {
  15357. var vertices = geometry.vertices;
  15358. var lineDistances = geometry.lineDistances;
  15359. lineDistances[ 0 ] = 0;
  15360. for ( var i = 1, l = vertices.length; i < l; i ++ ) {
  15361. lineDistances[ i ] = lineDistances[ i - 1 ];
  15362. lineDistances[ i ] += vertices[ i - 1 ].distanceTo( vertices[ i ] );
  15363. }
  15364. }
  15365. return this;
  15366. };
  15367. }() ),
  15368. raycast: ( function () {
  15369. var inverseMatrix = new Matrix4();
  15370. var ray = new Ray();
  15371. var sphere = new Sphere();
  15372. return function raycast( raycaster, intersects ) {
  15373. var precision = raycaster.linePrecision;
  15374. var geometry = this.geometry;
  15375. var matrixWorld = this.matrixWorld;
  15376. // Checking boundingSphere distance to ray
  15377. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  15378. sphere.copy( geometry.boundingSphere );
  15379. sphere.applyMatrix4( matrixWorld );
  15380. sphere.radius += precision;
  15381. if ( raycaster.ray.intersectsSphere( sphere ) === false ) return;
  15382. //
  15383. inverseMatrix.getInverse( matrixWorld );
  15384. ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
  15385. var localPrecision = precision / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  15386. var localPrecisionSq = localPrecision * localPrecision;
  15387. var vStart = new Vector3();
  15388. var vEnd = new Vector3();
  15389. var interSegment = new Vector3();
  15390. var interRay = new Vector3();
  15391. var step = ( this && this.isLineSegments ) ? 2 : 1;
  15392. if ( geometry.isBufferGeometry ) {
  15393. var index = geometry.index;
  15394. var attributes = geometry.attributes;
  15395. var positions = attributes.position.array;
  15396. if ( index !== null ) {
  15397. var indices = index.array;
  15398. for ( var i = 0, l = indices.length - 1; i < l; i += step ) {
  15399. var a = indices[ i ];
  15400. var b = indices[ i + 1 ];
  15401. vStart.fromArray( positions, a * 3 );
  15402. vEnd.fromArray( positions, b * 3 );
  15403. var distSq = ray.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
  15404. if ( distSq > localPrecisionSq ) continue;
  15405. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  15406. var distance = raycaster.ray.origin.distanceTo( interRay );
  15407. if ( distance < raycaster.near || distance > raycaster.far ) continue;
  15408. intersects.push( {
  15409. distance: distance,
  15410. // What do we want? intersection point on the ray or on the segment??
  15411. // point: raycaster.ray.at( distance ),
  15412. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  15413. index: i,
  15414. face: null,
  15415. faceIndex: null,
  15416. object: this
  15417. } );
  15418. }
  15419. } else {
  15420. for ( var i = 0, l = positions.length / 3 - 1; i < l; i += step ) {
  15421. vStart.fromArray( positions, 3 * i );
  15422. vEnd.fromArray( positions, 3 * i + 3 );
  15423. var distSq = ray.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
  15424. if ( distSq > localPrecisionSq ) continue;
  15425. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  15426. var distance = raycaster.ray.origin.distanceTo( interRay );
  15427. if ( distance < raycaster.near || distance > raycaster.far ) continue;
  15428. intersects.push( {
  15429. distance: distance,
  15430. // What do we want? intersection point on the ray or on the segment??
  15431. // point: raycaster.ray.at( distance ),
  15432. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  15433. index: i,
  15434. face: null,
  15435. faceIndex: null,
  15436. object: this
  15437. } );
  15438. }
  15439. }
  15440. } else if ( geometry.isGeometry ) {
  15441. var vertices = geometry.vertices;
  15442. var nbVertices = vertices.length;
  15443. for ( var i = 0; i < nbVertices - 1; i += step ) {
  15444. var distSq = ray.distanceSqToSegment( vertices[ i ], vertices[ i + 1 ], interRay, interSegment );
  15445. if ( distSq > localPrecisionSq ) continue;
  15446. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  15447. var distance = raycaster.ray.origin.distanceTo( interRay );
  15448. if ( distance < raycaster.near || distance > raycaster.far ) continue;
  15449. intersects.push( {
  15450. distance: distance,
  15451. // What do we want? intersection point on the ray or on the segment??
  15452. // point: raycaster.ray.at( distance ),
  15453. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  15454. index: i,
  15455. face: null,
  15456. faceIndex: null,
  15457. object: this
  15458. } );
  15459. }
  15460. }
  15461. };
  15462. }() ),
  15463. copy: function ( source ) {
  15464. Object3D.prototype.copy.call( this, source );
  15465. this.geometry.copy( source.geometry );
  15466. this.material.copy( source.material );
  15467. return this;
  15468. },
  15469. clone: function () {
  15470. return new this.constructor().copy( this );
  15471. }
  15472. } );
  15473. /**
  15474. * @author mrdoob / http://mrdoob.com/
  15475. */
  15476. function LineSegments( geometry, material ) {
  15477. Line.call( this, geometry, material );
  15478. this.type = 'LineSegments';
  15479. }
  15480. LineSegments.prototype = Object.assign( Object.create( Line.prototype ), {
  15481. constructor: LineSegments,
  15482. isLineSegments: true,
  15483. computeLineDistances: ( function () {
  15484. var start = new Vector3();
  15485. var end = new Vector3();
  15486. return function computeLineDistances() {
  15487. var geometry = this.geometry;
  15488. if ( geometry.isBufferGeometry ) {
  15489. // we assume non-indexed geometry
  15490. if ( geometry.index === null ) {
  15491. var positionAttribute = geometry.attributes.position;
  15492. var lineDistances = [];
  15493. for ( var i = 0, l = positionAttribute.count; i < l; i += 2 ) {
  15494. start.fromBufferAttribute( positionAttribute, i );
  15495. end.fromBufferAttribute( positionAttribute, i + 1 );
  15496. lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  15497. lineDistances[ i + 1 ] = lineDistances[ i ] + start.distanceTo( end );
  15498. }
  15499. geometry.addAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  15500. } else {
  15501. console.warn( 'THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  15502. }
  15503. } else if ( geometry.isGeometry ) {
  15504. var vertices = geometry.vertices;
  15505. var lineDistances = geometry.lineDistances;
  15506. for ( var i = 0, l = vertices.length; i < l; i += 2 ) {
  15507. start.copy( vertices[ i ] );
  15508. end.copy( vertices[ i + 1 ] );
  15509. lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  15510. lineDistances[ i + 1 ] = lineDistances[ i ] + start.distanceTo( end );
  15511. }
  15512. }
  15513. return this;
  15514. };
  15515. }() )
  15516. } );
  15517. /**
  15518. * @author mgreter / http://github.com/mgreter
  15519. */
  15520. function LineLoop( geometry, material ) {
  15521. Line.call( this, geometry, material );
  15522. this.type = 'LineLoop';
  15523. }
  15524. LineLoop.prototype = Object.assign( Object.create( Line.prototype ), {
  15525. constructor: LineLoop,
  15526. isLineLoop: true,
  15527. } );
  15528. /**
  15529. * @author mrdoob / http://mrdoob.com/
  15530. * @author alteredq / http://alteredqualia.com/
  15531. *
  15532. * parameters = {
  15533. * color: <hex>,
  15534. * opacity: <float>,
  15535. * map: new THREE.Texture( <Image> ),
  15536. *
  15537. * size: <float>,
  15538. * sizeAttenuation: <bool>
  15539. *
  15540. * morphTargets: <bool>
  15541. * }
  15542. */
  15543. function PointsMaterial( parameters ) {
  15544. Material.call( this );
  15545. this.type = 'PointsMaterial';
  15546. this.color = new Color( 0xffffff );
  15547. this.map = null;
  15548. this.size = 1;
  15549. this.sizeAttenuation = true;
  15550. this.morphTargets = false;
  15551. this.lights = false;
  15552. this.setValues( parameters );
  15553. }
  15554. PointsMaterial.prototype = Object.create( Material.prototype );
  15555. PointsMaterial.prototype.constructor = PointsMaterial;
  15556. PointsMaterial.prototype.isPointsMaterial = true;
  15557. PointsMaterial.prototype.copy = function ( source ) {
  15558. Material.prototype.copy.call( this, source );
  15559. this.color.copy( source.color );
  15560. this.map = source.map;
  15561. this.size = source.size;
  15562. this.sizeAttenuation = source.sizeAttenuation;
  15563. this.morphTargets = source.morphTargets;
  15564. return this;
  15565. };
  15566. /**
  15567. * @author alteredq / http://alteredqualia.com/
  15568. */
  15569. function Points( geometry, material ) {
  15570. Object3D.call( this );
  15571. this.type = 'Points';
  15572. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  15573. this.material = material !== undefined ? material : new PointsMaterial( { color: Math.random() * 0xffffff } );
  15574. }
  15575. Points.prototype = Object.assign( Object.create( Object3D.prototype ), {
  15576. constructor: Points,
  15577. isPoints: true,
  15578. raycast: ( function () {
  15579. var inverseMatrix = new Matrix4();
  15580. var ray = new Ray();
  15581. var sphere = new Sphere();
  15582. return function raycast( raycaster, intersects ) {
  15583. var object = this;
  15584. var geometry = this.geometry;
  15585. var matrixWorld = this.matrixWorld;
  15586. var threshold = raycaster.params.Points.threshold;
  15587. // Checking boundingSphere distance to ray
  15588. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  15589. sphere.copy( geometry.boundingSphere );
  15590. sphere.applyMatrix4( matrixWorld );
  15591. sphere.radius += threshold;
  15592. if ( raycaster.ray.intersectsSphere( sphere ) === false ) return;
  15593. //
  15594. inverseMatrix.getInverse( matrixWorld );
  15595. ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
  15596. var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  15597. var localThresholdSq = localThreshold * localThreshold;
  15598. var position = new Vector3();
  15599. var intersectPoint = new Vector3();
  15600. function testPoint( point, index ) {
  15601. var rayPointDistanceSq = ray.distanceSqToPoint( point );
  15602. if ( rayPointDistanceSq < localThresholdSq ) {
  15603. ray.closestPointToPoint( point, intersectPoint );
  15604. intersectPoint.applyMatrix4( matrixWorld );
  15605. var distance = raycaster.ray.origin.distanceTo( intersectPoint );
  15606. if ( distance < raycaster.near || distance > raycaster.far ) return;
  15607. intersects.push( {
  15608. distance: distance,
  15609. distanceToRay: Math.sqrt( rayPointDistanceSq ),
  15610. point: intersectPoint.clone(),
  15611. index: index,
  15612. face: null,
  15613. object: object
  15614. } );
  15615. }
  15616. }
  15617. if ( geometry.isBufferGeometry ) {
  15618. var index = geometry.index;
  15619. var attributes = geometry.attributes;
  15620. var positions = attributes.position.array;
  15621. if ( index !== null ) {
  15622. var indices = index.array;
  15623. for ( var i = 0, il = indices.length; i < il; i ++ ) {
  15624. var a = indices[ i ];
  15625. position.fromArray( positions, a * 3 );
  15626. testPoint( position, a );
  15627. }
  15628. } else {
  15629. for ( var i = 0, l = positions.length / 3; i < l; i ++ ) {
  15630. position.fromArray( positions, i * 3 );
  15631. testPoint( position, i );
  15632. }
  15633. }
  15634. } else {
  15635. var vertices = geometry.vertices;
  15636. for ( var i = 0, l = vertices.length; i < l; i ++ ) {
  15637. testPoint( vertices[ i ], i );
  15638. }
  15639. }
  15640. };
  15641. }() ),
  15642. clone: function () {
  15643. return new this.constructor( this.geometry, this.material ).copy( this );
  15644. }
  15645. } );
  15646. /**
  15647. * @author mrdoob / http://mrdoob.com/
  15648. */
  15649. function VideoTexture( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  15650. Texture.call( this, video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  15651. this.format = format !== undefined ? format : RGBFormat;
  15652. this.minFilter = minFilter !== undefined ? minFilter : LinearFilter;
  15653. this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
  15654. this.generateMipmaps = false;
  15655. }
  15656. VideoTexture.prototype = Object.assign( Object.create( Texture.prototype ), {
  15657. constructor: VideoTexture,
  15658. isVideoTexture: true,
  15659. update: function () {
  15660. var video = this.image;
  15661. if ( video.readyState >= video.HAVE_CURRENT_DATA ) {
  15662. this.needsUpdate = true;
  15663. }
  15664. }
  15665. } );
  15666. /**
  15667. * @author alteredq / http://alteredqualia.com/
  15668. */
  15669. function CompressedTexture( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
  15670. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  15671. this.image = { width: width, height: height };
  15672. this.mipmaps = mipmaps;
  15673. // no flipping for cube textures
  15674. // (also flipping doesn't work for compressed textures )
  15675. this.flipY = false;
  15676. // can't generate mipmaps for compressed textures
  15677. // mips must be embedded in DDS files
  15678. this.generateMipmaps = false;
  15679. }
  15680. CompressedTexture.prototype = Object.create( Texture.prototype );
  15681. CompressedTexture.prototype.constructor = CompressedTexture;
  15682. CompressedTexture.prototype.isCompressedTexture = true;
  15683. /**
  15684. * @author mrdoob / http://mrdoob.com/
  15685. */
  15686. function CanvasTexture( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  15687. Texture.call( this, canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  15688. this.needsUpdate = true;
  15689. }
  15690. CanvasTexture.prototype = Object.create( Texture.prototype );
  15691. CanvasTexture.prototype.constructor = CanvasTexture;
  15692. CanvasTexture.prototype.isCanvasTexture = true;
  15693. /**
  15694. * @author Matt DesLauriers / @mattdesl
  15695. * @author atix / arthursilber.de
  15696. */
  15697. function DepthTexture( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format ) {
  15698. format = format !== undefined ? format : DepthFormat;
  15699. if ( format !== DepthFormat && format !== DepthStencilFormat ) {
  15700. throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );
  15701. }
  15702. if ( type === undefined && format === DepthFormat ) type = UnsignedShortType;
  15703. if ( type === undefined && format === DepthStencilFormat ) type = UnsignedInt248Type;
  15704. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  15705. this.image = { width: width, height: height };
  15706. this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
  15707. this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
  15708. this.flipY = false;
  15709. this.generateMipmaps = false;
  15710. }
  15711. DepthTexture.prototype = Object.create( Texture.prototype );
  15712. DepthTexture.prototype.constructor = DepthTexture;
  15713. DepthTexture.prototype.isDepthTexture = true;
  15714. /**
  15715. * @author mrdoob / http://mrdoob.com/
  15716. * @author Mugen87 / https://github.com/Mugen87
  15717. */
  15718. function WireframeGeometry( geometry ) {
  15719. BufferGeometry.call( this );
  15720. this.type = 'WireframeGeometry';
  15721. // buffer
  15722. var vertices = [];
  15723. // helper variables
  15724. var i, j, l, o, ol;
  15725. var edge = [ 0, 0 ], edges = {}, e, edge1, edge2;
  15726. var key, keys = [ 'a', 'b', 'c' ];
  15727. var vertex;
  15728. // different logic for Geometry and BufferGeometry
  15729. if ( geometry && geometry.isGeometry ) {
  15730. // create a data structure that contains all edges without duplicates
  15731. var faces = geometry.faces;
  15732. for ( i = 0, l = faces.length; i < l; i ++ ) {
  15733. var face = faces[ i ];
  15734. for ( j = 0; j < 3; j ++ ) {
  15735. edge1 = face[ keys[ j ] ];
  15736. edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
  15737. edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates
  15738. edge[ 1 ] = Math.max( edge1, edge2 );
  15739. key = edge[ 0 ] + ',' + edge[ 1 ];
  15740. if ( edges[ key ] === undefined ) {
  15741. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
  15742. }
  15743. }
  15744. }
  15745. // generate vertices
  15746. for ( key in edges ) {
  15747. e = edges[ key ];
  15748. vertex = geometry.vertices[ e.index1 ];
  15749. vertices.push( vertex.x, vertex.y, vertex.z );
  15750. vertex = geometry.vertices[ e.index2 ];
  15751. vertices.push( vertex.x, vertex.y, vertex.z );
  15752. }
  15753. } else if ( geometry && geometry.isBufferGeometry ) {
  15754. var position, indices, groups;
  15755. var group, start, count;
  15756. var index1, index2;
  15757. vertex = new Vector3();
  15758. if ( geometry.index !== null ) {
  15759. // indexed BufferGeometry
  15760. position = geometry.attributes.position;
  15761. indices = geometry.index;
  15762. groups = geometry.groups;
  15763. if ( groups.length === 0 ) {
  15764. groups = [ { start: 0, count: indices.count, materialIndex: 0 } ];
  15765. }
  15766. // create a data structure that contains all eges without duplicates
  15767. for ( o = 0, ol = groups.length; o < ol; ++ o ) {
  15768. group = groups[ o ];
  15769. start = group.start;
  15770. count = group.count;
  15771. for ( i = start, l = ( start + count ); i < l; i += 3 ) {
  15772. for ( j = 0; j < 3; j ++ ) {
  15773. edge1 = indices.getX( i + j );
  15774. edge2 = indices.getX( i + ( j + 1 ) % 3 );
  15775. edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates
  15776. edge[ 1 ] = Math.max( edge1, edge2 );
  15777. key = edge[ 0 ] + ',' + edge[ 1 ];
  15778. if ( edges[ key ] === undefined ) {
  15779. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
  15780. }
  15781. }
  15782. }
  15783. }
  15784. // generate vertices
  15785. for ( key in edges ) {
  15786. e = edges[ key ];
  15787. vertex.fromBufferAttribute( position, e.index1 );
  15788. vertices.push( vertex.x, vertex.y, vertex.z );
  15789. vertex.fromBufferAttribute( position, e.index2 );
  15790. vertices.push( vertex.x, vertex.y, vertex.z );
  15791. }
  15792. } else {
  15793. // non-indexed BufferGeometry
  15794. position = geometry.attributes.position;
  15795. for ( i = 0, l = ( position.count / 3 ); i < l; i ++ ) {
  15796. for ( j = 0; j < 3; j ++ ) {
  15797. // three edges per triangle, an edge is represented as (index1, index2)
  15798. // e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)
  15799. index1 = 3 * i + j;
  15800. vertex.fromBufferAttribute( position, index1 );
  15801. vertices.push( vertex.x, vertex.y, vertex.z );
  15802. index2 = 3 * i + ( ( j + 1 ) % 3 );
  15803. vertex.fromBufferAttribute( position, index2 );
  15804. vertices.push( vertex.x, vertex.y, vertex.z );
  15805. }
  15806. }
  15807. }
  15808. }
  15809. // build geometry
  15810. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  15811. }
  15812. WireframeGeometry.prototype = Object.create( BufferGeometry.prototype );
  15813. WireframeGeometry.prototype.constructor = WireframeGeometry;
  15814. /**
  15815. * @author zz85 / https://github.com/zz85
  15816. * @author Mugen87 / https://github.com/Mugen87
  15817. *
  15818. * Parametric Surfaces Geometry
  15819. * based on the brilliant article by @prideout http://prideout.net/blog/?p=44
  15820. */
  15821. // ParametricGeometry
  15822. function ParametricGeometry( func, slices, stacks ) {
  15823. Geometry.call( this );
  15824. this.type = 'ParametricGeometry';
  15825. this.parameters = {
  15826. func: func,
  15827. slices: slices,
  15828. stacks: stacks
  15829. };
  15830. this.fromBufferGeometry( new ParametricBufferGeometry( func, slices, stacks ) );
  15831. this.mergeVertices();
  15832. }
  15833. ParametricGeometry.prototype = Object.create( Geometry.prototype );
  15834. ParametricGeometry.prototype.constructor = ParametricGeometry;
  15835. // ParametricBufferGeometry
  15836. function ParametricBufferGeometry( func, slices, stacks ) {
  15837. BufferGeometry.call( this );
  15838. this.type = 'ParametricBufferGeometry';
  15839. this.parameters = {
  15840. func: func,
  15841. slices: slices,
  15842. stacks: stacks
  15843. };
  15844. // buffers
  15845. var indices = [];
  15846. var vertices = [];
  15847. var normals = [];
  15848. var uvs = [];
  15849. var EPS = 0.00001;
  15850. var normal = new Vector3();
  15851. var p0 = new Vector3(), p1 = new Vector3();
  15852. var pu = new Vector3(), pv = new Vector3();
  15853. var i, j;
  15854. if ( func.length < 3 ) {
  15855. console.error( 'THREE.ParametricGeometry: Function must now modify a Vector3 as third parameter.' );
  15856. }
  15857. // generate vertices, normals and uvs
  15858. var sliceCount = slices + 1;
  15859. for ( i = 0; i <= stacks; i ++ ) {
  15860. var v = i / stacks;
  15861. for ( j = 0; j <= slices; j ++ ) {
  15862. var u = j / slices;
  15863. // vertex
  15864. func( u, v, p0 );
  15865. vertices.push( p0.x, p0.y, p0.z );
  15866. // normal
  15867. // approximate tangent vectors via finite differences
  15868. if ( u - EPS >= 0 ) {
  15869. func( u - EPS, v, p1 );
  15870. pu.subVectors( p0, p1 );
  15871. } else {
  15872. func( u + EPS, v, p1 );
  15873. pu.subVectors( p1, p0 );
  15874. }
  15875. if ( v - EPS >= 0 ) {
  15876. func( u, v - EPS, p1 );
  15877. pv.subVectors( p0, p1 );
  15878. } else {
  15879. func( u, v + EPS, p1 );
  15880. pv.subVectors( p1, p0 );
  15881. }
  15882. // cross product of tangent vectors returns surface normal
  15883. normal.crossVectors( pu, pv ).normalize();
  15884. normals.push( normal.x, normal.y, normal.z );
  15885. // uv
  15886. uvs.push( u, v );
  15887. }
  15888. }
  15889. // generate indices
  15890. for ( i = 0; i < stacks; i ++ ) {
  15891. for ( j = 0; j < slices; j ++ ) {
  15892. var a = i * sliceCount + j;
  15893. var b = i * sliceCount + j + 1;
  15894. var c = ( i + 1 ) * sliceCount + j + 1;
  15895. var d = ( i + 1 ) * sliceCount + j;
  15896. // faces one and two
  15897. indices.push( a, b, d );
  15898. indices.push( b, c, d );
  15899. }
  15900. }
  15901. // build geometry
  15902. this.setIndex( indices );
  15903. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  15904. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  15905. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  15906. }
  15907. ParametricBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  15908. ParametricBufferGeometry.prototype.constructor = ParametricBufferGeometry;
  15909. /**
  15910. * @author clockworkgeek / https://github.com/clockworkgeek
  15911. * @author timothypratley / https://github.com/timothypratley
  15912. * @author WestLangley / http://github.com/WestLangley
  15913. * @author Mugen87 / https://github.com/Mugen87
  15914. */
  15915. // PolyhedronGeometry
  15916. function PolyhedronGeometry( vertices, indices, radius, detail ) {
  15917. Geometry.call( this );
  15918. this.type = 'PolyhedronGeometry';
  15919. this.parameters = {
  15920. vertices: vertices,
  15921. indices: indices,
  15922. radius: radius,
  15923. detail: detail
  15924. };
  15925. this.fromBufferGeometry( new PolyhedronBufferGeometry( vertices, indices, radius, detail ) );
  15926. this.mergeVertices();
  15927. }
  15928. PolyhedronGeometry.prototype = Object.create( Geometry.prototype );
  15929. PolyhedronGeometry.prototype.constructor = PolyhedronGeometry;
  15930. // PolyhedronBufferGeometry
  15931. function PolyhedronBufferGeometry( vertices, indices, radius, detail ) {
  15932. BufferGeometry.call( this );
  15933. this.type = 'PolyhedronBufferGeometry';
  15934. this.parameters = {
  15935. vertices: vertices,
  15936. indices: indices,
  15937. radius: radius,
  15938. detail: detail
  15939. };
  15940. radius = radius || 1;
  15941. detail = detail || 0;
  15942. // default buffer data
  15943. var vertexBuffer = [];
  15944. var uvBuffer = [];
  15945. // the subdivision creates the vertex buffer data
  15946. subdivide( detail );
  15947. // all vertices should lie on a conceptual sphere with a given radius
  15948. appplyRadius( radius );
  15949. // finally, create the uv data
  15950. generateUVs();
  15951. // build non-indexed geometry
  15952. this.addAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) );
  15953. this.addAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) );
  15954. this.addAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );
  15955. if ( detail === 0 ) {
  15956. this.computeVertexNormals(); // flat normals
  15957. } else {
  15958. this.normalizeNormals(); // smooth normals
  15959. }
  15960. // helper functions
  15961. function subdivide( detail ) {
  15962. var a = new Vector3();
  15963. var b = new Vector3();
  15964. var c = new Vector3();
  15965. // iterate over all faces and apply a subdivison with the given detail value
  15966. for ( var i = 0; i < indices.length; i += 3 ) {
  15967. // get the vertices of the face
  15968. getVertexByIndex( indices[ i + 0 ], a );
  15969. getVertexByIndex( indices[ i + 1 ], b );
  15970. getVertexByIndex( indices[ i + 2 ], c );
  15971. // perform subdivision
  15972. subdivideFace( a, b, c, detail );
  15973. }
  15974. }
  15975. function subdivideFace( a, b, c, detail ) {
  15976. var cols = Math.pow( 2, detail );
  15977. // we use this multidimensional array as a data structure for creating the subdivision
  15978. var v = [];
  15979. var i, j;
  15980. // construct all of the vertices for this subdivision
  15981. for ( i = 0; i <= cols; i ++ ) {
  15982. v[ i ] = [];
  15983. var aj = a.clone().lerp( c, i / cols );
  15984. var bj = b.clone().lerp( c, i / cols );
  15985. var rows = cols - i;
  15986. for ( j = 0; j <= rows; j ++ ) {
  15987. if ( j === 0 && i === cols ) {
  15988. v[ i ][ j ] = aj;
  15989. } else {
  15990. v[ i ][ j ] = aj.clone().lerp( bj, j / rows );
  15991. }
  15992. }
  15993. }
  15994. // construct all of the faces
  15995. for ( i = 0; i < cols; i ++ ) {
  15996. for ( j = 0; j < 2 * ( cols - i ) - 1; j ++ ) {
  15997. var k = Math.floor( j / 2 );
  15998. if ( j % 2 === 0 ) {
  15999. pushVertex( v[ i ][ k + 1 ] );
  16000. pushVertex( v[ i + 1 ][ k ] );
  16001. pushVertex( v[ i ][ k ] );
  16002. } else {
  16003. pushVertex( v[ i ][ k + 1 ] );
  16004. pushVertex( v[ i + 1 ][ k + 1 ] );
  16005. pushVertex( v[ i + 1 ][ k ] );
  16006. }
  16007. }
  16008. }
  16009. }
  16010. function appplyRadius( radius ) {
  16011. var vertex = new Vector3();
  16012. // iterate over the entire buffer and apply the radius to each vertex
  16013. for ( var i = 0; i < vertexBuffer.length; i += 3 ) {
  16014. vertex.x = vertexBuffer[ i + 0 ];
  16015. vertex.y = vertexBuffer[ i + 1 ];
  16016. vertex.z = vertexBuffer[ i + 2 ];
  16017. vertex.normalize().multiplyScalar( radius );
  16018. vertexBuffer[ i + 0 ] = vertex.x;
  16019. vertexBuffer[ i + 1 ] = vertex.y;
  16020. vertexBuffer[ i + 2 ] = vertex.z;
  16021. }
  16022. }
  16023. function generateUVs() {
  16024. var vertex = new Vector3();
  16025. for ( var i = 0; i < vertexBuffer.length; i += 3 ) {
  16026. vertex.x = vertexBuffer[ i + 0 ];
  16027. vertex.y = vertexBuffer[ i + 1 ];
  16028. vertex.z = vertexBuffer[ i + 2 ];
  16029. var u = azimuth( vertex ) / 2 / Math.PI + 0.5;
  16030. var v = inclination( vertex ) / Math.PI + 0.5;
  16031. uvBuffer.push( u, 1 - v );
  16032. }
  16033. correctUVs();
  16034. correctSeam();
  16035. }
  16036. function correctSeam() {
  16037. // handle case when face straddles the seam, see #3269
  16038. for ( var i = 0; i < uvBuffer.length; i += 6 ) {
  16039. // uv data of a single face
  16040. var x0 = uvBuffer[ i + 0 ];
  16041. var x1 = uvBuffer[ i + 2 ];
  16042. var x2 = uvBuffer[ i + 4 ];
  16043. var max = Math.max( x0, x1, x2 );
  16044. var min = Math.min( x0, x1, x2 );
  16045. // 0.9 is somewhat arbitrary
  16046. if ( max > 0.9 && min < 0.1 ) {
  16047. if ( x0 < 0.2 ) uvBuffer[ i + 0 ] += 1;
  16048. if ( x1 < 0.2 ) uvBuffer[ i + 2 ] += 1;
  16049. if ( x2 < 0.2 ) uvBuffer[ i + 4 ] += 1;
  16050. }
  16051. }
  16052. }
  16053. function pushVertex( vertex ) {
  16054. vertexBuffer.push( vertex.x, vertex.y, vertex.z );
  16055. }
  16056. function getVertexByIndex( index, vertex ) {
  16057. var stride = index * 3;
  16058. vertex.x = vertices[ stride + 0 ];
  16059. vertex.y = vertices[ stride + 1 ];
  16060. vertex.z = vertices[ stride + 2 ];
  16061. }
  16062. function correctUVs() {
  16063. var a = new Vector3();
  16064. var b = new Vector3();
  16065. var c = new Vector3();
  16066. var centroid = new Vector3();
  16067. var uvA = new Vector2();
  16068. var uvB = new Vector2();
  16069. var uvC = new Vector2();
  16070. for ( var i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {
  16071. a.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );
  16072. b.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );
  16073. c.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );
  16074. uvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );
  16075. uvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );
  16076. uvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );
  16077. centroid.copy( a ).add( b ).add( c ).divideScalar( 3 );
  16078. var azi = azimuth( centroid );
  16079. correctUV( uvA, j + 0, a, azi );
  16080. correctUV( uvB, j + 2, b, azi );
  16081. correctUV( uvC, j + 4, c, azi );
  16082. }
  16083. }
  16084. function correctUV( uv, stride, vector, azimuth ) {
  16085. if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {
  16086. uvBuffer[ stride ] = uv.x - 1;
  16087. }
  16088. if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {
  16089. uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;
  16090. }
  16091. }
  16092. // Angle around the Y axis, counter-clockwise when looking from above.
  16093. function azimuth( vector ) {
  16094. return Math.atan2( vector.z, - vector.x );
  16095. }
  16096. // Angle above the XZ plane.
  16097. function inclination( vector ) {
  16098. return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );
  16099. }
  16100. }
  16101. PolyhedronBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  16102. PolyhedronBufferGeometry.prototype.constructor = PolyhedronBufferGeometry;
  16103. /**
  16104. * @author timothypratley / https://github.com/timothypratley
  16105. * @author Mugen87 / https://github.com/Mugen87
  16106. */
  16107. // TetrahedronGeometry
  16108. function TetrahedronGeometry( radius, detail ) {
  16109. Geometry.call( this );
  16110. this.type = 'TetrahedronGeometry';
  16111. this.parameters = {
  16112. radius: radius,
  16113. detail: detail
  16114. };
  16115. this.fromBufferGeometry( new TetrahedronBufferGeometry( radius, detail ) );
  16116. this.mergeVertices();
  16117. }
  16118. TetrahedronGeometry.prototype = Object.create( Geometry.prototype );
  16119. TetrahedronGeometry.prototype.constructor = TetrahedronGeometry;
  16120. // TetrahedronBufferGeometry
  16121. function TetrahedronBufferGeometry( radius, detail ) {
  16122. var vertices = [
  16123. 1, 1, 1, - 1, - 1, 1, - 1, 1, - 1, 1, - 1, - 1
  16124. ];
  16125. var indices = [
  16126. 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1
  16127. ];
  16128. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  16129. this.type = 'TetrahedronBufferGeometry';
  16130. this.parameters = {
  16131. radius: radius,
  16132. detail: detail
  16133. };
  16134. }
  16135. TetrahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  16136. TetrahedronBufferGeometry.prototype.constructor = TetrahedronBufferGeometry;
  16137. /**
  16138. * @author timothypratley / https://github.com/timothypratley
  16139. * @author Mugen87 / https://github.com/Mugen87
  16140. */
  16141. // OctahedronGeometry
  16142. function OctahedronGeometry( radius, detail ) {
  16143. Geometry.call( this );
  16144. this.type = 'OctahedronGeometry';
  16145. this.parameters = {
  16146. radius: radius,
  16147. detail: detail
  16148. };
  16149. this.fromBufferGeometry( new OctahedronBufferGeometry( radius, detail ) );
  16150. this.mergeVertices();
  16151. }
  16152. OctahedronGeometry.prototype = Object.create( Geometry.prototype );
  16153. OctahedronGeometry.prototype.constructor = OctahedronGeometry;
  16154. // OctahedronBufferGeometry
  16155. function OctahedronBufferGeometry( radius, detail ) {
  16156. var vertices = [
  16157. 1, 0, 0, - 1, 0, 0, 0, 1, 0,
  16158. 0, - 1, 0, 0, 0, 1, 0, 0, - 1
  16159. ];
  16160. var indices = [
  16161. 0, 2, 4, 0, 4, 3, 0, 3, 5,
  16162. 0, 5, 2, 1, 2, 5, 1, 5, 3,
  16163. 1, 3, 4, 1, 4, 2
  16164. ];
  16165. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  16166. this.type = 'OctahedronBufferGeometry';
  16167. this.parameters = {
  16168. radius: radius,
  16169. detail: detail
  16170. };
  16171. }
  16172. OctahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  16173. OctahedronBufferGeometry.prototype.constructor = OctahedronBufferGeometry;
  16174. /**
  16175. * @author timothypratley / https://github.com/timothypratley
  16176. * @author Mugen87 / https://github.com/Mugen87
  16177. */
  16178. // IcosahedronGeometry
  16179. function IcosahedronGeometry( radius, detail ) {
  16180. Geometry.call( this );
  16181. this.type = 'IcosahedronGeometry';
  16182. this.parameters = {
  16183. radius: radius,
  16184. detail: detail
  16185. };
  16186. this.fromBufferGeometry( new IcosahedronBufferGeometry( radius, detail ) );
  16187. this.mergeVertices();
  16188. }
  16189. IcosahedronGeometry.prototype = Object.create( Geometry.prototype );
  16190. IcosahedronGeometry.prototype.constructor = IcosahedronGeometry;
  16191. // IcosahedronBufferGeometry
  16192. function IcosahedronBufferGeometry( radius, detail ) {
  16193. var t = ( 1 + Math.sqrt( 5 ) ) / 2;
  16194. var vertices = [
  16195. - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, 0,
  16196. 0, - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t,
  16197. t, 0, - 1, t, 0, 1, - t, 0, - 1, - t, 0, 1
  16198. ];
  16199. var indices = [
  16200. 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11,
  16201. 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8,
  16202. 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9,
  16203. 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1
  16204. ];
  16205. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  16206. this.type = 'IcosahedronBufferGeometry';
  16207. this.parameters = {
  16208. radius: radius,
  16209. detail: detail
  16210. };
  16211. }
  16212. IcosahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  16213. IcosahedronBufferGeometry.prototype.constructor = IcosahedronBufferGeometry;
  16214. /**
  16215. * @author Abe Pazos / https://hamoid.com
  16216. * @author Mugen87 / https://github.com/Mugen87
  16217. */
  16218. // DodecahedronGeometry
  16219. function DodecahedronGeometry( radius, detail ) {
  16220. Geometry.call( this );
  16221. this.type = 'DodecahedronGeometry';
  16222. this.parameters = {
  16223. radius: radius,
  16224. detail: detail
  16225. };
  16226. this.fromBufferGeometry( new DodecahedronBufferGeometry( radius, detail ) );
  16227. this.mergeVertices();
  16228. }
  16229. DodecahedronGeometry.prototype = Object.create( Geometry.prototype );
  16230. DodecahedronGeometry.prototype.constructor = DodecahedronGeometry;
  16231. // DodecahedronBufferGeometry
  16232. function DodecahedronBufferGeometry( radius, detail ) {
  16233. var t = ( 1 + Math.sqrt( 5 ) ) / 2;
  16234. var r = 1 / t;
  16235. var vertices = [
  16236. // (±1, ±1, ±1)
  16237. - 1, - 1, - 1, - 1, - 1, 1,
  16238. - 1, 1, - 1, - 1, 1, 1,
  16239. 1, - 1, - 1, 1, - 1, 1,
  16240. 1, 1, - 1, 1, 1, 1,
  16241. // (0, ±1/φ, ±φ)
  16242. 0, - r, - t, 0, - r, t,
  16243. 0, r, - t, 0, r, t,
  16244. // (±1/φ, ±φ, 0)
  16245. - r, - t, 0, - r, t, 0,
  16246. r, - t, 0, r, t, 0,
  16247. // (±φ, 0, ±1/φ)
  16248. - t, 0, - r, t, 0, - r,
  16249. - t, 0, r, t, 0, r
  16250. ];
  16251. var indices = [
  16252. 3, 11, 7, 3, 7, 15, 3, 15, 13,
  16253. 7, 19, 17, 7, 17, 6, 7, 6, 15,
  16254. 17, 4, 8, 17, 8, 10, 17, 10, 6,
  16255. 8, 0, 16, 8, 16, 2, 8, 2, 10,
  16256. 0, 12, 1, 0, 1, 18, 0, 18, 16,
  16257. 6, 10, 2, 6, 2, 13, 6, 13, 15,
  16258. 2, 16, 18, 2, 18, 3, 2, 3, 13,
  16259. 18, 1, 9, 18, 9, 11, 18, 11, 3,
  16260. 4, 14, 12, 4, 12, 0, 4, 0, 8,
  16261. 11, 9, 5, 11, 5, 19, 11, 19, 7,
  16262. 19, 5, 14, 19, 14, 4, 19, 4, 17,
  16263. 1, 12, 14, 1, 14, 5, 1, 5, 9
  16264. ];
  16265. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  16266. this.type = 'DodecahedronBufferGeometry';
  16267. this.parameters = {
  16268. radius: radius,
  16269. detail: detail
  16270. };
  16271. }
  16272. DodecahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  16273. DodecahedronBufferGeometry.prototype.constructor = DodecahedronBufferGeometry;
  16274. /**
  16275. * @author oosmoxiecode / https://github.com/oosmoxiecode
  16276. * @author WestLangley / https://github.com/WestLangley
  16277. * @author zz85 / https://github.com/zz85
  16278. * @author miningold / https://github.com/miningold
  16279. * @author jonobr1 / https://github.com/jonobr1
  16280. * @author Mugen87 / https://github.com/Mugen87
  16281. *
  16282. */
  16283. // TubeGeometry
  16284. function TubeGeometry( path, tubularSegments, radius, radialSegments, closed, taper ) {
  16285. Geometry.call( this );
  16286. this.type = 'TubeGeometry';
  16287. this.parameters = {
  16288. path: path,
  16289. tubularSegments: tubularSegments,
  16290. radius: radius,
  16291. radialSegments: radialSegments,
  16292. closed: closed
  16293. };
  16294. if ( taper !== undefined ) console.warn( 'THREE.TubeGeometry: taper has been removed.' );
  16295. var bufferGeometry = new TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed );
  16296. // expose internals
  16297. this.tangents = bufferGeometry.tangents;
  16298. this.normals = bufferGeometry.normals;
  16299. this.binormals = bufferGeometry.binormals;
  16300. // create geometry
  16301. this.fromBufferGeometry( bufferGeometry );
  16302. this.mergeVertices();
  16303. }
  16304. TubeGeometry.prototype = Object.create( Geometry.prototype );
  16305. TubeGeometry.prototype.constructor = TubeGeometry;
  16306. // TubeBufferGeometry
  16307. function TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed ) {
  16308. BufferGeometry.call( this );
  16309. this.type = 'TubeBufferGeometry';
  16310. this.parameters = {
  16311. path: path,
  16312. tubularSegments: tubularSegments,
  16313. radius: radius,
  16314. radialSegments: radialSegments,
  16315. closed: closed
  16316. };
  16317. tubularSegments = tubularSegments || 64;
  16318. radius = radius || 1;
  16319. radialSegments = radialSegments || 8;
  16320. closed = closed || false;
  16321. var frames = path.computeFrenetFrames( tubularSegments, closed );
  16322. // expose internals
  16323. this.tangents = frames.tangents;
  16324. this.normals = frames.normals;
  16325. this.binormals = frames.binormals;
  16326. // helper variables
  16327. var vertex = new Vector3();
  16328. var normal = new Vector3();
  16329. var uv = new Vector2();
  16330. var P = new Vector3();
  16331. var i, j;
  16332. // buffer
  16333. var vertices = [];
  16334. var normals = [];
  16335. var uvs = [];
  16336. var indices = [];
  16337. // create buffer data
  16338. generateBufferData();
  16339. // build geometry
  16340. this.setIndex( indices );
  16341. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  16342. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  16343. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  16344. // functions
  16345. function generateBufferData() {
  16346. for ( i = 0; i < tubularSegments; i ++ ) {
  16347. generateSegment( i );
  16348. }
  16349. // if the geometry is not closed, generate the last row of vertices and normals
  16350. // at the regular position on the given path
  16351. //
  16352. // if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)
  16353. generateSegment( ( closed === false ) ? tubularSegments : 0 );
  16354. // uvs are generated in a separate function.
  16355. // this makes it easy compute correct values for closed geometries
  16356. generateUVs();
  16357. // finally create faces
  16358. generateIndices();
  16359. }
  16360. function generateSegment( i ) {
  16361. // we use getPointAt to sample evenly distributed points from the given path
  16362. P = path.getPointAt( i / tubularSegments, P );
  16363. // retrieve corresponding normal and binormal
  16364. var N = frames.normals[ i ];
  16365. var B = frames.binormals[ i ];
  16366. // generate normals and vertices for the current segment
  16367. for ( j = 0; j <= radialSegments; j ++ ) {
  16368. var v = j / radialSegments * Math.PI * 2;
  16369. var sin = Math.sin( v );
  16370. var cos = - Math.cos( v );
  16371. // normal
  16372. normal.x = ( cos * N.x + sin * B.x );
  16373. normal.y = ( cos * N.y + sin * B.y );
  16374. normal.z = ( cos * N.z + sin * B.z );
  16375. normal.normalize();
  16376. normals.push( normal.x, normal.y, normal.z );
  16377. // vertex
  16378. vertex.x = P.x + radius * normal.x;
  16379. vertex.y = P.y + radius * normal.y;
  16380. vertex.z = P.z + radius * normal.z;
  16381. vertices.push( vertex.x, vertex.y, vertex.z );
  16382. }
  16383. }
  16384. function generateIndices() {
  16385. for ( j = 1; j <= tubularSegments; j ++ ) {
  16386. for ( i = 1; i <= radialSegments; i ++ ) {
  16387. var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  16388. var b = ( radialSegments + 1 ) * j + ( i - 1 );
  16389. var c = ( radialSegments + 1 ) * j + i;
  16390. var d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  16391. // faces
  16392. indices.push( a, b, d );
  16393. indices.push( b, c, d );
  16394. }
  16395. }
  16396. }
  16397. function generateUVs() {
  16398. for ( i = 0; i <= tubularSegments; i ++ ) {
  16399. for ( j = 0; j <= radialSegments; j ++ ) {
  16400. uv.x = i / tubularSegments;
  16401. uv.y = j / radialSegments;
  16402. uvs.push( uv.x, uv.y );
  16403. }
  16404. }
  16405. }
  16406. }
  16407. TubeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  16408. TubeBufferGeometry.prototype.constructor = TubeBufferGeometry;
  16409. /**
  16410. * @author oosmoxiecode
  16411. * @author Mugen87 / https://github.com/Mugen87
  16412. *
  16413. * based on http://www.blackpawn.com/texts/pqtorus/
  16414. */
  16415. // TorusKnotGeometry
  16416. function TorusKnotGeometry( radius, tube, tubularSegments, radialSegments, p, q, heightScale ) {
  16417. Geometry.call( this );
  16418. this.type = 'TorusKnotGeometry';
  16419. this.parameters = {
  16420. radius: radius,
  16421. tube: tube,
  16422. tubularSegments: tubularSegments,
  16423. radialSegments: radialSegments,
  16424. p: p,
  16425. q: q
  16426. };
  16427. if ( heightScale !== undefined ) console.warn( 'THREE.TorusKnotGeometry: heightScale has been deprecated. Use .scale( x, y, z ) instead.' );
  16428. this.fromBufferGeometry( new TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) );
  16429. this.mergeVertices();
  16430. }
  16431. TorusKnotGeometry.prototype = Object.create( Geometry.prototype );
  16432. TorusKnotGeometry.prototype.constructor = TorusKnotGeometry;
  16433. // TorusKnotBufferGeometry
  16434. function TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) {
  16435. BufferGeometry.call( this );
  16436. this.type = 'TorusKnotBufferGeometry';
  16437. this.parameters = {
  16438. radius: radius,
  16439. tube: tube,
  16440. tubularSegments: tubularSegments,
  16441. radialSegments: radialSegments,
  16442. p: p,
  16443. q: q
  16444. };
  16445. radius = radius || 1;
  16446. tube = tube || 0.4;
  16447. tubularSegments = Math.floor( tubularSegments ) || 64;
  16448. radialSegments = Math.floor( radialSegments ) || 8;
  16449. p = p || 2;
  16450. q = q || 3;
  16451. // buffers
  16452. var indices = [];
  16453. var vertices = [];
  16454. var normals = [];
  16455. var uvs = [];
  16456. // helper variables
  16457. var i, j;
  16458. var vertex = new Vector3();
  16459. var normal = new Vector3();
  16460. var P1 = new Vector3();
  16461. var P2 = new Vector3();
  16462. var B = new Vector3();
  16463. var T = new Vector3();
  16464. var N = new Vector3();
  16465. // generate vertices, normals and uvs
  16466. for ( i = 0; i <= tubularSegments; ++ i ) {
  16467. // the radian "u" is used to calculate the position on the torus curve of the current tubular segement
  16468. var u = i / tubularSegments * p * Math.PI * 2;
  16469. // now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.
  16470. // these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions
  16471. calculatePositionOnCurve( u, p, q, radius, P1 );
  16472. calculatePositionOnCurve( u + 0.01, p, q, radius, P2 );
  16473. // calculate orthonormal basis
  16474. T.subVectors( P2, P1 );
  16475. N.addVectors( P2, P1 );
  16476. B.crossVectors( T, N );
  16477. N.crossVectors( B, T );
  16478. // normalize B, N. T can be ignored, we don't use it
  16479. B.normalize();
  16480. N.normalize();
  16481. for ( j = 0; j <= radialSegments; ++ j ) {
  16482. // now calculate the vertices. they are nothing more than an extrusion of the torus curve.
  16483. // because we extrude a shape in the xy-plane, there is no need to calculate a z-value.
  16484. var v = j / radialSegments * Math.PI * 2;
  16485. var cx = - tube * Math.cos( v );
  16486. var cy = tube * Math.sin( v );
  16487. // now calculate the final vertex position.
  16488. // first we orient the extrusion with our basis vectos, then we add it to the current position on the curve
  16489. vertex.x = P1.x + ( cx * N.x + cy * B.x );
  16490. vertex.y = P1.y + ( cx * N.y + cy * B.y );
  16491. vertex.z = P1.z + ( cx * N.z + cy * B.z );
  16492. vertices.push( vertex.x, vertex.y, vertex.z );
  16493. // normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)
  16494. normal.subVectors( vertex, P1 ).normalize();
  16495. normals.push( normal.x, normal.y, normal.z );
  16496. // uv
  16497. uvs.push( i / tubularSegments );
  16498. uvs.push( j / radialSegments );
  16499. }
  16500. }
  16501. // generate indices
  16502. for ( j = 1; j <= tubularSegments; j ++ ) {
  16503. for ( i = 1; i <= radialSegments; i ++ ) {
  16504. // indices
  16505. var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  16506. var b = ( radialSegments + 1 ) * j + ( i - 1 );
  16507. var c = ( radialSegments + 1 ) * j + i;
  16508. var d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  16509. // faces
  16510. indices.push( a, b, d );
  16511. indices.push( b, c, d );
  16512. }
  16513. }
  16514. // build geometry
  16515. this.setIndex( indices );
  16516. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  16517. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  16518. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  16519. // this function calculates the current position on the torus curve
  16520. function calculatePositionOnCurve( u, p, q, radius, position ) {
  16521. var cu = Math.cos( u );
  16522. var su = Math.sin( u );
  16523. var quOverP = q / p * u;
  16524. var cs = Math.cos( quOverP );
  16525. position.x = radius * ( 2 + cs ) * 0.5 * cu;
  16526. position.y = radius * ( 2 + cs ) * su * 0.5;
  16527. position.z = radius * Math.sin( quOverP ) * 0.5;
  16528. }
  16529. }
  16530. TorusKnotBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  16531. TorusKnotBufferGeometry.prototype.constructor = TorusKnotBufferGeometry;
  16532. /**
  16533. * @author oosmoxiecode
  16534. * @author mrdoob / http://mrdoob.com/
  16535. * @author Mugen87 / https://github.com/Mugen87
  16536. */
  16537. // TorusGeometry
  16538. function TorusGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
  16539. Geometry.call( this );
  16540. this.type = 'TorusGeometry';
  16541. this.parameters = {
  16542. radius: radius,
  16543. tube: tube,
  16544. radialSegments: radialSegments,
  16545. tubularSegments: tubularSegments,
  16546. arc: arc
  16547. };
  16548. this.fromBufferGeometry( new TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) );
  16549. this.mergeVertices();
  16550. }
  16551. TorusGeometry.prototype = Object.create( Geometry.prototype );
  16552. TorusGeometry.prototype.constructor = TorusGeometry;
  16553. // TorusBufferGeometry
  16554. function TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
  16555. BufferGeometry.call( this );
  16556. this.type = 'TorusBufferGeometry';
  16557. this.parameters = {
  16558. radius: radius,
  16559. tube: tube,
  16560. radialSegments: radialSegments,
  16561. tubularSegments: tubularSegments,
  16562. arc: arc
  16563. };
  16564. radius = radius || 1;
  16565. tube = tube || 0.4;
  16566. radialSegments = Math.floor( radialSegments ) || 8;
  16567. tubularSegments = Math.floor( tubularSegments ) || 6;
  16568. arc = arc || Math.PI * 2;
  16569. // buffers
  16570. var indices = [];
  16571. var vertices = [];
  16572. var normals = [];
  16573. var uvs = [];
  16574. // helper variables
  16575. var center = new Vector3();
  16576. var vertex = new Vector3();
  16577. var normal = new Vector3();
  16578. var j, i;
  16579. // generate vertices, normals and uvs
  16580. for ( j = 0; j <= radialSegments; j ++ ) {
  16581. for ( i = 0; i <= tubularSegments; i ++ ) {
  16582. var u = i / tubularSegments * arc;
  16583. var v = j / radialSegments * Math.PI * 2;
  16584. // vertex
  16585. vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
  16586. vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
  16587. vertex.z = tube * Math.sin( v );
  16588. vertices.push( vertex.x, vertex.y, vertex.z );
  16589. // normal
  16590. center.x = radius * Math.cos( u );
  16591. center.y = radius * Math.sin( u );
  16592. normal.subVectors( vertex, center ).normalize();
  16593. normals.push( normal.x, normal.y, normal.z );
  16594. // uv
  16595. uvs.push( i / tubularSegments );
  16596. uvs.push( j / radialSegments );
  16597. }
  16598. }
  16599. // generate indices
  16600. for ( j = 1; j <= radialSegments; j ++ ) {
  16601. for ( i = 1; i <= tubularSegments; i ++ ) {
  16602. // indices
  16603. var a = ( tubularSegments + 1 ) * j + i - 1;
  16604. var b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;
  16605. var c = ( tubularSegments + 1 ) * ( j - 1 ) + i;
  16606. var d = ( tubularSegments + 1 ) * j + i;
  16607. // faces
  16608. indices.push( a, b, d );
  16609. indices.push( b, c, d );
  16610. }
  16611. }
  16612. // build geometry
  16613. this.setIndex( indices );
  16614. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  16615. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  16616. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  16617. }
  16618. TorusBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  16619. TorusBufferGeometry.prototype.constructor = TorusBufferGeometry;
  16620. /**
  16621. * @author Mugen87 / https://github.com/Mugen87
  16622. * Port from https://github.com/mapbox/earcut (v2.1.2)
  16623. */
  16624. var Earcut = {
  16625. triangulate: function ( data, holeIndices, dim ) {
  16626. dim = dim || 2;
  16627. var hasHoles = holeIndices && holeIndices.length,
  16628. outerLen = hasHoles ? holeIndices[ 0 ] * dim : data.length,
  16629. outerNode = linkedList( data, 0, outerLen, dim, true ),
  16630. triangles = [];
  16631. if ( ! outerNode ) return triangles;
  16632. var minX, minY, maxX, maxY, x, y, invSize;
  16633. if ( hasHoles ) outerNode = eliminateHoles( data, holeIndices, outerNode, dim );
  16634. // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
  16635. if ( data.length > 80 * dim ) {
  16636. minX = maxX = data[ 0 ];
  16637. minY = maxY = data[ 1 ];
  16638. for ( var i = dim; i < outerLen; i += dim ) {
  16639. x = data[ i ];
  16640. y = data[ i + 1 ];
  16641. if ( x < minX ) minX = x;
  16642. if ( y < minY ) minY = y;
  16643. if ( x > maxX ) maxX = x;
  16644. if ( y > maxY ) maxY = y;
  16645. }
  16646. // minX, minY and invSize are later used to transform coords into integers for z-order calculation
  16647. invSize = Math.max( maxX - minX, maxY - minY );
  16648. invSize = invSize !== 0 ? 1 / invSize : 0;
  16649. }
  16650. earcutLinked( outerNode, triangles, dim, minX, minY, invSize );
  16651. return triangles;
  16652. }
  16653. };
  16654. // create a circular doubly linked list from polygon points in the specified winding order
  16655. function linkedList( data, start, end, dim, clockwise ) {
  16656. var i, last;
  16657. if ( clockwise === ( signedArea( data, start, end, dim ) > 0 ) ) {
  16658. for ( i = start; i < end; i += dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last );
  16659. } else {
  16660. for ( i = end - dim; i >= start; i -= dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last );
  16661. }
  16662. if ( last && equals( last, last.next ) ) {
  16663. removeNode( last );
  16664. last = last.next;
  16665. }
  16666. return last;
  16667. }
  16668. // eliminate colinear or duplicate points
  16669. function filterPoints( start, end ) {
  16670. if ( ! start ) return start;
  16671. if ( ! end ) end = start;
  16672. var p = start, again;
  16673. do {
  16674. again = false;
  16675. if ( ! p.steiner && ( equals( p, p.next ) || area( p.prev, p, p.next ) === 0 ) ) {
  16676. removeNode( p );
  16677. p = end = p.prev;
  16678. if ( p === p.next ) break;
  16679. again = true;
  16680. } else {
  16681. p = p.next;
  16682. }
  16683. } while ( again || p !== end );
  16684. return end;
  16685. }
  16686. // main ear slicing loop which triangulates a polygon (given as a linked list)
  16687. function earcutLinked( ear, triangles, dim, minX, minY, invSize, pass ) {
  16688. if ( ! ear ) return;
  16689. // interlink polygon nodes in z-order
  16690. if ( ! pass && invSize ) indexCurve( ear, minX, minY, invSize );
  16691. var stop = ear, prev, next;
  16692. // iterate through ears, slicing them one by one
  16693. while ( ear.prev !== ear.next ) {
  16694. prev = ear.prev;
  16695. next = ear.next;
  16696. if ( invSize ? isEarHashed( ear, minX, minY, invSize ) : isEar( ear ) ) {
  16697. // cut off the triangle
  16698. triangles.push( prev.i / dim );
  16699. triangles.push( ear.i / dim );
  16700. triangles.push( next.i / dim );
  16701. removeNode( ear );
  16702. // skipping the next vertice leads to less sliver triangles
  16703. ear = next.next;
  16704. stop = next.next;
  16705. continue;
  16706. }
  16707. ear = next;
  16708. // if we looped through the whole remaining polygon and can't find any more ears
  16709. if ( ear === stop ) {
  16710. // try filtering points and slicing again
  16711. if ( ! pass ) {
  16712. earcutLinked( filterPoints( ear ), triangles, dim, minX, minY, invSize, 1 );
  16713. // if this didn't work, try curing all small self-intersections locally
  16714. } else if ( pass === 1 ) {
  16715. ear = cureLocalIntersections( ear, triangles, dim );
  16716. earcutLinked( ear, triangles, dim, minX, minY, invSize, 2 );
  16717. // as a last resort, try splitting the remaining polygon into two
  16718. } else if ( pass === 2 ) {
  16719. splitEarcut( ear, triangles, dim, minX, minY, invSize );
  16720. }
  16721. break;
  16722. }
  16723. }
  16724. }
  16725. // check whether a polygon node forms a valid ear with adjacent nodes
  16726. function isEar( ear ) {
  16727. var a = ear.prev,
  16728. b = ear,
  16729. c = ear.next;
  16730. if ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear
  16731. // now make sure we don't have other points inside the potential ear
  16732. var p = ear.next.next;
  16733. while ( p !== ear.prev ) {
  16734. if ( pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) && area( p.prev, p, p.next ) >= 0 ) {
  16735. return false;
  16736. }
  16737. p = p.next;
  16738. }
  16739. return true;
  16740. }
  16741. function isEarHashed( ear, minX, minY, invSize ) {
  16742. var a = ear.prev,
  16743. b = ear,
  16744. c = ear.next;
  16745. if ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear
  16746. // triangle bbox; min & max are calculated like this for speed
  16747. var minTX = a.x < b.x ? ( a.x < c.x ? a.x : c.x ) : ( b.x < c.x ? b.x : c.x ),
  16748. minTY = a.y < b.y ? ( a.y < c.y ? a.y : c.y ) : ( b.y < c.y ? b.y : c.y ),
  16749. maxTX = a.x > b.x ? ( a.x > c.x ? a.x : c.x ) : ( b.x > c.x ? b.x : c.x ),
  16750. maxTY = a.y > b.y ? ( a.y > c.y ? a.y : c.y ) : ( b.y > c.y ? b.y : c.y );
  16751. // z-order range for the current triangle bbox;
  16752. var minZ = zOrder( minTX, minTY, minX, minY, invSize ),
  16753. maxZ = zOrder( maxTX, maxTY, minX, minY, invSize );
  16754. // first look for points inside the triangle in increasing z-order
  16755. var p = ear.nextZ;
  16756. while ( p && p.z <= maxZ ) {
  16757. if ( p !== ear.prev && p !== ear.next &&
  16758. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  16759. area( p.prev, p, p.next ) >= 0 ) return false;
  16760. p = p.nextZ;
  16761. }
  16762. // then look for points in decreasing z-order
  16763. p = ear.prevZ;
  16764. while ( p && p.z >= minZ ) {
  16765. if ( p !== ear.prev && p !== ear.next &&
  16766. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  16767. area( p.prev, p, p.next ) >= 0 ) return false;
  16768. p = p.prevZ;
  16769. }
  16770. return true;
  16771. }
  16772. // go through all polygon nodes and cure small local self-intersections
  16773. function cureLocalIntersections( start, triangles, dim ) {
  16774. var p = start;
  16775. do {
  16776. var a = p.prev, b = p.next.next;
  16777. if ( ! equals( a, b ) && intersects( a, p, p.next, b ) && locallyInside( a, b ) && locallyInside( b, a ) ) {
  16778. triangles.push( a.i / dim );
  16779. triangles.push( p.i / dim );
  16780. triangles.push( b.i / dim );
  16781. // remove two nodes involved
  16782. removeNode( p );
  16783. removeNode( p.next );
  16784. p = start = b;
  16785. }
  16786. p = p.next;
  16787. } while ( p !== start );
  16788. return p;
  16789. }
  16790. // try splitting polygon into two and triangulate them independently
  16791. function splitEarcut( start, triangles, dim, minX, minY, invSize ) {
  16792. // look for a valid diagonal that divides the polygon into two
  16793. var a = start;
  16794. do {
  16795. var b = a.next.next;
  16796. while ( b !== a.prev ) {
  16797. if ( a.i !== b.i && isValidDiagonal( a, b ) ) {
  16798. // split the polygon in two by the diagonal
  16799. var c = splitPolygon( a, b );
  16800. // filter colinear points around the cuts
  16801. a = filterPoints( a, a.next );
  16802. c = filterPoints( c, c.next );
  16803. // run earcut on each half
  16804. earcutLinked( a, triangles, dim, minX, minY, invSize );
  16805. earcutLinked( c, triangles, dim, minX, minY, invSize );
  16806. return;
  16807. }
  16808. b = b.next;
  16809. }
  16810. a = a.next;
  16811. } while ( a !== start );
  16812. }
  16813. // link every hole into the outer loop, producing a single-ring polygon without holes
  16814. function eliminateHoles( data, holeIndices, outerNode, dim ) {
  16815. var queue = [], i, len, start, end, list;
  16816. for ( i = 0, len = holeIndices.length; i < len; i ++ ) {
  16817. start = holeIndices[ i ] * dim;
  16818. end = i < len - 1 ? holeIndices[ i + 1 ] * dim : data.length;
  16819. list = linkedList( data, start, end, dim, false );
  16820. if ( list === list.next ) list.steiner = true;
  16821. queue.push( getLeftmost( list ) );
  16822. }
  16823. queue.sort( compareX );
  16824. // process holes from left to right
  16825. for ( i = 0; i < queue.length; i ++ ) {
  16826. eliminateHole( queue[ i ], outerNode );
  16827. outerNode = filterPoints( outerNode, outerNode.next );
  16828. }
  16829. return outerNode;
  16830. }
  16831. function compareX( a, b ) {
  16832. return a.x - b.x;
  16833. }
  16834. // find a bridge between vertices that connects hole with an outer ring and and link it
  16835. function eliminateHole( hole, outerNode ) {
  16836. outerNode = findHoleBridge( hole, outerNode );
  16837. if ( outerNode ) {
  16838. var b = splitPolygon( outerNode, hole );
  16839. filterPoints( b, b.next );
  16840. }
  16841. }
  16842. // David Eberly's algorithm for finding a bridge between hole and outer polygon
  16843. function findHoleBridge( hole, outerNode ) {
  16844. var p = outerNode,
  16845. hx = hole.x,
  16846. hy = hole.y,
  16847. qx = - Infinity,
  16848. m;
  16849. // find a segment intersected by a ray from the hole's leftmost point to the left;
  16850. // segment's endpoint with lesser x will be potential connection point
  16851. do {
  16852. if ( hy <= p.y && hy >= p.next.y && p.next.y !== p.y ) {
  16853. var x = p.x + ( hy - p.y ) * ( p.next.x - p.x ) / ( p.next.y - p.y );
  16854. if ( x <= hx && x > qx ) {
  16855. qx = x;
  16856. if ( x === hx ) {
  16857. if ( hy === p.y ) return p;
  16858. if ( hy === p.next.y ) return p.next;
  16859. }
  16860. m = p.x < p.next.x ? p : p.next;
  16861. }
  16862. }
  16863. p = p.next;
  16864. } while ( p !== outerNode );
  16865. if ( ! m ) return null;
  16866. if ( hx === qx ) return m.prev; // hole touches outer segment; pick lower endpoint
  16867. // look for points inside the triangle of hole point, segment intersection and endpoint;
  16868. // if there are no points found, we have a valid connection;
  16869. // otherwise choose the point of the minimum angle with the ray as connection point
  16870. var stop = m,
  16871. mx = m.x,
  16872. my = m.y,
  16873. tanMin = Infinity,
  16874. tan;
  16875. p = m.next;
  16876. while ( p !== stop ) {
  16877. if ( hx >= p.x && p.x >= mx && hx !== p.x &&
  16878. pointInTriangle( hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y ) ) {
  16879. tan = Math.abs( hy - p.y ) / ( hx - p.x ); // tangential
  16880. if ( ( tan < tanMin || ( tan === tanMin && p.x > m.x ) ) && locallyInside( p, hole ) ) {
  16881. m = p;
  16882. tanMin = tan;
  16883. }
  16884. }
  16885. p = p.next;
  16886. }
  16887. return m;
  16888. }
  16889. // interlink polygon nodes in z-order
  16890. function indexCurve( start, minX, minY, invSize ) {
  16891. var p = start;
  16892. do {
  16893. if ( p.z === null ) p.z = zOrder( p.x, p.y, minX, minY, invSize );
  16894. p.prevZ = p.prev;
  16895. p.nextZ = p.next;
  16896. p = p.next;
  16897. } while ( p !== start );
  16898. p.prevZ.nextZ = null;
  16899. p.prevZ = null;
  16900. sortLinked( p );
  16901. }
  16902. // Simon Tatham's linked list merge sort algorithm
  16903. // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
  16904. function sortLinked( list ) {
  16905. var i, p, q, e, tail, numMerges, pSize, qSize, inSize = 1;
  16906. do {
  16907. p = list;
  16908. list = null;
  16909. tail = null;
  16910. numMerges = 0;
  16911. while ( p ) {
  16912. numMerges ++;
  16913. q = p;
  16914. pSize = 0;
  16915. for ( i = 0; i < inSize; i ++ ) {
  16916. pSize ++;
  16917. q = q.nextZ;
  16918. if ( ! q ) break;
  16919. }
  16920. qSize = inSize;
  16921. while ( pSize > 0 || ( qSize > 0 && q ) ) {
  16922. if ( pSize !== 0 && ( qSize === 0 || ! q || p.z <= q.z ) ) {
  16923. e = p;
  16924. p = p.nextZ;
  16925. pSize --;
  16926. } else {
  16927. e = q;
  16928. q = q.nextZ;
  16929. qSize --;
  16930. }
  16931. if ( tail ) tail.nextZ = e;
  16932. else list = e;
  16933. e.prevZ = tail;
  16934. tail = e;
  16935. }
  16936. p = q;
  16937. }
  16938. tail.nextZ = null;
  16939. inSize *= 2;
  16940. } while ( numMerges > 1 );
  16941. return list;
  16942. }
  16943. // z-order of a point given coords and inverse of the longer side of data bbox
  16944. function zOrder( x, y, minX, minY, invSize ) {
  16945. // coords are transformed into non-negative 15-bit integer range
  16946. x = 32767 * ( x - minX ) * invSize;
  16947. y = 32767 * ( y - minY ) * invSize;
  16948. x = ( x | ( x << 8 ) ) & 0x00FF00FF;
  16949. x = ( x | ( x << 4 ) ) & 0x0F0F0F0F;
  16950. x = ( x | ( x << 2 ) ) & 0x33333333;
  16951. x = ( x | ( x << 1 ) ) & 0x55555555;
  16952. y = ( y | ( y << 8 ) ) & 0x00FF00FF;
  16953. y = ( y | ( y << 4 ) ) & 0x0F0F0F0F;
  16954. y = ( y | ( y << 2 ) ) & 0x33333333;
  16955. y = ( y | ( y << 1 ) ) & 0x55555555;
  16956. return x | ( y << 1 );
  16957. }
  16958. // find the leftmost node of a polygon ring
  16959. function getLeftmost( start ) {
  16960. var p = start, leftmost = start;
  16961. do {
  16962. if ( p.x < leftmost.x ) leftmost = p;
  16963. p = p.next;
  16964. } while ( p !== start );
  16965. return leftmost;
  16966. }
  16967. // check if a point lies within a convex triangle
  16968. function pointInTriangle( ax, ay, bx, by, cx, cy, px, py ) {
  16969. return ( cx - px ) * ( ay - py ) - ( ax - px ) * ( cy - py ) >= 0 &&
  16970. ( ax - px ) * ( by - py ) - ( bx - px ) * ( ay - py ) >= 0 &&
  16971. ( bx - px ) * ( cy - py ) - ( cx - px ) * ( by - py ) >= 0;
  16972. }
  16973. // check if a diagonal between two polygon nodes is valid (lies in polygon interior)
  16974. function isValidDiagonal( a, b ) {
  16975. return a.next.i !== b.i && a.prev.i !== b.i && ! intersectsPolygon( a, b ) &&
  16976. locallyInside( a, b ) && locallyInside( b, a ) && middleInside( a, b );
  16977. }
  16978. // signed area of a triangle
  16979. function area( p, q, r ) {
  16980. return ( q.y - p.y ) * ( r.x - q.x ) - ( q.x - p.x ) * ( r.y - q.y );
  16981. }
  16982. // check if two points are equal
  16983. function equals( p1, p2 ) {
  16984. return p1.x === p2.x && p1.y === p2.y;
  16985. }
  16986. // check if two segments intersect
  16987. function intersects( p1, q1, p2, q2 ) {
  16988. if ( ( equals( p1, q1 ) && equals( p2, q2 ) ) ||
  16989. ( equals( p1, q2 ) && equals( p2, q1 ) ) ) return true;
  16990. return area( p1, q1, p2 ) > 0 !== area( p1, q1, q2 ) > 0 &&
  16991. area( p2, q2, p1 ) > 0 !== area( p2, q2, q1 ) > 0;
  16992. }
  16993. // check if a polygon diagonal intersects any polygon segments
  16994. function intersectsPolygon( a, b ) {
  16995. var p = a;
  16996. do {
  16997. if ( p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&
  16998. intersects( p, p.next, a, b ) ) {
  16999. return true;
  17000. }
  17001. p = p.next;
  17002. } while ( p !== a );
  17003. return false;
  17004. }
  17005. // check if a polygon diagonal is locally inside the polygon
  17006. function locallyInside( a, b ) {
  17007. return area( a.prev, a, a.next ) < 0 ?
  17008. area( a, b, a.next ) >= 0 && area( a, a.prev, b ) >= 0 :
  17009. area( a, b, a.prev ) < 0 || area( a, a.next, b ) < 0;
  17010. }
  17011. // check if the middle point of a polygon diagonal is inside the polygon
  17012. function middleInside( a, b ) {
  17013. var p = a,
  17014. inside = false,
  17015. px = ( a.x + b.x ) / 2,
  17016. py = ( a.y + b.y ) / 2;
  17017. do {
  17018. if ( ( ( p.y > py ) !== ( p.next.y > py ) ) && p.next.y !== p.y &&
  17019. ( px < ( p.next.x - p.x ) * ( py - p.y ) / ( p.next.y - p.y ) + p.x ) ) {
  17020. inside = ! inside;
  17021. }
  17022. p = p.next;
  17023. } while ( p !== a );
  17024. return inside;
  17025. }
  17026. // link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
  17027. // if one belongs to the outer ring and another to a hole, it merges it into a single ring
  17028. function splitPolygon( a, b ) {
  17029. var a2 = new Node( a.i, a.x, a.y ),
  17030. b2 = new Node( b.i, b.x, b.y ),
  17031. an = a.next,
  17032. bp = b.prev;
  17033. a.next = b;
  17034. b.prev = a;
  17035. a2.next = an;
  17036. an.prev = a2;
  17037. b2.next = a2;
  17038. a2.prev = b2;
  17039. bp.next = b2;
  17040. b2.prev = bp;
  17041. return b2;
  17042. }
  17043. // create a node and optionally link it with previous one (in a circular doubly linked list)
  17044. function insertNode( i, x, y, last ) {
  17045. var p = new Node( i, x, y );
  17046. if ( ! last ) {
  17047. p.prev = p;
  17048. p.next = p;
  17049. } else {
  17050. p.next = last.next;
  17051. p.prev = last;
  17052. last.next.prev = p;
  17053. last.next = p;
  17054. }
  17055. return p;
  17056. }
  17057. function removeNode( p ) {
  17058. p.next.prev = p.prev;
  17059. p.prev.next = p.next;
  17060. if ( p.prevZ ) p.prevZ.nextZ = p.nextZ;
  17061. if ( p.nextZ ) p.nextZ.prevZ = p.prevZ;
  17062. }
  17063. function Node( i, x, y ) {
  17064. // vertice index in coordinates array
  17065. this.i = i;
  17066. // vertex coordinates
  17067. this.x = x;
  17068. this.y = y;
  17069. // previous and next vertice nodes in a polygon ring
  17070. this.prev = null;
  17071. this.next = null;
  17072. // z-order curve value
  17073. this.z = null;
  17074. // previous and next nodes in z-order
  17075. this.prevZ = null;
  17076. this.nextZ = null;
  17077. // indicates whether this is a steiner point
  17078. this.steiner = false;
  17079. }
  17080. function signedArea( data, start, end, dim ) {
  17081. var sum = 0;
  17082. for ( var i = start, j = end - dim; i < end; i += dim ) {
  17083. sum += ( data[ j ] - data[ i ] ) * ( data[ i + 1 ] + data[ j + 1 ] );
  17084. j = i;
  17085. }
  17086. return sum;
  17087. }
  17088. /**
  17089. * @author zz85 / http://www.lab4games.net/zz85/blog
  17090. */
  17091. var ShapeUtils = {
  17092. // calculate area of the contour polygon
  17093. area: function ( contour ) {
  17094. var n = contour.length;
  17095. var a = 0.0;
  17096. for ( var p = n - 1, q = 0; q < n; p = q ++ ) {
  17097. a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
  17098. }
  17099. return a * 0.5;
  17100. },
  17101. isClockWise: function ( pts ) {
  17102. return ShapeUtils.area( pts ) < 0;
  17103. },
  17104. triangulateShape: function ( contour, holes ) {
  17105. var vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]
  17106. var holeIndices = []; // array of hole indices
  17107. var faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]
  17108. removeDupEndPts( contour );
  17109. addContour( vertices, contour );
  17110. //
  17111. var holeIndex = contour.length;
  17112. holes.forEach( removeDupEndPts );
  17113. for ( var i = 0; i < holes.length; i ++ ) {
  17114. holeIndices.push( holeIndex );
  17115. holeIndex += holes[ i ].length;
  17116. addContour( vertices, holes[ i ] );
  17117. }
  17118. //
  17119. var triangles = Earcut.triangulate( vertices, holeIndices );
  17120. //
  17121. for ( var i = 0; i < triangles.length; i += 3 ) {
  17122. faces.push( triangles.slice( i, i + 3 ) );
  17123. }
  17124. return faces;
  17125. }
  17126. };
  17127. function removeDupEndPts( points ) {
  17128. var l = points.length;
  17129. if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {
  17130. points.pop();
  17131. }
  17132. }
  17133. function addContour( vertices, contour ) {
  17134. for ( var i = 0; i < contour.length; i ++ ) {
  17135. vertices.push( contour[ i ].x );
  17136. vertices.push( contour[ i ].y );
  17137. }
  17138. }
  17139. /**
  17140. * @author zz85 / http://www.lab4games.net/zz85/blog
  17141. *
  17142. * Creates extruded geometry from a path shape.
  17143. *
  17144. * parameters = {
  17145. *
  17146. * curveSegments: <int>, // number of points on the curves
  17147. * steps: <int>, // number of points for z-side extrusions / used for subdividing segments of extrude spline too
  17148. * depth: <float>, // Depth to extrude the shape
  17149. *
  17150. * bevelEnabled: <bool>, // turn on bevel
  17151. * bevelThickness: <float>, // how deep into the original shape bevel goes
  17152. * bevelSize: <float>, // how far from shape outline is bevel
  17153. * bevelSegments: <int>, // number of bevel layers
  17154. *
  17155. * extrudePath: <THREE.Curve> // curve to extrude shape along
  17156. *
  17157. * UVGenerator: <Object> // object that provides UV generator functions
  17158. *
  17159. * }
  17160. */
  17161. // ExtrudeGeometry
  17162. function ExtrudeGeometry( shapes, options ) {
  17163. Geometry.call( this );
  17164. this.type = 'ExtrudeGeometry';
  17165. this.parameters = {
  17166. shapes: shapes,
  17167. options: options
  17168. };
  17169. this.fromBufferGeometry( new ExtrudeBufferGeometry( shapes, options ) );
  17170. this.mergeVertices();
  17171. }
  17172. ExtrudeGeometry.prototype = Object.create( Geometry.prototype );
  17173. ExtrudeGeometry.prototype.constructor = ExtrudeGeometry;
  17174. ExtrudeGeometry.prototype.toJSON = function () {
  17175. var data = Geometry.prototype.toJSON.call( this );
  17176. var shapes = this.parameters.shapes;
  17177. var options = this.parameters.options;
  17178. return toJSON( shapes, options, data );
  17179. };
  17180. // ExtrudeBufferGeometry
  17181. function ExtrudeBufferGeometry( shapes, options ) {
  17182. BufferGeometry.call( this );
  17183. this.type = 'ExtrudeBufferGeometry';
  17184. this.parameters = {
  17185. shapes: shapes,
  17186. options: options
  17187. };
  17188. shapes = Array.isArray( shapes ) ? shapes : [ shapes ];
  17189. var scope = this;
  17190. var verticesArray = [];
  17191. var uvArray = [];
  17192. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  17193. var shape = shapes[ i ];
  17194. addShape( shape );
  17195. }
  17196. // build geometry
  17197. this.addAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );
  17198. this.addAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );
  17199. this.computeVertexNormals();
  17200. // functions
  17201. function addShape( shape ) {
  17202. var placeholder = [];
  17203. // options
  17204. var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
  17205. var steps = options.steps !== undefined ? options.steps : 1;
  17206. var depth = options.depth !== undefined ? options.depth : 100;
  17207. var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;
  17208. var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6;
  17209. var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2;
  17210. var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
  17211. var extrudePath = options.extrudePath;
  17212. var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;
  17213. // deprecated options
  17214. if ( options.amount !== undefined ) {
  17215. console.warn( 'THREE.ExtrudeBufferGeometry: amount has been renamed to depth.' );
  17216. depth = options.amount;
  17217. }
  17218. //
  17219. var extrudePts, extrudeByPath = false;
  17220. var splineTube, binormal, normal, position2;
  17221. if ( extrudePath ) {
  17222. extrudePts = extrudePath.getSpacedPoints( steps );
  17223. extrudeByPath = true;
  17224. bevelEnabled = false; // bevels not supported for path extrusion
  17225. // SETUP TNB variables
  17226. // TODO1 - have a .isClosed in spline?
  17227. splineTube = extrudePath.computeFrenetFrames( steps, false );
  17228. // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
  17229. binormal = new Vector3();
  17230. normal = new Vector3();
  17231. position2 = new Vector3();
  17232. }
  17233. // Safeguards if bevels are not enabled
  17234. if ( ! bevelEnabled ) {
  17235. bevelSegments = 0;
  17236. bevelThickness = 0;
  17237. bevelSize = 0;
  17238. }
  17239. // Variables initialization
  17240. var ahole, h, hl; // looping of holes
  17241. var shapePoints = shape.extractPoints( curveSegments );
  17242. var vertices = shapePoints.shape;
  17243. var holes = shapePoints.holes;
  17244. var reverse = ! ShapeUtils.isClockWise( vertices );
  17245. if ( reverse ) {
  17246. vertices = vertices.reverse();
  17247. // Maybe we should also check if holes are in the opposite direction, just to be safe ...
  17248. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  17249. ahole = holes[ h ];
  17250. if ( ShapeUtils.isClockWise( ahole ) ) {
  17251. holes[ h ] = ahole.reverse();
  17252. }
  17253. }
  17254. }
  17255. var faces = ShapeUtils.triangulateShape( vertices, holes );
  17256. /* Vertices */
  17257. var contour = vertices; // vertices has all points but contour has only points of circumference
  17258. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  17259. ahole = holes[ h ];
  17260. vertices = vertices.concat( ahole );
  17261. }
  17262. function scalePt2( pt, vec, size ) {
  17263. if ( ! vec ) console.error( "THREE.ExtrudeGeometry: vec does not exist" );
  17264. return vec.clone().multiplyScalar( size ).add( pt );
  17265. }
  17266. var b, bs, t, z,
  17267. vert, vlen = vertices.length,
  17268. face, flen = faces.length;
  17269. // Find directions for point movement
  17270. function getBevelVec( inPt, inPrev, inNext ) {
  17271. // computes for inPt the corresponding point inPt' on a new contour
  17272. // shifted by 1 unit (length of normalized vector) to the left
  17273. // if we walk along contour clockwise, this new contour is outside the old one
  17274. //
  17275. // inPt' is the intersection of the two lines parallel to the two
  17276. // adjacent edges of inPt at a distance of 1 unit on the left side.
  17277. var v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt
  17278. // good reading for geometry algorithms (here: line-line intersection)
  17279. // http://geomalgorithms.com/a05-_intersect-1.html
  17280. var v_prev_x = inPt.x - inPrev.x,
  17281. v_prev_y = inPt.y - inPrev.y;
  17282. var v_next_x = inNext.x - inPt.x,
  17283. v_next_y = inNext.y - inPt.y;
  17284. var v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
  17285. // check for collinear edges
  17286. var collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  17287. if ( Math.abs( collinear0 ) > Number.EPSILON ) {
  17288. // not collinear
  17289. // length of vectors for normalizing
  17290. var v_prev_len = Math.sqrt( v_prev_lensq );
  17291. var v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );
  17292. // shift adjacent points by unit vectors to the left
  17293. var ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
  17294. var ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
  17295. var ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
  17296. var ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
  17297. // scaling factor for v_prev to intersection point
  17298. var sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
  17299. ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /
  17300. ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  17301. // vector from inPt to intersection point
  17302. v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
  17303. v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
  17304. // Don't normalize!, otherwise sharp corners become ugly
  17305. // but prevent crazy spikes
  17306. var v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );
  17307. if ( v_trans_lensq <= 2 ) {
  17308. return new Vector2( v_trans_x, v_trans_y );
  17309. } else {
  17310. shrink_by = Math.sqrt( v_trans_lensq / 2 );
  17311. }
  17312. } else {
  17313. // handle special case of collinear edges
  17314. var direction_eq = false; // assumes: opposite
  17315. if ( v_prev_x > Number.EPSILON ) {
  17316. if ( v_next_x > Number.EPSILON ) {
  17317. direction_eq = true;
  17318. }
  17319. } else {
  17320. if ( v_prev_x < - Number.EPSILON ) {
  17321. if ( v_next_x < - Number.EPSILON ) {
  17322. direction_eq = true;
  17323. }
  17324. } else {
  17325. if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {
  17326. direction_eq = true;
  17327. }
  17328. }
  17329. }
  17330. if ( direction_eq ) {
  17331. // console.log("Warning: lines are a straight sequence");
  17332. v_trans_x = - v_prev_y;
  17333. v_trans_y = v_prev_x;
  17334. shrink_by = Math.sqrt( v_prev_lensq );
  17335. } else {
  17336. // console.log("Warning: lines are a straight spike");
  17337. v_trans_x = v_prev_x;
  17338. v_trans_y = v_prev_y;
  17339. shrink_by = Math.sqrt( v_prev_lensq / 2 );
  17340. }
  17341. }
  17342. return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
  17343. }
  17344. var contourMovements = [];
  17345. for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  17346. if ( j === il ) j = 0;
  17347. if ( k === il ) k = 0;
  17348. // (j)---(i)---(k)
  17349. // console.log('i,j,k', i, j , k)
  17350. contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
  17351. }
  17352. var holesMovements = [],
  17353. oneHoleMovements, verticesMovements = contourMovements.concat();
  17354. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  17355. ahole = holes[ h ];
  17356. oneHoleMovements = [];
  17357. for ( i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  17358. if ( j === il ) j = 0;
  17359. if ( k === il ) k = 0;
  17360. // (j)---(i)---(k)
  17361. oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );
  17362. }
  17363. holesMovements.push( oneHoleMovements );
  17364. verticesMovements = verticesMovements.concat( oneHoleMovements );
  17365. }
  17366. // Loop bevelSegments, 1 for the front, 1 for the back
  17367. for ( b = 0; b < bevelSegments; b ++ ) {
  17368. //for ( b = bevelSegments; b > 0; b -- ) {
  17369. t = b / bevelSegments;
  17370. z = bevelThickness * Math.cos( t * Math.PI / 2 );
  17371. bs = bevelSize * Math.sin( t * Math.PI / 2 );
  17372. // contract shape
  17373. for ( i = 0, il = contour.length; i < il; i ++ ) {
  17374. vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  17375. v( vert.x, vert.y, - z );
  17376. }
  17377. // expand holes
  17378. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  17379. ahole = holes[ h ];
  17380. oneHoleMovements = holesMovements[ h ];
  17381. for ( i = 0, il = ahole.length; i < il; i ++ ) {
  17382. vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  17383. v( vert.x, vert.y, - z );
  17384. }
  17385. }
  17386. }
  17387. bs = bevelSize;
  17388. // Back facing vertices
  17389. for ( i = 0; i < vlen; i ++ ) {
  17390. vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  17391. if ( ! extrudeByPath ) {
  17392. v( vert.x, vert.y, 0 );
  17393. } else {
  17394. // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
  17395. normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x );
  17396. binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y );
  17397. position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );
  17398. v( position2.x, position2.y, position2.z );
  17399. }
  17400. }
  17401. // Add stepped vertices...
  17402. // Including front facing vertices
  17403. var s;
  17404. for ( s = 1; s <= steps; s ++ ) {
  17405. for ( i = 0; i < vlen; i ++ ) {
  17406. vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  17407. if ( ! extrudeByPath ) {
  17408. v( vert.x, vert.y, depth / steps * s );
  17409. } else {
  17410. // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
  17411. normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x );
  17412. binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y );
  17413. position2.copy( extrudePts[ s ] ).add( normal ).add( binormal );
  17414. v( position2.x, position2.y, position2.z );
  17415. }
  17416. }
  17417. }
  17418. // Add bevel segments planes
  17419. //for ( b = 1; b <= bevelSegments; b ++ ) {
  17420. for ( b = bevelSegments - 1; b >= 0; b -- ) {
  17421. t = b / bevelSegments;
  17422. z = bevelThickness * Math.cos( t * Math.PI / 2 );
  17423. bs = bevelSize * Math.sin( t * Math.PI / 2 );
  17424. // contract shape
  17425. for ( i = 0, il = contour.length; i < il; i ++ ) {
  17426. vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  17427. v( vert.x, vert.y, depth + z );
  17428. }
  17429. // expand holes
  17430. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  17431. ahole = holes[ h ];
  17432. oneHoleMovements = holesMovements[ h ];
  17433. for ( i = 0, il = ahole.length; i < il; i ++ ) {
  17434. vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  17435. if ( ! extrudeByPath ) {
  17436. v( vert.x, vert.y, depth + z );
  17437. } else {
  17438. v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );
  17439. }
  17440. }
  17441. }
  17442. }
  17443. /* Faces */
  17444. // Top and bottom faces
  17445. buildLidFaces();
  17446. // Sides faces
  17447. buildSideFaces();
  17448. ///// Internal functions
  17449. function buildLidFaces() {
  17450. var start = verticesArray.length / 3;
  17451. if ( bevelEnabled ) {
  17452. var layer = 0; // steps + 1
  17453. var offset = vlen * layer;
  17454. // Bottom faces
  17455. for ( i = 0; i < flen; i ++ ) {
  17456. face = faces[ i ];
  17457. f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );
  17458. }
  17459. layer = steps + bevelSegments * 2;
  17460. offset = vlen * layer;
  17461. // Top faces
  17462. for ( i = 0; i < flen; i ++ ) {
  17463. face = faces[ i ];
  17464. f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );
  17465. }
  17466. } else {
  17467. // Bottom faces
  17468. for ( i = 0; i < flen; i ++ ) {
  17469. face = faces[ i ];
  17470. f3( face[ 2 ], face[ 1 ], face[ 0 ] );
  17471. }
  17472. // Top faces
  17473. for ( i = 0; i < flen; i ++ ) {
  17474. face = faces[ i ];
  17475. f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );
  17476. }
  17477. }
  17478. scope.addGroup( start, verticesArray.length / 3 - start, 0 );
  17479. }
  17480. // Create faces for the z-sides of the shape
  17481. function buildSideFaces() {
  17482. var start = verticesArray.length / 3;
  17483. var layeroffset = 0;
  17484. sidewalls( contour, layeroffset );
  17485. layeroffset += contour.length;
  17486. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  17487. ahole = holes[ h ];
  17488. sidewalls( ahole, layeroffset );
  17489. //, true
  17490. layeroffset += ahole.length;
  17491. }
  17492. scope.addGroup( start, verticesArray.length / 3 - start, 1 );
  17493. }
  17494. function sidewalls( contour, layeroffset ) {
  17495. var j, k;
  17496. i = contour.length;
  17497. while ( -- i >= 0 ) {
  17498. j = i;
  17499. k = i - 1;
  17500. if ( k < 0 ) k = contour.length - 1;
  17501. //console.log('b', i,j, i-1, k,vertices.length);
  17502. var s = 0,
  17503. sl = steps + bevelSegments * 2;
  17504. for ( s = 0; s < sl; s ++ ) {
  17505. var slen1 = vlen * s;
  17506. var slen2 = vlen * ( s + 1 );
  17507. var a = layeroffset + j + slen1,
  17508. b = layeroffset + k + slen1,
  17509. c = layeroffset + k + slen2,
  17510. d = layeroffset + j + slen2;
  17511. f4( a, b, c, d );
  17512. }
  17513. }
  17514. }
  17515. function v( x, y, z ) {
  17516. placeholder.push( x );
  17517. placeholder.push( y );
  17518. placeholder.push( z );
  17519. }
  17520. function f3( a, b, c ) {
  17521. addVertex( a );
  17522. addVertex( b );
  17523. addVertex( c );
  17524. var nextIndex = verticesArray.length / 3;
  17525. var uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  17526. addUV( uvs[ 0 ] );
  17527. addUV( uvs[ 1 ] );
  17528. addUV( uvs[ 2 ] );
  17529. }
  17530. function f4( a, b, c, d ) {
  17531. addVertex( a );
  17532. addVertex( b );
  17533. addVertex( d );
  17534. addVertex( b );
  17535. addVertex( c );
  17536. addVertex( d );
  17537. var nextIndex = verticesArray.length / 3;
  17538. var uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  17539. addUV( uvs[ 0 ] );
  17540. addUV( uvs[ 1 ] );
  17541. addUV( uvs[ 3 ] );
  17542. addUV( uvs[ 1 ] );
  17543. addUV( uvs[ 2 ] );
  17544. addUV( uvs[ 3 ] );
  17545. }
  17546. function addVertex( index ) {
  17547. verticesArray.push( placeholder[ index * 3 + 0 ] );
  17548. verticesArray.push( placeholder[ index * 3 + 1 ] );
  17549. verticesArray.push( placeholder[ index * 3 + 2 ] );
  17550. }
  17551. function addUV( vector2 ) {
  17552. uvArray.push( vector2.x );
  17553. uvArray.push( vector2.y );
  17554. }
  17555. }
  17556. }
  17557. ExtrudeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17558. ExtrudeBufferGeometry.prototype.constructor = ExtrudeBufferGeometry;
  17559. ExtrudeBufferGeometry.prototype.toJSON = function () {
  17560. var data = BufferGeometry.prototype.toJSON.call( this );
  17561. var shapes = this.parameters.shapes;
  17562. var options = this.parameters.options;
  17563. return toJSON( shapes, options, data );
  17564. };
  17565. //
  17566. var WorldUVGenerator = {
  17567. generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {
  17568. var a_x = vertices[ indexA * 3 ];
  17569. var a_y = vertices[ indexA * 3 + 1 ];
  17570. var b_x = vertices[ indexB * 3 ];
  17571. var b_y = vertices[ indexB * 3 + 1 ];
  17572. var c_x = vertices[ indexC * 3 ];
  17573. var c_y = vertices[ indexC * 3 + 1 ];
  17574. return [
  17575. new Vector2( a_x, a_y ),
  17576. new Vector2( b_x, b_y ),
  17577. new Vector2( c_x, c_y )
  17578. ];
  17579. },
  17580. generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {
  17581. var a_x = vertices[ indexA * 3 ];
  17582. var a_y = vertices[ indexA * 3 + 1 ];
  17583. var a_z = vertices[ indexA * 3 + 2 ];
  17584. var b_x = vertices[ indexB * 3 ];
  17585. var b_y = vertices[ indexB * 3 + 1 ];
  17586. var b_z = vertices[ indexB * 3 + 2 ];
  17587. var c_x = vertices[ indexC * 3 ];
  17588. var c_y = vertices[ indexC * 3 + 1 ];
  17589. var c_z = vertices[ indexC * 3 + 2 ];
  17590. var d_x = vertices[ indexD * 3 ];
  17591. var d_y = vertices[ indexD * 3 + 1 ];
  17592. var d_z = vertices[ indexD * 3 + 2 ];
  17593. if ( Math.abs( a_y - b_y ) < 0.01 ) {
  17594. return [
  17595. new Vector2( a_x, 1 - a_z ),
  17596. new Vector2( b_x, 1 - b_z ),
  17597. new Vector2( c_x, 1 - c_z ),
  17598. new Vector2( d_x, 1 - d_z )
  17599. ];
  17600. } else {
  17601. return [
  17602. new Vector2( a_y, 1 - a_z ),
  17603. new Vector2( b_y, 1 - b_z ),
  17604. new Vector2( c_y, 1 - c_z ),
  17605. new Vector2( d_y, 1 - d_z )
  17606. ];
  17607. }
  17608. }
  17609. };
  17610. function toJSON( shapes, options, data ) {
  17611. //
  17612. data.shapes = [];
  17613. if ( Array.isArray( shapes ) ) {
  17614. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  17615. var shape = shapes[ i ];
  17616. data.shapes.push( shape.uuid );
  17617. }
  17618. } else {
  17619. data.shapes.push( shapes.uuid );
  17620. }
  17621. //
  17622. if ( options.extrudePath !== undefined ) data.options.extrudePath = options.extrudePath.toJSON();
  17623. return data;
  17624. }
  17625. /**
  17626. * @author zz85 / http://www.lab4games.net/zz85/blog
  17627. * @author alteredq / http://alteredqualia.com/
  17628. *
  17629. * Text = 3D Text
  17630. *
  17631. * parameters = {
  17632. * font: <THREE.Font>, // font
  17633. *
  17634. * size: <float>, // size of the text
  17635. * height: <float>, // thickness to extrude text
  17636. * curveSegments: <int>, // number of points on the curves
  17637. *
  17638. * bevelEnabled: <bool>, // turn on bevel
  17639. * bevelThickness: <float>, // how deep into text bevel goes
  17640. * bevelSize: <float> // how far from text outline is bevel
  17641. * }
  17642. */
  17643. // TextGeometry
  17644. function TextGeometry( text, parameters ) {
  17645. Geometry.call( this );
  17646. this.type = 'TextGeometry';
  17647. this.parameters = {
  17648. text: text,
  17649. parameters: parameters
  17650. };
  17651. this.fromBufferGeometry( new TextBufferGeometry( text, parameters ) );
  17652. this.mergeVertices();
  17653. }
  17654. TextGeometry.prototype = Object.create( Geometry.prototype );
  17655. TextGeometry.prototype.constructor = TextGeometry;
  17656. // TextBufferGeometry
  17657. function TextBufferGeometry( text, parameters ) {
  17658. parameters = parameters || {};
  17659. var font = parameters.font;
  17660. if ( ! ( font && font.isFont ) ) {
  17661. console.error( 'THREE.TextGeometry: font parameter is not an instance of THREE.Font.' );
  17662. return new Geometry();
  17663. }
  17664. var shapes = font.generateShapes( text, parameters.size );
  17665. // translate parameters to ExtrudeGeometry API
  17666. parameters.depth = parameters.height !== undefined ? parameters.height : 50;
  17667. // defaults
  17668. if ( parameters.bevelThickness === undefined ) parameters.bevelThickness = 10;
  17669. if ( parameters.bevelSize === undefined ) parameters.bevelSize = 8;
  17670. if ( parameters.bevelEnabled === undefined ) parameters.bevelEnabled = false;
  17671. ExtrudeBufferGeometry.call( this, shapes, parameters );
  17672. this.type = 'TextBufferGeometry';
  17673. }
  17674. TextBufferGeometry.prototype = Object.create( ExtrudeBufferGeometry.prototype );
  17675. TextBufferGeometry.prototype.constructor = TextBufferGeometry;
  17676. /**
  17677. * @author mrdoob / http://mrdoob.com/
  17678. * @author benaadams / https://twitter.com/ben_a_adams
  17679. * @author Mugen87 / https://github.com/Mugen87
  17680. */
  17681. // SphereGeometry
  17682. function SphereGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
  17683. Geometry.call( this );
  17684. this.type = 'SphereGeometry';
  17685. this.parameters = {
  17686. radius: radius,
  17687. widthSegments: widthSegments,
  17688. heightSegments: heightSegments,
  17689. phiStart: phiStart,
  17690. phiLength: phiLength,
  17691. thetaStart: thetaStart,
  17692. thetaLength: thetaLength
  17693. };
  17694. this.fromBufferGeometry( new SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) );
  17695. this.mergeVertices();
  17696. }
  17697. SphereGeometry.prototype = Object.create( Geometry.prototype );
  17698. SphereGeometry.prototype.constructor = SphereGeometry;
  17699. // SphereBufferGeometry
  17700. function SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
  17701. BufferGeometry.call( this );
  17702. this.type = 'SphereBufferGeometry';
  17703. this.parameters = {
  17704. radius: radius,
  17705. widthSegments: widthSegments,
  17706. heightSegments: heightSegments,
  17707. phiStart: phiStart,
  17708. phiLength: phiLength,
  17709. thetaStart: thetaStart,
  17710. thetaLength: thetaLength
  17711. };
  17712. radius = radius || 1;
  17713. widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 );
  17714. heightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 );
  17715. phiStart = phiStart !== undefined ? phiStart : 0;
  17716. phiLength = phiLength !== undefined ? phiLength : Math.PI * 2;
  17717. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  17718. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI;
  17719. var thetaEnd = thetaStart + thetaLength;
  17720. var ix, iy;
  17721. var index = 0;
  17722. var grid = [];
  17723. var vertex = new Vector3();
  17724. var normal = new Vector3();
  17725. // buffers
  17726. var indices = [];
  17727. var vertices = [];
  17728. var normals = [];
  17729. var uvs = [];
  17730. // generate vertices, normals and uvs
  17731. for ( iy = 0; iy <= heightSegments; iy ++ ) {
  17732. var verticesRow = [];
  17733. var v = iy / heightSegments;
  17734. for ( ix = 0; ix <= widthSegments; ix ++ ) {
  17735. var u = ix / widthSegments;
  17736. // vertex
  17737. vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  17738. vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
  17739. vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  17740. vertices.push( vertex.x, vertex.y, vertex.z );
  17741. // normal
  17742. normal.set( vertex.x, vertex.y, vertex.z ).normalize();
  17743. normals.push( normal.x, normal.y, normal.z );
  17744. // uv
  17745. uvs.push( u, 1 - v );
  17746. verticesRow.push( index ++ );
  17747. }
  17748. grid.push( verticesRow );
  17749. }
  17750. // indices
  17751. for ( iy = 0; iy < heightSegments; iy ++ ) {
  17752. for ( ix = 0; ix < widthSegments; ix ++ ) {
  17753. var a = grid[ iy ][ ix + 1 ];
  17754. var b = grid[ iy ][ ix ];
  17755. var c = grid[ iy + 1 ][ ix ];
  17756. var d = grid[ iy + 1 ][ ix + 1 ];
  17757. if ( iy !== 0 || thetaStart > 0 ) indices.push( a, b, d );
  17758. if ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( b, c, d );
  17759. }
  17760. }
  17761. // build geometry
  17762. this.setIndex( indices );
  17763. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17764. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17765. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17766. }
  17767. SphereBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17768. SphereBufferGeometry.prototype.constructor = SphereBufferGeometry;
  17769. /**
  17770. * @author Kaleb Murphy
  17771. * @author Mugen87 / https://github.com/Mugen87
  17772. */
  17773. // RingGeometry
  17774. function RingGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
  17775. Geometry.call( this );
  17776. this.type = 'RingGeometry';
  17777. this.parameters = {
  17778. innerRadius: innerRadius,
  17779. outerRadius: outerRadius,
  17780. thetaSegments: thetaSegments,
  17781. phiSegments: phiSegments,
  17782. thetaStart: thetaStart,
  17783. thetaLength: thetaLength
  17784. };
  17785. this.fromBufferGeometry( new RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) );
  17786. this.mergeVertices();
  17787. }
  17788. RingGeometry.prototype = Object.create( Geometry.prototype );
  17789. RingGeometry.prototype.constructor = RingGeometry;
  17790. // RingBufferGeometry
  17791. function RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
  17792. BufferGeometry.call( this );
  17793. this.type = 'RingBufferGeometry';
  17794. this.parameters = {
  17795. innerRadius: innerRadius,
  17796. outerRadius: outerRadius,
  17797. thetaSegments: thetaSegments,
  17798. phiSegments: phiSegments,
  17799. thetaStart: thetaStart,
  17800. thetaLength: thetaLength
  17801. };
  17802. innerRadius = innerRadius || 0.5;
  17803. outerRadius = outerRadius || 1;
  17804. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  17805. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  17806. thetaSegments = thetaSegments !== undefined ? Math.max( 3, thetaSegments ) : 8;
  17807. phiSegments = phiSegments !== undefined ? Math.max( 1, phiSegments ) : 1;
  17808. // buffers
  17809. var indices = [];
  17810. var vertices = [];
  17811. var normals = [];
  17812. var uvs = [];
  17813. // some helper variables
  17814. var segment;
  17815. var radius = innerRadius;
  17816. var radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
  17817. var vertex = new Vector3();
  17818. var uv = new Vector2();
  17819. var j, i;
  17820. // generate vertices, normals and uvs
  17821. for ( j = 0; j <= phiSegments; j ++ ) {
  17822. for ( i = 0; i <= thetaSegments; i ++ ) {
  17823. // values are generate from the inside of the ring to the outside
  17824. segment = thetaStart + i / thetaSegments * thetaLength;
  17825. // vertex
  17826. vertex.x = radius * Math.cos( segment );
  17827. vertex.y = radius * Math.sin( segment );
  17828. vertices.push( vertex.x, vertex.y, vertex.z );
  17829. // normal
  17830. normals.push( 0, 0, 1 );
  17831. // uv
  17832. uv.x = ( vertex.x / outerRadius + 1 ) / 2;
  17833. uv.y = ( vertex.y / outerRadius + 1 ) / 2;
  17834. uvs.push( uv.x, uv.y );
  17835. }
  17836. // increase the radius for next row of vertices
  17837. radius += radiusStep;
  17838. }
  17839. // indices
  17840. for ( j = 0; j < phiSegments; j ++ ) {
  17841. var thetaSegmentLevel = j * ( thetaSegments + 1 );
  17842. for ( i = 0; i < thetaSegments; i ++ ) {
  17843. segment = i + thetaSegmentLevel;
  17844. var a = segment;
  17845. var b = segment + thetaSegments + 1;
  17846. var c = segment + thetaSegments + 2;
  17847. var d = segment + 1;
  17848. // faces
  17849. indices.push( a, b, d );
  17850. indices.push( b, c, d );
  17851. }
  17852. }
  17853. // build geometry
  17854. this.setIndex( indices );
  17855. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17856. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17857. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17858. }
  17859. RingBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17860. RingBufferGeometry.prototype.constructor = RingBufferGeometry;
  17861. /**
  17862. * @author zz85 / https://github.com/zz85
  17863. * @author bhouston / http://clara.io
  17864. * @author Mugen87 / https://github.com/Mugen87
  17865. */
  17866. // LatheGeometry
  17867. function LatheGeometry( points, segments, phiStart, phiLength ) {
  17868. Geometry.call( this );
  17869. this.type = 'LatheGeometry';
  17870. this.parameters = {
  17871. points: points,
  17872. segments: segments,
  17873. phiStart: phiStart,
  17874. phiLength: phiLength
  17875. };
  17876. this.fromBufferGeometry( new LatheBufferGeometry( points, segments, phiStart, phiLength ) );
  17877. this.mergeVertices();
  17878. }
  17879. LatheGeometry.prototype = Object.create( Geometry.prototype );
  17880. LatheGeometry.prototype.constructor = LatheGeometry;
  17881. // LatheBufferGeometry
  17882. function LatheBufferGeometry( points, segments, phiStart, phiLength ) {
  17883. BufferGeometry.call( this );
  17884. this.type = 'LatheBufferGeometry';
  17885. this.parameters = {
  17886. points: points,
  17887. segments: segments,
  17888. phiStart: phiStart,
  17889. phiLength: phiLength
  17890. };
  17891. segments = Math.floor( segments ) || 12;
  17892. phiStart = phiStart || 0;
  17893. phiLength = phiLength || Math.PI * 2;
  17894. // clamp phiLength so it's in range of [ 0, 2PI ]
  17895. phiLength = _Math.clamp( phiLength, 0, Math.PI * 2 );
  17896. // buffers
  17897. var indices = [];
  17898. var vertices = [];
  17899. var uvs = [];
  17900. // helper variables
  17901. var base;
  17902. var inverseSegments = 1.0 / segments;
  17903. var vertex = new Vector3();
  17904. var uv = new Vector2();
  17905. var i, j;
  17906. // generate vertices and uvs
  17907. for ( i = 0; i <= segments; i ++ ) {
  17908. var phi = phiStart + i * inverseSegments * phiLength;
  17909. var sin = Math.sin( phi );
  17910. var cos = Math.cos( phi );
  17911. for ( j = 0; j <= ( points.length - 1 ); j ++ ) {
  17912. // vertex
  17913. vertex.x = points[ j ].x * sin;
  17914. vertex.y = points[ j ].y;
  17915. vertex.z = points[ j ].x * cos;
  17916. vertices.push( vertex.x, vertex.y, vertex.z );
  17917. // uv
  17918. uv.x = i / segments;
  17919. uv.y = j / ( points.length - 1 );
  17920. uvs.push( uv.x, uv.y );
  17921. }
  17922. }
  17923. // indices
  17924. for ( i = 0; i < segments; i ++ ) {
  17925. for ( j = 0; j < ( points.length - 1 ); j ++ ) {
  17926. base = j + i * points.length;
  17927. var a = base;
  17928. var b = base + points.length;
  17929. var c = base + points.length + 1;
  17930. var d = base + 1;
  17931. // faces
  17932. indices.push( a, b, d );
  17933. indices.push( b, c, d );
  17934. }
  17935. }
  17936. // build geometry
  17937. this.setIndex( indices );
  17938. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17939. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17940. // generate normals
  17941. this.computeVertexNormals();
  17942. // if the geometry is closed, we need to average the normals along the seam.
  17943. // because the corresponding vertices are identical (but still have different UVs).
  17944. if ( phiLength === Math.PI * 2 ) {
  17945. var normals = this.attributes.normal.array;
  17946. var n1 = new Vector3();
  17947. var n2 = new Vector3();
  17948. var n = new Vector3();
  17949. // this is the buffer offset for the last line of vertices
  17950. base = segments * points.length * 3;
  17951. for ( i = 0, j = 0; i < points.length; i ++, j += 3 ) {
  17952. // select the normal of the vertex in the first line
  17953. n1.x = normals[ j + 0 ];
  17954. n1.y = normals[ j + 1 ];
  17955. n1.z = normals[ j + 2 ];
  17956. // select the normal of the vertex in the last line
  17957. n2.x = normals[ base + j + 0 ];
  17958. n2.y = normals[ base + j + 1 ];
  17959. n2.z = normals[ base + j + 2 ];
  17960. // average normals
  17961. n.addVectors( n1, n2 ).normalize();
  17962. // assign the new values to both normals
  17963. normals[ j + 0 ] = normals[ base + j + 0 ] = n.x;
  17964. normals[ j + 1 ] = normals[ base + j + 1 ] = n.y;
  17965. normals[ j + 2 ] = normals[ base + j + 2 ] = n.z;
  17966. }
  17967. }
  17968. }
  17969. LatheBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17970. LatheBufferGeometry.prototype.constructor = LatheBufferGeometry;
  17971. /**
  17972. * @author jonobr1 / http://jonobr1.com
  17973. * @author Mugen87 / https://github.com/Mugen87
  17974. */
  17975. // ShapeGeometry
  17976. function ShapeGeometry( shapes, curveSegments ) {
  17977. Geometry.call( this );
  17978. this.type = 'ShapeGeometry';
  17979. if ( typeof curveSegments === 'object' ) {
  17980. console.warn( 'THREE.ShapeGeometry: Options parameter has been removed.' );
  17981. curveSegments = curveSegments.curveSegments;
  17982. }
  17983. this.parameters = {
  17984. shapes: shapes,
  17985. curveSegments: curveSegments
  17986. };
  17987. this.fromBufferGeometry( new ShapeBufferGeometry( shapes, curveSegments ) );
  17988. this.mergeVertices();
  17989. }
  17990. ShapeGeometry.prototype = Object.create( Geometry.prototype );
  17991. ShapeGeometry.prototype.constructor = ShapeGeometry;
  17992. ShapeGeometry.prototype.toJSON = function () {
  17993. var data = Geometry.prototype.toJSON.call( this );
  17994. var shapes = this.parameters.shapes;
  17995. return toJSON$1( shapes, data );
  17996. };
  17997. // ShapeBufferGeometry
  17998. function ShapeBufferGeometry( shapes, curveSegments ) {
  17999. BufferGeometry.call( this );
  18000. this.type = 'ShapeBufferGeometry';
  18001. this.parameters = {
  18002. shapes: shapes,
  18003. curveSegments: curveSegments
  18004. };
  18005. curveSegments = curveSegments || 12;
  18006. // buffers
  18007. var indices = [];
  18008. var vertices = [];
  18009. var normals = [];
  18010. var uvs = [];
  18011. // helper variables
  18012. var groupStart = 0;
  18013. var groupCount = 0;
  18014. // allow single and array values for "shapes" parameter
  18015. if ( Array.isArray( shapes ) === false ) {
  18016. addShape( shapes );
  18017. } else {
  18018. for ( var i = 0; i < shapes.length; i ++ ) {
  18019. addShape( shapes[ i ] );
  18020. this.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support
  18021. groupStart += groupCount;
  18022. groupCount = 0;
  18023. }
  18024. }
  18025. // build geometry
  18026. this.setIndex( indices );
  18027. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18028. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18029. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18030. // helper functions
  18031. function addShape( shape ) {
  18032. var i, l, shapeHole;
  18033. var indexOffset = vertices.length / 3;
  18034. var points = shape.extractPoints( curveSegments );
  18035. var shapeVertices = points.shape;
  18036. var shapeHoles = points.holes;
  18037. // check direction of vertices
  18038. if ( ShapeUtils.isClockWise( shapeVertices ) === false ) {
  18039. shapeVertices = shapeVertices.reverse();
  18040. }
  18041. for ( i = 0, l = shapeHoles.length; i < l; i ++ ) {
  18042. shapeHole = shapeHoles[ i ];
  18043. if ( ShapeUtils.isClockWise( shapeHole ) === true ) {
  18044. shapeHoles[ i ] = shapeHole.reverse();
  18045. }
  18046. }
  18047. var faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );
  18048. // join vertices of inner and outer paths to a single array
  18049. for ( i = 0, l = shapeHoles.length; i < l; i ++ ) {
  18050. shapeHole = shapeHoles[ i ];
  18051. shapeVertices = shapeVertices.concat( shapeHole );
  18052. }
  18053. // vertices, normals, uvs
  18054. for ( i = 0, l = shapeVertices.length; i < l; i ++ ) {
  18055. var vertex = shapeVertices[ i ];
  18056. vertices.push( vertex.x, vertex.y, 0 );
  18057. normals.push( 0, 0, 1 );
  18058. uvs.push( vertex.x, vertex.y ); // world uvs
  18059. }
  18060. // incides
  18061. for ( i = 0, l = faces.length; i < l; i ++ ) {
  18062. var face = faces[ i ];
  18063. var a = face[ 0 ] + indexOffset;
  18064. var b = face[ 1 ] + indexOffset;
  18065. var c = face[ 2 ] + indexOffset;
  18066. indices.push( a, b, c );
  18067. groupCount += 3;
  18068. }
  18069. }
  18070. }
  18071. ShapeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18072. ShapeBufferGeometry.prototype.constructor = ShapeBufferGeometry;
  18073. ShapeBufferGeometry.prototype.toJSON = function () {
  18074. var data = BufferGeometry.prototype.toJSON.call( this );
  18075. var shapes = this.parameters.shapes;
  18076. return toJSON$1( shapes, data );
  18077. };
  18078. //
  18079. function toJSON$1( shapes, data ) {
  18080. data.shapes = [];
  18081. if ( Array.isArray( shapes ) ) {
  18082. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  18083. var shape = shapes[ i ];
  18084. data.shapes.push( shape.uuid );
  18085. }
  18086. } else {
  18087. data.shapes.push( shapes.uuid );
  18088. }
  18089. return data;
  18090. }
  18091. /**
  18092. * @author WestLangley / http://github.com/WestLangley
  18093. * @author Mugen87 / https://github.com/Mugen87
  18094. */
  18095. function EdgesGeometry( geometry, thresholdAngle ) {
  18096. BufferGeometry.call( this );
  18097. this.type = 'EdgesGeometry';
  18098. this.parameters = {
  18099. thresholdAngle: thresholdAngle
  18100. };
  18101. thresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1;
  18102. // buffer
  18103. var vertices = [];
  18104. // helper variables
  18105. var thresholdDot = Math.cos( _Math.DEG2RAD * thresholdAngle );
  18106. var edge = [ 0, 0 ], edges = {}, edge1, edge2;
  18107. var key, keys = [ 'a', 'b', 'c' ];
  18108. // prepare source geometry
  18109. var geometry2;
  18110. if ( geometry.isBufferGeometry ) {
  18111. geometry2 = new Geometry();
  18112. geometry2.fromBufferGeometry( geometry );
  18113. } else {
  18114. geometry2 = geometry.clone();
  18115. }
  18116. geometry2.mergeVertices();
  18117. geometry2.computeFaceNormals();
  18118. var sourceVertices = geometry2.vertices;
  18119. var faces = geometry2.faces;
  18120. // now create a data structure where each entry represents an edge with its adjoining faces
  18121. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  18122. var face = faces[ i ];
  18123. for ( var j = 0; j < 3; j ++ ) {
  18124. edge1 = face[ keys[ j ] ];
  18125. edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
  18126. edge[ 0 ] = Math.min( edge1, edge2 );
  18127. edge[ 1 ] = Math.max( edge1, edge2 );
  18128. key = edge[ 0 ] + ',' + edge[ 1 ];
  18129. if ( edges[ key ] === undefined ) {
  18130. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ], face1: i, face2: undefined };
  18131. } else {
  18132. edges[ key ].face2 = i;
  18133. }
  18134. }
  18135. }
  18136. // generate vertices
  18137. for ( key in edges ) {
  18138. var e = edges[ key ];
  18139. // an edge is only rendered if the angle (in degrees) between the face normals of the adjoining faces exceeds this value. default = 1 degree.
  18140. if ( e.face2 === undefined || faces[ e.face1 ].normal.dot( faces[ e.face2 ].normal ) <= thresholdDot ) {
  18141. var vertex = sourceVertices[ e.index1 ];
  18142. vertices.push( vertex.x, vertex.y, vertex.z );
  18143. vertex = sourceVertices[ e.index2 ];
  18144. vertices.push( vertex.x, vertex.y, vertex.z );
  18145. }
  18146. }
  18147. // build geometry
  18148. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18149. }
  18150. EdgesGeometry.prototype = Object.create( BufferGeometry.prototype );
  18151. EdgesGeometry.prototype.constructor = EdgesGeometry;
  18152. /**
  18153. * @author mrdoob / http://mrdoob.com/
  18154. * @author Mugen87 / https://github.com/Mugen87
  18155. */
  18156. // CylinderGeometry
  18157. function CylinderGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  18158. Geometry.call( this );
  18159. this.type = 'CylinderGeometry';
  18160. this.parameters = {
  18161. radiusTop: radiusTop,
  18162. radiusBottom: radiusBottom,
  18163. height: height,
  18164. radialSegments: radialSegments,
  18165. heightSegments: heightSegments,
  18166. openEnded: openEnded,
  18167. thetaStart: thetaStart,
  18168. thetaLength: thetaLength
  18169. };
  18170. this.fromBufferGeometry( new CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) );
  18171. this.mergeVertices();
  18172. }
  18173. CylinderGeometry.prototype = Object.create( Geometry.prototype );
  18174. CylinderGeometry.prototype.constructor = CylinderGeometry;
  18175. // CylinderBufferGeometry
  18176. function CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  18177. BufferGeometry.call( this );
  18178. this.type = 'CylinderBufferGeometry';
  18179. this.parameters = {
  18180. radiusTop: radiusTop,
  18181. radiusBottom: radiusBottom,
  18182. height: height,
  18183. radialSegments: radialSegments,
  18184. heightSegments: heightSegments,
  18185. openEnded: openEnded,
  18186. thetaStart: thetaStart,
  18187. thetaLength: thetaLength
  18188. };
  18189. var scope = this;
  18190. radiusTop = radiusTop !== undefined ? radiusTop : 1;
  18191. radiusBottom = radiusBottom !== undefined ? radiusBottom : 1;
  18192. height = height || 1;
  18193. radialSegments = Math.floor( radialSegments ) || 8;
  18194. heightSegments = Math.floor( heightSegments ) || 1;
  18195. openEnded = openEnded !== undefined ? openEnded : false;
  18196. thetaStart = thetaStart !== undefined ? thetaStart : 0.0;
  18197. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  18198. // buffers
  18199. var indices = [];
  18200. var vertices = [];
  18201. var normals = [];
  18202. var uvs = [];
  18203. // helper variables
  18204. var index = 0;
  18205. var indexArray = [];
  18206. var halfHeight = height / 2;
  18207. var groupStart = 0;
  18208. // generate geometry
  18209. generateTorso();
  18210. if ( openEnded === false ) {
  18211. if ( radiusTop > 0 ) generateCap( true );
  18212. if ( radiusBottom > 0 ) generateCap( false );
  18213. }
  18214. // build geometry
  18215. this.setIndex( indices );
  18216. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18217. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18218. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18219. function generateTorso() {
  18220. var x, y;
  18221. var normal = new Vector3();
  18222. var vertex = new Vector3();
  18223. var groupCount = 0;
  18224. // this will be used to calculate the normal
  18225. var slope = ( radiusBottom - radiusTop ) / height;
  18226. // generate vertices, normals and uvs
  18227. for ( y = 0; y <= heightSegments; y ++ ) {
  18228. var indexRow = [];
  18229. var v = y / heightSegments;
  18230. // calculate the radius of the current row
  18231. var radius = v * ( radiusBottom - radiusTop ) + radiusTop;
  18232. for ( x = 0; x <= radialSegments; x ++ ) {
  18233. var u = x / radialSegments;
  18234. var theta = u * thetaLength + thetaStart;
  18235. var sinTheta = Math.sin( theta );
  18236. var cosTheta = Math.cos( theta );
  18237. // vertex
  18238. vertex.x = radius * sinTheta;
  18239. vertex.y = - v * height + halfHeight;
  18240. vertex.z = radius * cosTheta;
  18241. vertices.push( vertex.x, vertex.y, vertex.z );
  18242. // normal
  18243. normal.set( sinTheta, slope, cosTheta ).normalize();
  18244. normals.push( normal.x, normal.y, normal.z );
  18245. // uv
  18246. uvs.push( u, 1 - v );
  18247. // save index of vertex in respective row
  18248. indexRow.push( index ++ );
  18249. }
  18250. // now save vertices of the row in our index array
  18251. indexArray.push( indexRow );
  18252. }
  18253. // generate indices
  18254. for ( x = 0; x < radialSegments; x ++ ) {
  18255. for ( y = 0; y < heightSegments; y ++ ) {
  18256. // we use the index array to access the correct indices
  18257. var a = indexArray[ y ][ x ];
  18258. var b = indexArray[ y + 1 ][ x ];
  18259. var c = indexArray[ y + 1 ][ x + 1 ];
  18260. var d = indexArray[ y ][ x + 1 ];
  18261. // faces
  18262. indices.push( a, b, d );
  18263. indices.push( b, c, d );
  18264. // update group counter
  18265. groupCount += 6;
  18266. }
  18267. }
  18268. // add a group to the geometry. this will ensure multi material support
  18269. scope.addGroup( groupStart, groupCount, 0 );
  18270. // calculate new start value for groups
  18271. groupStart += groupCount;
  18272. }
  18273. function generateCap( top ) {
  18274. var x, centerIndexStart, centerIndexEnd;
  18275. var uv = new Vector2();
  18276. var vertex = new Vector3();
  18277. var groupCount = 0;
  18278. var radius = ( top === true ) ? radiusTop : radiusBottom;
  18279. var sign = ( top === true ) ? 1 : - 1;
  18280. // save the index of the first center vertex
  18281. centerIndexStart = index;
  18282. // first we generate the center vertex data of the cap.
  18283. // because the geometry needs one set of uvs per face,
  18284. // we must generate a center vertex per face/segment
  18285. for ( x = 1; x <= radialSegments; x ++ ) {
  18286. // vertex
  18287. vertices.push( 0, halfHeight * sign, 0 );
  18288. // normal
  18289. normals.push( 0, sign, 0 );
  18290. // uv
  18291. uvs.push( 0.5, 0.5 );
  18292. // increase index
  18293. index ++;
  18294. }
  18295. // save the index of the last center vertex
  18296. centerIndexEnd = index;
  18297. // now we generate the surrounding vertices, normals and uvs
  18298. for ( x = 0; x <= radialSegments; x ++ ) {
  18299. var u = x / radialSegments;
  18300. var theta = u * thetaLength + thetaStart;
  18301. var cosTheta = Math.cos( theta );
  18302. var sinTheta = Math.sin( theta );
  18303. // vertex
  18304. vertex.x = radius * sinTheta;
  18305. vertex.y = halfHeight * sign;
  18306. vertex.z = radius * cosTheta;
  18307. vertices.push( vertex.x, vertex.y, vertex.z );
  18308. // normal
  18309. normals.push( 0, sign, 0 );
  18310. // uv
  18311. uv.x = ( cosTheta * 0.5 ) + 0.5;
  18312. uv.y = ( sinTheta * 0.5 * sign ) + 0.5;
  18313. uvs.push( uv.x, uv.y );
  18314. // increase index
  18315. index ++;
  18316. }
  18317. // generate indices
  18318. for ( x = 0; x < radialSegments; x ++ ) {
  18319. var c = centerIndexStart + x;
  18320. var i = centerIndexEnd + x;
  18321. if ( top === true ) {
  18322. // face top
  18323. indices.push( i, i + 1, c );
  18324. } else {
  18325. // face bottom
  18326. indices.push( i + 1, i, c );
  18327. }
  18328. groupCount += 3;
  18329. }
  18330. // add a group to the geometry. this will ensure multi material support
  18331. scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );
  18332. // calculate new start value for groups
  18333. groupStart += groupCount;
  18334. }
  18335. }
  18336. CylinderBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18337. CylinderBufferGeometry.prototype.constructor = CylinderBufferGeometry;
  18338. /**
  18339. * @author abelnation / http://github.com/abelnation
  18340. */
  18341. // ConeGeometry
  18342. function ConeGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  18343. CylinderGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  18344. this.type = 'ConeGeometry';
  18345. this.parameters = {
  18346. radius: radius,
  18347. height: height,
  18348. radialSegments: radialSegments,
  18349. heightSegments: heightSegments,
  18350. openEnded: openEnded,
  18351. thetaStart: thetaStart,
  18352. thetaLength: thetaLength
  18353. };
  18354. }
  18355. ConeGeometry.prototype = Object.create( CylinderGeometry.prototype );
  18356. ConeGeometry.prototype.constructor = ConeGeometry;
  18357. // ConeBufferGeometry
  18358. function ConeBufferGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  18359. CylinderBufferGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  18360. this.type = 'ConeBufferGeometry';
  18361. this.parameters = {
  18362. radius: radius,
  18363. height: height,
  18364. radialSegments: radialSegments,
  18365. heightSegments: heightSegments,
  18366. openEnded: openEnded,
  18367. thetaStart: thetaStart,
  18368. thetaLength: thetaLength
  18369. };
  18370. }
  18371. ConeBufferGeometry.prototype = Object.create( CylinderBufferGeometry.prototype );
  18372. ConeBufferGeometry.prototype.constructor = ConeBufferGeometry;
  18373. /**
  18374. * @author benaadams / https://twitter.com/ben_a_adams
  18375. * @author Mugen87 / https://github.com/Mugen87
  18376. * @author hughes
  18377. */
  18378. // CircleGeometry
  18379. function CircleGeometry( radius, segments, thetaStart, thetaLength ) {
  18380. Geometry.call( this );
  18381. this.type = 'CircleGeometry';
  18382. this.parameters = {
  18383. radius: radius,
  18384. segments: segments,
  18385. thetaStart: thetaStart,
  18386. thetaLength: thetaLength
  18387. };
  18388. this.fromBufferGeometry( new CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) );
  18389. this.mergeVertices();
  18390. }
  18391. CircleGeometry.prototype = Object.create( Geometry.prototype );
  18392. CircleGeometry.prototype.constructor = CircleGeometry;
  18393. // CircleBufferGeometry
  18394. function CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) {
  18395. BufferGeometry.call( this );
  18396. this.type = 'CircleBufferGeometry';
  18397. this.parameters = {
  18398. radius: radius,
  18399. segments: segments,
  18400. thetaStart: thetaStart,
  18401. thetaLength: thetaLength
  18402. };
  18403. radius = radius || 1;
  18404. segments = segments !== undefined ? Math.max( 3, segments ) : 8;
  18405. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  18406. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  18407. // buffers
  18408. var indices = [];
  18409. var vertices = [];
  18410. var normals = [];
  18411. var uvs = [];
  18412. // helper variables
  18413. var i, s;
  18414. var vertex = new Vector3();
  18415. var uv = new Vector2();
  18416. // center point
  18417. vertices.push( 0, 0, 0 );
  18418. normals.push( 0, 0, 1 );
  18419. uvs.push( 0.5, 0.5 );
  18420. for ( s = 0, i = 3; s <= segments; s ++, i += 3 ) {
  18421. var segment = thetaStart + s / segments * thetaLength;
  18422. // vertex
  18423. vertex.x = radius * Math.cos( segment );
  18424. vertex.y = radius * Math.sin( segment );
  18425. vertices.push( vertex.x, vertex.y, vertex.z );
  18426. // normal
  18427. normals.push( 0, 0, 1 );
  18428. // uvs
  18429. uv.x = ( vertices[ i ] / radius + 1 ) / 2;
  18430. uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;
  18431. uvs.push( uv.x, uv.y );
  18432. }
  18433. // indices
  18434. for ( i = 1; i <= segments; i ++ ) {
  18435. indices.push( i, i + 1, 0 );
  18436. }
  18437. // build geometry
  18438. this.setIndex( indices );
  18439. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18440. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18441. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18442. }
  18443. CircleBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18444. CircleBufferGeometry.prototype.constructor = CircleBufferGeometry;
  18445. var Geometries = /*#__PURE__*/Object.freeze({
  18446. WireframeGeometry: WireframeGeometry,
  18447. ParametricGeometry: ParametricGeometry,
  18448. ParametricBufferGeometry: ParametricBufferGeometry,
  18449. TetrahedronGeometry: TetrahedronGeometry,
  18450. TetrahedronBufferGeometry: TetrahedronBufferGeometry,
  18451. OctahedronGeometry: OctahedronGeometry,
  18452. OctahedronBufferGeometry: OctahedronBufferGeometry,
  18453. IcosahedronGeometry: IcosahedronGeometry,
  18454. IcosahedronBufferGeometry: IcosahedronBufferGeometry,
  18455. DodecahedronGeometry: DodecahedronGeometry,
  18456. DodecahedronBufferGeometry: DodecahedronBufferGeometry,
  18457. PolyhedronGeometry: PolyhedronGeometry,
  18458. PolyhedronBufferGeometry: PolyhedronBufferGeometry,
  18459. TubeGeometry: TubeGeometry,
  18460. TubeBufferGeometry: TubeBufferGeometry,
  18461. TorusKnotGeometry: TorusKnotGeometry,
  18462. TorusKnotBufferGeometry: TorusKnotBufferGeometry,
  18463. TorusGeometry: TorusGeometry,
  18464. TorusBufferGeometry: TorusBufferGeometry,
  18465. TextGeometry: TextGeometry,
  18466. TextBufferGeometry: TextBufferGeometry,
  18467. SphereGeometry: SphereGeometry,
  18468. SphereBufferGeometry: SphereBufferGeometry,
  18469. RingGeometry: RingGeometry,
  18470. RingBufferGeometry: RingBufferGeometry,
  18471. PlaneGeometry: PlaneGeometry,
  18472. PlaneBufferGeometry: PlaneBufferGeometry,
  18473. LatheGeometry: LatheGeometry,
  18474. LatheBufferGeometry: LatheBufferGeometry,
  18475. ShapeGeometry: ShapeGeometry,
  18476. ShapeBufferGeometry: ShapeBufferGeometry,
  18477. ExtrudeGeometry: ExtrudeGeometry,
  18478. ExtrudeBufferGeometry: ExtrudeBufferGeometry,
  18479. EdgesGeometry: EdgesGeometry,
  18480. ConeGeometry: ConeGeometry,
  18481. ConeBufferGeometry: ConeBufferGeometry,
  18482. CylinderGeometry: CylinderGeometry,
  18483. CylinderBufferGeometry: CylinderBufferGeometry,
  18484. CircleGeometry: CircleGeometry,
  18485. CircleBufferGeometry: CircleBufferGeometry,
  18486. BoxGeometry: BoxGeometry,
  18487. BoxBufferGeometry: BoxBufferGeometry
  18488. });
  18489. /**
  18490. * @author mrdoob / http://mrdoob.com/
  18491. *
  18492. * parameters = {
  18493. * color: <THREE.Color>
  18494. * }
  18495. */
  18496. function ShadowMaterial( parameters ) {
  18497. Material.call( this );
  18498. this.type = 'ShadowMaterial';
  18499. this.color = new Color( 0x000000 );
  18500. this.transparent = true;
  18501. this.setValues( parameters );
  18502. }
  18503. ShadowMaterial.prototype = Object.create( Material.prototype );
  18504. ShadowMaterial.prototype.constructor = ShadowMaterial;
  18505. ShadowMaterial.prototype.isShadowMaterial = true;
  18506. ShadowMaterial.prototype.copy = function ( source ) {
  18507. Material.prototype.copy.call( this, source );
  18508. this.color.copy( source.color );
  18509. return this;
  18510. };
  18511. /**
  18512. * @author mrdoob / http://mrdoob.com/
  18513. */
  18514. function RawShaderMaterial( parameters ) {
  18515. ShaderMaterial.call( this, parameters );
  18516. this.type = 'RawShaderMaterial';
  18517. }
  18518. RawShaderMaterial.prototype = Object.create( ShaderMaterial.prototype );
  18519. RawShaderMaterial.prototype.constructor = RawShaderMaterial;
  18520. RawShaderMaterial.prototype.isRawShaderMaterial = true;
  18521. /**
  18522. * @author WestLangley / http://github.com/WestLangley
  18523. *
  18524. * parameters = {
  18525. * color: <hex>,
  18526. * roughness: <float>,
  18527. * metalness: <float>,
  18528. * opacity: <float>,
  18529. *
  18530. * map: new THREE.Texture( <Image> ),
  18531. *
  18532. * lightMap: new THREE.Texture( <Image> ),
  18533. * lightMapIntensity: <float>
  18534. *
  18535. * aoMap: new THREE.Texture( <Image> ),
  18536. * aoMapIntensity: <float>
  18537. *
  18538. * emissive: <hex>,
  18539. * emissiveIntensity: <float>
  18540. * emissiveMap: new THREE.Texture( <Image> ),
  18541. *
  18542. * bumpMap: new THREE.Texture( <Image> ),
  18543. * bumpScale: <float>,
  18544. *
  18545. * normalMap: new THREE.Texture( <Image> ),
  18546. * normalMapType: THREE.TangentSpaceNormalMap,
  18547. * normalScale: <Vector2>,
  18548. *
  18549. * displacementMap: new THREE.Texture( <Image> ),
  18550. * displacementScale: <float>,
  18551. * displacementBias: <float>,
  18552. *
  18553. * roughnessMap: new THREE.Texture( <Image> ),
  18554. *
  18555. * metalnessMap: new THREE.Texture( <Image> ),
  18556. *
  18557. * alphaMap: new THREE.Texture( <Image> ),
  18558. *
  18559. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  18560. * envMapIntensity: <float>
  18561. *
  18562. * refractionRatio: <float>,
  18563. *
  18564. * wireframe: <boolean>,
  18565. * wireframeLinewidth: <float>,
  18566. *
  18567. * skinning: <bool>,
  18568. * morphTargets: <bool>,
  18569. * morphNormals: <bool>
  18570. * }
  18571. */
  18572. function MeshStandardMaterial( parameters ) {
  18573. Material.call( this );
  18574. this.defines = { 'STANDARD': '' };
  18575. this.type = 'MeshStandardMaterial';
  18576. this.color = new Color( 0xffffff ); // diffuse
  18577. this.roughness = 0.5;
  18578. this.metalness = 0.5;
  18579. this.map = null;
  18580. this.lightMap = null;
  18581. this.lightMapIntensity = 1.0;
  18582. this.aoMap = null;
  18583. this.aoMapIntensity = 1.0;
  18584. this.emissive = new Color( 0x000000 );
  18585. this.emissiveIntensity = 1.0;
  18586. this.emissiveMap = null;
  18587. this.bumpMap = null;
  18588. this.bumpScale = 1;
  18589. this.normalMap = null;
  18590. this.normalMapType = TangentSpaceNormalMap;
  18591. this.normalScale = new Vector2( 1, 1 );
  18592. this.displacementMap = null;
  18593. this.displacementScale = 1;
  18594. this.displacementBias = 0;
  18595. this.roughnessMap = null;
  18596. this.metalnessMap = null;
  18597. this.alphaMap = null;
  18598. this.envMap = null;
  18599. this.envMapIntensity = 1.0;
  18600. this.refractionRatio = 0.98;
  18601. this.wireframe = false;
  18602. this.wireframeLinewidth = 1;
  18603. this.wireframeLinecap = 'round';
  18604. this.wireframeLinejoin = 'round';
  18605. this.skinning = false;
  18606. this.morphTargets = false;
  18607. this.morphNormals = false;
  18608. this.setValues( parameters );
  18609. }
  18610. MeshStandardMaterial.prototype = Object.create( Material.prototype );
  18611. MeshStandardMaterial.prototype.constructor = MeshStandardMaterial;
  18612. MeshStandardMaterial.prototype.isMeshStandardMaterial = true;
  18613. MeshStandardMaterial.prototype.copy = function ( source ) {
  18614. Material.prototype.copy.call( this, source );
  18615. this.defines = { 'STANDARD': '' };
  18616. this.color.copy( source.color );
  18617. this.roughness = source.roughness;
  18618. this.metalness = source.metalness;
  18619. this.map = source.map;
  18620. this.lightMap = source.lightMap;
  18621. this.lightMapIntensity = source.lightMapIntensity;
  18622. this.aoMap = source.aoMap;
  18623. this.aoMapIntensity = source.aoMapIntensity;
  18624. this.emissive.copy( source.emissive );
  18625. this.emissiveMap = source.emissiveMap;
  18626. this.emissiveIntensity = source.emissiveIntensity;
  18627. this.bumpMap = source.bumpMap;
  18628. this.bumpScale = source.bumpScale;
  18629. this.normalMap = source.normalMap;
  18630. this.normalMapType = source.normalMapType;
  18631. this.normalScale.copy( source.normalScale );
  18632. this.displacementMap = source.displacementMap;
  18633. this.displacementScale = source.displacementScale;
  18634. this.displacementBias = source.displacementBias;
  18635. this.roughnessMap = source.roughnessMap;
  18636. this.metalnessMap = source.metalnessMap;
  18637. this.alphaMap = source.alphaMap;
  18638. this.envMap = source.envMap;
  18639. this.envMapIntensity = source.envMapIntensity;
  18640. this.refractionRatio = source.refractionRatio;
  18641. this.wireframe = source.wireframe;
  18642. this.wireframeLinewidth = source.wireframeLinewidth;
  18643. this.wireframeLinecap = source.wireframeLinecap;
  18644. this.wireframeLinejoin = source.wireframeLinejoin;
  18645. this.skinning = source.skinning;
  18646. this.morphTargets = source.morphTargets;
  18647. this.morphNormals = source.morphNormals;
  18648. return this;
  18649. };
  18650. /**
  18651. * @author WestLangley / http://github.com/WestLangley
  18652. *
  18653. * parameters = {
  18654. * reflectivity: <float>
  18655. * }
  18656. */
  18657. function MeshPhysicalMaterial( parameters ) {
  18658. MeshStandardMaterial.call( this );
  18659. this.defines = { 'PHYSICAL': '' };
  18660. this.type = 'MeshPhysicalMaterial';
  18661. this.reflectivity = 0.5; // maps to F0 = 0.04
  18662. this.clearCoat = 0.0;
  18663. this.clearCoatRoughness = 0.0;
  18664. this.setValues( parameters );
  18665. }
  18666. MeshPhysicalMaterial.prototype = Object.create( MeshStandardMaterial.prototype );
  18667. MeshPhysicalMaterial.prototype.constructor = MeshPhysicalMaterial;
  18668. MeshPhysicalMaterial.prototype.isMeshPhysicalMaterial = true;
  18669. MeshPhysicalMaterial.prototype.copy = function ( source ) {
  18670. MeshStandardMaterial.prototype.copy.call( this, source );
  18671. this.defines = { 'PHYSICAL': '' };
  18672. this.reflectivity = source.reflectivity;
  18673. this.clearCoat = source.clearCoat;
  18674. this.clearCoatRoughness = source.clearCoatRoughness;
  18675. return this;
  18676. };
  18677. /**
  18678. * @author mrdoob / http://mrdoob.com/
  18679. * @author alteredq / http://alteredqualia.com/
  18680. *
  18681. * parameters = {
  18682. * color: <hex>,
  18683. * specular: <hex>,
  18684. * shininess: <float>,
  18685. * opacity: <float>,
  18686. *
  18687. * map: new THREE.Texture( <Image> ),
  18688. *
  18689. * lightMap: new THREE.Texture( <Image> ),
  18690. * lightMapIntensity: <float>
  18691. *
  18692. * aoMap: new THREE.Texture( <Image> ),
  18693. * aoMapIntensity: <float>
  18694. *
  18695. * emissive: <hex>,
  18696. * emissiveIntensity: <float>
  18697. * emissiveMap: new THREE.Texture( <Image> ),
  18698. *
  18699. * bumpMap: new THREE.Texture( <Image> ),
  18700. * bumpScale: <float>,
  18701. *
  18702. * normalMap: new THREE.Texture( <Image> ),
  18703. * normalMapType: THREE.TangentSpaceNormalMap,
  18704. * normalScale: <Vector2>,
  18705. *
  18706. * displacementMap: new THREE.Texture( <Image> ),
  18707. * displacementScale: <float>,
  18708. * displacementBias: <float>,
  18709. *
  18710. * specularMap: new THREE.Texture( <Image> ),
  18711. *
  18712. * alphaMap: new THREE.Texture( <Image> ),
  18713. *
  18714. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  18715. * combine: THREE.Multiply,
  18716. * reflectivity: <float>,
  18717. * refractionRatio: <float>,
  18718. *
  18719. * wireframe: <boolean>,
  18720. * wireframeLinewidth: <float>,
  18721. *
  18722. * skinning: <bool>,
  18723. * morphTargets: <bool>,
  18724. * morphNormals: <bool>
  18725. * }
  18726. */
  18727. function MeshPhongMaterial( parameters ) {
  18728. Material.call( this );
  18729. this.type = 'MeshPhongMaterial';
  18730. this.color = new Color( 0xffffff ); // diffuse
  18731. this.specular = new Color( 0x111111 );
  18732. this.shininess = 30;
  18733. this.map = null;
  18734. this.lightMap = null;
  18735. this.lightMapIntensity = 1.0;
  18736. this.aoMap = null;
  18737. this.aoMapIntensity = 1.0;
  18738. this.emissive = new Color( 0x000000 );
  18739. this.emissiveIntensity = 1.0;
  18740. this.emissiveMap = null;
  18741. this.bumpMap = null;
  18742. this.bumpScale = 1;
  18743. this.normalMap = null;
  18744. this.normalMapType = TangentSpaceNormalMap;
  18745. this.normalScale = new Vector2( 1, 1 );
  18746. this.displacementMap = null;
  18747. this.displacementScale = 1;
  18748. this.displacementBias = 0;
  18749. this.specularMap = null;
  18750. this.alphaMap = null;
  18751. this.envMap = null;
  18752. this.combine = MultiplyOperation;
  18753. this.reflectivity = 1;
  18754. this.refractionRatio = 0.98;
  18755. this.wireframe = false;
  18756. this.wireframeLinewidth = 1;
  18757. this.wireframeLinecap = 'round';
  18758. this.wireframeLinejoin = 'round';
  18759. this.skinning = false;
  18760. this.morphTargets = false;
  18761. this.morphNormals = false;
  18762. this.setValues( parameters );
  18763. }
  18764. MeshPhongMaterial.prototype = Object.create( Material.prototype );
  18765. MeshPhongMaterial.prototype.constructor = MeshPhongMaterial;
  18766. MeshPhongMaterial.prototype.isMeshPhongMaterial = true;
  18767. MeshPhongMaterial.prototype.copy = function ( source ) {
  18768. Material.prototype.copy.call( this, source );
  18769. this.color.copy( source.color );
  18770. this.specular.copy( source.specular );
  18771. this.shininess = source.shininess;
  18772. this.map = source.map;
  18773. this.lightMap = source.lightMap;
  18774. this.lightMapIntensity = source.lightMapIntensity;
  18775. this.aoMap = source.aoMap;
  18776. this.aoMapIntensity = source.aoMapIntensity;
  18777. this.emissive.copy( source.emissive );
  18778. this.emissiveMap = source.emissiveMap;
  18779. this.emissiveIntensity = source.emissiveIntensity;
  18780. this.bumpMap = source.bumpMap;
  18781. this.bumpScale = source.bumpScale;
  18782. this.normalMap = source.normalMap;
  18783. this.normalMapType = source.normalMapType;
  18784. this.normalScale.copy( source.normalScale );
  18785. this.displacementMap = source.displacementMap;
  18786. this.displacementScale = source.displacementScale;
  18787. this.displacementBias = source.displacementBias;
  18788. this.specularMap = source.specularMap;
  18789. this.alphaMap = source.alphaMap;
  18790. this.envMap = source.envMap;
  18791. this.combine = source.combine;
  18792. this.reflectivity = source.reflectivity;
  18793. this.refractionRatio = source.refractionRatio;
  18794. this.wireframe = source.wireframe;
  18795. this.wireframeLinewidth = source.wireframeLinewidth;
  18796. this.wireframeLinecap = source.wireframeLinecap;
  18797. this.wireframeLinejoin = source.wireframeLinejoin;
  18798. this.skinning = source.skinning;
  18799. this.morphTargets = source.morphTargets;
  18800. this.morphNormals = source.morphNormals;
  18801. return this;
  18802. };
  18803. /**
  18804. * @author takahirox / http://github.com/takahirox
  18805. *
  18806. * parameters = {
  18807. * gradientMap: new THREE.Texture( <Image> )
  18808. * }
  18809. */
  18810. function MeshToonMaterial( parameters ) {
  18811. MeshPhongMaterial.call( this );
  18812. this.defines = { 'TOON': '' };
  18813. this.type = 'MeshToonMaterial';
  18814. this.gradientMap = null;
  18815. this.setValues( parameters );
  18816. }
  18817. MeshToonMaterial.prototype = Object.create( MeshPhongMaterial.prototype );
  18818. MeshToonMaterial.prototype.constructor = MeshToonMaterial;
  18819. MeshToonMaterial.prototype.isMeshToonMaterial = true;
  18820. MeshToonMaterial.prototype.copy = function ( source ) {
  18821. MeshPhongMaterial.prototype.copy.call( this, source );
  18822. this.gradientMap = source.gradientMap;
  18823. return this;
  18824. };
  18825. /**
  18826. * @author mrdoob / http://mrdoob.com/
  18827. * @author WestLangley / http://github.com/WestLangley
  18828. *
  18829. * parameters = {
  18830. * opacity: <float>,
  18831. *
  18832. * bumpMap: new THREE.Texture( <Image> ),
  18833. * bumpScale: <float>,
  18834. *
  18835. * normalMap: new THREE.Texture( <Image> ),
  18836. * normalMapType: THREE.TangentSpaceNormalMap,
  18837. * normalScale: <Vector2>,
  18838. *
  18839. * displacementMap: new THREE.Texture( <Image> ),
  18840. * displacementScale: <float>,
  18841. * displacementBias: <float>,
  18842. *
  18843. * wireframe: <boolean>,
  18844. * wireframeLinewidth: <float>
  18845. *
  18846. * skinning: <bool>,
  18847. * morphTargets: <bool>,
  18848. * morphNormals: <bool>
  18849. * }
  18850. */
  18851. function MeshNormalMaterial( parameters ) {
  18852. Material.call( this );
  18853. this.type = 'MeshNormalMaterial';
  18854. this.bumpMap = null;
  18855. this.bumpScale = 1;
  18856. this.normalMap = null;
  18857. this.normalMapType = TangentSpaceNormalMap;
  18858. this.normalScale = new Vector2( 1, 1 );
  18859. this.displacementMap = null;
  18860. this.displacementScale = 1;
  18861. this.displacementBias = 0;
  18862. this.wireframe = false;
  18863. this.wireframeLinewidth = 1;
  18864. this.fog = false;
  18865. this.lights = false;
  18866. this.skinning = false;
  18867. this.morphTargets = false;
  18868. this.morphNormals = false;
  18869. this.setValues( parameters );
  18870. }
  18871. MeshNormalMaterial.prototype = Object.create( Material.prototype );
  18872. MeshNormalMaterial.prototype.constructor = MeshNormalMaterial;
  18873. MeshNormalMaterial.prototype.isMeshNormalMaterial = true;
  18874. MeshNormalMaterial.prototype.copy = function ( source ) {
  18875. Material.prototype.copy.call( this, source );
  18876. this.bumpMap = source.bumpMap;
  18877. this.bumpScale = source.bumpScale;
  18878. this.normalMap = source.normalMap;
  18879. this.normalMapType = source.normalMapType;
  18880. this.normalScale.copy( source.normalScale );
  18881. this.displacementMap = source.displacementMap;
  18882. this.displacementScale = source.displacementScale;
  18883. this.displacementBias = source.displacementBias;
  18884. this.wireframe = source.wireframe;
  18885. this.wireframeLinewidth = source.wireframeLinewidth;
  18886. this.skinning = source.skinning;
  18887. this.morphTargets = source.morphTargets;
  18888. this.morphNormals = source.morphNormals;
  18889. return this;
  18890. };
  18891. /**
  18892. * @author mrdoob / http://mrdoob.com/
  18893. * @author alteredq / http://alteredqualia.com/
  18894. *
  18895. * parameters = {
  18896. * color: <hex>,
  18897. * opacity: <float>,
  18898. *
  18899. * map: new THREE.Texture( <Image> ),
  18900. *
  18901. * lightMap: new THREE.Texture( <Image> ),
  18902. * lightMapIntensity: <float>
  18903. *
  18904. * aoMap: new THREE.Texture( <Image> ),
  18905. * aoMapIntensity: <float>
  18906. *
  18907. * emissive: <hex>,
  18908. * emissiveIntensity: <float>
  18909. * emissiveMap: new THREE.Texture( <Image> ),
  18910. *
  18911. * specularMap: new THREE.Texture( <Image> ),
  18912. *
  18913. * alphaMap: new THREE.Texture( <Image> ),
  18914. *
  18915. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  18916. * combine: THREE.Multiply,
  18917. * reflectivity: <float>,
  18918. * refractionRatio: <float>,
  18919. *
  18920. * wireframe: <boolean>,
  18921. * wireframeLinewidth: <float>,
  18922. *
  18923. * skinning: <bool>,
  18924. * morphTargets: <bool>,
  18925. * morphNormals: <bool>
  18926. * }
  18927. */
  18928. function MeshLambertMaterial( parameters ) {
  18929. Material.call( this );
  18930. this.type = 'MeshLambertMaterial';
  18931. this.color = new Color( 0xffffff ); // diffuse
  18932. this.map = null;
  18933. this.lightMap = null;
  18934. this.lightMapIntensity = 1.0;
  18935. this.aoMap = null;
  18936. this.aoMapIntensity = 1.0;
  18937. this.emissive = new Color( 0x000000 );
  18938. this.emissiveIntensity = 1.0;
  18939. this.emissiveMap = null;
  18940. this.specularMap = null;
  18941. this.alphaMap = null;
  18942. this.envMap = null;
  18943. this.combine = MultiplyOperation;
  18944. this.reflectivity = 1;
  18945. this.refractionRatio = 0.98;
  18946. this.wireframe = false;
  18947. this.wireframeLinewidth = 1;
  18948. this.wireframeLinecap = 'round';
  18949. this.wireframeLinejoin = 'round';
  18950. this.skinning = false;
  18951. this.morphTargets = false;
  18952. this.morphNormals = false;
  18953. this.setValues( parameters );
  18954. }
  18955. MeshLambertMaterial.prototype = Object.create( Material.prototype );
  18956. MeshLambertMaterial.prototype.constructor = MeshLambertMaterial;
  18957. MeshLambertMaterial.prototype.isMeshLambertMaterial = true;
  18958. MeshLambertMaterial.prototype.copy = function ( source ) {
  18959. Material.prototype.copy.call( this, source );
  18960. this.color.copy( source.color );
  18961. this.map = source.map;
  18962. this.lightMap = source.lightMap;
  18963. this.lightMapIntensity = source.lightMapIntensity;
  18964. this.aoMap = source.aoMap;
  18965. this.aoMapIntensity = source.aoMapIntensity;
  18966. this.emissive.copy( source.emissive );
  18967. this.emissiveMap = source.emissiveMap;
  18968. this.emissiveIntensity = source.emissiveIntensity;
  18969. this.specularMap = source.specularMap;
  18970. this.alphaMap = source.alphaMap;
  18971. this.envMap = source.envMap;
  18972. this.combine = source.combine;
  18973. this.reflectivity = source.reflectivity;
  18974. this.refractionRatio = source.refractionRatio;
  18975. this.wireframe = source.wireframe;
  18976. this.wireframeLinewidth = source.wireframeLinewidth;
  18977. this.wireframeLinecap = source.wireframeLinecap;
  18978. this.wireframeLinejoin = source.wireframeLinejoin;
  18979. this.skinning = source.skinning;
  18980. this.morphTargets = source.morphTargets;
  18981. this.morphNormals = source.morphNormals;
  18982. return this;
  18983. };
  18984. /**
  18985. * @author WestLangley / http://github.com/WestLangley
  18986. *
  18987. * parameters = {
  18988. * color: <hex>,
  18989. * opacity: <float>,
  18990. *
  18991. * matcap: new THREE.Texture( <Image> ),
  18992. *
  18993. * map: new THREE.Texture( <Image> ),
  18994. *
  18995. * bumpMap: new THREE.Texture( <Image> ),
  18996. * bumpScale: <float>,
  18997. *
  18998. * normalMap: new THREE.Texture( <Image> ),
  18999. * normalMapType: THREE.TangentSpaceNormalMap,
  19000. * normalScale: <Vector2>,
  19001. *
  19002. * displacementMap: new THREE.Texture( <Image> ),
  19003. * displacementScale: <float>,
  19004. * displacementBias: <float>,
  19005. *
  19006. * alphaMap: new THREE.Texture( <Image> ),
  19007. *
  19008. * skinning: <bool>,
  19009. * morphTargets: <bool>,
  19010. * morphNormals: <bool>
  19011. * }
  19012. */
  19013. function MeshMatcapMaterial( parameters ) {
  19014. Material.call( this );
  19015. this.defines = { 'MATCAP': '' };
  19016. this.type = 'MeshMatcapMaterial';
  19017. this.color = new Color( 0xffffff ); // diffuse
  19018. this.matcap = null;
  19019. this.map = null;
  19020. this.bumpMap = null;
  19021. this.bumpScale = 1;
  19022. this.normalMap = null;
  19023. this.normalMapType = TangentSpaceNormalMap;
  19024. this.normalScale = new Vector2( 1, 1 );
  19025. this.displacementMap = null;
  19026. this.displacementScale = 1;
  19027. this.displacementBias = 0;
  19028. this.alphaMap = null;
  19029. this.skinning = false;
  19030. this.morphTargets = false;
  19031. this.morphNormals = false;
  19032. this.lights = false;
  19033. this.setValues( parameters );
  19034. }
  19035. MeshMatcapMaterial.prototype = Object.create( Material.prototype );
  19036. MeshMatcapMaterial.prototype.constructor = MeshMatcapMaterial;
  19037. MeshMatcapMaterial.prototype.isMeshMatcapMaterial = true;
  19038. MeshMatcapMaterial.prototype.copy = function ( source ) {
  19039. Material.prototype.copy.call( this, source );
  19040. this.defines = { 'MATCAP': '' };
  19041. this.color.copy( source.color );
  19042. this.matcap = source.matcap;
  19043. this.map = source.map;
  19044. this.bumpMap = source.bumpMap;
  19045. this.bumpScale = source.bumpScale;
  19046. this.normalMap = source.normalMap;
  19047. this.normalMapType = source.normalMapType;
  19048. this.normalScale.copy( source.normalScale );
  19049. this.displacementMap = source.displacementMap;
  19050. this.displacementScale = source.displacementScale;
  19051. this.displacementBias = source.displacementBias;
  19052. this.alphaMap = source.alphaMap;
  19053. this.skinning = source.skinning;
  19054. this.morphTargets = source.morphTargets;
  19055. this.morphNormals = source.morphNormals;
  19056. return this;
  19057. };
  19058. /**
  19059. * @author alteredq / http://alteredqualia.com/
  19060. *
  19061. * parameters = {
  19062. * color: <hex>,
  19063. * opacity: <float>,
  19064. *
  19065. * linewidth: <float>,
  19066. *
  19067. * scale: <float>,
  19068. * dashSize: <float>,
  19069. * gapSize: <float>
  19070. * }
  19071. */
  19072. function LineDashedMaterial( parameters ) {
  19073. LineBasicMaterial.call( this );
  19074. this.type = 'LineDashedMaterial';
  19075. this.scale = 1;
  19076. this.dashSize = 3;
  19077. this.gapSize = 1;
  19078. this.setValues( parameters );
  19079. }
  19080. LineDashedMaterial.prototype = Object.create( LineBasicMaterial.prototype );
  19081. LineDashedMaterial.prototype.constructor = LineDashedMaterial;
  19082. LineDashedMaterial.prototype.isLineDashedMaterial = true;
  19083. LineDashedMaterial.prototype.copy = function ( source ) {
  19084. LineBasicMaterial.prototype.copy.call( this, source );
  19085. this.scale = source.scale;
  19086. this.dashSize = source.dashSize;
  19087. this.gapSize = source.gapSize;
  19088. return this;
  19089. };
  19090. var Materials = /*#__PURE__*/Object.freeze({
  19091. ShadowMaterial: ShadowMaterial,
  19092. SpriteMaterial: SpriteMaterial,
  19093. RawShaderMaterial: RawShaderMaterial,
  19094. ShaderMaterial: ShaderMaterial,
  19095. PointsMaterial: PointsMaterial,
  19096. MeshPhysicalMaterial: MeshPhysicalMaterial,
  19097. MeshStandardMaterial: MeshStandardMaterial,
  19098. MeshPhongMaterial: MeshPhongMaterial,
  19099. MeshToonMaterial: MeshToonMaterial,
  19100. MeshNormalMaterial: MeshNormalMaterial,
  19101. MeshLambertMaterial: MeshLambertMaterial,
  19102. MeshDepthMaterial: MeshDepthMaterial,
  19103. MeshDistanceMaterial: MeshDistanceMaterial,
  19104. MeshBasicMaterial: MeshBasicMaterial,
  19105. MeshMatcapMaterial: MeshMatcapMaterial,
  19106. LineDashedMaterial: LineDashedMaterial,
  19107. LineBasicMaterial: LineBasicMaterial,
  19108. Material: Material
  19109. });
  19110. /**
  19111. * @author tschw
  19112. * @author Ben Houston / http://clara.io/
  19113. * @author David Sarno / http://lighthaus.us/
  19114. */
  19115. var AnimationUtils = {
  19116. // same as Array.prototype.slice, but also works on typed arrays
  19117. arraySlice: function ( array, from, to ) {
  19118. if ( AnimationUtils.isTypedArray( array ) ) {
  19119. // in ios9 array.subarray(from, undefined) will return empty array
  19120. // but array.subarray(from) or array.subarray(from, len) is correct
  19121. return new array.constructor( array.subarray( from, to !== undefined ? to : array.length ) );
  19122. }
  19123. return array.slice( from, to );
  19124. },
  19125. // converts an array to a specific type
  19126. convertArray: function ( array, type, forceClone ) {
  19127. if ( ! array || // let 'undefined' and 'null' pass
  19128. ! forceClone && array.constructor === type ) return array;
  19129. if ( typeof type.BYTES_PER_ELEMENT === 'number' ) {
  19130. return new type( array ); // create typed array
  19131. }
  19132. return Array.prototype.slice.call( array ); // create Array
  19133. },
  19134. isTypedArray: function ( object ) {
  19135. return ArrayBuffer.isView( object ) &&
  19136. ! ( object instanceof DataView );
  19137. },
  19138. // returns an array by which times and values can be sorted
  19139. getKeyframeOrder: function ( times ) {
  19140. function compareTime( i, j ) {
  19141. return times[ i ] - times[ j ];
  19142. }
  19143. var n = times.length;
  19144. var result = new Array( n );
  19145. for ( var i = 0; i !== n; ++ i ) result[ i ] = i;
  19146. result.sort( compareTime );
  19147. return result;
  19148. },
  19149. // uses the array previously returned by 'getKeyframeOrder' to sort data
  19150. sortedArray: function ( values, stride, order ) {
  19151. var nValues = values.length;
  19152. var result = new values.constructor( nValues );
  19153. for ( var i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {
  19154. var srcOffset = order[ i ] * stride;
  19155. for ( var j = 0; j !== stride; ++ j ) {
  19156. result[ dstOffset ++ ] = values[ srcOffset + j ];
  19157. }
  19158. }
  19159. return result;
  19160. },
  19161. // function for parsing AOS keyframe formats
  19162. flattenJSON: function ( jsonKeys, times, values, valuePropertyName ) {
  19163. var i = 1, key = jsonKeys[ 0 ];
  19164. while ( key !== undefined && key[ valuePropertyName ] === undefined ) {
  19165. key = jsonKeys[ i ++ ];
  19166. }
  19167. if ( key === undefined ) return; // no data
  19168. var value = key[ valuePropertyName ];
  19169. if ( value === undefined ) return; // no data
  19170. if ( Array.isArray( value ) ) {
  19171. do {
  19172. value = key[ valuePropertyName ];
  19173. if ( value !== undefined ) {
  19174. times.push( key.time );
  19175. values.push.apply( values, value ); // push all elements
  19176. }
  19177. key = jsonKeys[ i ++ ];
  19178. } while ( key !== undefined );
  19179. } else if ( value.toArray !== undefined ) {
  19180. // ...assume THREE.Math-ish
  19181. do {
  19182. value = key[ valuePropertyName ];
  19183. if ( value !== undefined ) {
  19184. times.push( key.time );
  19185. value.toArray( values, values.length );
  19186. }
  19187. key = jsonKeys[ i ++ ];
  19188. } while ( key !== undefined );
  19189. } else {
  19190. // otherwise push as-is
  19191. do {
  19192. value = key[ valuePropertyName ];
  19193. if ( value !== undefined ) {
  19194. times.push( key.time );
  19195. values.push( value );
  19196. }
  19197. key = jsonKeys[ i ++ ];
  19198. } while ( key !== undefined );
  19199. }
  19200. }
  19201. };
  19202. /**
  19203. * Abstract base class of interpolants over parametric samples.
  19204. *
  19205. * The parameter domain is one dimensional, typically the time or a path
  19206. * along a curve defined by the data.
  19207. *
  19208. * The sample values can have any dimensionality and derived classes may
  19209. * apply special interpretations to the data.
  19210. *
  19211. * This class provides the interval seek in a Template Method, deferring
  19212. * the actual interpolation to derived classes.
  19213. *
  19214. * Time complexity is O(1) for linear access crossing at most two points
  19215. * and O(log N) for random access, where N is the number of positions.
  19216. *
  19217. * References:
  19218. *
  19219. * http://www.oodesign.com/template-method-pattern.html
  19220. *
  19221. * @author tschw
  19222. */
  19223. function Interpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  19224. this.parameterPositions = parameterPositions;
  19225. this._cachedIndex = 0;
  19226. this.resultBuffer = resultBuffer !== undefined ?
  19227. resultBuffer : new sampleValues.constructor( sampleSize );
  19228. this.sampleValues = sampleValues;
  19229. this.valueSize = sampleSize;
  19230. }
  19231. Object.assign( Interpolant.prototype, {
  19232. evaluate: function ( t ) {
  19233. var pp = this.parameterPositions,
  19234. i1 = this._cachedIndex,
  19235. t1 = pp[ i1 ],
  19236. t0 = pp[ i1 - 1 ];
  19237. validate_interval: {
  19238. seek: {
  19239. var right;
  19240. linear_scan: {
  19241. //- See http://jsperf.com/comparison-to-undefined/3
  19242. //- slower code:
  19243. //-
  19244. //- if ( t >= t1 || t1 === undefined ) {
  19245. forward_scan: if ( ! ( t < t1 ) ) {
  19246. for ( var giveUpAt = i1 + 2; ; ) {
  19247. if ( t1 === undefined ) {
  19248. if ( t < t0 ) break forward_scan;
  19249. // after end
  19250. i1 = pp.length;
  19251. this._cachedIndex = i1;
  19252. return this.afterEnd_( i1 - 1, t, t0 );
  19253. }
  19254. if ( i1 === giveUpAt ) break; // this loop
  19255. t0 = t1;
  19256. t1 = pp[ ++ i1 ];
  19257. if ( t < t1 ) {
  19258. // we have arrived at the sought interval
  19259. break seek;
  19260. }
  19261. }
  19262. // prepare binary search on the right side of the index
  19263. right = pp.length;
  19264. break linear_scan;
  19265. }
  19266. //- slower code:
  19267. //- if ( t < t0 || t0 === undefined ) {
  19268. if ( ! ( t >= t0 ) ) {
  19269. // looping?
  19270. var t1global = pp[ 1 ];
  19271. if ( t < t1global ) {
  19272. i1 = 2; // + 1, using the scan for the details
  19273. t0 = t1global;
  19274. }
  19275. // linear reverse scan
  19276. for ( var giveUpAt = i1 - 2; ; ) {
  19277. if ( t0 === undefined ) {
  19278. // before start
  19279. this._cachedIndex = 0;
  19280. return this.beforeStart_( 0, t, t1 );
  19281. }
  19282. if ( i1 === giveUpAt ) break; // this loop
  19283. t1 = t0;
  19284. t0 = pp[ -- i1 - 1 ];
  19285. if ( t >= t0 ) {
  19286. // we have arrived at the sought interval
  19287. break seek;
  19288. }
  19289. }
  19290. // prepare binary search on the left side of the index
  19291. right = i1;
  19292. i1 = 0;
  19293. break linear_scan;
  19294. }
  19295. // the interval is valid
  19296. break validate_interval;
  19297. } // linear scan
  19298. // binary search
  19299. while ( i1 < right ) {
  19300. var mid = ( i1 + right ) >>> 1;
  19301. if ( t < pp[ mid ] ) {
  19302. right = mid;
  19303. } else {
  19304. i1 = mid + 1;
  19305. }
  19306. }
  19307. t1 = pp[ i1 ];
  19308. t0 = pp[ i1 - 1 ];
  19309. // check boundary cases, again
  19310. if ( t0 === undefined ) {
  19311. this._cachedIndex = 0;
  19312. return this.beforeStart_( 0, t, t1 );
  19313. }
  19314. if ( t1 === undefined ) {
  19315. i1 = pp.length;
  19316. this._cachedIndex = i1;
  19317. return this.afterEnd_( i1 - 1, t0, t );
  19318. }
  19319. } // seek
  19320. this._cachedIndex = i1;
  19321. this.intervalChanged_( i1, t0, t1 );
  19322. } // validate_interval
  19323. return this.interpolate_( i1, t0, t, t1 );
  19324. },
  19325. settings: null, // optional, subclass-specific settings structure
  19326. // Note: The indirection allows central control of many interpolants.
  19327. // --- Protected interface
  19328. DefaultSettings_: {},
  19329. getSettings_: function () {
  19330. return this.settings || this.DefaultSettings_;
  19331. },
  19332. copySampleValue_: function ( index ) {
  19333. // copies a sample value to the result buffer
  19334. var result = this.resultBuffer,
  19335. values = this.sampleValues,
  19336. stride = this.valueSize,
  19337. offset = index * stride;
  19338. for ( var i = 0; i !== stride; ++ i ) {
  19339. result[ i ] = values[ offset + i ];
  19340. }
  19341. return result;
  19342. },
  19343. // Template methods for derived classes:
  19344. interpolate_: function ( /* i1, t0, t, t1 */ ) {
  19345. throw new Error( 'call to abstract method' );
  19346. // implementations shall return this.resultBuffer
  19347. },
  19348. intervalChanged_: function ( /* i1, t0, t1 */ ) {
  19349. // empty
  19350. }
  19351. } );
  19352. //!\ DECLARE ALIAS AFTER assign prototype !
  19353. Object.assign( Interpolant.prototype, {
  19354. //( 0, t, t0 ), returns this.resultBuffer
  19355. beforeStart_: Interpolant.prototype.copySampleValue_,
  19356. //( N-1, tN-1, t ), returns this.resultBuffer
  19357. afterEnd_: Interpolant.prototype.copySampleValue_,
  19358. } );
  19359. /**
  19360. * Fast and simple cubic spline interpolant.
  19361. *
  19362. * It was derived from a Hermitian construction setting the first derivative
  19363. * at each sample position to the linear slope between neighboring positions
  19364. * over their parameter interval.
  19365. *
  19366. * @author tschw
  19367. */
  19368. function CubicInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  19369. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  19370. this._weightPrev = - 0;
  19371. this._offsetPrev = - 0;
  19372. this._weightNext = - 0;
  19373. this._offsetNext = - 0;
  19374. }
  19375. CubicInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  19376. constructor: CubicInterpolant,
  19377. DefaultSettings_: {
  19378. endingStart: ZeroCurvatureEnding,
  19379. endingEnd: ZeroCurvatureEnding
  19380. },
  19381. intervalChanged_: function ( i1, t0, t1 ) {
  19382. var pp = this.parameterPositions,
  19383. iPrev = i1 - 2,
  19384. iNext = i1 + 1,
  19385. tPrev = pp[ iPrev ],
  19386. tNext = pp[ iNext ];
  19387. if ( tPrev === undefined ) {
  19388. switch ( this.getSettings_().endingStart ) {
  19389. case ZeroSlopeEnding:
  19390. // f'(t0) = 0
  19391. iPrev = i1;
  19392. tPrev = 2 * t0 - t1;
  19393. break;
  19394. case WrapAroundEnding:
  19395. // use the other end of the curve
  19396. iPrev = pp.length - 2;
  19397. tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];
  19398. break;
  19399. default: // ZeroCurvatureEnding
  19400. // f''(t0) = 0 a.k.a. Natural Spline
  19401. iPrev = i1;
  19402. tPrev = t1;
  19403. }
  19404. }
  19405. if ( tNext === undefined ) {
  19406. switch ( this.getSettings_().endingEnd ) {
  19407. case ZeroSlopeEnding:
  19408. // f'(tN) = 0
  19409. iNext = i1;
  19410. tNext = 2 * t1 - t0;
  19411. break;
  19412. case WrapAroundEnding:
  19413. // use the other end of the curve
  19414. iNext = 1;
  19415. tNext = t1 + pp[ 1 ] - pp[ 0 ];
  19416. break;
  19417. default: // ZeroCurvatureEnding
  19418. // f''(tN) = 0, a.k.a. Natural Spline
  19419. iNext = i1 - 1;
  19420. tNext = t0;
  19421. }
  19422. }
  19423. var halfDt = ( t1 - t0 ) * 0.5,
  19424. stride = this.valueSize;
  19425. this._weightPrev = halfDt / ( t0 - tPrev );
  19426. this._weightNext = halfDt / ( tNext - t1 );
  19427. this._offsetPrev = iPrev * stride;
  19428. this._offsetNext = iNext * stride;
  19429. },
  19430. interpolate_: function ( i1, t0, t, t1 ) {
  19431. var result = this.resultBuffer,
  19432. values = this.sampleValues,
  19433. stride = this.valueSize,
  19434. o1 = i1 * stride, o0 = o1 - stride,
  19435. oP = this._offsetPrev, oN = this._offsetNext,
  19436. wP = this._weightPrev, wN = this._weightNext,
  19437. p = ( t - t0 ) / ( t1 - t0 ),
  19438. pp = p * p,
  19439. ppp = pp * p;
  19440. // evaluate polynomials
  19441. var sP = - wP * ppp + 2 * wP * pp - wP * p;
  19442. var s0 = ( 1 + wP ) * ppp + ( - 1.5 - 2 * wP ) * pp + ( - 0.5 + wP ) * p + 1;
  19443. var s1 = ( - 1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;
  19444. var sN = wN * ppp - wN * pp;
  19445. // combine data linearly
  19446. for ( var i = 0; i !== stride; ++ i ) {
  19447. result[ i ] =
  19448. sP * values[ oP + i ] +
  19449. s0 * values[ o0 + i ] +
  19450. s1 * values[ o1 + i ] +
  19451. sN * values[ oN + i ];
  19452. }
  19453. return result;
  19454. }
  19455. } );
  19456. /**
  19457. * @author tschw
  19458. */
  19459. function LinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  19460. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  19461. }
  19462. LinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  19463. constructor: LinearInterpolant,
  19464. interpolate_: function ( i1, t0, t, t1 ) {
  19465. var result = this.resultBuffer,
  19466. values = this.sampleValues,
  19467. stride = this.valueSize,
  19468. offset1 = i1 * stride,
  19469. offset0 = offset1 - stride,
  19470. weight1 = ( t - t0 ) / ( t1 - t0 ),
  19471. weight0 = 1 - weight1;
  19472. for ( var i = 0; i !== stride; ++ i ) {
  19473. result[ i ] =
  19474. values[ offset0 + i ] * weight0 +
  19475. values[ offset1 + i ] * weight1;
  19476. }
  19477. return result;
  19478. }
  19479. } );
  19480. /**
  19481. *
  19482. * Interpolant that evaluates to the sample value at the position preceeding
  19483. * the parameter.
  19484. *
  19485. * @author tschw
  19486. */
  19487. function DiscreteInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  19488. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  19489. }
  19490. DiscreteInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  19491. constructor: DiscreteInterpolant,
  19492. interpolate_: function ( i1 /*, t0, t, t1 */ ) {
  19493. return this.copySampleValue_( i1 - 1 );
  19494. }
  19495. } );
  19496. /**
  19497. *
  19498. * A timed sequence of keyframes for a specific property.
  19499. *
  19500. *
  19501. * @author Ben Houston / http://clara.io/
  19502. * @author David Sarno / http://lighthaus.us/
  19503. * @author tschw
  19504. */
  19505. function KeyframeTrack( name, times, values, interpolation ) {
  19506. if ( name === undefined ) throw new Error( 'THREE.KeyframeTrack: track name is undefined' );
  19507. if ( times === undefined || times.length === 0 ) throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name );
  19508. this.name = name;
  19509. this.times = AnimationUtils.convertArray( times, this.TimeBufferType );
  19510. this.values = AnimationUtils.convertArray( values, this.ValueBufferType );
  19511. this.setInterpolation( interpolation || this.DefaultInterpolation );
  19512. }
  19513. // Static methods
  19514. Object.assign( KeyframeTrack, {
  19515. // Serialization (in static context, because of constructor invocation
  19516. // and automatic invocation of .toJSON):
  19517. toJSON: function ( track ) {
  19518. var trackType = track.constructor;
  19519. var json;
  19520. // derived classes can define a static toJSON method
  19521. if ( trackType.toJSON !== undefined ) {
  19522. json = trackType.toJSON( track );
  19523. } else {
  19524. // by default, we assume the data can be serialized as-is
  19525. json = {
  19526. 'name': track.name,
  19527. 'times': AnimationUtils.convertArray( track.times, Array ),
  19528. 'values': AnimationUtils.convertArray( track.values, Array )
  19529. };
  19530. var interpolation = track.getInterpolation();
  19531. if ( interpolation !== track.DefaultInterpolation ) {
  19532. json.interpolation = interpolation;
  19533. }
  19534. }
  19535. json.type = track.ValueTypeName; // mandatory
  19536. return json;
  19537. }
  19538. } );
  19539. Object.assign( KeyframeTrack.prototype, {
  19540. constructor: KeyframeTrack,
  19541. TimeBufferType: Float32Array,
  19542. ValueBufferType: Float32Array,
  19543. DefaultInterpolation: InterpolateLinear,
  19544. InterpolantFactoryMethodDiscrete: function ( result ) {
  19545. return new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result );
  19546. },
  19547. InterpolantFactoryMethodLinear: function ( result ) {
  19548. return new LinearInterpolant( this.times, this.values, this.getValueSize(), result );
  19549. },
  19550. InterpolantFactoryMethodSmooth: function ( result ) {
  19551. return new CubicInterpolant( this.times, this.values, this.getValueSize(), result );
  19552. },
  19553. setInterpolation: function ( interpolation ) {
  19554. var factoryMethod;
  19555. switch ( interpolation ) {
  19556. case InterpolateDiscrete:
  19557. factoryMethod = this.InterpolantFactoryMethodDiscrete;
  19558. break;
  19559. case InterpolateLinear:
  19560. factoryMethod = this.InterpolantFactoryMethodLinear;
  19561. break;
  19562. case InterpolateSmooth:
  19563. factoryMethod = this.InterpolantFactoryMethodSmooth;
  19564. break;
  19565. }
  19566. if ( factoryMethod === undefined ) {
  19567. var message = "unsupported interpolation for " +
  19568. this.ValueTypeName + " keyframe track named " + this.name;
  19569. if ( this.createInterpolant === undefined ) {
  19570. // fall back to default, unless the default itself is messed up
  19571. if ( interpolation !== this.DefaultInterpolation ) {
  19572. this.setInterpolation( this.DefaultInterpolation );
  19573. } else {
  19574. throw new Error( message ); // fatal, in this case
  19575. }
  19576. }
  19577. console.warn( 'THREE.KeyframeTrack:', message );
  19578. return this;
  19579. }
  19580. this.createInterpolant = factoryMethod;
  19581. return this;
  19582. },
  19583. getInterpolation: function () {
  19584. switch ( this.createInterpolant ) {
  19585. case this.InterpolantFactoryMethodDiscrete:
  19586. return InterpolateDiscrete;
  19587. case this.InterpolantFactoryMethodLinear:
  19588. return InterpolateLinear;
  19589. case this.InterpolantFactoryMethodSmooth:
  19590. return InterpolateSmooth;
  19591. }
  19592. },
  19593. getValueSize: function () {
  19594. return this.values.length / this.times.length;
  19595. },
  19596. // move all keyframes either forwards or backwards in time
  19597. shift: function ( timeOffset ) {
  19598. if ( timeOffset !== 0.0 ) {
  19599. var times = this.times;
  19600. for ( var i = 0, n = times.length; i !== n; ++ i ) {
  19601. times[ i ] += timeOffset;
  19602. }
  19603. }
  19604. return this;
  19605. },
  19606. // scale all keyframe times by a factor (useful for frame <-> seconds conversions)
  19607. scale: function ( timeScale ) {
  19608. if ( timeScale !== 1.0 ) {
  19609. var times = this.times;
  19610. for ( var i = 0, n = times.length; i !== n; ++ i ) {
  19611. times[ i ] *= timeScale;
  19612. }
  19613. }
  19614. return this;
  19615. },
  19616. // removes keyframes before and after animation without changing any values within the range [startTime, endTime].
  19617. // IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values
  19618. trim: function ( startTime, endTime ) {
  19619. var times = this.times,
  19620. nKeys = times.length,
  19621. from = 0,
  19622. to = nKeys - 1;
  19623. while ( from !== nKeys && times[ from ] < startTime ) {
  19624. ++ from;
  19625. }
  19626. while ( to !== - 1 && times[ to ] > endTime ) {
  19627. -- to;
  19628. }
  19629. ++ to; // inclusive -> exclusive bound
  19630. if ( from !== 0 || to !== nKeys ) {
  19631. // empty tracks are forbidden, so keep at least one keyframe
  19632. if ( from >= to ) to = Math.max( to, 1 ), from = to - 1;
  19633. var stride = this.getValueSize();
  19634. this.times = AnimationUtils.arraySlice( times, from, to );
  19635. this.values = AnimationUtils.arraySlice( this.values, from * stride, to * stride );
  19636. }
  19637. return this;
  19638. },
  19639. // ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable
  19640. validate: function () {
  19641. var valid = true;
  19642. var valueSize = this.getValueSize();
  19643. if ( valueSize - Math.floor( valueSize ) !== 0 ) {
  19644. console.error( 'THREE.KeyframeTrack: Invalid value size in track.', this );
  19645. valid = false;
  19646. }
  19647. var times = this.times,
  19648. values = this.values,
  19649. nKeys = times.length;
  19650. if ( nKeys === 0 ) {
  19651. console.error( 'THREE.KeyframeTrack: Track is empty.', this );
  19652. valid = false;
  19653. }
  19654. var prevTime = null;
  19655. for ( var i = 0; i !== nKeys; i ++ ) {
  19656. var currTime = times[ i ];
  19657. if ( typeof currTime === 'number' && isNaN( currTime ) ) {
  19658. console.error( 'THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime );
  19659. valid = false;
  19660. break;
  19661. }
  19662. if ( prevTime !== null && prevTime > currTime ) {
  19663. console.error( 'THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime );
  19664. valid = false;
  19665. break;
  19666. }
  19667. prevTime = currTime;
  19668. }
  19669. if ( values !== undefined ) {
  19670. if ( AnimationUtils.isTypedArray( values ) ) {
  19671. for ( var i = 0, n = values.length; i !== n; ++ i ) {
  19672. var value = values[ i ];
  19673. if ( isNaN( value ) ) {
  19674. console.error( 'THREE.KeyframeTrack: Value is not a valid number.', this, i, value );
  19675. valid = false;
  19676. break;
  19677. }
  19678. }
  19679. }
  19680. }
  19681. return valid;
  19682. },
  19683. // removes equivalent sequential keys as common in morph target sequences
  19684. // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)
  19685. optimize: function () {
  19686. var times = this.times,
  19687. values = this.values,
  19688. stride = this.getValueSize(),
  19689. smoothInterpolation = this.getInterpolation() === InterpolateSmooth,
  19690. writeIndex = 1,
  19691. lastIndex = times.length - 1;
  19692. for ( var i = 1; i < lastIndex; ++ i ) {
  19693. var keep = false;
  19694. var time = times[ i ];
  19695. var timeNext = times[ i + 1 ];
  19696. // remove adjacent keyframes scheduled at the same time
  19697. if ( time !== timeNext && ( i !== 1 || time !== time[ 0 ] ) ) {
  19698. if ( ! smoothInterpolation ) {
  19699. // remove unnecessary keyframes same as their neighbors
  19700. var offset = i * stride,
  19701. offsetP = offset - stride,
  19702. offsetN = offset + stride;
  19703. for ( var j = 0; j !== stride; ++ j ) {
  19704. var value = values[ offset + j ];
  19705. if ( value !== values[ offsetP + j ] ||
  19706. value !== values[ offsetN + j ] ) {
  19707. keep = true;
  19708. break;
  19709. }
  19710. }
  19711. } else {
  19712. keep = true;
  19713. }
  19714. }
  19715. // in-place compaction
  19716. if ( keep ) {
  19717. if ( i !== writeIndex ) {
  19718. times[ writeIndex ] = times[ i ];
  19719. var readOffset = i * stride,
  19720. writeOffset = writeIndex * stride;
  19721. for ( var j = 0; j !== stride; ++ j ) {
  19722. values[ writeOffset + j ] = values[ readOffset + j ];
  19723. }
  19724. }
  19725. ++ writeIndex;
  19726. }
  19727. }
  19728. // flush last keyframe (compaction looks ahead)
  19729. if ( lastIndex > 0 ) {
  19730. times[ writeIndex ] = times[ lastIndex ];
  19731. for ( var readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) {
  19732. values[ writeOffset + j ] = values[ readOffset + j ];
  19733. }
  19734. ++ writeIndex;
  19735. }
  19736. if ( writeIndex !== times.length ) {
  19737. this.times = AnimationUtils.arraySlice( times, 0, writeIndex );
  19738. this.values = AnimationUtils.arraySlice( values, 0, writeIndex * stride );
  19739. }
  19740. return this;
  19741. }
  19742. } );
  19743. /**
  19744. *
  19745. * A Track of Boolean keyframe values.
  19746. *
  19747. *
  19748. * @author Ben Houston / http://clara.io/
  19749. * @author David Sarno / http://lighthaus.us/
  19750. * @author tschw
  19751. */
  19752. function BooleanKeyframeTrack( name, times, values ) {
  19753. KeyframeTrack.call( this, name, times, values );
  19754. }
  19755. BooleanKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  19756. constructor: BooleanKeyframeTrack,
  19757. ValueTypeName: 'bool',
  19758. ValueBufferType: Array,
  19759. DefaultInterpolation: InterpolateDiscrete,
  19760. InterpolantFactoryMethodLinear: undefined,
  19761. InterpolantFactoryMethodSmooth: undefined
  19762. // Note: Actually this track could have a optimized / compressed
  19763. // representation of a single value and a custom interpolant that
  19764. // computes "firstValue ^ isOdd( index )".
  19765. } );
  19766. /**
  19767. *
  19768. * A Track of keyframe values that represent color.
  19769. *
  19770. *
  19771. * @author Ben Houston / http://clara.io/
  19772. * @author David Sarno / http://lighthaus.us/
  19773. * @author tschw
  19774. */
  19775. function ColorKeyframeTrack( name, times, values, interpolation ) {
  19776. KeyframeTrack.call( this, name, times, values, interpolation );
  19777. }
  19778. ColorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  19779. constructor: ColorKeyframeTrack,
  19780. ValueTypeName: 'color'
  19781. // ValueBufferType is inherited
  19782. // DefaultInterpolation is inherited
  19783. // Note: Very basic implementation and nothing special yet.
  19784. // However, this is the place for color space parameterization.
  19785. } );
  19786. /**
  19787. *
  19788. * A Track of numeric keyframe values.
  19789. *
  19790. * @author Ben Houston / http://clara.io/
  19791. * @author David Sarno / http://lighthaus.us/
  19792. * @author tschw
  19793. */
  19794. function NumberKeyframeTrack( name, times, values, interpolation ) {
  19795. KeyframeTrack.call( this, name, times, values, interpolation );
  19796. }
  19797. NumberKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  19798. constructor: NumberKeyframeTrack,
  19799. ValueTypeName: 'number'
  19800. // ValueBufferType is inherited
  19801. // DefaultInterpolation is inherited
  19802. } );
  19803. /**
  19804. * Spherical linear unit quaternion interpolant.
  19805. *
  19806. * @author tschw
  19807. */
  19808. function QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  19809. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  19810. }
  19811. QuaternionLinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  19812. constructor: QuaternionLinearInterpolant,
  19813. interpolate_: function ( i1, t0, t, t1 ) {
  19814. var result = this.resultBuffer,
  19815. values = this.sampleValues,
  19816. stride = this.valueSize,
  19817. offset = i1 * stride,
  19818. alpha = ( t - t0 ) / ( t1 - t0 );
  19819. for ( var end = offset + stride; offset !== end; offset += 4 ) {
  19820. Quaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha );
  19821. }
  19822. return result;
  19823. }
  19824. } );
  19825. /**
  19826. *
  19827. * A Track of quaternion keyframe values.
  19828. *
  19829. * @author Ben Houston / http://clara.io/
  19830. * @author David Sarno / http://lighthaus.us/
  19831. * @author tschw
  19832. */
  19833. function QuaternionKeyframeTrack( name, times, values, interpolation ) {
  19834. KeyframeTrack.call( this, name, times, values, interpolation );
  19835. }
  19836. QuaternionKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  19837. constructor: QuaternionKeyframeTrack,
  19838. ValueTypeName: 'quaternion',
  19839. // ValueBufferType is inherited
  19840. DefaultInterpolation: InterpolateLinear,
  19841. InterpolantFactoryMethodLinear: function ( result ) {
  19842. return new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result );
  19843. },
  19844. InterpolantFactoryMethodSmooth: undefined // not yet implemented
  19845. } );
  19846. /**
  19847. *
  19848. * A Track that interpolates Strings
  19849. *
  19850. *
  19851. * @author Ben Houston / http://clara.io/
  19852. * @author David Sarno / http://lighthaus.us/
  19853. * @author tschw
  19854. */
  19855. function StringKeyframeTrack( name, times, values, interpolation ) {
  19856. KeyframeTrack.call( this, name, times, values, interpolation );
  19857. }
  19858. StringKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  19859. constructor: StringKeyframeTrack,
  19860. ValueTypeName: 'string',
  19861. ValueBufferType: Array,
  19862. DefaultInterpolation: InterpolateDiscrete,
  19863. InterpolantFactoryMethodLinear: undefined,
  19864. InterpolantFactoryMethodSmooth: undefined
  19865. } );
  19866. /**
  19867. *
  19868. * A Track of vectored keyframe values.
  19869. *
  19870. *
  19871. * @author Ben Houston / http://clara.io/
  19872. * @author David Sarno / http://lighthaus.us/
  19873. * @author tschw
  19874. */
  19875. function VectorKeyframeTrack( name, times, values, interpolation ) {
  19876. KeyframeTrack.call( this, name, times, values, interpolation );
  19877. }
  19878. VectorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  19879. constructor: VectorKeyframeTrack,
  19880. ValueTypeName: 'vector'
  19881. // ValueBufferType is inherited
  19882. // DefaultInterpolation is inherited
  19883. } );
  19884. /**
  19885. *
  19886. * Reusable set of Tracks that represent an animation.
  19887. *
  19888. * @author Ben Houston / http://clara.io/
  19889. * @author David Sarno / http://lighthaus.us/
  19890. */
  19891. function AnimationClip( name, duration, tracks ) {
  19892. this.name = name;
  19893. this.tracks = tracks;
  19894. this.duration = ( duration !== undefined ) ? duration : - 1;
  19895. this.uuid = _Math.generateUUID();
  19896. // this means it should figure out its duration by scanning the tracks
  19897. if ( this.duration < 0 ) {
  19898. this.resetDuration();
  19899. }
  19900. }
  19901. function getTrackTypeForValueTypeName( typeName ) {
  19902. switch ( typeName.toLowerCase() ) {
  19903. case 'scalar':
  19904. case 'double':
  19905. case 'float':
  19906. case 'number':
  19907. case 'integer':
  19908. return NumberKeyframeTrack;
  19909. case 'vector':
  19910. case 'vector2':
  19911. case 'vector3':
  19912. case 'vector4':
  19913. return VectorKeyframeTrack;
  19914. case 'color':
  19915. return ColorKeyframeTrack;
  19916. case 'quaternion':
  19917. return QuaternionKeyframeTrack;
  19918. case 'bool':
  19919. case 'boolean':
  19920. return BooleanKeyframeTrack;
  19921. case 'string':
  19922. return StringKeyframeTrack;
  19923. }
  19924. throw new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName );
  19925. }
  19926. function parseKeyframeTrack( json ) {
  19927. if ( json.type === undefined ) {
  19928. throw new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' );
  19929. }
  19930. var trackType = getTrackTypeForValueTypeName( json.type );
  19931. if ( json.times === undefined ) {
  19932. var times = [], values = [];
  19933. AnimationUtils.flattenJSON( json.keys, times, values, 'value' );
  19934. json.times = times;
  19935. json.values = values;
  19936. }
  19937. // derived classes can define a static parse method
  19938. if ( trackType.parse !== undefined ) {
  19939. return trackType.parse( json );
  19940. } else {
  19941. // by default, we assume a constructor compatible with the base
  19942. return new trackType( json.name, json.times, json.values, json.interpolation );
  19943. }
  19944. }
  19945. Object.assign( AnimationClip, {
  19946. parse: function ( json ) {
  19947. var tracks = [],
  19948. jsonTracks = json.tracks,
  19949. frameTime = 1.0 / ( json.fps || 1.0 );
  19950. for ( var i = 0, n = jsonTracks.length; i !== n; ++ i ) {
  19951. tracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) );
  19952. }
  19953. return new AnimationClip( json.name, json.duration, tracks );
  19954. },
  19955. toJSON: function ( clip ) {
  19956. var tracks = [],
  19957. clipTracks = clip.tracks;
  19958. var json = {
  19959. 'name': clip.name,
  19960. 'duration': clip.duration,
  19961. 'tracks': tracks,
  19962. 'uuid': clip.uuid
  19963. };
  19964. for ( var i = 0, n = clipTracks.length; i !== n; ++ i ) {
  19965. tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );
  19966. }
  19967. return json;
  19968. },
  19969. CreateFromMorphTargetSequence: function ( name, morphTargetSequence, fps, noLoop ) {
  19970. var numMorphTargets = morphTargetSequence.length;
  19971. var tracks = [];
  19972. for ( var i = 0; i < numMorphTargets; i ++ ) {
  19973. var times = [];
  19974. var values = [];
  19975. times.push(
  19976. ( i + numMorphTargets - 1 ) % numMorphTargets,
  19977. i,
  19978. ( i + 1 ) % numMorphTargets );
  19979. values.push( 0, 1, 0 );
  19980. var order = AnimationUtils.getKeyframeOrder( times );
  19981. times = AnimationUtils.sortedArray( times, 1, order );
  19982. values = AnimationUtils.sortedArray( values, 1, order );
  19983. // if there is a key at the first frame, duplicate it as the
  19984. // last frame as well for perfect loop.
  19985. if ( ! noLoop && times[ 0 ] === 0 ) {
  19986. times.push( numMorphTargets );
  19987. values.push( values[ 0 ] );
  19988. }
  19989. tracks.push(
  19990. new NumberKeyframeTrack(
  19991. '.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',
  19992. times, values
  19993. ).scale( 1.0 / fps ) );
  19994. }
  19995. return new AnimationClip( name, - 1, tracks );
  19996. },
  19997. findByName: function ( objectOrClipArray, name ) {
  19998. var clipArray = objectOrClipArray;
  19999. if ( ! Array.isArray( objectOrClipArray ) ) {
  20000. var o = objectOrClipArray;
  20001. clipArray = o.geometry && o.geometry.animations || o.animations;
  20002. }
  20003. for ( var i = 0; i < clipArray.length; i ++ ) {
  20004. if ( clipArray[ i ].name === name ) {
  20005. return clipArray[ i ];
  20006. }
  20007. }
  20008. return null;
  20009. },
  20010. CreateClipsFromMorphTargetSequences: function ( morphTargets, fps, noLoop ) {
  20011. var animationToMorphTargets = {};
  20012. // tested with https://regex101.com/ on trick sequences
  20013. // such flamingo_flyA_003, flamingo_run1_003, crdeath0059
  20014. var pattern = /^([\w-]*?)([\d]+)$/;
  20015. // sort morph target names into animation groups based
  20016. // patterns like Walk_001, Walk_002, Run_001, Run_002
  20017. for ( var i = 0, il = morphTargets.length; i < il; i ++ ) {
  20018. var morphTarget = morphTargets[ i ];
  20019. var parts = morphTarget.name.match( pattern );
  20020. if ( parts && parts.length > 1 ) {
  20021. var name = parts[ 1 ];
  20022. var animationMorphTargets = animationToMorphTargets[ name ];
  20023. if ( ! animationMorphTargets ) {
  20024. animationToMorphTargets[ name ] = animationMorphTargets = [];
  20025. }
  20026. animationMorphTargets.push( morphTarget );
  20027. }
  20028. }
  20029. var clips = [];
  20030. for ( var name in animationToMorphTargets ) {
  20031. clips.push( AnimationClip.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) );
  20032. }
  20033. return clips;
  20034. },
  20035. // parse the animation.hierarchy format
  20036. parseAnimation: function ( animation, bones ) {
  20037. if ( ! animation ) {
  20038. console.error( 'THREE.AnimationClip: No animation in JSONLoader data.' );
  20039. return null;
  20040. }
  20041. var addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) {
  20042. // only return track if there are actually keys.
  20043. if ( animationKeys.length !== 0 ) {
  20044. var times = [];
  20045. var values = [];
  20046. AnimationUtils.flattenJSON( animationKeys, times, values, propertyName );
  20047. // empty keys are filtered out, so check again
  20048. if ( times.length !== 0 ) {
  20049. destTracks.push( new trackType( trackName, times, values ) );
  20050. }
  20051. }
  20052. };
  20053. var tracks = [];
  20054. var clipName = animation.name || 'default';
  20055. // automatic length determination in AnimationClip.
  20056. var duration = animation.length || - 1;
  20057. var fps = animation.fps || 30;
  20058. var hierarchyTracks = animation.hierarchy || [];
  20059. for ( var h = 0; h < hierarchyTracks.length; h ++ ) {
  20060. var animationKeys = hierarchyTracks[ h ].keys;
  20061. // skip empty tracks
  20062. if ( ! animationKeys || animationKeys.length === 0 ) continue;
  20063. // process morph targets
  20064. if ( animationKeys[ 0 ].morphTargets ) {
  20065. // figure out all morph targets used in this track
  20066. var morphTargetNames = {};
  20067. for ( var k = 0; k < animationKeys.length; k ++ ) {
  20068. if ( animationKeys[ k ].morphTargets ) {
  20069. for ( var m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) {
  20070. morphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = - 1;
  20071. }
  20072. }
  20073. }
  20074. // create a track for each morph target with all zero
  20075. // morphTargetInfluences except for the keys in which
  20076. // the morphTarget is named.
  20077. for ( var morphTargetName in morphTargetNames ) {
  20078. var times = [];
  20079. var values = [];
  20080. for ( var m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) {
  20081. var animationKey = animationKeys[ k ];
  20082. times.push( animationKey.time );
  20083. values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );
  20084. }
  20085. tracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) );
  20086. }
  20087. duration = morphTargetNames.length * ( fps || 1.0 );
  20088. } else {
  20089. // ...assume skeletal animation
  20090. var boneName = '.bones[' + bones[ h ].name + ']';
  20091. addNonemptyTrack(
  20092. VectorKeyframeTrack, boneName + '.position',
  20093. animationKeys, 'pos', tracks );
  20094. addNonemptyTrack(
  20095. QuaternionKeyframeTrack, boneName + '.quaternion',
  20096. animationKeys, 'rot', tracks );
  20097. addNonemptyTrack(
  20098. VectorKeyframeTrack, boneName + '.scale',
  20099. animationKeys, 'scl', tracks );
  20100. }
  20101. }
  20102. if ( tracks.length === 0 ) {
  20103. return null;
  20104. }
  20105. var clip = new AnimationClip( clipName, duration, tracks );
  20106. return clip;
  20107. }
  20108. } );
  20109. Object.assign( AnimationClip.prototype, {
  20110. resetDuration: function () {
  20111. var tracks = this.tracks, duration = 0;
  20112. for ( var i = 0, n = tracks.length; i !== n; ++ i ) {
  20113. var track = this.tracks[ i ];
  20114. duration = Math.max( duration, track.times[ track.times.length - 1 ] );
  20115. }
  20116. this.duration = duration;
  20117. return this;
  20118. },
  20119. trim: function () {
  20120. for ( var i = 0; i < this.tracks.length; i ++ ) {
  20121. this.tracks[ i ].trim( 0, this.duration );
  20122. }
  20123. return this;
  20124. },
  20125. validate: function () {
  20126. var valid = true;
  20127. for ( var i = 0; i < this.tracks.length; i ++ ) {
  20128. valid = valid && this.tracks[ i ].validate();
  20129. }
  20130. return valid;
  20131. },
  20132. optimize: function () {
  20133. for ( var i = 0; i < this.tracks.length; i ++ ) {
  20134. this.tracks[ i ].optimize();
  20135. }
  20136. return this;
  20137. }
  20138. } );
  20139. /**
  20140. * @author mrdoob / http://mrdoob.com/
  20141. */
  20142. var Cache = {
  20143. enabled: false,
  20144. files: {},
  20145. add: function ( key, file ) {
  20146. if ( this.enabled === false ) return;
  20147. // console.log( 'THREE.Cache', 'Adding key:', key );
  20148. this.files[ key ] = file;
  20149. },
  20150. get: function ( key ) {
  20151. if ( this.enabled === false ) return;
  20152. // console.log( 'THREE.Cache', 'Checking key:', key );
  20153. return this.files[ key ];
  20154. },
  20155. remove: function ( key ) {
  20156. delete this.files[ key ];
  20157. },
  20158. clear: function () {
  20159. this.files = {};
  20160. }
  20161. };
  20162. /**
  20163. * @author mrdoob / http://mrdoob.com/
  20164. */
  20165. function LoadingManager( onLoad, onProgress, onError ) {
  20166. var scope = this;
  20167. var isLoading = false;
  20168. var itemsLoaded = 0;
  20169. var itemsTotal = 0;
  20170. var urlModifier = undefined;
  20171. // Refer to #5689 for the reason why we don't set .onStart
  20172. // in the constructor
  20173. this.onStart = undefined;
  20174. this.onLoad = onLoad;
  20175. this.onProgress = onProgress;
  20176. this.onError = onError;
  20177. this.itemStart = function ( url ) {
  20178. itemsTotal ++;
  20179. if ( isLoading === false ) {
  20180. if ( scope.onStart !== undefined ) {
  20181. scope.onStart( url, itemsLoaded, itemsTotal );
  20182. }
  20183. }
  20184. isLoading = true;
  20185. };
  20186. this.itemEnd = function ( url ) {
  20187. itemsLoaded ++;
  20188. if ( scope.onProgress !== undefined ) {
  20189. scope.onProgress( url, itemsLoaded, itemsTotal );
  20190. }
  20191. if ( itemsLoaded === itemsTotal ) {
  20192. isLoading = false;
  20193. if ( scope.onLoad !== undefined ) {
  20194. scope.onLoad();
  20195. }
  20196. }
  20197. };
  20198. this.itemError = function ( url ) {
  20199. if ( scope.onError !== undefined ) {
  20200. scope.onError( url );
  20201. }
  20202. };
  20203. this.resolveURL = function ( url ) {
  20204. if ( urlModifier ) {
  20205. return urlModifier( url );
  20206. }
  20207. return url;
  20208. };
  20209. this.setURLModifier = function ( transform ) {
  20210. urlModifier = transform;
  20211. return this;
  20212. };
  20213. }
  20214. var DefaultLoadingManager = new LoadingManager();
  20215. /**
  20216. * @author mrdoob / http://mrdoob.com/
  20217. */
  20218. var loading = {};
  20219. function FileLoader( manager ) {
  20220. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  20221. }
  20222. Object.assign( FileLoader.prototype, {
  20223. load: function ( url, onLoad, onProgress, onError ) {
  20224. if ( url === undefined ) url = '';
  20225. if ( this.path !== undefined ) url = this.path + url;
  20226. url = this.manager.resolveURL( url );
  20227. var scope = this;
  20228. var cached = Cache.get( url );
  20229. if ( cached !== undefined ) {
  20230. scope.manager.itemStart( url );
  20231. setTimeout( function () {
  20232. if ( onLoad ) onLoad( cached );
  20233. scope.manager.itemEnd( url );
  20234. }, 0 );
  20235. return cached;
  20236. }
  20237. // Check if request is duplicate
  20238. if ( loading[ url ] !== undefined ) {
  20239. loading[ url ].push( {
  20240. onLoad: onLoad,
  20241. onProgress: onProgress,
  20242. onError: onError
  20243. } );
  20244. return;
  20245. }
  20246. // Check for data: URI
  20247. var dataUriRegex = /^data:(.*?)(;base64)?,(.*)$/;
  20248. var dataUriRegexResult = url.match( dataUriRegex );
  20249. // Safari can not handle Data URIs through XMLHttpRequest so process manually
  20250. if ( dataUriRegexResult ) {
  20251. var mimeType = dataUriRegexResult[ 1 ];
  20252. var isBase64 = !! dataUriRegexResult[ 2 ];
  20253. var data = dataUriRegexResult[ 3 ];
  20254. data = decodeURIComponent( data );
  20255. if ( isBase64 ) data = atob( data );
  20256. try {
  20257. var response;
  20258. var responseType = ( this.responseType || '' ).toLowerCase();
  20259. switch ( responseType ) {
  20260. case 'arraybuffer':
  20261. case 'blob':
  20262. var view = new Uint8Array( data.length );
  20263. for ( var i = 0; i < data.length; i ++ ) {
  20264. view[ i ] = data.charCodeAt( i );
  20265. }
  20266. if ( responseType === 'blob' ) {
  20267. response = new Blob( [ view.buffer ], { type: mimeType } );
  20268. } else {
  20269. response = view.buffer;
  20270. }
  20271. break;
  20272. case 'document':
  20273. var parser = new DOMParser();
  20274. response = parser.parseFromString( data, mimeType );
  20275. break;
  20276. case 'json':
  20277. response = JSON.parse( data );
  20278. break;
  20279. default: // 'text' or other
  20280. response = data;
  20281. break;
  20282. }
  20283. // Wait for next browser tick like standard XMLHttpRequest event dispatching does
  20284. setTimeout( function () {
  20285. if ( onLoad ) onLoad( response );
  20286. scope.manager.itemEnd( url );
  20287. }, 0 );
  20288. } catch ( error ) {
  20289. // Wait for next browser tick like standard XMLHttpRequest event dispatching does
  20290. setTimeout( function () {
  20291. if ( onError ) onError( error );
  20292. scope.manager.itemError( url );
  20293. scope.manager.itemEnd( url );
  20294. }, 0 );
  20295. }
  20296. } else {
  20297. // Initialise array for duplicate requests
  20298. loading[ url ] = [];
  20299. loading[ url ].push( {
  20300. onLoad: onLoad,
  20301. onProgress: onProgress,
  20302. onError: onError
  20303. } );
  20304. var request = new XMLHttpRequest();
  20305. request.open( 'GET', url, true );
  20306. request.addEventListener( 'load', function ( event ) {
  20307. var response = this.response;
  20308. Cache.add( url, response );
  20309. var callbacks = loading[ url ];
  20310. delete loading[ url ];
  20311. if ( this.status === 200 || this.status === 0 ) {
  20312. // Some browsers return HTTP Status 0 when using non-http protocol
  20313. // e.g. 'file://' or 'data://'. Handle as success.
  20314. if ( this.status === 0 ) console.warn( 'THREE.FileLoader: HTTP Status 0 received.' );
  20315. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  20316. var callback = callbacks[ i ];
  20317. if ( callback.onLoad ) callback.onLoad( response );
  20318. }
  20319. scope.manager.itemEnd( url );
  20320. } else {
  20321. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  20322. var callback = callbacks[ i ];
  20323. if ( callback.onError ) callback.onError( event );
  20324. }
  20325. scope.manager.itemError( url );
  20326. scope.manager.itemEnd( url );
  20327. }
  20328. }, false );
  20329. request.addEventListener( 'progress', function ( event ) {
  20330. var callbacks = loading[ url ];
  20331. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  20332. var callback = callbacks[ i ];
  20333. if ( callback.onProgress ) callback.onProgress( event );
  20334. }
  20335. }, false );
  20336. request.addEventListener( 'error', function ( event ) {
  20337. var callbacks = loading[ url ];
  20338. delete loading[ url ];
  20339. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  20340. var callback = callbacks[ i ];
  20341. if ( callback.onError ) callback.onError( event );
  20342. }
  20343. scope.manager.itemError( url );
  20344. scope.manager.itemEnd( url );
  20345. }, false );
  20346. request.addEventListener( 'abort', function ( event ) {
  20347. var callbacks = loading[ url ];
  20348. delete loading[ url ];
  20349. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  20350. var callback = callbacks[ i ];
  20351. if ( callback.onError ) callback.onError( event );
  20352. }
  20353. scope.manager.itemError( url );
  20354. scope.manager.itemEnd( url );
  20355. }, false );
  20356. if ( this.responseType !== undefined ) request.responseType = this.responseType;
  20357. if ( this.withCredentials !== undefined ) request.withCredentials = this.withCredentials;
  20358. if ( request.overrideMimeType ) request.overrideMimeType( this.mimeType !== undefined ? this.mimeType : 'text/plain' );
  20359. for ( var header in this.requestHeader ) {
  20360. request.setRequestHeader( header, this.requestHeader[ header ] );
  20361. }
  20362. request.send( null );
  20363. }
  20364. scope.manager.itemStart( url );
  20365. return request;
  20366. },
  20367. setPath: function ( value ) {
  20368. this.path = value;
  20369. return this;
  20370. },
  20371. setResponseType: function ( value ) {
  20372. this.responseType = value;
  20373. return this;
  20374. },
  20375. setWithCredentials: function ( value ) {
  20376. this.withCredentials = value;
  20377. return this;
  20378. },
  20379. setMimeType: function ( value ) {
  20380. this.mimeType = value;
  20381. return this;
  20382. },
  20383. setRequestHeader: function ( value ) {
  20384. this.requestHeader = value;
  20385. return this;
  20386. }
  20387. } );
  20388. /**
  20389. * @author bhouston / http://clara.io/
  20390. */
  20391. function AnimationLoader( manager ) {
  20392. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  20393. }
  20394. Object.assign( AnimationLoader.prototype, {
  20395. load: function ( url, onLoad, onProgress, onError ) {
  20396. var scope = this;
  20397. var loader = new FileLoader( scope.manager );
  20398. loader.setPath( scope.path );
  20399. loader.load( url, function ( text ) {
  20400. onLoad( scope.parse( JSON.parse( text ) ) );
  20401. }, onProgress, onError );
  20402. },
  20403. parse: function ( json, onLoad ) {
  20404. var animations = [];
  20405. for ( var i = 0; i < json.length; i ++ ) {
  20406. var clip = AnimationClip.parse( json[ i ] );
  20407. animations.push( clip );
  20408. }
  20409. onLoad( animations );
  20410. },
  20411. setPath: function ( value ) {
  20412. this.path = value;
  20413. return this;
  20414. }
  20415. } );
  20416. /**
  20417. * @author mrdoob / http://mrdoob.com/
  20418. *
  20419. * Abstract Base class to block based textures loader (dds, pvr, ...)
  20420. */
  20421. function CompressedTextureLoader( manager ) {
  20422. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  20423. // override in sub classes
  20424. this._parser = null;
  20425. }
  20426. Object.assign( CompressedTextureLoader.prototype, {
  20427. load: function ( url, onLoad, onProgress, onError ) {
  20428. var scope = this;
  20429. var images = [];
  20430. var texture = new CompressedTexture();
  20431. texture.image = images;
  20432. var loader = new FileLoader( this.manager );
  20433. loader.setPath( this.path );
  20434. loader.setResponseType( 'arraybuffer' );
  20435. function loadTexture( i ) {
  20436. loader.load( url[ i ], function ( buffer ) {
  20437. var texDatas = scope._parser( buffer, true );
  20438. images[ i ] = {
  20439. width: texDatas.width,
  20440. height: texDatas.height,
  20441. format: texDatas.format,
  20442. mipmaps: texDatas.mipmaps
  20443. };
  20444. loaded += 1;
  20445. if ( loaded === 6 ) {
  20446. if ( texDatas.mipmapCount === 1 )
  20447. texture.minFilter = LinearFilter;
  20448. texture.format = texDatas.format;
  20449. texture.needsUpdate = true;
  20450. if ( onLoad ) onLoad( texture );
  20451. }
  20452. }, onProgress, onError );
  20453. }
  20454. if ( Array.isArray( url ) ) {
  20455. var loaded = 0;
  20456. for ( var i = 0, il = url.length; i < il; ++ i ) {
  20457. loadTexture( i );
  20458. }
  20459. } else {
  20460. // compressed cubemap texture stored in a single DDS file
  20461. loader.load( url, function ( buffer ) {
  20462. var texDatas = scope._parser( buffer, true );
  20463. if ( texDatas.isCubemap ) {
  20464. var faces = texDatas.mipmaps.length / texDatas.mipmapCount;
  20465. for ( var f = 0; f < faces; f ++ ) {
  20466. images[ f ] = { mipmaps: [] };
  20467. for ( var i = 0; i < texDatas.mipmapCount; i ++ ) {
  20468. images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );
  20469. images[ f ].format = texDatas.format;
  20470. images[ f ].width = texDatas.width;
  20471. images[ f ].height = texDatas.height;
  20472. }
  20473. }
  20474. } else {
  20475. texture.image.width = texDatas.width;
  20476. texture.image.height = texDatas.height;
  20477. texture.mipmaps = texDatas.mipmaps;
  20478. }
  20479. if ( texDatas.mipmapCount === 1 ) {
  20480. texture.minFilter = LinearFilter;
  20481. }
  20482. texture.format = texDatas.format;
  20483. texture.needsUpdate = true;
  20484. if ( onLoad ) onLoad( texture );
  20485. }, onProgress, onError );
  20486. }
  20487. return texture;
  20488. },
  20489. setPath: function ( value ) {
  20490. this.path = value;
  20491. return this;
  20492. }
  20493. } );
  20494. /**
  20495. * @author Nikos M. / https://github.com/foo123/
  20496. *
  20497. * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...)
  20498. */
  20499. function DataTextureLoader( manager ) {
  20500. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  20501. // override in sub classes
  20502. this._parser = null;
  20503. }
  20504. Object.assign( DataTextureLoader.prototype, {
  20505. load: function ( url, onLoad, onProgress, onError ) {
  20506. var scope = this;
  20507. var texture = new DataTexture();
  20508. var loader = new FileLoader( this.manager );
  20509. loader.setResponseType( 'arraybuffer' );
  20510. loader.setPath( this.path );
  20511. loader.load( url, function ( buffer ) {
  20512. var texData = scope._parser( buffer );
  20513. if ( ! texData ) return;
  20514. if ( texData.image !== undefined ) {
  20515. texture.image = texData.image;
  20516. } else if ( texData.data !== undefined ) {
  20517. texture.image.width = texData.width;
  20518. texture.image.height = texData.height;
  20519. texture.image.data = texData.data;
  20520. }
  20521. texture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;
  20522. texture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;
  20523. texture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;
  20524. texture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearMipMapLinearFilter;
  20525. texture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;
  20526. if ( texData.format !== undefined ) {
  20527. texture.format = texData.format;
  20528. }
  20529. if ( texData.type !== undefined ) {
  20530. texture.type = texData.type;
  20531. }
  20532. if ( texData.mipmaps !== undefined ) {
  20533. texture.mipmaps = texData.mipmaps;
  20534. }
  20535. if ( texData.mipmapCount === 1 ) {
  20536. texture.minFilter = LinearFilter;
  20537. }
  20538. texture.needsUpdate = true;
  20539. if ( onLoad ) onLoad( texture, texData );
  20540. }, onProgress, onError );
  20541. return texture;
  20542. },
  20543. setPath: function ( value ) {
  20544. this.path = value;
  20545. return this;
  20546. }
  20547. } );
  20548. /**
  20549. * @author mrdoob / http://mrdoob.com/
  20550. */
  20551. function ImageLoader( manager ) {
  20552. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  20553. }
  20554. Object.assign( ImageLoader.prototype, {
  20555. crossOrigin: 'anonymous',
  20556. load: function ( url, onLoad, onProgress, onError ) {
  20557. if ( url === undefined ) url = '';
  20558. if ( this.path !== undefined ) url = this.path + url;
  20559. url = this.manager.resolveURL( url );
  20560. var scope = this;
  20561. var cached = Cache.get( url );
  20562. if ( cached !== undefined ) {
  20563. scope.manager.itemStart( url );
  20564. setTimeout( function () {
  20565. if ( onLoad ) onLoad( cached );
  20566. scope.manager.itemEnd( url );
  20567. }, 0 );
  20568. return cached;
  20569. }
  20570. var image = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'img' );
  20571. function onImageLoad() {
  20572. image.removeEventListener( 'load', onImageLoad, false );
  20573. image.removeEventListener( 'error', onImageError, false );
  20574. Cache.add( url, this );
  20575. if ( onLoad ) onLoad( this );
  20576. scope.manager.itemEnd( url );
  20577. }
  20578. function onImageError( event ) {
  20579. image.removeEventListener( 'load', onImageLoad, false );
  20580. image.removeEventListener( 'error', onImageError, false );
  20581. if ( onError ) onError( event );
  20582. scope.manager.itemError( url );
  20583. scope.manager.itemEnd( url );
  20584. }
  20585. image.addEventListener( 'load', onImageLoad, false );
  20586. image.addEventListener( 'error', onImageError, false );
  20587. if ( url.substr( 0, 5 ) !== 'data:' ) {
  20588. if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin;
  20589. }
  20590. scope.manager.itemStart( url );
  20591. image.src = url;
  20592. return image;
  20593. },
  20594. setCrossOrigin: function ( value ) {
  20595. this.crossOrigin = value;
  20596. return this;
  20597. },
  20598. setPath: function ( value ) {
  20599. this.path = value;
  20600. return this;
  20601. }
  20602. } );
  20603. /**
  20604. * @author mrdoob / http://mrdoob.com/
  20605. */
  20606. function CubeTextureLoader( manager ) {
  20607. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  20608. }
  20609. Object.assign( CubeTextureLoader.prototype, {
  20610. crossOrigin: 'anonymous',
  20611. load: function ( urls, onLoad, onProgress, onError ) {
  20612. var texture = new CubeTexture();
  20613. var loader = new ImageLoader( this.manager );
  20614. loader.setCrossOrigin( this.crossOrigin );
  20615. loader.setPath( this.path );
  20616. var loaded = 0;
  20617. function loadTexture( i ) {
  20618. loader.load( urls[ i ], function ( image ) {
  20619. texture.images[ i ] = image;
  20620. loaded ++;
  20621. if ( loaded === 6 ) {
  20622. texture.needsUpdate = true;
  20623. if ( onLoad ) onLoad( texture );
  20624. }
  20625. }, undefined, onError );
  20626. }
  20627. for ( var i = 0; i < urls.length; ++ i ) {
  20628. loadTexture( i );
  20629. }
  20630. return texture;
  20631. },
  20632. setCrossOrigin: function ( value ) {
  20633. this.crossOrigin = value;
  20634. return this;
  20635. },
  20636. setPath: function ( value ) {
  20637. this.path = value;
  20638. return this;
  20639. }
  20640. } );
  20641. /**
  20642. * @author mrdoob / http://mrdoob.com/
  20643. */
  20644. function TextureLoader( manager ) {
  20645. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  20646. }
  20647. Object.assign( TextureLoader.prototype, {
  20648. crossOrigin: 'anonymous',
  20649. load: function ( url, onLoad, onProgress, onError ) {
  20650. var texture = new Texture();
  20651. var loader = new ImageLoader( this.manager );
  20652. loader.setCrossOrigin( this.crossOrigin );
  20653. loader.setPath( this.path );
  20654. loader.load( url, function ( image ) {
  20655. texture.image = image;
  20656. // JPEGs can't have an alpha channel, so memory can be saved by storing them as RGB.
  20657. var isJPEG = url.search( /\.jpe?g($|\?)/i ) > 0 || url.search( /^data\:image\/jpeg/ ) === 0;
  20658. texture.format = isJPEG ? RGBFormat : RGBAFormat;
  20659. texture.needsUpdate = true;
  20660. if ( onLoad !== undefined ) {
  20661. onLoad( texture );
  20662. }
  20663. }, onProgress, onError );
  20664. return texture;
  20665. },
  20666. setCrossOrigin: function ( value ) {
  20667. this.crossOrigin = value;
  20668. return this;
  20669. },
  20670. setPath: function ( value ) {
  20671. this.path = value;
  20672. return this;
  20673. }
  20674. } );
  20675. /**
  20676. * @author zz85 / http://www.lab4games.net/zz85/blog
  20677. * Extensible curve object
  20678. *
  20679. * Some common of curve methods:
  20680. * .getPoint( t, optionalTarget ), .getTangent( t )
  20681. * .getPointAt( u, optionalTarget ), .getTangentAt( u )
  20682. * .getPoints(), .getSpacedPoints()
  20683. * .getLength()
  20684. * .updateArcLengths()
  20685. *
  20686. * This following curves inherit from THREE.Curve:
  20687. *
  20688. * -- 2D curves --
  20689. * THREE.ArcCurve
  20690. * THREE.CubicBezierCurve
  20691. * THREE.EllipseCurve
  20692. * THREE.LineCurve
  20693. * THREE.QuadraticBezierCurve
  20694. * THREE.SplineCurve
  20695. *
  20696. * -- 3D curves --
  20697. * THREE.CatmullRomCurve3
  20698. * THREE.CubicBezierCurve3
  20699. * THREE.LineCurve3
  20700. * THREE.QuadraticBezierCurve3
  20701. *
  20702. * A series of curves can be represented as a THREE.CurvePath.
  20703. *
  20704. **/
  20705. /**************************************************************
  20706. * Abstract Curve base class
  20707. **************************************************************/
  20708. function Curve() {
  20709. this.type = 'Curve';
  20710. this.arcLengthDivisions = 200;
  20711. }
  20712. Object.assign( Curve.prototype, {
  20713. // Virtual base class method to overwrite and implement in subclasses
  20714. // - t [0 .. 1]
  20715. getPoint: function ( /* t, optionalTarget */ ) {
  20716. console.warn( 'THREE.Curve: .getPoint() not implemented.' );
  20717. return null;
  20718. },
  20719. // Get point at relative position in curve according to arc length
  20720. // - u [0 .. 1]
  20721. getPointAt: function ( u, optionalTarget ) {
  20722. var t = this.getUtoTmapping( u );
  20723. return this.getPoint( t, optionalTarget );
  20724. },
  20725. // Get sequence of points using getPoint( t )
  20726. getPoints: function ( divisions ) {
  20727. if ( divisions === undefined ) divisions = 5;
  20728. var points = [];
  20729. for ( var d = 0; d <= divisions; d ++ ) {
  20730. points.push( this.getPoint( d / divisions ) );
  20731. }
  20732. return points;
  20733. },
  20734. // Get sequence of points using getPointAt( u )
  20735. getSpacedPoints: function ( divisions ) {
  20736. if ( divisions === undefined ) divisions = 5;
  20737. var points = [];
  20738. for ( var d = 0; d <= divisions; d ++ ) {
  20739. points.push( this.getPointAt( d / divisions ) );
  20740. }
  20741. return points;
  20742. },
  20743. // Get total curve arc length
  20744. getLength: function () {
  20745. var lengths = this.getLengths();
  20746. return lengths[ lengths.length - 1 ];
  20747. },
  20748. // Get list of cumulative segment lengths
  20749. getLengths: function ( divisions ) {
  20750. if ( divisions === undefined ) divisions = this.arcLengthDivisions;
  20751. if ( this.cacheArcLengths &&
  20752. ( this.cacheArcLengths.length === divisions + 1 ) &&
  20753. ! this.needsUpdate ) {
  20754. return this.cacheArcLengths;
  20755. }
  20756. this.needsUpdate = false;
  20757. var cache = [];
  20758. var current, last = this.getPoint( 0 );
  20759. var p, sum = 0;
  20760. cache.push( 0 );
  20761. for ( p = 1; p <= divisions; p ++ ) {
  20762. current = this.getPoint( p / divisions );
  20763. sum += current.distanceTo( last );
  20764. cache.push( sum );
  20765. last = current;
  20766. }
  20767. this.cacheArcLengths = cache;
  20768. return cache; // { sums: cache, sum: sum }; Sum is in the last element.
  20769. },
  20770. updateArcLengths: function () {
  20771. this.needsUpdate = true;
  20772. this.getLengths();
  20773. },
  20774. // Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant
  20775. getUtoTmapping: function ( u, distance ) {
  20776. var arcLengths = this.getLengths();
  20777. var i = 0, il = arcLengths.length;
  20778. var targetArcLength; // The targeted u distance value to get
  20779. if ( distance ) {
  20780. targetArcLength = distance;
  20781. } else {
  20782. targetArcLength = u * arcLengths[ il - 1 ];
  20783. }
  20784. // binary search for the index with largest value smaller than target u distance
  20785. var low = 0, high = il - 1, comparison;
  20786. while ( low <= high ) {
  20787. 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
  20788. comparison = arcLengths[ i ] - targetArcLength;
  20789. if ( comparison < 0 ) {
  20790. low = i + 1;
  20791. } else if ( comparison > 0 ) {
  20792. high = i - 1;
  20793. } else {
  20794. high = i;
  20795. break;
  20796. // DONE
  20797. }
  20798. }
  20799. i = high;
  20800. if ( arcLengths[ i ] === targetArcLength ) {
  20801. return i / ( il - 1 );
  20802. }
  20803. // we could get finer grain at lengths, or use simple interpolation between two points
  20804. var lengthBefore = arcLengths[ i ];
  20805. var lengthAfter = arcLengths[ i + 1 ];
  20806. var segmentLength = lengthAfter - lengthBefore;
  20807. // determine where we are between the 'before' and 'after' points
  20808. var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
  20809. // add that fractional amount to t
  20810. var t = ( i + segmentFraction ) / ( il - 1 );
  20811. return t;
  20812. },
  20813. // Returns a unit vector tangent at t
  20814. // In case any sub curve does not implement its tangent derivation,
  20815. // 2 points a small delta apart will be used to find its gradient
  20816. // which seems to give a reasonable approximation
  20817. getTangent: function ( t ) {
  20818. var delta = 0.0001;
  20819. var t1 = t - delta;
  20820. var t2 = t + delta;
  20821. // Capping in case of danger
  20822. if ( t1 < 0 ) t1 = 0;
  20823. if ( t2 > 1 ) t2 = 1;
  20824. var pt1 = this.getPoint( t1 );
  20825. var pt2 = this.getPoint( t2 );
  20826. var vec = pt2.clone().sub( pt1 );
  20827. return vec.normalize();
  20828. },
  20829. getTangentAt: function ( u ) {
  20830. var t = this.getUtoTmapping( u );
  20831. return this.getTangent( t );
  20832. },
  20833. computeFrenetFrames: function ( segments, closed ) {
  20834. // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf
  20835. var normal = new Vector3();
  20836. var tangents = [];
  20837. var normals = [];
  20838. var binormals = [];
  20839. var vec = new Vector3();
  20840. var mat = new Matrix4();
  20841. var i, u, theta;
  20842. // compute the tangent vectors for each segment on the curve
  20843. for ( i = 0; i <= segments; i ++ ) {
  20844. u = i / segments;
  20845. tangents[ i ] = this.getTangentAt( u );
  20846. tangents[ i ].normalize();
  20847. }
  20848. // select an initial normal vector perpendicular to the first tangent vector,
  20849. // and in the direction of the minimum tangent xyz component
  20850. normals[ 0 ] = new Vector3();
  20851. binormals[ 0 ] = new Vector3();
  20852. var min = Number.MAX_VALUE;
  20853. var tx = Math.abs( tangents[ 0 ].x );
  20854. var ty = Math.abs( tangents[ 0 ].y );
  20855. var tz = Math.abs( tangents[ 0 ].z );
  20856. if ( tx <= min ) {
  20857. min = tx;
  20858. normal.set( 1, 0, 0 );
  20859. }
  20860. if ( ty <= min ) {
  20861. min = ty;
  20862. normal.set( 0, 1, 0 );
  20863. }
  20864. if ( tz <= min ) {
  20865. normal.set( 0, 0, 1 );
  20866. }
  20867. vec.crossVectors( tangents[ 0 ], normal ).normalize();
  20868. normals[ 0 ].crossVectors( tangents[ 0 ], vec );
  20869. binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );
  20870. // compute the slowly-varying normal and binormal vectors for each segment on the curve
  20871. for ( i = 1; i <= segments; i ++ ) {
  20872. normals[ i ] = normals[ i - 1 ].clone();
  20873. binormals[ i ] = binormals[ i - 1 ].clone();
  20874. vec.crossVectors( tangents[ i - 1 ], tangents[ i ] );
  20875. if ( vec.length() > Number.EPSILON ) {
  20876. vec.normalize();
  20877. theta = Math.acos( _Math.clamp( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors
  20878. normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );
  20879. }
  20880. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  20881. }
  20882. // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
  20883. if ( closed === true ) {
  20884. theta = Math.acos( _Math.clamp( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) );
  20885. theta /= segments;
  20886. if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {
  20887. theta = - theta;
  20888. }
  20889. for ( i = 1; i <= segments; i ++ ) {
  20890. // twist a little...
  20891. normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
  20892. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  20893. }
  20894. }
  20895. return {
  20896. tangents: tangents,
  20897. normals: normals,
  20898. binormals: binormals
  20899. };
  20900. },
  20901. clone: function () {
  20902. return new this.constructor().copy( this );
  20903. },
  20904. copy: function ( source ) {
  20905. this.arcLengthDivisions = source.arcLengthDivisions;
  20906. return this;
  20907. },
  20908. toJSON: function () {
  20909. var data = {
  20910. metadata: {
  20911. version: 4.5,
  20912. type: 'Curve',
  20913. generator: 'Curve.toJSON'
  20914. }
  20915. };
  20916. data.arcLengthDivisions = this.arcLengthDivisions;
  20917. data.type = this.type;
  20918. return data;
  20919. },
  20920. fromJSON: function ( json ) {
  20921. this.arcLengthDivisions = json.arcLengthDivisions;
  20922. return this;
  20923. }
  20924. } );
  20925. function EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  20926. Curve.call( this );
  20927. this.type = 'EllipseCurve';
  20928. this.aX = aX || 0;
  20929. this.aY = aY || 0;
  20930. this.xRadius = xRadius || 1;
  20931. this.yRadius = yRadius || 1;
  20932. this.aStartAngle = aStartAngle || 0;
  20933. this.aEndAngle = aEndAngle || 2 * Math.PI;
  20934. this.aClockwise = aClockwise || false;
  20935. this.aRotation = aRotation || 0;
  20936. }
  20937. EllipseCurve.prototype = Object.create( Curve.prototype );
  20938. EllipseCurve.prototype.constructor = EllipseCurve;
  20939. EllipseCurve.prototype.isEllipseCurve = true;
  20940. EllipseCurve.prototype.getPoint = function ( t, optionalTarget ) {
  20941. var point = optionalTarget || new Vector2();
  20942. var twoPi = Math.PI * 2;
  20943. var deltaAngle = this.aEndAngle - this.aStartAngle;
  20944. var samePoints = Math.abs( deltaAngle ) < Number.EPSILON;
  20945. // ensures that deltaAngle is 0 .. 2 PI
  20946. while ( deltaAngle < 0 ) deltaAngle += twoPi;
  20947. while ( deltaAngle > twoPi ) deltaAngle -= twoPi;
  20948. if ( deltaAngle < Number.EPSILON ) {
  20949. if ( samePoints ) {
  20950. deltaAngle = 0;
  20951. } else {
  20952. deltaAngle = twoPi;
  20953. }
  20954. }
  20955. if ( this.aClockwise === true && ! samePoints ) {
  20956. if ( deltaAngle === twoPi ) {
  20957. deltaAngle = - twoPi;
  20958. } else {
  20959. deltaAngle = deltaAngle - twoPi;
  20960. }
  20961. }
  20962. var angle = this.aStartAngle + t * deltaAngle;
  20963. var x = this.aX + this.xRadius * Math.cos( angle );
  20964. var y = this.aY + this.yRadius * Math.sin( angle );
  20965. if ( this.aRotation !== 0 ) {
  20966. var cos = Math.cos( this.aRotation );
  20967. var sin = Math.sin( this.aRotation );
  20968. var tx = x - this.aX;
  20969. var ty = y - this.aY;
  20970. // Rotate the point about the center of the ellipse.
  20971. x = tx * cos - ty * sin + this.aX;
  20972. y = tx * sin + ty * cos + this.aY;
  20973. }
  20974. return point.set( x, y );
  20975. };
  20976. EllipseCurve.prototype.copy = function ( source ) {
  20977. Curve.prototype.copy.call( this, source );
  20978. this.aX = source.aX;
  20979. this.aY = source.aY;
  20980. this.xRadius = source.xRadius;
  20981. this.yRadius = source.yRadius;
  20982. this.aStartAngle = source.aStartAngle;
  20983. this.aEndAngle = source.aEndAngle;
  20984. this.aClockwise = source.aClockwise;
  20985. this.aRotation = source.aRotation;
  20986. return this;
  20987. };
  20988. EllipseCurve.prototype.toJSON = function () {
  20989. var data = Curve.prototype.toJSON.call( this );
  20990. data.aX = this.aX;
  20991. data.aY = this.aY;
  20992. data.xRadius = this.xRadius;
  20993. data.yRadius = this.yRadius;
  20994. data.aStartAngle = this.aStartAngle;
  20995. data.aEndAngle = this.aEndAngle;
  20996. data.aClockwise = this.aClockwise;
  20997. data.aRotation = this.aRotation;
  20998. return data;
  20999. };
  21000. EllipseCurve.prototype.fromJSON = function ( json ) {
  21001. Curve.prototype.fromJSON.call( this, json );
  21002. this.aX = json.aX;
  21003. this.aY = json.aY;
  21004. this.xRadius = json.xRadius;
  21005. this.yRadius = json.yRadius;
  21006. this.aStartAngle = json.aStartAngle;
  21007. this.aEndAngle = json.aEndAngle;
  21008. this.aClockwise = json.aClockwise;
  21009. this.aRotation = json.aRotation;
  21010. return this;
  21011. };
  21012. function ArcCurve( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  21013. EllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  21014. this.type = 'ArcCurve';
  21015. }
  21016. ArcCurve.prototype = Object.create( EllipseCurve.prototype );
  21017. ArcCurve.prototype.constructor = ArcCurve;
  21018. ArcCurve.prototype.isArcCurve = true;
  21019. /**
  21020. * @author zz85 https://github.com/zz85
  21021. *
  21022. * Centripetal CatmullRom Curve - which is useful for avoiding
  21023. * cusps and self-intersections in non-uniform catmull rom curves.
  21024. * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf
  21025. *
  21026. * curve.type accepts centripetal(default), chordal and catmullrom
  21027. * curve.tension is used for catmullrom which defaults to 0.5
  21028. */
  21029. /*
  21030. Based on an optimized c++ solution in
  21031. - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/
  21032. - http://ideone.com/NoEbVM
  21033. This CubicPoly class could be used for reusing some variables and calculations,
  21034. but for three.js curve use, it could be possible inlined and flatten into a single function call
  21035. which can be placed in CurveUtils.
  21036. */
  21037. function CubicPoly() {
  21038. var c0 = 0, c1 = 0, c2 = 0, c3 = 0;
  21039. /*
  21040. * Compute coefficients for a cubic polynomial
  21041. * p(s) = c0 + c1*s + c2*s^2 + c3*s^3
  21042. * such that
  21043. * p(0) = x0, p(1) = x1
  21044. * and
  21045. * p'(0) = t0, p'(1) = t1.
  21046. */
  21047. function init( x0, x1, t0, t1 ) {
  21048. c0 = x0;
  21049. c1 = t0;
  21050. c2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1;
  21051. c3 = 2 * x0 - 2 * x1 + t0 + t1;
  21052. }
  21053. return {
  21054. initCatmullRom: function ( x0, x1, x2, x3, tension ) {
  21055. init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );
  21056. },
  21057. initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {
  21058. // compute tangents when parameterized in [t1,t2]
  21059. var t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;
  21060. var t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;
  21061. // rescale tangents for parametrization in [0,1]
  21062. t1 *= dt1;
  21063. t2 *= dt1;
  21064. init( x1, x2, t1, t2 );
  21065. },
  21066. calc: function ( t ) {
  21067. var t2 = t * t;
  21068. var t3 = t2 * t;
  21069. return c0 + c1 * t + c2 * t2 + c3 * t3;
  21070. }
  21071. };
  21072. }
  21073. //
  21074. var tmp = new Vector3();
  21075. var px = new CubicPoly(), py = new CubicPoly(), pz = new CubicPoly();
  21076. function CatmullRomCurve3( points, closed, curveType, tension ) {
  21077. Curve.call( this );
  21078. this.type = 'CatmullRomCurve3';
  21079. this.points = points || [];
  21080. this.closed = closed || false;
  21081. this.curveType = curveType || 'centripetal';
  21082. this.tension = tension || 0.5;
  21083. }
  21084. CatmullRomCurve3.prototype = Object.create( Curve.prototype );
  21085. CatmullRomCurve3.prototype.constructor = CatmullRomCurve3;
  21086. CatmullRomCurve3.prototype.isCatmullRomCurve3 = true;
  21087. CatmullRomCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  21088. var point = optionalTarget || new Vector3();
  21089. var points = this.points;
  21090. var l = points.length;
  21091. var p = ( l - ( this.closed ? 0 : 1 ) ) * t;
  21092. var intPoint = Math.floor( p );
  21093. var weight = p - intPoint;
  21094. if ( this.closed ) {
  21095. intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l;
  21096. } else if ( weight === 0 && intPoint === l - 1 ) {
  21097. intPoint = l - 2;
  21098. weight = 1;
  21099. }
  21100. var p0, p1, p2, p3; // 4 points
  21101. if ( this.closed || intPoint > 0 ) {
  21102. p0 = points[ ( intPoint - 1 ) % l ];
  21103. } else {
  21104. // extrapolate first point
  21105. tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );
  21106. p0 = tmp;
  21107. }
  21108. p1 = points[ intPoint % l ];
  21109. p2 = points[ ( intPoint + 1 ) % l ];
  21110. if ( this.closed || intPoint + 2 < l ) {
  21111. p3 = points[ ( intPoint + 2 ) % l ];
  21112. } else {
  21113. // extrapolate last point
  21114. tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );
  21115. p3 = tmp;
  21116. }
  21117. if ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) {
  21118. // init Centripetal / Chordal Catmull-Rom
  21119. var pow = this.curveType === 'chordal' ? 0.5 : 0.25;
  21120. var dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );
  21121. var dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );
  21122. var dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );
  21123. // safety check for repeated points
  21124. if ( dt1 < 1e-4 ) dt1 = 1.0;
  21125. if ( dt0 < 1e-4 ) dt0 = dt1;
  21126. if ( dt2 < 1e-4 ) dt2 = dt1;
  21127. px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );
  21128. py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );
  21129. pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );
  21130. } else if ( this.curveType === 'catmullrom' ) {
  21131. px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension );
  21132. py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension );
  21133. pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension );
  21134. }
  21135. point.set(
  21136. px.calc( weight ),
  21137. py.calc( weight ),
  21138. pz.calc( weight )
  21139. );
  21140. return point;
  21141. };
  21142. CatmullRomCurve3.prototype.copy = function ( source ) {
  21143. Curve.prototype.copy.call( this, source );
  21144. this.points = [];
  21145. for ( var i = 0, l = source.points.length; i < l; i ++ ) {
  21146. var point = source.points[ i ];
  21147. this.points.push( point.clone() );
  21148. }
  21149. this.closed = source.closed;
  21150. this.curveType = source.curveType;
  21151. this.tension = source.tension;
  21152. return this;
  21153. };
  21154. CatmullRomCurve3.prototype.toJSON = function () {
  21155. var data = Curve.prototype.toJSON.call( this );
  21156. data.points = [];
  21157. for ( var i = 0, l = this.points.length; i < l; i ++ ) {
  21158. var point = this.points[ i ];
  21159. data.points.push( point.toArray() );
  21160. }
  21161. data.closed = this.closed;
  21162. data.curveType = this.curveType;
  21163. data.tension = this.tension;
  21164. return data;
  21165. };
  21166. CatmullRomCurve3.prototype.fromJSON = function ( json ) {
  21167. Curve.prototype.fromJSON.call( this, json );
  21168. this.points = [];
  21169. for ( var i = 0, l = json.points.length; i < l; i ++ ) {
  21170. var point = json.points[ i ];
  21171. this.points.push( new Vector3().fromArray( point ) );
  21172. }
  21173. this.closed = json.closed;
  21174. this.curveType = json.curveType;
  21175. this.tension = json.tension;
  21176. return this;
  21177. };
  21178. /**
  21179. * @author zz85 / http://www.lab4games.net/zz85/blog
  21180. *
  21181. * Bezier Curves formulas obtained from
  21182. * http://en.wikipedia.org/wiki/Bézier_curve
  21183. */
  21184. function CatmullRom( t, p0, p1, p2, p3 ) {
  21185. var v0 = ( p2 - p0 ) * 0.5;
  21186. var v1 = ( p3 - p1 ) * 0.5;
  21187. var t2 = t * t;
  21188. var t3 = t * t2;
  21189. return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
  21190. }
  21191. //
  21192. function QuadraticBezierP0( t, p ) {
  21193. var k = 1 - t;
  21194. return k * k * p;
  21195. }
  21196. function QuadraticBezierP1( t, p ) {
  21197. return 2 * ( 1 - t ) * t * p;
  21198. }
  21199. function QuadraticBezierP2( t, p ) {
  21200. return t * t * p;
  21201. }
  21202. function QuadraticBezier( t, p0, p1, p2 ) {
  21203. return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +
  21204. QuadraticBezierP2( t, p2 );
  21205. }
  21206. //
  21207. function CubicBezierP0( t, p ) {
  21208. var k = 1 - t;
  21209. return k * k * k * p;
  21210. }
  21211. function CubicBezierP1( t, p ) {
  21212. var k = 1 - t;
  21213. return 3 * k * k * t * p;
  21214. }
  21215. function CubicBezierP2( t, p ) {
  21216. return 3 * ( 1 - t ) * t * t * p;
  21217. }
  21218. function CubicBezierP3( t, p ) {
  21219. return t * t * t * p;
  21220. }
  21221. function CubicBezier( t, p0, p1, p2, p3 ) {
  21222. return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +
  21223. CubicBezierP3( t, p3 );
  21224. }
  21225. function CubicBezierCurve( v0, v1, v2, v3 ) {
  21226. Curve.call( this );
  21227. this.type = 'CubicBezierCurve';
  21228. this.v0 = v0 || new Vector2();
  21229. this.v1 = v1 || new Vector2();
  21230. this.v2 = v2 || new Vector2();
  21231. this.v3 = v3 || new Vector2();
  21232. }
  21233. CubicBezierCurve.prototype = Object.create( Curve.prototype );
  21234. CubicBezierCurve.prototype.constructor = CubicBezierCurve;
  21235. CubicBezierCurve.prototype.isCubicBezierCurve = true;
  21236. CubicBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {
  21237. var point = optionalTarget || new Vector2();
  21238. var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  21239. point.set(
  21240. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  21241. CubicBezier( t, v0.y, v1.y, v2.y, v3.y )
  21242. );
  21243. return point;
  21244. };
  21245. CubicBezierCurve.prototype.copy = function ( source ) {
  21246. Curve.prototype.copy.call( this, source );
  21247. this.v0.copy( source.v0 );
  21248. this.v1.copy( source.v1 );
  21249. this.v2.copy( source.v2 );
  21250. this.v3.copy( source.v3 );
  21251. return this;
  21252. };
  21253. CubicBezierCurve.prototype.toJSON = function () {
  21254. var data = Curve.prototype.toJSON.call( this );
  21255. data.v0 = this.v0.toArray();
  21256. data.v1 = this.v1.toArray();
  21257. data.v2 = this.v2.toArray();
  21258. data.v3 = this.v3.toArray();
  21259. return data;
  21260. };
  21261. CubicBezierCurve.prototype.fromJSON = function ( json ) {
  21262. Curve.prototype.fromJSON.call( this, json );
  21263. this.v0.fromArray( json.v0 );
  21264. this.v1.fromArray( json.v1 );
  21265. this.v2.fromArray( json.v2 );
  21266. this.v3.fromArray( json.v3 );
  21267. return this;
  21268. };
  21269. function CubicBezierCurve3( v0, v1, v2, v3 ) {
  21270. Curve.call( this );
  21271. this.type = 'CubicBezierCurve3';
  21272. this.v0 = v0 || new Vector3();
  21273. this.v1 = v1 || new Vector3();
  21274. this.v2 = v2 || new Vector3();
  21275. this.v3 = v3 || new Vector3();
  21276. }
  21277. CubicBezierCurve3.prototype = Object.create( Curve.prototype );
  21278. CubicBezierCurve3.prototype.constructor = CubicBezierCurve3;
  21279. CubicBezierCurve3.prototype.isCubicBezierCurve3 = true;
  21280. CubicBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  21281. var point = optionalTarget || new Vector3();
  21282. var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  21283. point.set(
  21284. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  21285. CubicBezier( t, v0.y, v1.y, v2.y, v3.y ),
  21286. CubicBezier( t, v0.z, v1.z, v2.z, v3.z )
  21287. );
  21288. return point;
  21289. };
  21290. CubicBezierCurve3.prototype.copy = function ( source ) {
  21291. Curve.prototype.copy.call( this, source );
  21292. this.v0.copy( source.v0 );
  21293. this.v1.copy( source.v1 );
  21294. this.v2.copy( source.v2 );
  21295. this.v3.copy( source.v3 );
  21296. return this;
  21297. };
  21298. CubicBezierCurve3.prototype.toJSON = function () {
  21299. var data = Curve.prototype.toJSON.call( this );
  21300. data.v0 = this.v0.toArray();
  21301. data.v1 = this.v1.toArray();
  21302. data.v2 = this.v2.toArray();
  21303. data.v3 = this.v3.toArray();
  21304. return data;
  21305. };
  21306. CubicBezierCurve3.prototype.fromJSON = function ( json ) {
  21307. Curve.prototype.fromJSON.call( this, json );
  21308. this.v0.fromArray( json.v0 );
  21309. this.v1.fromArray( json.v1 );
  21310. this.v2.fromArray( json.v2 );
  21311. this.v3.fromArray( json.v3 );
  21312. return this;
  21313. };
  21314. function LineCurve( v1, v2 ) {
  21315. Curve.call( this );
  21316. this.type = 'LineCurve';
  21317. this.v1 = v1 || new Vector2();
  21318. this.v2 = v2 || new Vector2();
  21319. }
  21320. LineCurve.prototype = Object.create( Curve.prototype );
  21321. LineCurve.prototype.constructor = LineCurve;
  21322. LineCurve.prototype.isLineCurve = true;
  21323. LineCurve.prototype.getPoint = function ( t, optionalTarget ) {
  21324. var point = optionalTarget || new Vector2();
  21325. if ( t === 1 ) {
  21326. point.copy( this.v2 );
  21327. } else {
  21328. point.copy( this.v2 ).sub( this.v1 );
  21329. point.multiplyScalar( t ).add( this.v1 );
  21330. }
  21331. return point;
  21332. };
  21333. // Line curve is linear, so we can overwrite default getPointAt
  21334. LineCurve.prototype.getPointAt = function ( u, optionalTarget ) {
  21335. return this.getPoint( u, optionalTarget );
  21336. };
  21337. LineCurve.prototype.getTangent = function ( /* t */ ) {
  21338. var tangent = this.v2.clone().sub( this.v1 );
  21339. return tangent.normalize();
  21340. };
  21341. LineCurve.prototype.copy = function ( source ) {
  21342. Curve.prototype.copy.call( this, source );
  21343. this.v1.copy( source.v1 );
  21344. this.v2.copy( source.v2 );
  21345. return this;
  21346. };
  21347. LineCurve.prototype.toJSON = function () {
  21348. var data = Curve.prototype.toJSON.call( this );
  21349. data.v1 = this.v1.toArray();
  21350. data.v2 = this.v2.toArray();
  21351. return data;
  21352. };
  21353. LineCurve.prototype.fromJSON = function ( json ) {
  21354. Curve.prototype.fromJSON.call( this, json );
  21355. this.v1.fromArray( json.v1 );
  21356. this.v2.fromArray( json.v2 );
  21357. return this;
  21358. };
  21359. function LineCurve3( v1, v2 ) {
  21360. Curve.call( this );
  21361. this.type = 'LineCurve3';
  21362. this.v1 = v1 || new Vector3();
  21363. this.v2 = v2 || new Vector3();
  21364. }
  21365. LineCurve3.prototype = Object.create( Curve.prototype );
  21366. LineCurve3.prototype.constructor = LineCurve3;
  21367. LineCurve3.prototype.isLineCurve3 = true;
  21368. LineCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  21369. var point = optionalTarget || new Vector3();
  21370. if ( t === 1 ) {
  21371. point.copy( this.v2 );
  21372. } else {
  21373. point.copy( this.v2 ).sub( this.v1 );
  21374. point.multiplyScalar( t ).add( this.v1 );
  21375. }
  21376. return point;
  21377. };
  21378. // Line curve is linear, so we can overwrite default getPointAt
  21379. LineCurve3.prototype.getPointAt = function ( u, optionalTarget ) {
  21380. return this.getPoint( u, optionalTarget );
  21381. };
  21382. LineCurve3.prototype.copy = function ( source ) {
  21383. Curve.prototype.copy.call( this, source );
  21384. this.v1.copy( source.v1 );
  21385. this.v2.copy( source.v2 );
  21386. return this;
  21387. };
  21388. LineCurve3.prototype.toJSON = function () {
  21389. var data = Curve.prototype.toJSON.call( this );
  21390. data.v1 = this.v1.toArray();
  21391. data.v2 = this.v2.toArray();
  21392. return data;
  21393. };
  21394. LineCurve3.prototype.fromJSON = function ( json ) {
  21395. Curve.prototype.fromJSON.call( this, json );
  21396. this.v1.fromArray( json.v1 );
  21397. this.v2.fromArray( json.v2 );
  21398. return this;
  21399. };
  21400. function QuadraticBezierCurve( v0, v1, v2 ) {
  21401. Curve.call( this );
  21402. this.type = 'QuadraticBezierCurve';
  21403. this.v0 = v0 || new Vector2();
  21404. this.v1 = v1 || new Vector2();
  21405. this.v2 = v2 || new Vector2();
  21406. }
  21407. QuadraticBezierCurve.prototype = Object.create( Curve.prototype );
  21408. QuadraticBezierCurve.prototype.constructor = QuadraticBezierCurve;
  21409. QuadraticBezierCurve.prototype.isQuadraticBezierCurve = true;
  21410. QuadraticBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {
  21411. var point = optionalTarget || new Vector2();
  21412. var v0 = this.v0, v1 = this.v1, v2 = this.v2;
  21413. point.set(
  21414. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  21415. QuadraticBezier( t, v0.y, v1.y, v2.y )
  21416. );
  21417. return point;
  21418. };
  21419. QuadraticBezierCurve.prototype.copy = function ( source ) {
  21420. Curve.prototype.copy.call( this, source );
  21421. this.v0.copy( source.v0 );
  21422. this.v1.copy( source.v1 );
  21423. this.v2.copy( source.v2 );
  21424. return this;
  21425. };
  21426. QuadraticBezierCurve.prototype.toJSON = function () {
  21427. var data = Curve.prototype.toJSON.call( this );
  21428. data.v0 = this.v0.toArray();
  21429. data.v1 = this.v1.toArray();
  21430. data.v2 = this.v2.toArray();
  21431. return data;
  21432. };
  21433. QuadraticBezierCurve.prototype.fromJSON = function ( json ) {
  21434. Curve.prototype.fromJSON.call( this, json );
  21435. this.v0.fromArray( json.v0 );
  21436. this.v1.fromArray( json.v1 );
  21437. this.v2.fromArray( json.v2 );
  21438. return this;
  21439. };
  21440. function QuadraticBezierCurve3( v0, v1, v2 ) {
  21441. Curve.call( this );
  21442. this.type = 'QuadraticBezierCurve3';
  21443. this.v0 = v0 || new Vector3();
  21444. this.v1 = v1 || new Vector3();
  21445. this.v2 = v2 || new Vector3();
  21446. }
  21447. QuadraticBezierCurve3.prototype = Object.create( Curve.prototype );
  21448. QuadraticBezierCurve3.prototype.constructor = QuadraticBezierCurve3;
  21449. QuadraticBezierCurve3.prototype.isQuadraticBezierCurve3 = true;
  21450. QuadraticBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  21451. var point = optionalTarget || new Vector3();
  21452. var v0 = this.v0, v1 = this.v1, v2 = this.v2;
  21453. point.set(
  21454. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  21455. QuadraticBezier( t, v0.y, v1.y, v2.y ),
  21456. QuadraticBezier( t, v0.z, v1.z, v2.z )
  21457. );
  21458. return point;
  21459. };
  21460. QuadraticBezierCurve3.prototype.copy = function ( source ) {
  21461. Curve.prototype.copy.call( this, source );
  21462. this.v0.copy( source.v0 );
  21463. this.v1.copy( source.v1 );
  21464. this.v2.copy( source.v2 );
  21465. return this;
  21466. };
  21467. QuadraticBezierCurve3.prototype.toJSON = function () {
  21468. var data = Curve.prototype.toJSON.call( this );
  21469. data.v0 = this.v0.toArray();
  21470. data.v1 = this.v1.toArray();
  21471. data.v2 = this.v2.toArray();
  21472. return data;
  21473. };
  21474. QuadraticBezierCurve3.prototype.fromJSON = function ( json ) {
  21475. Curve.prototype.fromJSON.call( this, json );
  21476. this.v0.fromArray( json.v0 );
  21477. this.v1.fromArray( json.v1 );
  21478. this.v2.fromArray( json.v2 );
  21479. return this;
  21480. };
  21481. function SplineCurve( points /* array of Vector2 */ ) {
  21482. Curve.call( this );
  21483. this.type = 'SplineCurve';
  21484. this.points = points || [];
  21485. }
  21486. SplineCurve.prototype = Object.create( Curve.prototype );
  21487. SplineCurve.prototype.constructor = SplineCurve;
  21488. SplineCurve.prototype.isSplineCurve = true;
  21489. SplineCurve.prototype.getPoint = function ( t, optionalTarget ) {
  21490. var point = optionalTarget || new Vector2();
  21491. var points = this.points;
  21492. var p = ( points.length - 1 ) * t;
  21493. var intPoint = Math.floor( p );
  21494. var weight = p - intPoint;
  21495. var p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];
  21496. var p1 = points[ intPoint ];
  21497. var p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
  21498. var p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];
  21499. point.set(
  21500. CatmullRom( weight, p0.x, p1.x, p2.x, p3.x ),
  21501. CatmullRom( weight, p0.y, p1.y, p2.y, p3.y )
  21502. );
  21503. return point;
  21504. };
  21505. SplineCurve.prototype.copy = function ( source ) {
  21506. Curve.prototype.copy.call( this, source );
  21507. this.points = [];
  21508. for ( var i = 0, l = source.points.length; i < l; i ++ ) {
  21509. var point = source.points[ i ];
  21510. this.points.push( point.clone() );
  21511. }
  21512. return this;
  21513. };
  21514. SplineCurve.prototype.toJSON = function () {
  21515. var data = Curve.prototype.toJSON.call( this );
  21516. data.points = [];
  21517. for ( var i = 0, l = this.points.length; i < l; i ++ ) {
  21518. var point = this.points[ i ];
  21519. data.points.push( point.toArray() );
  21520. }
  21521. return data;
  21522. };
  21523. SplineCurve.prototype.fromJSON = function ( json ) {
  21524. Curve.prototype.fromJSON.call( this, json );
  21525. this.points = [];
  21526. for ( var i = 0, l = json.points.length; i < l; i ++ ) {
  21527. var point = json.points[ i ];
  21528. this.points.push( new Vector2().fromArray( point ) );
  21529. }
  21530. return this;
  21531. };
  21532. var Curves = /*#__PURE__*/Object.freeze({
  21533. ArcCurve: ArcCurve,
  21534. CatmullRomCurve3: CatmullRomCurve3,
  21535. CubicBezierCurve: CubicBezierCurve,
  21536. CubicBezierCurve3: CubicBezierCurve3,
  21537. EllipseCurve: EllipseCurve,
  21538. LineCurve: LineCurve,
  21539. LineCurve3: LineCurve3,
  21540. QuadraticBezierCurve: QuadraticBezierCurve,
  21541. QuadraticBezierCurve3: QuadraticBezierCurve3,
  21542. SplineCurve: SplineCurve
  21543. });
  21544. /**
  21545. * @author zz85 / http://www.lab4games.net/zz85/blog
  21546. *
  21547. **/
  21548. /**************************************************************
  21549. * Curved Path - a curve path is simply a array of connected
  21550. * curves, but retains the api of a curve
  21551. **************************************************************/
  21552. function CurvePath() {
  21553. Curve.call( this );
  21554. this.type = 'CurvePath';
  21555. this.curves = [];
  21556. this.autoClose = false; // Automatically closes the path
  21557. }
  21558. CurvePath.prototype = Object.assign( Object.create( Curve.prototype ), {
  21559. constructor: CurvePath,
  21560. add: function ( curve ) {
  21561. this.curves.push( curve );
  21562. },
  21563. closePath: function () {
  21564. // Add a line curve if start and end of lines are not connected
  21565. var startPoint = this.curves[ 0 ].getPoint( 0 );
  21566. var endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );
  21567. if ( ! startPoint.equals( endPoint ) ) {
  21568. this.curves.push( new LineCurve( endPoint, startPoint ) );
  21569. }
  21570. },
  21571. // To get accurate point with reference to
  21572. // entire path distance at time t,
  21573. // following has to be done:
  21574. // 1. Length of each sub path have to be known
  21575. // 2. Locate and identify type of curve
  21576. // 3. Get t for the curve
  21577. // 4. Return curve.getPointAt(t')
  21578. getPoint: function ( t ) {
  21579. var d = t * this.getLength();
  21580. var curveLengths = this.getCurveLengths();
  21581. var i = 0;
  21582. // To think about boundaries points.
  21583. while ( i < curveLengths.length ) {
  21584. if ( curveLengths[ i ] >= d ) {
  21585. var diff = curveLengths[ i ] - d;
  21586. var curve = this.curves[ i ];
  21587. var segmentLength = curve.getLength();
  21588. var u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;
  21589. return curve.getPointAt( u );
  21590. }
  21591. i ++;
  21592. }
  21593. return null;
  21594. // loop where sum != 0, sum > d , sum+1 <d
  21595. },
  21596. // We cannot use the default THREE.Curve getPoint() with getLength() because in
  21597. // THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
  21598. // getPoint() depends on getLength
  21599. getLength: function () {
  21600. var lens = this.getCurveLengths();
  21601. return lens[ lens.length - 1 ];
  21602. },
  21603. // cacheLengths must be recalculated.
  21604. updateArcLengths: function () {
  21605. this.needsUpdate = true;
  21606. this.cacheLengths = null;
  21607. this.getCurveLengths();
  21608. },
  21609. // Compute lengths and cache them
  21610. // We cannot overwrite getLengths() because UtoT mapping uses it.
  21611. getCurveLengths: function () {
  21612. // We use cache values if curves and cache array are same length
  21613. if ( this.cacheLengths && this.cacheLengths.length === this.curves.length ) {
  21614. return this.cacheLengths;
  21615. }
  21616. // Get length of sub-curve
  21617. // Push sums into cached array
  21618. var lengths = [], sums = 0;
  21619. for ( var i = 0, l = this.curves.length; i < l; i ++ ) {
  21620. sums += this.curves[ i ].getLength();
  21621. lengths.push( sums );
  21622. }
  21623. this.cacheLengths = lengths;
  21624. return lengths;
  21625. },
  21626. getSpacedPoints: function ( divisions ) {
  21627. if ( divisions === undefined ) divisions = 40;
  21628. var points = [];
  21629. for ( var i = 0; i <= divisions; i ++ ) {
  21630. points.push( this.getPoint( i / divisions ) );
  21631. }
  21632. if ( this.autoClose ) {
  21633. points.push( points[ 0 ] );
  21634. }
  21635. return points;
  21636. },
  21637. getPoints: function ( divisions ) {
  21638. divisions = divisions || 12;
  21639. var points = [], last;
  21640. for ( var i = 0, curves = this.curves; i < curves.length; i ++ ) {
  21641. var curve = curves[ i ];
  21642. var resolution = ( curve && curve.isEllipseCurve ) ? divisions * 2
  21643. : ( curve && ( curve.isLineCurve || curve.isLineCurve3 ) ) ? 1
  21644. : ( curve && curve.isSplineCurve ) ? divisions * curve.points.length
  21645. : divisions;
  21646. var pts = curve.getPoints( resolution );
  21647. for ( var j = 0; j < pts.length; j ++ ) {
  21648. var point = pts[ j ];
  21649. if ( last && last.equals( point ) ) continue; // ensures no consecutive points are duplicates
  21650. points.push( point );
  21651. last = point;
  21652. }
  21653. }
  21654. if ( this.autoClose && points.length > 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) {
  21655. points.push( points[ 0 ] );
  21656. }
  21657. return points;
  21658. },
  21659. copy: function ( source ) {
  21660. Curve.prototype.copy.call( this, source );
  21661. this.curves = [];
  21662. for ( var i = 0, l = source.curves.length; i < l; i ++ ) {
  21663. var curve = source.curves[ i ];
  21664. this.curves.push( curve.clone() );
  21665. }
  21666. this.autoClose = source.autoClose;
  21667. return this;
  21668. },
  21669. toJSON: function () {
  21670. var data = Curve.prototype.toJSON.call( this );
  21671. data.autoClose = this.autoClose;
  21672. data.curves = [];
  21673. for ( var i = 0, l = this.curves.length; i < l; i ++ ) {
  21674. var curve = this.curves[ i ];
  21675. data.curves.push( curve.toJSON() );
  21676. }
  21677. return data;
  21678. },
  21679. fromJSON: function ( json ) {
  21680. Curve.prototype.fromJSON.call( this, json );
  21681. this.autoClose = json.autoClose;
  21682. this.curves = [];
  21683. for ( var i = 0, l = json.curves.length; i < l; i ++ ) {
  21684. var curve = json.curves[ i ];
  21685. this.curves.push( new Curves[ curve.type ]().fromJSON( curve ) );
  21686. }
  21687. return this;
  21688. }
  21689. } );
  21690. /**
  21691. * @author zz85 / http://www.lab4games.net/zz85/blog
  21692. * Creates free form 2d path using series of points, lines or curves.
  21693. **/
  21694. function Path( points ) {
  21695. CurvePath.call( this );
  21696. this.type = 'Path';
  21697. this.currentPoint = new Vector2();
  21698. if ( points ) {
  21699. this.setFromPoints( points );
  21700. }
  21701. }
  21702. Path.prototype = Object.assign( Object.create( CurvePath.prototype ), {
  21703. constructor: Path,
  21704. setFromPoints: function ( points ) {
  21705. this.moveTo( points[ 0 ].x, points[ 0 ].y );
  21706. for ( var i = 1, l = points.length; i < l; i ++ ) {
  21707. this.lineTo( points[ i ].x, points[ i ].y );
  21708. }
  21709. },
  21710. moveTo: function ( x, y ) {
  21711. this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?
  21712. },
  21713. lineTo: function ( x, y ) {
  21714. var curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );
  21715. this.curves.push( curve );
  21716. this.currentPoint.set( x, y );
  21717. },
  21718. quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
  21719. var curve = new QuadraticBezierCurve(
  21720. this.currentPoint.clone(),
  21721. new Vector2( aCPx, aCPy ),
  21722. new Vector2( aX, aY )
  21723. );
  21724. this.curves.push( curve );
  21725. this.currentPoint.set( aX, aY );
  21726. },
  21727. bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  21728. var curve = new CubicBezierCurve(
  21729. this.currentPoint.clone(),
  21730. new Vector2( aCP1x, aCP1y ),
  21731. new Vector2( aCP2x, aCP2y ),
  21732. new Vector2( aX, aY )
  21733. );
  21734. this.curves.push( curve );
  21735. this.currentPoint.set( aX, aY );
  21736. },
  21737. splineThru: function ( pts /*Array of Vector*/ ) {
  21738. var npts = [ this.currentPoint.clone() ].concat( pts );
  21739. var curve = new SplineCurve( npts );
  21740. this.curves.push( curve );
  21741. this.currentPoint.copy( pts[ pts.length - 1 ] );
  21742. },
  21743. arc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  21744. var x0 = this.currentPoint.x;
  21745. var y0 = this.currentPoint.y;
  21746. this.absarc( aX + x0, aY + y0, aRadius,
  21747. aStartAngle, aEndAngle, aClockwise );
  21748. },
  21749. absarc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  21750. this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  21751. },
  21752. ellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  21753. var x0 = this.currentPoint.x;
  21754. var y0 = this.currentPoint.y;
  21755. this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  21756. },
  21757. absellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  21758. var curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  21759. if ( this.curves.length > 0 ) {
  21760. // if a previous curve is present, attempt to join
  21761. var firstPoint = curve.getPoint( 0 );
  21762. if ( ! firstPoint.equals( this.currentPoint ) ) {
  21763. this.lineTo( firstPoint.x, firstPoint.y );
  21764. }
  21765. }
  21766. this.curves.push( curve );
  21767. var lastPoint = curve.getPoint( 1 );
  21768. this.currentPoint.copy( lastPoint );
  21769. },
  21770. copy: function ( source ) {
  21771. CurvePath.prototype.copy.call( this, source );
  21772. this.currentPoint.copy( source.currentPoint );
  21773. return this;
  21774. },
  21775. toJSON: function () {
  21776. var data = CurvePath.prototype.toJSON.call( this );
  21777. data.currentPoint = this.currentPoint.toArray();
  21778. return data;
  21779. },
  21780. fromJSON: function ( json ) {
  21781. CurvePath.prototype.fromJSON.call( this, json );
  21782. this.currentPoint.fromArray( json.currentPoint );
  21783. return this;
  21784. }
  21785. } );
  21786. /**
  21787. * @author zz85 / http://www.lab4games.net/zz85/blog
  21788. * Defines a 2d shape plane using paths.
  21789. **/
  21790. // STEP 1 Create a path.
  21791. // STEP 2 Turn path into shape.
  21792. // STEP 3 ExtrudeGeometry takes in Shape/Shapes
  21793. // STEP 3a - Extract points from each shape, turn to vertices
  21794. // STEP 3b - Triangulate each shape, add faces.
  21795. function Shape( points ) {
  21796. Path.call( this, points );
  21797. this.uuid = _Math.generateUUID();
  21798. this.type = 'Shape';
  21799. this.holes = [];
  21800. }
  21801. Shape.prototype = Object.assign( Object.create( Path.prototype ), {
  21802. constructor: Shape,
  21803. getPointsHoles: function ( divisions ) {
  21804. var holesPts = [];
  21805. for ( var i = 0, l = this.holes.length; i < l; i ++ ) {
  21806. holesPts[ i ] = this.holes[ i ].getPoints( divisions );
  21807. }
  21808. return holesPts;
  21809. },
  21810. // get points of shape and holes (keypoints based on segments parameter)
  21811. extractPoints: function ( divisions ) {
  21812. return {
  21813. shape: this.getPoints( divisions ),
  21814. holes: this.getPointsHoles( divisions )
  21815. };
  21816. },
  21817. copy: function ( source ) {
  21818. Path.prototype.copy.call( this, source );
  21819. this.holes = [];
  21820. for ( var i = 0, l = source.holes.length; i < l; i ++ ) {
  21821. var hole = source.holes[ i ];
  21822. this.holes.push( hole.clone() );
  21823. }
  21824. return this;
  21825. },
  21826. toJSON: function () {
  21827. var data = Path.prototype.toJSON.call( this );
  21828. data.uuid = this.uuid;
  21829. data.holes = [];
  21830. for ( var i = 0, l = this.holes.length; i < l; i ++ ) {
  21831. var hole = this.holes[ i ];
  21832. data.holes.push( hole.toJSON() );
  21833. }
  21834. return data;
  21835. },
  21836. fromJSON: function ( json ) {
  21837. Path.prototype.fromJSON.call( this, json );
  21838. this.uuid = json.uuid;
  21839. this.holes = [];
  21840. for ( var i = 0, l = json.holes.length; i < l; i ++ ) {
  21841. var hole = json.holes[ i ];
  21842. this.holes.push( new Path().fromJSON( hole ) );
  21843. }
  21844. return this;
  21845. }
  21846. } );
  21847. /**
  21848. * @author mrdoob / http://mrdoob.com/
  21849. * @author alteredq / http://alteredqualia.com/
  21850. */
  21851. function Light( color, intensity ) {
  21852. Object3D.call( this );
  21853. this.type = 'Light';
  21854. this.color = new Color( color );
  21855. this.intensity = intensity !== undefined ? intensity : 1;
  21856. this.receiveShadow = undefined;
  21857. }
  21858. Light.prototype = Object.assign( Object.create( Object3D.prototype ), {
  21859. constructor: Light,
  21860. isLight: true,
  21861. copy: function ( source ) {
  21862. Object3D.prototype.copy.call( this, source );
  21863. this.color.copy( source.color );
  21864. this.intensity = source.intensity;
  21865. return this;
  21866. },
  21867. toJSON: function ( meta ) {
  21868. var data = Object3D.prototype.toJSON.call( this, meta );
  21869. data.object.color = this.color.getHex();
  21870. data.object.intensity = this.intensity;
  21871. if ( this.groundColor !== undefined ) data.object.groundColor = this.groundColor.getHex();
  21872. if ( this.distance !== undefined ) data.object.distance = this.distance;
  21873. if ( this.angle !== undefined ) data.object.angle = this.angle;
  21874. if ( this.decay !== undefined ) data.object.decay = this.decay;
  21875. if ( this.penumbra !== undefined ) data.object.penumbra = this.penumbra;
  21876. if ( this.shadow !== undefined ) data.object.shadow = this.shadow.toJSON();
  21877. return data;
  21878. }
  21879. } );
  21880. /**
  21881. * @author alteredq / http://alteredqualia.com/
  21882. */
  21883. function HemisphereLight( skyColor, groundColor, intensity ) {
  21884. Light.call( this, skyColor, intensity );
  21885. this.type = 'HemisphereLight';
  21886. this.castShadow = undefined;
  21887. this.position.copy( Object3D.DefaultUp );
  21888. this.updateMatrix();
  21889. this.groundColor = new Color( groundColor );
  21890. }
  21891. HemisphereLight.prototype = Object.assign( Object.create( Light.prototype ), {
  21892. constructor: HemisphereLight,
  21893. isHemisphereLight: true,
  21894. copy: function ( source ) {
  21895. Light.prototype.copy.call( this, source );
  21896. this.groundColor.copy( source.groundColor );
  21897. return this;
  21898. }
  21899. } );
  21900. /**
  21901. * @author mrdoob / http://mrdoob.com/
  21902. */
  21903. function LightShadow( camera ) {
  21904. this.camera = camera;
  21905. this.bias = 0;
  21906. this.radius = 1;
  21907. this.mapSize = new Vector2( 512, 512 );
  21908. this.map = null;
  21909. this.matrix = new Matrix4();
  21910. }
  21911. Object.assign( LightShadow.prototype, {
  21912. copy: function ( source ) {
  21913. this.camera = source.camera.clone();
  21914. this.bias = source.bias;
  21915. this.radius = source.radius;
  21916. this.mapSize.copy( source.mapSize );
  21917. return this;
  21918. },
  21919. clone: function () {
  21920. return new this.constructor().copy( this );
  21921. },
  21922. toJSON: function () {
  21923. var object = {};
  21924. if ( this.bias !== 0 ) object.bias = this.bias;
  21925. if ( this.radius !== 1 ) object.radius = this.radius;
  21926. if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) object.mapSize = this.mapSize.toArray();
  21927. object.camera = this.camera.toJSON( false ).object;
  21928. delete object.camera.matrix;
  21929. return object;
  21930. }
  21931. } );
  21932. /**
  21933. * @author mrdoob / http://mrdoob.com/
  21934. */
  21935. function SpotLightShadow() {
  21936. LightShadow.call( this, new PerspectiveCamera( 50, 1, 0.5, 500 ) );
  21937. }
  21938. SpotLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  21939. constructor: SpotLightShadow,
  21940. isSpotLightShadow: true,
  21941. update: function ( light ) {
  21942. var camera = this.camera;
  21943. var fov = _Math.RAD2DEG * 2 * light.angle;
  21944. var aspect = this.mapSize.width / this.mapSize.height;
  21945. var far = light.distance || camera.far;
  21946. if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {
  21947. camera.fov = fov;
  21948. camera.aspect = aspect;
  21949. camera.far = far;
  21950. camera.updateProjectionMatrix();
  21951. }
  21952. }
  21953. } );
  21954. /**
  21955. * @author alteredq / http://alteredqualia.com/
  21956. */
  21957. function SpotLight( color, intensity, distance, angle, penumbra, decay ) {
  21958. Light.call( this, color, intensity );
  21959. this.type = 'SpotLight';
  21960. this.position.copy( Object3D.DefaultUp );
  21961. this.updateMatrix();
  21962. this.target = new Object3D();
  21963. Object.defineProperty( this, 'power', {
  21964. get: function () {
  21965. // intensity = power per solid angle.
  21966. // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  21967. return this.intensity * Math.PI;
  21968. },
  21969. set: function ( power ) {
  21970. // intensity = power per solid angle.
  21971. // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  21972. this.intensity = power / Math.PI;
  21973. }
  21974. } );
  21975. this.distance = ( distance !== undefined ) ? distance : 0;
  21976. this.angle = ( angle !== undefined ) ? angle : Math.PI / 3;
  21977. this.penumbra = ( penumbra !== undefined ) ? penumbra : 0;
  21978. this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
  21979. this.shadow = new SpotLightShadow();
  21980. }
  21981. SpotLight.prototype = Object.assign( Object.create( Light.prototype ), {
  21982. constructor: SpotLight,
  21983. isSpotLight: true,
  21984. copy: function ( source ) {
  21985. Light.prototype.copy.call( this, source );
  21986. this.distance = source.distance;
  21987. this.angle = source.angle;
  21988. this.penumbra = source.penumbra;
  21989. this.decay = source.decay;
  21990. this.target = source.target.clone();
  21991. this.shadow = source.shadow.clone();
  21992. return this;
  21993. }
  21994. } );
  21995. /**
  21996. * @author mrdoob / http://mrdoob.com/
  21997. */
  21998. function PointLight( color, intensity, distance, decay ) {
  21999. Light.call( this, color, intensity );
  22000. this.type = 'PointLight';
  22001. Object.defineProperty( this, 'power', {
  22002. get: function () {
  22003. // intensity = power per solid angle.
  22004. // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  22005. return this.intensity * 4 * Math.PI;
  22006. },
  22007. set: function ( power ) {
  22008. // intensity = power per solid angle.
  22009. // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  22010. this.intensity = power / ( 4 * Math.PI );
  22011. }
  22012. } );
  22013. this.distance = ( distance !== undefined ) ? distance : 0;
  22014. this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
  22015. this.shadow = new LightShadow( new PerspectiveCamera( 90, 1, 0.5, 500 ) );
  22016. }
  22017. PointLight.prototype = Object.assign( Object.create( Light.prototype ), {
  22018. constructor: PointLight,
  22019. isPointLight: true,
  22020. copy: function ( source ) {
  22021. Light.prototype.copy.call( this, source );
  22022. this.distance = source.distance;
  22023. this.decay = source.decay;
  22024. this.shadow = source.shadow.clone();
  22025. return this;
  22026. }
  22027. } );
  22028. /**
  22029. * @author alteredq / http://alteredqualia.com/
  22030. * @author arose / http://github.com/arose
  22031. */
  22032. function OrthographicCamera( left, right, top, bottom, near, far ) {
  22033. Camera.call( this );
  22034. this.type = 'OrthographicCamera';
  22035. this.zoom = 1;
  22036. this.view = null;
  22037. this.left = ( left !== undefined ) ? left : - 1;
  22038. this.right = ( right !== undefined ) ? right : 1;
  22039. this.top = ( top !== undefined ) ? top : 1;
  22040. this.bottom = ( bottom !== undefined ) ? bottom : - 1;
  22041. this.near = ( near !== undefined ) ? near : 0.1;
  22042. this.far = ( far !== undefined ) ? far : 2000;
  22043. this.updateProjectionMatrix();
  22044. }
  22045. OrthographicCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
  22046. constructor: OrthographicCamera,
  22047. isOrthographicCamera: true,
  22048. copy: function ( source, recursive ) {
  22049. Camera.prototype.copy.call( this, source, recursive );
  22050. this.left = source.left;
  22051. this.right = source.right;
  22052. this.top = source.top;
  22053. this.bottom = source.bottom;
  22054. this.near = source.near;
  22055. this.far = source.far;
  22056. this.zoom = source.zoom;
  22057. this.view = source.view === null ? null : Object.assign( {}, source.view );
  22058. return this;
  22059. },
  22060. setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
  22061. if ( this.view === null ) {
  22062. this.view = {
  22063. enabled: true,
  22064. fullWidth: 1,
  22065. fullHeight: 1,
  22066. offsetX: 0,
  22067. offsetY: 0,
  22068. width: 1,
  22069. height: 1
  22070. };
  22071. }
  22072. this.view.enabled = true;
  22073. this.view.fullWidth = fullWidth;
  22074. this.view.fullHeight = fullHeight;
  22075. this.view.offsetX = x;
  22076. this.view.offsetY = y;
  22077. this.view.width = width;
  22078. this.view.height = height;
  22079. this.updateProjectionMatrix();
  22080. },
  22081. clearViewOffset: function () {
  22082. if ( this.view !== null ) {
  22083. this.view.enabled = false;
  22084. }
  22085. this.updateProjectionMatrix();
  22086. },
  22087. updateProjectionMatrix: function () {
  22088. var dx = ( this.right - this.left ) / ( 2 * this.zoom );
  22089. var dy = ( this.top - this.bottom ) / ( 2 * this.zoom );
  22090. var cx = ( this.right + this.left ) / 2;
  22091. var cy = ( this.top + this.bottom ) / 2;
  22092. var left = cx - dx;
  22093. var right = cx + dx;
  22094. var top = cy + dy;
  22095. var bottom = cy - dy;
  22096. if ( this.view !== null && this.view.enabled ) {
  22097. var zoomW = this.zoom / ( this.view.width / this.view.fullWidth );
  22098. var zoomH = this.zoom / ( this.view.height / this.view.fullHeight );
  22099. var scaleW = ( this.right - this.left ) / this.view.width;
  22100. var scaleH = ( this.top - this.bottom ) / this.view.height;
  22101. left += scaleW * ( this.view.offsetX / zoomW );
  22102. right = left + scaleW * ( this.view.width / zoomW );
  22103. top -= scaleH * ( this.view.offsetY / zoomH );
  22104. bottom = top - scaleH * ( this.view.height / zoomH );
  22105. }
  22106. this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far );
  22107. this.projectionMatrixInverse.getInverse( this.projectionMatrix );
  22108. },
  22109. toJSON: function ( meta ) {
  22110. var data = Object3D.prototype.toJSON.call( this, meta );
  22111. data.object.zoom = this.zoom;
  22112. data.object.left = this.left;
  22113. data.object.right = this.right;
  22114. data.object.top = this.top;
  22115. data.object.bottom = this.bottom;
  22116. data.object.near = this.near;
  22117. data.object.far = this.far;
  22118. if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
  22119. return data;
  22120. }
  22121. } );
  22122. /**
  22123. * @author mrdoob / http://mrdoob.com/
  22124. */
  22125. function DirectionalLightShadow( ) {
  22126. LightShadow.call( this, new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) );
  22127. }
  22128. DirectionalLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  22129. constructor: DirectionalLightShadow
  22130. } );
  22131. /**
  22132. * @author mrdoob / http://mrdoob.com/
  22133. * @author alteredq / http://alteredqualia.com/
  22134. */
  22135. function DirectionalLight( color, intensity ) {
  22136. Light.call( this, color, intensity );
  22137. this.type = 'DirectionalLight';
  22138. this.position.copy( Object3D.DefaultUp );
  22139. this.updateMatrix();
  22140. this.target = new Object3D();
  22141. this.shadow = new DirectionalLightShadow();
  22142. }
  22143. DirectionalLight.prototype = Object.assign( Object.create( Light.prototype ), {
  22144. constructor: DirectionalLight,
  22145. isDirectionalLight: true,
  22146. copy: function ( source ) {
  22147. Light.prototype.copy.call( this, source );
  22148. this.target = source.target.clone();
  22149. this.shadow = source.shadow.clone();
  22150. return this;
  22151. }
  22152. } );
  22153. /**
  22154. * @author mrdoob / http://mrdoob.com/
  22155. */
  22156. function AmbientLight( color, intensity ) {
  22157. Light.call( this, color, intensity );
  22158. this.type = 'AmbientLight';
  22159. this.castShadow = undefined;
  22160. }
  22161. AmbientLight.prototype = Object.assign( Object.create( Light.prototype ), {
  22162. constructor: AmbientLight,
  22163. isAmbientLight: true
  22164. } );
  22165. /**
  22166. * @author abelnation / http://github.com/abelnation
  22167. */
  22168. function RectAreaLight( color, intensity, width, height ) {
  22169. Light.call( this, color, intensity );
  22170. this.type = 'RectAreaLight';
  22171. this.width = ( width !== undefined ) ? width : 10;
  22172. this.height = ( height !== undefined ) ? height : 10;
  22173. }
  22174. RectAreaLight.prototype = Object.assign( Object.create( Light.prototype ), {
  22175. constructor: RectAreaLight,
  22176. isRectAreaLight: true,
  22177. copy: function ( source ) {
  22178. Light.prototype.copy.call( this, source );
  22179. this.width = source.width;
  22180. this.height = source.height;
  22181. return this;
  22182. },
  22183. toJSON: function ( meta ) {
  22184. var data = Light.prototype.toJSON.call( this, meta );
  22185. data.object.width = this.width;
  22186. data.object.height = this.height;
  22187. return data;
  22188. }
  22189. } );
  22190. /**
  22191. * @author mrdoob / http://mrdoob.com/
  22192. */
  22193. function MaterialLoader( manager ) {
  22194. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  22195. this.textures = {};
  22196. }
  22197. Object.assign( MaterialLoader.prototype, {
  22198. load: function ( url, onLoad, onProgress, onError ) {
  22199. var scope = this;
  22200. var loader = new FileLoader( scope.manager );
  22201. loader.setPath( scope.path );
  22202. loader.load( url, function ( text ) {
  22203. onLoad( scope.parse( JSON.parse( text ) ) );
  22204. }, onProgress, onError );
  22205. },
  22206. parse: function ( json ) {
  22207. var textures = this.textures;
  22208. function getTexture( name ) {
  22209. if ( textures[ name ] === undefined ) {
  22210. console.warn( 'THREE.MaterialLoader: Undefined texture', name );
  22211. }
  22212. return textures[ name ];
  22213. }
  22214. var material = new Materials[ json.type ]();
  22215. if ( json.uuid !== undefined ) material.uuid = json.uuid;
  22216. if ( json.name !== undefined ) material.name = json.name;
  22217. if ( json.color !== undefined ) material.color.setHex( json.color );
  22218. if ( json.roughness !== undefined ) material.roughness = json.roughness;
  22219. if ( json.metalness !== undefined ) material.metalness = json.metalness;
  22220. if ( json.emissive !== undefined ) material.emissive.setHex( json.emissive );
  22221. if ( json.specular !== undefined ) material.specular.setHex( json.specular );
  22222. if ( json.shininess !== undefined ) material.shininess = json.shininess;
  22223. if ( json.clearCoat !== undefined ) material.clearCoat = json.clearCoat;
  22224. if ( json.clearCoatRoughness !== undefined ) material.clearCoatRoughness = json.clearCoatRoughness;
  22225. if ( json.vertexColors !== undefined ) material.vertexColors = json.vertexColors;
  22226. if ( json.fog !== undefined ) material.fog = json.fog;
  22227. if ( json.flatShading !== undefined ) material.flatShading = json.flatShading;
  22228. if ( json.blending !== undefined ) material.blending = json.blending;
  22229. if ( json.combine !== undefined ) material.combine = json.combine;
  22230. if ( json.side !== undefined ) material.side = json.side;
  22231. if ( json.opacity !== undefined ) material.opacity = json.opacity;
  22232. if ( json.transparent !== undefined ) material.transparent = json.transparent;
  22233. if ( json.alphaTest !== undefined ) material.alphaTest = json.alphaTest;
  22234. if ( json.depthTest !== undefined ) material.depthTest = json.depthTest;
  22235. if ( json.depthWrite !== undefined ) material.depthWrite = json.depthWrite;
  22236. if ( json.colorWrite !== undefined ) material.colorWrite = json.colorWrite;
  22237. if ( json.wireframe !== undefined ) material.wireframe = json.wireframe;
  22238. if ( json.wireframeLinewidth !== undefined ) material.wireframeLinewidth = json.wireframeLinewidth;
  22239. if ( json.wireframeLinecap !== undefined ) material.wireframeLinecap = json.wireframeLinecap;
  22240. if ( json.wireframeLinejoin !== undefined ) material.wireframeLinejoin = json.wireframeLinejoin;
  22241. if ( json.rotation !== undefined ) material.rotation = json.rotation;
  22242. if ( json.linewidth !== 1 ) material.linewidth = json.linewidth;
  22243. if ( json.dashSize !== undefined ) material.dashSize = json.dashSize;
  22244. if ( json.gapSize !== undefined ) material.gapSize = json.gapSize;
  22245. if ( json.scale !== undefined ) material.scale = json.scale;
  22246. if ( json.polygonOffset !== undefined ) material.polygonOffset = json.polygonOffset;
  22247. if ( json.polygonOffsetFactor !== undefined ) material.polygonOffsetFactor = json.polygonOffsetFactor;
  22248. if ( json.polygonOffsetUnits !== undefined ) material.polygonOffsetUnits = json.polygonOffsetUnits;
  22249. if ( json.skinning !== undefined ) material.skinning = json.skinning;
  22250. if ( json.morphTargets !== undefined ) material.morphTargets = json.morphTargets;
  22251. if ( json.dithering !== undefined ) material.dithering = json.dithering;
  22252. if ( json.visible !== undefined ) material.visible = json.visible;
  22253. if ( json.userData !== undefined ) material.userData = json.userData;
  22254. // Shader Material
  22255. if ( json.uniforms !== undefined ) {
  22256. for ( var name in json.uniforms ) {
  22257. var uniform = json.uniforms[ name ];
  22258. material.uniforms[ name ] = {};
  22259. switch ( uniform.type ) {
  22260. case 't':
  22261. material.uniforms[ name ].value = getTexture( uniform.value );
  22262. break;
  22263. case 'c':
  22264. material.uniforms[ name ].value = new Color().setHex( uniform.value );
  22265. break;
  22266. case 'v2':
  22267. material.uniforms[ name ].value = new Vector2().fromArray( uniform.value );
  22268. break;
  22269. case 'v3':
  22270. material.uniforms[ name ].value = new Vector3().fromArray( uniform.value );
  22271. break;
  22272. case 'v4':
  22273. material.uniforms[ name ].value = new Vector4().fromArray( uniform.value );
  22274. break;
  22275. case 'm4':
  22276. material.uniforms[ name ].value = new Matrix4().fromArray( uniform.value );
  22277. break;
  22278. default:
  22279. material.uniforms[ name ].value = uniform.value;
  22280. }
  22281. }
  22282. }
  22283. if ( json.defines !== undefined ) material.defines = json.defines;
  22284. if ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader;
  22285. if ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader;
  22286. // Deprecated
  22287. if ( json.shading !== undefined ) material.flatShading = json.shading === 1; // THREE.FlatShading
  22288. // for PointsMaterial
  22289. if ( json.size !== undefined ) material.size = json.size;
  22290. if ( json.sizeAttenuation !== undefined ) material.sizeAttenuation = json.sizeAttenuation;
  22291. // maps
  22292. if ( json.map !== undefined ) material.map = getTexture( json.map );
  22293. if ( json.alphaMap !== undefined ) {
  22294. material.alphaMap = getTexture( json.alphaMap );
  22295. material.transparent = true;
  22296. }
  22297. if ( json.bumpMap !== undefined ) material.bumpMap = getTexture( json.bumpMap );
  22298. if ( json.bumpScale !== undefined ) material.bumpScale = json.bumpScale;
  22299. if ( json.normalMap !== undefined ) material.normalMap = getTexture( json.normalMap );
  22300. if ( json.normalMapType !== undefined ) material.normalMapType = json.normalMapType;
  22301. if ( json.normalScale !== undefined ) {
  22302. var normalScale = json.normalScale;
  22303. if ( Array.isArray( normalScale ) === false ) {
  22304. // Blender exporter used to export a scalar. See #7459
  22305. normalScale = [ normalScale, normalScale ];
  22306. }
  22307. material.normalScale = new Vector2().fromArray( normalScale );
  22308. }
  22309. if ( json.displacementMap !== undefined ) material.displacementMap = getTexture( json.displacementMap );
  22310. if ( json.displacementScale !== undefined ) material.displacementScale = json.displacementScale;
  22311. if ( json.displacementBias !== undefined ) material.displacementBias = json.displacementBias;
  22312. if ( json.roughnessMap !== undefined ) material.roughnessMap = getTexture( json.roughnessMap );
  22313. if ( json.metalnessMap !== undefined ) material.metalnessMap = getTexture( json.metalnessMap );
  22314. if ( json.emissiveMap !== undefined ) material.emissiveMap = getTexture( json.emissiveMap );
  22315. if ( json.emissiveIntensity !== undefined ) material.emissiveIntensity = json.emissiveIntensity;
  22316. if ( json.specularMap !== undefined ) material.specularMap = getTexture( json.specularMap );
  22317. if ( json.envMap !== undefined ) material.envMap = getTexture( json.envMap );
  22318. if ( json.envMapIntensity !== undefined ) material.envMapIntensity = json.envMapIntensity;
  22319. if ( json.reflectivity !== undefined ) material.reflectivity = json.reflectivity;
  22320. if ( json.lightMap !== undefined ) material.lightMap = getTexture( json.lightMap );
  22321. if ( json.lightMapIntensity !== undefined ) material.lightMapIntensity = json.lightMapIntensity;
  22322. if ( json.aoMap !== undefined ) material.aoMap = getTexture( json.aoMap );
  22323. if ( json.aoMapIntensity !== undefined ) material.aoMapIntensity = json.aoMapIntensity;
  22324. if ( json.gradientMap !== undefined ) material.gradientMap = getTexture( json.gradientMap );
  22325. return material;
  22326. },
  22327. setPath: function ( value ) {
  22328. this.path = value;
  22329. return this;
  22330. },
  22331. setTextures: function ( value ) {
  22332. this.textures = value;
  22333. return this;
  22334. }
  22335. } );
  22336. /**
  22337. * @author Don McCurdy / https://www.donmccurdy.com
  22338. */
  22339. var LoaderUtils = {
  22340. decodeText: function ( array ) {
  22341. if ( typeof TextDecoder !== 'undefined' ) {
  22342. return new TextDecoder().decode( array );
  22343. }
  22344. // Avoid the String.fromCharCode.apply(null, array) shortcut, which
  22345. // throws a "maximum call stack size exceeded" error for large arrays.
  22346. var s = '';
  22347. for ( var i = 0, il = array.length; i < il; i ++ ) {
  22348. // Implicitly assumes little-endian.
  22349. s += String.fromCharCode( array[ i ] );
  22350. }
  22351. // Merges multi-byte utf-8 characters.
  22352. return decodeURIComponent( escape( s ) );
  22353. },
  22354. extractUrlBase: function ( url ) {
  22355. var index = url.lastIndexOf( '/' );
  22356. if ( index === - 1 ) return './';
  22357. return url.substr( 0, index + 1 );
  22358. }
  22359. };
  22360. /**
  22361. * @author mrdoob / http://mrdoob.com/
  22362. */
  22363. function BufferGeometryLoader( manager ) {
  22364. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  22365. }
  22366. Object.assign( BufferGeometryLoader.prototype, {
  22367. load: function ( url, onLoad, onProgress, onError ) {
  22368. var scope = this;
  22369. var loader = new FileLoader( scope.manager );
  22370. loader.setPath( scope.path );
  22371. loader.load( url, function ( text ) {
  22372. onLoad( scope.parse( JSON.parse( text ) ) );
  22373. }, onProgress, onError );
  22374. },
  22375. parse: function ( json ) {
  22376. var geometry = new BufferGeometry();
  22377. var index = json.data.index;
  22378. if ( index !== undefined ) {
  22379. var typedArray = new TYPED_ARRAYS[ index.type ]( index.array );
  22380. geometry.setIndex( new BufferAttribute( typedArray, 1 ) );
  22381. }
  22382. var attributes = json.data.attributes;
  22383. for ( var key in attributes ) {
  22384. var attribute = attributes[ key ];
  22385. var typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array );
  22386. geometry.addAttribute( key, new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized ) );
  22387. }
  22388. var groups = json.data.groups || json.data.drawcalls || json.data.offsets;
  22389. if ( groups !== undefined ) {
  22390. for ( var i = 0, n = groups.length; i !== n; ++ i ) {
  22391. var group = groups[ i ];
  22392. geometry.addGroup( group.start, group.count, group.materialIndex );
  22393. }
  22394. }
  22395. var boundingSphere = json.data.boundingSphere;
  22396. if ( boundingSphere !== undefined ) {
  22397. var center = new Vector3();
  22398. if ( boundingSphere.center !== undefined ) {
  22399. center.fromArray( boundingSphere.center );
  22400. }
  22401. geometry.boundingSphere = new Sphere( center, boundingSphere.radius );
  22402. }
  22403. if ( json.name ) geometry.name = json.name;
  22404. if ( json.userData ) geometry.userData = json.userData;
  22405. return geometry;
  22406. },
  22407. setPath: function ( value ) {
  22408. this.path = value;
  22409. return this;
  22410. }
  22411. } );
  22412. var TYPED_ARRAYS = {
  22413. Int8Array: Int8Array,
  22414. Uint8Array: Uint8Array,
  22415. // Workaround for IE11 pre KB2929437. See #11440
  22416. Uint8ClampedArray: typeof Uint8ClampedArray !== 'undefined' ? Uint8ClampedArray : Uint8Array,
  22417. Int16Array: Int16Array,
  22418. Uint16Array: Uint16Array,
  22419. Int32Array: Int32Array,
  22420. Uint32Array: Uint32Array,
  22421. Float32Array: Float32Array,
  22422. Float64Array: Float64Array
  22423. };
  22424. /**
  22425. * @author mrdoob / http://mrdoob.com/
  22426. */
  22427. function ObjectLoader( manager ) {
  22428. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  22429. this.resourcePath = '';
  22430. }
  22431. Object.assign( ObjectLoader.prototype, {
  22432. crossOrigin: 'anonymous',
  22433. load: function ( url, onLoad, onProgress, onError ) {
  22434. var scope = this;
  22435. var path = ( this.path === undefined ) ? LoaderUtils.extractUrlBase( url ) : this.path;
  22436. this.resourcePath = this.resourcePath || path;
  22437. var loader = new FileLoader( scope.manager );
  22438. loader.setPath( this.path );
  22439. loader.load( url, function ( text ) {
  22440. var json = null;
  22441. try {
  22442. json = JSON.parse( text );
  22443. } catch ( error ) {
  22444. if ( onError !== undefined ) onError( error );
  22445. console.error( 'THREE:ObjectLoader: Can\'t parse ' + url + '.', error.message );
  22446. return;
  22447. }
  22448. var metadata = json.metadata;
  22449. if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
  22450. console.error( 'THREE.ObjectLoader: Can\'t load ' + url );
  22451. return;
  22452. }
  22453. scope.parse( json, onLoad );
  22454. }, onProgress, onError );
  22455. },
  22456. setPath: function ( value ) {
  22457. this.path = value;
  22458. return this;
  22459. },
  22460. setResourcePath: function ( value ) {
  22461. this.resourcePath = value;
  22462. return this;
  22463. },
  22464. setCrossOrigin: function ( value ) {
  22465. this.crossOrigin = value;
  22466. return this;
  22467. },
  22468. parse: function ( json, onLoad ) {
  22469. var shapes = this.parseShape( json.shapes );
  22470. var geometries = this.parseGeometries( json.geometries, shapes );
  22471. var images = this.parseImages( json.images, function () {
  22472. if ( onLoad !== undefined ) onLoad( object );
  22473. } );
  22474. var textures = this.parseTextures( json.textures, images );
  22475. var materials = this.parseMaterials( json.materials, textures );
  22476. var object = this.parseObject( json.object, geometries, materials );
  22477. if ( json.animations ) {
  22478. object.animations = this.parseAnimations( json.animations );
  22479. }
  22480. if ( json.images === undefined || json.images.length === 0 ) {
  22481. if ( onLoad !== undefined ) onLoad( object );
  22482. }
  22483. return object;
  22484. },
  22485. parseShape: function ( json ) {
  22486. var shapes = {};
  22487. if ( json !== undefined ) {
  22488. for ( var i = 0, l = json.length; i < l; i ++ ) {
  22489. var shape = new Shape().fromJSON( json[ i ] );
  22490. shapes[ shape.uuid ] = shape;
  22491. }
  22492. }
  22493. return shapes;
  22494. },
  22495. parseGeometries: function ( json, shapes ) {
  22496. var geometries = {};
  22497. if ( json !== undefined ) {
  22498. var bufferGeometryLoader = new BufferGeometryLoader();
  22499. for ( var i = 0, l = json.length; i < l; i ++ ) {
  22500. var geometry;
  22501. var data = json[ i ];
  22502. switch ( data.type ) {
  22503. case 'PlaneGeometry':
  22504. case 'PlaneBufferGeometry':
  22505. geometry = new Geometries[ data.type ](
  22506. data.width,
  22507. data.height,
  22508. data.widthSegments,
  22509. data.heightSegments
  22510. );
  22511. break;
  22512. case 'BoxGeometry':
  22513. case 'BoxBufferGeometry':
  22514. case 'CubeGeometry': // backwards compatible
  22515. geometry = new Geometries[ data.type ](
  22516. data.width,
  22517. data.height,
  22518. data.depth,
  22519. data.widthSegments,
  22520. data.heightSegments,
  22521. data.depthSegments
  22522. );
  22523. break;
  22524. case 'CircleGeometry':
  22525. case 'CircleBufferGeometry':
  22526. geometry = new Geometries[ data.type ](
  22527. data.radius,
  22528. data.segments,
  22529. data.thetaStart,
  22530. data.thetaLength
  22531. );
  22532. break;
  22533. case 'CylinderGeometry':
  22534. case 'CylinderBufferGeometry':
  22535. geometry = new Geometries[ data.type ](
  22536. data.radiusTop,
  22537. data.radiusBottom,
  22538. data.height,
  22539. data.radialSegments,
  22540. data.heightSegments,
  22541. data.openEnded,
  22542. data.thetaStart,
  22543. data.thetaLength
  22544. );
  22545. break;
  22546. case 'ConeGeometry':
  22547. case 'ConeBufferGeometry':
  22548. geometry = new Geometries[ data.type ](
  22549. data.radius,
  22550. data.height,
  22551. data.radialSegments,
  22552. data.heightSegments,
  22553. data.openEnded,
  22554. data.thetaStart,
  22555. data.thetaLength
  22556. );
  22557. break;
  22558. case 'SphereGeometry':
  22559. case 'SphereBufferGeometry':
  22560. geometry = new Geometries[ data.type ](
  22561. data.radius,
  22562. data.widthSegments,
  22563. data.heightSegments,
  22564. data.phiStart,
  22565. data.phiLength,
  22566. data.thetaStart,
  22567. data.thetaLength
  22568. );
  22569. break;
  22570. case 'DodecahedronGeometry':
  22571. case 'DodecahedronBufferGeometry':
  22572. case 'IcosahedronGeometry':
  22573. case 'IcosahedronBufferGeometry':
  22574. case 'OctahedronGeometry':
  22575. case 'OctahedronBufferGeometry':
  22576. case 'TetrahedronGeometry':
  22577. case 'TetrahedronBufferGeometry':
  22578. geometry = new Geometries[ data.type ](
  22579. data.radius,
  22580. data.detail
  22581. );
  22582. break;
  22583. case 'RingGeometry':
  22584. case 'RingBufferGeometry':
  22585. geometry = new Geometries[ data.type ](
  22586. data.innerRadius,
  22587. data.outerRadius,
  22588. data.thetaSegments,
  22589. data.phiSegments,
  22590. data.thetaStart,
  22591. data.thetaLength
  22592. );
  22593. break;
  22594. case 'TorusGeometry':
  22595. case 'TorusBufferGeometry':
  22596. geometry = new Geometries[ data.type ](
  22597. data.radius,
  22598. data.tube,
  22599. data.radialSegments,
  22600. data.tubularSegments,
  22601. data.arc
  22602. );
  22603. break;
  22604. case 'TorusKnotGeometry':
  22605. case 'TorusKnotBufferGeometry':
  22606. geometry = new Geometries[ data.type ](
  22607. data.radius,
  22608. data.tube,
  22609. data.tubularSegments,
  22610. data.radialSegments,
  22611. data.p,
  22612. data.q
  22613. );
  22614. break;
  22615. case 'LatheGeometry':
  22616. case 'LatheBufferGeometry':
  22617. geometry = new Geometries[ data.type ](
  22618. data.points,
  22619. data.segments,
  22620. data.phiStart,
  22621. data.phiLength
  22622. );
  22623. break;
  22624. case 'PolyhedronGeometry':
  22625. case 'PolyhedronBufferGeometry':
  22626. geometry = new Geometries[ data.type ](
  22627. data.vertices,
  22628. data.indices,
  22629. data.radius,
  22630. data.details
  22631. );
  22632. break;
  22633. case 'ShapeGeometry':
  22634. case 'ShapeBufferGeometry':
  22635. var geometryShapes = [];
  22636. for ( var j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  22637. var shape = shapes[ data.shapes[ j ] ];
  22638. geometryShapes.push( shape );
  22639. }
  22640. geometry = new Geometries[ data.type ](
  22641. geometryShapes,
  22642. data.curveSegments
  22643. );
  22644. break;
  22645. case 'ExtrudeGeometry':
  22646. case 'ExtrudeBufferGeometry':
  22647. var geometryShapes = [];
  22648. for ( var j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  22649. var shape = shapes[ data.shapes[ j ] ];
  22650. geometryShapes.push( shape );
  22651. }
  22652. var extrudePath = data.options.extrudePath;
  22653. if ( extrudePath !== undefined ) {
  22654. data.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath );
  22655. }
  22656. geometry = new Geometries[ data.type ](
  22657. geometryShapes,
  22658. data.options
  22659. );
  22660. break;
  22661. case 'BufferGeometry':
  22662. geometry = bufferGeometryLoader.parse( data );
  22663. break;
  22664. case 'Geometry':
  22665. if ( 'THREE' in window && 'LegacyJSONLoader' in THREE ) {
  22666. var geometryLoader = new THREE.LegacyJSONLoader();
  22667. geometry = geometryLoader.parse( data, this.resourcePath ).geometry;
  22668. } else {
  22669. console.error( 'THREE.ObjectLoader: You have to import LegacyJSONLoader in order load geometry data of type "Geometry".' );
  22670. }
  22671. break;
  22672. default:
  22673. console.warn( 'THREE.ObjectLoader: Unsupported geometry type "' + data.type + '"' );
  22674. continue;
  22675. }
  22676. geometry.uuid = data.uuid;
  22677. if ( data.name !== undefined ) geometry.name = data.name;
  22678. if ( geometry.isBufferGeometry === true && data.userData !== undefined ) geometry.userData = data.userData;
  22679. geometries[ data.uuid ] = geometry;
  22680. }
  22681. }
  22682. return geometries;
  22683. },
  22684. parseMaterials: function ( json, textures ) {
  22685. var cache = {}; // MultiMaterial
  22686. var materials = {};
  22687. if ( json !== undefined ) {
  22688. var loader = new MaterialLoader();
  22689. loader.setTextures( textures );
  22690. for ( var i = 0, l = json.length; i < l; i ++ ) {
  22691. var data = json[ i ];
  22692. if ( data.type === 'MultiMaterial' ) {
  22693. // Deprecated
  22694. var array = [];
  22695. for ( var j = 0; j < data.materials.length; j ++ ) {
  22696. var material = data.materials[ j ];
  22697. if ( cache[ material.uuid ] === undefined ) {
  22698. cache[ material.uuid ] = loader.parse( material );
  22699. }
  22700. array.push( cache[ material.uuid ] );
  22701. }
  22702. materials[ data.uuid ] = array;
  22703. } else {
  22704. materials[ data.uuid ] = loader.parse( data );
  22705. cache[ data.uuid ] = materials[ data.uuid ];
  22706. }
  22707. }
  22708. }
  22709. return materials;
  22710. },
  22711. parseAnimations: function ( json ) {
  22712. var animations = [];
  22713. for ( var i = 0; i < json.length; i ++ ) {
  22714. var data = json[ i ];
  22715. var clip = AnimationClip.parse( data );
  22716. if ( data.uuid !== undefined ) clip.uuid = data.uuid;
  22717. animations.push( clip );
  22718. }
  22719. return animations;
  22720. },
  22721. parseImages: function ( json, onLoad ) {
  22722. var scope = this;
  22723. var images = {};
  22724. function loadImage( url ) {
  22725. scope.manager.itemStart( url );
  22726. return loader.load( url, function () {
  22727. scope.manager.itemEnd( url );
  22728. }, undefined, function () {
  22729. scope.manager.itemError( url );
  22730. scope.manager.itemEnd( url );
  22731. } );
  22732. }
  22733. if ( json !== undefined && json.length > 0 ) {
  22734. var manager = new LoadingManager( onLoad );
  22735. var loader = new ImageLoader( manager );
  22736. loader.setCrossOrigin( this.crossOrigin );
  22737. for ( var i = 0, il = json.length; i < il; i ++ ) {
  22738. var image = json[ i ];
  22739. var url = image.url;
  22740. if ( Array.isArray( url ) ) {
  22741. // load array of images e.g CubeTexture
  22742. images[ image.uuid ] = [];
  22743. for ( var j = 0, jl = url.length; j < jl; j ++ ) {
  22744. var currentUrl = url[ j ];
  22745. var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( currentUrl ) ? currentUrl : scope.resourcePath + currentUrl;
  22746. images[ image.uuid ].push( loadImage( path ) );
  22747. }
  22748. } else {
  22749. // load single image
  22750. var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( image.url ) ? image.url : scope.resourcePath + image.url;
  22751. images[ image.uuid ] = loadImage( path );
  22752. }
  22753. }
  22754. }
  22755. return images;
  22756. },
  22757. parseTextures: function ( json, images ) {
  22758. function parseConstant( value, type ) {
  22759. if ( typeof value === 'number' ) return value;
  22760. console.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value );
  22761. return type[ value ];
  22762. }
  22763. var textures = {};
  22764. if ( json !== undefined ) {
  22765. for ( var i = 0, l = json.length; i < l; i ++ ) {
  22766. var data = json[ i ];
  22767. if ( data.image === undefined ) {
  22768. console.warn( 'THREE.ObjectLoader: No "image" specified for', data.uuid );
  22769. }
  22770. if ( images[ data.image ] === undefined ) {
  22771. console.warn( 'THREE.ObjectLoader: Undefined image', data.image );
  22772. }
  22773. var texture;
  22774. if ( Array.isArray( images[ data.image ] ) ) {
  22775. texture = new CubeTexture( images[ data.image ] );
  22776. } else {
  22777. texture = new Texture( images[ data.image ] );
  22778. }
  22779. texture.needsUpdate = true;
  22780. texture.uuid = data.uuid;
  22781. if ( data.name !== undefined ) texture.name = data.name;
  22782. if ( data.mapping !== undefined ) texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING );
  22783. if ( data.offset !== undefined ) texture.offset.fromArray( data.offset );
  22784. if ( data.repeat !== undefined ) texture.repeat.fromArray( data.repeat );
  22785. if ( data.center !== undefined ) texture.center.fromArray( data.center );
  22786. if ( data.rotation !== undefined ) texture.rotation = data.rotation;
  22787. if ( data.wrap !== undefined ) {
  22788. texture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING );
  22789. texture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING );
  22790. }
  22791. if ( data.format !== undefined ) texture.format = data.format;
  22792. if ( data.type !== undefined ) texture.type = data.type;
  22793. if ( data.encoding !== undefined ) texture.encoding = data.encoding;
  22794. if ( data.minFilter !== undefined ) texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER );
  22795. if ( data.magFilter !== undefined ) texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER );
  22796. if ( data.anisotropy !== undefined ) texture.anisotropy = data.anisotropy;
  22797. if ( data.flipY !== undefined ) texture.flipY = data.flipY;
  22798. if ( data.premultiplyAlpha !== undefined ) texture.premultiplyAlpha = data.premultiplyAlpha;
  22799. if ( data.unpackAlignment !== undefined ) texture.unpackAlignment = data.unpackAlignment;
  22800. textures[ data.uuid ] = texture;
  22801. }
  22802. }
  22803. return textures;
  22804. },
  22805. parseObject: function ( data, geometries, materials ) {
  22806. var object;
  22807. function getGeometry( name ) {
  22808. if ( geometries[ name ] === undefined ) {
  22809. console.warn( 'THREE.ObjectLoader: Undefined geometry', name );
  22810. }
  22811. return geometries[ name ];
  22812. }
  22813. function getMaterial( name ) {
  22814. if ( name === undefined ) return undefined;
  22815. if ( Array.isArray( name ) ) {
  22816. var array = [];
  22817. for ( var i = 0, l = name.length; i < l; i ++ ) {
  22818. var uuid = name[ i ];
  22819. if ( materials[ uuid ] === undefined ) {
  22820. console.warn( 'THREE.ObjectLoader: Undefined material', uuid );
  22821. }
  22822. array.push( materials[ uuid ] );
  22823. }
  22824. return array;
  22825. }
  22826. if ( materials[ name ] === undefined ) {
  22827. console.warn( 'THREE.ObjectLoader: Undefined material', name );
  22828. }
  22829. return materials[ name ];
  22830. }
  22831. switch ( data.type ) {
  22832. case 'Scene':
  22833. object = new Scene();
  22834. if ( data.background !== undefined ) {
  22835. if ( Number.isInteger( data.background ) ) {
  22836. object.background = new Color( data.background );
  22837. }
  22838. }
  22839. if ( data.fog !== undefined ) {
  22840. if ( data.fog.type === 'Fog' ) {
  22841. object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );
  22842. } else if ( data.fog.type === 'FogExp2' ) {
  22843. object.fog = new FogExp2( data.fog.color, data.fog.density );
  22844. }
  22845. }
  22846. break;
  22847. case 'PerspectiveCamera':
  22848. object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );
  22849. if ( data.focus !== undefined ) object.focus = data.focus;
  22850. if ( data.zoom !== undefined ) object.zoom = data.zoom;
  22851. if ( data.filmGauge !== undefined ) object.filmGauge = data.filmGauge;
  22852. if ( data.filmOffset !== undefined ) object.filmOffset = data.filmOffset;
  22853. if ( data.view !== undefined ) object.view = Object.assign( {}, data.view );
  22854. break;
  22855. case 'OrthographicCamera':
  22856. object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );
  22857. if ( data.zoom !== undefined ) object.zoom = data.zoom;
  22858. if ( data.view !== undefined ) object.view = Object.assign( {}, data.view );
  22859. break;
  22860. case 'AmbientLight':
  22861. object = new AmbientLight( data.color, data.intensity );
  22862. break;
  22863. case 'DirectionalLight':
  22864. object = new DirectionalLight( data.color, data.intensity );
  22865. break;
  22866. case 'PointLight':
  22867. object = new PointLight( data.color, data.intensity, data.distance, data.decay );
  22868. break;
  22869. case 'RectAreaLight':
  22870. object = new RectAreaLight( data.color, data.intensity, data.width, data.height );
  22871. break;
  22872. case 'SpotLight':
  22873. object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );
  22874. break;
  22875. case 'HemisphereLight':
  22876. object = new HemisphereLight( data.color, data.groundColor, data.intensity );
  22877. break;
  22878. case 'SkinnedMesh':
  22879. console.warn( 'THREE.ObjectLoader.parseObject() does not support SkinnedMesh yet.' );
  22880. case 'Mesh':
  22881. var geometry = getGeometry( data.geometry );
  22882. var material = getMaterial( data.material );
  22883. if ( geometry.bones && geometry.bones.length > 0 ) {
  22884. object = new SkinnedMesh( geometry, material );
  22885. } else {
  22886. object = new Mesh( geometry, material );
  22887. }
  22888. break;
  22889. case 'LOD':
  22890. object = new LOD();
  22891. break;
  22892. case 'Line':
  22893. object = new Line( getGeometry( data.geometry ), getMaterial( data.material ), data.mode );
  22894. break;
  22895. case 'LineLoop':
  22896. object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) );
  22897. break;
  22898. case 'LineSegments':
  22899. object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );
  22900. break;
  22901. case 'PointCloud':
  22902. case 'Points':
  22903. object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );
  22904. break;
  22905. case 'Sprite':
  22906. object = new Sprite( getMaterial( data.material ) );
  22907. break;
  22908. case 'Group':
  22909. object = new Group();
  22910. break;
  22911. default:
  22912. object = new Object3D();
  22913. }
  22914. object.uuid = data.uuid;
  22915. if ( data.name !== undefined ) object.name = data.name;
  22916. if ( data.matrix !== undefined ) {
  22917. object.matrix.fromArray( data.matrix );
  22918. if ( data.matrixAutoUpdate !== undefined ) object.matrixAutoUpdate = data.matrixAutoUpdate;
  22919. if ( object.matrixAutoUpdate ) object.matrix.decompose( object.position, object.quaternion, object.scale );
  22920. } else {
  22921. if ( data.position !== undefined ) object.position.fromArray( data.position );
  22922. if ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation );
  22923. if ( data.quaternion !== undefined ) object.quaternion.fromArray( data.quaternion );
  22924. if ( data.scale !== undefined ) object.scale.fromArray( data.scale );
  22925. }
  22926. if ( data.castShadow !== undefined ) object.castShadow = data.castShadow;
  22927. if ( data.receiveShadow !== undefined ) object.receiveShadow = data.receiveShadow;
  22928. if ( data.shadow ) {
  22929. if ( data.shadow.bias !== undefined ) object.shadow.bias = data.shadow.bias;
  22930. if ( data.shadow.radius !== undefined ) object.shadow.radius = data.shadow.radius;
  22931. if ( data.shadow.mapSize !== undefined ) object.shadow.mapSize.fromArray( data.shadow.mapSize );
  22932. if ( data.shadow.camera !== undefined ) object.shadow.camera = this.parseObject( data.shadow.camera );
  22933. }
  22934. if ( data.visible !== undefined ) object.visible = data.visible;
  22935. if ( data.frustumCulled !== undefined ) object.frustumCulled = data.frustumCulled;
  22936. if ( data.renderOrder !== undefined ) object.renderOrder = data.renderOrder;
  22937. if ( data.userData !== undefined ) object.userData = data.userData;
  22938. if ( data.layers !== undefined ) object.layers.mask = data.layers;
  22939. if ( data.children !== undefined ) {
  22940. var children = data.children;
  22941. for ( var i = 0; i < children.length; i ++ ) {
  22942. object.add( this.parseObject( children[ i ], geometries, materials ) );
  22943. }
  22944. }
  22945. if ( data.type === 'LOD' ) {
  22946. var levels = data.levels;
  22947. for ( var l = 0; l < levels.length; l ++ ) {
  22948. var level = levels[ l ];
  22949. var child = object.getObjectByProperty( 'uuid', level.object );
  22950. if ( child !== undefined ) {
  22951. object.addLevel( child, level.distance );
  22952. }
  22953. }
  22954. }
  22955. return object;
  22956. }
  22957. } );
  22958. var TEXTURE_MAPPING = {
  22959. UVMapping: UVMapping,
  22960. CubeReflectionMapping: CubeReflectionMapping,
  22961. CubeRefractionMapping: CubeRefractionMapping,
  22962. EquirectangularReflectionMapping: EquirectangularReflectionMapping,
  22963. EquirectangularRefractionMapping: EquirectangularRefractionMapping,
  22964. SphericalReflectionMapping: SphericalReflectionMapping,
  22965. CubeUVReflectionMapping: CubeUVReflectionMapping,
  22966. CubeUVRefractionMapping: CubeUVRefractionMapping
  22967. };
  22968. var TEXTURE_WRAPPING = {
  22969. RepeatWrapping: RepeatWrapping,
  22970. ClampToEdgeWrapping: ClampToEdgeWrapping,
  22971. MirroredRepeatWrapping: MirroredRepeatWrapping
  22972. };
  22973. var TEXTURE_FILTER = {
  22974. NearestFilter: NearestFilter,
  22975. NearestMipMapNearestFilter: NearestMipMapNearestFilter,
  22976. NearestMipMapLinearFilter: NearestMipMapLinearFilter,
  22977. LinearFilter: LinearFilter,
  22978. LinearMipMapNearestFilter: LinearMipMapNearestFilter,
  22979. LinearMipMapLinearFilter: LinearMipMapLinearFilter
  22980. };
  22981. /**
  22982. * @author thespite / http://clicktorelease.com/
  22983. */
  22984. function ImageBitmapLoader( manager ) {
  22985. if ( typeof createImageBitmap === 'undefined' ) {
  22986. console.warn( 'THREE.ImageBitmapLoader: createImageBitmap() not supported.' );
  22987. }
  22988. if ( typeof fetch === 'undefined' ) {
  22989. console.warn( 'THREE.ImageBitmapLoader: fetch() not supported.' );
  22990. }
  22991. this.manager = manager !== undefined ? manager : DefaultLoadingManager;
  22992. this.options = undefined;
  22993. }
  22994. ImageBitmapLoader.prototype = {
  22995. constructor: ImageBitmapLoader,
  22996. setOptions: function setOptions( options ) {
  22997. this.options = options;
  22998. return this;
  22999. },
  23000. load: function ( url, onLoad, onProgress, onError ) {
  23001. if ( url === undefined ) url = '';
  23002. if ( this.path !== undefined ) url = this.path + url;
  23003. url = this.manager.resolveURL( url );
  23004. var scope = this;
  23005. var cached = Cache.get( url );
  23006. if ( cached !== undefined ) {
  23007. scope.manager.itemStart( url );
  23008. setTimeout( function () {
  23009. if ( onLoad ) onLoad( cached );
  23010. scope.manager.itemEnd( url );
  23011. }, 0 );
  23012. return cached;
  23013. }
  23014. fetch( url ).then( function ( res ) {
  23015. return res.blob();
  23016. } ).then( function ( blob ) {
  23017. return createImageBitmap( blob, scope.options );
  23018. } ).then( function ( imageBitmap ) {
  23019. Cache.add( url, imageBitmap );
  23020. if ( onLoad ) onLoad( imageBitmap );
  23021. scope.manager.itemEnd( url );
  23022. } ).catch( function ( e ) {
  23023. if ( onError ) onError( e );
  23024. scope.manager.itemError( url );
  23025. scope.manager.itemEnd( url );
  23026. } );
  23027. },
  23028. setCrossOrigin: function ( /* value */ ) {
  23029. return this;
  23030. },
  23031. setPath: function ( value ) {
  23032. this.path = value;
  23033. return this;
  23034. }
  23035. };
  23036. /**
  23037. * @author zz85 / http://www.lab4games.net/zz85/blog
  23038. * minimal class for proxing functions to Path. Replaces old "extractSubpaths()"
  23039. **/
  23040. function ShapePath() {
  23041. this.type = 'ShapePath';
  23042. this.color = new Color();
  23043. this.subPaths = [];
  23044. this.currentPath = null;
  23045. }
  23046. Object.assign( ShapePath.prototype, {
  23047. moveTo: function ( x, y ) {
  23048. this.currentPath = new Path();
  23049. this.subPaths.push( this.currentPath );
  23050. this.currentPath.moveTo( x, y );
  23051. },
  23052. lineTo: function ( x, y ) {
  23053. this.currentPath.lineTo( x, y );
  23054. },
  23055. quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
  23056. this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );
  23057. },
  23058. bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  23059. this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );
  23060. },
  23061. splineThru: function ( pts ) {
  23062. this.currentPath.splineThru( pts );
  23063. },
  23064. toShapes: function ( isCCW, noHoles ) {
  23065. function toShapesNoHoles( inSubpaths ) {
  23066. var shapes = [];
  23067. for ( var i = 0, l = inSubpaths.length; i < l; i ++ ) {
  23068. var tmpPath = inSubpaths[ i ];
  23069. var tmpShape = new Shape();
  23070. tmpShape.curves = tmpPath.curves;
  23071. shapes.push( tmpShape );
  23072. }
  23073. return shapes;
  23074. }
  23075. function isPointInsidePolygon( inPt, inPolygon ) {
  23076. var polyLen = inPolygon.length;
  23077. // inPt on polygon contour => immediate success or
  23078. // toggling of inside/outside at every single! intersection point of an edge
  23079. // with the horizontal line through inPt, left of inPt
  23080. // not counting lowerY endpoints of edges and whole edges on that line
  23081. var inside = false;
  23082. for ( var p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {
  23083. var edgeLowPt = inPolygon[ p ];
  23084. var edgeHighPt = inPolygon[ q ];
  23085. var edgeDx = edgeHighPt.x - edgeLowPt.x;
  23086. var edgeDy = edgeHighPt.y - edgeLowPt.y;
  23087. if ( Math.abs( edgeDy ) > Number.EPSILON ) {
  23088. // not parallel
  23089. if ( edgeDy < 0 ) {
  23090. edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;
  23091. edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;
  23092. }
  23093. if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) continue;
  23094. if ( inPt.y === edgeLowPt.y ) {
  23095. if ( inPt.x === edgeLowPt.x ) return true; // inPt is on contour ?
  23096. // continue; // no intersection or edgeLowPt => doesn't count !!!
  23097. } else {
  23098. var perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );
  23099. if ( perpEdge === 0 ) return true; // inPt is on contour ?
  23100. if ( perpEdge < 0 ) continue;
  23101. inside = ! inside; // true intersection left of inPt
  23102. }
  23103. } else {
  23104. // parallel or collinear
  23105. if ( inPt.y !== edgeLowPt.y ) continue; // parallel
  23106. // edge lies on the same horizontal line as inPt
  23107. if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
  23108. ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) return true; // inPt: Point on contour !
  23109. // continue;
  23110. }
  23111. }
  23112. return inside;
  23113. }
  23114. var isClockWise = ShapeUtils.isClockWise;
  23115. var subPaths = this.subPaths;
  23116. if ( subPaths.length === 0 ) return [];
  23117. if ( noHoles === true ) return toShapesNoHoles( subPaths );
  23118. var solid, tmpPath, tmpShape, shapes = [];
  23119. if ( subPaths.length === 1 ) {
  23120. tmpPath = subPaths[ 0 ];
  23121. tmpShape = new Shape();
  23122. tmpShape.curves = tmpPath.curves;
  23123. shapes.push( tmpShape );
  23124. return shapes;
  23125. }
  23126. var holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );
  23127. holesFirst = isCCW ? ! holesFirst : holesFirst;
  23128. // console.log("Holes first", holesFirst);
  23129. var betterShapeHoles = [];
  23130. var newShapes = [];
  23131. var newShapeHoles = [];
  23132. var mainIdx = 0;
  23133. var tmpPoints;
  23134. newShapes[ mainIdx ] = undefined;
  23135. newShapeHoles[ mainIdx ] = [];
  23136. for ( var i = 0, l = subPaths.length; i < l; i ++ ) {
  23137. tmpPath = subPaths[ i ];
  23138. tmpPoints = tmpPath.getPoints();
  23139. solid = isClockWise( tmpPoints );
  23140. solid = isCCW ? ! solid : solid;
  23141. if ( solid ) {
  23142. if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ) mainIdx ++;
  23143. newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints };
  23144. newShapes[ mainIdx ].s.curves = tmpPath.curves;
  23145. if ( holesFirst ) mainIdx ++;
  23146. newShapeHoles[ mainIdx ] = [];
  23147. //console.log('cw', i);
  23148. } else {
  23149. newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );
  23150. //console.log('ccw', i);
  23151. }
  23152. }
  23153. // only Holes? -> probably all Shapes with wrong orientation
  23154. if ( ! newShapes[ 0 ] ) return toShapesNoHoles( subPaths );
  23155. if ( newShapes.length > 1 ) {
  23156. var ambiguous = false;
  23157. var toChange = [];
  23158. for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  23159. betterShapeHoles[ sIdx ] = [];
  23160. }
  23161. for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  23162. var sho = newShapeHoles[ sIdx ];
  23163. for ( var hIdx = 0; hIdx < sho.length; hIdx ++ ) {
  23164. var ho = sho[ hIdx ];
  23165. var hole_unassigned = true;
  23166. for ( var s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {
  23167. if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {
  23168. if ( sIdx !== s2Idx ) toChange.push( { froms: sIdx, tos: s2Idx, hole: hIdx } );
  23169. if ( hole_unassigned ) {
  23170. hole_unassigned = false;
  23171. betterShapeHoles[ s2Idx ].push( ho );
  23172. } else {
  23173. ambiguous = true;
  23174. }
  23175. }
  23176. }
  23177. if ( hole_unassigned ) {
  23178. betterShapeHoles[ sIdx ].push( ho );
  23179. }
  23180. }
  23181. }
  23182. // console.log("ambiguous: ", ambiguous);
  23183. if ( toChange.length > 0 ) {
  23184. // console.log("to change: ", toChange);
  23185. if ( ! ambiguous ) newShapeHoles = betterShapeHoles;
  23186. }
  23187. }
  23188. var tmpHoles;
  23189. for ( var i = 0, il = newShapes.length; i < il; i ++ ) {
  23190. tmpShape = newShapes[ i ].s;
  23191. shapes.push( tmpShape );
  23192. tmpHoles = newShapeHoles[ i ];
  23193. for ( var j = 0, jl = tmpHoles.length; j < jl; j ++ ) {
  23194. tmpShape.holes.push( tmpHoles[ j ].h );
  23195. }
  23196. }
  23197. //console.log("shape", shapes);
  23198. return shapes;
  23199. }
  23200. } );
  23201. /**
  23202. * @author zz85 / http://www.lab4games.net/zz85/blog
  23203. * @author mrdoob / http://mrdoob.com/
  23204. */
  23205. function Font( data ) {
  23206. this.type = 'Font';
  23207. this.data = data;
  23208. }
  23209. Object.assign( Font.prototype, {
  23210. isFont: true,
  23211. generateShapes: function ( text, size ) {
  23212. if ( size === undefined ) size = 100;
  23213. var shapes = [];
  23214. var paths = createPaths( text, size, this.data );
  23215. for ( var p = 0, pl = paths.length; p < pl; p ++ ) {
  23216. Array.prototype.push.apply( shapes, paths[ p ].toShapes() );
  23217. }
  23218. return shapes;
  23219. }
  23220. } );
  23221. function createPaths( text, size, data ) {
  23222. var chars = Array.from ? Array.from( text ) : String( text ).split( '' ); // see #13988
  23223. var scale = size / data.resolution;
  23224. var line_height = ( data.boundingBox.yMax - data.boundingBox.yMin + data.underlineThickness ) * scale;
  23225. var paths = [];
  23226. var offsetX = 0, offsetY = 0;
  23227. for ( var i = 0; i < chars.length; i ++ ) {
  23228. var char = chars[ i ];
  23229. if ( char === '\n' ) {
  23230. offsetX = 0;
  23231. offsetY -= line_height;
  23232. } else {
  23233. var ret = createPath( char, scale, offsetX, offsetY, data );
  23234. offsetX += ret.offsetX;
  23235. paths.push( ret.path );
  23236. }
  23237. }
  23238. return paths;
  23239. }
  23240. function createPath( char, scale, offsetX, offsetY, data ) {
  23241. var glyph = data.glyphs[ char ] || data.glyphs[ '?' ];
  23242. if ( ! glyph ) return;
  23243. var path = new ShapePath();
  23244. var x, y, cpx, cpy, cpx1, cpy1, cpx2, cpy2;
  23245. if ( glyph.o ) {
  23246. var outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) );
  23247. for ( var i = 0, l = outline.length; i < l; ) {
  23248. var action = outline[ i ++ ];
  23249. switch ( action ) {
  23250. case 'm': // moveTo
  23251. x = outline[ i ++ ] * scale + offsetX;
  23252. y = outline[ i ++ ] * scale + offsetY;
  23253. path.moveTo( x, y );
  23254. break;
  23255. case 'l': // lineTo
  23256. x = outline[ i ++ ] * scale + offsetX;
  23257. y = outline[ i ++ ] * scale + offsetY;
  23258. path.lineTo( x, y );
  23259. break;
  23260. case 'q': // quadraticCurveTo
  23261. cpx = outline[ i ++ ] * scale + offsetX;
  23262. cpy = outline[ i ++ ] * scale + offsetY;
  23263. cpx1 = outline[ i ++ ] * scale + offsetX;
  23264. cpy1 = outline[ i ++ ] * scale + offsetY;
  23265. path.quadraticCurveTo( cpx1, cpy1, cpx, cpy );
  23266. break;
  23267. case 'b': // bezierCurveTo
  23268. cpx = outline[ i ++ ] * scale + offsetX;
  23269. cpy = outline[ i ++ ] * scale + offsetY;
  23270. cpx1 = outline[ i ++ ] * scale + offsetX;
  23271. cpy1 = outline[ i ++ ] * scale + offsetY;
  23272. cpx2 = outline[ i ++ ] * scale + offsetX;
  23273. cpy2 = outline[ i ++ ] * scale + offsetY;
  23274. path.bezierCurveTo( cpx1, cpy1, cpx2, cpy2, cpx, cpy );
  23275. break;
  23276. }
  23277. }
  23278. }
  23279. return { offsetX: glyph.ha * scale, path: path };
  23280. }
  23281. /**
  23282. * @author mrdoob / http://mrdoob.com/
  23283. */
  23284. function FontLoader( manager ) {
  23285. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  23286. }
  23287. Object.assign( FontLoader.prototype, {
  23288. load: function ( url, onLoad, onProgress, onError ) {
  23289. var scope = this;
  23290. var loader = new FileLoader( this.manager );
  23291. loader.setPath( this.path );
  23292. loader.load( url, function ( text ) {
  23293. var json;
  23294. try {
  23295. json = JSON.parse( text );
  23296. } catch ( e ) {
  23297. console.warn( 'THREE.FontLoader: typeface.js support is being deprecated. Use typeface.json instead.' );
  23298. json = JSON.parse( text.substring( 65, text.length - 2 ) );
  23299. }
  23300. var font = scope.parse( json );
  23301. if ( onLoad ) onLoad( font );
  23302. }, onProgress, onError );
  23303. },
  23304. parse: function ( json ) {
  23305. return new Font( json );
  23306. },
  23307. setPath: function ( value ) {
  23308. this.path = value;
  23309. return this;
  23310. }
  23311. } );
  23312. /**
  23313. * @author alteredq / http://alteredqualia.com/
  23314. */
  23315. function Loader() {}
  23316. Loader.Handlers = {
  23317. handlers: [],
  23318. add: function ( regex, loader ) {
  23319. this.handlers.push( regex, loader );
  23320. },
  23321. get: function ( file ) {
  23322. var handlers = this.handlers;
  23323. for ( var i = 0, l = handlers.length; i < l; i += 2 ) {
  23324. var regex = handlers[ i ];
  23325. var loader = handlers[ i + 1 ];
  23326. if ( regex.test( file ) ) {
  23327. return loader;
  23328. }
  23329. }
  23330. return null;
  23331. }
  23332. };
  23333. Object.assign( Loader.prototype, {
  23334. crossOrigin: 'anonymous',
  23335. onLoadStart: function () {},
  23336. onLoadProgress: function () {},
  23337. onLoadComplete: function () {},
  23338. initMaterials: function ( materials, texturePath, crossOrigin ) {
  23339. var array = [];
  23340. for ( var i = 0; i < materials.length; ++ i ) {
  23341. array[ i ] = this.createMaterial( materials[ i ], texturePath, crossOrigin );
  23342. }
  23343. return array;
  23344. },
  23345. createMaterial: ( function () {
  23346. var BlendingMode = {
  23347. NoBlending: NoBlending,
  23348. NormalBlending: NormalBlending,
  23349. AdditiveBlending: AdditiveBlending,
  23350. SubtractiveBlending: SubtractiveBlending,
  23351. MultiplyBlending: MultiplyBlending,
  23352. CustomBlending: CustomBlending
  23353. };
  23354. var color = new Color();
  23355. var textureLoader = new TextureLoader();
  23356. var materialLoader = new MaterialLoader();
  23357. return function createMaterial( m, texturePath, crossOrigin ) {
  23358. // convert from old material format
  23359. var textures = {};
  23360. function loadTexture( path, repeat, offset, wrap, anisotropy ) {
  23361. var fullPath = texturePath + path;
  23362. var loader = Loader.Handlers.get( fullPath );
  23363. var texture;
  23364. if ( loader !== null ) {
  23365. texture = loader.load( fullPath );
  23366. } else {
  23367. textureLoader.setCrossOrigin( crossOrigin );
  23368. texture = textureLoader.load( fullPath );
  23369. }
  23370. if ( repeat !== undefined ) {
  23371. texture.repeat.fromArray( repeat );
  23372. if ( repeat[ 0 ] !== 1 ) texture.wrapS = RepeatWrapping;
  23373. if ( repeat[ 1 ] !== 1 ) texture.wrapT = RepeatWrapping;
  23374. }
  23375. if ( offset !== undefined ) {
  23376. texture.offset.fromArray( offset );
  23377. }
  23378. if ( wrap !== undefined ) {
  23379. if ( wrap[ 0 ] === 'repeat' ) texture.wrapS = RepeatWrapping;
  23380. if ( wrap[ 0 ] === 'mirror' ) texture.wrapS = MirroredRepeatWrapping;
  23381. if ( wrap[ 1 ] === 'repeat' ) texture.wrapT = RepeatWrapping;
  23382. if ( wrap[ 1 ] === 'mirror' ) texture.wrapT = MirroredRepeatWrapping;
  23383. }
  23384. if ( anisotropy !== undefined ) {
  23385. texture.anisotropy = anisotropy;
  23386. }
  23387. var uuid = _Math.generateUUID();
  23388. textures[ uuid ] = texture;
  23389. return uuid;
  23390. }
  23391. //
  23392. var json = {
  23393. uuid: _Math.generateUUID(),
  23394. type: 'MeshLambertMaterial'
  23395. };
  23396. for ( var name in m ) {
  23397. var value = m[ name ];
  23398. switch ( name ) {
  23399. case 'DbgColor':
  23400. case 'DbgIndex':
  23401. case 'opticalDensity':
  23402. case 'illumination':
  23403. break;
  23404. case 'DbgName':
  23405. json.name = value;
  23406. break;
  23407. case 'blending':
  23408. json.blending = BlendingMode[ value ];
  23409. break;
  23410. case 'colorAmbient':
  23411. case 'mapAmbient':
  23412. console.warn( 'THREE.Loader.createMaterial:', name, 'is no longer supported.' );
  23413. break;
  23414. case 'colorDiffuse':
  23415. json.color = color.fromArray( value ).getHex();
  23416. break;
  23417. case 'colorSpecular':
  23418. json.specular = color.fromArray( value ).getHex();
  23419. break;
  23420. case 'colorEmissive':
  23421. json.emissive = color.fromArray( value ).getHex();
  23422. break;
  23423. case 'specularCoef':
  23424. json.shininess = value;
  23425. break;
  23426. case 'shading':
  23427. if ( value.toLowerCase() === 'basic' ) json.type = 'MeshBasicMaterial';
  23428. if ( value.toLowerCase() === 'phong' ) json.type = 'MeshPhongMaterial';
  23429. if ( value.toLowerCase() === 'standard' ) json.type = 'MeshStandardMaterial';
  23430. break;
  23431. case 'mapDiffuse':
  23432. json.map = loadTexture( value, m.mapDiffuseRepeat, m.mapDiffuseOffset, m.mapDiffuseWrap, m.mapDiffuseAnisotropy );
  23433. break;
  23434. case 'mapDiffuseRepeat':
  23435. case 'mapDiffuseOffset':
  23436. case 'mapDiffuseWrap':
  23437. case 'mapDiffuseAnisotropy':
  23438. break;
  23439. case 'mapEmissive':
  23440. json.emissiveMap = loadTexture( value, m.mapEmissiveRepeat, m.mapEmissiveOffset, m.mapEmissiveWrap, m.mapEmissiveAnisotropy );
  23441. break;
  23442. case 'mapEmissiveRepeat':
  23443. case 'mapEmissiveOffset':
  23444. case 'mapEmissiveWrap':
  23445. case 'mapEmissiveAnisotropy':
  23446. break;
  23447. case 'mapLight':
  23448. json.lightMap = loadTexture( value, m.mapLightRepeat, m.mapLightOffset, m.mapLightWrap, m.mapLightAnisotropy );
  23449. break;
  23450. case 'mapLightRepeat':
  23451. case 'mapLightOffset':
  23452. case 'mapLightWrap':
  23453. case 'mapLightAnisotropy':
  23454. break;
  23455. case 'mapAO':
  23456. json.aoMap = loadTexture( value, m.mapAORepeat, m.mapAOOffset, m.mapAOWrap, m.mapAOAnisotropy );
  23457. break;
  23458. case 'mapAORepeat':
  23459. case 'mapAOOffset':
  23460. case 'mapAOWrap':
  23461. case 'mapAOAnisotropy':
  23462. break;
  23463. case 'mapBump':
  23464. json.bumpMap = loadTexture( value, m.mapBumpRepeat, m.mapBumpOffset, m.mapBumpWrap, m.mapBumpAnisotropy );
  23465. break;
  23466. case 'mapBumpScale':
  23467. json.bumpScale = value;
  23468. break;
  23469. case 'mapBumpRepeat':
  23470. case 'mapBumpOffset':
  23471. case 'mapBumpWrap':
  23472. case 'mapBumpAnisotropy':
  23473. break;
  23474. case 'mapNormal':
  23475. json.normalMap = loadTexture( value, m.mapNormalRepeat, m.mapNormalOffset, m.mapNormalWrap, m.mapNormalAnisotropy );
  23476. break;
  23477. case 'mapNormalFactor':
  23478. json.normalScale = value;
  23479. break;
  23480. case 'mapNormalRepeat':
  23481. case 'mapNormalOffset':
  23482. case 'mapNormalWrap':
  23483. case 'mapNormalAnisotropy':
  23484. break;
  23485. case 'mapSpecular':
  23486. json.specularMap = loadTexture( value, m.mapSpecularRepeat, m.mapSpecularOffset, m.mapSpecularWrap, m.mapSpecularAnisotropy );
  23487. break;
  23488. case 'mapSpecularRepeat':
  23489. case 'mapSpecularOffset':
  23490. case 'mapSpecularWrap':
  23491. case 'mapSpecularAnisotropy':
  23492. break;
  23493. case 'mapMetalness':
  23494. json.metalnessMap = loadTexture( value, m.mapMetalnessRepeat, m.mapMetalnessOffset, m.mapMetalnessWrap, m.mapMetalnessAnisotropy );
  23495. break;
  23496. case 'mapMetalnessRepeat':
  23497. case 'mapMetalnessOffset':
  23498. case 'mapMetalnessWrap':
  23499. case 'mapMetalnessAnisotropy':
  23500. break;
  23501. case 'mapRoughness':
  23502. json.roughnessMap = loadTexture( value, m.mapRoughnessRepeat, m.mapRoughnessOffset, m.mapRoughnessWrap, m.mapRoughnessAnisotropy );
  23503. break;
  23504. case 'mapRoughnessRepeat':
  23505. case 'mapRoughnessOffset':
  23506. case 'mapRoughnessWrap':
  23507. case 'mapRoughnessAnisotropy':
  23508. break;
  23509. case 'mapAlpha':
  23510. json.alphaMap = loadTexture( value, m.mapAlphaRepeat, m.mapAlphaOffset, m.mapAlphaWrap, m.mapAlphaAnisotropy );
  23511. break;
  23512. case 'mapAlphaRepeat':
  23513. case 'mapAlphaOffset':
  23514. case 'mapAlphaWrap':
  23515. case 'mapAlphaAnisotropy':
  23516. break;
  23517. case 'flipSided':
  23518. json.side = BackSide;
  23519. break;
  23520. case 'doubleSided':
  23521. json.side = DoubleSide;
  23522. break;
  23523. case 'transparency':
  23524. console.warn( 'THREE.Loader.createMaterial: transparency has been renamed to opacity' );
  23525. json.opacity = value;
  23526. break;
  23527. case 'depthTest':
  23528. case 'depthWrite':
  23529. case 'colorWrite':
  23530. case 'opacity':
  23531. case 'reflectivity':
  23532. case 'transparent':
  23533. case 'visible':
  23534. case 'wireframe':
  23535. json[ name ] = value;
  23536. break;
  23537. case 'vertexColors':
  23538. if ( value === true ) json.vertexColors = VertexColors;
  23539. if ( value === 'face' ) json.vertexColors = FaceColors;
  23540. break;
  23541. default:
  23542. console.error( 'THREE.Loader.createMaterial: Unsupported', name, value );
  23543. break;
  23544. }
  23545. }
  23546. if ( json.type === 'MeshBasicMaterial' ) delete json.emissive;
  23547. if ( json.type !== 'MeshPhongMaterial' ) delete json.specular;
  23548. if ( json.opacity < 1 ) json.transparent = true;
  23549. materialLoader.setTextures( textures );
  23550. return materialLoader.parse( json );
  23551. };
  23552. } )()
  23553. } );
  23554. /**
  23555. * @author mrdoob / http://mrdoob.com/
  23556. */
  23557. var context;
  23558. var AudioContext = {
  23559. getContext: function () {
  23560. if ( context === undefined ) {
  23561. context = new ( window.AudioContext || window.webkitAudioContext )();
  23562. }
  23563. return context;
  23564. },
  23565. setContext: function ( value ) {
  23566. context = value;
  23567. }
  23568. };
  23569. /**
  23570. * @author Reece Aaron Lecrivain / http://reecenotes.com/
  23571. */
  23572. function AudioLoader( manager ) {
  23573. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  23574. }
  23575. Object.assign( AudioLoader.prototype, {
  23576. load: function ( url, onLoad, onProgress, onError ) {
  23577. var loader = new FileLoader( this.manager );
  23578. loader.setResponseType( 'arraybuffer' );
  23579. loader.setPath( this.path );
  23580. loader.load( url, function ( buffer ) {
  23581. // Create a copy of the buffer. The `decodeAudioData` method
  23582. // detaches the buffer when complete, preventing reuse.
  23583. var bufferCopy = buffer.slice( 0 );
  23584. var context = AudioContext.getContext();
  23585. context.decodeAudioData( bufferCopy, function ( audioBuffer ) {
  23586. onLoad( audioBuffer );
  23587. } );
  23588. }, onProgress, onError );
  23589. },
  23590. setPath: function ( value ) {
  23591. this.path = value;
  23592. return this;
  23593. }
  23594. } );
  23595. /**
  23596. * @author mrdoob / http://mrdoob.com/
  23597. */
  23598. function StereoCamera() {
  23599. this.type = 'StereoCamera';
  23600. this.aspect = 1;
  23601. this.eyeSep = 0.064;
  23602. this.cameraL = new PerspectiveCamera();
  23603. this.cameraL.layers.enable( 1 );
  23604. this.cameraL.matrixAutoUpdate = false;
  23605. this.cameraR = new PerspectiveCamera();
  23606. this.cameraR.layers.enable( 2 );
  23607. this.cameraR.matrixAutoUpdate = false;
  23608. }
  23609. Object.assign( StereoCamera.prototype, {
  23610. update: ( function () {
  23611. var instance, focus, fov, aspect, near, far, zoom, eyeSep;
  23612. var eyeRight = new Matrix4();
  23613. var eyeLeft = new Matrix4();
  23614. return function update( camera ) {
  23615. var needsUpdate = instance !== this || focus !== camera.focus || fov !== camera.fov ||
  23616. aspect !== camera.aspect * this.aspect || near !== camera.near ||
  23617. far !== camera.far || zoom !== camera.zoom || eyeSep !== this.eyeSep;
  23618. if ( needsUpdate ) {
  23619. instance = this;
  23620. focus = camera.focus;
  23621. fov = camera.fov;
  23622. aspect = camera.aspect * this.aspect;
  23623. near = camera.near;
  23624. far = camera.far;
  23625. zoom = camera.zoom;
  23626. // Off-axis stereoscopic effect based on
  23627. // http://paulbourke.net/stereographics/stereorender/
  23628. var projectionMatrix = camera.projectionMatrix.clone();
  23629. eyeSep = this.eyeSep / 2;
  23630. var eyeSepOnProjection = eyeSep * near / focus;
  23631. var ymax = ( near * Math.tan( _Math.DEG2RAD * fov * 0.5 ) ) / zoom;
  23632. var xmin, xmax;
  23633. // translate xOffset
  23634. eyeLeft.elements[ 12 ] = - eyeSep;
  23635. eyeRight.elements[ 12 ] = eyeSep;
  23636. // for left eye
  23637. xmin = - ymax * aspect + eyeSepOnProjection;
  23638. xmax = ymax * aspect + eyeSepOnProjection;
  23639. projectionMatrix.elements[ 0 ] = 2 * near / ( xmax - xmin );
  23640. projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  23641. this.cameraL.projectionMatrix.copy( projectionMatrix );
  23642. // for right eye
  23643. xmin = - ymax * aspect - eyeSepOnProjection;
  23644. xmax = ymax * aspect - eyeSepOnProjection;
  23645. projectionMatrix.elements[ 0 ] = 2 * near / ( xmax - xmin );
  23646. projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  23647. this.cameraR.projectionMatrix.copy( projectionMatrix );
  23648. }
  23649. this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( eyeLeft );
  23650. this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( eyeRight );
  23651. };
  23652. } )()
  23653. } );
  23654. /**
  23655. * Camera for rendering cube maps
  23656. * - renders scene into axis-aligned cube
  23657. *
  23658. * @author alteredq / http://alteredqualia.com/
  23659. */
  23660. function CubeCamera( near, far, cubeResolution, options ) {
  23661. Object3D.call( this );
  23662. this.type = 'CubeCamera';
  23663. var fov = 90, aspect = 1;
  23664. var cameraPX = new PerspectiveCamera( fov, aspect, near, far );
  23665. cameraPX.up.set( 0, - 1, 0 );
  23666. cameraPX.lookAt( new Vector3( 1, 0, 0 ) );
  23667. this.add( cameraPX );
  23668. var cameraNX = new PerspectiveCamera( fov, aspect, near, far );
  23669. cameraNX.up.set( 0, - 1, 0 );
  23670. cameraNX.lookAt( new Vector3( - 1, 0, 0 ) );
  23671. this.add( cameraNX );
  23672. var cameraPY = new PerspectiveCamera( fov, aspect, near, far );
  23673. cameraPY.up.set( 0, 0, 1 );
  23674. cameraPY.lookAt( new Vector3( 0, 1, 0 ) );
  23675. this.add( cameraPY );
  23676. var cameraNY = new PerspectiveCamera( fov, aspect, near, far );
  23677. cameraNY.up.set( 0, 0, - 1 );
  23678. cameraNY.lookAt( new Vector3( 0, - 1, 0 ) );
  23679. this.add( cameraNY );
  23680. var cameraPZ = new PerspectiveCamera( fov, aspect, near, far );
  23681. cameraPZ.up.set( 0, - 1, 0 );
  23682. cameraPZ.lookAt( new Vector3( 0, 0, 1 ) );
  23683. this.add( cameraPZ );
  23684. var cameraNZ = new PerspectiveCamera( fov, aspect, near, far );
  23685. cameraNZ.up.set( 0, - 1, 0 );
  23686. cameraNZ.lookAt( new Vector3( 0, 0, - 1 ) );
  23687. this.add( cameraNZ );
  23688. options = options || { format: RGBFormat, magFilter: LinearFilter, minFilter: LinearFilter };
  23689. this.renderTarget = new WebGLRenderTargetCube( cubeResolution, cubeResolution, options );
  23690. this.renderTarget.texture.name = "CubeCamera";
  23691. this.update = function ( renderer, scene ) {
  23692. if ( this.parent === null ) this.updateMatrixWorld();
  23693. var renderTarget = this.renderTarget;
  23694. var generateMipmaps = renderTarget.texture.generateMipmaps;
  23695. renderTarget.texture.generateMipmaps = false;
  23696. renderTarget.activeCubeFace = 0;
  23697. renderer.render( scene, cameraPX, renderTarget );
  23698. renderTarget.activeCubeFace = 1;
  23699. renderer.render( scene, cameraNX, renderTarget );
  23700. renderTarget.activeCubeFace = 2;
  23701. renderer.render( scene, cameraPY, renderTarget );
  23702. renderTarget.activeCubeFace = 3;
  23703. renderer.render( scene, cameraNY, renderTarget );
  23704. renderTarget.activeCubeFace = 4;
  23705. renderer.render( scene, cameraPZ, renderTarget );
  23706. renderTarget.texture.generateMipmaps = generateMipmaps;
  23707. renderTarget.activeCubeFace = 5;
  23708. renderer.render( scene, cameraNZ, renderTarget );
  23709. renderer.setRenderTarget( null );
  23710. };
  23711. this.clear = function ( renderer, color, depth, stencil ) {
  23712. var renderTarget = this.renderTarget;
  23713. for ( var i = 0; i < 6; i ++ ) {
  23714. renderTarget.activeCubeFace = i;
  23715. renderer.setRenderTarget( renderTarget );
  23716. renderer.clear( color, depth, stencil );
  23717. }
  23718. renderer.setRenderTarget( null );
  23719. };
  23720. }
  23721. CubeCamera.prototype = Object.create( Object3D.prototype );
  23722. CubeCamera.prototype.constructor = CubeCamera;
  23723. /**
  23724. * @author alteredq / http://alteredqualia.com/
  23725. */
  23726. function Clock( autoStart ) {
  23727. this.autoStart = ( autoStart !== undefined ) ? autoStart : true;
  23728. this.startTime = 0;
  23729. this.oldTime = 0;
  23730. this.elapsedTime = 0;
  23731. this.running = false;
  23732. }
  23733. Object.assign( Clock.prototype, {
  23734. start: function () {
  23735. this.startTime = ( typeof performance === 'undefined' ? Date : performance ).now(); // see #10732
  23736. this.oldTime = this.startTime;
  23737. this.elapsedTime = 0;
  23738. this.running = true;
  23739. },
  23740. stop: function () {
  23741. this.getElapsedTime();
  23742. this.running = false;
  23743. this.autoStart = false;
  23744. },
  23745. getElapsedTime: function () {
  23746. this.getDelta();
  23747. return this.elapsedTime;
  23748. },
  23749. getDelta: function () {
  23750. var diff = 0;
  23751. if ( this.autoStart && ! this.running ) {
  23752. this.start();
  23753. return 0;
  23754. }
  23755. if ( this.running ) {
  23756. var newTime = ( typeof performance === 'undefined' ? Date : performance ).now();
  23757. diff = ( newTime - this.oldTime ) / 1000;
  23758. this.oldTime = newTime;
  23759. this.elapsedTime += diff;
  23760. }
  23761. return diff;
  23762. }
  23763. } );
  23764. /**
  23765. * @author mrdoob / http://mrdoob.com/
  23766. */
  23767. function AudioListener() {
  23768. Object3D.call( this );
  23769. this.type = 'AudioListener';
  23770. this.context = AudioContext.getContext();
  23771. this.gain = this.context.createGain();
  23772. this.gain.connect( this.context.destination );
  23773. this.filter = null;
  23774. this.timeDelta = 0;
  23775. }
  23776. AudioListener.prototype = Object.assign( Object.create( Object3D.prototype ), {
  23777. constructor: AudioListener,
  23778. getInput: function () {
  23779. return this.gain;
  23780. },
  23781. removeFilter: function ( ) {
  23782. if ( this.filter !== null ) {
  23783. this.gain.disconnect( this.filter );
  23784. this.filter.disconnect( this.context.destination );
  23785. this.gain.connect( this.context.destination );
  23786. this.filter = null;
  23787. }
  23788. return this;
  23789. },
  23790. getFilter: function () {
  23791. return this.filter;
  23792. },
  23793. setFilter: function ( value ) {
  23794. if ( this.filter !== null ) {
  23795. this.gain.disconnect( this.filter );
  23796. this.filter.disconnect( this.context.destination );
  23797. } else {
  23798. this.gain.disconnect( this.context.destination );
  23799. }
  23800. this.filter = value;
  23801. this.gain.connect( this.filter );
  23802. this.filter.connect( this.context.destination );
  23803. return this;
  23804. },
  23805. getMasterVolume: function () {
  23806. return this.gain.gain.value;
  23807. },
  23808. setMasterVolume: function ( value ) {
  23809. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  23810. return this;
  23811. },
  23812. updateMatrixWorld: ( function () {
  23813. var position = new Vector3();
  23814. var quaternion = new Quaternion();
  23815. var scale = new Vector3();
  23816. var orientation = new Vector3();
  23817. var clock = new Clock();
  23818. return function updateMatrixWorld( force ) {
  23819. Object3D.prototype.updateMatrixWorld.call( this, force );
  23820. var listener = this.context.listener;
  23821. var up = this.up;
  23822. this.timeDelta = clock.getDelta();
  23823. this.matrixWorld.decompose( position, quaternion, scale );
  23824. orientation.set( 0, 0, - 1 ).applyQuaternion( quaternion );
  23825. if ( listener.positionX ) {
  23826. // code path for Chrome (see #14393)
  23827. var endTime = this.context.currentTime + this.timeDelta;
  23828. listener.positionX.linearRampToValueAtTime( position.x, endTime );
  23829. listener.positionY.linearRampToValueAtTime( position.y, endTime );
  23830. listener.positionZ.linearRampToValueAtTime( position.z, endTime );
  23831. listener.forwardX.linearRampToValueAtTime( orientation.x, endTime );
  23832. listener.forwardY.linearRampToValueAtTime( orientation.y, endTime );
  23833. listener.forwardZ.linearRampToValueAtTime( orientation.z, endTime );
  23834. listener.upX.linearRampToValueAtTime( up.x, endTime );
  23835. listener.upY.linearRampToValueAtTime( up.y, endTime );
  23836. listener.upZ.linearRampToValueAtTime( up.z, endTime );
  23837. } else {
  23838. listener.setPosition( position.x, position.y, position.z );
  23839. listener.setOrientation( orientation.x, orientation.y, orientation.z, up.x, up.y, up.z );
  23840. }
  23841. };
  23842. } )()
  23843. } );
  23844. /**
  23845. * @author mrdoob / http://mrdoob.com/
  23846. * @author Reece Aaron Lecrivain / http://reecenotes.com/
  23847. */
  23848. function Audio( listener ) {
  23849. Object3D.call( this );
  23850. this.type = 'Audio';
  23851. this.listener = listener;
  23852. this.context = listener.context;
  23853. this.gain = this.context.createGain();
  23854. this.gain.connect( listener.getInput() );
  23855. this.autoplay = false;
  23856. this.buffer = null;
  23857. this.detune = 0;
  23858. this.loop = false;
  23859. this.startTime = 0;
  23860. this.offset = 0;
  23861. this.playbackRate = 1;
  23862. this.isPlaying = false;
  23863. this.hasPlaybackControl = true;
  23864. this.sourceType = 'empty';
  23865. this.filters = [];
  23866. }
  23867. Audio.prototype = Object.assign( Object.create( Object3D.prototype ), {
  23868. constructor: Audio,
  23869. getOutput: function () {
  23870. return this.gain;
  23871. },
  23872. setNodeSource: function ( audioNode ) {
  23873. this.hasPlaybackControl = false;
  23874. this.sourceType = 'audioNode';
  23875. this.source = audioNode;
  23876. this.connect();
  23877. return this;
  23878. },
  23879. setMediaElementSource: function ( mediaElement ) {
  23880. this.hasPlaybackControl = false;
  23881. this.sourceType = 'mediaNode';
  23882. this.source = this.context.createMediaElementSource( mediaElement );
  23883. this.connect();
  23884. return this;
  23885. },
  23886. setBuffer: function ( audioBuffer ) {
  23887. this.buffer = audioBuffer;
  23888. this.sourceType = 'buffer';
  23889. if ( this.autoplay ) this.play();
  23890. return this;
  23891. },
  23892. play: function () {
  23893. if ( this.isPlaying === true ) {
  23894. console.warn( 'THREE.Audio: Audio is already playing.' );
  23895. return;
  23896. }
  23897. if ( this.hasPlaybackControl === false ) {
  23898. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  23899. return;
  23900. }
  23901. var source = this.context.createBufferSource();
  23902. source.buffer = this.buffer;
  23903. source.detune.value = this.detune;
  23904. source.loop = this.loop;
  23905. source.onended = this.onEnded.bind( this );
  23906. source.playbackRate.setValueAtTime( this.playbackRate, this.startTime );
  23907. this.startTime = this.context.currentTime;
  23908. source.start( this.startTime, this.offset );
  23909. this.isPlaying = true;
  23910. this.source = source;
  23911. return this.connect();
  23912. },
  23913. pause: function () {
  23914. if ( this.hasPlaybackControl === false ) {
  23915. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  23916. return;
  23917. }
  23918. if ( this.isPlaying === true ) {
  23919. this.source.stop();
  23920. this.source.onended = null;
  23921. this.offset += ( this.context.currentTime - this.startTime ) * this.playbackRate;
  23922. this.isPlaying = false;
  23923. }
  23924. return this;
  23925. },
  23926. stop: function () {
  23927. if ( this.hasPlaybackControl === false ) {
  23928. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  23929. return;
  23930. }
  23931. this.source.stop();
  23932. this.source.onended = null;
  23933. this.offset = 0;
  23934. this.isPlaying = false;
  23935. return this;
  23936. },
  23937. connect: function () {
  23938. if ( this.filters.length > 0 ) {
  23939. this.source.connect( this.filters[ 0 ] );
  23940. for ( var i = 1, l = this.filters.length; i < l; i ++ ) {
  23941. this.filters[ i - 1 ].connect( this.filters[ i ] );
  23942. }
  23943. this.filters[ this.filters.length - 1 ].connect( this.getOutput() );
  23944. } else {
  23945. this.source.connect( this.getOutput() );
  23946. }
  23947. return this;
  23948. },
  23949. disconnect: function () {
  23950. if ( this.filters.length > 0 ) {
  23951. this.source.disconnect( this.filters[ 0 ] );
  23952. for ( var i = 1, l = this.filters.length; i < l; i ++ ) {
  23953. this.filters[ i - 1 ].disconnect( this.filters[ i ] );
  23954. }
  23955. this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );
  23956. } else {
  23957. this.source.disconnect( this.getOutput() );
  23958. }
  23959. return this;
  23960. },
  23961. getFilters: function () {
  23962. return this.filters;
  23963. },
  23964. setFilters: function ( value ) {
  23965. if ( ! value ) value = [];
  23966. if ( this.isPlaying === true ) {
  23967. this.disconnect();
  23968. this.filters = value;
  23969. this.connect();
  23970. } else {
  23971. this.filters = value;
  23972. }
  23973. return this;
  23974. },
  23975. setDetune: function ( value ) {
  23976. this.detune = value;
  23977. if ( this.isPlaying === true ) {
  23978. this.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 );
  23979. }
  23980. return this;
  23981. },
  23982. getDetune: function () {
  23983. return this.detune;
  23984. },
  23985. getFilter: function () {
  23986. return this.getFilters()[ 0 ];
  23987. },
  23988. setFilter: function ( filter ) {
  23989. return this.setFilters( filter ? [ filter ] : [] );
  23990. },
  23991. setPlaybackRate: function ( value ) {
  23992. if ( this.hasPlaybackControl === false ) {
  23993. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  23994. return;
  23995. }
  23996. this.playbackRate = value;
  23997. if ( this.isPlaying === true ) {
  23998. this.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 );
  23999. }
  24000. return this;
  24001. },
  24002. getPlaybackRate: function () {
  24003. return this.playbackRate;
  24004. },
  24005. onEnded: function () {
  24006. this.isPlaying = false;
  24007. },
  24008. getLoop: function () {
  24009. if ( this.hasPlaybackControl === false ) {
  24010. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24011. return false;
  24012. }
  24013. return this.loop;
  24014. },
  24015. setLoop: function ( value ) {
  24016. if ( this.hasPlaybackControl === false ) {
  24017. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24018. return;
  24019. }
  24020. this.loop = value;
  24021. if ( this.isPlaying === true ) {
  24022. this.source.loop = this.loop;
  24023. }
  24024. return this;
  24025. },
  24026. getVolume: function () {
  24027. return this.gain.gain.value;
  24028. },
  24029. setVolume: function ( value ) {
  24030. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  24031. return this;
  24032. }
  24033. } );
  24034. /**
  24035. * @author mrdoob / http://mrdoob.com/
  24036. */
  24037. function PositionalAudio( listener ) {
  24038. Audio.call( this, listener );
  24039. this.panner = this.context.createPanner();
  24040. this.panner.connect( this.gain );
  24041. }
  24042. PositionalAudio.prototype = Object.assign( Object.create( Audio.prototype ), {
  24043. constructor: PositionalAudio,
  24044. getOutput: function () {
  24045. return this.panner;
  24046. },
  24047. getRefDistance: function () {
  24048. return this.panner.refDistance;
  24049. },
  24050. setRefDistance: function ( value ) {
  24051. this.panner.refDistance = value;
  24052. return this;
  24053. },
  24054. getRolloffFactor: function () {
  24055. return this.panner.rolloffFactor;
  24056. },
  24057. setRolloffFactor: function ( value ) {
  24058. this.panner.rolloffFactor = value;
  24059. return this;
  24060. },
  24061. getDistanceModel: function () {
  24062. return this.panner.distanceModel;
  24063. },
  24064. setDistanceModel: function ( value ) {
  24065. this.panner.distanceModel = value;
  24066. return this;
  24067. },
  24068. getMaxDistance: function () {
  24069. return this.panner.maxDistance;
  24070. },
  24071. setMaxDistance: function ( value ) {
  24072. this.panner.maxDistance = value;
  24073. return this;
  24074. },
  24075. setDirectionalCone: function ( coneInnerAngle, coneOuterAngle, coneOuterGain ) {
  24076. this.panner.coneInnerAngle = coneInnerAngle;
  24077. this.panner.coneOuterAngle = coneOuterAngle;
  24078. this.panner.coneOuterGain = coneOuterGain;
  24079. return this;
  24080. },
  24081. updateMatrixWorld: ( function () {
  24082. var position = new Vector3();
  24083. var quaternion = new Quaternion();
  24084. var scale = new Vector3();
  24085. var orientation = new Vector3();
  24086. return function updateMatrixWorld( force ) {
  24087. Object3D.prototype.updateMatrixWorld.call( this, force );
  24088. if ( this.isPlaying === false ) return;
  24089. var panner = this.panner;
  24090. this.matrixWorld.decompose( position, quaternion, scale );
  24091. orientation.set( 0, 0, 1 ).applyQuaternion( quaternion );
  24092. if ( panner.positionX ) {
  24093. // code path for Chrome and Firefox (see #14393)
  24094. var endTime = this.context.currentTime + this.listener.timeDelta;
  24095. panner.positionX.linearRampToValueAtTime( position.x, endTime );
  24096. panner.positionY.linearRampToValueAtTime( position.y, endTime );
  24097. panner.positionZ.linearRampToValueAtTime( position.z, endTime );
  24098. panner.orientationX.linearRampToValueAtTime( orientation.x, endTime );
  24099. panner.orientationY.linearRampToValueAtTime( orientation.y, endTime );
  24100. panner.orientationZ.linearRampToValueAtTime( orientation.z, endTime );
  24101. } else {
  24102. panner.setPosition( position.x, position.y, position.z );
  24103. panner.setOrientation( orientation.x, orientation.y, orientation.z );
  24104. }
  24105. };
  24106. } )()
  24107. } );
  24108. /**
  24109. * @author mrdoob / http://mrdoob.com/
  24110. */
  24111. function AudioAnalyser( audio, fftSize ) {
  24112. this.analyser = audio.context.createAnalyser();
  24113. this.analyser.fftSize = fftSize !== undefined ? fftSize : 2048;
  24114. this.data = new Uint8Array( this.analyser.frequencyBinCount );
  24115. audio.getOutput().connect( this.analyser );
  24116. }
  24117. Object.assign( AudioAnalyser.prototype, {
  24118. getFrequencyData: function () {
  24119. this.analyser.getByteFrequencyData( this.data );
  24120. return this.data;
  24121. },
  24122. getAverageFrequency: function () {
  24123. var value = 0, data = this.getFrequencyData();
  24124. for ( var i = 0; i < data.length; i ++ ) {
  24125. value += data[ i ];
  24126. }
  24127. return value / data.length;
  24128. }
  24129. } );
  24130. /**
  24131. *
  24132. * Buffered scene graph property that allows weighted accumulation.
  24133. *
  24134. *
  24135. * @author Ben Houston / http://clara.io/
  24136. * @author David Sarno / http://lighthaus.us/
  24137. * @author tschw
  24138. */
  24139. function PropertyMixer( binding, typeName, valueSize ) {
  24140. this.binding = binding;
  24141. this.valueSize = valueSize;
  24142. var bufferType = Float64Array,
  24143. mixFunction;
  24144. switch ( typeName ) {
  24145. case 'quaternion':
  24146. mixFunction = this._slerp;
  24147. break;
  24148. case 'string':
  24149. case 'bool':
  24150. bufferType = Array;
  24151. mixFunction = this._select;
  24152. break;
  24153. default:
  24154. mixFunction = this._lerp;
  24155. }
  24156. this.buffer = new bufferType( valueSize * 4 );
  24157. // layout: [ incoming | accu0 | accu1 | orig ]
  24158. //
  24159. // interpolators can use .buffer as their .result
  24160. // the data then goes to 'incoming'
  24161. //
  24162. // 'accu0' and 'accu1' are used frame-interleaved for
  24163. // the cumulative result and are compared to detect
  24164. // changes
  24165. //
  24166. // 'orig' stores the original state of the property
  24167. this._mixBufferRegion = mixFunction;
  24168. this.cumulativeWeight = 0;
  24169. this.useCount = 0;
  24170. this.referenceCount = 0;
  24171. }
  24172. Object.assign( PropertyMixer.prototype, {
  24173. // accumulate data in the 'incoming' region into 'accu<i>'
  24174. accumulate: function ( accuIndex, weight ) {
  24175. // note: happily accumulating nothing when weight = 0, the caller knows
  24176. // the weight and shouldn't have made the call in the first place
  24177. var buffer = this.buffer,
  24178. stride = this.valueSize,
  24179. offset = accuIndex * stride + stride,
  24180. currentWeight = this.cumulativeWeight;
  24181. if ( currentWeight === 0 ) {
  24182. // accuN := incoming * weight
  24183. for ( var i = 0; i !== stride; ++ i ) {
  24184. buffer[ offset + i ] = buffer[ i ];
  24185. }
  24186. currentWeight = weight;
  24187. } else {
  24188. // accuN := accuN + incoming * weight
  24189. currentWeight += weight;
  24190. var mix = weight / currentWeight;
  24191. this._mixBufferRegion( buffer, offset, 0, mix, stride );
  24192. }
  24193. this.cumulativeWeight = currentWeight;
  24194. },
  24195. // apply the state of 'accu<i>' to the binding when accus differ
  24196. apply: function ( accuIndex ) {
  24197. var stride = this.valueSize,
  24198. buffer = this.buffer,
  24199. offset = accuIndex * stride + stride,
  24200. weight = this.cumulativeWeight,
  24201. binding = this.binding;
  24202. this.cumulativeWeight = 0;
  24203. if ( weight < 1 ) {
  24204. // accuN := accuN + original * ( 1 - cumulativeWeight )
  24205. var originalValueOffset = stride * 3;
  24206. this._mixBufferRegion(
  24207. buffer, offset, originalValueOffset, 1 - weight, stride );
  24208. }
  24209. for ( var i = stride, e = stride + stride; i !== e; ++ i ) {
  24210. if ( buffer[ i ] !== buffer[ i + stride ] ) {
  24211. // value has changed -> update scene graph
  24212. binding.setValue( buffer, offset );
  24213. break;
  24214. }
  24215. }
  24216. },
  24217. // remember the state of the bound property and copy it to both accus
  24218. saveOriginalState: function () {
  24219. var binding = this.binding;
  24220. var buffer = this.buffer,
  24221. stride = this.valueSize,
  24222. originalValueOffset = stride * 3;
  24223. binding.getValue( buffer, originalValueOffset );
  24224. // accu[0..1] := orig -- initially detect changes against the original
  24225. for ( var i = stride, e = originalValueOffset; i !== e; ++ i ) {
  24226. buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];
  24227. }
  24228. this.cumulativeWeight = 0;
  24229. },
  24230. // apply the state previously taken via 'saveOriginalState' to the binding
  24231. restoreOriginalState: function () {
  24232. var originalValueOffset = this.valueSize * 3;
  24233. this.binding.setValue( this.buffer, originalValueOffset );
  24234. },
  24235. // mix functions
  24236. _select: function ( buffer, dstOffset, srcOffset, t, stride ) {
  24237. if ( t >= 0.5 ) {
  24238. for ( var i = 0; i !== stride; ++ i ) {
  24239. buffer[ dstOffset + i ] = buffer[ srcOffset + i ];
  24240. }
  24241. }
  24242. },
  24243. _slerp: function ( buffer, dstOffset, srcOffset, t ) {
  24244. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t );
  24245. },
  24246. _lerp: function ( buffer, dstOffset, srcOffset, t, stride ) {
  24247. var s = 1 - t;
  24248. for ( var i = 0; i !== stride; ++ i ) {
  24249. var j = dstOffset + i;
  24250. buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;
  24251. }
  24252. }
  24253. } );
  24254. /**
  24255. *
  24256. * A reference to a real property in the scene graph.
  24257. *
  24258. *
  24259. * @author Ben Houston / http://clara.io/
  24260. * @author David Sarno / http://lighthaus.us/
  24261. * @author tschw
  24262. */
  24263. // Characters [].:/ are reserved for track binding syntax.
  24264. var RESERVED_CHARS_RE = '\\[\\]\\.:\\/';
  24265. function Composite( targetGroup, path, optionalParsedPath ) {
  24266. var parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );
  24267. this._targetGroup = targetGroup;
  24268. this._bindings = targetGroup.subscribe_( path, parsedPath );
  24269. }
  24270. Object.assign( Composite.prototype, {
  24271. getValue: function ( array, offset ) {
  24272. this.bind(); // bind all binding
  24273. var firstValidIndex = this._targetGroup.nCachedObjects_,
  24274. binding = this._bindings[ firstValidIndex ];
  24275. // and only call .getValue on the first
  24276. if ( binding !== undefined ) binding.getValue( array, offset );
  24277. },
  24278. setValue: function ( array, offset ) {
  24279. var bindings = this._bindings;
  24280. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  24281. bindings[ i ].setValue( array, offset );
  24282. }
  24283. },
  24284. bind: function () {
  24285. var bindings = this._bindings;
  24286. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  24287. bindings[ i ].bind();
  24288. }
  24289. },
  24290. unbind: function () {
  24291. var bindings = this._bindings;
  24292. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  24293. bindings[ i ].unbind();
  24294. }
  24295. }
  24296. } );
  24297. function PropertyBinding( rootNode, path, parsedPath ) {
  24298. this.path = path;
  24299. this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );
  24300. this.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName ) || rootNode;
  24301. this.rootNode = rootNode;
  24302. }
  24303. Object.assign( PropertyBinding, {
  24304. Composite: Composite,
  24305. create: function ( root, path, parsedPath ) {
  24306. if ( ! ( root && root.isAnimationObjectGroup ) ) {
  24307. return new PropertyBinding( root, path, parsedPath );
  24308. } else {
  24309. return new PropertyBinding.Composite( root, path, parsedPath );
  24310. }
  24311. },
  24312. /**
  24313. * Replaces spaces with underscores and removes unsupported characters from
  24314. * node names, to ensure compatibility with parseTrackName().
  24315. *
  24316. * @param {string} name Node name to be sanitized.
  24317. * @return {string}
  24318. */
  24319. sanitizeNodeName: ( function () {
  24320. var reservedRe = new RegExp( '[' + RESERVED_CHARS_RE + ']', 'g' );
  24321. return function sanitizeNodeName( name ) {
  24322. return name.replace( /\s/g, '_' ).replace( reservedRe, '' );
  24323. };
  24324. }() ),
  24325. parseTrackName: function () {
  24326. // Attempts to allow node names from any language. ES5's `\w` regexp matches
  24327. // only latin characters, and the unicode \p{L} is not yet supported. So
  24328. // instead, we exclude reserved characters and match everything else.
  24329. var wordChar = '[^' + RESERVED_CHARS_RE + ']';
  24330. var wordCharOrDot = '[^' + RESERVED_CHARS_RE.replace( '\\.', '' ) + ']';
  24331. // Parent directories, delimited by '/' or ':'. Currently unused, but must
  24332. // be matched to parse the rest of the track name.
  24333. var directoryRe = /((?:WC+[\/:])*)/.source.replace( 'WC', wordChar );
  24334. // Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.
  24335. var nodeRe = /(WCOD+)?/.source.replace( 'WCOD', wordCharOrDot );
  24336. // Object on target node, and accessor. May not contain reserved
  24337. // characters. Accessor may contain any character except closing bracket.
  24338. var objectRe = /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace( 'WC', wordChar );
  24339. // Property and accessor. May not contain reserved characters. Accessor may
  24340. // contain any non-bracket characters.
  24341. var propertyRe = /\.(WC+)(?:\[(.+)\])?/.source.replace( 'WC', wordChar );
  24342. var trackRe = new RegExp( ''
  24343. + '^'
  24344. + directoryRe
  24345. + nodeRe
  24346. + objectRe
  24347. + propertyRe
  24348. + '$'
  24349. );
  24350. var supportedObjectNames = [ 'material', 'materials', 'bones' ];
  24351. return function parseTrackName( trackName ) {
  24352. var matches = trackRe.exec( trackName );
  24353. if ( ! matches ) {
  24354. throw new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName );
  24355. }
  24356. var results = {
  24357. // directoryName: matches[ 1 ], // (tschw) currently unused
  24358. nodeName: matches[ 2 ],
  24359. objectName: matches[ 3 ],
  24360. objectIndex: matches[ 4 ],
  24361. propertyName: matches[ 5 ], // required
  24362. propertyIndex: matches[ 6 ]
  24363. };
  24364. var lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );
  24365. if ( lastDot !== undefined && lastDot !== - 1 ) {
  24366. var objectName = results.nodeName.substring( lastDot + 1 );
  24367. // Object names must be checked against a whitelist. Otherwise, there
  24368. // is no way to parse 'foo.bar.baz': 'baz' must be a property, but
  24369. // 'bar' could be the objectName, or part of a nodeName (which can
  24370. // include '.' characters).
  24371. if ( supportedObjectNames.indexOf( objectName ) !== - 1 ) {
  24372. results.nodeName = results.nodeName.substring( 0, lastDot );
  24373. results.objectName = objectName;
  24374. }
  24375. }
  24376. if ( results.propertyName === null || results.propertyName.length === 0 ) {
  24377. throw new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName );
  24378. }
  24379. return results;
  24380. };
  24381. }(),
  24382. findNode: function ( root, nodeName ) {
  24383. if ( ! nodeName || nodeName === "" || nodeName === "root" || nodeName === "." || nodeName === - 1 || nodeName === root.name || nodeName === root.uuid ) {
  24384. return root;
  24385. }
  24386. // search into skeleton bones.
  24387. if ( root.skeleton ) {
  24388. var bone = root.skeleton.getBoneByName( nodeName );
  24389. if ( bone !== undefined ) {
  24390. return bone;
  24391. }
  24392. }
  24393. // search into node subtree.
  24394. if ( root.children ) {
  24395. var searchNodeSubtree = function ( children ) {
  24396. for ( var i = 0; i < children.length; i ++ ) {
  24397. var childNode = children[ i ];
  24398. if ( childNode.name === nodeName || childNode.uuid === nodeName ) {
  24399. return childNode;
  24400. }
  24401. var result = searchNodeSubtree( childNode.children );
  24402. if ( result ) return result;
  24403. }
  24404. return null;
  24405. };
  24406. var subTreeNode = searchNodeSubtree( root.children );
  24407. if ( subTreeNode ) {
  24408. return subTreeNode;
  24409. }
  24410. }
  24411. return null;
  24412. }
  24413. } );
  24414. Object.assign( PropertyBinding.prototype, { // prototype, continued
  24415. // these are used to "bind" a nonexistent property
  24416. _getValue_unavailable: function () {},
  24417. _setValue_unavailable: function () {},
  24418. BindingType: {
  24419. Direct: 0,
  24420. EntireArray: 1,
  24421. ArrayElement: 2,
  24422. HasFromToArray: 3
  24423. },
  24424. Versioning: {
  24425. None: 0,
  24426. NeedsUpdate: 1,
  24427. MatrixWorldNeedsUpdate: 2
  24428. },
  24429. GetterByBindingType: [
  24430. function getValue_direct( buffer, offset ) {
  24431. buffer[ offset ] = this.node[ this.propertyName ];
  24432. },
  24433. function getValue_array( buffer, offset ) {
  24434. var source = this.resolvedProperty;
  24435. for ( var i = 0, n = source.length; i !== n; ++ i ) {
  24436. buffer[ offset ++ ] = source[ i ];
  24437. }
  24438. },
  24439. function getValue_arrayElement( buffer, offset ) {
  24440. buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];
  24441. },
  24442. function getValue_toArray( buffer, offset ) {
  24443. this.resolvedProperty.toArray( buffer, offset );
  24444. }
  24445. ],
  24446. SetterByBindingTypeAndVersioning: [
  24447. [
  24448. // Direct
  24449. function setValue_direct( buffer, offset ) {
  24450. this.targetObject[ this.propertyName ] = buffer[ offset ];
  24451. },
  24452. function setValue_direct_setNeedsUpdate( buffer, offset ) {
  24453. this.targetObject[ this.propertyName ] = buffer[ offset ];
  24454. this.targetObject.needsUpdate = true;
  24455. },
  24456. function setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {
  24457. this.targetObject[ this.propertyName ] = buffer[ offset ];
  24458. this.targetObject.matrixWorldNeedsUpdate = true;
  24459. }
  24460. ], [
  24461. // EntireArray
  24462. function setValue_array( buffer, offset ) {
  24463. var dest = this.resolvedProperty;
  24464. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  24465. dest[ i ] = buffer[ offset ++ ];
  24466. }
  24467. },
  24468. function setValue_array_setNeedsUpdate( buffer, offset ) {
  24469. var dest = this.resolvedProperty;
  24470. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  24471. dest[ i ] = buffer[ offset ++ ];
  24472. }
  24473. this.targetObject.needsUpdate = true;
  24474. },
  24475. function setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {
  24476. var dest = this.resolvedProperty;
  24477. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  24478. dest[ i ] = buffer[ offset ++ ];
  24479. }
  24480. this.targetObject.matrixWorldNeedsUpdate = true;
  24481. }
  24482. ], [
  24483. // ArrayElement
  24484. function setValue_arrayElement( buffer, offset ) {
  24485. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  24486. },
  24487. function setValue_arrayElement_setNeedsUpdate( buffer, offset ) {
  24488. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  24489. this.targetObject.needsUpdate = true;
  24490. },
  24491. function setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {
  24492. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  24493. this.targetObject.matrixWorldNeedsUpdate = true;
  24494. }
  24495. ], [
  24496. // HasToFromArray
  24497. function setValue_fromArray( buffer, offset ) {
  24498. this.resolvedProperty.fromArray( buffer, offset );
  24499. },
  24500. function setValue_fromArray_setNeedsUpdate( buffer, offset ) {
  24501. this.resolvedProperty.fromArray( buffer, offset );
  24502. this.targetObject.needsUpdate = true;
  24503. },
  24504. function setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {
  24505. this.resolvedProperty.fromArray( buffer, offset );
  24506. this.targetObject.matrixWorldNeedsUpdate = true;
  24507. }
  24508. ]
  24509. ],
  24510. getValue: function getValue_unbound( targetArray, offset ) {
  24511. this.bind();
  24512. this.getValue( targetArray, offset );
  24513. // Note: This class uses a State pattern on a per-method basis:
  24514. // 'bind' sets 'this.getValue' / 'setValue' and shadows the
  24515. // prototype version of these methods with one that represents
  24516. // the bound state. When the property is not found, the methods
  24517. // become no-ops.
  24518. },
  24519. setValue: function getValue_unbound( sourceArray, offset ) {
  24520. this.bind();
  24521. this.setValue( sourceArray, offset );
  24522. },
  24523. // create getter / setter pair for a property in the scene graph
  24524. bind: function () {
  24525. var targetObject = this.node,
  24526. parsedPath = this.parsedPath,
  24527. objectName = parsedPath.objectName,
  24528. propertyName = parsedPath.propertyName,
  24529. propertyIndex = parsedPath.propertyIndex;
  24530. if ( ! targetObject ) {
  24531. targetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName ) || this.rootNode;
  24532. this.node = targetObject;
  24533. }
  24534. // set fail state so we can just 'return' on error
  24535. this.getValue = this._getValue_unavailable;
  24536. this.setValue = this._setValue_unavailable;
  24537. // ensure there is a value node
  24538. if ( ! targetObject ) {
  24539. console.error( 'THREE.PropertyBinding: Trying to update node for track: ' + this.path + ' but it wasn\'t found.' );
  24540. return;
  24541. }
  24542. if ( objectName ) {
  24543. var objectIndex = parsedPath.objectIndex;
  24544. // special cases were we need to reach deeper into the hierarchy to get the face materials....
  24545. switch ( objectName ) {
  24546. case 'materials':
  24547. if ( ! targetObject.material ) {
  24548. console.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this );
  24549. return;
  24550. }
  24551. if ( ! targetObject.material.materials ) {
  24552. console.error( 'THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this );
  24553. return;
  24554. }
  24555. targetObject = targetObject.material.materials;
  24556. break;
  24557. case 'bones':
  24558. if ( ! targetObject.skeleton ) {
  24559. console.error( 'THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this );
  24560. return;
  24561. }
  24562. // potential future optimization: skip this if propertyIndex is already an integer
  24563. // and convert the integer string to a true integer.
  24564. targetObject = targetObject.skeleton.bones;
  24565. // support resolving morphTarget names into indices.
  24566. for ( var i = 0; i < targetObject.length; i ++ ) {
  24567. if ( targetObject[ i ].name === objectIndex ) {
  24568. objectIndex = i;
  24569. break;
  24570. }
  24571. }
  24572. break;
  24573. default:
  24574. if ( targetObject[ objectName ] === undefined ) {
  24575. console.error( 'THREE.PropertyBinding: Can not bind to objectName of node undefined.', this );
  24576. return;
  24577. }
  24578. targetObject = targetObject[ objectName ];
  24579. }
  24580. if ( objectIndex !== undefined ) {
  24581. if ( targetObject[ objectIndex ] === undefined ) {
  24582. console.error( 'THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject );
  24583. return;
  24584. }
  24585. targetObject = targetObject[ objectIndex ];
  24586. }
  24587. }
  24588. // resolve property
  24589. var nodeProperty = targetObject[ propertyName ];
  24590. if ( nodeProperty === undefined ) {
  24591. var nodeName = parsedPath.nodeName;
  24592. console.error( 'THREE.PropertyBinding: Trying to update property for track: ' + nodeName +
  24593. '.' + propertyName + ' but it wasn\'t found.', targetObject );
  24594. return;
  24595. }
  24596. // determine versioning scheme
  24597. var versioning = this.Versioning.None;
  24598. this.targetObject = targetObject;
  24599. if ( targetObject.needsUpdate !== undefined ) { // material
  24600. versioning = this.Versioning.NeedsUpdate;
  24601. } else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform
  24602. versioning = this.Versioning.MatrixWorldNeedsUpdate;
  24603. }
  24604. // determine how the property gets bound
  24605. var bindingType = this.BindingType.Direct;
  24606. if ( propertyIndex !== undefined ) {
  24607. // access a sub element of the property array (only primitives are supported right now)
  24608. if ( propertyName === "morphTargetInfluences" ) {
  24609. // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.
  24610. // support resolving morphTarget names into indices.
  24611. if ( ! targetObject.geometry ) {
  24612. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );
  24613. return;
  24614. }
  24615. if ( targetObject.geometry.isBufferGeometry ) {
  24616. if ( ! targetObject.geometry.morphAttributes ) {
  24617. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );
  24618. return;
  24619. }
  24620. for ( var i = 0; i < this.node.geometry.morphAttributes.position.length; i ++ ) {
  24621. if ( targetObject.geometry.morphAttributes.position[ i ].name === propertyIndex ) {
  24622. propertyIndex = i;
  24623. break;
  24624. }
  24625. }
  24626. } else {
  24627. if ( ! targetObject.geometry.morphTargets ) {
  24628. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphTargets.', this );
  24629. return;
  24630. }
  24631. for ( var i = 0; i < this.node.geometry.morphTargets.length; i ++ ) {
  24632. if ( targetObject.geometry.morphTargets[ i ].name === propertyIndex ) {
  24633. propertyIndex = i;
  24634. break;
  24635. }
  24636. }
  24637. }
  24638. }
  24639. bindingType = this.BindingType.ArrayElement;
  24640. this.resolvedProperty = nodeProperty;
  24641. this.propertyIndex = propertyIndex;
  24642. } else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {
  24643. // must use copy for Object3D.Euler/Quaternion
  24644. bindingType = this.BindingType.HasFromToArray;
  24645. this.resolvedProperty = nodeProperty;
  24646. } else if ( Array.isArray( nodeProperty ) ) {
  24647. bindingType = this.BindingType.EntireArray;
  24648. this.resolvedProperty = nodeProperty;
  24649. } else {
  24650. this.propertyName = propertyName;
  24651. }
  24652. // select getter / setter
  24653. this.getValue = this.GetterByBindingType[ bindingType ];
  24654. this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];
  24655. },
  24656. unbind: function () {
  24657. this.node = null;
  24658. // back to the prototype version of getValue / setValue
  24659. // note: avoiding to mutate the shape of 'this' via 'delete'
  24660. this.getValue = this._getValue_unbound;
  24661. this.setValue = this._setValue_unbound;
  24662. }
  24663. } );
  24664. //!\ DECLARE ALIAS AFTER assign prototype !
  24665. Object.assign( PropertyBinding.prototype, {
  24666. // initial state of these methods that calls 'bind'
  24667. _getValue_unbound: PropertyBinding.prototype.getValue,
  24668. _setValue_unbound: PropertyBinding.prototype.setValue,
  24669. } );
  24670. /**
  24671. *
  24672. * A group of objects that receives a shared animation state.
  24673. *
  24674. * Usage:
  24675. *
  24676. * - Add objects you would otherwise pass as 'root' to the
  24677. * constructor or the .clipAction method of AnimationMixer.
  24678. *
  24679. * - Instead pass this object as 'root'.
  24680. *
  24681. * - You can also add and remove objects later when the mixer
  24682. * is running.
  24683. *
  24684. * Note:
  24685. *
  24686. * Objects of this class appear as one object to the mixer,
  24687. * so cache control of the individual objects must be done
  24688. * on the group.
  24689. *
  24690. * Limitation:
  24691. *
  24692. * - The animated properties must be compatible among the
  24693. * all objects in the group.
  24694. *
  24695. * - A single property can either be controlled through a
  24696. * target group or directly, but not both.
  24697. *
  24698. * @author tschw
  24699. */
  24700. function AnimationObjectGroup() {
  24701. this.uuid = _Math.generateUUID();
  24702. // cached objects followed by the active ones
  24703. this._objects = Array.prototype.slice.call( arguments );
  24704. this.nCachedObjects_ = 0; // threshold
  24705. // note: read by PropertyBinding.Composite
  24706. var indices = {};
  24707. this._indicesByUUID = indices; // for bookkeeping
  24708. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  24709. indices[ arguments[ i ].uuid ] = i;
  24710. }
  24711. this._paths = []; // inside: string
  24712. this._parsedPaths = []; // inside: { we don't care, here }
  24713. this._bindings = []; // inside: Array< PropertyBinding >
  24714. this._bindingsIndicesByPath = {}; // inside: indices in these arrays
  24715. var scope = this;
  24716. this.stats = {
  24717. objects: {
  24718. get total() {
  24719. return scope._objects.length;
  24720. },
  24721. get inUse() {
  24722. return this.total - scope.nCachedObjects_;
  24723. }
  24724. },
  24725. get bindingsPerObject() {
  24726. return scope._bindings.length;
  24727. }
  24728. };
  24729. }
  24730. Object.assign( AnimationObjectGroup.prototype, {
  24731. isAnimationObjectGroup: true,
  24732. add: function () {
  24733. var objects = this._objects,
  24734. nObjects = objects.length,
  24735. nCachedObjects = this.nCachedObjects_,
  24736. indicesByUUID = this._indicesByUUID,
  24737. paths = this._paths,
  24738. parsedPaths = this._parsedPaths,
  24739. bindings = this._bindings,
  24740. nBindings = bindings.length,
  24741. knownObject = undefined;
  24742. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  24743. var object = arguments[ i ],
  24744. uuid = object.uuid,
  24745. index = indicesByUUID[ uuid ];
  24746. if ( index === undefined ) {
  24747. // unknown object -> add it to the ACTIVE region
  24748. index = nObjects ++;
  24749. indicesByUUID[ uuid ] = index;
  24750. objects.push( object );
  24751. // accounting is done, now do the same for all bindings
  24752. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  24753. bindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) );
  24754. }
  24755. } else if ( index < nCachedObjects ) {
  24756. knownObject = objects[ index ];
  24757. // move existing object to the ACTIVE region
  24758. var firstActiveIndex = -- nCachedObjects,
  24759. lastCachedObject = objects[ firstActiveIndex ];
  24760. indicesByUUID[ lastCachedObject.uuid ] = index;
  24761. objects[ index ] = lastCachedObject;
  24762. indicesByUUID[ uuid ] = firstActiveIndex;
  24763. objects[ firstActiveIndex ] = object;
  24764. // accounting is done, now do the same for all bindings
  24765. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  24766. var bindingsForPath = bindings[ j ],
  24767. lastCached = bindingsForPath[ firstActiveIndex ],
  24768. binding = bindingsForPath[ index ];
  24769. bindingsForPath[ index ] = lastCached;
  24770. if ( binding === undefined ) {
  24771. // since we do not bother to create new bindings
  24772. // for objects that are cached, the binding may
  24773. // or may not exist
  24774. binding = new PropertyBinding( object, paths[ j ], parsedPaths[ j ] );
  24775. }
  24776. bindingsForPath[ firstActiveIndex ] = binding;
  24777. }
  24778. } else if ( objects[ index ] !== knownObject ) {
  24779. console.error( 'THREE.AnimationObjectGroup: Different objects with the same UUID ' +
  24780. 'detected. Clean the caches or recreate your infrastructure when reloading scenes.' );
  24781. } // else the object is already where we want it to be
  24782. } // for arguments
  24783. this.nCachedObjects_ = nCachedObjects;
  24784. },
  24785. remove: function () {
  24786. var objects = this._objects,
  24787. nCachedObjects = this.nCachedObjects_,
  24788. indicesByUUID = this._indicesByUUID,
  24789. bindings = this._bindings,
  24790. nBindings = bindings.length;
  24791. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  24792. var object = arguments[ i ],
  24793. uuid = object.uuid,
  24794. index = indicesByUUID[ uuid ];
  24795. if ( index !== undefined && index >= nCachedObjects ) {
  24796. // move existing object into the CACHED region
  24797. var lastCachedIndex = nCachedObjects ++,
  24798. firstActiveObject = objects[ lastCachedIndex ];
  24799. indicesByUUID[ firstActiveObject.uuid ] = index;
  24800. objects[ index ] = firstActiveObject;
  24801. indicesByUUID[ uuid ] = lastCachedIndex;
  24802. objects[ lastCachedIndex ] = object;
  24803. // accounting is done, now do the same for all bindings
  24804. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  24805. var bindingsForPath = bindings[ j ],
  24806. firstActive = bindingsForPath[ lastCachedIndex ],
  24807. binding = bindingsForPath[ index ];
  24808. bindingsForPath[ index ] = firstActive;
  24809. bindingsForPath[ lastCachedIndex ] = binding;
  24810. }
  24811. }
  24812. } // for arguments
  24813. this.nCachedObjects_ = nCachedObjects;
  24814. },
  24815. // remove & forget
  24816. uncache: function () {
  24817. var objects = this._objects,
  24818. nObjects = objects.length,
  24819. nCachedObjects = this.nCachedObjects_,
  24820. indicesByUUID = this._indicesByUUID,
  24821. bindings = this._bindings,
  24822. nBindings = bindings.length;
  24823. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  24824. var object = arguments[ i ],
  24825. uuid = object.uuid,
  24826. index = indicesByUUID[ uuid ];
  24827. if ( index !== undefined ) {
  24828. delete indicesByUUID[ uuid ];
  24829. if ( index < nCachedObjects ) {
  24830. // object is cached, shrink the CACHED region
  24831. var firstActiveIndex = -- nCachedObjects,
  24832. lastCachedObject = objects[ firstActiveIndex ],
  24833. lastIndex = -- nObjects,
  24834. lastObject = objects[ lastIndex ];
  24835. // last cached object takes this object's place
  24836. indicesByUUID[ lastCachedObject.uuid ] = index;
  24837. objects[ index ] = lastCachedObject;
  24838. // last object goes to the activated slot and pop
  24839. indicesByUUID[ lastObject.uuid ] = firstActiveIndex;
  24840. objects[ firstActiveIndex ] = lastObject;
  24841. objects.pop();
  24842. // accounting is done, now do the same for all bindings
  24843. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  24844. var bindingsForPath = bindings[ j ],
  24845. lastCached = bindingsForPath[ firstActiveIndex ],
  24846. last = bindingsForPath[ lastIndex ];
  24847. bindingsForPath[ index ] = lastCached;
  24848. bindingsForPath[ firstActiveIndex ] = last;
  24849. bindingsForPath.pop();
  24850. }
  24851. } else {
  24852. // object is active, just swap with the last and pop
  24853. var lastIndex = -- nObjects,
  24854. lastObject = objects[ lastIndex ];
  24855. indicesByUUID[ lastObject.uuid ] = index;
  24856. objects[ index ] = lastObject;
  24857. objects.pop();
  24858. // accounting is done, now do the same for all bindings
  24859. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  24860. var bindingsForPath = bindings[ j ];
  24861. bindingsForPath[ index ] = bindingsForPath[ lastIndex ];
  24862. bindingsForPath.pop();
  24863. }
  24864. } // cached or active
  24865. } // if object is known
  24866. } // for arguments
  24867. this.nCachedObjects_ = nCachedObjects;
  24868. },
  24869. // Internal interface used by befriended PropertyBinding.Composite:
  24870. subscribe_: function ( path, parsedPath ) {
  24871. // returns an array of bindings for the given path that is changed
  24872. // according to the contained objects in the group
  24873. var indicesByPath = this._bindingsIndicesByPath,
  24874. index = indicesByPath[ path ],
  24875. bindings = this._bindings;
  24876. if ( index !== undefined ) return bindings[ index ];
  24877. var paths = this._paths,
  24878. parsedPaths = this._parsedPaths,
  24879. objects = this._objects,
  24880. nObjects = objects.length,
  24881. nCachedObjects = this.nCachedObjects_,
  24882. bindingsForPath = new Array( nObjects );
  24883. index = bindings.length;
  24884. indicesByPath[ path ] = index;
  24885. paths.push( path );
  24886. parsedPaths.push( parsedPath );
  24887. bindings.push( bindingsForPath );
  24888. for ( var i = nCachedObjects, n = objects.length; i !== n; ++ i ) {
  24889. var object = objects[ i ];
  24890. bindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath );
  24891. }
  24892. return bindingsForPath;
  24893. },
  24894. unsubscribe_: function ( path ) {
  24895. // tells the group to forget about a property path and no longer
  24896. // update the array previously obtained with 'subscribe_'
  24897. var indicesByPath = this._bindingsIndicesByPath,
  24898. index = indicesByPath[ path ];
  24899. if ( index !== undefined ) {
  24900. var paths = this._paths,
  24901. parsedPaths = this._parsedPaths,
  24902. bindings = this._bindings,
  24903. lastBindingsIndex = bindings.length - 1,
  24904. lastBindings = bindings[ lastBindingsIndex ],
  24905. lastBindingsPath = path[ lastBindingsIndex ];
  24906. indicesByPath[ lastBindingsPath ] = index;
  24907. bindings[ index ] = lastBindings;
  24908. bindings.pop();
  24909. parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];
  24910. parsedPaths.pop();
  24911. paths[ index ] = paths[ lastBindingsIndex ];
  24912. paths.pop();
  24913. }
  24914. }
  24915. } );
  24916. /**
  24917. *
  24918. * Action provided by AnimationMixer for scheduling clip playback on specific
  24919. * objects.
  24920. *
  24921. * @author Ben Houston / http://clara.io/
  24922. * @author David Sarno / http://lighthaus.us/
  24923. * @author tschw
  24924. *
  24925. */
  24926. function AnimationAction( mixer, clip, localRoot ) {
  24927. this._mixer = mixer;
  24928. this._clip = clip;
  24929. this._localRoot = localRoot || null;
  24930. var tracks = clip.tracks,
  24931. nTracks = tracks.length,
  24932. interpolants = new Array( nTracks );
  24933. var interpolantSettings = {
  24934. endingStart: ZeroCurvatureEnding,
  24935. endingEnd: ZeroCurvatureEnding
  24936. };
  24937. for ( var i = 0; i !== nTracks; ++ i ) {
  24938. var interpolant = tracks[ i ].createInterpolant( null );
  24939. interpolants[ i ] = interpolant;
  24940. interpolant.settings = interpolantSettings;
  24941. }
  24942. this._interpolantSettings = interpolantSettings;
  24943. this._interpolants = interpolants; // bound by the mixer
  24944. // inside: PropertyMixer (managed by the mixer)
  24945. this._propertyBindings = new Array( nTracks );
  24946. this._cacheIndex = null; // for the memory manager
  24947. this._byClipCacheIndex = null; // for the memory manager
  24948. this._timeScaleInterpolant = null;
  24949. this._weightInterpolant = null;
  24950. this.loop = LoopRepeat;
  24951. this._loopCount = - 1;
  24952. // global mixer time when the action is to be started
  24953. // it's set back to 'null' upon start of the action
  24954. this._startTime = null;
  24955. // scaled local time of the action
  24956. // gets clamped or wrapped to 0..clip.duration according to loop
  24957. this.time = 0;
  24958. this.timeScale = 1;
  24959. this._effectiveTimeScale = 1;
  24960. this.weight = 1;
  24961. this._effectiveWeight = 1;
  24962. this.repetitions = Infinity; // no. of repetitions when looping
  24963. this.paused = false; // true -> zero effective time scale
  24964. this.enabled = true; // false -> zero effective weight
  24965. this.clampWhenFinished = false;// keep feeding the last frame?
  24966. this.zeroSlopeAtStart = true;// for smooth interpolation w/o separate
  24967. this.zeroSlopeAtEnd = true;// clips for start, loop and end
  24968. }
  24969. Object.assign( AnimationAction.prototype, {
  24970. // State & Scheduling
  24971. play: function () {
  24972. this._mixer._activateAction( this );
  24973. return this;
  24974. },
  24975. stop: function () {
  24976. this._mixer._deactivateAction( this );
  24977. return this.reset();
  24978. },
  24979. reset: function () {
  24980. this.paused = false;
  24981. this.enabled = true;
  24982. this.time = 0; // restart clip
  24983. this._loopCount = - 1;// forget previous loops
  24984. this._startTime = null;// forget scheduling
  24985. return this.stopFading().stopWarping();
  24986. },
  24987. isRunning: function () {
  24988. return this.enabled && ! this.paused && this.timeScale !== 0 &&
  24989. this._startTime === null && this._mixer._isActiveAction( this );
  24990. },
  24991. // return true when play has been called
  24992. isScheduled: function () {
  24993. return this._mixer._isActiveAction( this );
  24994. },
  24995. startAt: function ( time ) {
  24996. this._startTime = time;
  24997. return this;
  24998. },
  24999. setLoop: function ( mode, repetitions ) {
  25000. this.loop = mode;
  25001. this.repetitions = repetitions;
  25002. return this;
  25003. },
  25004. // Weight
  25005. // set the weight stopping any scheduled fading
  25006. // although .enabled = false yields an effective weight of zero, this
  25007. // method does *not* change .enabled, because it would be confusing
  25008. setEffectiveWeight: function ( weight ) {
  25009. this.weight = weight;
  25010. // note: same logic as when updated at runtime
  25011. this._effectiveWeight = this.enabled ? weight : 0;
  25012. return this.stopFading();
  25013. },
  25014. // return the weight considering fading and .enabled
  25015. getEffectiveWeight: function () {
  25016. return this._effectiveWeight;
  25017. },
  25018. fadeIn: function ( duration ) {
  25019. return this._scheduleFading( duration, 0, 1 );
  25020. },
  25021. fadeOut: function ( duration ) {
  25022. return this._scheduleFading( duration, 1, 0 );
  25023. },
  25024. crossFadeFrom: function ( fadeOutAction, duration, warp ) {
  25025. fadeOutAction.fadeOut( duration );
  25026. this.fadeIn( duration );
  25027. if ( warp ) {
  25028. var fadeInDuration = this._clip.duration,
  25029. fadeOutDuration = fadeOutAction._clip.duration,
  25030. startEndRatio = fadeOutDuration / fadeInDuration,
  25031. endStartRatio = fadeInDuration / fadeOutDuration;
  25032. fadeOutAction.warp( 1.0, startEndRatio, duration );
  25033. this.warp( endStartRatio, 1.0, duration );
  25034. }
  25035. return this;
  25036. },
  25037. crossFadeTo: function ( fadeInAction, duration, warp ) {
  25038. return fadeInAction.crossFadeFrom( this, duration, warp );
  25039. },
  25040. stopFading: function () {
  25041. var weightInterpolant = this._weightInterpolant;
  25042. if ( weightInterpolant !== null ) {
  25043. this._weightInterpolant = null;
  25044. this._mixer._takeBackControlInterpolant( weightInterpolant );
  25045. }
  25046. return this;
  25047. },
  25048. // Time Scale Control
  25049. // set the time scale stopping any scheduled warping
  25050. // although .paused = true yields an effective time scale of zero, this
  25051. // method does *not* change .paused, because it would be confusing
  25052. setEffectiveTimeScale: function ( timeScale ) {
  25053. this.timeScale = timeScale;
  25054. this._effectiveTimeScale = this.paused ? 0 : timeScale;
  25055. return this.stopWarping();
  25056. },
  25057. // return the time scale considering warping and .paused
  25058. getEffectiveTimeScale: function () {
  25059. return this._effectiveTimeScale;
  25060. },
  25061. setDuration: function ( duration ) {
  25062. this.timeScale = this._clip.duration / duration;
  25063. return this.stopWarping();
  25064. },
  25065. syncWith: function ( action ) {
  25066. this.time = action.time;
  25067. this.timeScale = action.timeScale;
  25068. return this.stopWarping();
  25069. },
  25070. halt: function ( duration ) {
  25071. return this.warp( this._effectiveTimeScale, 0, duration );
  25072. },
  25073. warp: function ( startTimeScale, endTimeScale, duration ) {
  25074. var mixer = this._mixer, now = mixer.time,
  25075. interpolant = this._timeScaleInterpolant,
  25076. timeScale = this.timeScale;
  25077. if ( interpolant === null ) {
  25078. interpolant = mixer._lendControlInterpolant();
  25079. this._timeScaleInterpolant = interpolant;
  25080. }
  25081. var times = interpolant.parameterPositions,
  25082. values = interpolant.sampleValues;
  25083. times[ 0 ] = now;
  25084. times[ 1 ] = now + duration;
  25085. values[ 0 ] = startTimeScale / timeScale;
  25086. values[ 1 ] = endTimeScale / timeScale;
  25087. return this;
  25088. },
  25089. stopWarping: function () {
  25090. var timeScaleInterpolant = this._timeScaleInterpolant;
  25091. if ( timeScaleInterpolant !== null ) {
  25092. this._timeScaleInterpolant = null;
  25093. this._mixer._takeBackControlInterpolant( timeScaleInterpolant );
  25094. }
  25095. return this;
  25096. },
  25097. // Object Accessors
  25098. getMixer: function () {
  25099. return this._mixer;
  25100. },
  25101. getClip: function () {
  25102. return this._clip;
  25103. },
  25104. getRoot: function () {
  25105. return this._localRoot || this._mixer._root;
  25106. },
  25107. // Interna
  25108. _update: function ( time, deltaTime, timeDirection, accuIndex ) {
  25109. // called by the mixer
  25110. if ( ! this.enabled ) {
  25111. // call ._updateWeight() to update ._effectiveWeight
  25112. this._updateWeight( time );
  25113. return;
  25114. }
  25115. var startTime = this._startTime;
  25116. if ( startTime !== null ) {
  25117. // check for scheduled start of action
  25118. var timeRunning = ( time - startTime ) * timeDirection;
  25119. if ( timeRunning < 0 || timeDirection === 0 ) {
  25120. return; // yet to come / don't decide when delta = 0
  25121. }
  25122. // start
  25123. this._startTime = null; // unschedule
  25124. deltaTime = timeDirection * timeRunning;
  25125. }
  25126. // apply time scale and advance time
  25127. deltaTime *= this._updateTimeScale( time );
  25128. var clipTime = this._updateTime( deltaTime );
  25129. // note: _updateTime may disable the action resulting in
  25130. // an effective weight of 0
  25131. var weight = this._updateWeight( time );
  25132. if ( weight > 0 ) {
  25133. var interpolants = this._interpolants;
  25134. var propertyMixers = this._propertyBindings;
  25135. for ( var j = 0, m = interpolants.length; j !== m; ++ j ) {
  25136. interpolants[ j ].evaluate( clipTime );
  25137. propertyMixers[ j ].accumulate( accuIndex, weight );
  25138. }
  25139. }
  25140. },
  25141. _updateWeight: function ( time ) {
  25142. var weight = 0;
  25143. if ( this.enabled ) {
  25144. weight = this.weight;
  25145. var interpolant = this._weightInterpolant;
  25146. if ( interpolant !== null ) {
  25147. var interpolantValue = interpolant.evaluate( time )[ 0 ];
  25148. weight *= interpolantValue;
  25149. if ( time > interpolant.parameterPositions[ 1 ] ) {
  25150. this.stopFading();
  25151. if ( interpolantValue === 0 ) {
  25152. // faded out, disable
  25153. this.enabled = false;
  25154. }
  25155. }
  25156. }
  25157. }
  25158. this._effectiveWeight = weight;
  25159. return weight;
  25160. },
  25161. _updateTimeScale: function ( time ) {
  25162. var timeScale = 0;
  25163. if ( ! this.paused ) {
  25164. timeScale = this.timeScale;
  25165. var interpolant = this._timeScaleInterpolant;
  25166. if ( interpolant !== null ) {
  25167. var interpolantValue = interpolant.evaluate( time )[ 0 ];
  25168. timeScale *= interpolantValue;
  25169. if ( time > interpolant.parameterPositions[ 1 ] ) {
  25170. this.stopWarping();
  25171. if ( timeScale === 0 ) {
  25172. // motion has halted, pause
  25173. this.paused = true;
  25174. } else {
  25175. // warp done - apply final time scale
  25176. this.timeScale = timeScale;
  25177. }
  25178. }
  25179. }
  25180. }
  25181. this._effectiveTimeScale = timeScale;
  25182. return timeScale;
  25183. },
  25184. _updateTime: function ( deltaTime ) {
  25185. var time = this.time + deltaTime;
  25186. var duration = this._clip.duration;
  25187. var loop = this.loop;
  25188. var loopCount = this._loopCount;
  25189. var pingPong = ( loop === LoopPingPong );
  25190. if ( deltaTime === 0 ) {
  25191. if ( loopCount === - 1 ) return time;
  25192. return ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time;
  25193. }
  25194. if ( loop === LoopOnce ) {
  25195. if ( loopCount === - 1 ) {
  25196. // just started
  25197. this._loopCount = 0;
  25198. this._setEndings( true, true, false );
  25199. }
  25200. handle_stop: {
  25201. if ( time >= duration ) {
  25202. time = duration;
  25203. } else if ( time < 0 ) {
  25204. time = 0;
  25205. } else break handle_stop;
  25206. if ( this.clampWhenFinished ) this.paused = true;
  25207. else this.enabled = false;
  25208. this._mixer.dispatchEvent( {
  25209. type: 'finished', action: this,
  25210. direction: deltaTime < 0 ? - 1 : 1
  25211. } );
  25212. }
  25213. } else { // repetitive Repeat or PingPong
  25214. if ( loopCount === - 1 ) {
  25215. // just started
  25216. if ( deltaTime >= 0 ) {
  25217. loopCount = 0;
  25218. this._setEndings( true, this.repetitions === 0, pingPong );
  25219. } else {
  25220. // when looping in reverse direction, the initial
  25221. // transition through zero counts as a repetition,
  25222. // so leave loopCount at -1
  25223. this._setEndings( this.repetitions === 0, true, pingPong );
  25224. }
  25225. }
  25226. if ( time >= duration || time < 0 ) {
  25227. // wrap around
  25228. var loopDelta = Math.floor( time / duration ); // signed
  25229. time -= duration * loopDelta;
  25230. loopCount += Math.abs( loopDelta );
  25231. var pending = this.repetitions - loopCount;
  25232. if ( pending <= 0 ) {
  25233. // have to stop (switch state, clamp time, fire event)
  25234. if ( this.clampWhenFinished ) this.paused = true;
  25235. else this.enabled = false;
  25236. time = deltaTime > 0 ? duration : 0;
  25237. this._mixer.dispatchEvent( {
  25238. type: 'finished', action: this,
  25239. direction: deltaTime > 0 ? 1 : - 1
  25240. } );
  25241. } else {
  25242. // keep running
  25243. if ( pending === 1 ) {
  25244. // entering the last round
  25245. var atStart = deltaTime < 0;
  25246. this._setEndings( atStart, ! atStart, pingPong );
  25247. } else {
  25248. this._setEndings( false, false, pingPong );
  25249. }
  25250. this._loopCount = loopCount;
  25251. this._mixer.dispatchEvent( {
  25252. type: 'loop', action: this, loopDelta: loopDelta
  25253. } );
  25254. }
  25255. }
  25256. if ( pingPong && ( loopCount & 1 ) === 1 ) {
  25257. // invert time for the "pong round"
  25258. this.time = time;
  25259. return duration - time;
  25260. }
  25261. }
  25262. this.time = time;
  25263. return time;
  25264. },
  25265. _setEndings: function ( atStart, atEnd, pingPong ) {
  25266. var settings = this._interpolantSettings;
  25267. if ( pingPong ) {
  25268. settings.endingStart = ZeroSlopeEnding;
  25269. settings.endingEnd = ZeroSlopeEnding;
  25270. } else {
  25271. // assuming for LoopOnce atStart == atEnd == true
  25272. if ( atStart ) {
  25273. settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;
  25274. } else {
  25275. settings.endingStart = WrapAroundEnding;
  25276. }
  25277. if ( atEnd ) {
  25278. settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;
  25279. } else {
  25280. settings.endingEnd = WrapAroundEnding;
  25281. }
  25282. }
  25283. },
  25284. _scheduleFading: function ( duration, weightNow, weightThen ) {
  25285. var mixer = this._mixer, now = mixer.time,
  25286. interpolant = this._weightInterpolant;
  25287. if ( interpolant === null ) {
  25288. interpolant = mixer._lendControlInterpolant();
  25289. this._weightInterpolant = interpolant;
  25290. }
  25291. var times = interpolant.parameterPositions,
  25292. values = interpolant.sampleValues;
  25293. times[ 0 ] = now;
  25294. values[ 0 ] = weightNow;
  25295. times[ 1 ] = now + duration;
  25296. values[ 1 ] = weightThen;
  25297. return this;
  25298. }
  25299. } );
  25300. /**
  25301. *
  25302. * Player for AnimationClips.
  25303. *
  25304. *
  25305. * @author Ben Houston / http://clara.io/
  25306. * @author David Sarno / http://lighthaus.us/
  25307. * @author tschw
  25308. */
  25309. function AnimationMixer( root ) {
  25310. this._root = root;
  25311. this._initMemoryManager();
  25312. this._accuIndex = 0;
  25313. this.time = 0;
  25314. this.timeScale = 1.0;
  25315. }
  25316. AnimationMixer.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  25317. constructor: AnimationMixer,
  25318. _bindAction: function ( action, prototypeAction ) {
  25319. var root = action._localRoot || this._root,
  25320. tracks = action._clip.tracks,
  25321. nTracks = tracks.length,
  25322. bindings = action._propertyBindings,
  25323. interpolants = action._interpolants,
  25324. rootUuid = root.uuid,
  25325. bindingsByRoot = this._bindingsByRootAndName,
  25326. bindingsByName = bindingsByRoot[ rootUuid ];
  25327. if ( bindingsByName === undefined ) {
  25328. bindingsByName = {};
  25329. bindingsByRoot[ rootUuid ] = bindingsByName;
  25330. }
  25331. for ( var i = 0; i !== nTracks; ++ i ) {
  25332. var track = tracks[ i ],
  25333. trackName = track.name,
  25334. binding = bindingsByName[ trackName ];
  25335. if ( binding !== undefined ) {
  25336. bindings[ i ] = binding;
  25337. } else {
  25338. binding = bindings[ i ];
  25339. if ( binding !== undefined ) {
  25340. // existing binding, make sure the cache knows
  25341. if ( binding._cacheIndex === null ) {
  25342. ++ binding.referenceCount;
  25343. this._addInactiveBinding( binding, rootUuid, trackName );
  25344. }
  25345. continue;
  25346. }
  25347. var path = prototypeAction && prototypeAction.
  25348. _propertyBindings[ i ].binding.parsedPath;
  25349. binding = new PropertyMixer(
  25350. PropertyBinding.create( root, trackName, path ),
  25351. track.ValueTypeName, track.getValueSize() );
  25352. ++ binding.referenceCount;
  25353. this._addInactiveBinding( binding, rootUuid, trackName );
  25354. bindings[ i ] = binding;
  25355. }
  25356. interpolants[ i ].resultBuffer = binding.buffer;
  25357. }
  25358. },
  25359. _activateAction: function ( action ) {
  25360. if ( ! this._isActiveAction( action ) ) {
  25361. if ( action._cacheIndex === null ) {
  25362. // this action has been forgotten by the cache, but the user
  25363. // appears to be still using it -> rebind
  25364. var rootUuid = ( action._localRoot || this._root ).uuid,
  25365. clipUuid = action._clip.uuid,
  25366. actionsForClip = this._actionsByClip[ clipUuid ];
  25367. this._bindAction( action,
  25368. actionsForClip && actionsForClip.knownActions[ 0 ] );
  25369. this._addInactiveAction( action, clipUuid, rootUuid );
  25370. }
  25371. var bindings = action._propertyBindings;
  25372. // increment reference counts / sort out state
  25373. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  25374. var binding = bindings[ i ];
  25375. if ( binding.useCount ++ === 0 ) {
  25376. this._lendBinding( binding );
  25377. binding.saveOriginalState();
  25378. }
  25379. }
  25380. this._lendAction( action );
  25381. }
  25382. },
  25383. _deactivateAction: function ( action ) {
  25384. if ( this._isActiveAction( action ) ) {
  25385. var bindings = action._propertyBindings;
  25386. // decrement reference counts / sort out state
  25387. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  25388. var binding = bindings[ i ];
  25389. if ( -- binding.useCount === 0 ) {
  25390. binding.restoreOriginalState();
  25391. this._takeBackBinding( binding );
  25392. }
  25393. }
  25394. this._takeBackAction( action );
  25395. }
  25396. },
  25397. // Memory manager
  25398. _initMemoryManager: function () {
  25399. this._actions = []; // 'nActiveActions' followed by inactive ones
  25400. this._nActiveActions = 0;
  25401. this._actionsByClip = {};
  25402. // inside:
  25403. // {
  25404. // knownActions: Array< AnimationAction > - used as prototypes
  25405. // actionByRoot: AnimationAction - lookup
  25406. // }
  25407. this._bindings = []; // 'nActiveBindings' followed by inactive ones
  25408. this._nActiveBindings = 0;
  25409. this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >
  25410. this._controlInterpolants = []; // same game as above
  25411. this._nActiveControlInterpolants = 0;
  25412. var scope = this;
  25413. this.stats = {
  25414. actions: {
  25415. get total() {
  25416. return scope._actions.length;
  25417. },
  25418. get inUse() {
  25419. return scope._nActiveActions;
  25420. }
  25421. },
  25422. bindings: {
  25423. get total() {
  25424. return scope._bindings.length;
  25425. },
  25426. get inUse() {
  25427. return scope._nActiveBindings;
  25428. }
  25429. },
  25430. controlInterpolants: {
  25431. get total() {
  25432. return scope._controlInterpolants.length;
  25433. },
  25434. get inUse() {
  25435. return scope._nActiveControlInterpolants;
  25436. }
  25437. }
  25438. };
  25439. },
  25440. // Memory management for AnimationAction objects
  25441. _isActiveAction: function ( action ) {
  25442. var index = action._cacheIndex;
  25443. return index !== null && index < this._nActiveActions;
  25444. },
  25445. _addInactiveAction: function ( action, clipUuid, rootUuid ) {
  25446. var actions = this._actions,
  25447. actionsByClip = this._actionsByClip,
  25448. actionsForClip = actionsByClip[ clipUuid ];
  25449. if ( actionsForClip === undefined ) {
  25450. actionsForClip = {
  25451. knownActions: [ action ],
  25452. actionByRoot: {}
  25453. };
  25454. action._byClipCacheIndex = 0;
  25455. actionsByClip[ clipUuid ] = actionsForClip;
  25456. } else {
  25457. var knownActions = actionsForClip.knownActions;
  25458. action._byClipCacheIndex = knownActions.length;
  25459. knownActions.push( action );
  25460. }
  25461. action._cacheIndex = actions.length;
  25462. actions.push( action );
  25463. actionsForClip.actionByRoot[ rootUuid ] = action;
  25464. },
  25465. _removeInactiveAction: function ( action ) {
  25466. var actions = this._actions,
  25467. lastInactiveAction = actions[ actions.length - 1 ],
  25468. cacheIndex = action._cacheIndex;
  25469. lastInactiveAction._cacheIndex = cacheIndex;
  25470. actions[ cacheIndex ] = lastInactiveAction;
  25471. actions.pop();
  25472. action._cacheIndex = null;
  25473. var clipUuid = action._clip.uuid,
  25474. actionsByClip = this._actionsByClip,
  25475. actionsForClip = actionsByClip[ clipUuid ],
  25476. knownActionsForClip = actionsForClip.knownActions,
  25477. lastKnownAction =
  25478. knownActionsForClip[ knownActionsForClip.length - 1 ],
  25479. byClipCacheIndex = action._byClipCacheIndex;
  25480. lastKnownAction._byClipCacheIndex = byClipCacheIndex;
  25481. knownActionsForClip[ byClipCacheIndex ] = lastKnownAction;
  25482. knownActionsForClip.pop();
  25483. action._byClipCacheIndex = null;
  25484. var actionByRoot = actionsForClip.actionByRoot,
  25485. rootUuid = ( action._localRoot || this._root ).uuid;
  25486. delete actionByRoot[ rootUuid ];
  25487. if ( knownActionsForClip.length === 0 ) {
  25488. delete actionsByClip[ clipUuid ];
  25489. }
  25490. this._removeInactiveBindingsForAction( action );
  25491. },
  25492. _removeInactiveBindingsForAction: function ( action ) {
  25493. var bindings = action._propertyBindings;
  25494. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  25495. var binding = bindings[ i ];
  25496. if ( -- binding.referenceCount === 0 ) {
  25497. this._removeInactiveBinding( binding );
  25498. }
  25499. }
  25500. },
  25501. _lendAction: function ( action ) {
  25502. // [ active actions | inactive actions ]
  25503. // [ active actions >| inactive actions ]
  25504. // s a
  25505. // <-swap->
  25506. // a s
  25507. var actions = this._actions,
  25508. prevIndex = action._cacheIndex,
  25509. lastActiveIndex = this._nActiveActions ++,
  25510. firstInactiveAction = actions[ lastActiveIndex ];
  25511. action._cacheIndex = lastActiveIndex;
  25512. actions[ lastActiveIndex ] = action;
  25513. firstInactiveAction._cacheIndex = prevIndex;
  25514. actions[ prevIndex ] = firstInactiveAction;
  25515. },
  25516. _takeBackAction: function ( action ) {
  25517. // [ active actions | inactive actions ]
  25518. // [ active actions |< inactive actions ]
  25519. // a s
  25520. // <-swap->
  25521. // s a
  25522. var actions = this._actions,
  25523. prevIndex = action._cacheIndex,
  25524. firstInactiveIndex = -- this._nActiveActions,
  25525. lastActiveAction = actions[ firstInactiveIndex ];
  25526. action._cacheIndex = firstInactiveIndex;
  25527. actions[ firstInactiveIndex ] = action;
  25528. lastActiveAction._cacheIndex = prevIndex;
  25529. actions[ prevIndex ] = lastActiveAction;
  25530. },
  25531. // Memory management for PropertyMixer objects
  25532. _addInactiveBinding: function ( binding, rootUuid, trackName ) {
  25533. var bindingsByRoot = this._bindingsByRootAndName,
  25534. bindingByName = bindingsByRoot[ rootUuid ],
  25535. bindings = this._bindings;
  25536. if ( bindingByName === undefined ) {
  25537. bindingByName = {};
  25538. bindingsByRoot[ rootUuid ] = bindingByName;
  25539. }
  25540. bindingByName[ trackName ] = binding;
  25541. binding._cacheIndex = bindings.length;
  25542. bindings.push( binding );
  25543. },
  25544. _removeInactiveBinding: function ( binding ) {
  25545. var bindings = this._bindings,
  25546. propBinding = binding.binding,
  25547. rootUuid = propBinding.rootNode.uuid,
  25548. trackName = propBinding.path,
  25549. bindingsByRoot = this._bindingsByRootAndName,
  25550. bindingByName = bindingsByRoot[ rootUuid ],
  25551. lastInactiveBinding = bindings[ bindings.length - 1 ],
  25552. cacheIndex = binding._cacheIndex;
  25553. lastInactiveBinding._cacheIndex = cacheIndex;
  25554. bindings[ cacheIndex ] = lastInactiveBinding;
  25555. bindings.pop();
  25556. delete bindingByName[ trackName ];
  25557. remove_empty_map: {
  25558. for ( var _ in bindingByName ) break remove_empty_map; // eslint-disable-line no-unused-vars
  25559. delete bindingsByRoot[ rootUuid ];
  25560. }
  25561. },
  25562. _lendBinding: function ( binding ) {
  25563. var bindings = this._bindings,
  25564. prevIndex = binding._cacheIndex,
  25565. lastActiveIndex = this._nActiveBindings ++,
  25566. firstInactiveBinding = bindings[ lastActiveIndex ];
  25567. binding._cacheIndex = lastActiveIndex;
  25568. bindings[ lastActiveIndex ] = binding;
  25569. firstInactiveBinding._cacheIndex = prevIndex;
  25570. bindings[ prevIndex ] = firstInactiveBinding;
  25571. },
  25572. _takeBackBinding: function ( binding ) {
  25573. var bindings = this._bindings,
  25574. prevIndex = binding._cacheIndex,
  25575. firstInactiveIndex = -- this._nActiveBindings,
  25576. lastActiveBinding = bindings[ firstInactiveIndex ];
  25577. binding._cacheIndex = firstInactiveIndex;
  25578. bindings[ firstInactiveIndex ] = binding;
  25579. lastActiveBinding._cacheIndex = prevIndex;
  25580. bindings[ prevIndex ] = lastActiveBinding;
  25581. },
  25582. // Memory management of Interpolants for weight and time scale
  25583. _lendControlInterpolant: function () {
  25584. var interpolants = this._controlInterpolants,
  25585. lastActiveIndex = this._nActiveControlInterpolants ++,
  25586. interpolant = interpolants[ lastActiveIndex ];
  25587. if ( interpolant === undefined ) {
  25588. interpolant = new LinearInterpolant(
  25589. new Float32Array( 2 ), new Float32Array( 2 ),
  25590. 1, this._controlInterpolantsResultBuffer );
  25591. interpolant.__cacheIndex = lastActiveIndex;
  25592. interpolants[ lastActiveIndex ] = interpolant;
  25593. }
  25594. return interpolant;
  25595. },
  25596. _takeBackControlInterpolant: function ( interpolant ) {
  25597. var interpolants = this._controlInterpolants,
  25598. prevIndex = interpolant.__cacheIndex,
  25599. firstInactiveIndex = -- this._nActiveControlInterpolants,
  25600. lastActiveInterpolant = interpolants[ firstInactiveIndex ];
  25601. interpolant.__cacheIndex = firstInactiveIndex;
  25602. interpolants[ firstInactiveIndex ] = interpolant;
  25603. lastActiveInterpolant.__cacheIndex = prevIndex;
  25604. interpolants[ prevIndex ] = lastActiveInterpolant;
  25605. },
  25606. _controlInterpolantsResultBuffer: new Float32Array( 1 ),
  25607. // return an action for a clip optionally using a custom root target
  25608. // object (this method allocates a lot of dynamic memory in case a
  25609. // previously unknown clip/root combination is specified)
  25610. clipAction: function ( clip, optionalRoot ) {
  25611. var root = optionalRoot || this._root,
  25612. rootUuid = root.uuid,
  25613. clipObject = typeof clip === 'string' ?
  25614. AnimationClip.findByName( root, clip ) : clip,
  25615. clipUuid = clipObject !== null ? clipObject.uuid : clip,
  25616. actionsForClip = this._actionsByClip[ clipUuid ],
  25617. prototypeAction = null;
  25618. if ( actionsForClip !== undefined ) {
  25619. var existingAction =
  25620. actionsForClip.actionByRoot[ rootUuid ];
  25621. if ( existingAction !== undefined ) {
  25622. return existingAction;
  25623. }
  25624. // we know the clip, so we don't have to parse all
  25625. // the bindings again but can just copy
  25626. prototypeAction = actionsForClip.knownActions[ 0 ];
  25627. // also, take the clip from the prototype action
  25628. if ( clipObject === null )
  25629. clipObject = prototypeAction._clip;
  25630. }
  25631. // clip must be known when specified via string
  25632. if ( clipObject === null ) return null;
  25633. // allocate all resources required to run it
  25634. var newAction = new AnimationAction( this, clipObject, optionalRoot );
  25635. this._bindAction( newAction, prototypeAction );
  25636. // and make the action known to the memory manager
  25637. this._addInactiveAction( newAction, clipUuid, rootUuid );
  25638. return newAction;
  25639. },
  25640. // get an existing action
  25641. existingAction: function ( clip, optionalRoot ) {
  25642. var root = optionalRoot || this._root,
  25643. rootUuid = root.uuid,
  25644. clipObject = typeof clip === 'string' ?
  25645. AnimationClip.findByName( root, clip ) : clip,
  25646. clipUuid = clipObject ? clipObject.uuid : clip,
  25647. actionsForClip = this._actionsByClip[ clipUuid ];
  25648. if ( actionsForClip !== undefined ) {
  25649. return actionsForClip.actionByRoot[ rootUuid ] || null;
  25650. }
  25651. return null;
  25652. },
  25653. // deactivates all previously scheduled actions
  25654. stopAllAction: function () {
  25655. var actions = this._actions,
  25656. nActions = this._nActiveActions,
  25657. bindings = this._bindings,
  25658. nBindings = this._nActiveBindings;
  25659. this._nActiveActions = 0;
  25660. this._nActiveBindings = 0;
  25661. for ( var i = 0; i !== nActions; ++ i ) {
  25662. actions[ i ].reset();
  25663. }
  25664. for ( var i = 0; i !== nBindings; ++ i ) {
  25665. bindings[ i ].useCount = 0;
  25666. }
  25667. return this;
  25668. },
  25669. // advance the time and update apply the animation
  25670. update: function ( deltaTime ) {
  25671. deltaTime *= this.timeScale;
  25672. var actions = this._actions,
  25673. nActions = this._nActiveActions,
  25674. time = this.time += deltaTime,
  25675. timeDirection = Math.sign( deltaTime ),
  25676. accuIndex = this._accuIndex ^= 1;
  25677. // run active actions
  25678. for ( var i = 0; i !== nActions; ++ i ) {
  25679. var action = actions[ i ];
  25680. action._update( time, deltaTime, timeDirection, accuIndex );
  25681. }
  25682. // update scene graph
  25683. var bindings = this._bindings,
  25684. nBindings = this._nActiveBindings;
  25685. for ( var i = 0; i !== nBindings; ++ i ) {
  25686. bindings[ i ].apply( accuIndex );
  25687. }
  25688. return this;
  25689. },
  25690. // return this mixer's root target object
  25691. getRoot: function () {
  25692. return this._root;
  25693. },
  25694. // free all resources specific to a particular clip
  25695. uncacheClip: function ( clip ) {
  25696. var actions = this._actions,
  25697. clipUuid = clip.uuid,
  25698. actionsByClip = this._actionsByClip,
  25699. actionsForClip = actionsByClip[ clipUuid ];
  25700. if ( actionsForClip !== undefined ) {
  25701. // note: just calling _removeInactiveAction would mess up the
  25702. // iteration state and also require updating the state we can
  25703. // just throw away
  25704. var actionsToRemove = actionsForClip.knownActions;
  25705. for ( var i = 0, n = actionsToRemove.length; i !== n; ++ i ) {
  25706. var action = actionsToRemove[ i ];
  25707. this._deactivateAction( action );
  25708. var cacheIndex = action._cacheIndex,
  25709. lastInactiveAction = actions[ actions.length - 1 ];
  25710. action._cacheIndex = null;
  25711. action._byClipCacheIndex = null;
  25712. lastInactiveAction._cacheIndex = cacheIndex;
  25713. actions[ cacheIndex ] = lastInactiveAction;
  25714. actions.pop();
  25715. this._removeInactiveBindingsForAction( action );
  25716. }
  25717. delete actionsByClip[ clipUuid ];
  25718. }
  25719. },
  25720. // free all resources specific to a particular root target object
  25721. uncacheRoot: function ( root ) {
  25722. var rootUuid = root.uuid,
  25723. actionsByClip = this._actionsByClip;
  25724. for ( var clipUuid in actionsByClip ) {
  25725. var actionByRoot = actionsByClip[ clipUuid ].actionByRoot,
  25726. action = actionByRoot[ rootUuid ];
  25727. if ( action !== undefined ) {
  25728. this._deactivateAction( action );
  25729. this._removeInactiveAction( action );
  25730. }
  25731. }
  25732. var bindingsByRoot = this._bindingsByRootAndName,
  25733. bindingByName = bindingsByRoot[ rootUuid ];
  25734. if ( bindingByName !== undefined ) {
  25735. for ( var trackName in bindingByName ) {
  25736. var binding = bindingByName[ trackName ];
  25737. binding.restoreOriginalState();
  25738. this._removeInactiveBinding( binding );
  25739. }
  25740. }
  25741. },
  25742. // remove a targeted clip from the cache
  25743. uncacheAction: function ( clip, optionalRoot ) {
  25744. var action = this.existingAction( clip, optionalRoot );
  25745. if ( action !== null ) {
  25746. this._deactivateAction( action );
  25747. this._removeInactiveAction( action );
  25748. }
  25749. }
  25750. } );
  25751. /**
  25752. * @author mrdoob / http://mrdoob.com/
  25753. */
  25754. function Uniform( value ) {
  25755. if ( typeof value === 'string' ) {
  25756. console.warn( 'THREE.Uniform: Type parameter is no longer needed.' );
  25757. value = arguments[ 1 ];
  25758. }
  25759. this.value = value;
  25760. }
  25761. Uniform.prototype.clone = function () {
  25762. return new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );
  25763. };
  25764. /**
  25765. * @author benaadams / https://twitter.com/ben_a_adams
  25766. */
  25767. function InstancedBufferGeometry() {
  25768. BufferGeometry.call( this );
  25769. this.type = 'InstancedBufferGeometry';
  25770. this.maxInstancedCount = undefined;
  25771. }
  25772. InstancedBufferGeometry.prototype = Object.assign( Object.create( BufferGeometry.prototype ), {
  25773. constructor: InstancedBufferGeometry,
  25774. isInstancedBufferGeometry: true,
  25775. copy: function ( source ) {
  25776. BufferGeometry.prototype.copy.call( this, source );
  25777. this.maxInstancedCount = source.maxInstancedCount;
  25778. return this;
  25779. },
  25780. clone: function () {
  25781. return new this.constructor().copy( this );
  25782. }
  25783. } );
  25784. /**
  25785. * @author benaadams / https://twitter.com/ben_a_adams
  25786. */
  25787. function InstancedInterleavedBuffer( array, stride, meshPerAttribute ) {
  25788. InterleavedBuffer.call( this, array, stride );
  25789. this.meshPerAttribute = meshPerAttribute || 1;
  25790. }
  25791. InstancedInterleavedBuffer.prototype = Object.assign( Object.create( InterleavedBuffer.prototype ), {
  25792. constructor: InstancedInterleavedBuffer,
  25793. isInstancedInterleavedBuffer: true,
  25794. copy: function ( source ) {
  25795. InterleavedBuffer.prototype.copy.call( this, source );
  25796. this.meshPerAttribute = source.meshPerAttribute;
  25797. return this;
  25798. }
  25799. } );
  25800. /**
  25801. * @author benaadams / https://twitter.com/ben_a_adams
  25802. */
  25803. function InstancedBufferAttribute( array, itemSize, normalized, meshPerAttribute ) {
  25804. if ( typeof ( normalized ) === 'number' ) {
  25805. meshPerAttribute = normalized;
  25806. normalized = false;
  25807. console.error( 'THREE.InstancedBufferAttribute: The constructor now expects normalized as the third argument.' );
  25808. }
  25809. BufferAttribute.call( this, array, itemSize, normalized );
  25810. this.meshPerAttribute = meshPerAttribute || 1;
  25811. }
  25812. InstancedBufferAttribute.prototype = Object.assign( Object.create( BufferAttribute.prototype ), {
  25813. constructor: InstancedBufferAttribute,
  25814. isInstancedBufferAttribute: true,
  25815. copy: function ( source ) {
  25816. BufferAttribute.prototype.copy.call( this, source );
  25817. this.meshPerAttribute = source.meshPerAttribute;
  25818. return this;
  25819. }
  25820. } );
  25821. /**
  25822. * @author mrdoob / http://mrdoob.com/
  25823. * @author bhouston / http://clara.io/
  25824. * @author stephomi / http://stephaneginier.com/
  25825. */
  25826. function Raycaster( origin, direction, near, far ) {
  25827. this.ray = new Ray( origin, direction );
  25828. // direction is assumed to be normalized (for accurate distance calculations)
  25829. this.near = near || 0;
  25830. this.far = far || Infinity;
  25831. this.params = {
  25832. Mesh: {},
  25833. Line: {},
  25834. LOD: {},
  25835. Points: { threshold: 1 },
  25836. Sprite: {}
  25837. };
  25838. Object.defineProperties( this.params, {
  25839. PointCloud: {
  25840. get: function () {
  25841. console.warn( 'THREE.Raycaster: params.PointCloud has been renamed to params.Points.' );
  25842. return this.Points;
  25843. }
  25844. }
  25845. } );
  25846. }
  25847. function ascSort( a, b ) {
  25848. return a.distance - b.distance;
  25849. }
  25850. function intersectObject( object, raycaster, intersects, recursive ) {
  25851. if ( object.visible === false ) return;
  25852. object.raycast( raycaster, intersects );
  25853. if ( recursive === true ) {
  25854. var children = object.children;
  25855. for ( var i = 0, l = children.length; i < l; i ++ ) {
  25856. intersectObject( children[ i ], raycaster, intersects, true );
  25857. }
  25858. }
  25859. }
  25860. Object.assign( Raycaster.prototype, {
  25861. linePrecision: 1,
  25862. set: function ( origin, direction ) {
  25863. // direction is assumed to be normalized (for accurate distance calculations)
  25864. this.ray.set( origin, direction );
  25865. },
  25866. setFromCamera: function ( coords, camera ) {
  25867. if ( ( camera && camera.isPerspectiveCamera ) ) {
  25868. this.ray.origin.setFromMatrixPosition( camera.matrixWorld );
  25869. this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();
  25870. } else if ( ( camera && camera.isOrthographicCamera ) ) {
  25871. this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera
  25872. this.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld );
  25873. } else {
  25874. console.error( 'THREE.Raycaster: Unsupported camera type.' );
  25875. }
  25876. },
  25877. intersectObject: function ( object, recursive, optionalTarget ) {
  25878. var intersects = optionalTarget || [];
  25879. intersectObject( object, this, intersects, recursive );
  25880. intersects.sort( ascSort );
  25881. return intersects;
  25882. },
  25883. intersectObjects: function ( objects, recursive, optionalTarget ) {
  25884. var intersects = optionalTarget || [];
  25885. if ( Array.isArray( objects ) === false ) {
  25886. console.warn( 'THREE.Raycaster.intersectObjects: objects is not an Array.' );
  25887. return intersects;
  25888. }
  25889. for ( var i = 0, l = objects.length; i < l; i ++ ) {
  25890. intersectObject( objects[ i ], this, intersects, recursive );
  25891. }
  25892. intersects.sort( ascSort );
  25893. return intersects;
  25894. }
  25895. } );
  25896. /**
  25897. * @author bhouston / http://clara.io
  25898. * @author WestLangley / http://github.com/WestLangley
  25899. *
  25900. * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system
  25901. *
  25902. * The polar angle (phi) is measured from the positive y-axis. The positive y-axis is up.
  25903. * The azimuthal angle (theta) is measured from the positive z-axiz.
  25904. */
  25905. function Spherical( radius, phi, theta ) {
  25906. this.radius = ( radius !== undefined ) ? radius : 1.0;
  25907. this.phi = ( phi !== undefined ) ? phi : 0; // polar angle
  25908. this.theta = ( theta !== undefined ) ? theta : 0; // azimuthal angle
  25909. return this;
  25910. }
  25911. Object.assign( Spherical.prototype, {
  25912. set: function ( radius, phi, theta ) {
  25913. this.radius = radius;
  25914. this.phi = phi;
  25915. this.theta = theta;
  25916. return this;
  25917. },
  25918. clone: function () {
  25919. return new this.constructor().copy( this );
  25920. },
  25921. copy: function ( other ) {
  25922. this.radius = other.radius;
  25923. this.phi = other.phi;
  25924. this.theta = other.theta;
  25925. return this;
  25926. },
  25927. // restrict phi to be betwee EPS and PI-EPS
  25928. makeSafe: function () {
  25929. var EPS = 0.000001;
  25930. this.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) );
  25931. return this;
  25932. },
  25933. setFromVector3: function ( v ) {
  25934. return this.setFromCartesianCoords( v.x, v.y, v.z );
  25935. },
  25936. setFromCartesianCoords: function ( x, y, z ) {
  25937. this.radius = Math.sqrt( x * x + y * y + z * z );
  25938. if ( this.radius === 0 ) {
  25939. this.theta = 0;
  25940. this.phi = 0;
  25941. } else {
  25942. this.theta = Math.atan2( x, z );
  25943. this.phi = Math.acos( _Math.clamp( y / this.radius, - 1, 1 ) );
  25944. }
  25945. return this;
  25946. }
  25947. } );
  25948. /**
  25949. * @author Mugen87 / https://github.com/Mugen87
  25950. *
  25951. * Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system
  25952. *
  25953. */
  25954. function Cylindrical( radius, theta, y ) {
  25955. this.radius = ( radius !== undefined ) ? radius : 1.0; // distance from the origin to a point in the x-z plane
  25956. this.theta = ( theta !== undefined ) ? theta : 0; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis
  25957. this.y = ( y !== undefined ) ? y : 0; // height above the x-z plane
  25958. return this;
  25959. }
  25960. Object.assign( Cylindrical.prototype, {
  25961. set: function ( radius, theta, y ) {
  25962. this.radius = radius;
  25963. this.theta = theta;
  25964. this.y = y;
  25965. return this;
  25966. },
  25967. clone: function () {
  25968. return new this.constructor().copy( this );
  25969. },
  25970. copy: function ( other ) {
  25971. this.radius = other.radius;
  25972. this.theta = other.theta;
  25973. this.y = other.y;
  25974. return this;
  25975. },
  25976. setFromVector3: function ( v ) {
  25977. return this.setFromCartesianCoords( v.x, v.y, v.z );
  25978. },
  25979. setFromCartesianCoords: function ( x, y, z ) {
  25980. this.radius = Math.sqrt( x * x + z * z );
  25981. this.theta = Math.atan2( x, z );
  25982. this.y = y;
  25983. return this;
  25984. }
  25985. } );
  25986. /**
  25987. * @author bhouston / http://clara.io
  25988. */
  25989. function Box2( min, max ) {
  25990. this.min = ( min !== undefined ) ? min : new Vector2( + Infinity, + Infinity );
  25991. this.max = ( max !== undefined ) ? max : new Vector2( - Infinity, - Infinity );
  25992. }
  25993. Object.assign( Box2.prototype, {
  25994. set: function ( min, max ) {
  25995. this.min.copy( min );
  25996. this.max.copy( max );
  25997. return this;
  25998. },
  25999. setFromPoints: function ( points ) {
  26000. this.makeEmpty();
  26001. for ( var i = 0, il = points.length; i < il; i ++ ) {
  26002. this.expandByPoint( points[ i ] );
  26003. }
  26004. return this;
  26005. },
  26006. setFromCenterAndSize: function () {
  26007. var v1 = new Vector2();
  26008. return function setFromCenterAndSize( center, size ) {
  26009. var halfSize = v1.copy( size ).multiplyScalar( 0.5 );
  26010. this.min.copy( center ).sub( halfSize );
  26011. this.max.copy( center ).add( halfSize );
  26012. return this;
  26013. };
  26014. }(),
  26015. clone: function () {
  26016. return new this.constructor().copy( this );
  26017. },
  26018. copy: function ( box ) {
  26019. this.min.copy( box.min );
  26020. this.max.copy( box.max );
  26021. return this;
  26022. },
  26023. makeEmpty: function () {
  26024. this.min.x = this.min.y = + Infinity;
  26025. this.max.x = this.max.y = - Infinity;
  26026. return this;
  26027. },
  26028. isEmpty: function () {
  26029. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  26030. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );
  26031. },
  26032. getCenter: function ( target ) {
  26033. if ( target === undefined ) {
  26034. console.warn( 'THREE.Box2: .getCenter() target is now required' );
  26035. target = new Vector2();
  26036. }
  26037. return this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  26038. },
  26039. getSize: function ( target ) {
  26040. if ( target === undefined ) {
  26041. console.warn( 'THREE.Box2: .getSize() target is now required' );
  26042. target = new Vector2();
  26043. }
  26044. return this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min );
  26045. },
  26046. expandByPoint: function ( point ) {
  26047. this.min.min( point );
  26048. this.max.max( point );
  26049. return this;
  26050. },
  26051. expandByVector: function ( vector ) {
  26052. this.min.sub( vector );
  26053. this.max.add( vector );
  26054. return this;
  26055. },
  26056. expandByScalar: function ( scalar ) {
  26057. this.min.addScalar( - scalar );
  26058. this.max.addScalar( scalar );
  26059. return this;
  26060. },
  26061. containsPoint: function ( point ) {
  26062. return point.x < this.min.x || point.x > this.max.x ||
  26063. point.y < this.min.y || point.y > this.max.y ? false : true;
  26064. },
  26065. containsBox: function ( box ) {
  26066. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  26067. this.min.y <= box.min.y && box.max.y <= this.max.y;
  26068. },
  26069. getParameter: function ( point, target ) {
  26070. // This can potentially have a divide by zero if the box
  26071. // has a size dimension of 0.
  26072. if ( target === undefined ) {
  26073. console.warn( 'THREE.Box2: .getParameter() target is now required' );
  26074. target = new Vector2();
  26075. }
  26076. return target.set(
  26077. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  26078. ( point.y - this.min.y ) / ( this.max.y - this.min.y )
  26079. );
  26080. },
  26081. intersectsBox: function ( box ) {
  26082. // using 4 splitting planes to rule out intersections
  26083. return box.max.x < this.min.x || box.min.x > this.max.x ||
  26084. box.max.y < this.min.y || box.min.y > this.max.y ? false : true;
  26085. },
  26086. clampPoint: function ( point, target ) {
  26087. if ( target === undefined ) {
  26088. console.warn( 'THREE.Box2: .clampPoint() target is now required' );
  26089. target = new Vector2();
  26090. }
  26091. return target.copy( point ).clamp( this.min, this.max );
  26092. },
  26093. distanceToPoint: function () {
  26094. var v1 = new Vector2();
  26095. return function distanceToPoint( point ) {
  26096. var clampedPoint = v1.copy( point ).clamp( this.min, this.max );
  26097. return clampedPoint.sub( point ).length();
  26098. };
  26099. }(),
  26100. intersect: function ( box ) {
  26101. this.min.max( box.min );
  26102. this.max.min( box.max );
  26103. return this;
  26104. },
  26105. union: function ( box ) {
  26106. this.min.min( box.min );
  26107. this.max.max( box.max );
  26108. return this;
  26109. },
  26110. translate: function ( offset ) {
  26111. this.min.add( offset );
  26112. this.max.add( offset );
  26113. return this;
  26114. },
  26115. equals: function ( box ) {
  26116. return box.min.equals( this.min ) && box.max.equals( this.max );
  26117. }
  26118. } );
  26119. /**
  26120. * @author bhouston / http://clara.io
  26121. */
  26122. function Line3( start, end ) {
  26123. this.start = ( start !== undefined ) ? start : new Vector3();
  26124. this.end = ( end !== undefined ) ? end : new Vector3();
  26125. }
  26126. Object.assign( Line3.prototype, {
  26127. set: function ( start, end ) {
  26128. this.start.copy( start );
  26129. this.end.copy( end );
  26130. return this;
  26131. },
  26132. clone: function () {
  26133. return new this.constructor().copy( this );
  26134. },
  26135. copy: function ( line ) {
  26136. this.start.copy( line.start );
  26137. this.end.copy( line.end );
  26138. return this;
  26139. },
  26140. getCenter: function ( target ) {
  26141. if ( target === undefined ) {
  26142. console.warn( 'THREE.Line3: .getCenter() target is now required' );
  26143. target = new Vector3();
  26144. }
  26145. return target.addVectors( this.start, this.end ).multiplyScalar( 0.5 );
  26146. },
  26147. delta: function ( target ) {
  26148. if ( target === undefined ) {
  26149. console.warn( 'THREE.Line3: .delta() target is now required' );
  26150. target = new Vector3();
  26151. }
  26152. return target.subVectors( this.end, this.start );
  26153. },
  26154. distanceSq: function () {
  26155. return this.start.distanceToSquared( this.end );
  26156. },
  26157. distance: function () {
  26158. return this.start.distanceTo( this.end );
  26159. },
  26160. at: function ( t, target ) {
  26161. if ( target === undefined ) {
  26162. console.warn( 'THREE.Line3: .at() target is now required' );
  26163. target = new Vector3();
  26164. }
  26165. return this.delta( target ).multiplyScalar( t ).add( this.start );
  26166. },
  26167. closestPointToPointParameter: function () {
  26168. var startP = new Vector3();
  26169. var startEnd = new Vector3();
  26170. return function closestPointToPointParameter( point, clampToLine ) {
  26171. startP.subVectors( point, this.start );
  26172. startEnd.subVectors( this.end, this.start );
  26173. var startEnd2 = startEnd.dot( startEnd );
  26174. var startEnd_startP = startEnd.dot( startP );
  26175. var t = startEnd_startP / startEnd2;
  26176. if ( clampToLine ) {
  26177. t = _Math.clamp( t, 0, 1 );
  26178. }
  26179. return t;
  26180. };
  26181. }(),
  26182. closestPointToPoint: function ( point, clampToLine, target ) {
  26183. var t = this.closestPointToPointParameter( point, clampToLine );
  26184. if ( target === undefined ) {
  26185. console.warn( 'THREE.Line3: .closestPointToPoint() target is now required' );
  26186. target = new Vector3();
  26187. }
  26188. return this.delta( target ).multiplyScalar( t ).add( this.start );
  26189. },
  26190. applyMatrix4: function ( matrix ) {
  26191. this.start.applyMatrix4( matrix );
  26192. this.end.applyMatrix4( matrix );
  26193. return this;
  26194. },
  26195. equals: function ( line ) {
  26196. return line.start.equals( this.start ) && line.end.equals( this.end );
  26197. }
  26198. } );
  26199. /**
  26200. * @author alteredq / http://alteredqualia.com/
  26201. */
  26202. function ImmediateRenderObject( material ) {
  26203. Object3D.call( this );
  26204. this.material = material;
  26205. this.render = function ( /* renderCallback */ ) {};
  26206. }
  26207. ImmediateRenderObject.prototype = Object.create( Object3D.prototype );
  26208. ImmediateRenderObject.prototype.constructor = ImmediateRenderObject;
  26209. ImmediateRenderObject.prototype.isImmediateRenderObject = true;
  26210. /**
  26211. * @author mrdoob / http://mrdoob.com/
  26212. * @author WestLangley / http://github.com/WestLangley
  26213. */
  26214. function VertexNormalsHelper( object, size, hex, linewidth ) {
  26215. this.object = object;
  26216. this.size = ( size !== undefined ) ? size : 1;
  26217. var color = ( hex !== undefined ) ? hex : 0xff0000;
  26218. var width = ( linewidth !== undefined ) ? linewidth : 1;
  26219. //
  26220. var nNormals = 0;
  26221. var objGeometry = this.object.geometry;
  26222. if ( objGeometry && objGeometry.isGeometry ) {
  26223. nNormals = objGeometry.faces.length * 3;
  26224. } else if ( objGeometry && objGeometry.isBufferGeometry ) {
  26225. nNormals = objGeometry.attributes.normal.count;
  26226. }
  26227. //
  26228. var geometry = new BufferGeometry();
  26229. var positions = new Float32BufferAttribute( nNormals * 2 * 3, 3 );
  26230. geometry.addAttribute( 'position', positions );
  26231. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, linewidth: width } ) );
  26232. //
  26233. this.matrixAutoUpdate = false;
  26234. this.update();
  26235. }
  26236. VertexNormalsHelper.prototype = Object.create( LineSegments.prototype );
  26237. VertexNormalsHelper.prototype.constructor = VertexNormalsHelper;
  26238. VertexNormalsHelper.prototype.update = ( function () {
  26239. var v1 = new Vector3();
  26240. var v2 = new Vector3();
  26241. var normalMatrix = new Matrix3();
  26242. return function update() {
  26243. var keys = [ 'a', 'b', 'c' ];
  26244. this.object.updateMatrixWorld( true );
  26245. normalMatrix.getNormalMatrix( this.object.matrixWorld );
  26246. var matrixWorld = this.object.matrixWorld;
  26247. var position = this.geometry.attributes.position;
  26248. //
  26249. var objGeometry = this.object.geometry;
  26250. if ( objGeometry && objGeometry.isGeometry ) {
  26251. var vertices = objGeometry.vertices;
  26252. var faces = objGeometry.faces;
  26253. var idx = 0;
  26254. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  26255. var face = faces[ i ];
  26256. for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
  26257. var vertex = vertices[ face[ keys[ j ] ] ];
  26258. var normal = face.vertexNormals[ j ];
  26259. v1.copy( vertex ).applyMatrix4( matrixWorld );
  26260. v2.copy( normal ).applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 );
  26261. position.setXYZ( idx, v1.x, v1.y, v1.z );
  26262. idx = idx + 1;
  26263. position.setXYZ( idx, v2.x, v2.y, v2.z );
  26264. idx = idx + 1;
  26265. }
  26266. }
  26267. } else if ( objGeometry && objGeometry.isBufferGeometry ) {
  26268. var objPos = objGeometry.attributes.position;
  26269. var objNorm = objGeometry.attributes.normal;
  26270. var idx = 0;
  26271. // for simplicity, ignore index and drawcalls, and render every normal
  26272. for ( var j = 0, jl = objPos.count; j < jl; j ++ ) {
  26273. v1.set( objPos.getX( j ), objPos.getY( j ), objPos.getZ( j ) ).applyMatrix4( matrixWorld );
  26274. v2.set( objNorm.getX( j ), objNorm.getY( j ), objNorm.getZ( j ) );
  26275. v2.applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 );
  26276. position.setXYZ( idx, v1.x, v1.y, v1.z );
  26277. idx = idx + 1;
  26278. position.setXYZ( idx, v2.x, v2.y, v2.z );
  26279. idx = idx + 1;
  26280. }
  26281. }
  26282. position.needsUpdate = true;
  26283. };
  26284. }() );
  26285. /**
  26286. * @author alteredq / http://alteredqualia.com/
  26287. * @author mrdoob / http://mrdoob.com/
  26288. * @author WestLangley / http://github.com/WestLangley
  26289. */
  26290. function SpotLightHelper( light, color ) {
  26291. Object3D.call( this );
  26292. this.light = light;
  26293. this.light.updateMatrixWorld();
  26294. this.matrix = light.matrixWorld;
  26295. this.matrixAutoUpdate = false;
  26296. this.color = color;
  26297. var geometry = new BufferGeometry();
  26298. var positions = [
  26299. 0, 0, 0, 0, 0, 1,
  26300. 0, 0, 0, 1, 0, 1,
  26301. 0, 0, 0, - 1, 0, 1,
  26302. 0, 0, 0, 0, 1, 1,
  26303. 0, 0, 0, 0, - 1, 1
  26304. ];
  26305. for ( var i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {
  26306. var p1 = ( i / l ) * Math.PI * 2;
  26307. var p2 = ( j / l ) * Math.PI * 2;
  26308. positions.push(
  26309. Math.cos( p1 ), Math.sin( p1 ), 1,
  26310. Math.cos( p2 ), Math.sin( p2 ), 1
  26311. );
  26312. }
  26313. geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  26314. var material = new LineBasicMaterial( { fog: false } );
  26315. this.cone = new LineSegments( geometry, material );
  26316. this.add( this.cone );
  26317. this.update();
  26318. }
  26319. SpotLightHelper.prototype = Object.create( Object3D.prototype );
  26320. SpotLightHelper.prototype.constructor = SpotLightHelper;
  26321. SpotLightHelper.prototype.dispose = function () {
  26322. this.cone.geometry.dispose();
  26323. this.cone.material.dispose();
  26324. };
  26325. SpotLightHelper.prototype.update = function () {
  26326. var vector = new Vector3();
  26327. return function update() {
  26328. this.light.updateMatrixWorld();
  26329. var coneLength = this.light.distance ? this.light.distance : 1000;
  26330. var coneWidth = coneLength * Math.tan( this.light.angle );
  26331. this.cone.scale.set( coneWidth, coneWidth, coneLength );
  26332. vector.setFromMatrixPosition( this.light.target.matrixWorld );
  26333. this.cone.lookAt( vector );
  26334. if ( this.color !== undefined ) {
  26335. this.cone.material.color.set( this.color );
  26336. } else {
  26337. this.cone.material.color.copy( this.light.color );
  26338. }
  26339. };
  26340. }();
  26341. /**
  26342. * @author Sean Griffin / http://twitter.com/sgrif
  26343. * @author Michael Guerrero / http://realitymeltdown.com
  26344. * @author mrdoob / http://mrdoob.com/
  26345. * @author ikerr / http://verold.com
  26346. * @author Mugen87 / https://github.com/Mugen87
  26347. */
  26348. function getBoneList( object ) {
  26349. var boneList = [];
  26350. if ( object && object.isBone ) {
  26351. boneList.push( object );
  26352. }
  26353. for ( var i = 0; i < object.children.length; i ++ ) {
  26354. boneList.push.apply( boneList, getBoneList( object.children[ i ] ) );
  26355. }
  26356. return boneList;
  26357. }
  26358. function SkeletonHelper( object ) {
  26359. var bones = getBoneList( object );
  26360. var geometry = new BufferGeometry();
  26361. var vertices = [];
  26362. var colors = [];
  26363. var color1 = new Color( 0, 0, 1 );
  26364. var color2 = new Color( 0, 1, 0 );
  26365. for ( var i = 0; i < bones.length; i ++ ) {
  26366. var bone = bones[ i ];
  26367. if ( bone.parent && bone.parent.isBone ) {
  26368. vertices.push( 0, 0, 0 );
  26369. vertices.push( 0, 0, 0 );
  26370. colors.push( color1.r, color1.g, color1.b );
  26371. colors.push( color2.r, color2.g, color2.b );
  26372. }
  26373. }
  26374. geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26375. geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  26376. var material = new LineBasicMaterial( { vertexColors: VertexColors, depthTest: false, depthWrite: false, transparent: true } );
  26377. LineSegments.call( this, geometry, material );
  26378. this.root = object;
  26379. this.bones = bones;
  26380. this.matrix = object.matrixWorld;
  26381. this.matrixAutoUpdate = false;
  26382. }
  26383. SkeletonHelper.prototype = Object.create( LineSegments.prototype );
  26384. SkeletonHelper.prototype.constructor = SkeletonHelper;
  26385. SkeletonHelper.prototype.updateMatrixWorld = function () {
  26386. var vector = new Vector3();
  26387. var boneMatrix = new Matrix4();
  26388. var matrixWorldInv = new Matrix4();
  26389. return function updateMatrixWorld( force ) {
  26390. var bones = this.bones;
  26391. var geometry = this.geometry;
  26392. var position = geometry.getAttribute( 'position' );
  26393. matrixWorldInv.getInverse( this.root.matrixWorld );
  26394. for ( var i = 0, j = 0; i < bones.length; i ++ ) {
  26395. var bone = bones[ i ];
  26396. if ( bone.parent && bone.parent.isBone ) {
  26397. boneMatrix.multiplyMatrices( matrixWorldInv, bone.matrixWorld );
  26398. vector.setFromMatrixPosition( boneMatrix );
  26399. position.setXYZ( j, vector.x, vector.y, vector.z );
  26400. boneMatrix.multiplyMatrices( matrixWorldInv, bone.parent.matrixWorld );
  26401. vector.setFromMatrixPosition( boneMatrix );
  26402. position.setXYZ( j + 1, vector.x, vector.y, vector.z );
  26403. j += 2;
  26404. }
  26405. }
  26406. geometry.getAttribute( 'position' ).needsUpdate = true;
  26407. Object3D.prototype.updateMatrixWorld.call( this, force );
  26408. };
  26409. }();
  26410. /**
  26411. * @author alteredq / http://alteredqualia.com/
  26412. * @author mrdoob / http://mrdoob.com/
  26413. */
  26414. function PointLightHelper( light, sphereSize, color ) {
  26415. this.light = light;
  26416. this.light.updateMatrixWorld();
  26417. this.color = color;
  26418. var geometry = new SphereBufferGeometry( sphereSize, 4, 2 );
  26419. var material = new MeshBasicMaterial( { wireframe: true, fog: false } );
  26420. Mesh.call( this, geometry, material );
  26421. this.matrix = this.light.matrixWorld;
  26422. this.matrixAutoUpdate = false;
  26423. this.update();
  26424. /*
  26425. var distanceGeometry = new THREE.IcosahedronBufferGeometry( 1, 2 );
  26426. var distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
  26427. this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
  26428. this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );
  26429. var d = light.distance;
  26430. if ( d === 0.0 ) {
  26431. this.lightDistance.visible = false;
  26432. } else {
  26433. this.lightDistance.scale.set( d, d, d );
  26434. }
  26435. this.add( this.lightDistance );
  26436. */
  26437. }
  26438. PointLightHelper.prototype = Object.create( Mesh.prototype );
  26439. PointLightHelper.prototype.constructor = PointLightHelper;
  26440. PointLightHelper.prototype.dispose = function () {
  26441. this.geometry.dispose();
  26442. this.material.dispose();
  26443. };
  26444. PointLightHelper.prototype.update = function () {
  26445. if ( this.color !== undefined ) {
  26446. this.material.color.set( this.color );
  26447. } else {
  26448. this.material.color.copy( this.light.color );
  26449. }
  26450. /*
  26451. var d = this.light.distance;
  26452. if ( d === 0.0 ) {
  26453. this.lightDistance.visible = false;
  26454. } else {
  26455. this.lightDistance.visible = true;
  26456. this.lightDistance.scale.set( d, d, d );
  26457. }
  26458. */
  26459. };
  26460. /**
  26461. * @author abelnation / http://github.com/abelnation
  26462. * @author Mugen87 / http://github.com/Mugen87
  26463. * @author WestLangley / http://github.com/WestLangley
  26464. *
  26465. * This helper must be added as a child of the light
  26466. */
  26467. function RectAreaLightHelper( light, color ) {
  26468. this.type = 'RectAreaLightHelper';
  26469. this.light = light;
  26470. this.color = color; // optional hardwired color for the helper
  26471. var positions = [ 1, 1, 0, - 1, 1, 0, - 1, - 1, 0, 1, - 1, 0, 1, 1, 0 ];
  26472. var geometry = new BufferGeometry();
  26473. geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  26474. geometry.computeBoundingSphere();
  26475. var material = new LineBasicMaterial( { fog: false } );
  26476. Line.call( this, geometry, material );
  26477. //
  26478. var positions2 = [ 1, 1, 0, - 1, 1, 0, - 1, - 1, 0, 1, 1, 0, - 1, - 1, 0, 1, - 1, 0 ];
  26479. var geometry2 = new BufferGeometry();
  26480. geometry2.addAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
  26481. geometry2.computeBoundingSphere();
  26482. this.add( new Mesh( geometry2, new MeshBasicMaterial( { side: THREE.BackSide, fog: false } ) ) );
  26483. this.update();
  26484. }
  26485. RectAreaLightHelper.prototype = Object.create( Line.prototype );
  26486. RectAreaLightHelper.prototype.constructor = RectAreaLightHelper;
  26487. RectAreaLightHelper.prototype.update = function () {
  26488. this.scale.set( 0.5 * this.light.width, 0.5 * this.light.height, 1 );
  26489. if ( this.color !== undefined ) {
  26490. this.material.color.set( this.color );
  26491. this.children[ 0 ].material.color.set( this.color );
  26492. } else {
  26493. this.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
  26494. // prevent hue shift
  26495. var c = this.material.color;
  26496. var max = Math.max( c.r, c.g, c.b );
  26497. if ( max > 1 ) c.multiplyScalar( 1 / max );
  26498. this.children[ 0 ].material.color.copy( this.material.color );
  26499. }
  26500. };
  26501. RectAreaLightHelper.prototype.dispose = function () {
  26502. this.geometry.dispose();
  26503. this.material.dispose();
  26504. this.children[ 0 ].geometry.dispose();
  26505. this.children[ 0 ].material.dispose();
  26506. };
  26507. /**
  26508. * @author alteredq / http://alteredqualia.com/
  26509. * @author mrdoob / http://mrdoob.com/
  26510. * @author Mugen87 / https://github.com/Mugen87
  26511. */
  26512. function HemisphereLightHelper( light, size, color ) {
  26513. Object3D.call( this );
  26514. this.light = light;
  26515. this.light.updateMatrixWorld();
  26516. this.matrix = light.matrixWorld;
  26517. this.matrixAutoUpdate = false;
  26518. this.color = color;
  26519. var geometry = new OctahedronBufferGeometry( size );
  26520. geometry.rotateY( Math.PI * 0.5 );
  26521. this.material = new MeshBasicMaterial( { wireframe: true, fog: false } );
  26522. if ( this.color === undefined ) this.material.vertexColors = VertexColors;
  26523. var position = geometry.getAttribute( 'position' );
  26524. var colors = new Float32Array( position.count * 3 );
  26525. geometry.addAttribute( 'color', new BufferAttribute( colors, 3 ) );
  26526. this.add( new Mesh( geometry, this.material ) );
  26527. this.update();
  26528. }
  26529. HemisphereLightHelper.prototype = Object.create( Object3D.prototype );
  26530. HemisphereLightHelper.prototype.constructor = HemisphereLightHelper;
  26531. HemisphereLightHelper.prototype.dispose = function () {
  26532. this.children[ 0 ].geometry.dispose();
  26533. this.children[ 0 ].material.dispose();
  26534. };
  26535. HemisphereLightHelper.prototype.update = function () {
  26536. var vector = new Vector3();
  26537. var color1 = new Color();
  26538. var color2 = new Color();
  26539. return function update() {
  26540. var mesh = this.children[ 0 ];
  26541. if ( this.color !== undefined ) {
  26542. this.material.color.set( this.color );
  26543. } else {
  26544. var colors = mesh.geometry.getAttribute( 'color' );
  26545. color1.copy( this.light.color );
  26546. color2.copy( this.light.groundColor );
  26547. for ( var i = 0, l = colors.count; i < l; i ++ ) {
  26548. var color = ( i < ( l / 2 ) ) ? color1 : color2;
  26549. colors.setXYZ( i, color.r, color.g, color.b );
  26550. }
  26551. colors.needsUpdate = true;
  26552. }
  26553. mesh.lookAt( vector.setFromMatrixPosition( this.light.matrixWorld ).negate() );
  26554. };
  26555. }();
  26556. /**
  26557. * @author mrdoob / http://mrdoob.com/
  26558. */
  26559. function GridHelper( size, divisions, color1, color2 ) {
  26560. size = size || 10;
  26561. divisions = divisions || 10;
  26562. color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
  26563. color2 = new Color( color2 !== undefined ? color2 : 0x888888 );
  26564. var center = divisions / 2;
  26565. var step = size / divisions;
  26566. var halfSize = size / 2;
  26567. var vertices = [], colors = [];
  26568. for ( var i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) {
  26569. vertices.push( - halfSize, 0, k, halfSize, 0, k );
  26570. vertices.push( k, 0, - halfSize, k, 0, halfSize );
  26571. var color = i === center ? color1 : color2;
  26572. color.toArray( colors, j ); j += 3;
  26573. color.toArray( colors, j ); j += 3;
  26574. color.toArray( colors, j ); j += 3;
  26575. color.toArray( colors, j ); j += 3;
  26576. }
  26577. var geometry = new BufferGeometry();
  26578. geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26579. geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  26580. var material = new LineBasicMaterial( { vertexColors: VertexColors } );
  26581. LineSegments.call( this, geometry, material );
  26582. }
  26583. GridHelper.prototype = Object.create( LineSegments.prototype );
  26584. GridHelper.prototype.constructor = GridHelper;
  26585. /**
  26586. * @author mrdoob / http://mrdoob.com/
  26587. * @author Mugen87 / http://github.com/Mugen87
  26588. * @author Hectate / http://www.github.com/Hectate
  26589. */
  26590. function PolarGridHelper( radius, radials, circles, divisions, color1, color2 ) {
  26591. radius = radius || 10;
  26592. radials = radials || 16;
  26593. circles = circles || 8;
  26594. divisions = divisions || 64;
  26595. color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
  26596. color2 = new Color( color2 !== undefined ? color2 : 0x888888 );
  26597. var vertices = [];
  26598. var colors = [];
  26599. var x, z;
  26600. var v, i, j, r, color;
  26601. // create the radials
  26602. for ( i = 0; i <= radials; i ++ ) {
  26603. v = ( i / radials ) * ( Math.PI * 2 );
  26604. x = Math.sin( v ) * radius;
  26605. z = Math.cos( v ) * radius;
  26606. vertices.push( 0, 0, 0 );
  26607. vertices.push( x, 0, z );
  26608. color = ( i & 1 ) ? color1 : color2;
  26609. colors.push( color.r, color.g, color.b );
  26610. colors.push( color.r, color.g, color.b );
  26611. }
  26612. // create the circles
  26613. for ( i = 0; i <= circles; i ++ ) {
  26614. color = ( i & 1 ) ? color1 : color2;
  26615. r = radius - ( radius / circles * i );
  26616. for ( j = 0; j < divisions; j ++ ) {
  26617. // first vertex
  26618. v = ( j / divisions ) * ( Math.PI * 2 );
  26619. x = Math.sin( v ) * r;
  26620. z = Math.cos( v ) * r;
  26621. vertices.push( x, 0, z );
  26622. colors.push( color.r, color.g, color.b );
  26623. // second vertex
  26624. v = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );
  26625. x = Math.sin( v ) * r;
  26626. z = Math.cos( v ) * r;
  26627. vertices.push( x, 0, z );
  26628. colors.push( color.r, color.g, color.b );
  26629. }
  26630. }
  26631. var geometry = new BufferGeometry();
  26632. geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26633. geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  26634. var material = new LineBasicMaterial( { vertexColors: VertexColors } );
  26635. LineSegments.call( this, geometry, material );
  26636. }
  26637. PolarGridHelper.prototype = Object.create( LineSegments.prototype );
  26638. PolarGridHelper.prototype.constructor = PolarGridHelper;
  26639. /**
  26640. * @author mrdoob / http://mrdoob.com/
  26641. * @author WestLangley / http://github.com/WestLangley
  26642. */
  26643. function FaceNormalsHelper( object, size, hex, linewidth ) {
  26644. // FaceNormalsHelper only supports THREE.Geometry
  26645. this.object = object;
  26646. this.size = ( size !== undefined ) ? size : 1;
  26647. var color = ( hex !== undefined ) ? hex : 0xffff00;
  26648. var width = ( linewidth !== undefined ) ? linewidth : 1;
  26649. //
  26650. var nNormals = 0;
  26651. var objGeometry = this.object.geometry;
  26652. if ( objGeometry && objGeometry.isGeometry ) {
  26653. nNormals = objGeometry.faces.length;
  26654. } else {
  26655. console.warn( 'THREE.FaceNormalsHelper: only THREE.Geometry is supported. Use THREE.VertexNormalsHelper, instead.' );
  26656. }
  26657. //
  26658. var geometry = new BufferGeometry();
  26659. var positions = new Float32BufferAttribute( nNormals * 2 * 3, 3 );
  26660. geometry.addAttribute( 'position', positions );
  26661. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, linewidth: width } ) );
  26662. //
  26663. this.matrixAutoUpdate = false;
  26664. this.update();
  26665. }
  26666. FaceNormalsHelper.prototype = Object.create( LineSegments.prototype );
  26667. FaceNormalsHelper.prototype.constructor = FaceNormalsHelper;
  26668. FaceNormalsHelper.prototype.update = ( function () {
  26669. var v1 = new Vector3();
  26670. var v2 = new Vector3();
  26671. var normalMatrix = new Matrix3();
  26672. return function update() {
  26673. this.object.updateMatrixWorld( true );
  26674. normalMatrix.getNormalMatrix( this.object.matrixWorld );
  26675. var matrixWorld = this.object.matrixWorld;
  26676. var position = this.geometry.attributes.position;
  26677. //
  26678. var objGeometry = this.object.geometry;
  26679. var vertices = objGeometry.vertices;
  26680. var faces = objGeometry.faces;
  26681. var idx = 0;
  26682. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  26683. var face = faces[ i ];
  26684. var normal = face.normal;
  26685. v1.copy( vertices[ face.a ] )
  26686. .add( vertices[ face.b ] )
  26687. .add( vertices[ face.c ] )
  26688. .divideScalar( 3 )
  26689. .applyMatrix4( matrixWorld );
  26690. v2.copy( normal ).applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 );
  26691. position.setXYZ( idx, v1.x, v1.y, v1.z );
  26692. idx = idx + 1;
  26693. position.setXYZ( idx, v2.x, v2.y, v2.z );
  26694. idx = idx + 1;
  26695. }
  26696. position.needsUpdate = true;
  26697. };
  26698. }() );
  26699. /**
  26700. * @author alteredq / http://alteredqualia.com/
  26701. * @author mrdoob / http://mrdoob.com/
  26702. * @author WestLangley / http://github.com/WestLangley
  26703. */
  26704. function DirectionalLightHelper( light, size, color ) {
  26705. Object3D.call( this );
  26706. this.light = light;
  26707. this.light.updateMatrixWorld();
  26708. this.matrix = light.matrixWorld;
  26709. this.matrixAutoUpdate = false;
  26710. this.color = color;
  26711. if ( size === undefined ) size = 1;
  26712. var geometry = new BufferGeometry();
  26713. geometry.addAttribute( 'position', new Float32BufferAttribute( [
  26714. - size, size, 0,
  26715. size, size, 0,
  26716. size, - size, 0,
  26717. - size, - size, 0,
  26718. - size, size, 0
  26719. ], 3 ) );
  26720. var material = new LineBasicMaterial( { fog: false } );
  26721. this.lightPlane = new Line( geometry, material );
  26722. this.add( this.lightPlane );
  26723. geometry = new BufferGeometry();
  26724. geometry.addAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );
  26725. this.targetLine = new Line( geometry, material );
  26726. this.add( this.targetLine );
  26727. this.update();
  26728. }
  26729. DirectionalLightHelper.prototype = Object.create( Object3D.prototype );
  26730. DirectionalLightHelper.prototype.constructor = DirectionalLightHelper;
  26731. DirectionalLightHelper.prototype.dispose = function () {
  26732. this.lightPlane.geometry.dispose();
  26733. this.lightPlane.material.dispose();
  26734. this.targetLine.geometry.dispose();
  26735. this.targetLine.material.dispose();
  26736. };
  26737. DirectionalLightHelper.prototype.update = function () {
  26738. var v1 = new Vector3();
  26739. var v2 = new Vector3();
  26740. var v3 = new Vector3();
  26741. return function update() {
  26742. v1.setFromMatrixPosition( this.light.matrixWorld );
  26743. v2.setFromMatrixPosition( this.light.target.matrixWorld );
  26744. v3.subVectors( v2, v1 );
  26745. this.lightPlane.lookAt( v2 );
  26746. if ( this.color !== undefined ) {
  26747. this.lightPlane.material.color.set( this.color );
  26748. this.targetLine.material.color.set( this.color );
  26749. } else {
  26750. this.lightPlane.material.color.copy( this.light.color );
  26751. this.targetLine.material.color.copy( this.light.color );
  26752. }
  26753. this.targetLine.lookAt( v2 );
  26754. this.targetLine.scale.z = v3.length();
  26755. };
  26756. }();
  26757. /**
  26758. * @author alteredq / http://alteredqualia.com/
  26759. * @author Mugen87 / https://github.com/Mugen87
  26760. *
  26761. * - shows frustum, line of sight and up of the camera
  26762. * - suitable for fast updates
  26763. * - based on frustum visualization in lightgl.js shadowmap example
  26764. * http://evanw.github.com/lightgl.js/tests/shadowmap.html
  26765. */
  26766. function CameraHelper( camera ) {
  26767. var geometry = new BufferGeometry();
  26768. var material = new LineBasicMaterial( { color: 0xffffff, vertexColors: FaceColors } );
  26769. var vertices = [];
  26770. var colors = [];
  26771. var pointMap = {};
  26772. // colors
  26773. var colorFrustum = new Color( 0xffaa00 );
  26774. var colorCone = new Color( 0xff0000 );
  26775. var colorUp = new Color( 0x00aaff );
  26776. var colorTarget = new Color( 0xffffff );
  26777. var colorCross = new Color( 0x333333 );
  26778. // near
  26779. addLine( 'n1', 'n2', colorFrustum );
  26780. addLine( 'n2', 'n4', colorFrustum );
  26781. addLine( 'n4', 'n3', colorFrustum );
  26782. addLine( 'n3', 'n1', colorFrustum );
  26783. // far
  26784. addLine( 'f1', 'f2', colorFrustum );
  26785. addLine( 'f2', 'f4', colorFrustum );
  26786. addLine( 'f4', 'f3', colorFrustum );
  26787. addLine( 'f3', 'f1', colorFrustum );
  26788. // sides
  26789. addLine( 'n1', 'f1', colorFrustum );
  26790. addLine( 'n2', 'f2', colorFrustum );
  26791. addLine( 'n3', 'f3', colorFrustum );
  26792. addLine( 'n4', 'f4', colorFrustum );
  26793. // cone
  26794. addLine( 'p', 'n1', colorCone );
  26795. addLine( 'p', 'n2', colorCone );
  26796. addLine( 'p', 'n3', colorCone );
  26797. addLine( 'p', 'n4', colorCone );
  26798. // up
  26799. addLine( 'u1', 'u2', colorUp );
  26800. addLine( 'u2', 'u3', colorUp );
  26801. addLine( 'u3', 'u1', colorUp );
  26802. // target
  26803. addLine( 'c', 't', colorTarget );
  26804. addLine( 'p', 'c', colorCross );
  26805. // cross
  26806. addLine( 'cn1', 'cn2', colorCross );
  26807. addLine( 'cn3', 'cn4', colorCross );
  26808. addLine( 'cf1', 'cf2', colorCross );
  26809. addLine( 'cf3', 'cf4', colorCross );
  26810. function addLine( a, b, color ) {
  26811. addPoint( a, color );
  26812. addPoint( b, color );
  26813. }
  26814. function addPoint( id, color ) {
  26815. vertices.push( 0, 0, 0 );
  26816. colors.push( color.r, color.g, color.b );
  26817. if ( pointMap[ id ] === undefined ) {
  26818. pointMap[ id ] = [];
  26819. }
  26820. pointMap[ id ].push( ( vertices.length / 3 ) - 1 );
  26821. }
  26822. geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26823. geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  26824. LineSegments.call( this, geometry, material );
  26825. this.camera = camera;
  26826. if ( this.camera.updateProjectionMatrix ) this.camera.updateProjectionMatrix();
  26827. this.matrix = camera.matrixWorld;
  26828. this.matrixAutoUpdate = false;
  26829. this.pointMap = pointMap;
  26830. this.update();
  26831. }
  26832. CameraHelper.prototype = Object.create( LineSegments.prototype );
  26833. CameraHelper.prototype.constructor = CameraHelper;
  26834. CameraHelper.prototype.update = function () {
  26835. var geometry, pointMap;
  26836. var vector = new Vector3();
  26837. var camera = new Camera();
  26838. function setPoint( point, x, y, z ) {
  26839. vector.set( x, y, z ).unproject( camera );
  26840. var points = pointMap[ point ];
  26841. if ( points !== undefined ) {
  26842. var position = geometry.getAttribute( 'position' );
  26843. for ( var i = 0, l = points.length; i < l; i ++ ) {
  26844. position.setXYZ( points[ i ], vector.x, vector.y, vector.z );
  26845. }
  26846. }
  26847. }
  26848. return function update() {
  26849. geometry = this.geometry;
  26850. pointMap = this.pointMap;
  26851. var w = 1, h = 1;
  26852. // we need just camera projection matrix
  26853. // world matrix must be identity
  26854. camera.projectionMatrix.copy( this.camera.projectionMatrix );
  26855. // center / target
  26856. setPoint( 'c', 0, 0, - 1 );
  26857. setPoint( 't', 0, 0, 1 );
  26858. // near
  26859. setPoint( 'n1', - w, - h, - 1 );
  26860. setPoint( 'n2', w, - h, - 1 );
  26861. setPoint( 'n3', - w, h, - 1 );
  26862. setPoint( 'n4', w, h, - 1 );
  26863. // far
  26864. setPoint( 'f1', - w, - h, 1 );
  26865. setPoint( 'f2', w, - h, 1 );
  26866. setPoint( 'f3', - w, h, 1 );
  26867. setPoint( 'f4', w, h, 1 );
  26868. // up
  26869. setPoint( 'u1', w * 0.7, h * 1.1, - 1 );
  26870. setPoint( 'u2', - w * 0.7, h * 1.1, - 1 );
  26871. setPoint( 'u3', 0, h * 2, - 1 );
  26872. // cross
  26873. setPoint( 'cf1', - w, 0, 1 );
  26874. setPoint( 'cf2', w, 0, 1 );
  26875. setPoint( 'cf3', 0, - h, 1 );
  26876. setPoint( 'cf4', 0, h, 1 );
  26877. setPoint( 'cn1', - w, 0, - 1 );
  26878. setPoint( 'cn2', w, 0, - 1 );
  26879. setPoint( 'cn3', 0, - h, - 1 );
  26880. setPoint( 'cn4', 0, h, - 1 );
  26881. geometry.getAttribute( 'position' ).needsUpdate = true;
  26882. };
  26883. }();
  26884. /**
  26885. * @author mrdoob / http://mrdoob.com/
  26886. * @author Mugen87 / http://github.com/Mugen87
  26887. */
  26888. function BoxHelper( object, color ) {
  26889. this.object = object;
  26890. if ( color === undefined ) color = 0xffff00;
  26891. 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 ] );
  26892. var positions = new Float32Array( 8 * 3 );
  26893. var geometry = new BufferGeometry();
  26894. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  26895. geometry.addAttribute( 'position', new BufferAttribute( positions, 3 ) );
  26896. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color } ) );
  26897. this.matrixAutoUpdate = false;
  26898. this.update();
  26899. }
  26900. BoxHelper.prototype = Object.create( LineSegments.prototype );
  26901. BoxHelper.prototype.constructor = BoxHelper;
  26902. BoxHelper.prototype.update = ( function () {
  26903. var box = new Box3();
  26904. return function update( object ) {
  26905. if ( object !== undefined ) {
  26906. console.warn( 'THREE.BoxHelper: .update() has no longer arguments.' );
  26907. }
  26908. if ( this.object !== undefined ) {
  26909. box.setFromObject( this.object );
  26910. }
  26911. if ( box.isEmpty() ) return;
  26912. var min = box.min;
  26913. var max = box.max;
  26914. /*
  26915. 5____4
  26916. 1/___0/|
  26917. | 6__|_7
  26918. 2/___3/
  26919. 0: max.x, max.y, max.z
  26920. 1: min.x, max.y, max.z
  26921. 2: min.x, min.y, max.z
  26922. 3: max.x, min.y, max.z
  26923. 4: max.x, max.y, min.z
  26924. 5: min.x, max.y, min.z
  26925. 6: min.x, min.y, min.z
  26926. 7: max.x, min.y, min.z
  26927. */
  26928. var position = this.geometry.attributes.position;
  26929. var array = position.array;
  26930. array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z;
  26931. array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z;
  26932. array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z;
  26933. array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;
  26934. array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;
  26935. array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;
  26936. array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;
  26937. array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;
  26938. position.needsUpdate = true;
  26939. this.geometry.computeBoundingSphere();
  26940. };
  26941. } )();
  26942. BoxHelper.prototype.setFromObject = function ( object ) {
  26943. this.object = object;
  26944. this.update();
  26945. return this;
  26946. };
  26947. BoxHelper.prototype.copy = function ( source ) {
  26948. LineSegments.prototype.copy.call( this, source );
  26949. this.object = source.object;
  26950. return this;
  26951. };
  26952. BoxHelper.prototype.clone = function () {
  26953. return new this.constructor().copy( this );
  26954. };
  26955. /**
  26956. * @author WestLangley / http://github.com/WestLangley
  26957. */
  26958. function Box3Helper( box, hex ) {
  26959. this.type = 'Box3Helper';
  26960. this.box = box;
  26961. var color = ( hex !== undefined ) ? hex : 0xffff00;
  26962. 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 ] );
  26963. 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 ];
  26964. var geometry = new BufferGeometry();
  26965. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  26966. geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  26967. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color } ) );
  26968. this.geometry.computeBoundingSphere();
  26969. }
  26970. Box3Helper.prototype = Object.create( LineSegments.prototype );
  26971. Box3Helper.prototype.constructor = Box3Helper;
  26972. Box3Helper.prototype.updateMatrixWorld = function ( force ) {
  26973. var box = this.box;
  26974. if ( box.isEmpty() ) return;
  26975. box.getCenter( this.position );
  26976. box.getSize( this.scale );
  26977. this.scale.multiplyScalar( 0.5 );
  26978. Object3D.prototype.updateMatrixWorld.call( this, force );
  26979. };
  26980. /**
  26981. * @author WestLangley / http://github.com/WestLangley
  26982. */
  26983. function PlaneHelper( plane, size, hex ) {
  26984. this.type = 'PlaneHelper';
  26985. this.plane = plane;
  26986. this.size = ( size === undefined ) ? 1 : size;
  26987. var color = ( hex !== undefined ) ? hex : 0xffff00;
  26988. 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 ];
  26989. var geometry = new BufferGeometry();
  26990. geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  26991. geometry.computeBoundingSphere();
  26992. Line.call( this, geometry, new LineBasicMaterial( { color: color } ) );
  26993. //
  26994. var positions2 = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, - 1, 1, 1, - 1, 1 ];
  26995. var geometry2 = new BufferGeometry();
  26996. geometry2.addAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
  26997. geometry2.computeBoundingSphere();
  26998. this.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false } ) ) );
  26999. }
  27000. PlaneHelper.prototype = Object.create( Line.prototype );
  27001. PlaneHelper.prototype.constructor = PlaneHelper;
  27002. PlaneHelper.prototype.updateMatrixWorld = function ( force ) {
  27003. var scale = - this.plane.constant;
  27004. if ( Math.abs( scale ) < 1e-8 ) scale = 1e-8; // sign does not matter
  27005. this.scale.set( 0.5 * this.size, 0.5 * this.size, scale );
  27006. this.children[ 0 ].material.side = ( scale < 0 ) ? BackSide : FrontSide; // renderer flips side when determinant < 0; flipping not wanted here
  27007. this.lookAt( this.plane.normal );
  27008. Object3D.prototype.updateMatrixWorld.call( this, force );
  27009. };
  27010. /**
  27011. * @author WestLangley / http://github.com/WestLangley
  27012. * @author zz85 / http://github.com/zz85
  27013. * @author bhouston / http://clara.io
  27014. *
  27015. * Creates an arrow for visualizing directions
  27016. *
  27017. * Parameters:
  27018. * dir - Vector3
  27019. * origin - Vector3
  27020. * length - Number
  27021. * color - color in hex value
  27022. * headLength - Number
  27023. * headWidth - Number
  27024. */
  27025. var lineGeometry, coneGeometry;
  27026. function ArrowHelper( dir, origin, length, color, headLength, headWidth ) {
  27027. // dir is assumed to be normalized
  27028. Object3D.call( this );
  27029. if ( dir === undefined ) dir = new THREE.Vector3( 0, 0, 1 );
  27030. if ( origin === undefined ) origin = new THREE.Vector3( 0, 0, 0 );
  27031. if ( length === undefined ) length = 1;
  27032. if ( color === undefined ) color = 0xffff00;
  27033. if ( headLength === undefined ) headLength = 0.2 * length;
  27034. if ( headWidth === undefined ) headWidth = 0.2 * headLength;
  27035. if ( lineGeometry === undefined ) {
  27036. lineGeometry = new BufferGeometry();
  27037. lineGeometry.addAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );
  27038. coneGeometry = new CylinderBufferGeometry( 0, 0.5, 1, 5, 1 );
  27039. coneGeometry.translate( 0, - 0.5, 0 );
  27040. }
  27041. this.position.copy( origin );
  27042. this.line = new Line( lineGeometry, new LineBasicMaterial( { color: color } ) );
  27043. this.line.matrixAutoUpdate = false;
  27044. this.add( this.line );
  27045. this.cone = new Mesh( coneGeometry, new MeshBasicMaterial( { color: color } ) );
  27046. this.cone.matrixAutoUpdate = false;
  27047. this.add( this.cone );
  27048. this.setDirection( dir );
  27049. this.setLength( length, headLength, headWidth );
  27050. }
  27051. ArrowHelper.prototype = Object.create( Object3D.prototype );
  27052. ArrowHelper.prototype.constructor = ArrowHelper;
  27053. ArrowHelper.prototype.setDirection = ( function () {
  27054. var axis = new Vector3();
  27055. var radians;
  27056. return function setDirection( dir ) {
  27057. // dir is assumed to be normalized
  27058. if ( dir.y > 0.99999 ) {
  27059. this.quaternion.set( 0, 0, 0, 1 );
  27060. } else if ( dir.y < - 0.99999 ) {
  27061. this.quaternion.set( 1, 0, 0, 0 );
  27062. } else {
  27063. axis.set( dir.z, 0, - dir.x ).normalize();
  27064. radians = Math.acos( dir.y );
  27065. this.quaternion.setFromAxisAngle( axis, radians );
  27066. }
  27067. };
  27068. }() );
  27069. ArrowHelper.prototype.setLength = function ( length, headLength, headWidth ) {
  27070. if ( headLength === undefined ) headLength = 0.2 * length;
  27071. if ( headWidth === undefined ) headWidth = 0.2 * headLength;
  27072. this.line.scale.set( 1, Math.max( 0, length - headLength ), 1 );
  27073. this.line.updateMatrix();
  27074. this.cone.scale.set( headWidth, headLength, headWidth );
  27075. this.cone.position.y = length;
  27076. this.cone.updateMatrix();
  27077. };
  27078. ArrowHelper.prototype.setColor = function ( color ) {
  27079. this.line.material.color.copy( color );
  27080. this.cone.material.color.copy( color );
  27081. };
  27082. ArrowHelper.prototype.copy = function ( source ) {
  27083. Object3D.prototype.copy.call( this, source, false );
  27084. this.line.copy( source.line );
  27085. this.cone.copy( source.cone );
  27086. return this;
  27087. };
  27088. ArrowHelper.prototype.clone = function () {
  27089. return new this.constructor().copy( this );
  27090. };
  27091. /**
  27092. * @author sroucheray / http://sroucheray.org/
  27093. * @author mrdoob / http://mrdoob.com/
  27094. */
  27095. function AxesHelper( size ) {
  27096. size = size || 1;
  27097. var vertices = [
  27098. 0, 0, 0, size, 0, 0,
  27099. 0, 0, 0, 0, size, 0,
  27100. 0, 0, 0, 0, 0, size
  27101. ];
  27102. var colors = [
  27103. 1, 0, 0, 1, 0.6, 0,
  27104. 0, 1, 0, 0.6, 1, 0,
  27105. 0, 0, 1, 0, 0.6, 1
  27106. ];
  27107. var geometry = new BufferGeometry();
  27108. geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27109. geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27110. var material = new LineBasicMaterial( { vertexColors: VertexColors } );
  27111. LineSegments.call( this, geometry, material );
  27112. }
  27113. AxesHelper.prototype = Object.create( LineSegments.prototype );
  27114. AxesHelper.prototype.constructor = AxesHelper;
  27115. /**
  27116. * @author mrdoob / http://mrdoob.com/
  27117. */
  27118. function Face4( a, b, c, d, normal, color, materialIndex ) {
  27119. console.warn( 'THREE.Face4 has been removed. A THREE.Face3 will be created instead.' );
  27120. return new Face3( a, b, c, normal, color, materialIndex );
  27121. }
  27122. var LineStrip = 0;
  27123. var LinePieces = 1;
  27124. function MeshFaceMaterial( materials ) {
  27125. console.warn( 'THREE.MeshFaceMaterial has been removed. Use an Array instead.' );
  27126. return materials;
  27127. }
  27128. function MultiMaterial( materials ) {
  27129. if ( materials === undefined ) materials = [];
  27130. console.warn( 'THREE.MultiMaterial has been removed. Use an Array instead.' );
  27131. materials.isMultiMaterial = true;
  27132. materials.materials = materials;
  27133. materials.clone = function () {
  27134. return materials.slice();
  27135. };
  27136. return materials;
  27137. }
  27138. function PointCloud( geometry, material ) {
  27139. console.warn( 'THREE.PointCloud has been renamed to THREE.Points.' );
  27140. return new Points( geometry, material );
  27141. }
  27142. function Particle( material ) {
  27143. console.warn( 'THREE.Particle has been renamed to THREE.Sprite.' );
  27144. return new Sprite( material );
  27145. }
  27146. function ParticleSystem( geometry, material ) {
  27147. console.warn( 'THREE.ParticleSystem has been renamed to THREE.Points.' );
  27148. return new Points( geometry, material );
  27149. }
  27150. function PointCloudMaterial( parameters ) {
  27151. console.warn( 'THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.' );
  27152. return new PointsMaterial( parameters );
  27153. }
  27154. function ParticleBasicMaterial( parameters ) {
  27155. console.warn( 'THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.' );
  27156. return new PointsMaterial( parameters );
  27157. }
  27158. function ParticleSystemMaterial( parameters ) {
  27159. console.warn( 'THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.' );
  27160. return new PointsMaterial( parameters );
  27161. }
  27162. function Vertex( x, y, z ) {
  27163. console.warn( 'THREE.Vertex has been removed. Use THREE.Vector3 instead.' );
  27164. return new Vector3( x, y, z );
  27165. }
  27166. //
  27167. function DynamicBufferAttribute( array, itemSize ) {
  27168. console.warn( 'THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setDynamic( true ) instead.' );
  27169. return new BufferAttribute( array, itemSize ).setDynamic( true );
  27170. }
  27171. function Int8Attribute( array, itemSize ) {
  27172. console.warn( 'THREE.Int8Attribute has been removed. Use new THREE.Int8BufferAttribute() instead.' );
  27173. return new Int8BufferAttribute( array, itemSize );
  27174. }
  27175. function Uint8Attribute( array, itemSize ) {
  27176. console.warn( 'THREE.Uint8Attribute has been removed. Use new THREE.Uint8BufferAttribute() instead.' );
  27177. return new Uint8BufferAttribute( array, itemSize );
  27178. }
  27179. function Uint8ClampedAttribute( array, itemSize ) {
  27180. console.warn( 'THREE.Uint8ClampedAttribute has been removed. Use new THREE.Uint8ClampedBufferAttribute() instead.' );
  27181. return new Uint8ClampedBufferAttribute( array, itemSize );
  27182. }
  27183. function Int16Attribute( array, itemSize ) {
  27184. console.warn( 'THREE.Int16Attribute has been removed. Use new THREE.Int16BufferAttribute() instead.' );
  27185. return new Int16BufferAttribute( array, itemSize );
  27186. }
  27187. function Uint16Attribute( array, itemSize ) {
  27188. console.warn( 'THREE.Uint16Attribute has been removed. Use new THREE.Uint16BufferAttribute() instead.' );
  27189. return new Uint16BufferAttribute( array, itemSize );
  27190. }
  27191. function Int32Attribute( array, itemSize ) {
  27192. console.warn( 'THREE.Int32Attribute has been removed. Use new THREE.Int32BufferAttribute() instead.' );
  27193. return new Int32BufferAttribute( array, itemSize );
  27194. }
  27195. function Uint32Attribute( array, itemSize ) {
  27196. console.warn( 'THREE.Uint32Attribute has been removed. Use new THREE.Uint32BufferAttribute() instead.' );
  27197. return new Uint32BufferAttribute( array, itemSize );
  27198. }
  27199. function Float32Attribute( array, itemSize ) {
  27200. console.warn( 'THREE.Float32Attribute has been removed. Use new THREE.Float32BufferAttribute() instead.' );
  27201. return new Float32BufferAttribute( array, itemSize );
  27202. }
  27203. function Float64Attribute( array, itemSize ) {
  27204. console.warn( 'THREE.Float64Attribute has been removed. Use new THREE.Float64BufferAttribute() instead.' );
  27205. return new Float64BufferAttribute( array, itemSize );
  27206. }
  27207. //
  27208. Curve.create = function ( construct, getPoint ) {
  27209. console.log( 'THREE.Curve.create() has been deprecated' );
  27210. construct.prototype = Object.create( Curve.prototype );
  27211. construct.prototype.constructor = construct;
  27212. construct.prototype.getPoint = getPoint;
  27213. return construct;
  27214. };
  27215. //
  27216. Object.assign( CurvePath.prototype, {
  27217. createPointsGeometry: function ( divisions ) {
  27218. console.warn( 'THREE.CurvePath: .createPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  27219. // generate geometry from path points (for Line or Points objects)
  27220. var pts = this.getPoints( divisions );
  27221. return this.createGeometry( pts );
  27222. },
  27223. createSpacedPointsGeometry: function ( divisions ) {
  27224. console.warn( 'THREE.CurvePath: .createSpacedPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  27225. // generate geometry from equidistant sampling along the path
  27226. var pts = this.getSpacedPoints( divisions );
  27227. return this.createGeometry( pts );
  27228. },
  27229. createGeometry: function ( points ) {
  27230. console.warn( 'THREE.CurvePath: .createGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  27231. var geometry = new Geometry();
  27232. for ( var i = 0, l = points.length; i < l; i ++ ) {
  27233. var point = points[ i ];
  27234. geometry.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );
  27235. }
  27236. return geometry;
  27237. }
  27238. } );
  27239. //
  27240. Object.assign( Path.prototype, {
  27241. fromPoints: function ( points ) {
  27242. console.warn( 'THREE.Path: .fromPoints() has been renamed to .setFromPoints().' );
  27243. this.setFromPoints( points );
  27244. }
  27245. } );
  27246. //
  27247. function ClosedSplineCurve3( points ) {
  27248. console.warn( 'THREE.ClosedSplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
  27249. CatmullRomCurve3.call( this, points );
  27250. this.type = 'catmullrom';
  27251. this.closed = true;
  27252. }
  27253. ClosedSplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
  27254. //
  27255. function SplineCurve3( points ) {
  27256. console.warn( 'THREE.SplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
  27257. CatmullRomCurve3.call( this, points );
  27258. this.type = 'catmullrom';
  27259. }
  27260. SplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
  27261. //
  27262. function Spline( points ) {
  27263. console.warn( 'THREE.Spline has been removed. Use THREE.CatmullRomCurve3 instead.' );
  27264. CatmullRomCurve3.call( this, points );
  27265. this.type = 'catmullrom';
  27266. }
  27267. Spline.prototype = Object.create( CatmullRomCurve3.prototype );
  27268. Object.assign( Spline.prototype, {
  27269. initFromArray: function ( /* a */ ) {
  27270. console.error( 'THREE.Spline: .initFromArray() has been removed.' );
  27271. },
  27272. getControlPointsArray: function ( /* optionalTarget */ ) {
  27273. console.error( 'THREE.Spline: .getControlPointsArray() has been removed.' );
  27274. },
  27275. reparametrizeByArcLength: function ( /* samplingCoef */ ) {
  27276. console.error( 'THREE.Spline: .reparametrizeByArcLength() has been removed.' );
  27277. }
  27278. } );
  27279. //
  27280. function AxisHelper( size ) {
  27281. console.warn( 'THREE.AxisHelper has been renamed to THREE.AxesHelper.' );
  27282. return new AxesHelper( size );
  27283. }
  27284. function BoundingBoxHelper( object, color ) {
  27285. console.warn( 'THREE.BoundingBoxHelper has been deprecated. Creating a THREE.BoxHelper instead.' );
  27286. return new BoxHelper( object, color );
  27287. }
  27288. function EdgesHelper( object, hex ) {
  27289. console.warn( 'THREE.EdgesHelper has been removed. Use THREE.EdgesGeometry instead.' );
  27290. return new LineSegments( new EdgesGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );
  27291. }
  27292. GridHelper.prototype.setColors = function () {
  27293. console.error( 'THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.' );
  27294. };
  27295. SkeletonHelper.prototype.update = function () {
  27296. console.error( 'THREE.SkeletonHelper: update() no longer needs to be called.' );
  27297. };
  27298. function WireframeHelper( object, hex ) {
  27299. console.warn( 'THREE.WireframeHelper has been removed. Use THREE.WireframeGeometry instead.' );
  27300. return new LineSegments( new WireframeGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );
  27301. }
  27302. //
  27303. Object.assign( Loader.prototype, {
  27304. extractUrlBase: function ( url ) {
  27305. console.warn( 'THREE.Loader: .extractUrlBase() has been deprecated. Use THREE.LoaderUtils.extractUrlBase() instead.' );
  27306. return LoaderUtils.extractUrlBase( url );
  27307. }
  27308. } );
  27309. function XHRLoader( manager ) {
  27310. console.warn( 'THREE.XHRLoader has been renamed to THREE.FileLoader.' );
  27311. return new FileLoader( manager );
  27312. }
  27313. function BinaryTextureLoader( manager ) {
  27314. console.warn( 'THREE.BinaryTextureLoader has been renamed to THREE.DataTextureLoader.' );
  27315. return new DataTextureLoader( manager );
  27316. }
  27317. Object.assign( ObjectLoader.prototype, {
  27318. setTexturePath: function ( value ) {
  27319. console.warn( 'THREE.ObjectLoader: .setTexturePath() has been renamed to .setResourcePath().' );
  27320. return this.setResourcePath( value );
  27321. }
  27322. } );
  27323. //
  27324. Object.assign( Box2.prototype, {
  27325. center: function ( optionalTarget ) {
  27326. console.warn( 'THREE.Box2: .center() has been renamed to .getCenter().' );
  27327. return this.getCenter( optionalTarget );
  27328. },
  27329. empty: function () {
  27330. console.warn( 'THREE.Box2: .empty() has been renamed to .isEmpty().' );
  27331. return this.isEmpty();
  27332. },
  27333. isIntersectionBox: function ( box ) {
  27334. console.warn( 'THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().' );
  27335. return this.intersectsBox( box );
  27336. },
  27337. size: function ( optionalTarget ) {
  27338. console.warn( 'THREE.Box2: .size() has been renamed to .getSize().' );
  27339. return this.getSize( optionalTarget );
  27340. }
  27341. } );
  27342. Object.assign( Box3.prototype, {
  27343. center: function ( optionalTarget ) {
  27344. console.warn( 'THREE.Box3: .center() has been renamed to .getCenter().' );
  27345. return this.getCenter( optionalTarget );
  27346. },
  27347. empty: function () {
  27348. console.warn( 'THREE.Box3: .empty() has been renamed to .isEmpty().' );
  27349. return this.isEmpty();
  27350. },
  27351. isIntersectionBox: function ( box ) {
  27352. console.warn( 'THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().' );
  27353. return this.intersectsBox( box );
  27354. },
  27355. isIntersectionSphere: function ( sphere ) {
  27356. console.warn( 'THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
  27357. return this.intersectsSphere( sphere );
  27358. },
  27359. size: function ( optionalTarget ) {
  27360. console.warn( 'THREE.Box3: .size() has been renamed to .getSize().' );
  27361. return this.getSize( optionalTarget );
  27362. }
  27363. } );
  27364. Line3.prototype.center = function ( optionalTarget ) {
  27365. console.warn( 'THREE.Line3: .center() has been renamed to .getCenter().' );
  27366. return this.getCenter( optionalTarget );
  27367. };
  27368. Object.assign( _Math, {
  27369. random16: function () {
  27370. console.warn( 'THREE.Math: .random16() has been deprecated. Use Math.random() instead.' );
  27371. return Math.random();
  27372. },
  27373. nearestPowerOfTwo: function ( value ) {
  27374. console.warn( 'THREE.Math: .nearestPowerOfTwo() has been renamed to .floorPowerOfTwo().' );
  27375. return _Math.floorPowerOfTwo( value );
  27376. },
  27377. nextPowerOfTwo: function ( value ) {
  27378. console.warn( 'THREE.Math: .nextPowerOfTwo() has been renamed to .ceilPowerOfTwo().' );
  27379. return _Math.ceilPowerOfTwo( value );
  27380. }
  27381. } );
  27382. Object.assign( Matrix3.prototype, {
  27383. flattenToArrayOffset: function ( array, offset ) {
  27384. console.warn( "THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
  27385. return this.toArray( array, offset );
  27386. },
  27387. multiplyVector3: function ( vector ) {
  27388. console.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' );
  27389. return vector.applyMatrix3( this );
  27390. },
  27391. multiplyVector3Array: function ( /* a */ ) {
  27392. console.error( 'THREE.Matrix3: .multiplyVector3Array() has been removed.' );
  27393. },
  27394. applyToBuffer: function ( buffer /*, offset, length */ ) {
  27395. console.warn( 'THREE.Matrix3: .applyToBuffer() has been removed. Use matrix.applyToBufferAttribute( attribute ) instead.' );
  27396. return this.applyToBufferAttribute( buffer );
  27397. },
  27398. applyToVector3Array: function ( /* array, offset, length */ ) {
  27399. console.error( 'THREE.Matrix3: .applyToVector3Array() has been removed.' );
  27400. }
  27401. } );
  27402. Object.assign( Matrix4.prototype, {
  27403. extractPosition: function ( m ) {
  27404. console.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' );
  27405. return this.copyPosition( m );
  27406. },
  27407. flattenToArrayOffset: function ( array, offset ) {
  27408. console.warn( "THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
  27409. return this.toArray( array, offset );
  27410. },
  27411. getPosition: function () {
  27412. var v1;
  27413. return function getPosition() {
  27414. if ( v1 === undefined ) v1 = new Vector3();
  27415. console.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' );
  27416. return v1.setFromMatrixColumn( this, 3 );
  27417. };
  27418. }(),
  27419. setRotationFromQuaternion: function ( q ) {
  27420. console.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' );
  27421. return this.makeRotationFromQuaternion( q );
  27422. },
  27423. multiplyToArray: function () {
  27424. console.warn( 'THREE.Matrix4: .multiplyToArray() has been removed.' );
  27425. },
  27426. multiplyVector3: function ( vector ) {
  27427. console.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  27428. return vector.applyMatrix4( this );
  27429. },
  27430. multiplyVector4: function ( vector ) {
  27431. console.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  27432. return vector.applyMatrix4( this );
  27433. },
  27434. multiplyVector3Array: function ( /* a */ ) {
  27435. console.error( 'THREE.Matrix4: .multiplyVector3Array() has been removed.' );
  27436. },
  27437. rotateAxis: function ( v ) {
  27438. console.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' );
  27439. v.transformDirection( this );
  27440. },
  27441. crossVector: function ( vector ) {
  27442. console.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  27443. return vector.applyMatrix4( this );
  27444. },
  27445. translate: function () {
  27446. console.error( 'THREE.Matrix4: .translate() has been removed.' );
  27447. },
  27448. rotateX: function () {
  27449. console.error( 'THREE.Matrix4: .rotateX() has been removed.' );
  27450. },
  27451. rotateY: function () {
  27452. console.error( 'THREE.Matrix4: .rotateY() has been removed.' );
  27453. },
  27454. rotateZ: function () {
  27455. console.error( 'THREE.Matrix4: .rotateZ() has been removed.' );
  27456. },
  27457. rotateByAxis: function () {
  27458. console.error( 'THREE.Matrix4: .rotateByAxis() has been removed.' );
  27459. },
  27460. applyToBuffer: function ( buffer /*, offset, length */ ) {
  27461. console.warn( 'THREE.Matrix4: .applyToBuffer() has been removed. Use matrix.applyToBufferAttribute( attribute ) instead.' );
  27462. return this.applyToBufferAttribute( buffer );
  27463. },
  27464. applyToVector3Array: function ( /* array, offset, length */ ) {
  27465. console.error( 'THREE.Matrix4: .applyToVector3Array() has been removed.' );
  27466. },
  27467. makeFrustum: function ( left, right, bottom, top, near, far ) {
  27468. console.warn( 'THREE.Matrix4: .makeFrustum() has been removed. Use .makePerspective( left, right, top, bottom, near, far ) instead.' );
  27469. return this.makePerspective( left, right, top, bottom, near, far );
  27470. }
  27471. } );
  27472. Plane.prototype.isIntersectionLine = function ( line ) {
  27473. console.warn( 'THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().' );
  27474. return this.intersectsLine( line );
  27475. };
  27476. Quaternion.prototype.multiplyVector3 = function ( vector ) {
  27477. console.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );
  27478. return vector.applyQuaternion( this );
  27479. };
  27480. Object.assign( Ray.prototype, {
  27481. isIntersectionBox: function ( box ) {
  27482. console.warn( 'THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().' );
  27483. return this.intersectsBox( box );
  27484. },
  27485. isIntersectionPlane: function ( plane ) {
  27486. console.warn( 'THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().' );
  27487. return this.intersectsPlane( plane );
  27488. },
  27489. isIntersectionSphere: function ( sphere ) {
  27490. console.warn( 'THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
  27491. return this.intersectsSphere( sphere );
  27492. }
  27493. } );
  27494. Object.assign( Triangle.prototype, {
  27495. area: function () {
  27496. console.warn( 'THREE.Triangle: .area() has been renamed to .getArea().' );
  27497. return this.getArea();
  27498. },
  27499. barycoordFromPoint: function ( point, target ) {
  27500. console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
  27501. return this.getBarycoord( point, target );
  27502. },
  27503. midpoint: function ( target ) {
  27504. console.warn( 'THREE.Triangle: .midpoint() has been renamed to .getMidpoint().' );
  27505. return this.getMidpoint( target );
  27506. },
  27507. normal: function ( target ) {
  27508. console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
  27509. return this.getNormal( target );
  27510. },
  27511. plane: function ( target ) {
  27512. console.warn( 'THREE.Triangle: .plane() has been renamed to .getPlane().' );
  27513. return this.getPlane( target );
  27514. }
  27515. } );
  27516. Object.assign( Triangle, {
  27517. barycoordFromPoint: function ( point, a, b, c, target ) {
  27518. console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
  27519. return Triangle.getBarycoord( point, a, b, c, target );
  27520. },
  27521. normal: function ( a, b, c, target ) {
  27522. console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
  27523. return Triangle.getNormal( a, b, c, target );
  27524. }
  27525. } );
  27526. Object.assign( Shape.prototype, {
  27527. extractAllPoints: function ( divisions ) {
  27528. console.warn( 'THREE.Shape: .extractAllPoints() has been removed. Use .extractPoints() instead.' );
  27529. return this.extractPoints( divisions );
  27530. },
  27531. extrude: function ( options ) {
  27532. console.warn( 'THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead.' );
  27533. return new ExtrudeGeometry( this, options );
  27534. },
  27535. makeGeometry: function ( options ) {
  27536. console.warn( 'THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead.' );
  27537. return new ShapeGeometry( this, options );
  27538. }
  27539. } );
  27540. Object.assign( Vector2.prototype, {
  27541. fromAttribute: function ( attribute, index, offset ) {
  27542. console.warn( 'THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  27543. return this.fromBufferAttribute( attribute, index, offset );
  27544. },
  27545. distanceToManhattan: function ( v ) {
  27546. console.warn( 'THREE.Vector2: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
  27547. return this.manhattanDistanceTo( v );
  27548. },
  27549. lengthManhattan: function () {
  27550. console.warn( 'THREE.Vector2: .lengthManhattan() has been renamed to .manhattanLength().' );
  27551. return this.manhattanLength();
  27552. }
  27553. } );
  27554. Object.assign( Vector3.prototype, {
  27555. setEulerFromRotationMatrix: function () {
  27556. console.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' );
  27557. },
  27558. setEulerFromQuaternion: function () {
  27559. console.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' );
  27560. },
  27561. getPositionFromMatrix: function ( m ) {
  27562. console.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' );
  27563. return this.setFromMatrixPosition( m );
  27564. },
  27565. getScaleFromMatrix: function ( m ) {
  27566. console.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' );
  27567. return this.setFromMatrixScale( m );
  27568. },
  27569. getColumnFromMatrix: function ( index, matrix ) {
  27570. console.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' );
  27571. return this.setFromMatrixColumn( matrix, index );
  27572. },
  27573. applyProjection: function ( m ) {
  27574. console.warn( 'THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead.' );
  27575. return this.applyMatrix4( m );
  27576. },
  27577. fromAttribute: function ( attribute, index, offset ) {
  27578. console.warn( 'THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  27579. return this.fromBufferAttribute( attribute, index, offset );
  27580. },
  27581. distanceToManhattan: function ( v ) {
  27582. console.warn( 'THREE.Vector3: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
  27583. return this.manhattanDistanceTo( v );
  27584. },
  27585. lengthManhattan: function () {
  27586. console.warn( 'THREE.Vector3: .lengthManhattan() has been renamed to .manhattanLength().' );
  27587. return this.manhattanLength();
  27588. }
  27589. } );
  27590. Object.assign( Vector4.prototype, {
  27591. fromAttribute: function ( attribute, index, offset ) {
  27592. console.warn( 'THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  27593. return this.fromBufferAttribute( attribute, index, offset );
  27594. },
  27595. lengthManhattan: function () {
  27596. console.warn( 'THREE.Vector4: .lengthManhattan() has been renamed to .manhattanLength().' );
  27597. return this.manhattanLength();
  27598. }
  27599. } );
  27600. //
  27601. Object.assign( Geometry.prototype, {
  27602. computeTangents: function () {
  27603. console.error( 'THREE.Geometry: .computeTangents() has been removed.' );
  27604. },
  27605. computeLineDistances: function () {
  27606. console.error( 'THREE.Geometry: .computeLineDistances() has been removed. Use THREE.Line.computeLineDistances() instead.' );
  27607. }
  27608. } );
  27609. Object.assign( Object3D.prototype, {
  27610. getChildByName: function ( name ) {
  27611. console.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' );
  27612. return this.getObjectByName( name );
  27613. },
  27614. renderDepth: function () {
  27615. console.warn( 'THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.' );
  27616. },
  27617. translate: function ( distance, axis ) {
  27618. console.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' );
  27619. return this.translateOnAxis( axis, distance );
  27620. },
  27621. getWorldRotation: function () {
  27622. console.error( 'THREE.Object3D: .getWorldRotation() has been removed. Use THREE.Object3D.getWorldQuaternion( target ) instead.' );
  27623. }
  27624. } );
  27625. Object.defineProperties( Object3D.prototype, {
  27626. eulerOrder: {
  27627. get: function () {
  27628. console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
  27629. return this.rotation.order;
  27630. },
  27631. set: function ( value ) {
  27632. console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
  27633. this.rotation.order = value;
  27634. }
  27635. },
  27636. useQuaternion: {
  27637. get: function () {
  27638. console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  27639. },
  27640. set: function () {
  27641. console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  27642. }
  27643. }
  27644. } );
  27645. Object.defineProperties( LOD.prototype, {
  27646. objects: {
  27647. get: function () {
  27648. console.warn( 'THREE.LOD: .objects has been renamed to .levels.' );
  27649. return this.levels;
  27650. }
  27651. }
  27652. } );
  27653. Object.defineProperty( Skeleton.prototype, 'useVertexTexture', {
  27654. get: function () {
  27655. console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );
  27656. },
  27657. set: function () {
  27658. console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );
  27659. }
  27660. } );
  27661. SkinnedMesh.prototype.initBones = function () {
  27662. console.error( 'THREE.SkinnedMesh: initBones() has been removed.' );
  27663. };
  27664. Object.defineProperty( Curve.prototype, '__arcLengthDivisions', {
  27665. get: function () {
  27666. console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
  27667. return this.arcLengthDivisions;
  27668. },
  27669. set: function ( value ) {
  27670. console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
  27671. this.arcLengthDivisions = value;
  27672. }
  27673. } );
  27674. //
  27675. PerspectiveCamera.prototype.setLens = function ( focalLength, filmGauge ) {
  27676. console.warn( "THREE.PerspectiveCamera.setLens is deprecated. " +
  27677. "Use .setFocalLength and .filmGauge for a photographic setup." );
  27678. if ( filmGauge !== undefined ) this.filmGauge = filmGauge;
  27679. this.setFocalLength( focalLength );
  27680. };
  27681. //
  27682. Object.defineProperties( Light.prototype, {
  27683. onlyShadow: {
  27684. set: function () {
  27685. console.warn( 'THREE.Light: .onlyShadow has been removed.' );
  27686. }
  27687. },
  27688. shadowCameraFov: {
  27689. set: function ( value ) {
  27690. console.warn( 'THREE.Light: .shadowCameraFov is now .shadow.camera.fov.' );
  27691. this.shadow.camera.fov = value;
  27692. }
  27693. },
  27694. shadowCameraLeft: {
  27695. set: function ( value ) {
  27696. console.warn( 'THREE.Light: .shadowCameraLeft is now .shadow.camera.left.' );
  27697. this.shadow.camera.left = value;
  27698. }
  27699. },
  27700. shadowCameraRight: {
  27701. set: function ( value ) {
  27702. console.warn( 'THREE.Light: .shadowCameraRight is now .shadow.camera.right.' );
  27703. this.shadow.camera.right = value;
  27704. }
  27705. },
  27706. shadowCameraTop: {
  27707. set: function ( value ) {
  27708. console.warn( 'THREE.Light: .shadowCameraTop is now .shadow.camera.top.' );
  27709. this.shadow.camera.top = value;
  27710. }
  27711. },
  27712. shadowCameraBottom: {
  27713. set: function ( value ) {
  27714. console.warn( 'THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom.' );
  27715. this.shadow.camera.bottom = value;
  27716. }
  27717. },
  27718. shadowCameraNear: {
  27719. set: function ( value ) {
  27720. console.warn( 'THREE.Light: .shadowCameraNear is now .shadow.camera.near.' );
  27721. this.shadow.camera.near = value;
  27722. }
  27723. },
  27724. shadowCameraFar: {
  27725. set: function ( value ) {
  27726. console.warn( 'THREE.Light: .shadowCameraFar is now .shadow.camera.far.' );
  27727. this.shadow.camera.far = value;
  27728. }
  27729. },
  27730. shadowCameraVisible: {
  27731. set: function () {
  27732. console.warn( 'THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.' );
  27733. }
  27734. },
  27735. shadowBias: {
  27736. set: function ( value ) {
  27737. console.warn( 'THREE.Light: .shadowBias is now .shadow.bias.' );
  27738. this.shadow.bias = value;
  27739. }
  27740. },
  27741. shadowDarkness: {
  27742. set: function () {
  27743. console.warn( 'THREE.Light: .shadowDarkness has been removed.' );
  27744. }
  27745. },
  27746. shadowMapWidth: {
  27747. set: function ( value ) {
  27748. console.warn( 'THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.' );
  27749. this.shadow.mapSize.width = value;
  27750. }
  27751. },
  27752. shadowMapHeight: {
  27753. set: function ( value ) {
  27754. console.warn( 'THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.' );
  27755. this.shadow.mapSize.height = value;
  27756. }
  27757. }
  27758. } );
  27759. //
  27760. Object.defineProperties( BufferAttribute.prototype, {
  27761. length: {
  27762. get: function () {
  27763. console.warn( 'THREE.BufferAttribute: .length has been deprecated. Use .count instead.' );
  27764. return this.array.length;
  27765. }
  27766. },
  27767. copyIndicesArray: function ( /* indices */ ) {
  27768. console.error( 'THREE.BufferAttribute: .copyIndicesArray() has been removed.' );
  27769. }
  27770. } );
  27771. Object.assign( BufferGeometry.prototype, {
  27772. addIndex: function ( index ) {
  27773. console.warn( 'THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().' );
  27774. this.setIndex( index );
  27775. },
  27776. addDrawCall: function ( start, count, indexOffset ) {
  27777. if ( indexOffset !== undefined ) {
  27778. console.warn( 'THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.' );
  27779. }
  27780. console.warn( 'THREE.BufferGeometry: .addDrawCall() is now .addGroup().' );
  27781. this.addGroup( start, count );
  27782. },
  27783. clearDrawCalls: function () {
  27784. console.warn( 'THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().' );
  27785. this.clearGroups();
  27786. },
  27787. computeTangents: function () {
  27788. console.warn( 'THREE.BufferGeometry: .computeTangents() has been removed.' );
  27789. },
  27790. computeOffsets: function () {
  27791. console.warn( 'THREE.BufferGeometry: .computeOffsets() has been removed.' );
  27792. }
  27793. } );
  27794. Object.defineProperties( BufferGeometry.prototype, {
  27795. drawcalls: {
  27796. get: function () {
  27797. console.error( 'THREE.BufferGeometry: .drawcalls has been renamed to .groups.' );
  27798. return this.groups;
  27799. }
  27800. },
  27801. offsets: {
  27802. get: function () {
  27803. console.warn( 'THREE.BufferGeometry: .offsets has been renamed to .groups.' );
  27804. return this.groups;
  27805. }
  27806. }
  27807. } );
  27808. //
  27809. Object.assign( ExtrudeBufferGeometry.prototype, {
  27810. getArrays: function () {
  27811. console.error( 'THREE.ExtrudeBufferGeometry: .getArrays() has been removed.' );
  27812. },
  27813. addShapeList: function () {
  27814. console.error( 'THREE.ExtrudeBufferGeometry: .addShapeList() has been removed.' );
  27815. },
  27816. addShape: function () {
  27817. console.error( 'THREE.ExtrudeBufferGeometry: .addShape() has been removed.' );
  27818. }
  27819. } );
  27820. //
  27821. Object.defineProperties( Uniform.prototype, {
  27822. dynamic: {
  27823. set: function () {
  27824. console.warn( 'THREE.Uniform: .dynamic has been removed. Use object.onBeforeRender() instead.' );
  27825. }
  27826. },
  27827. onUpdate: {
  27828. value: function () {
  27829. console.warn( 'THREE.Uniform: .onUpdate() has been removed. Use object.onBeforeRender() instead.' );
  27830. return this;
  27831. }
  27832. }
  27833. } );
  27834. //
  27835. Object.defineProperties( Material.prototype, {
  27836. wrapAround: {
  27837. get: function () {
  27838. console.warn( 'THREE.Material: .wrapAround has been removed.' );
  27839. },
  27840. set: function () {
  27841. console.warn( 'THREE.Material: .wrapAround has been removed.' );
  27842. }
  27843. },
  27844. overdraw: {
  27845. get: function () {
  27846. console.warn( 'THREE.Material: .overdraw has been removed.' );
  27847. },
  27848. set: function () {
  27849. console.warn( 'THREE.Material: .overdraw has been removed.' );
  27850. }
  27851. },
  27852. wrapRGB: {
  27853. get: function () {
  27854. console.warn( 'THREE.Material: .wrapRGB has been removed.' );
  27855. return new Color();
  27856. }
  27857. },
  27858. shading: {
  27859. get: function () {
  27860. console.error( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  27861. },
  27862. set: function ( value ) {
  27863. console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  27864. this.flatShading = ( value === FlatShading );
  27865. }
  27866. }
  27867. } );
  27868. Object.defineProperties( MeshPhongMaterial.prototype, {
  27869. metal: {
  27870. get: function () {
  27871. console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead.' );
  27872. return false;
  27873. },
  27874. set: function () {
  27875. console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead' );
  27876. }
  27877. }
  27878. } );
  27879. Object.defineProperties( ShaderMaterial.prototype, {
  27880. derivatives: {
  27881. get: function () {
  27882. console.warn( 'THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
  27883. return this.extensions.derivatives;
  27884. },
  27885. set: function ( value ) {
  27886. console.warn( 'THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
  27887. this.extensions.derivatives = value;
  27888. }
  27889. }
  27890. } );
  27891. //
  27892. Object.assign( WebGLRenderer.prototype, {
  27893. clearTarget: function ( renderTarget, color, depth, stencil ) {
  27894. console.warn( 'THREE.WebGLRenderer: .clearTarget() has been deprecated. Use .setRenderTarget() and .clear() instead.' );
  27895. this.setRenderTarget( renderTarget );
  27896. this.clear( color, depth, stencil );
  27897. },
  27898. animate: function ( callback ) {
  27899. console.warn( 'THREE.WebGLRenderer: .animate() is now .setAnimationLoop().' );
  27900. this.setAnimationLoop( callback );
  27901. },
  27902. getCurrentRenderTarget: function () {
  27903. console.warn( 'THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget().' );
  27904. return this.getRenderTarget();
  27905. },
  27906. getMaxAnisotropy: function () {
  27907. console.warn( 'THREE.WebGLRenderer: .getMaxAnisotropy() is now .capabilities.getMaxAnisotropy().' );
  27908. return this.capabilities.getMaxAnisotropy();
  27909. },
  27910. getPrecision: function () {
  27911. console.warn( 'THREE.WebGLRenderer: .getPrecision() is now .capabilities.precision.' );
  27912. return this.capabilities.precision;
  27913. },
  27914. resetGLState: function () {
  27915. console.warn( 'THREE.WebGLRenderer: .resetGLState() is now .state.reset().' );
  27916. return this.state.reset();
  27917. },
  27918. supportsFloatTextures: function () {
  27919. console.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).' );
  27920. return this.extensions.get( 'OES_texture_float' );
  27921. },
  27922. supportsHalfFloatTextures: function () {
  27923. console.warn( 'THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \'OES_texture_half_float\' ).' );
  27924. return this.extensions.get( 'OES_texture_half_float' );
  27925. },
  27926. supportsStandardDerivatives: function () {
  27927. console.warn( 'THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \'OES_standard_derivatives\' ).' );
  27928. return this.extensions.get( 'OES_standard_derivatives' );
  27929. },
  27930. supportsCompressedTextureS3TC: function () {
  27931. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \'WEBGL_compressed_texture_s3tc\' ).' );
  27932. return this.extensions.get( 'WEBGL_compressed_texture_s3tc' );
  27933. },
  27934. supportsCompressedTexturePVRTC: function () {
  27935. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \'WEBGL_compressed_texture_pvrtc\' ).' );
  27936. return this.extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  27937. },
  27938. supportsBlendMinMax: function () {
  27939. console.warn( 'THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \'EXT_blend_minmax\' ).' );
  27940. return this.extensions.get( 'EXT_blend_minmax' );
  27941. },
  27942. supportsVertexTextures: function () {
  27943. console.warn( 'THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures.' );
  27944. return this.capabilities.vertexTextures;
  27945. },
  27946. supportsInstancedArrays: function () {
  27947. console.warn( 'THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \'ANGLE_instanced_arrays\' ).' );
  27948. return this.extensions.get( 'ANGLE_instanced_arrays' );
  27949. },
  27950. enableScissorTest: function ( boolean ) {
  27951. console.warn( 'THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().' );
  27952. this.setScissorTest( boolean );
  27953. },
  27954. initMaterial: function () {
  27955. console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );
  27956. },
  27957. addPrePlugin: function () {
  27958. console.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );
  27959. },
  27960. addPostPlugin: function () {
  27961. console.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );
  27962. },
  27963. updateShadowMap: function () {
  27964. console.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );
  27965. },
  27966. setFaceCulling: function () {
  27967. console.warn( 'THREE.WebGLRenderer: .setFaceCulling() has been removed.' );
  27968. }
  27969. } );
  27970. Object.defineProperties( WebGLRenderer.prototype, {
  27971. shadowMapEnabled: {
  27972. get: function () {
  27973. return this.shadowMap.enabled;
  27974. },
  27975. set: function ( value ) {
  27976. console.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' );
  27977. this.shadowMap.enabled = value;
  27978. }
  27979. },
  27980. shadowMapType: {
  27981. get: function () {
  27982. return this.shadowMap.type;
  27983. },
  27984. set: function ( value ) {
  27985. console.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' );
  27986. this.shadowMap.type = value;
  27987. }
  27988. },
  27989. shadowMapCullFace: {
  27990. get: function () {
  27991. console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
  27992. return undefined;
  27993. },
  27994. set: function ( /* value */ ) {
  27995. console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
  27996. }
  27997. }
  27998. } );
  27999. Object.defineProperties( WebGLShadowMap.prototype, {
  28000. cullFace: {
  28001. get: function () {
  28002. console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
  28003. return undefined;
  28004. },
  28005. set: function ( /* cullFace */ ) {
  28006. console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
  28007. }
  28008. },
  28009. renderReverseSided: {
  28010. get: function () {
  28011. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
  28012. return undefined;
  28013. },
  28014. set: function () {
  28015. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
  28016. }
  28017. },
  28018. renderSingleSided: {
  28019. get: function () {
  28020. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
  28021. return undefined;
  28022. },
  28023. set: function () {
  28024. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
  28025. }
  28026. }
  28027. } );
  28028. //
  28029. Object.defineProperties( WebGLRenderTarget.prototype, {
  28030. wrapS: {
  28031. get: function () {
  28032. console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
  28033. return this.texture.wrapS;
  28034. },
  28035. set: function ( value ) {
  28036. console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
  28037. this.texture.wrapS = value;
  28038. }
  28039. },
  28040. wrapT: {
  28041. get: function () {
  28042. console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
  28043. return this.texture.wrapT;
  28044. },
  28045. set: function ( value ) {
  28046. console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
  28047. this.texture.wrapT = value;
  28048. }
  28049. },
  28050. magFilter: {
  28051. get: function () {
  28052. console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
  28053. return this.texture.magFilter;
  28054. },
  28055. set: function ( value ) {
  28056. console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
  28057. this.texture.magFilter = value;
  28058. }
  28059. },
  28060. minFilter: {
  28061. get: function () {
  28062. console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
  28063. return this.texture.minFilter;
  28064. },
  28065. set: function ( value ) {
  28066. console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
  28067. this.texture.minFilter = value;
  28068. }
  28069. },
  28070. anisotropy: {
  28071. get: function () {
  28072. console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
  28073. return this.texture.anisotropy;
  28074. },
  28075. set: function ( value ) {
  28076. console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
  28077. this.texture.anisotropy = value;
  28078. }
  28079. },
  28080. offset: {
  28081. get: function () {
  28082. console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
  28083. return this.texture.offset;
  28084. },
  28085. set: function ( value ) {
  28086. console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
  28087. this.texture.offset = value;
  28088. }
  28089. },
  28090. repeat: {
  28091. get: function () {
  28092. console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
  28093. return this.texture.repeat;
  28094. },
  28095. set: function ( value ) {
  28096. console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
  28097. this.texture.repeat = value;
  28098. }
  28099. },
  28100. format: {
  28101. get: function () {
  28102. console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
  28103. return this.texture.format;
  28104. },
  28105. set: function ( value ) {
  28106. console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
  28107. this.texture.format = value;
  28108. }
  28109. },
  28110. type: {
  28111. get: function () {
  28112. console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
  28113. return this.texture.type;
  28114. },
  28115. set: function ( value ) {
  28116. console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
  28117. this.texture.type = value;
  28118. }
  28119. },
  28120. generateMipmaps: {
  28121. get: function () {
  28122. console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
  28123. return this.texture.generateMipmaps;
  28124. },
  28125. set: function ( value ) {
  28126. console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
  28127. this.texture.generateMipmaps = value;
  28128. }
  28129. }
  28130. } );
  28131. //
  28132. Object.defineProperties( WebVRManager.prototype, {
  28133. standing: {
  28134. set: function ( /* value */ ) {
  28135. console.warn( 'THREE.WebVRManager: .standing has been removed.' );
  28136. }
  28137. },
  28138. userHeight: {
  28139. set: function ( /* value */ ) {
  28140. console.warn( 'THREE.WebVRManager: .userHeight has been removed.' );
  28141. }
  28142. }
  28143. } );
  28144. //
  28145. Audio.prototype.load = function ( file ) {
  28146. console.warn( 'THREE.Audio: .load has been deprecated. Use THREE.AudioLoader instead.' );
  28147. var scope = this;
  28148. var audioLoader = new AudioLoader();
  28149. audioLoader.load( file, function ( buffer ) {
  28150. scope.setBuffer( buffer );
  28151. } );
  28152. return this;
  28153. };
  28154. AudioAnalyser.prototype.getData = function () {
  28155. console.warn( 'THREE.AudioAnalyser: .getData() is now .getFrequencyData().' );
  28156. return this.getFrequencyData();
  28157. };
  28158. //
  28159. CubeCamera.prototype.updateCubeMap = function ( renderer, scene ) {
  28160. console.warn( 'THREE.CubeCamera: .updateCubeMap() is now .update().' );
  28161. return this.update( renderer, scene );
  28162. };
  28163. //
  28164. var GeometryUtils = {
  28165. merge: function ( geometry1, geometry2, materialIndexOffset ) {
  28166. console.warn( 'THREE.GeometryUtils: .merge() has been moved to Geometry. Use geometry.merge( geometry2, matrix, materialIndexOffset ) instead.' );
  28167. var matrix;
  28168. if ( geometry2.isMesh ) {
  28169. geometry2.matrixAutoUpdate && geometry2.updateMatrix();
  28170. matrix = geometry2.matrix;
  28171. geometry2 = geometry2.geometry;
  28172. }
  28173. geometry1.merge( geometry2, matrix, materialIndexOffset );
  28174. },
  28175. center: function ( geometry ) {
  28176. console.warn( 'THREE.GeometryUtils: .center() has been moved to Geometry. Use geometry.center() instead.' );
  28177. return geometry.center();
  28178. }
  28179. };
  28180. ImageUtils.crossOrigin = undefined;
  28181. ImageUtils.loadTexture = function ( url, mapping, onLoad, onError ) {
  28182. console.warn( 'THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.' );
  28183. var loader = new TextureLoader();
  28184. loader.setCrossOrigin( this.crossOrigin );
  28185. var texture = loader.load( url, onLoad, undefined, onError );
  28186. if ( mapping ) texture.mapping = mapping;
  28187. return texture;
  28188. };
  28189. ImageUtils.loadTextureCube = function ( urls, mapping, onLoad, onError ) {
  28190. console.warn( 'THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.' );
  28191. var loader = new CubeTextureLoader();
  28192. loader.setCrossOrigin( this.crossOrigin );
  28193. var texture = loader.load( urls, onLoad, undefined, onError );
  28194. if ( mapping ) texture.mapping = mapping;
  28195. return texture;
  28196. };
  28197. ImageUtils.loadCompressedTexture = function () {
  28198. console.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' );
  28199. };
  28200. ImageUtils.loadCompressedTextureCube = function () {
  28201. console.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' );
  28202. };
  28203. //
  28204. function Projector() {
  28205. console.error( 'THREE.Projector has been moved to /examples/js/renderers/Projector.js.' );
  28206. this.projectVector = function ( vector, camera ) {
  28207. console.warn( 'THREE.Projector: .projectVector() is now vector.project().' );
  28208. vector.project( camera );
  28209. };
  28210. this.unprojectVector = function ( vector, camera ) {
  28211. console.warn( 'THREE.Projector: .unprojectVector() is now vector.unproject().' );
  28212. vector.unproject( camera );
  28213. };
  28214. this.pickingRay = function () {
  28215. console.error( 'THREE.Projector: .pickingRay() is now raycaster.setFromCamera().' );
  28216. };
  28217. }
  28218. //
  28219. function CanvasRenderer() {
  28220. console.error( 'THREE.CanvasRenderer has been removed' );
  28221. }
  28222. //
  28223. function JSONLoader() {
  28224. console.error( 'THREE.JSONLoader has been removed.' );
  28225. }
  28226. //
  28227. var SceneUtils = {
  28228. createMultiMaterialObject: function ( /* geometry, materials */ ) {
  28229. console.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' );
  28230. },
  28231. detach: function ( /* child, parent, scene */ ) {
  28232. console.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' );
  28233. },
  28234. attach: function ( /* child, scene, parent */ ) {
  28235. console.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' );
  28236. }
  28237. };
  28238. //
  28239. function LensFlare() {
  28240. console.error( 'THREE.LensFlare has been moved to /examples/js/objects/Lensflare.js' );
  28241. }
  28242. exports.WebGLRenderTargetCube = WebGLRenderTargetCube;
  28243. exports.WebGLRenderTarget = WebGLRenderTarget;
  28244. exports.WebGLRenderer = WebGLRenderer;
  28245. exports.ShaderLib = ShaderLib;
  28246. exports.UniformsLib = UniformsLib;
  28247. exports.UniformsUtils = UniformsUtils;
  28248. exports.ShaderChunk = ShaderChunk;
  28249. exports.FogExp2 = FogExp2;
  28250. exports.Fog = Fog;
  28251. exports.Scene = Scene;
  28252. exports.Sprite = Sprite;
  28253. exports.LOD = LOD;
  28254. exports.SkinnedMesh = SkinnedMesh;
  28255. exports.Skeleton = Skeleton;
  28256. exports.Bone = Bone;
  28257. exports.Mesh = Mesh;
  28258. exports.LineSegments = LineSegments;
  28259. exports.LineLoop = LineLoop;
  28260. exports.Line = Line;
  28261. exports.Points = Points;
  28262. exports.Group = Group;
  28263. exports.VideoTexture = VideoTexture;
  28264. exports.DataTexture = DataTexture;
  28265. exports.DataTexture3D = DataTexture3D;
  28266. exports.CompressedTexture = CompressedTexture;
  28267. exports.CubeTexture = CubeTexture;
  28268. exports.CanvasTexture = CanvasTexture;
  28269. exports.DepthTexture = DepthTexture;
  28270. exports.Texture = Texture;
  28271. exports.AnimationLoader = AnimationLoader;
  28272. exports.CompressedTextureLoader = CompressedTextureLoader;
  28273. exports.DataTextureLoader = DataTextureLoader;
  28274. exports.CubeTextureLoader = CubeTextureLoader;
  28275. exports.TextureLoader = TextureLoader;
  28276. exports.ObjectLoader = ObjectLoader;
  28277. exports.MaterialLoader = MaterialLoader;
  28278. exports.BufferGeometryLoader = BufferGeometryLoader;
  28279. exports.DefaultLoadingManager = DefaultLoadingManager;
  28280. exports.LoadingManager = LoadingManager;
  28281. exports.ImageLoader = ImageLoader;
  28282. exports.ImageBitmapLoader = ImageBitmapLoader;
  28283. exports.FontLoader = FontLoader;
  28284. exports.FileLoader = FileLoader;
  28285. exports.Loader = Loader;
  28286. exports.LoaderUtils = LoaderUtils;
  28287. exports.Cache = Cache;
  28288. exports.AudioLoader = AudioLoader;
  28289. exports.SpotLightShadow = SpotLightShadow;
  28290. exports.SpotLight = SpotLight;
  28291. exports.PointLight = PointLight;
  28292. exports.RectAreaLight = RectAreaLight;
  28293. exports.HemisphereLight = HemisphereLight;
  28294. exports.DirectionalLightShadow = DirectionalLightShadow;
  28295. exports.DirectionalLight = DirectionalLight;
  28296. exports.AmbientLight = AmbientLight;
  28297. exports.LightShadow = LightShadow;
  28298. exports.Light = Light;
  28299. exports.StereoCamera = StereoCamera;
  28300. exports.PerspectiveCamera = PerspectiveCamera;
  28301. exports.OrthographicCamera = OrthographicCamera;
  28302. exports.CubeCamera = CubeCamera;
  28303. exports.ArrayCamera = ArrayCamera;
  28304. exports.Camera = Camera;
  28305. exports.AudioListener = AudioListener;
  28306. exports.PositionalAudio = PositionalAudio;
  28307. exports.AudioContext = AudioContext;
  28308. exports.AudioAnalyser = AudioAnalyser;
  28309. exports.Audio = Audio;
  28310. exports.VectorKeyframeTrack = VectorKeyframeTrack;
  28311. exports.StringKeyframeTrack = StringKeyframeTrack;
  28312. exports.QuaternionKeyframeTrack = QuaternionKeyframeTrack;
  28313. exports.NumberKeyframeTrack = NumberKeyframeTrack;
  28314. exports.ColorKeyframeTrack = ColorKeyframeTrack;
  28315. exports.BooleanKeyframeTrack = BooleanKeyframeTrack;
  28316. exports.PropertyMixer = PropertyMixer;
  28317. exports.PropertyBinding = PropertyBinding;
  28318. exports.KeyframeTrack = KeyframeTrack;
  28319. exports.AnimationUtils = AnimationUtils;
  28320. exports.AnimationObjectGroup = AnimationObjectGroup;
  28321. exports.AnimationMixer = AnimationMixer;
  28322. exports.AnimationClip = AnimationClip;
  28323. exports.Uniform = Uniform;
  28324. exports.InstancedBufferGeometry = InstancedBufferGeometry;
  28325. exports.BufferGeometry = BufferGeometry;
  28326. exports.Geometry = Geometry;
  28327. exports.InterleavedBufferAttribute = InterleavedBufferAttribute;
  28328. exports.InstancedInterleavedBuffer = InstancedInterleavedBuffer;
  28329. exports.InterleavedBuffer = InterleavedBuffer;
  28330. exports.InstancedBufferAttribute = InstancedBufferAttribute;
  28331. exports.Face3 = Face3;
  28332. exports.Object3D = Object3D;
  28333. exports.Raycaster = Raycaster;
  28334. exports.Layers = Layers;
  28335. exports.EventDispatcher = EventDispatcher;
  28336. exports.Clock = Clock;
  28337. exports.QuaternionLinearInterpolant = QuaternionLinearInterpolant;
  28338. exports.LinearInterpolant = LinearInterpolant;
  28339. exports.DiscreteInterpolant = DiscreteInterpolant;
  28340. exports.CubicInterpolant = CubicInterpolant;
  28341. exports.Interpolant = Interpolant;
  28342. exports.Triangle = Triangle;
  28343. exports.Math = _Math;
  28344. exports.Spherical = Spherical;
  28345. exports.Cylindrical = Cylindrical;
  28346. exports.Plane = Plane;
  28347. exports.Frustum = Frustum;
  28348. exports.Sphere = Sphere;
  28349. exports.Ray = Ray;
  28350. exports.Matrix4 = Matrix4;
  28351. exports.Matrix3 = Matrix3;
  28352. exports.Box3 = Box3;
  28353. exports.Box2 = Box2;
  28354. exports.Line3 = Line3;
  28355. exports.Euler = Euler;
  28356. exports.Vector4 = Vector4;
  28357. exports.Vector3 = Vector3;
  28358. exports.Vector2 = Vector2;
  28359. exports.Quaternion = Quaternion;
  28360. exports.Color = Color;
  28361. exports.ImmediateRenderObject = ImmediateRenderObject;
  28362. exports.VertexNormalsHelper = VertexNormalsHelper;
  28363. exports.SpotLightHelper = SpotLightHelper;
  28364. exports.SkeletonHelper = SkeletonHelper;
  28365. exports.PointLightHelper = PointLightHelper;
  28366. exports.RectAreaLightHelper = RectAreaLightHelper;
  28367. exports.HemisphereLightHelper = HemisphereLightHelper;
  28368. exports.GridHelper = GridHelper;
  28369. exports.PolarGridHelper = PolarGridHelper;
  28370. exports.FaceNormalsHelper = FaceNormalsHelper;
  28371. exports.DirectionalLightHelper = DirectionalLightHelper;
  28372. exports.CameraHelper = CameraHelper;
  28373. exports.BoxHelper = BoxHelper;
  28374. exports.Box3Helper = Box3Helper;
  28375. exports.PlaneHelper = PlaneHelper;
  28376. exports.ArrowHelper = ArrowHelper;
  28377. exports.AxesHelper = AxesHelper;
  28378. exports.Shape = Shape;
  28379. exports.Path = Path;
  28380. exports.ShapePath = ShapePath;
  28381. exports.Font = Font;
  28382. exports.CurvePath = CurvePath;
  28383. exports.Curve = Curve;
  28384. exports.ImageUtils = ImageUtils;
  28385. exports.ShapeUtils = ShapeUtils;
  28386. exports.WebGLUtils = WebGLUtils;
  28387. exports.WireframeGeometry = WireframeGeometry;
  28388. exports.ParametricGeometry = ParametricGeometry;
  28389. exports.ParametricBufferGeometry = ParametricBufferGeometry;
  28390. exports.TetrahedronGeometry = TetrahedronGeometry;
  28391. exports.TetrahedronBufferGeometry = TetrahedronBufferGeometry;
  28392. exports.OctahedronGeometry = OctahedronGeometry;
  28393. exports.OctahedronBufferGeometry = OctahedronBufferGeometry;
  28394. exports.IcosahedronGeometry = IcosahedronGeometry;
  28395. exports.IcosahedronBufferGeometry = IcosahedronBufferGeometry;
  28396. exports.DodecahedronGeometry = DodecahedronGeometry;
  28397. exports.DodecahedronBufferGeometry = DodecahedronBufferGeometry;
  28398. exports.PolyhedronGeometry = PolyhedronGeometry;
  28399. exports.PolyhedronBufferGeometry = PolyhedronBufferGeometry;
  28400. exports.TubeGeometry = TubeGeometry;
  28401. exports.TubeBufferGeometry = TubeBufferGeometry;
  28402. exports.TorusKnotGeometry = TorusKnotGeometry;
  28403. exports.TorusKnotBufferGeometry = TorusKnotBufferGeometry;
  28404. exports.TorusGeometry = TorusGeometry;
  28405. exports.TorusBufferGeometry = TorusBufferGeometry;
  28406. exports.TextGeometry = TextGeometry;
  28407. exports.TextBufferGeometry = TextBufferGeometry;
  28408. exports.SphereGeometry = SphereGeometry;
  28409. exports.SphereBufferGeometry = SphereBufferGeometry;
  28410. exports.RingGeometry = RingGeometry;
  28411. exports.RingBufferGeometry = RingBufferGeometry;
  28412. exports.PlaneGeometry = PlaneGeometry;
  28413. exports.PlaneBufferGeometry = PlaneBufferGeometry;
  28414. exports.LatheGeometry = LatheGeometry;
  28415. exports.LatheBufferGeometry = LatheBufferGeometry;
  28416. exports.ShapeGeometry = ShapeGeometry;
  28417. exports.ShapeBufferGeometry = ShapeBufferGeometry;
  28418. exports.ExtrudeGeometry = ExtrudeGeometry;
  28419. exports.ExtrudeBufferGeometry = ExtrudeBufferGeometry;
  28420. exports.EdgesGeometry = EdgesGeometry;
  28421. exports.ConeGeometry = ConeGeometry;
  28422. exports.ConeBufferGeometry = ConeBufferGeometry;
  28423. exports.CylinderGeometry = CylinderGeometry;
  28424. exports.CylinderBufferGeometry = CylinderBufferGeometry;
  28425. exports.CircleGeometry = CircleGeometry;
  28426. exports.CircleBufferGeometry = CircleBufferGeometry;
  28427. exports.BoxGeometry = BoxGeometry;
  28428. exports.BoxBufferGeometry = BoxBufferGeometry;
  28429. exports.ShadowMaterial = ShadowMaterial;
  28430. exports.SpriteMaterial = SpriteMaterial;
  28431. exports.RawShaderMaterial = RawShaderMaterial;
  28432. exports.ShaderMaterial = ShaderMaterial;
  28433. exports.PointsMaterial = PointsMaterial;
  28434. exports.MeshPhysicalMaterial = MeshPhysicalMaterial;
  28435. exports.MeshStandardMaterial = MeshStandardMaterial;
  28436. exports.MeshPhongMaterial = MeshPhongMaterial;
  28437. exports.MeshToonMaterial = MeshToonMaterial;
  28438. exports.MeshNormalMaterial = MeshNormalMaterial;
  28439. exports.MeshLambertMaterial = MeshLambertMaterial;
  28440. exports.MeshDepthMaterial = MeshDepthMaterial;
  28441. exports.MeshDistanceMaterial = MeshDistanceMaterial;
  28442. exports.MeshBasicMaterial = MeshBasicMaterial;
  28443. exports.MeshMatcapMaterial = MeshMatcapMaterial;
  28444. exports.LineDashedMaterial = LineDashedMaterial;
  28445. exports.LineBasicMaterial = LineBasicMaterial;
  28446. exports.Material = Material;
  28447. exports.Float64BufferAttribute = Float64BufferAttribute;
  28448. exports.Float32BufferAttribute = Float32BufferAttribute;
  28449. exports.Uint32BufferAttribute = Uint32BufferAttribute;
  28450. exports.Int32BufferAttribute = Int32BufferAttribute;
  28451. exports.Uint16BufferAttribute = Uint16BufferAttribute;
  28452. exports.Int16BufferAttribute = Int16BufferAttribute;
  28453. exports.Uint8ClampedBufferAttribute = Uint8ClampedBufferAttribute;
  28454. exports.Uint8BufferAttribute = Uint8BufferAttribute;
  28455. exports.Int8BufferAttribute = Int8BufferAttribute;
  28456. exports.BufferAttribute = BufferAttribute;
  28457. exports.ArcCurve = ArcCurve;
  28458. exports.CatmullRomCurve3 = CatmullRomCurve3;
  28459. exports.CubicBezierCurve = CubicBezierCurve;
  28460. exports.CubicBezierCurve3 = CubicBezierCurve3;
  28461. exports.EllipseCurve = EllipseCurve;
  28462. exports.LineCurve = LineCurve;
  28463. exports.LineCurve3 = LineCurve3;
  28464. exports.QuadraticBezierCurve = QuadraticBezierCurve;
  28465. exports.QuadraticBezierCurve3 = QuadraticBezierCurve3;
  28466. exports.SplineCurve = SplineCurve;
  28467. exports.REVISION = REVISION;
  28468. exports.MOUSE = MOUSE;
  28469. exports.CullFaceNone = CullFaceNone;
  28470. exports.CullFaceBack = CullFaceBack;
  28471. exports.CullFaceFront = CullFaceFront;
  28472. exports.CullFaceFrontBack = CullFaceFrontBack;
  28473. exports.FrontFaceDirectionCW = FrontFaceDirectionCW;
  28474. exports.FrontFaceDirectionCCW = FrontFaceDirectionCCW;
  28475. exports.BasicShadowMap = BasicShadowMap;
  28476. exports.PCFShadowMap = PCFShadowMap;
  28477. exports.PCFSoftShadowMap = PCFSoftShadowMap;
  28478. exports.FrontSide = FrontSide;
  28479. exports.BackSide = BackSide;
  28480. exports.DoubleSide = DoubleSide;
  28481. exports.FlatShading = FlatShading;
  28482. exports.SmoothShading = SmoothShading;
  28483. exports.NoColors = NoColors;
  28484. exports.FaceColors = FaceColors;
  28485. exports.VertexColors = VertexColors;
  28486. exports.NoBlending = NoBlending;
  28487. exports.NormalBlending = NormalBlending;
  28488. exports.AdditiveBlending = AdditiveBlending;
  28489. exports.SubtractiveBlending = SubtractiveBlending;
  28490. exports.MultiplyBlending = MultiplyBlending;
  28491. exports.CustomBlending = CustomBlending;
  28492. exports.AddEquation = AddEquation;
  28493. exports.SubtractEquation = SubtractEquation;
  28494. exports.ReverseSubtractEquation = ReverseSubtractEquation;
  28495. exports.MinEquation = MinEquation;
  28496. exports.MaxEquation = MaxEquation;
  28497. exports.ZeroFactor = ZeroFactor;
  28498. exports.OneFactor = OneFactor;
  28499. exports.SrcColorFactor = SrcColorFactor;
  28500. exports.OneMinusSrcColorFactor = OneMinusSrcColorFactor;
  28501. exports.SrcAlphaFactor = SrcAlphaFactor;
  28502. exports.OneMinusSrcAlphaFactor = OneMinusSrcAlphaFactor;
  28503. exports.DstAlphaFactor = DstAlphaFactor;
  28504. exports.OneMinusDstAlphaFactor = OneMinusDstAlphaFactor;
  28505. exports.DstColorFactor = DstColorFactor;
  28506. exports.OneMinusDstColorFactor = OneMinusDstColorFactor;
  28507. exports.SrcAlphaSaturateFactor = SrcAlphaSaturateFactor;
  28508. exports.NeverDepth = NeverDepth;
  28509. exports.AlwaysDepth = AlwaysDepth;
  28510. exports.LessDepth = LessDepth;
  28511. exports.LessEqualDepth = LessEqualDepth;
  28512. exports.EqualDepth = EqualDepth;
  28513. exports.GreaterEqualDepth = GreaterEqualDepth;
  28514. exports.GreaterDepth = GreaterDepth;
  28515. exports.NotEqualDepth = NotEqualDepth;
  28516. exports.MultiplyOperation = MultiplyOperation;
  28517. exports.MixOperation = MixOperation;
  28518. exports.AddOperation = AddOperation;
  28519. exports.NoToneMapping = NoToneMapping;
  28520. exports.LinearToneMapping = LinearToneMapping;
  28521. exports.ReinhardToneMapping = ReinhardToneMapping;
  28522. exports.Uncharted2ToneMapping = Uncharted2ToneMapping;
  28523. exports.CineonToneMapping = CineonToneMapping;
  28524. exports.ACESFilmicToneMapping = ACESFilmicToneMapping;
  28525. exports.UVMapping = UVMapping;
  28526. exports.CubeReflectionMapping = CubeReflectionMapping;
  28527. exports.CubeRefractionMapping = CubeRefractionMapping;
  28528. exports.EquirectangularReflectionMapping = EquirectangularReflectionMapping;
  28529. exports.EquirectangularRefractionMapping = EquirectangularRefractionMapping;
  28530. exports.SphericalReflectionMapping = SphericalReflectionMapping;
  28531. exports.CubeUVReflectionMapping = CubeUVReflectionMapping;
  28532. exports.CubeUVRefractionMapping = CubeUVRefractionMapping;
  28533. exports.RepeatWrapping = RepeatWrapping;
  28534. exports.ClampToEdgeWrapping = ClampToEdgeWrapping;
  28535. exports.MirroredRepeatWrapping = MirroredRepeatWrapping;
  28536. exports.NearestFilter = NearestFilter;
  28537. exports.NearestMipMapNearestFilter = NearestMipMapNearestFilter;
  28538. exports.NearestMipMapLinearFilter = NearestMipMapLinearFilter;
  28539. exports.LinearFilter = LinearFilter;
  28540. exports.LinearMipMapNearestFilter = LinearMipMapNearestFilter;
  28541. exports.LinearMipMapLinearFilter = LinearMipMapLinearFilter;
  28542. exports.UnsignedByteType = UnsignedByteType;
  28543. exports.ByteType = ByteType;
  28544. exports.ShortType = ShortType;
  28545. exports.UnsignedShortType = UnsignedShortType;
  28546. exports.IntType = IntType;
  28547. exports.UnsignedIntType = UnsignedIntType;
  28548. exports.FloatType = FloatType;
  28549. exports.HalfFloatType = HalfFloatType;
  28550. exports.UnsignedShort4444Type = UnsignedShort4444Type;
  28551. exports.UnsignedShort5551Type = UnsignedShort5551Type;
  28552. exports.UnsignedShort565Type = UnsignedShort565Type;
  28553. exports.UnsignedInt248Type = UnsignedInt248Type;
  28554. exports.AlphaFormat = AlphaFormat;
  28555. exports.RGBFormat = RGBFormat;
  28556. exports.RGBAFormat = RGBAFormat;
  28557. exports.LuminanceFormat = LuminanceFormat;
  28558. exports.LuminanceAlphaFormat = LuminanceAlphaFormat;
  28559. exports.RGBEFormat = RGBEFormat;
  28560. exports.DepthFormat = DepthFormat;
  28561. exports.DepthStencilFormat = DepthStencilFormat;
  28562. exports.RedFormat = RedFormat;
  28563. exports.RGB_S3TC_DXT1_Format = RGB_S3TC_DXT1_Format;
  28564. exports.RGBA_S3TC_DXT1_Format = RGBA_S3TC_DXT1_Format;
  28565. exports.RGBA_S3TC_DXT3_Format = RGBA_S3TC_DXT3_Format;
  28566. exports.RGBA_S3TC_DXT5_Format = RGBA_S3TC_DXT5_Format;
  28567. exports.RGB_PVRTC_4BPPV1_Format = RGB_PVRTC_4BPPV1_Format;
  28568. exports.RGB_PVRTC_2BPPV1_Format = RGB_PVRTC_2BPPV1_Format;
  28569. exports.RGBA_PVRTC_4BPPV1_Format = RGBA_PVRTC_4BPPV1_Format;
  28570. exports.RGBA_PVRTC_2BPPV1_Format = RGBA_PVRTC_2BPPV1_Format;
  28571. exports.RGB_ETC1_Format = RGB_ETC1_Format;
  28572. exports.RGBA_ASTC_4x4_Format = RGBA_ASTC_4x4_Format;
  28573. exports.RGBA_ASTC_5x4_Format = RGBA_ASTC_5x4_Format;
  28574. exports.RGBA_ASTC_5x5_Format = RGBA_ASTC_5x5_Format;
  28575. exports.RGBA_ASTC_6x5_Format = RGBA_ASTC_6x5_Format;
  28576. exports.RGBA_ASTC_6x6_Format = RGBA_ASTC_6x6_Format;
  28577. exports.RGBA_ASTC_8x5_Format = RGBA_ASTC_8x5_Format;
  28578. exports.RGBA_ASTC_8x6_Format = RGBA_ASTC_8x6_Format;
  28579. exports.RGBA_ASTC_8x8_Format = RGBA_ASTC_8x8_Format;
  28580. exports.RGBA_ASTC_10x5_Format = RGBA_ASTC_10x5_Format;
  28581. exports.RGBA_ASTC_10x6_Format = RGBA_ASTC_10x6_Format;
  28582. exports.RGBA_ASTC_10x8_Format = RGBA_ASTC_10x8_Format;
  28583. exports.RGBA_ASTC_10x10_Format = RGBA_ASTC_10x10_Format;
  28584. exports.RGBA_ASTC_12x10_Format = RGBA_ASTC_12x10_Format;
  28585. exports.RGBA_ASTC_12x12_Format = RGBA_ASTC_12x12_Format;
  28586. exports.LoopOnce = LoopOnce;
  28587. exports.LoopRepeat = LoopRepeat;
  28588. exports.LoopPingPong = LoopPingPong;
  28589. exports.InterpolateDiscrete = InterpolateDiscrete;
  28590. exports.InterpolateLinear = InterpolateLinear;
  28591. exports.InterpolateSmooth = InterpolateSmooth;
  28592. exports.ZeroCurvatureEnding = ZeroCurvatureEnding;
  28593. exports.ZeroSlopeEnding = ZeroSlopeEnding;
  28594. exports.WrapAroundEnding = WrapAroundEnding;
  28595. exports.TrianglesDrawMode = TrianglesDrawMode;
  28596. exports.TriangleStripDrawMode = TriangleStripDrawMode;
  28597. exports.TriangleFanDrawMode = TriangleFanDrawMode;
  28598. exports.LinearEncoding = LinearEncoding;
  28599. exports.sRGBEncoding = sRGBEncoding;
  28600. exports.GammaEncoding = GammaEncoding;
  28601. exports.RGBEEncoding = RGBEEncoding;
  28602. exports.LogLuvEncoding = LogLuvEncoding;
  28603. exports.RGBM7Encoding = RGBM7Encoding;
  28604. exports.RGBM16Encoding = RGBM16Encoding;
  28605. exports.RGBDEncoding = RGBDEncoding;
  28606. exports.BasicDepthPacking = BasicDepthPacking;
  28607. exports.RGBADepthPacking = RGBADepthPacking;
  28608. exports.TangentSpaceNormalMap = TangentSpaceNormalMap;
  28609. exports.ObjectSpaceNormalMap = ObjectSpaceNormalMap;
  28610. exports.CubeGeometry = BoxGeometry;
  28611. exports.Face4 = Face4;
  28612. exports.LineStrip = LineStrip;
  28613. exports.LinePieces = LinePieces;
  28614. exports.MeshFaceMaterial = MeshFaceMaterial;
  28615. exports.MultiMaterial = MultiMaterial;
  28616. exports.PointCloud = PointCloud;
  28617. exports.Particle = Particle;
  28618. exports.ParticleSystem = ParticleSystem;
  28619. exports.PointCloudMaterial = PointCloudMaterial;
  28620. exports.ParticleBasicMaterial = ParticleBasicMaterial;
  28621. exports.ParticleSystemMaterial = ParticleSystemMaterial;
  28622. exports.Vertex = Vertex;
  28623. exports.DynamicBufferAttribute = DynamicBufferAttribute;
  28624. exports.Int8Attribute = Int8Attribute;
  28625. exports.Uint8Attribute = Uint8Attribute;
  28626. exports.Uint8ClampedAttribute = Uint8ClampedAttribute;
  28627. exports.Int16Attribute = Int16Attribute;
  28628. exports.Uint16Attribute = Uint16Attribute;
  28629. exports.Int32Attribute = Int32Attribute;
  28630. exports.Uint32Attribute = Uint32Attribute;
  28631. exports.Float32Attribute = Float32Attribute;
  28632. exports.Float64Attribute = Float64Attribute;
  28633. exports.ClosedSplineCurve3 = ClosedSplineCurve3;
  28634. exports.SplineCurve3 = SplineCurve3;
  28635. exports.Spline = Spline;
  28636. exports.AxisHelper = AxisHelper;
  28637. exports.BoundingBoxHelper = BoundingBoxHelper;
  28638. exports.EdgesHelper = EdgesHelper;
  28639. exports.WireframeHelper = WireframeHelper;
  28640. exports.XHRLoader = XHRLoader;
  28641. exports.BinaryTextureLoader = BinaryTextureLoader;
  28642. exports.GeometryUtils = GeometryUtils;
  28643. exports.Projector = Projector;
  28644. exports.CanvasRenderer = CanvasRenderer;
  28645. exports.JSONLoader = JSONLoader;
  28646. exports.SceneUtils = SceneUtils;
  28647. exports.LensFlare = LensFlare;
  28648. Object.defineProperty(exports, '__esModule', { value: true });
  28649. })));