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. (global = global || self, factory(global.THREE = {}));
  5. }(this, function (exports) { 'use strict';
  6. // Polyfills
  7. if ( Number.EPSILON === undefined ) {
  8. Number.EPSILON = Math.pow( 2, - 52 );
  9. }
  10. if ( Number.isInteger === undefined ) {
  11. // Missing in IE
  12. // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number/isInteger
  13. Number.isInteger = function ( value ) {
  14. return typeof value === 'number' && isFinite( value ) && Math.floor( value ) === value;
  15. };
  16. }
  17. //
  18. if ( Math.sign === undefined ) {
  19. // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/sign
  20. Math.sign = function ( x ) {
  21. return ( x < 0 ) ? - 1 : ( x > 0 ) ? 1 : + x;
  22. };
  23. }
  24. if ( 'name' in Function.prototype === false ) {
  25. // Missing in IE
  26. // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Function/name
  27. Object.defineProperty( Function.prototype, 'name', {
  28. get: function () {
  29. return this.toString().match( /^\s*function\s*([^\(\s]*)/ )[ 1 ];
  30. }
  31. } );
  32. }
  33. if ( Object.assign === undefined ) {
  34. // Missing in IE
  35. // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/assign
  36. Object.assign = function ( target ) {
  37. if ( target === undefined || target === null ) {
  38. throw new TypeError( 'Cannot convert undefined or null to object' );
  39. }
  40. var output = Object( target );
  41. for ( var index = 1; index < arguments.length; index ++ ) {
  42. var source = arguments[ index ];
  43. if ( source !== undefined && source !== null ) {
  44. for ( var nextKey in source ) {
  45. if ( Object.prototype.hasOwnProperty.call( source, nextKey ) ) {
  46. output[ nextKey ] = source[ nextKey ];
  47. }
  48. }
  49. }
  50. }
  51. return output;
  52. };
  53. }
  54. var REVISION = '109dev';
  55. var MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2, ROTATE: 0, DOLLY: 1, PAN: 2 };
  56. var TOUCH = { ROTATE: 0, PAN: 1, DOLLY_PAN: 2, DOLLY_ROTATE: 3 };
  57. var CullFaceNone = 0;
  58. var CullFaceBack = 1;
  59. var CullFaceFront = 2;
  60. var CullFaceFrontBack = 3;
  61. var FrontFaceDirectionCW = 0;
  62. var FrontFaceDirectionCCW = 1;
  63. var BasicShadowMap = 0;
  64. var PCFShadowMap = 1;
  65. var PCFSoftShadowMap = 2;
  66. var VSMShadowMap = 3;
  67. var FrontSide = 0;
  68. var BackSide = 1;
  69. var DoubleSide = 2;
  70. var FlatShading = 1;
  71. var SmoothShading = 2;
  72. var NoColors = 0;
  73. var FaceColors = 1;
  74. var VertexColors = 2;
  75. var NoBlending = 0;
  76. var NormalBlending = 1;
  77. var AdditiveBlending = 2;
  78. var SubtractiveBlending = 3;
  79. var MultiplyBlending = 4;
  80. var CustomBlending = 5;
  81. var AddEquation = 100;
  82. var SubtractEquation = 101;
  83. var ReverseSubtractEquation = 102;
  84. var MinEquation = 103;
  85. var MaxEquation = 104;
  86. var ZeroFactor = 200;
  87. var OneFactor = 201;
  88. var SrcColorFactor = 202;
  89. var OneMinusSrcColorFactor = 203;
  90. var SrcAlphaFactor = 204;
  91. var OneMinusSrcAlphaFactor = 205;
  92. var DstAlphaFactor = 206;
  93. var OneMinusDstAlphaFactor = 207;
  94. var DstColorFactor = 208;
  95. var OneMinusDstColorFactor = 209;
  96. var SrcAlphaSaturateFactor = 210;
  97. var NeverDepth = 0;
  98. var AlwaysDepth = 1;
  99. var LessDepth = 2;
  100. var LessEqualDepth = 3;
  101. var EqualDepth = 4;
  102. var GreaterEqualDepth = 5;
  103. var GreaterDepth = 6;
  104. var NotEqualDepth = 7;
  105. var MultiplyOperation = 0;
  106. var MixOperation = 1;
  107. var AddOperation = 2;
  108. var NoToneMapping = 0;
  109. var LinearToneMapping = 1;
  110. var ReinhardToneMapping = 2;
  111. var Uncharted2ToneMapping = 3;
  112. var CineonToneMapping = 4;
  113. var ACESFilmicToneMapping = 5;
  114. var UVMapping = 300;
  115. var CubeReflectionMapping = 301;
  116. var CubeRefractionMapping = 302;
  117. var EquirectangularReflectionMapping = 303;
  118. var EquirectangularRefractionMapping = 304;
  119. var SphericalReflectionMapping = 305;
  120. var CubeUVReflectionMapping = 306;
  121. var CubeUVRefractionMapping = 307;
  122. var RepeatWrapping = 1000;
  123. var ClampToEdgeWrapping = 1001;
  124. var MirroredRepeatWrapping = 1002;
  125. var NearestFilter = 1003;
  126. var NearestMipmapNearestFilter = 1004;
  127. var NearestMipMapNearestFilter = 1004;
  128. var NearestMipmapLinearFilter = 1005;
  129. var NearestMipMapLinearFilter = 1005;
  130. var LinearFilter = 1006;
  131. var LinearMipmapNearestFilter = 1007;
  132. var LinearMipMapNearestFilter = 1007;
  133. var LinearMipmapLinearFilter = 1008;
  134. var LinearMipMapLinearFilter = 1008;
  135. var UnsignedByteType = 1009;
  136. var ByteType = 1010;
  137. var ShortType = 1011;
  138. var UnsignedShortType = 1012;
  139. var IntType = 1013;
  140. var UnsignedIntType = 1014;
  141. var FloatType = 1015;
  142. var HalfFloatType = 1016;
  143. var UnsignedShort4444Type = 1017;
  144. var UnsignedShort5551Type = 1018;
  145. var UnsignedShort565Type = 1019;
  146. var UnsignedInt248Type = 1020;
  147. var AlphaFormat = 1021;
  148. var RGBFormat = 1022;
  149. var RGBAFormat = 1023;
  150. var LuminanceFormat = 1024;
  151. var LuminanceAlphaFormat = 1025;
  152. var RGBEFormat = RGBAFormat;
  153. var DepthFormat = 1026;
  154. var DepthStencilFormat = 1027;
  155. var RedFormat = 1028;
  156. var RGB_S3TC_DXT1_Format = 33776;
  157. var RGBA_S3TC_DXT1_Format = 33777;
  158. var RGBA_S3TC_DXT3_Format = 33778;
  159. var RGBA_S3TC_DXT5_Format = 33779;
  160. var RGB_PVRTC_4BPPV1_Format = 35840;
  161. var RGB_PVRTC_2BPPV1_Format = 35841;
  162. var RGBA_PVRTC_4BPPV1_Format = 35842;
  163. var RGBA_PVRTC_2BPPV1_Format = 35843;
  164. var RGB_ETC1_Format = 36196;
  165. var RGBA_ASTC_4x4_Format = 37808;
  166. var RGBA_ASTC_5x4_Format = 37809;
  167. var RGBA_ASTC_5x5_Format = 37810;
  168. var RGBA_ASTC_6x5_Format = 37811;
  169. var RGBA_ASTC_6x6_Format = 37812;
  170. var RGBA_ASTC_8x5_Format = 37813;
  171. var RGBA_ASTC_8x6_Format = 37814;
  172. var RGBA_ASTC_8x8_Format = 37815;
  173. var RGBA_ASTC_10x5_Format = 37816;
  174. var RGBA_ASTC_10x6_Format = 37817;
  175. var RGBA_ASTC_10x8_Format = 37818;
  176. var RGBA_ASTC_10x10_Format = 37819;
  177. var RGBA_ASTC_12x10_Format = 37820;
  178. var RGBA_ASTC_12x12_Format = 37821;
  179. var LoopOnce = 2200;
  180. var LoopRepeat = 2201;
  181. var LoopPingPong = 2202;
  182. var InterpolateDiscrete = 2300;
  183. var InterpolateLinear = 2301;
  184. var InterpolateSmooth = 2302;
  185. var ZeroCurvatureEnding = 2400;
  186. var ZeroSlopeEnding = 2401;
  187. var WrapAroundEnding = 2402;
  188. var TrianglesDrawMode = 0;
  189. var TriangleStripDrawMode = 1;
  190. var TriangleFanDrawMode = 2;
  191. var LinearEncoding = 3000;
  192. var sRGBEncoding = 3001;
  193. var GammaEncoding = 3007;
  194. var RGBEEncoding = 3002;
  195. var LogLuvEncoding = 3003;
  196. var RGBM7Encoding = 3004;
  197. var RGBM16Encoding = 3005;
  198. var RGBDEncoding = 3006;
  199. var BasicDepthPacking = 3200;
  200. var RGBADepthPacking = 3201;
  201. var TangentSpaceNormalMap = 0;
  202. var ObjectSpaceNormalMap = 1;
  203. var ZeroStencilOp = 0;
  204. var KeepStencilOp = 7680;
  205. var ReplaceStencilOp = 7681;
  206. var IncrementStencilOp = 7682;
  207. var DecrementStencilOp = 7683;
  208. var IncrementWrapStencilOp = 34055;
  209. var DecrementWrapStencilOp = 34056;
  210. var InvertStencilOp = 5386;
  211. var NeverStencilFunc = 512;
  212. var LessStencilFunc = 513;
  213. var EqualStencilFunc = 514;
  214. var LessEqualStencilFunc = 515;
  215. var GreaterStencilFunc = 516;
  216. var NotEqualStencilFunc = 517;
  217. var GreaterEqualStencilFunc = 518;
  218. var AlwaysStencilFunc = 519;
  219. /**
  220. * https://github.com/mrdoob/eventdispatcher.js/
  221. */
  222. function EventDispatcher() {}
  223. Object.assign( EventDispatcher.prototype, {
  224. addEventListener: function ( type, listener ) {
  225. if ( this._listeners === undefined ) { this._listeners = {}; }
  226. var listeners = this._listeners;
  227. if ( listeners[ type ] === undefined ) {
  228. listeners[ type ] = [];
  229. }
  230. if ( listeners[ type ].indexOf( listener ) === - 1 ) {
  231. listeners[ type ].push( listener );
  232. }
  233. },
  234. hasEventListener: function ( type, listener ) {
  235. if ( this._listeners === undefined ) { return false; }
  236. var listeners = this._listeners;
  237. return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1;
  238. },
  239. removeEventListener: function ( type, listener ) {
  240. if ( this._listeners === undefined ) { return; }
  241. var listeners = this._listeners;
  242. var listenerArray = listeners[ type ];
  243. if ( listenerArray !== undefined ) {
  244. var index = listenerArray.indexOf( listener );
  245. if ( index !== - 1 ) {
  246. listenerArray.splice( index, 1 );
  247. }
  248. }
  249. },
  250. dispatchEvent: function ( event ) {
  251. if ( this._listeners === undefined ) { return; }
  252. var listeners = this._listeners;
  253. var listenerArray = listeners[ event.type ];
  254. if ( listenerArray !== undefined ) {
  255. event.target = this;
  256. var array = listenerArray.slice( 0 );
  257. for ( var i = 0, l = array.length; i < l; i ++ ) {
  258. array[ i ].call( this, event );
  259. }
  260. }
  261. }
  262. } );
  263. /**
  264. * @author alteredq / http://alteredqualia.com/
  265. * @author mrdoob / http://mrdoob.com/
  266. */
  267. var _lut = [];
  268. for ( var i = 0; i < 256; i ++ ) {
  269. _lut[ i ] = ( i < 16 ? '0' : '' ) + ( i ).toString( 16 );
  270. }
  271. var _Math = {
  272. DEG2RAD: Math.PI / 180,
  273. RAD2DEG: 180 / Math.PI,
  274. generateUUID: function () {
  275. // http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136
  276. var d0 = Math.random() * 0xffffffff | 0;
  277. var d1 = Math.random() * 0xffffffff | 0;
  278. var d2 = Math.random() * 0xffffffff | 0;
  279. var d3 = Math.random() * 0xffffffff | 0;
  280. var uuid = _lut[ d0 & 0xff ] + _lut[ d0 >> 8 & 0xff ] + _lut[ d0 >> 16 & 0xff ] + _lut[ d0 >> 24 & 0xff ] + '-' +
  281. _lut[ d1 & 0xff ] + _lut[ d1 >> 8 & 0xff ] + '-' + _lut[ d1 >> 16 & 0x0f | 0x40 ] + _lut[ d1 >> 24 & 0xff ] + '-' +
  282. _lut[ d2 & 0x3f | 0x80 ] + _lut[ d2 >> 8 & 0xff ] + '-' + _lut[ d2 >> 16 & 0xff ] + _lut[ d2 >> 24 & 0xff ] +
  283. _lut[ d3 & 0xff ] + _lut[ d3 >> 8 & 0xff ] + _lut[ d3 >> 16 & 0xff ] + _lut[ d3 >> 24 & 0xff ];
  284. // .toUpperCase() here flattens concatenated strings to save heap memory space.
  285. return uuid.toUpperCase();
  286. },
  287. clamp: function ( value, min, max ) {
  288. return Math.max( min, Math.min( max, value ) );
  289. },
  290. // compute euclidian modulo of m % n
  291. // https://en.wikipedia.org/wiki/Modulo_operation
  292. euclideanModulo: function ( n, m ) {
  293. return ( ( n % m ) + m ) % m;
  294. },
  295. // Linear mapping from range <a1, a2> to range <b1, b2>
  296. mapLinear: function ( x, a1, a2, b1, b2 ) {
  297. return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
  298. },
  299. // https://en.wikipedia.org/wiki/Linear_interpolation
  300. lerp: function ( x, y, t ) {
  301. return ( 1 - t ) * x + t * y;
  302. },
  303. // http://en.wikipedia.org/wiki/Smoothstep
  304. smoothstep: function ( x, min, max ) {
  305. if ( x <= min ) { return 0; }
  306. if ( x >= max ) { return 1; }
  307. x = ( x - min ) / ( max - min );
  308. return x * x * ( 3 - 2 * x );
  309. },
  310. smootherstep: function ( x, min, max ) {
  311. if ( x <= min ) { return 0; }
  312. if ( x >= max ) { return 1; }
  313. x = ( x - min ) / ( max - min );
  314. return x * x * x * ( x * ( x * 6 - 15 ) + 10 );
  315. },
  316. // Random integer from <low, high> interval
  317. randInt: function ( low, high ) {
  318. return low + Math.floor( Math.random() * ( high - low + 1 ) );
  319. },
  320. // Random float from <low, high> interval
  321. randFloat: function ( low, high ) {
  322. return low + Math.random() * ( high - low );
  323. },
  324. // Random float from <-range/2, range/2> interval
  325. randFloatSpread: function ( range ) {
  326. return range * ( 0.5 - Math.random() );
  327. },
  328. degToRad: function ( degrees ) {
  329. return degrees * _Math.DEG2RAD;
  330. },
  331. radToDeg: function ( radians ) {
  332. return radians * _Math.RAD2DEG;
  333. },
  334. isPowerOfTwo: function ( value ) {
  335. return ( value & ( value - 1 ) ) === 0 && value !== 0;
  336. },
  337. ceilPowerOfTwo: function ( value ) {
  338. return Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) );
  339. },
  340. floorPowerOfTwo: function ( value ) {
  341. return Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );
  342. }
  343. };
  344. /**
  345. * @author mrdoob / http://mrdoob.com/
  346. * @author philogb / http://blog.thejit.org/
  347. * @author egraether / http://egraether.com/
  348. * @author zz85 / http://www.lab4games.net/zz85/blog
  349. */
  350. function Vector2( x, y ) {
  351. this.x = x || 0;
  352. this.y = y || 0;
  353. }
  354. Object.defineProperties( Vector2.prototype, {
  355. "width": {
  356. get: function () {
  357. return this.x;
  358. },
  359. set: function ( value ) {
  360. this.x = value;
  361. }
  362. },
  363. "height": {
  364. get: function () {
  365. return this.y;
  366. },
  367. set: function ( value ) {
  368. this.y = value;
  369. }
  370. }
  371. } );
  372. Object.assign( Vector2.prototype, {
  373. isVector2: true,
  374. set: function ( x, y ) {
  375. this.x = x;
  376. this.y = y;
  377. return this;
  378. },
  379. setScalar: function ( scalar ) {
  380. this.x = scalar;
  381. this.y = scalar;
  382. return this;
  383. },
  384. setX: function ( x ) {
  385. this.x = x;
  386. return this;
  387. },
  388. setY: function ( y ) {
  389. this.y = y;
  390. return this;
  391. },
  392. setComponent: function ( index, value ) {
  393. switch ( index ) {
  394. case 0: this.x = value; break;
  395. case 1: this.y = value; break;
  396. default: throw new Error( 'index is out of range: ' + index );
  397. }
  398. return this;
  399. },
  400. getComponent: function ( index ) {
  401. switch ( index ) {
  402. case 0: return this.x;
  403. case 1: return this.y;
  404. default: throw new Error( 'index is out of range: ' + index );
  405. }
  406. },
  407. clone: function () {
  408. return new this.constructor( this.x, this.y );
  409. },
  410. copy: function ( v ) {
  411. this.x = v.x;
  412. this.y = v.y;
  413. return this;
  414. },
  415. add: function ( v, w ) {
  416. if ( w !== undefined ) {
  417. console.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  418. return this.addVectors( v, w );
  419. }
  420. this.x += v.x;
  421. this.y += v.y;
  422. return this;
  423. },
  424. addScalar: function ( s ) {
  425. this.x += s;
  426. this.y += s;
  427. return this;
  428. },
  429. addVectors: function ( a, b ) {
  430. this.x = a.x + b.x;
  431. this.y = a.y + b.y;
  432. return this;
  433. },
  434. addScaledVector: function ( v, s ) {
  435. this.x += v.x * s;
  436. this.y += v.y * s;
  437. return this;
  438. },
  439. sub: function ( v, w ) {
  440. if ( w !== undefined ) {
  441. console.warn( 'THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  442. return this.subVectors( v, w );
  443. }
  444. this.x -= v.x;
  445. this.y -= v.y;
  446. return this;
  447. },
  448. subScalar: function ( s ) {
  449. this.x -= s;
  450. this.y -= s;
  451. return this;
  452. },
  453. subVectors: function ( a, b ) {
  454. this.x = a.x - b.x;
  455. this.y = a.y - b.y;
  456. return this;
  457. },
  458. multiply: function ( v ) {
  459. this.x *= v.x;
  460. this.y *= v.y;
  461. return this;
  462. },
  463. multiplyScalar: function ( scalar ) {
  464. this.x *= scalar;
  465. this.y *= scalar;
  466. return this;
  467. },
  468. divide: function ( v ) {
  469. this.x /= v.x;
  470. this.y /= v.y;
  471. return this;
  472. },
  473. divideScalar: function ( scalar ) {
  474. return this.multiplyScalar( 1 / scalar );
  475. },
  476. applyMatrix3: function ( m ) {
  477. var x = this.x, y = this.y;
  478. var e = m.elements;
  479. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ];
  480. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ];
  481. return this;
  482. },
  483. min: function ( v ) {
  484. this.x = Math.min( this.x, v.x );
  485. this.y = Math.min( this.y, v.y );
  486. return this;
  487. },
  488. max: function ( v ) {
  489. this.x = Math.max( this.x, v.x );
  490. this.y = Math.max( this.y, v.y );
  491. return this;
  492. },
  493. clamp: function ( min, max ) {
  494. // assumes min < max, componentwise
  495. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  496. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  497. return this;
  498. },
  499. clampScalar: function ( minVal, maxVal ) {
  500. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  501. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  502. return this;
  503. },
  504. clampLength: function ( min, max ) {
  505. var length = this.length();
  506. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  507. },
  508. floor: function () {
  509. this.x = Math.floor( this.x );
  510. this.y = Math.floor( this.y );
  511. return this;
  512. },
  513. ceil: function () {
  514. this.x = Math.ceil( this.x );
  515. this.y = Math.ceil( this.y );
  516. return this;
  517. },
  518. round: function () {
  519. this.x = Math.round( this.x );
  520. this.y = Math.round( this.y );
  521. return this;
  522. },
  523. roundToZero: function () {
  524. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  525. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  526. return this;
  527. },
  528. negate: function () {
  529. this.x = - this.x;
  530. this.y = - this.y;
  531. return this;
  532. },
  533. dot: function ( v ) {
  534. return this.x * v.x + this.y * v.y;
  535. },
  536. cross: function ( v ) {
  537. return this.x * v.y - this.y * v.x;
  538. },
  539. lengthSq: function () {
  540. return this.x * this.x + this.y * this.y;
  541. },
  542. length: function () {
  543. return Math.sqrt( this.x * this.x + this.y * this.y );
  544. },
  545. manhattanLength: function () {
  546. return Math.abs( this.x ) + Math.abs( this.y );
  547. },
  548. normalize: function () {
  549. return this.divideScalar( this.length() || 1 );
  550. },
  551. angle: function () {
  552. // computes the angle in radians with respect to the positive x-axis
  553. var angle = Math.atan2( this.y, this.x );
  554. if ( angle < 0 ) { angle += 2 * Math.PI; }
  555. return angle;
  556. },
  557. distanceTo: function ( v ) {
  558. return Math.sqrt( this.distanceToSquared( v ) );
  559. },
  560. distanceToSquared: function ( v ) {
  561. var dx = this.x - v.x, dy = this.y - v.y;
  562. return dx * dx + dy * dy;
  563. },
  564. manhattanDistanceTo: function ( v ) {
  565. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );
  566. },
  567. setLength: function ( length ) {
  568. return this.normalize().multiplyScalar( length );
  569. },
  570. lerp: function ( v, alpha ) {
  571. this.x += ( v.x - this.x ) * alpha;
  572. this.y += ( v.y - this.y ) * alpha;
  573. return this;
  574. },
  575. lerpVectors: function ( v1, v2, alpha ) {
  576. return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
  577. },
  578. equals: function ( v ) {
  579. return ( ( v.x === this.x ) && ( v.y === this.y ) );
  580. },
  581. fromArray: function ( array, offset ) {
  582. if ( offset === undefined ) { offset = 0; }
  583. this.x = array[ offset ];
  584. this.y = array[ offset + 1 ];
  585. return this;
  586. },
  587. toArray: function ( array, offset ) {
  588. if ( array === undefined ) { array = []; }
  589. if ( offset === undefined ) { offset = 0; }
  590. array[ offset ] = this.x;
  591. array[ offset + 1 ] = this.y;
  592. return array;
  593. },
  594. fromBufferAttribute: function ( attribute, index, offset ) {
  595. if ( offset !== undefined ) {
  596. console.warn( 'THREE.Vector2: offset has been removed from .fromBufferAttribute().' );
  597. }
  598. this.x = attribute.getX( index );
  599. this.y = attribute.getY( index );
  600. return this;
  601. },
  602. rotateAround: function ( center, angle ) {
  603. var c = Math.cos( angle ), s = Math.sin( angle );
  604. var x = this.x - center.x;
  605. var y = this.y - center.y;
  606. this.x = x * c - y * s + center.x;
  607. this.y = x * s + y * c + center.y;
  608. return this;
  609. }
  610. } );
  611. /**
  612. * @author mikael emtinger / http://gomo.se/
  613. * @author alteredq / http://alteredqualia.com/
  614. * @author WestLangley / http://github.com/WestLangley
  615. * @author bhouston / http://clara.io
  616. */
  617. function Quaternion( x, y, z, w ) {
  618. this._x = x || 0;
  619. this._y = y || 0;
  620. this._z = z || 0;
  621. this._w = ( w !== undefined ) ? w : 1;
  622. }
  623. Object.assign( Quaternion, {
  624. slerp: function ( qa, qb, qm, t ) {
  625. return qm.copy( qa ).slerp( qb, t );
  626. },
  627. slerpFlat: function ( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {
  628. // fuzz-free, array-based Quaternion SLERP operation
  629. var x0 = src0[ srcOffset0 + 0 ],
  630. y0 = src0[ srcOffset0 + 1 ],
  631. z0 = src0[ srcOffset0 + 2 ],
  632. w0 = src0[ srcOffset0 + 3 ],
  633. x1 = src1[ srcOffset1 + 0 ],
  634. y1 = src1[ srcOffset1 + 1 ],
  635. z1 = src1[ srcOffset1 + 2 ],
  636. w1 = src1[ srcOffset1 + 3 ];
  637. if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {
  638. var s = 1 - t,
  639. cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1,
  640. dir = ( cos >= 0 ? 1 : - 1 ),
  641. sqrSin = 1 - cos * cos;
  642. // Skip the Slerp for tiny steps to avoid numeric problems:
  643. if ( sqrSin > Number.EPSILON ) {
  644. var sin = Math.sqrt( sqrSin ),
  645. len = Math.atan2( sin, cos * dir );
  646. s = Math.sin( s * len ) / sin;
  647. t = Math.sin( t * len ) / sin;
  648. }
  649. var tDir = t * dir;
  650. x0 = x0 * s + x1 * tDir;
  651. y0 = y0 * s + y1 * tDir;
  652. z0 = z0 * s + z1 * tDir;
  653. w0 = w0 * s + w1 * tDir;
  654. // Normalize in case we just did a lerp:
  655. if ( s === 1 - t ) {
  656. var f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );
  657. x0 *= f;
  658. y0 *= f;
  659. z0 *= f;
  660. w0 *= f;
  661. }
  662. }
  663. dst[ dstOffset ] = x0;
  664. dst[ dstOffset + 1 ] = y0;
  665. dst[ dstOffset + 2 ] = z0;
  666. dst[ dstOffset + 3 ] = w0;
  667. }
  668. } );
  669. Object.defineProperties( Quaternion.prototype, {
  670. x: {
  671. get: function () {
  672. return this._x;
  673. },
  674. set: function ( value ) {
  675. this._x = value;
  676. this._onChangeCallback();
  677. }
  678. },
  679. y: {
  680. get: function () {
  681. return this._y;
  682. },
  683. set: function ( value ) {
  684. this._y = value;
  685. this._onChangeCallback();
  686. }
  687. },
  688. z: {
  689. get: function () {
  690. return this._z;
  691. },
  692. set: function ( value ) {
  693. this._z = value;
  694. this._onChangeCallback();
  695. }
  696. },
  697. w: {
  698. get: function () {
  699. return this._w;
  700. },
  701. set: function ( value ) {
  702. this._w = value;
  703. this._onChangeCallback();
  704. }
  705. }
  706. } );
  707. Object.assign( Quaternion.prototype, {
  708. isQuaternion: true,
  709. set: function ( x, y, z, w ) {
  710. this._x = x;
  711. this._y = y;
  712. this._z = z;
  713. this._w = w;
  714. this._onChangeCallback();
  715. return this;
  716. },
  717. clone: function () {
  718. return new this.constructor( this._x, this._y, this._z, this._w );
  719. },
  720. copy: function ( quaternion ) {
  721. this._x = quaternion.x;
  722. this._y = quaternion.y;
  723. this._z = quaternion.z;
  724. this._w = quaternion.w;
  725. this._onChangeCallback();
  726. return this;
  727. },
  728. setFromEuler: function ( euler, update ) {
  729. if ( ! ( euler && euler.isEuler ) ) {
  730. throw new Error( 'THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.' );
  731. }
  732. var x = euler._x, y = euler._y, z = euler._z, order = euler.order;
  733. // http://www.mathworks.com/matlabcentral/fileexchange/
  734. // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
  735. // content/SpinCalc.m
  736. var cos = Math.cos;
  737. var sin = Math.sin;
  738. var c1 = cos( x / 2 );
  739. var c2 = cos( y / 2 );
  740. var c3 = cos( z / 2 );
  741. var s1 = sin( x / 2 );
  742. var s2 = sin( y / 2 );
  743. var s3 = sin( z / 2 );
  744. if ( order === 'XYZ' ) {
  745. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  746. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  747. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  748. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  749. } else if ( order === 'YXZ' ) {
  750. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  751. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  752. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  753. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  754. } else if ( order === 'ZXY' ) {
  755. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  756. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  757. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  758. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  759. } else if ( order === 'ZYX' ) {
  760. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  761. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  762. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  763. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  764. } else if ( order === 'YZX' ) {
  765. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  766. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  767. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  768. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  769. } else if ( order === 'XZY' ) {
  770. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  771. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  772. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  773. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  774. }
  775. if ( update !== false ) { this._onChangeCallback(); }
  776. return this;
  777. },
  778. setFromAxisAngle: function ( axis, angle ) {
  779. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
  780. // assumes axis is normalized
  781. var halfAngle = angle / 2, s = Math.sin( halfAngle );
  782. this._x = axis.x * s;
  783. this._y = axis.y * s;
  784. this._z = axis.z * s;
  785. this._w = Math.cos( halfAngle );
  786. this._onChangeCallback();
  787. return this;
  788. },
  789. setFromRotationMatrix: function ( m ) {
  790. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
  791. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  792. var te = m.elements,
  793. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  794. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  795. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],
  796. trace = m11 + m22 + m33,
  797. s;
  798. if ( trace > 0 ) {
  799. s = 0.5 / Math.sqrt( trace + 1.0 );
  800. this._w = 0.25 / s;
  801. this._x = ( m32 - m23 ) * s;
  802. this._y = ( m13 - m31 ) * s;
  803. this._z = ( m21 - m12 ) * s;
  804. } else if ( m11 > m22 && m11 > m33 ) {
  805. s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
  806. this._w = ( m32 - m23 ) / s;
  807. this._x = 0.25 * s;
  808. this._y = ( m12 + m21 ) / s;
  809. this._z = ( m13 + m31 ) / s;
  810. } else if ( m22 > m33 ) {
  811. s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
  812. this._w = ( m13 - m31 ) / s;
  813. this._x = ( m12 + m21 ) / s;
  814. this._y = 0.25 * s;
  815. this._z = ( m23 + m32 ) / s;
  816. } else {
  817. s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
  818. this._w = ( m21 - m12 ) / s;
  819. this._x = ( m13 + m31 ) / s;
  820. this._y = ( m23 + m32 ) / s;
  821. this._z = 0.25 * s;
  822. }
  823. this._onChangeCallback();
  824. return this;
  825. },
  826. setFromUnitVectors: function ( vFrom, vTo ) {
  827. // assumes direction vectors vFrom and vTo are normalized
  828. var EPS = 0.000001;
  829. var r = vFrom.dot( vTo ) + 1;
  830. if ( r < EPS ) {
  831. r = 0;
  832. if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {
  833. this._x = - vFrom.y;
  834. this._y = vFrom.x;
  835. this._z = 0;
  836. this._w = r;
  837. } else {
  838. this._x = 0;
  839. this._y = - vFrom.z;
  840. this._z = vFrom.y;
  841. this._w = r;
  842. }
  843. } else {
  844. // crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3
  845. this._x = vFrom.y * vTo.z - vFrom.z * vTo.y;
  846. this._y = vFrom.z * vTo.x - vFrom.x * vTo.z;
  847. this._z = vFrom.x * vTo.y - vFrom.y * vTo.x;
  848. this._w = r;
  849. }
  850. return this.normalize();
  851. },
  852. angleTo: function ( q ) {
  853. return 2 * Math.acos( Math.abs( _Math.clamp( this.dot( q ), - 1, 1 ) ) );
  854. },
  855. rotateTowards: function ( q, step ) {
  856. var angle = this.angleTo( q );
  857. if ( angle === 0 ) { return this; }
  858. var t = Math.min( 1, step / angle );
  859. this.slerp( q, t );
  860. return this;
  861. },
  862. inverse: function () {
  863. // quaternion is assumed to have unit length
  864. return this.conjugate();
  865. },
  866. conjugate: function () {
  867. this._x *= - 1;
  868. this._y *= - 1;
  869. this._z *= - 1;
  870. this._onChangeCallback();
  871. return this;
  872. },
  873. dot: function ( v ) {
  874. return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
  875. },
  876. lengthSq: function () {
  877. return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
  878. },
  879. length: function () {
  880. return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );
  881. },
  882. normalize: function () {
  883. var l = this.length();
  884. if ( l === 0 ) {
  885. this._x = 0;
  886. this._y = 0;
  887. this._z = 0;
  888. this._w = 1;
  889. } else {
  890. l = 1 / l;
  891. this._x = this._x * l;
  892. this._y = this._y * l;
  893. this._z = this._z * l;
  894. this._w = this._w * l;
  895. }
  896. this._onChangeCallback();
  897. return this;
  898. },
  899. multiply: function ( q, p ) {
  900. if ( p !== undefined ) {
  901. console.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' );
  902. return this.multiplyQuaternions( q, p );
  903. }
  904. return this.multiplyQuaternions( this, q );
  905. },
  906. premultiply: function ( q ) {
  907. return this.multiplyQuaternions( q, this );
  908. },
  909. multiplyQuaternions: function ( a, b ) {
  910. // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
  911. var qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
  912. var qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;
  913. this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
  914. this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
  915. this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
  916. this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
  917. this._onChangeCallback();
  918. return this;
  919. },
  920. slerp: function ( qb, t ) {
  921. if ( t === 0 ) { return this; }
  922. if ( t === 1 ) { return this.copy( qb ); }
  923. var x = this._x, y = this._y, z = this._z, w = this._w;
  924. // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
  925. var cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;
  926. if ( cosHalfTheta < 0 ) {
  927. this._w = - qb._w;
  928. this._x = - qb._x;
  929. this._y = - qb._y;
  930. this._z = - qb._z;
  931. cosHalfTheta = - cosHalfTheta;
  932. } else {
  933. this.copy( qb );
  934. }
  935. if ( cosHalfTheta >= 1.0 ) {
  936. this._w = w;
  937. this._x = x;
  938. this._y = y;
  939. this._z = z;
  940. return this;
  941. }
  942. var sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta;
  943. if ( sqrSinHalfTheta <= Number.EPSILON ) {
  944. var s = 1 - t;
  945. this._w = s * w + t * this._w;
  946. this._x = s * x + t * this._x;
  947. this._y = s * y + t * this._y;
  948. this._z = s * z + t * this._z;
  949. this.normalize();
  950. this._onChangeCallback();
  951. return this;
  952. }
  953. var sinHalfTheta = Math.sqrt( sqrSinHalfTheta );
  954. var halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta );
  955. var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,
  956. ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;
  957. this._w = ( w * ratioA + this._w * ratioB );
  958. this._x = ( x * ratioA + this._x * ratioB );
  959. this._y = ( y * ratioA + this._y * ratioB );
  960. this._z = ( z * ratioA + this._z * ratioB );
  961. this._onChangeCallback();
  962. return this;
  963. },
  964. equals: function ( quaternion ) {
  965. return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
  966. },
  967. fromArray: function ( array, offset ) {
  968. if ( offset === undefined ) { offset = 0; }
  969. this._x = array[ offset ];
  970. this._y = array[ offset + 1 ];
  971. this._z = array[ offset + 2 ];
  972. this._w = array[ offset + 3 ];
  973. this._onChangeCallback();
  974. return this;
  975. },
  976. toArray: function ( array, offset ) {
  977. if ( array === undefined ) { array = []; }
  978. if ( offset === undefined ) { offset = 0; }
  979. array[ offset ] = this._x;
  980. array[ offset + 1 ] = this._y;
  981. array[ offset + 2 ] = this._z;
  982. array[ offset + 3 ] = this._w;
  983. return array;
  984. },
  985. _onChange: function ( callback ) {
  986. this._onChangeCallback = callback;
  987. return this;
  988. },
  989. _onChangeCallback: function () {}
  990. } );
  991. /**
  992. * @author mrdoob / http://mrdoob.com/
  993. * @author kile / http://kile.stravaganza.org/
  994. * @author philogb / http://blog.thejit.org/
  995. * @author mikael emtinger / http://gomo.se/
  996. * @author egraether / http://egraether.com/
  997. * @author WestLangley / http://github.com/WestLangley
  998. */
  999. var _vector = new Vector3();
  1000. var _quaternion = new Quaternion();
  1001. function Vector3( x, y, z ) {
  1002. this.x = x || 0;
  1003. this.y = y || 0;
  1004. this.z = z || 0;
  1005. }
  1006. Object.assign( Vector3.prototype, {
  1007. isVector3: true,
  1008. set: function ( x, y, z ) {
  1009. this.x = x;
  1010. this.y = y;
  1011. this.z = z;
  1012. return this;
  1013. },
  1014. setScalar: function ( scalar ) {
  1015. this.x = scalar;
  1016. this.y = scalar;
  1017. this.z = scalar;
  1018. return this;
  1019. },
  1020. setX: function ( x ) {
  1021. this.x = x;
  1022. return this;
  1023. },
  1024. setY: function ( y ) {
  1025. this.y = y;
  1026. return this;
  1027. },
  1028. setZ: function ( z ) {
  1029. this.z = z;
  1030. return this;
  1031. },
  1032. setComponent: function ( index, value ) {
  1033. switch ( index ) {
  1034. case 0: this.x = value; break;
  1035. case 1: this.y = value; break;
  1036. case 2: this.z = value; break;
  1037. default: throw new Error( 'index is out of range: ' + index );
  1038. }
  1039. return this;
  1040. },
  1041. getComponent: function ( index ) {
  1042. switch ( index ) {
  1043. case 0: return this.x;
  1044. case 1: return this.y;
  1045. case 2: return this.z;
  1046. default: throw new Error( 'index is out of range: ' + index );
  1047. }
  1048. },
  1049. clone: function () {
  1050. return new this.constructor( this.x, this.y, this.z );
  1051. },
  1052. copy: function ( v ) {
  1053. this.x = v.x;
  1054. this.y = v.y;
  1055. this.z = v.z;
  1056. return this;
  1057. },
  1058. add: function ( v, w ) {
  1059. if ( w !== undefined ) {
  1060. console.warn( 'THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  1061. return this.addVectors( v, w );
  1062. }
  1063. this.x += v.x;
  1064. this.y += v.y;
  1065. this.z += v.z;
  1066. return this;
  1067. },
  1068. addScalar: function ( s ) {
  1069. this.x += s;
  1070. this.y += s;
  1071. this.z += s;
  1072. return this;
  1073. },
  1074. addVectors: function ( a, b ) {
  1075. this.x = a.x + b.x;
  1076. this.y = a.y + b.y;
  1077. this.z = a.z + b.z;
  1078. return this;
  1079. },
  1080. addScaledVector: function ( v, s ) {
  1081. this.x += v.x * s;
  1082. this.y += v.y * s;
  1083. this.z += v.z * s;
  1084. return this;
  1085. },
  1086. sub: function ( v, w ) {
  1087. if ( w !== undefined ) {
  1088. console.warn( 'THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  1089. return this.subVectors( v, w );
  1090. }
  1091. this.x -= v.x;
  1092. this.y -= v.y;
  1093. this.z -= v.z;
  1094. return this;
  1095. },
  1096. subScalar: function ( s ) {
  1097. this.x -= s;
  1098. this.y -= s;
  1099. this.z -= s;
  1100. return this;
  1101. },
  1102. subVectors: function ( a, b ) {
  1103. this.x = a.x - b.x;
  1104. this.y = a.y - b.y;
  1105. this.z = a.z - b.z;
  1106. return this;
  1107. },
  1108. multiply: function ( v, w ) {
  1109. if ( w !== undefined ) {
  1110. console.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' );
  1111. return this.multiplyVectors( v, w );
  1112. }
  1113. this.x *= v.x;
  1114. this.y *= v.y;
  1115. this.z *= v.z;
  1116. return this;
  1117. },
  1118. multiplyScalar: function ( scalar ) {
  1119. this.x *= scalar;
  1120. this.y *= scalar;
  1121. this.z *= scalar;
  1122. return this;
  1123. },
  1124. multiplyVectors: function ( a, b ) {
  1125. this.x = a.x * b.x;
  1126. this.y = a.y * b.y;
  1127. this.z = a.z * b.z;
  1128. return this;
  1129. },
  1130. applyEuler: function ( euler ) {
  1131. if ( ! ( euler && euler.isEuler ) ) {
  1132. console.error( 'THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.' );
  1133. }
  1134. return this.applyQuaternion( _quaternion.setFromEuler( euler ) );
  1135. },
  1136. applyAxisAngle: function ( axis, angle ) {
  1137. return this.applyQuaternion( _quaternion.setFromAxisAngle( axis, angle ) );
  1138. },
  1139. applyMatrix3: function ( m ) {
  1140. var x = this.x, y = this.y, z = this.z;
  1141. var e = m.elements;
  1142. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;
  1143. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;
  1144. this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;
  1145. return this;
  1146. },
  1147. applyMatrix4: function ( m ) {
  1148. var x = this.x, y = this.y, z = this.z;
  1149. var e = m.elements;
  1150. var w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );
  1151. this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w;
  1152. this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w;
  1153. this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w;
  1154. return this;
  1155. },
  1156. applyQuaternion: function ( q ) {
  1157. var x = this.x, y = this.y, z = this.z;
  1158. var qx = q.x, qy = q.y, qz = q.z, qw = q.w;
  1159. // calculate quat * vector
  1160. var ix = qw * x + qy * z - qz * y;
  1161. var iy = qw * y + qz * x - qx * z;
  1162. var iz = qw * z + qx * y - qy * x;
  1163. var iw = - qx * x - qy * y - qz * z;
  1164. // calculate result * inverse quat
  1165. this.x = ix * qw + iw * - qx + iy * - qz - iz * - qy;
  1166. this.y = iy * qw + iw * - qy + iz * - qx - ix * - qz;
  1167. this.z = iz * qw + iw * - qz + ix * - qy - iy * - qx;
  1168. return this;
  1169. },
  1170. project: function ( camera ) {
  1171. return this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );
  1172. },
  1173. unproject: function ( camera ) {
  1174. return this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld );
  1175. },
  1176. transformDirection: function ( m ) {
  1177. // input: THREE.Matrix4 affine matrix
  1178. // vector interpreted as a direction
  1179. var x = this.x, y = this.y, z = this.z;
  1180. var e = m.elements;
  1181. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;
  1182. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;
  1183. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;
  1184. return this.normalize();
  1185. },
  1186. divide: function ( v ) {
  1187. this.x /= v.x;
  1188. this.y /= v.y;
  1189. this.z /= v.z;
  1190. return this;
  1191. },
  1192. divideScalar: function ( scalar ) {
  1193. return this.multiplyScalar( 1 / scalar );
  1194. },
  1195. min: function ( v ) {
  1196. this.x = Math.min( this.x, v.x );
  1197. this.y = Math.min( this.y, v.y );
  1198. this.z = Math.min( this.z, v.z );
  1199. return this;
  1200. },
  1201. max: function ( v ) {
  1202. this.x = Math.max( this.x, v.x );
  1203. this.y = Math.max( this.y, v.y );
  1204. this.z = Math.max( this.z, v.z );
  1205. return this;
  1206. },
  1207. clamp: function ( min, max ) {
  1208. // assumes min < max, componentwise
  1209. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  1210. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  1211. this.z = Math.max( min.z, Math.min( max.z, this.z ) );
  1212. return this;
  1213. },
  1214. clampScalar: function ( minVal, maxVal ) {
  1215. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  1216. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  1217. this.z = Math.max( minVal, Math.min( maxVal, this.z ) );
  1218. return this;
  1219. },
  1220. clampLength: function ( min, max ) {
  1221. var length = this.length();
  1222. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  1223. },
  1224. floor: function () {
  1225. this.x = Math.floor( this.x );
  1226. this.y = Math.floor( this.y );
  1227. this.z = Math.floor( this.z );
  1228. return this;
  1229. },
  1230. ceil: function () {
  1231. this.x = Math.ceil( this.x );
  1232. this.y = Math.ceil( this.y );
  1233. this.z = Math.ceil( this.z );
  1234. return this;
  1235. },
  1236. round: function () {
  1237. this.x = Math.round( this.x );
  1238. this.y = Math.round( this.y );
  1239. this.z = Math.round( this.z );
  1240. return this;
  1241. },
  1242. roundToZero: function () {
  1243. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  1244. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  1245. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  1246. return this;
  1247. },
  1248. negate: function () {
  1249. this.x = - this.x;
  1250. this.y = - this.y;
  1251. this.z = - this.z;
  1252. return this;
  1253. },
  1254. dot: function ( v ) {
  1255. return this.x * v.x + this.y * v.y + this.z * v.z;
  1256. },
  1257. // TODO lengthSquared?
  1258. lengthSq: function () {
  1259. return this.x * this.x + this.y * this.y + this.z * this.z;
  1260. },
  1261. length: function () {
  1262. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
  1263. },
  1264. manhattanLength: function () {
  1265. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
  1266. },
  1267. normalize: function () {
  1268. return this.divideScalar( this.length() || 1 );
  1269. },
  1270. setLength: function ( length ) {
  1271. return this.normalize().multiplyScalar( length );
  1272. },
  1273. lerp: function ( v, alpha ) {
  1274. this.x += ( v.x - this.x ) * alpha;
  1275. this.y += ( v.y - this.y ) * alpha;
  1276. this.z += ( v.z - this.z ) * alpha;
  1277. return this;
  1278. },
  1279. lerpVectors: function ( v1, v2, alpha ) {
  1280. return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
  1281. },
  1282. cross: function ( v, w ) {
  1283. if ( w !== undefined ) {
  1284. console.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );
  1285. return this.crossVectors( v, w );
  1286. }
  1287. return this.crossVectors( this, v );
  1288. },
  1289. crossVectors: function ( a, b ) {
  1290. var ax = a.x, ay = a.y, az = a.z;
  1291. var bx = b.x, by = b.y, bz = b.z;
  1292. this.x = ay * bz - az * by;
  1293. this.y = az * bx - ax * bz;
  1294. this.z = ax * by - ay * bx;
  1295. return this;
  1296. },
  1297. projectOnVector: function ( vector ) {
  1298. var scalar = vector.dot( this ) / vector.lengthSq();
  1299. return this.copy( vector ).multiplyScalar( scalar );
  1300. },
  1301. projectOnPlane: function ( planeNormal ) {
  1302. _vector.copy( this ).projectOnVector( planeNormal );
  1303. return this.sub( _vector );
  1304. },
  1305. reflect: function ( normal ) {
  1306. // reflect incident vector off plane orthogonal to normal
  1307. // normal is assumed to have unit length
  1308. return this.sub( _vector.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
  1309. },
  1310. angleTo: function ( v ) {
  1311. var theta = this.dot( v ) / ( Math.sqrt( this.lengthSq() * v.lengthSq() ) );
  1312. // clamp, to handle numerical problems
  1313. return Math.acos( _Math.clamp( theta, - 1, 1 ) );
  1314. },
  1315. distanceTo: function ( v ) {
  1316. return Math.sqrt( this.distanceToSquared( v ) );
  1317. },
  1318. distanceToSquared: function ( v ) {
  1319. var dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;
  1320. return dx * dx + dy * dy + dz * dz;
  1321. },
  1322. manhattanDistanceTo: function ( v ) {
  1323. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );
  1324. },
  1325. setFromSpherical: function ( s ) {
  1326. return this.setFromSphericalCoords( s.radius, s.phi, s.theta );
  1327. },
  1328. setFromSphericalCoords: function ( radius, phi, theta ) {
  1329. var sinPhiRadius = Math.sin( phi ) * radius;
  1330. this.x = sinPhiRadius * Math.sin( theta );
  1331. this.y = Math.cos( phi ) * radius;
  1332. this.z = sinPhiRadius * Math.cos( theta );
  1333. return this;
  1334. },
  1335. setFromCylindrical: function ( c ) {
  1336. return this.setFromCylindricalCoords( c.radius, c.theta, c.y );
  1337. },
  1338. setFromCylindricalCoords: function ( radius, theta, y ) {
  1339. this.x = radius * Math.sin( theta );
  1340. this.y = y;
  1341. this.z = radius * Math.cos( theta );
  1342. return this;
  1343. },
  1344. setFromMatrixPosition: function ( m ) {
  1345. var e = m.elements;
  1346. this.x = e[ 12 ];
  1347. this.y = e[ 13 ];
  1348. this.z = e[ 14 ];
  1349. return this;
  1350. },
  1351. setFromMatrixScale: function ( m ) {
  1352. var sx = this.setFromMatrixColumn( m, 0 ).length();
  1353. var sy = this.setFromMatrixColumn( m, 1 ).length();
  1354. var sz = this.setFromMatrixColumn( m, 2 ).length();
  1355. this.x = sx;
  1356. this.y = sy;
  1357. this.z = sz;
  1358. return this;
  1359. },
  1360. setFromMatrixColumn: function ( m, index ) {
  1361. return this.fromArray( m.elements, index * 4 );
  1362. },
  1363. equals: function ( v ) {
  1364. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
  1365. },
  1366. fromArray: function ( array, offset ) {
  1367. if ( offset === undefined ) { offset = 0; }
  1368. this.x = array[ offset ];
  1369. this.y = array[ offset + 1 ];
  1370. this.z = array[ offset + 2 ];
  1371. return this;
  1372. },
  1373. toArray: function ( array, offset ) {
  1374. if ( array === undefined ) { array = []; }
  1375. if ( offset === undefined ) { offset = 0; }
  1376. array[ offset ] = this.x;
  1377. array[ offset + 1 ] = this.y;
  1378. array[ offset + 2 ] = this.z;
  1379. return array;
  1380. },
  1381. fromBufferAttribute: function ( attribute, index, offset ) {
  1382. if ( offset !== undefined ) {
  1383. console.warn( 'THREE.Vector3: offset has been removed from .fromBufferAttribute().' );
  1384. }
  1385. this.x = attribute.getX( index );
  1386. this.y = attribute.getY( index );
  1387. this.z = attribute.getZ( index );
  1388. return this;
  1389. }
  1390. } );
  1391. /**
  1392. * @author alteredq / http://alteredqualia.com/
  1393. * @author WestLangley / http://github.com/WestLangley
  1394. * @author bhouston / http://clara.io
  1395. * @author tschw
  1396. */
  1397. var _vector$1 = new Vector3();
  1398. function Matrix3() {
  1399. this.elements = [
  1400. 1, 0, 0,
  1401. 0, 1, 0,
  1402. 0, 0, 1
  1403. ];
  1404. if ( arguments.length > 0 ) {
  1405. console.error( 'THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.' );
  1406. }
  1407. }
  1408. Object.assign( Matrix3.prototype, {
  1409. isMatrix3: true,
  1410. set: function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  1411. var te = this.elements;
  1412. te[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;
  1413. te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;
  1414. te[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;
  1415. return this;
  1416. },
  1417. identity: function () {
  1418. this.set(
  1419. 1, 0, 0,
  1420. 0, 1, 0,
  1421. 0, 0, 1
  1422. );
  1423. return this;
  1424. },
  1425. clone: function () {
  1426. return new this.constructor().fromArray( this.elements );
  1427. },
  1428. copy: function ( m ) {
  1429. var te = this.elements;
  1430. var me = m.elements;
  1431. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ];
  1432. te[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ];
  1433. te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ];
  1434. return this;
  1435. },
  1436. setFromMatrix4: function ( m ) {
  1437. var me = m.elements;
  1438. this.set(
  1439. me[ 0 ], me[ 4 ], me[ 8 ],
  1440. me[ 1 ], me[ 5 ], me[ 9 ],
  1441. me[ 2 ], me[ 6 ], me[ 10 ]
  1442. );
  1443. return this;
  1444. },
  1445. applyToBufferAttribute: function ( attribute ) {
  1446. for ( var i = 0, l = attribute.count; i < l; i ++ ) {
  1447. _vector$1.x = attribute.getX( i );
  1448. _vector$1.y = attribute.getY( i );
  1449. _vector$1.z = attribute.getZ( i );
  1450. _vector$1.applyMatrix3( this );
  1451. attribute.setXYZ( i, _vector$1.x, _vector$1.y, _vector$1.z );
  1452. }
  1453. return attribute;
  1454. },
  1455. multiply: function ( m ) {
  1456. return this.multiplyMatrices( this, m );
  1457. },
  1458. premultiply: function ( m ) {
  1459. return this.multiplyMatrices( m, this );
  1460. },
  1461. multiplyMatrices: function ( a, b ) {
  1462. var ae = a.elements;
  1463. var be = b.elements;
  1464. var te = this.elements;
  1465. var a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ];
  1466. var a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ];
  1467. var a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ];
  1468. var b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ];
  1469. var b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ];
  1470. var b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ];
  1471. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31;
  1472. te[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32;
  1473. te[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33;
  1474. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31;
  1475. te[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32;
  1476. te[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33;
  1477. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31;
  1478. te[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32;
  1479. te[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33;
  1480. return this;
  1481. },
  1482. multiplyScalar: function ( s ) {
  1483. var te = this.elements;
  1484. te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;
  1485. te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;
  1486. te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;
  1487. return this;
  1488. },
  1489. determinant: function () {
  1490. var te = this.elements;
  1491. var a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],
  1492. d = te[ 3 ], e = te[ 4 ], f = te[ 5 ],
  1493. g = te[ 6 ], h = te[ 7 ], i = te[ 8 ];
  1494. return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
  1495. },
  1496. getInverse: function ( matrix, throwOnDegenerate ) {
  1497. if ( matrix && matrix.isMatrix4 ) {
  1498. console.error( "THREE.Matrix3: .getInverse() no longer takes a Matrix4 argument." );
  1499. }
  1500. var me = matrix.elements,
  1501. te = this.elements,
  1502. n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ],
  1503. n12 = me[ 3 ], n22 = me[ 4 ], n32 = me[ 5 ],
  1504. n13 = me[ 6 ], n23 = me[ 7 ], n33 = me[ 8 ],
  1505. t11 = n33 * n22 - n32 * n23,
  1506. t12 = n32 * n13 - n33 * n12,
  1507. t13 = n23 * n12 - n22 * n13,
  1508. det = n11 * t11 + n21 * t12 + n31 * t13;
  1509. if ( det === 0 ) {
  1510. var msg = "THREE.Matrix3: .getInverse() can't invert matrix, determinant is 0";
  1511. if ( throwOnDegenerate === true ) {
  1512. throw new Error( msg );
  1513. } else {
  1514. console.warn( msg );
  1515. }
  1516. return this.identity();
  1517. }
  1518. var detInv = 1 / det;
  1519. te[ 0 ] = t11 * detInv;
  1520. te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;
  1521. te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;
  1522. te[ 3 ] = t12 * detInv;
  1523. te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;
  1524. te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;
  1525. te[ 6 ] = t13 * detInv;
  1526. te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;
  1527. te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;
  1528. return this;
  1529. },
  1530. transpose: function () {
  1531. var tmp, m = this.elements;
  1532. tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;
  1533. tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;
  1534. tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;
  1535. return this;
  1536. },
  1537. getNormalMatrix: function ( matrix4 ) {
  1538. return this.setFromMatrix4( matrix4 ).getInverse( this ).transpose();
  1539. },
  1540. transposeIntoArray: function ( r ) {
  1541. var m = this.elements;
  1542. r[ 0 ] = m[ 0 ];
  1543. r[ 1 ] = m[ 3 ];
  1544. r[ 2 ] = m[ 6 ];
  1545. r[ 3 ] = m[ 1 ];
  1546. r[ 4 ] = m[ 4 ];
  1547. r[ 5 ] = m[ 7 ];
  1548. r[ 6 ] = m[ 2 ];
  1549. r[ 7 ] = m[ 5 ];
  1550. r[ 8 ] = m[ 8 ];
  1551. return this;
  1552. },
  1553. setUvTransform: function ( tx, ty, sx, sy, rotation, cx, cy ) {
  1554. var c = Math.cos( rotation );
  1555. var s = Math.sin( rotation );
  1556. this.set(
  1557. sx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx,
  1558. - sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty,
  1559. 0, 0, 1
  1560. );
  1561. },
  1562. scale: function ( sx, sy ) {
  1563. var te = this.elements;
  1564. te[ 0 ] *= sx; te[ 3 ] *= sx; te[ 6 ] *= sx;
  1565. te[ 1 ] *= sy; te[ 4 ] *= sy; te[ 7 ] *= sy;
  1566. return this;
  1567. },
  1568. rotate: function ( theta ) {
  1569. var c = Math.cos( theta );
  1570. var s = Math.sin( theta );
  1571. var te = this.elements;
  1572. var a11 = te[ 0 ], a12 = te[ 3 ], a13 = te[ 6 ];
  1573. var a21 = te[ 1 ], a22 = te[ 4 ], a23 = te[ 7 ];
  1574. te[ 0 ] = c * a11 + s * a21;
  1575. te[ 3 ] = c * a12 + s * a22;
  1576. te[ 6 ] = c * a13 + s * a23;
  1577. te[ 1 ] = - s * a11 + c * a21;
  1578. te[ 4 ] = - s * a12 + c * a22;
  1579. te[ 7 ] = - s * a13 + c * a23;
  1580. return this;
  1581. },
  1582. translate: function ( tx, ty ) {
  1583. var te = this.elements;
  1584. te[ 0 ] += tx * te[ 2 ]; te[ 3 ] += tx * te[ 5 ]; te[ 6 ] += tx * te[ 8 ];
  1585. te[ 1 ] += ty * te[ 2 ]; te[ 4 ] += ty * te[ 5 ]; te[ 7 ] += ty * te[ 8 ];
  1586. return this;
  1587. },
  1588. equals: function ( matrix ) {
  1589. var te = this.elements;
  1590. var me = matrix.elements;
  1591. for ( var i = 0; i < 9; i ++ ) {
  1592. if ( te[ i ] !== me[ i ] ) { return false; }
  1593. }
  1594. return true;
  1595. },
  1596. fromArray: function ( array, offset ) {
  1597. if ( offset === undefined ) { offset = 0; }
  1598. for ( var i = 0; i < 9; i ++ ) {
  1599. this.elements[ i ] = array[ i + offset ];
  1600. }
  1601. return this;
  1602. },
  1603. toArray: function ( array, offset ) {
  1604. if ( array === undefined ) { array = []; }
  1605. if ( offset === undefined ) { offset = 0; }
  1606. var te = this.elements;
  1607. array[ offset ] = te[ 0 ];
  1608. array[ offset + 1 ] = te[ 1 ];
  1609. array[ offset + 2 ] = te[ 2 ];
  1610. array[ offset + 3 ] = te[ 3 ];
  1611. array[ offset + 4 ] = te[ 4 ];
  1612. array[ offset + 5 ] = te[ 5 ];
  1613. array[ offset + 6 ] = te[ 6 ];
  1614. array[ offset + 7 ] = te[ 7 ];
  1615. array[ offset + 8 ] = te[ 8 ];
  1616. return array;
  1617. }
  1618. } );
  1619. /**
  1620. * @author mrdoob / http://mrdoob.com/
  1621. * @author alteredq / http://alteredqualia.com/
  1622. * @author szimek / https://github.com/szimek/
  1623. */
  1624. var _canvas;
  1625. var ImageUtils = {
  1626. getDataURL: function ( image ) {
  1627. var canvas;
  1628. if ( typeof HTMLCanvasElement == 'undefined' ) {
  1629. return image.src;
  1630. } else if ( image instanceof HTMLCanvasElement ) {
  1631. canvas = image;
  1632. } else {
  1633. if ( _canvas === undefined ) { _canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ); }
  1634. _canvas.width = image.width;
  1635. _canvas.height = image.height;
  1636. var context = _canvas.getContext( '2d' );
  1637. if ( image instanceof ImageData ) {
  1638. context.putImageData( image, 0, 0 );
  1639. } else {
  1640. context.drawImage( image, 0, 0, image.width, image.height );
  1641. }
  1642. canvas = _canvas;
  1643. }
  1644. if ( canvas.width > 2048 || canvas.height > 2048 ) {
  1645. return canvas.toDataURL( 'image/jpeg', 0.6 );
  1646. } else {
  1647. return canvas.toDataURL( 'image/png' );
  1648. }
  1649. }
  1650. };
  1651. /**
  1652. * @author mrdoob / http://mrdoob.com/
  1653. * @author alteredq / http://alteredqualia.com/
  1654. * @author szimek / https://github.com/szimek/
  1655. */
  1656. var textureId = 0;
  1657. function Texture( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
  1658. Object.defineProperty( this, 'id', { value: textureId ++ } );
  1659. this.uuid = _Math.generateUUID();
  1660. this.name = '';
  1661. this.image = image !== undefined ? image : Texture.DEFAULT_IMAGE;
  1662. this.mipmaps = [];
  1663. this.mapping = mapping !== undefined ? mapping : Texture.DEFAULT_MAPPING;
  1664. this.wrapS = wrapS !== undefined ? wrapS : ClampToEdgeWrapping;
  1665. this.wrapT = wrapT !== undefined ? wrapT : ClampToEdgeWrapping;
  1666. this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
  1667. this.minFilter = minFilter !== undefined ? minFilter : LinearMipmapLinearFilter;
  1668. this.anisotropy = anisotropy !== undefined ? anisotropy : 1;
  1669. this.format = format !== undefined ? format : RGBAFormat;
  1670. this.type = type !== undefined ? type : UnsignedByteType;
  1671. this.offset = new Vector2( 0, 0 );
  1672. this.repeat = new Vector2( 1, 1 );
  1673. this.center = new Vector2( 0, 0 );
  1674. this.rotation = 0;
  1675. this.matrixAutoUpdate = true;
  1676. this.matrix = new Matrix3();
  1677. this.generateMipmaps = true;
  1678. this.premultiplyAlpha = false;
  1679. this.flipY = true;
  1680. this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
  1681. // Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap.
  1682. //
  1683. // Also changing the encoding after already used by a Material will not automatically make the Material
  1684. // update. You need to explicitly call Material.needsUpdate to trigger it to recompile.
  1685. this.encoding = encoding !== undefined ? encoding : LinearEncoding;
  1686. this.version = 0;
  1687. this.onUpdate = null;
  1688. }
  1689. Texture.DEFAULT_IMAGE = undefined;
  1690. Texture.DEFAULT_MAPPING = UVMapping;
  1691. Texture.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  1692. constructor: Texture,
  1693. isTexture: true,
  1694. updateMatrix: function () {
  1695. this.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y );
  1696. },
  1697. clone: function () {
  1698. return new this.constructor().copy( this );
  1699. },
  1700. copy: function ( source ) {
  1701. this.name = source.name;
  1702. this.image = source.image;
  1703. this.mipmaps = source.mipmaps.slice( 0 );
  1704. this.mapping = source.mapping;
  1705. this.wrapS = source.wrapS;
  1706. this.wrapT = source.wrapT;
  1707. this.magFilter = source.magFilter;
  1708. this.minFilter = source.minFilter;
  1709. this.anisotropy = source.anisotropy;
  1710. this.format = source.format;
  1711. this.type = source.type;
  1712. this.offset.copy( source.offset );
  1713. this.repeat.copy( source.repeat );
  1714. this.center.copy( source.center );
  1715. this.rotation = source.rotation;
  1716. this.matrixAutoUpdate = source.matrixAutoUpdate;
  1717. this.matrix.copy( source.matrix );
  1718. this.generateMipmaps = source.generateMipmaps;
  1719. this.premultiplyAlpha = source.premultiplyAlpha;
  1720. this.flipY = source.flipY;
  1721. this.unpackAlignment = source.unpackAlignment;
  1722. this.encoding = source.encoding;
  1723. return this;
  1724. },
  1725. toJSON: function ( meta ) {
  1726. var isRootObject = ( meta === undefined || typeof meta === 'string' );
  1727. if ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) {
  1728. return meta.textures[ this.uuid ];
  1729. }
  1730. var output = {
  1731. metadata: {
  1732. version: 4.5,
  1733. type: 'Texture',
  1734. generator: 'Texture.toJSON'
  1735. },
  1736. uuid: this.uuid,
  1737. name: this.name,
  1738. mapping: this.mapping,
  1739. repeat: [ this.repeat.x, this.repeat.y ],
  1740. offset: [ this.offset.x, this.offset.y ],
  1741. center: [ this.center.x, this.center.y ],
  1742. rotation: this.rotation,
  1743. wrap: [ this.wrapS, this.wrapT ],
  1744. format: this.format,
  1745. type: this.type,
  1746. encoding: this.encoding,
  1747. minFilter: this.minFilter,
  1748. magFilter: this.magFilter,
  1749. anisotropy: this.anisotropy,
  1750. flipY: this.flipY,
  1751. premultiplyAlpha: this.premultiplyAlpha,
  1752. unpackAlignment: this.unpackAlignment
  1753. };
  1754. if ( this.image !== undefined ) {
  1755. // TODO: Move to THREE.Image
  1756. var image = this.image;
  1757. if ( image.uuid === undefined ) {
  1758. image.uuid = _Math.generateUUID(); // UGH
  1759. }
  1760. if ( ! isRootObject && meta.images[ image.uuid ] === undefined ) {
  1761. var url;
  1762. if ( Array.isArray( image ) ) {
  1763. // process array of images e.g. CubeTexture
  1764. url = [];
  1765. for ( var i = 0, l = image.length; i < l; i ++ ) {
  1766. url.push( ImageUtils.getDataURL( image[ i ] ) );
  1767. }
  1768. } else {
  1769. // process single image
  1770. url = ImageUtils.getDataURL( image );
  1771. }
  1772. meta.images[ image.uuid ] = {
  1773. uuid: image.uuid,
  1774. url: url
  1775. };
  1776. }
  1777. output.image = image.uuid;
  1778. }
  1779. if ( ! isRootObject ) {
  1780. meta.textures[ this.uuid ] = output;
  1781. }
  1782. return output;
  1783. },
  1784. dispose: function () {
  1785. this.dispatchEvent( { type: 'dispose' } );
  1786. },
  1787. transformUv: function ( uv ) {
  1788. if ( this.mapping !== UVMapping ) { return uv; }
  1789. uv.applyMatrix3( this.matrix );
  1790. if ( uv.x < 0 || uv.x > 1 ) {
  1791. switch ( this.wrapS ) {
  1792. case RepeatWrapping:
  1793. uv.x = uv.x - Math.floor( uv.x );
  1794. break;
  1795. case ClampToEdgeWrapping:
  1796. uv.x = uv.x < 0 ? 0 : 1;
  1797. break;
  1798. case MirroredRepeatWrapping:
  1799. if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {
  1800. uv.x = Math.ceil( uv.x ) - uv.x;
  1801. } else {
  1802. uv.x = uv.x - Math.floor( uv.x );
  1803. }
  1804. break;
  1805. }
  1806. }
  1807. if ( uv.y < 0 || uv.y > 1 ) {
  1808. switch ( this.wrapT ) {
  1809. case RepeatWrapping:
  1810. uv.y = uv.y - Math.floor( uv.y );
  1811. break;
  1812. case ClampToEdgeWrapping:
  1813. uv.y = uv.y < 0 ? 0 : 1;
  1814. break;
  1815. case MirroredRepeatWrapping:
  1816. if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {
  1817. uv.y = Math.ceil( uv.y ) - uv.y;
  1818. } else {
  1819. uv.y = uv.y - Math.floor( uv.y );
  1820. }
  1821. break;
  1822. }
  1823. }
  1824. if ( this.flipY ) {
  1825. uv.y = 1 - uv.y;
  1826. }
  1827. return uv;
  1828. }
  1829. } );
  1830. Object.defineProperty( Texture.prototype, "needsUpdate", {
  1831. set: function ( value ) {
  1832. if ( value === true ) { this.version ++; }
  1833. }
  1834. } );
  1835. /**
  1836. * @author supereggbert / http://www.paulbrunt.co.uk/
  1837. * @author philogb / http://blog.thejit.org/
  1838. * @author mikael emtinger / http://gomo.se/
  1839. * @author egraether / http://egraether.com/
  1840. * @author WestLangley / http://github.com/WestLangley
  1841. */
  1842. function Vector4( x, y, z, w ) {
  1843. this.x = x || 0;
  1844. this.y = y || 0;
  1845. this.z = z || 0;
  1846. this.w = ( w !== undefined ) ? w : 1;
  1847. }
  1848. Object.defineProperties( Vector4.prototype, {
  1849. "width": {
  1850. get: function () {
  1851. return this.z;
  1852. },
  1853. set: function ( value ) {
  1854. this.z = value;
  1855. }
  1856. },
  1857. "height": {
  1858. get: function () {
  1859. return this.w;
  1860. },
  1861. set: function ( value ) {
  1862. this.w = value;
  1863. }
  1864. }
  1865. } );
  1866. Object.assign( Vector4.prototype, {
  1867. isVector4: true,
  1868. set: function ( x, y, z, w ) {
  1869. this.x = x;
  1870. this.y = y;
  1871. this.z = z;
  1872. this.w = w;
  1873. return this;
  1874. },
  1875. setScalar: function ( scalar ) {
  1876. this.x = scalar;
  1877. this.y = scalar;
  1878. this.z = scalar;
  1879. this.w = scalar;
  1880. return this;
  1881. },
  1882. setX: function ( x ) {
  1883. this.x = x;
  1884. return this;
  1885. },
  1886. setY: function ( y ) {
  1887. this.y = y;
  1888. return this;
  1889. },
  1890. setZ: function ( z ) {
  1891. this.z = z;
  1892. return this;
  1893. },
  1894. setW: function ( w ) {
  1895. this.w = w;
  1896. return this;
  1897. },
  1898. setComponent: function ( index, value ) {
  1899. switch ( index ) {
  1900. case 0: this.x = value; break;
  1901. case 1: this.y = value; break;
  1902. case 2: this.z = value; break;
  1903. case 3: this.w = value; break;
  1904. default: throw new Error( 'index is out of range: ' + index );
  1905. }
  1906. return this;
  1907. },
  1908. getComponent: function ( index ) {
  1909. switch ( index ) {
  1910. case 0: return this.x;
  1911. case 1: return this.y;
  1912. case 2: return this.z;
  1913. case 3: return this.w;
  1914. default: throw new Error( 'index is out of range: ' + index );
  1915. }
  1916. },
  1917. clone: function () {
  1918. return new this.constructor( this.x, this.y, this.z, this.w );
  1919. },
  1920. copy: function ( v ) {
  1921. this.x = v.x;
  1922. this.y = v.y;
  1923. this.z = v.z;
  1924. this.w = ( v.w !== undefined ) ? v.w : 1;
  1925. return this;
  1926. },
  1927. add: function ( v, w ) {
  1928. if ( w !== undefined ) {
  1929. console.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  1930. return this.addVectors( v, w );
  1931. }
  1932. this.x += v.x;
  1933. this.y += v.y;
  1934. this.z += v.z;
  1935. this.w += v.w;
  1936. return this;
  1937. },
  1938. addScalar: function ( s ) {
  1939. this.x += s;
  1940. this.y += s;
  1941. this.z += s;
  1942. this.w += s;
  1943. return this;
  1944. },
  1945. addVectors: function ( a, b ) {
  1946. this.x = a.x + b.x;
  1947. this.y = a.y + b.y;
  1948. this.z = a.z + b.z;
  1949. this.w = a.w + b.w;
  1950. return this;
  1951. },
  1952. addScaledVector: function ( v, s ) {
  1953. this.x += v.x * s;
  1954. this.y += v.y * s;
  1955. this.z += v.z * s;
  1956. this.w += v.w * s;
  1957. return this;
  1958. },
  1959. sub: function ( v, w ) {
  1960. if ( w !== undefined ) {
  1961. console.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  1962. return this.subVectors( v, w );
  1963. }
  1964. this.x -= v.x;
  1965. this.y -= v.y;
  1966. this.z -= v.z;
  1967. this.w -= v.w;
  1968. return this;
  1969. },
  1970. subScalar: function ( s ) {
  1971. this.x -= s;
  1972. this.y -= s;
  1973. this.z -= s;
  1974. this.w -= s;
  1975. return this;
  1976. },
  1977. subVectors: function ( a, b ) {
  1978. this.x = a.x - b.x;
  1979. this.y = a.y - b.y;
  1980. this.z = a.z - b.z;
  1981. this.w = a.w - b.w;
  1982. return this;
  1983. },
  1984. multiplyScalar: function ( scalar ) {
  1985. this.x *= scalar;
  1986. this.y *= scalar;
  1987. this.z *= scalar;
  1988. this.w *= scalar;
  1989. return this;
  1990. },
  1991. applyMatrix4: function ( m ) {
  1992. var x = this.x, y = this.y, z = this.z, w = this.w;
  1993. var e = m.elements;
  1994. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;
  1995. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;
  1996. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;
  1997. this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;
  1998. return this;
  1999. },
  2000. divideScalar: function ( scalar ) {
  2001. return this.multiplyScalar( 1 / scalar );
  2002. },
  2003. setAxisAngleFromQuaternion: function ( q ) {
  2004. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
  2005. // q is assumed to be normalized
  2006. this.w = 2 * Math.acos( q.w );
  2007. var s = Math.sqrt( 1 - q.w * q.w );
  2008. if ( s < 0.0001 ) {
  2009. this.x = 1;
  2010. this.y = 0;
  2011. this.z = 0;
  2012. } else {
  2013. this.x = q.x / s;
  2014. this.y = q.y / s;
  2015. this.z = q.z / s;
  2016. }
  2017. return this;
  2018. },
  2019. setAxisAngleFromRotationMatrix: function ( m ) {
  2020. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
  2021. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  2022. var angle, x, y, z, // variables for result
  2023. epsilon = 0.01, // margin to allow for rounding errors
  2024. epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees
  2025. te = m.elements,
  2026. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  2027. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  2028. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  2029. if ( ( Math.abs( m12 - m21 ) < epsilon ) &&
  2030. ( Math.abs( m13 - m31 ) < epsilon ) &&
  2031. ( Math.abs( m23 - m32 ) < epsilon ) ) {
  2032. // singularity found
  2033. // first check for identity matrix which must have +1 for all terms
  2034. // in leading diagonal and zero in other terms
  2035. if ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&
  2036. ( Math.abs( m13 + m31 ) < epsilon2 ) &&
  2037. ( Math.abs( m23 + m32 ) < epsilon2 ) &&
  2038. ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
  2039. // this singularity is identity matrix so angle = 0
  2040. this.set( 1, 0, 0, 0 );
  2041. return this; // zero angle, arbitrary axis
  2042. }
  2043. // otherwise this singularity is angle = 180
  2044. angle = Math.PI;
  2045. var xx = ( m11 + 1 ) / 2;
  2046. var yy = ( m22 + 1 ) / 2;
  2047. var zz = ( m33 + 1 ) / 2;
  2048. var xy = ( m12 + m21 ) / 4;
  2049. var xz = ( m13 + m31 ) / 4;
  2050. var yz = ( m23 + m32 ) / 4;
  2051. if ( ( xx > yy ) && ( xx > zz ) ) {
  2052. // m11 is the largest diagonal term
  2053. if ( xx < epsilon ) {
  2054. x = 0;
  2055. y = 0.707106781;
  2056. z = 0.707106781;
  2057. } else {
  2058. x = Math.sqrt( xx );
  2059. y = xy / x;
  2060. z = xz / x;
  2061. }
  2062. } else if ( yy > zz ) {
  2063. // m22 is the largest diagonal term
  2064. if ( yy < epsilon ) {
  2065. x = 0.707106781;
  2066. y = 0;
  2067. z = 0.707106781;
  2068. } else {
  2069. y = Math.sqrt( yy );
  2070. x = xy / y;
  2071. z = yz / y;
  2072. }
  2073. } else {
  2074. // m33 is the largest diagonal term so base result on this
  2075. if ( zz < epsilon ) {
  2076. x = 0.707106781;
  2077. y = 0.707106781;
  2078. z = 0;
  2079. } else {
  2080. z = Math.sqrt( zz );
  2081. x = xz / z;
  2082. y = yz / z;
  2083. }
  2084. }
  2085. this.set( x, y, z, angle );
  2086. return this; // return 180 deg rotation
  2087. }
  2088. // as we have reached here there are no singularities so we can handle normally
  2089. var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +
  2090. ( m13 - m31 ) * ( m13 - m31 ) +
  2091. ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
  2092. if ( Math.abs( s ) < 0.001 ) { s = 1; }
  2093. // prevent divide by zero, should not happen if matrix is orthogonal and should be
  2094. // caught by singularity test above, but I've left it in just in case
  2095. this.x = ( m32 - m23 ) / s;
  2096. this.y = ( m13 - m31 ) / s;
  2097. this.z = ( m21 - m12 ) / s;
  2098. this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
  2099. return this;
  2100. },
  2101. min: function ( v ) {
  2102. this.x = Math.min( this.x, v.x );
  2103. this.y = Math.min( this.y, v.y );
  2104. this.z = Math.min( this.z, v.z );
  2105. this.w = Math.min( this.w, v.w );
  2106. return this;
  2107. },
  2108. max: function ( v ) {
  2109. this.x = Math.max( this.x, v.x );
  2110. this.y = Math.max( this.y, v.y );
  2111. this.z = Math.max( this.z, v.z );
  2112. this.w = Math.max( this.w, v.w );
  2113. return this;
  2114. },
  2115. clamp: function ( min, max ) {
  2116. // assumes min < max, componentwise
  2117. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  2118. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  2119. this.z = Math.max( min.z, Math.min( max.z, this.z ) );
  2120. this.w = Math.max( min.w, Math.min( max.w, this.w ) );
  2121. return this;
  2122. },
  2123. clampScalar: function ( minVal, maxVal ) {
  2124. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  2125. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  2126. this.z = Math.max( minVal, Math.min( maxVal, this.z ) );
  2127. this.w = Math.max( minVal, Math.min( maxVal, this.w ) );
  2128. return this;
  2129. },
  2130. clampLength: function ( min, max ) {
  2131. var length = this.length();
  2132. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  2133. },
  2134. floor: function () {
  2135. this.x = Math.floor( this.x );
  2136. this.y = Math.floor( this.y );
  2137. this.z = Math.floor( this.z );
  2138. this.w = Math.floor( this.w );
  2139. return this;
  2140. },
  2141. ceil: function () {
  2142. this.x = Math.ceil( this.x );
  2143. this.y = Math.ceil( this.y );
  2144. this.z = Math.ceil( this.z );
  2145. this.w = Math.ceil( this.w );
  2146. return this;
  2147. },
  2148. round: function () {
  2149. this.x = Math.round( this.x );
  2150. this.y = Math.round( this.y );
  2151. this.z = Math.round( this.z );
  2152. this.w = Math.round( this.w );
  2153. return this;
  2154. },
  2155. roundToZero: function () {
  2156. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  2157. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  2158. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  2159. this.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w );
  2160. return this;
  2161. },
  2162. negate: function () {
  2163. this.x = - this.x;
  2164. this.y = - this.y;
  2165. this.z = - this.z;
  2166. this.w = - this.w;
  2167. return this;
  2168. },
  2169. dot: function ( v ) {
  2170. return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
  2171. },
  2172. lengthSq: function () {
  2173. return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
  2174. },
  2175. length: function () {
  2176. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
  2177. },
  2178. manhattanLength: function () {
  2179. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
  2180. },
  2181. normalize: function () {
  2182. return this.divideScalar( this.length() || 1 );
  2183. },
  2184. setLength: function ( length ) {
  2185. return this.normalize().multiplyScalar( length );
  2186. },
  2187. lerp: function ( v, alpha ) {
  2188. this.x += ( v.x - this.x ) * alpha;
  2189. this.y += ( v.y - this.y ) * alpha;
  2190. this.z += ( v.z - this.z ) * alpha;
  2191. this.w += ( v.w - this.w ) * alpha;
  2192. return this;
  2193. },
  2194. lerpVectors: function ( v1, v2, alpha ) {
  2195. return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
  2196. },
  2197. equals: function ( v ) {
  2198. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
  2199. },
  2200. fromArray: function ( array, offset ) {
  2201. if ( offset === undefined ) { offset = 0; }
  2202. this.x = array[ offset ];
  2203. this.y = array[ offset + 1 ];
  2204. this.z = array[ offset + 2 ];
  2205. this.w = array[ offset + 3 ];
  2206. return this;
  2207. },
  2208. toArray: function ( array, offset ) {
  2209. if ( array === undefined ) { array = []; }
  2210. if ( offset === undefined ) { offset = 0; }
  2211. array[ offset ] = this.x;
  2212. array[ offset + 1 ] = this.y;
  2213. array[ offset + 2 ] = this.z;
  2214. array[ offset + 3 ] = this.w;
  2215. return array;
  2216. },
  2217. fromBufferAttribute: function ( attribute, index, offset ) {
  2218. if ( offset !== undefined ) {
  2219. console.warn( 'THREE.Vector4: offset has been removed from .fromBufferAttribute().' );
  2220. }
  2221. this.x = attribute.getX( index );
  2222. this.y = attribute.getY( index );
  2223. this.z = attribute.getZ( index );
  2224. this.w = attribute.getW( index );
  2225. return this;
  2226. }
  2227. } );
  2228. /**
  2229. * @author szimek / https://github.com/szimek/
  2230. * @author alteredq / http://alteredqualia.com/
  2231. * @author Marius Kintel / https://github.com/kintel
  2232. */
  2233. /*
  2234. In options, we can specify:
  2235. * Texture parameters for an auto-generated target texture
  2236. * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers
  2237. */
  2238. function WebGLRenderTarget( width, height, options ) {
  2239. this.width = width;
  2240. this.height = height;
  2241. this.scissor = new Vector4( 0, 0, width, height );
  2242. this.scissorTest = false;
  2243. this.viewport = new Vector4( 0, 0, width, height );
  2244. options = options || {};
  2245. this.texture = new Texture( undefined, undefined, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding );
  2246. this.texture.image = {};
  2247. this.texture.image.width = width;
  2248. this.texture.image.height = height;
  2249. this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;
  2250. this.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;
  2251. this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;
  2252. this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true;
  2253. this.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null;
  2254. }
  2255. WebGLRenderTarget.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  2256. constructor: WebGLRenderTarget,
  2257. isWebGLRenderTarget: true,
  2258. setSize: function ( width, height ) {
  2259. if ( this.width !== width || this.height !== height ) {
  2260. this.width = width;
  2261. this.height = height;
  2262. this.texture.image.width = width;
  2263. this.texture.image.height = height;
  2264. this.dispose();
  2265. }
  2266. this.viewport.set( 0, 0, width, height );
  2267. this.scissor.set( 0, 0, width, height );
  2268. },
  2269. clone: function () {
  2270. return new this.constructor().copy( this );
  2271. },
  2272. copy: function ( source ) {
  2273. this.width = source.width;
  2274. this.height = source.height;
  2275. this.viewport.copy( source.viewport );
  2276. this.texture = source.texture.clone();
  2277. this.depthBuffer = source.depthBuffer;
  2278. this.stencilBuffer = source.stencilBuffer;
  2279. this.depthTexture = source.depthTexture;
  2280. return this;
  2281. },
  2282. dispose: function () {
  2283. this.dispatchEvent( { type: 'dispose' } );
  2284. }
  2285. } );
  2286. /**
  2287. * @author Mugen87 / https://github.com/Mugen87
  2288. * @author Matt DesLauriers / @mattdesl
  2289. */
  2290. function WebGLMultisampleRenderTarget( width, height, options ) {
  2291. WebGLRenderTarget.call( this, width, height, options );
  2292. this.samples = 4;
  2293. }
  2294. WebGLMultisampleRenderTarget.prototype = Object.assign( Object.create( WebGLRenderTarget.prototype ), {
  2295. constructor: WebGLMultisampleRenderTarget,
  2296. isWebGLMultisampleRenderTarget: true,
  2297. copy: function ( source ) {
  2298. WebGLRenderTarget.prototype.copy.call( this, source );
  2299. this.samples = source.samples;
  2300. return this;
  2301. }
  2302. } );
  2303. var _v1 = new Vector3();
  2304. var _m1 = new Matrix4();
  2305. var _zero = new Vector3( 0, 0, 0 );
  2306. var _one = new Vector3( 1, 1, 1 );
  2307. var _x = new Vector3();
  2308. var _y = new Vector3();
  2309. var _z = new Vector3();
  2310. /**
  2311. * @author mrdoob / http://mrdoob.com/
  2312. * @author supereggbert / http://www.paulbrunt.co.uk/
  2313. * @author philogb / http://blog.thejit.org/
  2314. * @author jordi_ros / http://plattsoft.com
  2315. * @author D1plo1d / http://github.com/D1plo1d
  2316. * @author alteredq / http://alteredqualia.com/
  2317. * @author mikael emtinger / http://gomo.se/
  2318. * @author timknip / http://www.floorplanner.com/
  2319. * @author bhouston / http://clara.io
  2320. * @author WestLangley / http://github.com/WestLangley
  2321. */
  2322. function Matrix4() {
  2323. this.elements = [
  2324. 1, 0, 0, 0,
  2325. 0, 1, 0, 0,
  2326. 0, 0, 1, 0,
  2327. 0, 0, 0, 1
  2328. ];
  2329. if ( arguments.length > 0 ) {
  2330. console.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' );
  2331. }
  2332. }
  2333. Object.assign( Matrix4.prototype, {
  2334. isMatrix4: true,
  2335. set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  2336. var te = this.elements;
  2337. te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;
  2338. te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;
  2339. te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;
  2340. te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;
  2341. return this;
  2342. },
  2343. identity: function () {
  2344. this.set(
  2345. 1, 0, 0, 0,
  2346. 0, 1, 0, 0,
  2347. 0, 0, 1, 0,
  2348. 0, 0, 0, 1
  2349. );
  2350. return this;
  2351. },
  2352. clone: function () {
  2353. return new Matrix4().fromArray( this.elements );
  2354. },
  2355. copy: function ( m ) {
  2356. var te = this.elements;
  2357. var me = m.elements;
  2358. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];
  2359. te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];
  2360. te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];
  2361. te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];
  2362. return this;
  2363. },
  2364. copyPosition: function ( m ) {
  2365. var te = this.elements, me = m.elements;
  2366. te[ 12 ] = me[ 12 ];
  2367. te[ 13 ] = me[ 13 ];
  2368. te[ 14 ] = me[ 14 ];
  2369. return this;
  2370. },
  2371. extractBasis: function ( xAxis, yAxis, zAxis ) {
  2372. xAxis.setFromMatrixColumn( this, 0 );
  2373. yAxis.setFromMatrixColumn( this, 1 );
  2374. zAxis.setFromMatrixColumn( this, 2 );
  2375. return this;
  2376. },
  2377. makeBasis: function ( xAxis, yAxis, zAxis ) {
  2378. this.set(
  2379. xAxis.x, yAxis.x, zAxis.x, 0,
  2380. xAxis.y, yAxis.y, zAxis.y, 0,
  2381. xAxis.z, yAxis.z, zAxis.z, 0,
  2382. 0, 0, 0, 1
  2383. );
  2384. return this;
  2385. },
  2386. extractRotation: function ( m ) {
  2387. // this method does not support reflection matrices
  2388. var te = this.elements;
  2389. var me = m.elements;
  2390. var scaleX = 1 / _v1.setFromMatrixColumn( m, 0 ).length();
  2391. var scaleY = 1 / _v1.setFromMatrixColumn( m, 1 ).length();
  2392. var scaleZ = 1 / _v1.setFromMatrixColumn( m, 2 ).length();
  2393. te[ 0 ] = me[ 0 ] * scaleX;
  2394. te[ 1 ] = me[ 1 ] * scaleX;
  2395. te[ 2 ] = me[ 2 ] * scaleX;
  2396. te[ 3 ] = 0;
  2397. te[ 4 ] = me[ 4 ] * scaleY;
  2398. te[ 5 ] = me[ 5 ] * scaleY;
  2399. te[ 6 ] = me[ 6 ] * scaleY;
  2400. te[ 7 ] = 0;
  2401. te[ 8 ] = me[ 8 ] * scaleZ;
  2402. te[ 9 ] = me[ 9 ] * scaleZ;
  2403. te[ 10 ] = me[ 10 ] * scaleZ;
  2404. te[ 11 ] = 0;
  2405. te[ 12 ] = 0;
  2406. te[ 13 ] = 0;
  2407. te[ 14 ] = 0;
  2408. te[ 15 ] = 1;
  2409. return this;
  2410. },
  2411. makeRotationFromEuler: function ( euler ) {
  2412. if ( ! ( euler && euler.isEuler ) ) {
  2413. console.error( 'THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );
  2414. }
  2415. var te = this.elements;
  2416. var x = euler.x, y = euler.y, z = euler.z;
  2417. var a = Math.cos( x ), b = Math.sin( x );
  2418. var c = Math.cos( y ), d = Math.sin( y );
  2419. var e = Math.cos( z ), f = Math.sin( z );
  2420. if ( euler.order === 'XYZ' ) {
  2421. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  2422. te[ 0 ] = c * e;
  2423. te[ 4 ] = - c * f;
  2424. te[ 8 ] = d;
  2425. te[ 1 ] = af + be * d;
  2426. te[ 5 ] = ae - bf * d;
  2427. te[ 9 ] = - b * c;
  2428. te[ 2 ] = bf - ae * d;
  2429. te[ 6 ] = be + af * d;
  2430. te[ 10 ] = a * c;
  2431. } else if ( euler.order === 'YXZ' ) {
  2432. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  2433. te[ 0 ] = ce + df * b;
  2434. te[ 4 ] = de * b - cf;
  2435. te[ 8 ] = a * d;
  2436. te[ 1 ] = a * f;
  2437. te[ 5 ] = a * e;
  2438. te[ 9 ] = - b;
  2439. te[ 2 ] = cf * b - de;
  2440. te[ 6 ] = df + ce * b;
  2441. te[ 10 ] = a * c;
  2442. } else if ( euler.order === 'ZXY' ) {
  2443. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  2444. te[ 0 ] = ce - df * b;
  2445. te[ 4 ] = - a * f;
  2446. te[ 8 ] = de + cf * b;
  2447. te[ 1 ] = cf + de * b;
  2448. te[ 5 ] = a * e;
  2449. te[ 9 ] = df - ce * b;
  2450. te[ 2 ] = - a * d;
  2451. te[ 6 ] = b;
  2452. te[ 10 ] = a * c;
  2453. } else if ( euler.order === 'ZYX' ) {
  2454. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  2455. te[ 0 ] = c * e;
  2456. te[ 4 ] = be * d - af;
  2457. te[ 8 ] = ae * d + bf;
  2458. te[ 1 ] = c * f;
  2459. te[ 5 ] = bf * d + ae;
  2460. te[ 9 ] = af * d - be;
  2461. te[ 2 ] = - d;
  2462. te[ 6 ] = b * c;
  2463. te[ 10 ] = a * c;
  2464. } else if ( euler.order === 'YZX' ) {
  2465. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  2466. te[ 0 ] = c * e;
  2467. te[ 4 ] = bd - ac * f;
  2468. te[ 8 ] = bc * f + ad;
  2469. te[ 1 ] = f;
  2470. te[ 5 ] = a * e;
  2471. te[ 9 ] = - b * e;
  2472. te[ 2 ] = - d * e;
  2473. te[ 6 ] = ad * f + bc;
  2474. te[ 10 ] = ac - bd * f;
  2475. } else if ( euler.order === 'XZY' ) {
  2476. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  2477. te[ 0 ] = c * e;
  2478. te[ 4 ] = - f;
  2479. te[ 8 ] = d * e;
  2480. te[ 1 ] = ac * f + bd;
  2481. te[ 5 ] = a * e;
  2482. te[ 9 ] = ad * f - bc;
  2483. te[ 2 ] = bc * f - ad;
  2484. te[ 6 ] = b * e;
  2485. te[ 10 ] = bd * f + ac;
  2486. }
  2487. // bottom row
  2488. te[ 3 ] = 0;
  2489. te[ 7 ] = 0;
  2490. te[ 11 ] = 0;
  2491. // last column
  2492. te[ 12 ] = 0;
  2493. te[ 13 ] = 0;
  2494. te[ 14 ] = 0;
  2495. te[ 15 ] = 1;
  2496. return this;
  2497. },
  2498. makeRotationFromQuaternion: function ( q ) {
  2499. return this.compose( _zero, q, _one );
  2500. },
  2501. lookAt: function ( eye, target, up ) {
  2502. var te = this.elements;
  2503. _z.subVectors( eye, target );
  2504. if ( _z.lengthSq() === 0 ) {
  2505. // eye and target are in the same position
  2506. _z.z = 1;
  2507. }
  2508. _z.normalize();
  2509. _x.crossVectors( up, _z );
  2510. if ( _x.lengthSq() === 0 ) {
  2511. // up and z are parallel
  2512. if ( Math.abs( up.z ) === 1 ) {
  2513. _z.x += 0.0001;
  2514. } else {
  2515. _z.z += 0.0001;
  2516. }
  2517. _z.normalize();
  2518. _x.crossVectors( up, _z );
  2519. }
  2520. _x.normalize();
  2521. _y.crossVectors( _z, _x );
  2522. te[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x;
  2523. te[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y;
  2524. te[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z;
  2525. return this;
  2526. },
  2527. multiply: function ( m, n ) {
  2528. if ( n !== undefined ) {
  2529. console.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );
  2530. return this.multiplyMatrices( m, n );
  2531. }
  2532. return this.multiplyMatrices( this, m );
  2533. },
  2534. premultiply: function ( m ) {
  2535. return this.multiplyMatrices( m, this );
  2536. },
  2537. multiplyMatrices: function ( a, b ) {
  2538. var ae = a.elements;
  2539. var be = b.elements;
  2540. var te = this.elements;
  2541. var a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
  2542. var a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
  2543. var a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
  2544. var a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];
  2545. var b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
  2546. var b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
  2547. var b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
  2548. var b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];
  2549. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
  2550. te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
  2551. te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
  2552. te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
  2553. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
  2554. te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
  2555. te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
  2556. te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
  2557. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
  2558. te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
  2559. te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
  2560. te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
  2561. te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
  2562. te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
  2563. te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
  2564. te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
  2565. return this;
  2566. },
  2567. multiplyScalar: function ( s ) {
  2568. var te = this.elements;
  2569. te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
  2570. te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
  2571. te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;
  2572. te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;
  2573. return this;
  2574. },
  2575. applyToBufferAttribute: function ( attribute ) {
  2576. for ( var i = 0, l = attribute.count; i < l; i ++ ) {
  2577. _v1.x = attribute.getX( i );
  2578. _v1.y = attribute.getY( i );
  2579. _v1.z = attribute.getZ( i );
  2580. _v1.applyMatrix4( this );
  2581. attribute.setXYZ( i, _v1.x, _v1.y, _v1.z );
  2582. }
  2583. return attribute;
  2584. },
  2585. determinant: function () {
  2586. var te = this.elements;
  2587. var n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
  2588. var n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
  2589. var n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
  2590. var n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];
  2591. //TODO: make this more efficient
  2592. //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
  2593. return (
  2594. n41 * (
  2595. + n14 * n23 * n32
  2596. - n13 * n24 * n32
  2597. - n14 * n22 * n33
  2598. + n12 * n24 * n33
  2599. + n13 * n22 * n34
  2600. - n12 * n23 * n34
  2601. ) +
  2602. n42 * (
  2603. + n11 * n23 * n34
  2604. - n11 * n24 * n33
  2605. + n14 * n21 * n33
  2606. - n13 * n21 * n34
  2607. + n13 * n24 * n31
  2608. - n14 * n23 * n31
  2609. ) +
  2610. n43 * (
  2611. + n11 * n24 * n32
  2612. - n11 * n22 * n34
  2613. - n14 * n21 * n32
  2614. + n12 * n21 * n34
  2615. + n14 * n22 * n31
  2616. - n12 * n24 * n31
  2617. ) +
  2618. n44 * (
  2619. - n13 * n22 * n31
  2620. - n11 * n23 * n32
  2621. + n11 * n22 * n33
  2622. + n13 * n21 * n32
  2623. - n12 * n21 * n33
  2624. + n12 * n23 * n31
  2625. )
  2626. );
  2627. },
  2628. transpose: function () {
  2629. var te = this.elements;
  2630. var tmp;
  2631. tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
  2632. tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
  2633. tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;
  2634. tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
  2635. tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
  2636. tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;
  2637. return this;
  2638. },
  2639. setPosition: function ( x, y, z ) {
  2640. var te = this.elements;
  2641. if ( x.isVector3 ) {
  2642. te[ 12 ] = x.x;
  2643. te[ 13 ] = x.y;
  2644. te[ 14 ] = x.z;
  2645. } else {
  2646. te[ 12 ] = x;
  2647. te[ 13 ] = y;
  2648. te[ 14 ] = z;
  2649. }
  2650. return this;
  2651. },
  2652. getInverse: function ( m, throwOnDegenerate ) {
  2653. // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
  2654. var te = this.elements,
  2655. me = m.elements,
  2656. n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ], n41 = me[ 3 ],
  2657. n12 = me[ 4 ], n22 = me[ 5 ], n32 = me[ 6 ], n42 = me[ 7 ],
  2658. n13 = me[ 8 ], n23 = me[ 9 ], n33 = me[ 10 ], n43 = me[ 11 ],
  2659. n14 = me[ 12 ], n24 = me[ 13 ], n34 = me[ 14 ], n44 = me[ 15 ],
  2660. t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,
  2661. t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,
  2662. t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,
  2663. t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
  2664. var det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;
  2665. if ( det === 0 ) {
  2666. var msg = "THREE.Matrix4: .getInverse() can't invert matrix, determinant is 0";
  2667. if ( throwOnDegenerate === true ) {
  2668. throw new Error( msg );
  2669. } else {
  2670. console.warn( msg );
  2671. }
  2672. return this.identity();
  2673. }
  2674. var detInv = 1 / det;
  2675. te[ 0 ] = t11 * detInv;
  2676. te[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv;
  2677. te[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv;
  2678. te[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;
  2679. te[ 4 ] = t12 * detInv;
  2680. te[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv;
  2681. te[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv;
  2682. te[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv;
  2683. te[ 8 ] = t13 * detInv;
  2684. te[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv;
  2685. te[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv;
  2686. te[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv;
  2687. te[ 12 ] = t14 * detInv;
  2688. te[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv;
  2689. te[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv;
  2690. te[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv;
  2691. return this;
  2692. },
  2693. scale: function ( v ) {
  2694. var te = this.elements;
  2695. var x = v.x, y = v.y, z = v.z;
  2696. te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;
  2697. te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;
  2698. te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;
  2699. te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;
  2700. return this;
  2701. },
  2702. getMaxScaleOnAxis: function () {
  2703. var te = this.elements;
  2704. var scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];
  2705. var scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];
  2706. var scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];
  2707. return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );
  2708. },
  2709. makeTranslation: function ( x, y, z ) {
  2710. this.set(
  2711. 1, 0, 0, x,
  2712. 0, 1, 0, y,
  2713. 0, 0, 1, z,
  2714. 0, 0, 0, 1
  2715. );
  2716. return this;
  2717. },
  2718. makeRotationX: function ( theta ) {
  2719. var c = Math.cos( theta ), s = Math.sin( theta );
  2720. this.set(
  2721. 1, 0, 0, 0,
  2722. 0, c, - s, 0,
  2723. 0, s, c, 0,
  2724. 0, 0, 0, 1
  2725. );
  2726. return this;
  2727. },
  2728. makeRotationY: function ( theta ) {
  2729. var c = Math.cos( theta ), s = Math.sin( theta );
  2730. this.set(
  2731. c, 0, s, 0,
  2732. 0, 1, 0, 0,
  2733. - s, 0, c, 0,
  2734. 0, 0, 0, 1
  2735. );
  2736. return this;
  2737. },
  2738. makeRotationZ: function ( theta ) {
  2739. var c = Math.cos( theta ), s = Math.sin( theta );
  2740. this.set(
  2741. c, - s, 0, 0,
  2742. s, c, 0, 0,
  2743. 0, 0, 1, 0,
  2744. 0, 0, 0, 1
  2745. );
  2746. return this;
  2747. },
  2748. makeRotationAxis: function ( axis, angle ) {
  2749. // Based on http://www.gamedev.net/reference/articles/article1199.asp
  2750. var c = Math.cos( angle );
  2751. var s = Math.sin( angle );
  2752. var t = 1 - c;
  2753. var x = axis.x, y = axis.y, z = axis.z;
  2754. var tx = t * x, ty = t * y;
  2755. this.set(
  2756. tx * x + c, tx * y - s * z, tx * z + s * y, 0,
  2757. tx * y + s * z, ty * y + c, ty * z - s * x, 0,
  2758. tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
  2759. 0, 0, 0, 1
  2760. );
  2761. return this;
  2762. },
  2763. makeScale: function ( x, y, z ) {
  2764. this.set(
  2765. x, 0, 0, 0,
  2766. 0, y, 0, 0,
  2767. 0, 0, z, 0,
  2768. 0, 0, 0, 1
  2769. );
  2770. return this;
  2771. },
  2772. makeShear: function ( x, y, z ) {
  2773. this.set(
  2774. 1, y, z, 0,
  2775. x, 1, z, 0,
  2776. x, y, 1, 0,
  2777. 0, 0, 0, 1
  2778. );
  2779. return this;
  2780. },
  2781. compose: function ( position, quaternion, scale ) {
  2782. var te = this.elements;
  2783. var x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;
  2784. var x2 = x + x, y2 = y + y, z2 = z + z;
  2785. var xx = x * x2, xy = x * y2, xz = x * z2;
  2786. var yy = y * y2, yz = y * z2, zz = z * z2;
  2787. var wx = w * x2, wy = w * y2, wz = w * z2;
  2788. var sx = scale.x, sy = scale.y, sz = scale.z;
  2789. te[ 0 ] = ( 1 - ( yy + zz ) ) * sx;
  2790. te[ 1 ] = ( xy + wz ) * sx;
  2791. te[ 2 ] = ( xz - wy ) * sx;
  2792. te[ 3 ] = 0;
  2793. te[ 4 ] = ( xy - wz ) * sy;
  2794. te[ 5 ] = ( 1 - ( xx + zz ) ) * sy;
  2795. te[ 6 ] = ( yz + wx ) * sy;
  2796. te[ 7 ] = 0;
  2797. te[ 8 ] = ( xz + wy ) * sz;
  2798. te[ 9 ] = ( yz - wx ) * sz;
  2799. te[ 10 ] = ( 1 - ( xx + yy ) ) * sz;
  2800. te[ 11 ] = 0;
  2801. te[ 12 ] = position.x;
  2802. te[ 13 ] = position.y;
  2803. te[ 14 ] = position.z;
  2804. te[ 15 ] = 1;
  2805. return this;
  2806. },
  2807. decompose: function ( position, quaternion, scale ) {
  2808. var te = this.elements;
  2809. var sx = _v1.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
  2810. var sy = _v1.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
  2811. var sz = _v1.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
  2812. // if determine is negative, we need to invert one scale
  2813. var det = this.determinant();
  2814. if ( det < 0 ) { sx = - sx; }
  2815. position.x = te[ 12 ];
  2816. position.y = te[ 13 ];
  2817. position.z = te[ 14 ];
  2818. // scale the rotation part
  2819. _m1.copy( this );
  2820. var invSX = 1 / sx;
  2821. var invSY = 1 / sy;
  2822. var invSZ = 1 / sz;
  2823. _m1.elements[ 0 ] *= invSX;
  2824. _m1.elements[ 1 ] *= invSX;
  2825. _m1.elements[ 2 ] *= invSX;
  2826. _m1.elements[ 4 ] *= invSY;
  2827. _m1.elements[ 5 ] *= invSY;
  2828. _m1.elements[ 6 ] *= invSY;
  2829. _m1.elements[ 8 ] *= invSZ;
  2830. _m1.elements[ 9 ] *= invSZ;
  2831. _m1.elements[ 10 ] *= invSZ;
  2832. quaternion.setFromRotationMatrix( _m1 );
  2833. scale.x = sx;
  2834. scale.y = sy;
  2835. scale.z = sz;
  2836. return this;
  2837. },
  2838. makePerspective: function ( left, right, top, bottom, near, far ) {
  2839. if ( far === undefined ) {
  2840. console.warn( 'THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.' );
  2841. }
  2842. var te = this.elements;
  2843. var x = 2 * near / ( right - left );
  2844. var y = 2 * near / ( top - bottom );
  2845. var a = ( right + left ) / ( right - left );
  2846. var b = ( top + bottom ) / ( top - bottom );
  2847. var c = - ( far + near ) / ( far - near );
  2848. var d = - 2 * far * near / ( far - near );
  2849. te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0;
  2850. te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0;
  2851. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
  2852. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = - 1; te[ 15 ] = 0;
  2853. return this;
  2854. },
  2855. makeOrthographic: function ( left, right, top, bottom, near, far ) {
  2856. var te = this.elements;
  2857. var w = 1.0 / ( right - left );
  2858. var h = 1.0 / ( top - bottom );
  2859. var p = 1.0 / ( far - near );
  2860. var x = ( right + left ) * w;
  2861. var y = ( top + bottom ) * h;
  2862. var z = ( far + near ) * p;
  2863. te[ 0 ] = 2 * w; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = - x;
  2864. te[ 1 ] = 0; te[ 5 ] = 2 * h; te[ 9 ] = 0; te[ 13 ] = - y;
  2865. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = - 2 * p; te[ 14 ] = - z;
  2866. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1;
  2867. return this;
  2868. },
  2869. equals: function ( matrix ) {
  2870. var te = this.elements;
  2871. var me = matrix.elements;
  2872. for ( var i = 0; i < 16; i ++ ) {
  2873. if ( te[ i ] !== me[ i ] ) { return false; }
  2874. }
  2875. return true;
  2876. },
  2877. fromArray: function ( array, offset ) {
  2878. if ( offset === undefined ) { offset = 0; }
  2879. for ( var i = 0; i < 16; i ++ ) {
  2880. this.elements[ i ] = array[ i + offset ];
  2881. }
  2882. return this;
  2883. },
  2884. toArray: function ( array, offset ) {
  2885. if ( array === undefined ) { array = []; }
  2886. if ( offset === undefined ) { offset = 0; }
  2887. var te = this.elements;
  2888. array[ offset ] = te[ 0 ];
  2889. array[ offset + 1 ] = te[ 1 ];
  2890. array[ offset + 2 ] = te[ 2 ];
  2891. array[ offset + 3 ] = te[ 3 ];
  2892. array[ offset + 4 ] = te[ 4 ];
  2893. array[ offset + 5 ] = te[ 5 ];
  2894. array[ offset + 6 ] = te[ 6 ];
  2895. array[ offset + 7 ] = te[ 7 ];
  2896. array[ offset + 8 ] = te[ 8 ];
  2897. array[ offset + 9 ] = te[ 9 ];
  2898. array[ offset + 10 ] = te[ 10 ];
  2899. array[ offset + 11 ] = te[ 11 ];
  2900. array[ offset + 12 ] = te[ 12 ];
  2901. array[ offset + 13 ] = te[ 13 ];
  2902. array[ offset + 14 ] = te[ 14 ];
  2903. array[ offset + 15 ] = te[ 15 ];
  2904. return array;
  2905. }
  2906. } );
  2907. /**
  2908. * @author mrdoob / http://mrdoob.com/
  2909. * @author WestLangley / http://github.com/WestLangley
  2910. * @author bhouston / http://clara.io
  2911. */
  2912. var _matrix = new Matrix4();
  2913. var _quaternion$1 = new Quaternion();
  2914. function Euler( x, y, z, order ) {
  2915. this._x = x || 0;
  2916. this._y = y || 0;
  2917. this._z = z || 0;
  2918. this._order = order || Euler.DefaultOrder;
  2919. }
  2920. Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ];
  2921. Euler.DefaultOrder = 'XYZ';
  2922. Object.defineProperties( Euler.prototype, {
  2923. x: {
  2924. get: function () {
  2925. return this._x;
  2926. },
  2927. set: function ( value ) {
  2928. this._x = value;
  2929. this._onChangeCallback();
  2930. }
  2931. },
  2932. y: {
  2933. get: function () {
  2934. return this._y;
  2935. },
  2936. set: function ( value ) {
  2937. this._y = value;
  2938. this._onChangeCallback();
  2939. }
  2940. },
  2941. z: {
  2942. get: function () {
  2943. return this._z;
  2944. },
  2945. set: function ( value ) {
  2946. this._z = value;
  2947. this._onChangeCallback();
  2948. }
  2949. },
  2950. order: {
  2951. get: function () {
  2952. return this._order;
  2953. },
  2954. set: function ( value ) {
  2955. this._order = value;
  2956. this._onChangeCallback();
  2957. }
  2958. }
  2959. } );
  2960. Object.assign( Euler.prototype, {
  2961. isEuler: true,
  2962. set: function ( x, y, z, order ) {
  2963. this._x = x;
  2964. this._y = y;
  2965. this._z = z;
  2966. this._order = order || this._order;
  2967. this._onChangeCallback();
  2968. return this;
  2969. },
  2970. clone: function () {
  2971. return new this.constructor( this._x, this._y, this._z, this._order );
  2972. },
  2973. copy: function ( euler ) {
  2974. this._x = euler._x;
  2975. this._y = euler._y;
  2976. this._z = euler._z;
  2977. this._order = euler._order;
  2978. this._onChangeCallback();
  2979. return this;
  2980. },
  2981. setFromRotationMatrix: function ( m, order, update ) {
  2982. var clamp = _Math.clamp;
  2983. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  2984. var te = m.elements;
  2985. var m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];
  2986. var m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];
  2987. var m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  2988. order = order || this._order;
  2989. if ( order === 'XYZ' ) {
  2990. this._y = Math.asin( clamp( m13, - 1, 1 ) );
  2991. if ( Math.abs( m13 ) < 0.9999999 ) {
  2992. this._x = Math.atan2( - m23, m33 );
  2993. this._z = Math.atan2( - m12, m11 );
  2994. } else {
  2995. this._x = Math.atan2( m32, m22 );
  2996. this._z = 0;
  2997. }
  2998. } else if ( order === 'YXZ' ) {
  2999. this._x = Math.asin( - clamp( m23, - 1, 1 ) );
  3000. if ( Math.abs( m23 ) < 0.9999999 ) {
  3001. this._y = Math.atan2( m13, m33 );
  3002. this._z = Math.atan2( m21, m22 );
  3003. } else {
  3004. this._y = Math.atan2( - m31, m11 );
  3005. this._z = 0;
  3006. }
  3007. } else if ( order === 'ZXY' ) {
  3008. this._x = Math.asin( clamp( m32, - 1, 1 ) );
  3009. if ( Math.abs( m32 ) < 0.9999999 ) {
  3010. this._y = Math.atan2( - m31, m33 );
  3011. this._z = Math.atan2( - m12, m22 );
  3012. } else {
  3013. this._y = 0;
  3014. this._z = Math.atan2( m21, m11 );
  3015. }
  3016. } else if ( order === 'ZYX' ) {
  3017. this._y = Math.asin( - clamp( m31, - 1, 1 ) );
  3018. if ( Math.abs( m31 ) < 0.9999999 ) {
  3019. this._x = Math.atan2( m32, m33 );
  3020. this._z = Math.atan2( m21, m11 );
  3021. } else {
  3022. this._x = 0;
  3023. this._z = Math.atan2( - m12, m22 );
  3024. }
  3025. } else if ( order === 'YZX' ) {
  3026. this._z = Math.asin( clamp( m21, - 1, 1 ) );
  3027. if ( Math.abs( m21 ) < 0.9999999 ) {
  3028. this._x = Math.atan2( - m23, m22 );
  3029. this._y = Math.atan2( - m31, m11 );
  3030. } else {
  3031. this._x = 0;
  3032. this._y = Math.atan2( m13, m33 );
  3033. }
  3034. } else if ( order === 'XZY' ) {
  3035. this._z = Math.asin( - clamp( m12, - 1, 1 ) );
  3036. if ( Math.abs( m12 ) < 0.9999999 ) {
  3037. this._x = Math.atan2( m32, m22 );
  3038. this._y = Math.atan2( m13, m11 );
  3039. } else {
  3040. this._x = Math.atan2( - m23, m33 );
  3041. this._y = 0;
  3042. }
  3043. } else {
  3044. console.warn( 'THREE.Euler: .setFromRotationMatrix() given unsupported order: ' + order );
  3045. }
  3046. this._order = order;
  3047. if ( update !== false ) { this._onChangeCallback(); }
  3048. return this;
  3049. },
  3050. setFromQuaternion: function ( q, order, update ) {
  3051. _matrix.makeRotationFromQuaternion( q );
  3052. return this.setFromRotationMatrix( _matrix, order, update );
  3053. },
  3054. setFromVector3: function ( v, order ) {
  3055. return this.set( v.x, v.y, v.z, order || this._order );
  3056. },
  3057. reorder: function ( newOrder ) {
  3058. // WARNING: this discards revolution information -bhouston
  3059. _quaternion$1.setFromEuler( this );
  3060. return this.setFromQuaternion( _quaternion$1, newOrder );
  3061. },
  3062. equals: function ( euler ) {
  3063. return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
  3064. },
  3065. fromArray: function ( array ) {
  3066. this._x = array[ 0 ];
  3067. this._y = array[ 1 ];
  3068. this._z = array[ 2 ];
  3069. if ( array[ 3 ] !== undefined ) { this._order = array[ 3 ]; }
  3070. this._onChangeCallback();
  3071. return this;
  3072. },
  3073. toArray: function ( array, offset ) {
  3074. if ( array === undefined ) { array = []; }
  3075. if ( offset === undefined ) { offset = 0; }
  3076. array[ offset ] = this._x;
  3077. array[ offset + 1 ] = this._y;
  3078. array[ offset + 2 ] = this._z;
  3079. array[ offset + 3 ] = this._order;
  3080. return array;
  3081. },
  3082. toVector3: function ( optionalResult ) {
  3083. if ( optionalResult ) {
  3084. return optionalResult.set( this._x, this._y, this._z );
  3085. } else {
  3086. return new Vector3( this._x, this._y, this._z );
  3087. }
  3088. },
  3089. _onChange: function ( callback ) {
  3090. this._onChangeCallback = callback;
  3091. return this;
  3092. },
  3093. _onChangeCallback: function () {}
  3094. } );
  3095. /**
  3096. * @author mrdoob / http://mrdoob.com/
  3097. */
  3098. function Layers() {
  3099. this.mask = 1 | 0;
  3100. }
  3101. Object.assign( Layers.prototype, {
  3102. set: function ( channel ) {
  3103. this.mask = 1 << channel | 0;
  3104. },
  3105. enable: function ( channel ) {
  3106. this.mask |= 1 << channel | 0;
  3107. },
  3108. enableAll: function () {
  3109. this.mask = 0xffffffff | 0;
  3110. },
  3111. toggle: function ( channel ) {
  3112. this.mask ^= 1 << channel | 0;
  3113. },
  3114. disable: function ( channel ) {
  3115. this.mask &= ~ ( 1 << channel | 0 );
  3116. },
  3117. disableAll: function () {
  3118. this.mask = 0;
  3119. },
  3120. test: function ( layers ) {
  3121. return ( this.mask & layers.mask ) !== 0;
  3122. }
  3123. } );
  3124. var _object3DId = 0;
  3125. var _v1$1 = new Vector3();
  3126. var _q1 = new Quaternion();
  3127. var _m1$1 = new Matrix4();
  3128. var _target = new Vector3();
  3129. var _position = new Vector3();
  3130. var _scale = new Vector3();
  3131. var _quaternion$2 = new Quaternion();
  3132. var _xAxis = new Vector3( 1, 0, 0 );
  3133. var _yAxis = new Vector3( 0, 1, 0 );
  3134. var _zAxis = new Vector3( 0, 0, 1 );
  3135. var _addedEvent = { type: 'added' };
  3136. var _removedEvent = { type: 'removed' };
  3137. /**
  3138. * @author mrdoob / http://mrdoob.com/
  3139. * @author mikael emtinger / http://gomo.se/
  3140. * @author alteredq / http://alteredqualia.com/
  3141. * @author WestLangley / http://github.com/WestLangley
  3142. * @author elephantatwork / www.elephantatwork.ch
  3143. */
  3144. function Object3D() {
  3145. Object.defineProperty( this, 'id', { value: _object3DId ++ } );
  3146. this.uuid = _Math.generateUUID();
  3147. this.name = '';
  3148. this.type = 'Object3D';
  3149. this.parent = null;
  3150. this.children = [];
  3151. this.up = Object3D.DefaultUp.clone();
  3152. var position = new Vector3();
  3153. var rotation = new Euler();
  3154. var quaternion = new Quaternion();
  3155. var scale = new Vector3( 1, 1, 1 );
  3156. function onRotationChange() {
  3157. quaternion.setFromEuler( rotation, false );
  3158. }
  3159. function onQuaternionChange() {
  3160. rotation.setFromQuaternion( quaternion, undefined, false );
  3161. }
  3162. rotation._onChange( onRotationChange );
  3163. quaternion._onChange( onQuaternionChange );
  3164. Object.defineProperties( this, {
  3165. position: {
  3166. configurable: true,
  3167. enumerable: true,
  3168. value: position
  3169. },
  3170. rotation: {
  3171. configurable: true,
  3172. enumerable: true,
  3173. value: rotation
  3174. },
  3175. quaternion: {
  3176. configurable: true,
  3177. enumerable: true,
  3178. value: quaternion
  3179. },
  3180. scale: {
  3181. configurable: true,
  3182. enumerable: true,
  3183. value: scale
  3184. },
  3185. modelViewMatrix: {
  3186. value: new Matrix4()
  3187. },
  3188. normalMatrix: {
  3189. value: new Matrix3()
  3190. }
  3191. } );
  3192. this.matrix = new Matrix4();
  3193. this.matrixWorld = new Matrix4();
  3194. this.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate;
  3195. this.matrixWorldNeedsUpdate = false;
  3196. this.layers = new Layers();
  3197. this.visible = true;
  3198. this.castShadow = false;
  3199. this.receiveShadow = false;
  3200. this.frustumCulled = true;
  3201. this.renderOrder = 0;
  3202. this.userData = {};
  3203. }
  3204. Object3D.DefaultUp = new Vector3( 0, 1, 0 );
  3205. Object3D.DefaultMatrixAutoUpdate = true;
  3206. Object3D.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  3207. constructor: Object3D,
  3208. isObject3D: true,
  3209. onBeforeRender: function () {},
  3210. onAfterRender: function () {},
  3211. applyMatrix: function ( matrix ) {
  3212. if ( this.matrixAutoUpdate ) { this.updateMatrix(); }
  3213. this.matrix.premultiply( matrix );
  3214. this.matrix.decompose( this.position, this.quaternion, this.scale );
  3215. },
  3216. applyQuaternion: function ( q ) {
  3217. this.quaternion.premultiply( q );
  3218. return this;
  3219. },
  3220. setRotationFromAxisAngle: function ( axis, angle ) {
  3221. // assumes axis is normalized
  3222. this.quaternion.setFromAxisAngle( axis, angle );
  3223. },
  3224. setRotationFromEuler: function ( euler ) {
  3225. this.quaternion.setFromEuler( euler, true );
  3226. },
  3227. setRotationFromMatrix: function ( m ) {
  3228. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  3229. this.quaternion.setFromRotationMatrix( m );
  3230. },
  3231. setRotationFromQuaternion: function ( q ) {
  3232. // assumes q is normalized
  3233. this.quaternion.copy( q );
  3234. },
  3235. rotateOnAxis: function ( axis, angle ) {
  3236. // rotate object on axis in object space
  3237. // axis is assumed to be normalized
  3238. _q1.setFromAxisAngle( axis, angle );
  3239. this.quaternion.multiply( _q1 );
  3240. return this;
  3241. },
  3242. rotateOnWorldAxis: function ( axis, angle ) {
  3243. // rotate object on axis in world space
  3244. // axis is assumed to be normalized
  3245. // method assumes no rotated parent
  3246. _q1.setFromAxisAngle( axis, angle );
  3247. this.quaternion.premultiply( _q1 );
  3248. return this;
  3249. },
  3250. rotateX: function ( angle ) {
  3251. return this.rotateOnAxis( _xAxis, angle );
  3252. },
  3253. rotateY: function ( angle ) {
  3254. return this.rotateOnAxis( _yAxis, angle );
  3255. },
  3256. rotateZ: function ( angle ) {
  3257. return this.rotateOnAxis( _zAxis, angle );
  3258. },
  3259. translateOnAxis: function ( axis, distance ) {
  3260. // translate object by distance along axis in object space
  3261. // axis is assumed to be normalized
  3262. _v1$1.copy( axis ).applyQuaternion( this.quaternion );
  3263. this.position.add( _v1$1.multiplyScalar( distance ) );
  3264. return this;
  3265. },
  3266. translateX: function ( distance ) {
  3267. return this.translateOnAxis( _xAxis, distance );
  3268. },
  3269. translateY: function ( distance ) {
  3270. return this.translateOnAxis( _yAxis, distance );
  3271. },
  3272. translateZ: function ( distance ) {
  3273. return this.translateOnAxis( _zAxis, distance );
  3274. },
  3275. localToWorld: function ( vector ) {
  3276. return vector.applyMatrix4( this.matrixWorld );
  3277. },
  3278. worldToLocal: function ( vector ) {
  3279. return vector.applyMatrix4( _m1$1.getInverse( this.matrixWorld ) );
  3280. },
  3281. lookAt: function ( x, y, z ) {
  3282. // This method does not support objects having non-uniformly-scaled parent(s)
  3283. if ( x.isVector3 ) {
  3284. _target.copy( x );
  3285. } else {
  3286. _target.set( x, y, z );
  3287. }
  3288. var parent = this.parent;
  3289. this.updateWorldMatrix( true, false );
  3290. _position.setFromMatrixPosition( this.matrixWorld );
  3291. if ( this.isCamera || this.isLight ) {
  3292. _m1$1.lookAt( _position, _target, this.up );
  3293. } else {
  3294. _m1$1.lookAt( _target, _position, this.up );
  3295. }
  3296. this.quaternion.setFromRotationMatrix( _m1$1 );
  3297. if ( parent ) {
  3298. _m1$1.extractRotation( parent.matrixWorld );
  3299. _q1.setFromRotationMatrix( _m1$1 );
  3300. this.quaternion.premultiply( _q1.inverse() );
  3301. }
  3302. },
  3303. add: function ( object ) {
  3304. if ( arguments.length > 1 ) {
  3305. for ( var i = 0; i < arguments.length; i ++ ) {
  3306. this.add( arguments[ i ] );
  3307. }
  3308. return this;
  3309. }
  3310. if ( object === this ) {
  3311. console.error( "THREE.Object3D.add: object can't be added as a child of itself.", object );
  3312. return this;
  3313. }
  3314. if ( ( object && object.isObject3D ) ) {
  3315. if ( object.parent !== null ) {
  3316. object.parent.remove( object );
  3317. }
  3318. object.parent = this;
  3319. this.children.push( object );
  3320. object.dispatchEvent( _addedEvent );
  3321. } else {
  3322. console.error( "THREE.Object3D.add: object not an instance of THREE.Object3D.", object );
  3323. }
  3324. return this;
  3325. },
  3326. remove: function ( object ) {
  3327. if ( arguments.length > 1 ) {
  3328. for ( var i = 0; i < arguments.length; i ++ ) {
  3329. this.remove( arguments[ i ] );
  3330. }
  3331. return this;
  3332. }
  3333. var index = this.children.indexOf( object );
  3334. if ( index !== - 1 ) {
  3335. object.parent = null;
  3336. this.children.splice( index, 1 );
  3337. object.dispatchEvent( _removedEvent );
  3338. }
  3339. return this;
  3340. },
  3341. attach: function ( object ) {
  3342. // adds object as a child of this, while maintaining the object's world transform
  3343. this.updateWorldMatrix( true, false );
  3344. _m1$1.getInverse( this.matrixWorld );
  3345. if ( object.parent !== null ) {
  3346. object.parent.updateWorldMatrix( true, false );
  3347. _m1$1.multiply( object.parent.matrixWorld );
  3348. }
  3349. object.applyMatrix( _m1$1 );
  3350. object.updateWorldMatrix( false, false );
  3351. this.add( object );
  3352. return this;
  3353. },
  3354. getObjectById: function ( id ) {
  3355. return this.getObjectByProperty( 'id', id );
  3356. },
  3357. getObjectByName: function ( name ) {
  3358. return this.getObjectByProperty( 'name', name );
  3359. },
  3360. getObjectByProperty: function ( name, value ) {
  3361. if ( this[ name ] === value ) { return this; }
  3362. for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  3363. var child = this.children[ i ];
  3364. var object = child.getObjectByProperty( name, value );
  3365. if ( object !== undefined ) {
  3366. return object;
  3367. }
  3368. }
  3369. return undefined;
  3370. },
  3371. getWorldPosition: function ( target ) {
  3372. if ( target === undefined ) {
  3373. console.warn( 'THREE.Object3D: .getWorldPosition() target is now required' );
  3374. target = new Vector3();
  3375. }
  3376. this.updateMatrixWorld( true );
  3377. return target.setFromMatrixPosition( this.matrixWorld );
  3378. },
  3379. getWorldQuaternion: function ( target ) {
  3380. if ( target === undefined ) {
  3381. console.warn( 'THREE.Object3D: .getWorldQuaternion() target is now required' );
  3382. target = new Quaternion();
  3383. }
  3384. this.updateMatrixWorld( true );
  3385. this.matrixWorld.decompose( _position, target, _scale );
  3386. return target;
  3387. },
  3388. getWorldScale: function ( target ) {
  3389. if ( target === undefined ) {
  3390. console.warn( 'THREE.Object3D: .getWorldScale() target is now required' );
  3391. target = new Vector3();
  3392. }
  3393. this.updateMatrixWorld( true );
  3394. this.matrixWorld.decompose( _position, _quaternion$2, target );
  3395. return target;
  3396. },
  3397. getWorldDirection: function ( target ) {
  3398. if ( target === undefined ) {
  3399. console.warn( 'THREE.Object3D: .getWorldDirection() target is now required' );
  3400. target = new Vector3();
  3401. }
  3402. this.updateMatrixWorld( true );
  3403. var e = this.matrixWorld.elements;
  3404. return target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize();
  3405. },
  3406. raycast: function () {},
  3407. traverse: function ( callback ) {
  3408. callback( this );
  3409. var children = this.children;
  3410. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3411. children[ i ].traverse( callback );
  3412. }
  3413. },
  3414. traverseVisible: function ( callback ) {
  3415. if ( this.visible === false ) { return; }
  3416. callback( this );
  3417. var children = this.children;
  3418. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3419. children[ i ].traverseVisible( callback );
  3420. }
  3421. },
  3422. traverseAncestors: function ( callback ) {
  3423. var parent = this.parent;
  3424. if ( parent !== null ) {
  3425. callback( parent );
  3426. parent.traverseAncestors( callback );
  3427. }
  3428. },
  3429. updateMatrix: function () {
  3430. this.matrix.compose( this.position, this.quaternion, this.scale );
  3431. this.matrixWorldNeedsUpdate = true;
  3432. },
  3433. updateMatrixWorld: function ( force ) {
  3434. if ( this.matrixAutoUpdate ) { this.updateMatrix(); }
  3435. if ( this.matrixWorldNeedsUpdate || force ) {
  3436. if ( this.parent === null ) {
  3437. this.matrixWorld.copy( this.matrix );
  3438. } else {
  3439. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  3440. }
  3441. this.matrixWorldNeedsUpdate = false;
  3442. force = true;
  3443. }
  3444. // update children
  3445. var children = this.children;
  3446. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3447. children[ i ].updateMatrixWorld( force );
  3448. }
  3449. },
  3450. updateWorldMatrix: function ( updateParents, updateChildren ) {
  3451. var parent = this.parent;
  3452. if ( updateParents === true && parent !== null ) {
  3453. parent.updateWorldMatrix( true, false );
  3454. }
  3455. if ( this.matrixAutoUpdate ) { this.updateMatrix(); }
  3456. if ( this.parent === null ) {
  3457. this.matrixWorld.copy( this.matrix );
  3458. } else {
  3459. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  3460. }
  3461. // update children
  3462. if ( updateChildren === true ) {
  3463. var children = this.children;
  3464. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3465. children[ i ].updateWorldMatrix( false, true );
  3466. }
  3467. }
  3468. },
  3469. toJSON: function ( meta ) {
  3470. // meta is a string when called from JSON.stringify
  3471. var isRootObject = ( meta === undefined || typeof meta === 'string' );
  3472. var output = {};
  3473. // meta is a hash used to collect geometries, materials.
  3474. // not providing it implies that this is the root object
  3475. // being serialized.
  3476. if ( isRootObject ) {
  3477. // initialize meta obj
  3478. meta = {
  3479. geometries: {},
  3480. materials: {},
  3481. textures: {},
  3482. images: {},
  3483. shapes: {}
  3484. };
  3485. output.metadata = {
  3486. version: 4.5,
  3487. type: 'Object',
  3488. generator: 'Object3D.toJSON'
  3489. };
  3490. }
  3491. // standard Object3D serialization
  3492. var object = {};
  3493. object.uuid = this.uuid;
  3494. object.type = this.type;
  3495. if ( this.name !== '' ) { object.name = this.name; }
  3496. if ( this.castShadow === true ) { object.castShadow = true; }
  3497. if ( this.receiveShadow === true ) { object.receiveShadow = true; }
  3498. if ( this.visible === false ) { object.visible = false; }
  3499. if ( this.frustumCulled === false ) { object.frustumCulled = false; }
  3500. if ( this.renderOrder !== 0 ) { object.renderOrder = this.renderOrder; }
  3501. if ( JSON.stringify( this.userData ) !== '{}' ) { object.userData = this.userData; }
  3502. object.layers = this.layers.mask;
  3503. object.matrix = this.matrix.toArray();
  3504. if ( this.matrixAutoUpdate === false ) { object.matrixAutoUpdate = false; }
  3505. // object specific properties
  3506. if ( this.isMesh && this.drawMode !== TrianglesDrawMode ) { object.drawMode = this.drawMode; }
  3507. //
  3508. function serialize( library, element ) {
  3509. if ( library[ element.uuid ] === undefined ) {
  3510. library[ element.uuid ] = element.toJSON( meta );
  3511. }
  3512. return element.uuid;
  3513. }
  3514. if ( this.isMesh || this.isLine || this.isPoints ) {
  3515. object.geometry = serialize( meta.geometries, this.geometry );
  3516. var parameters = this.geometry.parameters;
  3517. if ( parameters !== undefined && parameters.shapes !== undefined ) {
  3518. var shapes = parameters.shapes;
  3519. if ( Array.isArray( shapes ) ) {
  3520. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  3521. var shape = shapes[ i ];
  3522. serialize( meta.shapes, shape );
  3523. }
  3524. } else {
  3525. serialize( meta.shapes, shapes );
  3526. }
  3527. }
  3528. }
  3529. if ( this.material !== undefined ) {
  3530. if ( Array.isArray( this.material ) ) {
  3531. var uuids = [];
  3532. for ( var i = 0, l = this.material.length; i < l; i ++ ) {
  3533. uuids.push( serialize( meta.materials, this.material[ i ] ) );
  3534. }
  3535. object.material = uuids;
  3536. } else {
  3537. object.material = serialize( meta.materials, this.material );
  3538. }
  3539. }
  3540. //
  3541. if ( this.children.length > 0 ) {
  3542. object.children = [];
  3543. for ( var i = 0; i < this.children.length; i ++ ) {
  3544. object.children.push( this.children[ i ].toJSON( meta ).object );
  3545. }
  3546. }
  3547. if ( isRootObject ) {
  3548. var geometries = extractFromCache( meta.geometries );
  3549. var materials = extractFromCache( meta.materials );
  3550. var textures = extractFromCache( meta.textures );
  3551. var images = extractFromCache( meta.images );
  3552. var shapes = extractFromCache( meta.shapes );
  3553. if ( geometries.length > 0 ) { output.geometries = geometries; }
  3554. if ( materials.length > 0 ) { output.materials = materials; }
  3555. if ( textures.length > 0 ) { output.textures = textures; }
  3556. if ( images.length > 0 ) { output.images = images; }
  3557. if ( shapes.length > 0 ) { output.shapes = shapes; }
  3558. }
  3559. output.object = object;
  3560. return output;
  3561. // extract data from the cache hash
  3562. // remove metadata on each item
  3563. // and return as array
  3564. function extractFromCache( cache ) {
  3565. var values = [];
  3566. for ( var key in cache ) {
  3567. var data = cache[ key ];
  3568. delete data.metadata;
  3569. values.push( data );
  3570. }
  3571. return values;
  3572. }
  3573. },
  3574. clone: function ( recursive ) {
  3575. return new this.constructor().copy( this, recursive );
  3576. },
  3577. copy: function ( source, recursive ) {
  3578. if ( recursive === undefined ) { recursive = true; }
  3579. this.name = source.name;
  3580. this.up.copy( source.up );
  3581. this.position.copy( source.position );
  3582. this.quaternion.copy( source.quaternion );
  3583. this.scale.copy( source.scale );
  3584. this.matrix.copy( source.matrix );
  3585. this.matrixWorld.copy( source.matrixWorld );
  3586. this.matrixAutoUpdate = source.matrixAutoUpdate;
  3587. this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;
  3588. this.layers.mask = source.layers.mask;
  3589. this.visible = source.visible;
  3590. this.castShadow = source.castShadow;
  3591. this.receiveShadow = source.receiveShadow;
  3592. this.frustumCulled = source.frustumCulled;
  3593. this.renderOrder = source.renderOrder;
  3594. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  3595. if ( recursive === true ) {
  3596. for ( var i = 0; i < source.children.length; i ++ ) {
  3597. var child = source.children[ i ];
  3598. this.add( child.clone() );
  3599. }
  3600. }
  3601. return this;
  3602. }
  3603. } );
  3604. /**
  3605. * @author mrdoob / http://mrdoob.com/
  3606. */
  3607. function Scene() {
  3608. Object3D.call( this );
  3609. this.type = 'Scene';
  3610. this.background = null;
  3611. this.fog = null;
  3612. this.overrideMaterial = null;
  3613. this.autoUpdate = true; // checked by the renderer
  3614. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  3615. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef
  3616. }
  3617. }
  3618. Scene.prototype = Object.assign( Object.create( Object3D.prototype ), {
  3619. constructor: Scene,
  3620. isScene: true,
  3621. copy: function ( source, recursive ) {
  3622. Object3D.prototype.copy.call( this, source, recursive );
  3623. if ( source.background !== null ) { this.background = source.background.clone(); }
  3624. if ( source.fog !== null ) { this.fog = source.fog.clone(); }
  3625. if ( source.overrideMaterial !== null ) { this.overrideMaterial = source.overrideMaterial.clone(); }
  3626. this.autoUpdate = source.autoUpdate;
  3627. this.matrixAutoUpdate = source.matrixAutoUpdate;
  3628. return this;
  3629. },
  3630. toJSON: function ( meta ) {
  3631. var data = Object3D.prototype.toJSON.call( this, meta );
  3632. if ( this.background !== null ) { data.object.background = this.background.toJSON( meta ); }
  3633. if ( this.fog !== null ) { data.object.fog = this.fog.toJSON(); }
  3634. return data;
  3635. },
  3636. dispose: function () {
  3637. this.dispatchEvent( { type: 'dispose' } );
  3638. }
  3639. } );
  3640. var _points = [
  3641. new Vector3(),
  3642. new Vector3(),
  3643. new Vector3(),
  3644. new Vector3(),
  3645. new Vector3(),
  3646. new Vector3(),
  3647. new Vector3(),
  3648. new Vector3()
  3649. ];
  3650. var _vector$2 = new Vector3();
  3651. // triangle centered vertices
  3652. var _v0 = new Vector3();
  3653. var _v1$2 = new Vector3();
  3654. var _v2 = new Vector3();
  3655. // triangle edge vectors
  3656. var _f0 = new Vector3();
  3657. var _f1 = new Vector3();
  3658. var _f2 = new Vector3();
  3659. var _center = new Vector3();
  3660. var _extents = new Vector3();
  3661. var _triangleNormal = new Vector3();
  3662. var _testAxis = new Vector3();
  3663. /**
  3664. * @author bhouston / http://clara.io
  3665. * @author WestLangley / http://github.com/WestLangley
  3666. */
  3667. function Box3( min, max ) {
  3668. this.min = ( min !== undefined ) ? min : new Vector3( + Infinity, + Infinity, + Infinity );
  3669. this.max = ( max !== undefined ) ? max : new Vector3( - Infinity, - Infinity, - Infinity );
  3670. }
  3671. Object.assign( Box3.prototype, {
  3672. isBox3: true,
  3673. set: function ( min, max ) {
  3674. this.min.copy( min );
  3675. this.max.copy( max );
  3676. return this;
  3677. },
  3678. setFromArray: function ( array ) {
  3679. var minX = + Infinity;
  3680. var minY = + Infinity;
  3681. var minZ = + Infinity;
  3682. var maxX = - Infinity;
  3683. var maxY = - Infinity;
  3684. var maxZ = - Infinity;
  3685. for ( var i = 0, l = array.length; i < l; i += 3 ) {
  3686. var x = array[ i ];
  3687. var y = array[ i + 1 ];
  3688. var z = array[ i + 2 ];
  3689. if ( x < minX ) { minX = x; }
  3690. if ( y < minY ) { minY = y; }
  3691. if ( z < minZ ) { minZ = z; }
  3692. if ( x > maxX ) { maxX = x; }
  3693. if ( y > maxY ) { maxY = y; }
  3694. if ( z > maxZ ) { maxZ = z; }
  3695. }
  3696. this.min.set( minX, minY, minZ );
  3697. this.max.set( maxX, maxY, maxZ );
  3698. return this;
  3699. },
  3700. setFromBufferAttribute: function ( attribute ) {
  3701. var minX = + Infinity;
  3702. var minY = + Infinity;
  3703. var minZ = + Infinity;
  3704. var maxX = - Infinity;
  3705. var maxY = - Infinity;
  3706. var maxZ = - Infinity;
  3707. for ( var i = 0, l = attribute.count; i < l; i ++ ) {
  3708. var x = attribute.getX( i );
  3709. var y = attribute.getY( i );
  3710. var z = attribute.getZ( i );
  3711. if ( x < minX ) { minX = x; }
  3712. if ( y < minY ) { minY = y; }
  3713. if ( z < minZ ) { minZ = z; }
  3714. if ( x > maxX ) { maxX = x; }
  3715. if ( y > maxY ) { maxY = y; }
  3716. if ( z > maxZ ) { maxZ = z; }
  3717. }
  3718. this.min.set( minX, minY, minZ );
  3719. this.max.set( maxX, maxY, maxZ );
  3720. return this;
  3721. },
  3722. setFromPoints: function ( points ) {
  3723. this.makeEmpty();
  3724. for ( var i = 0, il = points.length; i < il; i ++ ) {
  3725. this.expandByPoint( points[ i ] );
  3726. }
  3727. return this;
  3728. },
  3729. setFromCenterAndSize: function ( center, size ) {
  3730. var halfSize = _vector$2.copy( size ).multiplyScalar( 0.5 );
  3731. this.min.copy( center ).sub( halfSize );
  3732. this.max.copy( center ).add( halfSize );
  3733. return this;
  3734. },
  3735. setFromObject: function ( object ) {
  3736. this.makeEmpty();
  3737. return this.expandByObject( object );
  3738. },
  3739. clone: function () {
  3740. return new this.constructor().copy( this );
  3741. },
  3742. copy: function ( box ) {
  3743. this.min.copy( box.min );
  3744. this.max.copy( box.max );
  3745. return this;
  3746. },
  3747. makeEmpty: function () {
  3748. this.min.x = this.min.y = this.min.z = + Infinity;
  3749. this.max.x = this.max.y = this.max.z = - Infinity;
  3750. return this;
  3751. },
  3752. isEmpty: function () {
  3753. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  3754. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
  3755. },
  3756. getCenter: function ( target ) {
  3757. if ( target === undefined ) {
  3758. console.warn( 'THREE.Box3: .getCenter() target is now required' );
  3759. target = new Vector3();
  3760. }
  3761. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  3762. },
  3763. getSize: function ( target ) {
  3764. if ( target === undefined ) {
  3765. console.warn( 'THREE.Box3: .getSize() target is now required' );
  3766. target = new Vector3();
  3767. }
  3768. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );
  3769. },
  3770. expandByPoint: function ( point ) {
  3771. this.min.min( point );
  3772. this.max.max( point );
  3773. return this;
  3774. },
  3775. expandByVector: function ( vector ) {
  3776. this.min.sub( vector );
  3777. this.max.add( vector );
  3778. return this;
  3779. },
  3780. expandByScalar: function ( scalar ) {
  3781. this.min.addScalar( - scalar );
  3782. this.max.addScalar( scalar );
  3783. return this;
  3784. },
  3785. expandByObject: function ( object ) {
  3786. var i, l;
  3787. // Computes the world-axis-aligned bounding box of an object (including its children),
  3788. // accounting for both the object's, and children's, world transforms
  3789. object.updateWorldMatrix( false, false );
  3790. var geometry = object.geometry;
  3791. if ( geometry !== undefined ) {
  3792. if ( geometry.isGeometry ) {
  3793. var vertices = geometry.vertices;
  3794. for ( i = 0, l = vertices.length; i < l; i ++ ) {
  3795. _vector$2.copy( vertices[ i ] );
  3796. _vector$2.applyMatrix4( object.matrixWorld );
  3797. this.expandByPoint( _vector$2 );
  3798. }
  3799. } else if ( geometry.isBufferGeometry ) {
  3800. var attribute = geometry.attributes.position;
  3801. if ( attribute !== undefined ) {
  3802. for ( i = 0, l = attribute.count; i < l; i ++ ) {
  3803. _vector$2.fromBufferAttribute( attribute, i ).applyMatrix4( object.matrixWorld );
  3804. this.expandByPoint( _vector$2 );
  3805. }
  3806. }
  3807. }
  3808. }
  3809. //
  3810. var children = object.children;
  3811. for ( i = 0, l = children.length; i < l; i ++ ) {
  3812. this.expandByObject( children[ i ] );
  3813. }
  3814. return this;
  3815. },
  3816. containsPoint: function ( point ) {
  3817. return point.x < this.min.x || point.x > this.max.x ||
  3818. point.y < this.min.y || point.y > this.max.y ||
  3819. point.z < this.min.z || point.z > this.max.z ? false : true;
  3820. },
  3821. containsBox: function ( box ) {
  3822. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  3823. this.min.y <= box.min.y && box.max.y <= this.max.y &&
  3824. this.min.z <= box.min.z && box.max.z <= this.max.z;
  3825. },
  3826. getParameter: function ( point, target ) {
  3827. // This can potentially have a divide by zero if the box
  3828. // has a size dimension of 0.
  3829. if ( target === undefined ) {
  3830. console.warn( 'THREE.Box3: .getParameter() target is now required' );
  3831. target = new Vector3();
  3832. }
  3833. return target.set(
  3834. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  3835. ( point.y - this.min.y ) / ( this.max.y - this.min.y ),
  3836. ( point.z - this.min.z ) / ( this.max.z - this.min.z )
  3837. );
  3838. },
  3839. intersectsBox: function ( box ) {
  3840. // using 6 splitting planes to rule out intersections.
  3841. return box.max.x < this.min.x || box.min.x > this.max.x ||
  3842. box.max.y < this.min.y || box.min.y > this.max.y ||
  3843. box.max.z < this.min.z || box.min.z > this.max.z ? false : true;
  3844. },
  3845. intersectsSphere: function ( sphere ) {
  3846. // Find the point on the AABB closest to the sphere center.
  3847. this.clampPoint( sphere.center, _vector$2 );
  3848. // If that point is inside the sphere, the AABB and sphere intersect.
  3849. return _vector$2.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );
  3850. },
  3851. intersectsPlane: function ( plane ) {
  3852. // We compute the minimum and maximum dot product values. If those values
  3853. // are on the same side (back or front) of the plane, then there is no intersection.
  3854. var min, max;
  3855. if ( plane.normal.x > 0 ) {
  3856. min = plane.normal.x * this.min.x;
  3857. max = plane.normal.x * this.max.x;
  3858. } else {
  3859. min = plane.normal.x * this.max.x;
  3860. max = plane.normal.x * this.min.x;
  3861. }
  3862. if ( plane.normal.y > 0 ) {
  3863. min += plane.normal.y * this.min.y;
  3864. max += plane.normal.y * this.max.y;
  3865. } else {
  3866. min += plane.normal.y * this.max.y;
  3867. max += plane.normal.y * this.min.y;
  3868. }
  3869. if ( plane.normal.z > 0 ) {
  3870. min += plane.normal.z * this.min.z;
  3871. max += plane.normal.z * this.max.z;
  3872. } else {
  3873. min += plane.normal.z * this.max.z;
  3874. max += plane.normal.z * this.min.z;
  3875. }
  3876. return ( min <= - plane.constant && max >= - plane.constant );
  3877. },
  3878. intersectsTriangle: function ( triangle ) {
  3879. if ( this.isEmpty() ) {
  3880. return false;
  3881. }
  3882. // compute box center and extents
  3883. this.getCenter( _center );
  3884. _extents.subVectors( this.max, _center );
  3885. // translate triangle to aabb origin
  3886. _v0.subVectors( triangle.a, _center );
  3887. _v1$2.subVectors( triangle.b, _center );
  3888. _v2.subVectors( triangle.c, _center );
  3889. // compute edge vectors for triangle
  3890. _f0.subVectors( _v1$2, _v0 );
  3891. _f1.subVectors( _v2, _v1$2 );
  3892. _f2.subVectors( _v0, _v2 );
  3893. // test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb
  3894. // 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
  3895. // axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)
  3896. var axes = [
  3897. 0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y,
  3898. _f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x,
  3899. - _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0
  3900. ];
  3901. if ( ! satForAxes( axes, _v0, _v1$2, _v2, _extents ) ) {
  3902. return false;
  3903. }
  3904. // test 3 face normals from the aabb
  3905. axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];
  3906. if ( ! satForAxes( axes, _v0, _v1$2, _v2, _extents ) ) {
  3907. return false;
  3908. }
  3909. // finally testing the face normal of the triangle
  3910. // use already existing triangle edge vectors here
  3911. _triangleNormal.crossVectors( _f0, _f1 );
  3912. axes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ];
  3913. return satForAxes( axes, _v0, _v1$2, _v2, _extents );
  3914. },
  3915. clampPoint: function ( point, target ) {
  3916. if ( target === undefined ) {
  3917. console.warn( 'THREE.Box3: .clampPoint() target is now required' );
  3918. target = new Vector3();
  3919. }
  3920. return target.copy( point ).clamp( this.min, this.max );
  3921. },
  3922. distanceToPoint: function ( point ) {
  3923. var clampedPoint = _vector$2.copy( point ).clamp( this.min, this.max );
  3924. return clampedPoint.sub( point ).length();
  3925. },
  3926. getBoundingSphere: function ( target ) {
  3927. if ( target === undefined ) {
  3928. console.error( 'THREE.Box3: .getBoundingSphere() target is now required' );
  3929. //target = new Sphere(); // removed to avoid cyclic dependency
  3930. }
  3931. this.getCenter( target.center );
  3932. target.radius = this.getSize( _vector$2 ).length() * 0.5;
  3933. return target;
  3934. },
  3935. intersect: function ( box ) {
  3936. this.min.max( box.min );
  3937. this.max.min( box.max );
  3938. // 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.
  3939. if ( this.isEmpty() ) { this.makeEmpty(); }
  3940. return this;
  3941. },
  3942. union: function ( box ) {
  3943. this.min.min( box.min );
  3944. this.max.max( box.max );
  3945. return this;
  3946. },
  3947. applyMatrix4: function ( matrix ) {
  3948. // transform of empty box is an empty box.
  3949. if ( this.isEmpty() ) { return this; }
  3950. // NOTE: I am using a binary pattern to specify all 2^3 combinations below
  3951. _points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
  3952. _points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
  3953. _points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
  3954. _points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
  3955. _points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
  3956. _points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
  3957. _points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
  3958. _points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
  3959. this.setFromPoints( _points );
  3960. return this;
  3961. },
  3962. translate: function ( offset ) {
  3963. this.min.add( offset );
  3964. this.max.add( offset );
  3965. return this;
  3966. },
  3967. equals: function ( box ) {
  3968. return box.min.equals( this.min ) && box.max.equals( this.max );
  3969. }
  3970. } );
  3971. function satForAxes( axes, v0, v1, v2, extents ) {
  3972. var i, j;
  3973. for ( i = 0, j = axes.length - 3; i <= j; i += 3 ) {
  3974. _testAxis.fromArray( axes, i );
  3975. // project the aabb onto the seperating axis
  3976. var r = extents.x * Math.abs( _testAxis.x ) + extents.y * Math.abs( _testAxis.y ) + extents.z * Math.abs( _testAxis.z );
  3977. // project all 3 vertices of the triangle onto the seperating axis
  3978. var p0 = v0.dot( _testAxis );
  3979. var p1 = v1.dot( _testAxis );
  3980. var p2 = v2.dot( _testAxis );
  3981. // actual test, basically see if either of the most extreme of the triangle points intersects r
  3982. if ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {
  3983. // points of the projected triangle are outside the projected half-length of the aabb
  3984. // the axis is seperating and we can exit
  3985. return false;
  3986. }
  3987. }
  3988. return true;
  3989. }
  3990. var _box = new Box3();
  3991. /**
  3992. * @author bhouston / http://clara.io
  3993. * @author mrdoob / http://mrdoob.com/
  3994. */
  3995. function Sphere( center, radius ) {
  3996. this.center = ( center !== undefined ) ? center : new Vector3();
  3997. this.radius = ( radius !== undefined ) ? radius : 0;
  3998. }
  3999. Object.assign( Sphere.prototype, {
  4000. set: function ( center, radius ) {
  4001. this.center.copy( center );
  4002. this.radius = radius;
  4003. return this;
  4004. },
  4005. setFromPoints: function ( points, optionalCenter ) {
  4006. var center = this.center;
  4007. if ( optionalCenter !== undefined ) {
  4008. center.copy( optionalCenter );
  4009. } else {
  4010. _box.setFromPoints( points ).getCenter( center );
  4011. }
  4012. var maxRadiusSq = 0;
  4013. for ( var i = 0, il = points.length; i < il; i ++ ) {
  4014. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );
  4015. }
  4016. this.radius = Math.sqrt( maxRadiusSq );
  4017. return this;
  4018. },
  4019. clone: function () {
  4020. return new this.constructor().copy( this );
  4021. },
  4022. copy: function ( sphere ) {
  4023. this.center.copy( sphere.center );
  4024. this.radius = sphere.radius;
  4025. return this;
  4026. },
  4027. empty: function () {
  4028. return ( this.radius <= 0 );
  4029. },
  4030. containsPoint: function ( point ) {
  4031. return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
  4032. },
  4033. distanceToPoint: function ( point ) {
  4034. return ( point.distanceTo( this.center ) - this.radius );
  4035. },
  4036. intersectsSphere: function ( sphere ) {
  4037. var radiusSum = this.radius + sphere.radius;
  4038. return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
  4039. },
  4040. intersectsBox: function ( box ) {
  4041. return box.intersectsSphere( this );
  4042. },
  4043. intersectsPlane: function ( plane ) {
  4044. return Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius;
  4045. },
  4046. clampPoint: function ( point, target ) {
  4047. var deltaLengthSq = this.center.distanceToSquared( point );
  4048. if ( target === undefined ) {
  4049. console.warn( 'THREE.Sphere: .clampPoint() target is now required' );
  4050. target = new Vector3();
  4051. }
  4052. target.copy( point );
  4053. if ( deltaLengthSq > ( this.radius * this.radius ) ) {
  4054. target.sub( this.center ).normalize();
  4055. target.multiplyScalar( this.radius ).add( this.center );
  4056. }
  4057. return target;
  4058. },
  4059. getBoundingBox: function ( target ) {
  4060. if ( target === undefined ) {
  4061. console.warn( 'THREE.Sphere: .getBoundingBox() target is now required' );
  4062. target = new Box3();
  4063. }
  4064. target.set( this.center, this.center );
  4065. target.expandByScalar( this.radius );
  4066. return target;
  4067. },
  4068. applyMatrix4: function ( matrix ) {
  4069. this.center.applyMatrix4( matrix );
  4070. this.radius = this.radius * matrix.getMaxScaleOnAxis();
  4071. return this;
  4072. },
  4073. translate: function ( offset ) {
  4074. this.center.add( offset );
  4075. return this;
  4076. },
  4077. equals: function ( sphere ) {
  4078. return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
  4079. }
  4080. } );
  4081. var _vector$3 = new Vector3();
  4082. var _segCenter = new Vector3();
  4083. var _segDir = new Vector3();
  4084. var _diff = new Vector3();
  4085. var _edge1 = new Vector3();
  4086. var _edge2 = new Vector3();
  4087. var _normal = new Vector3();
  4088. /**
  4089. * @author bhouston / http://clara.io
  4090. */
  4091. function Ray( origin, direction ) {
  4092. this.origin = ( origin !== undefined ) ? origin : new Vector3();
  4093. this.direction = ( direction !== undefined ) ? direction : new Vector3();
  4094. }
  4095. Object.assign( Ray.prototype, {
  4096. set: function ( origin, direction ) {
  4097. this.origin.copy( origin );
  4098. this.direction.copy( direction );
  4099. return this;
  4100. },
  4101. clone: function () {
  4102. return new this.constructor().copy( this );
  4103. },
  4104. copy: function ( ray ) {
  4105. this.origin.copy( ray.origin );
  4106. this.direction.copy( ray.direction );
  4107. return this;
  4108. },
  4109. at: function ( t, target ) {
  4110. if ( target === undefined ) {
  4111. console.warn( 'THREE.Ray: .at() target is now required' );
  4112. target = new Vector3();
  4113. }
  4114. return target.copy( this.direction ).multiplyScalar( t ).add( this.origin );
  4115. },
  4116. lookAt: function ( v ) {
  4117. this.direction.copy( v ).sub( this.origin ).normalize();
  4118. return this;
  4119. },
  4120. recast: function ( t ) {
  4121. this.origin.copy( this.at( t, _vector$3 ) );
  4122. return this;
  4123. },
  4124. closestPointToPoint: function ( point, target ) {
  4125. if ( target === undefined ) {
  4126. console.warn( 'THREE.Ray: .closestPointToPoint() target is now required' );
  4127. target = new Vector3();
  4128. }
  4129. target.subVectors( point, this.origin );
  4130. var directionDistance = target.dot( this.direction );
  4131. if ( directionDistance < 0 ) {
  4132. return target.copy( this.origin );
  4133. }
  4134. return target.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  4135. },
  4136. distanceToPoint: function ( point ) {
  4137. return Math.sqrt( this.distanceSqToPoint( point ) );
  4138. },
  4139. distanceSqToPoint: function ( point ) {
  4140. var directionDistance = _vector$3.subVectors( point, this.origin ).dot( this.direction );
  4141. // point behind the ray
  4142. if ( directionDistance < 0 ) {
  4143. return this.origin.distanceToSquared( point );
  4144. }
  4145. _vector$3.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  4146. return _vector$3.distanceToSquared( point );
  4147. },
  4148. distanceSqToSegment: function ( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
  4149. // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteDistRaySegment.h
  4150. // It returns the min distance between the ray and the segment
  4151. // defined by v0 and v1
  4152. // It can also set two optional targets :
  4153. // - The closest point on the ray
  4154. // - The closest point on the segment
  4155. _segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );
  4156. _segDir.copy( v1 ).sub( v0 ).normalize();
  4157. _diff.copy( this.origin ).sub( _segCenter );
  4158. var segExtent = v0.distanceTo( v1 ) * 0.5;
  4159. var a01 = - this.direction.dot( _segDir );
  4160. var b0 = _diff.dot( this.direction );
  4161. var b1 = - _diff.dot( _segDir );
  4162. var c = _diff.lengthSq();
  4163. var det = Math.abs( 1 - a01 * a01 );
  4164. var s0, s1, sqrDist, extDet;
  4165. if ( det > 0 ) {
  4166. // The ray and segment are not parallel.
  4167. s0 = a01 * b1 - b0;
  4168. s1 = a01 * b0 - b1;
  4169. extDet = segExtent * det;
  4170. if ( s0 >= 0 ) {
  4171. if ( s1 >= - extDet ) {
  4172. if ( s1 <= extDet ) {
  4173. // region 0
  4174. // Minimum at interior points of ray and segment.
  4175. var invDet = 1 / det;
  4176. s0 *= invDet;
  4177. s1 *= invDet;
  4178. sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
  4179. } else {
  4180. // region 1
  4181. s1 = segExtent;
  4182. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4183. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4184. }
  4185. } else {
  4186. // region 5
  4187. s1 = - segExtent;
  4188. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4189. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4190. }
  4191. } else {
  4192. if ( s1 <= - extDet ) {
  4193. // region 4
  4194. s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
  4195. s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4196. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4197. } else if ( s1 <= extDet ) {
  4198. // region 3
  4199. s0 = 0;
  4200. s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4201. sqrDist = s1 * ( s1 + 2 * b1 ) + c;
  4202. } else {
  4203. // region 2
  4204. s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
  4205. s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4206. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4207. }
  4208. }
  4209. } else {
  4210. // Ray and segment are parallel.
  4211. s1 = ( a01 > 0 ) ? - segExtent : segExtent;
  4212. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4213. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4214. }
  4215. if ( optionalPointOnRay ) {
  4216. optionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin );
  4217. }
  4218. if ( optionalPointOnSegment ) {
  4219. optionalPointOnSegment.copy( _segDir ).multiplyScalar( s1 ).add( _segCenter );
  4220. }
  4221. return sqrDist;
  4222. },
  4223. intersectSphere: function ( sphere, target ) {
  4224. _vector$3.subVectors( sphere.center, this.origin );
  4225. var tca = _vector$3.dot( this.direction );
  4226. var d2 = _vector$3.dot( _vector$3 ) - tca * tca;
  4227. var radius2 = sphere.radius * sphere.radius;
  4228. if ( d2 > radius2 ) { return null; }
  4229. var thc = Math.sqrt( radius2 - d2 );
  4230. // t0 = first intersect point - entrance on front of sphere
  4231. var t0 = tca - thc;
  4232. // t1 = second intersect point - exit point on back of sphere
  4233. var t1 = tca + thc;
  4234. // test to see if both t0 and t1 are behind the ray - if so, return null
  4235. if ( t0 < 0 && t1 < 0 ) { return null; }
  4236. // test to see if t0 is behind the ray:
  4237. // if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
  4238. // in order to always return an intersect point that is in front of the ray.
  4239. if ( t0 < 0 ) { return this.at( t1, target ); }
  4240. // else t0 is in front of the ray, so return the first collision point scaled by t0
  4241. return this.at( t0, target );
  4242. },
  4243. intersectsSphere: function ( sphere ) {
  4244. return this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius );
  4245. },
  4246. distanceToPlane: function ( plane ) {
  4247. var denominator = plane.normal.dot( this.direction );
  4248. if ( denominator === 0 ) {
  4249. // line is coplanar, return origin
  4250. if ( plane.distanceToPoint( this.origin ) === 0 ) {
  4251. return 0;
  4252. }
  4253. // Null is preferable to undefined since undefined means.... it is undefined
  4254. return null;
  4255. }
  4256. var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
  4257. // Return if the ray never intersects the plane
  4258. return t >= 0 ? t : null;
  4259. },
  4260. intersectPlane: function ( plane, target ) {
  4261. var t = this.distanceToPlane( plane );
  4262. if ( t === null ) {
  4263. return null;
  4264. }
  4265. return this.at( t, target );
  4266. },
  4267. intersectsPlane: function ( plane ) {
  4268. // check if the ray lies on the plane first
  4269. var distToPoint = plane.distanceToPoint( this.origin );
  4270. if ( distToPoint === 0 ) {
  4271. return true;
  4272. }
  4273. var denominator = plane.normal.dot( this.direction );
  4274. if ( denominator * distToPoint < 0 ) {
  4275. return true;
  4276. }
  4277. // ray origin is behind the plane (and is pointing behind it)
  4278. return false;
  4279. },
  4280. intersectBox: function ( box, target ) {
  4281. var tmin, tmax, tymin, tymax, tzmin, tzmax;
  4282. var invdirx = 1 / this.direction.x,
  4283. invdiry = 1 / this.direction.y,
  4284. invdirz = 1 / this.direction.z;
  4285. var origin = this.origin;
  4286. if ( invdirx >= 0 ) {
  4287. tmin = ( box.min.x - origin.x ) * invdirx;
  4288. tmax = ( box.max.x - origin.x ) * invdirx;
  4289. } else {
  4290. tmin = ( box.max.x - origin.x ) * invdirx;
  4291. tmax = ( box.min.x - origin.x ) * invdirx;
  4292. }
  4293. if ( invdiry >= 0 ) {
  4294. tymin = ( box.min.y - origin.y ) * invdiry;
  4295. tymax = ( box.max.y - origin.y ) * invdiry;
  4296. } else {
  4297. tymin = ( box.max.y - origin.y ) * invdiry;
  4298. tymax = ( box.min.y - origin.y ) * invdiry;
  4299. }
  4300. if ( ( tmin > tymax ) || ( tymin > tmax ) ) { return null; }
  4301. // These lines also handle the case where tmin or tmax is NaN
  4302. // (result of 0 * Infinity). x !== x returns true if x is NaN
  4303. if ( tymin > tmin || tmin !== tmin ) { tmin = tymin; }
  4304. if ( tymax < tmax || tmax !== tmax ) { tmax = tymax; }
  4305. if ( invdirz >= 0 ) {
  4306. tzmin = ( box.min.z - origin.z ) * invdirz;
  4307. tzmax = ( box.max.z - origin.z ) * invdirz;
  4308. } else {
  4309. tzmin = ( box.max.z - origin.z ) * invdirz;
  4310. tzmax = ( box.min.z - origin.z ) * invdirz;
  4311. }
  4312. if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) { return null; }
  4313. if ( tzmin > tmin || tmin !== tmin ) { tmin = tzmin; }
  4314. if ( tzmax < tmax || tmax !== tmax ) { tmax = tzmax; }
  4315. //return point closest to the ray (positive side)
  4316. if ( tmax < 0 ) { return null; }
  4317. return this.at( tmin >= 0 ? tmin : tmax, target );
  4318. },
  4319. intersectsBox: function ( box ) {
  4320. return this.intersectBox( box, _vector$3 ) !== null;
  4321. },
  4322. intersectTriangle: function ( a, b, c, backfaceCulling, target ) {
  4323. // Compute the offset origin, edges, and normal.
  4324. // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h
  4325. _edge1.subVectors( b, a );
  4326. _edge2.subVectors( c, a );
  4327. _normal.crossVectors( _edge1, _edge2 );
  4328. // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
  4329. // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
  4330. // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
  4331. // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
  4332. // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
  4333. var DdN = this.direction.dot( _normal );
  4334. var sign;
  4335. if ( DdN > 0 ) {
  4336. if ( backfaceCulling ) { return null; }
  4337. sign = 1;
  4338. } else if ( DdN < 0 ) {
  4339. sign = - 1;
  4340. DdN = - DdN;
  4341. } else {
  4342. return null;
  4343. }
  4344. _diff.subVectors( this.origin, a );
  4345. var DdQxE2 = sign * this.direction.dot( _edge2.crossVectors( _diff, _edge2 ) );
  4346. // b1 < 0, no intersection
  4347. if ( DdQxE2 < 0 ) {
  4348. return null;
  4349. }
  4350. var DdE1xQ = sign * this.direction.dot( _edge1.cross( _diff ) );
  4351. // b2 < 0, no intersection
  4352. if ( DdE1xQ < 0 ) {
  4353. return null;
  4354. }
  4355. // b1+b2 > 1, no intersection
  4356. if ( DdQxE2 + DdE1xQ > DdN ) {
  4357. return null;
  4358. }
  4359. // Line intersects triangle, check if ray does.
  4360. var QdN = - sign * _diff.dot( _normal );
  4361. // t < 0, no intersection
  4362. if ( QdN < 0 ) {
  4363. return null;
  4364. }
  4365. // Ray intersects triangle.
  4366. return this.at( QdN / DdN, target );
  4367. },
  4368. applyMatrix4: function ( matrix4 ) {
  4369. this.origin.applyMatrix4( matrix4 );
  4370. this.direction.transformDirection( matrix4 );
  4371. return this;
  4372. },
  4373. equals: function ( ray ) {
  4374. return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
  4375. }
  4376. } );
  4377. /**
  4378. * @author bhouston / http://clara.io
  4379. * @author mrdoob / http://mrdoob.com/
  4380. */
  4381. var _v0$1 = new Vector3();
  4382. var _v1$3 = new Vector3();
  4383. var _v2$1 = new Vector3();
  4384. var _v3 = new Vector3();
  4385. var _vab = new Vector3();
  4386. var _vac = new Vector3();
  4387. var _vbc = new Vector3();
  4388. var _vap = new Vector3();
  4389. var _vbp = new Vector3();
  4390. var _vcp = new Vector3();
  4391. function Triangle( a, b, c ) {
  4392. this.a = ( a !== undefined ) ? a : new Vector3();
  4393. this.b = ( b !== undefined ) ? b : new Vector3();
  4394. this.c = ( c !== undefined ) ? c : new Vector3();
  4395. }
  4396. Object.assign( Triangle, {
  4397. getNormal: function ( a, b, c, target ) {
  4398. if ( target === undefined ) {
  4399. console.warn( 'THREE.Triangle: .getNormal() target is now required' );
  4400. target = new Vector3();
  4401. }
  4402. target.subVectors( c, b );
  4403. _v0$1.subVectors( a, b );
  4404. target.cross( _v0$1 );
  4405. var targetLengthSq = target.lengthSq();
  4406. if ( targetLengthSq > 0 ) {
  4407. return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );
  4408. }
  4409. return target.set( 0, 0, 0 );
  4410. },
  4411. // static/instance method to calculate barycentric coordinates
  4412. // based on: http://www.blackpawn.com/texts/pointinpoly/default.html
  4413. getBarycoord: function ( point, a, b, c, target ) {
  4414. _v0$1.subVectors( c, a );
  4415. _v1$3.subVectors( b, a );
  4416. _v2$1.subVectors( point, a );
  4417. var dot00 = _v0$1.dot( _v0$1 );
  4418. var dot01 = _v0$1.dot( _v1$3 );
  4419. var dot02 = _v0$1.dot( _v2$1 );
  4420. var dot11 = _v1$3.dot( _v1$3 );
  4421. var dot12 = _v1$3.dot( _v2$1 );
  4422. var denom = ( dot00 * dot11 - dot01 * dot01 );
  4423. if ( target === undefined ) {
  4424. console.warn( 'THREE.Triangle: .getBarycoord() target is now required' );
  4425. target = new Vector3();
  4426. }
  4427. // collinear or singular triangle
  4428. if ( denom === 0 ) {
  4429. // arbitrary location outside of triangle?
  4430. // not sure if this is the best idea, maybe should be returning undefined
  4431. return target.set( - 2, - 1, - 1 );
  4432. }
  4433. var invDenom = 1 / denom;
  4434. var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
  4435. var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
  4436. // barycentric coordinates must always sum to 1
  4437. return target.set( 1 - u - v, v, u );
  4438. },
  4439. containsPoint: function ( point, a, b, c ) {
  4440. Triangle.getBarycoord( point, a, b, c, _v3 );
  4441. return ( _v3.x >= 0 ) && ( _v3.y >= 0 ) && ( ( _v3.x + _v3.y ) <= 1 );
  4442. },
  4443. getUV: function ( point, p1, p2, p3, uv1, uv2, uv3, target ) {
  4444. this.getBarycoord( point, p1, p2, p3, _v3 );
  4445. target.set( 0, 0 );
  4446. target.addScaledVector( uv1, _v3.x );
  4447. target.addScaledVector( uv2, _v3.y );
  4448. target.addScaledVector( uv3, _v3.z );
  4449. return target;
  4450. },
  4451. isFrontFacing: function ( a, b, c, direction ) {
  4452. _v0$1.subVectors( c, b );
  4453. _v1$3.subVectors( a, b );
  4454. // strictly front facing
  4455. return ( _v0$1.cross( _v1$3 ).dot( direction ) < 0 ) ? true : false;
  4456. }
  4457. } );
  4458. Object.assign( Triangle.prototype, {
  4459. set: function ( a, b, c ) {
  4460. this.a.copy( a );
  4461. this.b.copy( b );
  4462. this.c.copy( c );
  4463. return this;
  4464. },
  4465. setFromPointsAndIndices: function ( points, i0, i1, i2 ) {
  4466. this.a.copy( points[ i0 ] );
  4467. this.b.copy( points[ i1 ] );
  4468. this.c.copy( points[ i2 ] );
  4469. return this;
  4470. },
  4471. clone: function () {
  4472. return new this.constructor().copy( this );
  4473. },
  4474. copy: function ( triangle ) {
  4475. this.a.copy( triangle.a );
  4476. this.b.copy( triangle.b );
  4477. this.c.copy( triangle.c );
  4478. return this;
  4479. },
  4480. getArea: function () {
  4481. _v0$1.subVectors( this.c, this.b );
  4482. _v1$3.subVectors( this.a, this.b );
  4483. return _v0$1.cross( _v1$3 ).length() * 0.5;
  4484. },
  4485. getMidpoint: function ( target ) {
  4486. if ( target === undefined ) {
  4487. console.warn( 'THREE.Triangle: .getMidpoint() target is now required' );
  4488. target = new Vector3();
  4489. }
  4490. return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
  4491. },
  4492. getNormal: function ( target ) {
  4493. return Triangle.getNormal( this.a, this.b, this.c, target );
  4494. },
  4495. getPlane: function ( target ) {
  4496. if ( target === undefined ) {
  4497. console.warn( 'THREE.Triangle: .getPlane() target is now required' );
  4498. target = new Vector3();
  4499. }
  4500. return target.setFromCoplanarPoints( this.a, this.b, this.c );
  4501. },
  4502. getBarycoord: function ( point, target ) {
  4503. return Triangle.getBarycoord( point, this.a, this.b, this.c, target );
  4504. },
  4505. getUV: function ( point, uv1, uv2, uv3, target ) {
  4506. return Triangle.getUV( point, this.a, this.b, this.c, uv1, uv2, uv3, target );
  4507. },
  4508. containsPoint: function ( point ) {
  4509. return Triangle.containsPoint( point, this.a, this.b, this.c );
  4510. },
  4511. isFrontFacing: function ( direction ) {
  4512. return Triangle.isFrontFacing( this.a, this.b, this.c, direction );
  4513. },
  4514. intersectsBox: function ( box ) {
  4515. return box.intersectsTriangle( this );
  4516. },
  4517. closestPointToPoint: function ( p, target ) {
  4518. if ( target === undefined ) {
  4519. console.warn( 'THREE.Triangle: .closestPointToPoint() target is now required' );
  4520. target = new Vector3();
  4521. }
  4522. var a = this.a, b = this.b, c = this.c;
  4523. var v, w;
  4524. // algorithm thanks to Real-Time Collision Detection by Christer Ericson,
  4525. // published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,
  4526. // under the accompanying license; see chapter 5.1.5 for detailed explanation.
  4527. // basically, we're distinguishing which of the voronoi regions of the triangle
  4528. // the point lies in with the minimum amount of redundant computation.
  4529. _vab.subVectors( b, a );
  4530. _vac.subVectors( c, a );
  4531. _vap.subVectors( p, a );
  4532. var d1 = _vab.dot( _vap );
  4533. var d2 = _vac.dot( _vap );
  4534. if ( d1 <= 0 && d2 <= 0 ) {
  4535. // vertex region of A; barycentric coords (1, 0, 0)
  4536. return target.copy( a );
  4537. }
  4538. _vbp.subVectors( p, b );
  4539. var d3 = _vab.dot( _vbp );
  4540. var d4 = _vac.dot( _vbp );
  4541. if ( d3 >= 0 && d4 <= d3 ) {
  4542. // vertex region of B; barycentric coords (0, 1, 0)
  4543. return target.copy( b );
  4544. }
  4545. var vc = d1 * d4 - d3 * d2;
  4546. if ( vc <= 0 && d1 >= 0 && d3 <= 0 ) {
  4547. v = d1 / ( d1 - d3 );
  4548. // edge region of AB; barycentric coords (1-v, v, 0)
  4549. return target.copy( a ).addScaledVector( _vab, v );
  4550. }
  4551. _vcp.subVectors( p, c );
  4552. var d5 = _vab.dot( _vcp );
  4553. var d6 = _vac.dot( _vcp );
  4554. if ( d6 >= 0 && d5 <= d6 ) {
  4555. // vertex region of C; barycentric coords (0, 0, 1)
  4556. return target.copy( c );
  4557. }
  4558. var vb = d5 * d2 - d1 * d6;
  4559. if ( vb <= 0 && d2 >= 0 && d6 <= 0 ) {
  4560. w = d2 / ( d2 - d6 );
  4561. // edge region of AC; barycentric coords (1-w, 0, w)
  4562. return target.copy( a ).addScaledVector( _vac, w );
  4563. }
  4564. var va = d3 * d6 - d5 * d4;
  4565. if ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) {
  4566. _vbc.subVectors( c, b );
  4567. w = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) );
  4568. // edge region of BC; barycentric coords (0, 1-w, w)
  4569. return target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC
  4570. }
  4571. // face region
  4572. var denom = 1 / ( va + vb + vc );
  4573. // u = va * denom
  4574. v = vb * denom;
  4575. w = vc * denom;
  4576. return target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w );
  4577. },
  4578. equals: function ( triangle ) {
  4579. return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
  4580. }
  4581. } );
  4582. /**
  4583. * @author mrdoob / http://mrdoob.com/
  4584. */
  4585. var _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,
  4586. 'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,
  4587. 'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,
  4588. 'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,
  4589. 'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,
  4590. 'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,
  4591. 'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,
  4592. 'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,
  4593. 'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,
  4594. 'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,
  4595. 'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,
  4596. 'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,
  4597. 'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,
  4598. 'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,
  4599. 'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,
  4600. 'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,
  4601. 'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,
  4602. 'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,
  4603. 'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,
  4604. 'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,
  4605. 'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,
  4606. 'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,
  4607. 'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,
  4608. 'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };
  4609. var _hslA = { h: 0, s: 0, l: 0 };
  4610. var _hslB = { h: 0, s: 0, l: 0 };
  4611. function Color( r, g, b ) {
  4612. if ( g === undefined && b === undefined ) {
  4613. // r is THREE.Color, hex or string
  4614. return this.set( r );
  4615. }
  4616. return this.setRGB( r, g, b );
  4617. }
  4618. function hue2rgb( p, q, t ) {
  4619. if ( t < 0 ) { t += 1; }
  4620. if ( t > 1 ) { t -= 1; }
  4621. if ( t < 1 / 6 ) { return p + ( q - p ) * 6 * t; }
  4622. if ( t < 1 / 2 ) { return q; }
  4623. if ( t < 2 / 3 ) { return p + ( q - p ) * 6 * ( 2 / 3 - t ); }
  4624. return p;
  4625. }
  4626. function SRGBToLinear( c ) {
  4627. return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );
  4628. }
  4629. function LinearToSRGB( c ) {
  4630. return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;
  4631. }
  4632. Object.assign( Color.prototype, {
  4633. isColor: true,
  4634. r: 1, g: 1, b: 1,
  4635. set: function ( value ) {
  4636. if ( value && value.isColor ) {
  4637. this.copy( value );
  4638. } else if ( typeof value === 'number' ) {
  4639. this.setHex( value );
  4640. } else if ( typeof value === 'string' ) {
  4641. this.setStyle( value );
  4642. }
  4643. return this;
  4644. },
  4645. setScalar: function ( scalar ) {
  4646. this.r = scalar;
  4647. this.g = scalar;
  4648. this.b = scalar;
  4649. return this;
  4650. },
  4651. setHex: function ( hex ) {
  4652. hex = Math.floor( hex );
  4653. this.r = ( hex >> 16 & 255 ) / 255;
  4654. this.g = ( hex >> 8 & 255 ) / 255;
  4655. this.b = ( hex & 255 ) / 255;
  4656. return this;
  4657. },
  4658. setRGB: function ( r, g, b ) {
  4659. this.r = r;
  4660. this.g = g;
  4661. this.b = b;
  4662. return this;
  4663. },
  4664. setHSL: function ( h, s, l ) {
  4665. // h,s,l ranges are in 0.0 - 1.0
  4666. h = _Math.euclideanModulo( h, 1 );
  4667. s = _Math.clamp( s, 0, 1 );
  4668. l = _Math.clamp( l, 0, 1 );
  4669. if ( s === 0 ) {
  4670. this.r = this.g = this.b = l;
  4671. } else {
  4672. var p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
  4673. var q = ( 2 * l ) - p;
  4674. this.r = hue2rgb( q, p, h + 1 / 3 );
  4675. this.g = hue2rgb( q, p, h );
  4676. this.b = hue2rgb( q, p, h - 1 / 3 );
  4677. }
  4678. return this;
  4679. },
  4680. setStyle: function ( style ) {
  4681. function handleAlpha( string ) {
  4682. if ( string === undefined ) { return; }
  4683. if ( parseFloat( string ) < 1 ) {
  4684. console.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' );
  4685. }
  4686. }
  4687. var m;
  4688. if ( m = /^((?:rgb|hsl)a?)\(\s*([^\)]*)\)/.exec( style ) ) {
  4689. // rgb / hsl
  4690. var color;
  4691. var name = m[ 1 ];
  4692. var components = m[ 2 ];
  4693. switch ( name ) {
  4694. case 'rgb':
  4695. case 'rgba':
  4696. if ( color = /^(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4697. // rgb(255,0,0) rgba(255,0,0,0.5)
  4698. this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255;
  4699. this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255;
  4700. this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255;
  4701. handleAlpha( color[ 5 ] );
  4702. return this;
  4703. }
  4704. if ( color = /^(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4705. // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)
  4706. this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;
  4707. this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;
  4708. this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;
  4709. handleAlpha( color[ 5 ] );
  4710. return this;
  4711. }
  4712. break;
  4713. case 'hsl':
  4714. case 'hsla':
  4715. if ( color = /^([0-9]*\.?[0-9]+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4716. // hsl(120,50%,50%) hsla(120,50%,50%,0.5)
  4717. var h = parseFloat( color[ 1 ] ) / 360;
  4718. var s = parseInt( color[ 2 ], 10 ) / 100;
  4719. var l = parseInt( color[ 3 ], 10 ) / 100;
  4720. handleAlpha( color[ 5 ] );
  4721. return this.setHSL( h, s, l );
  4722. }
  4723. break;
  4724. }
  4725. } else if ( m = /^\#([A-Fa-f0-9]+)$/.exec( style ) ) {
  4726. // hex color
  4727. var hex = m[ 1 ];
  4728. var size = hex.length;
  4729. if ( size === 3 ) {
  4730. // #ff0
  4731. this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 0 ), 16 ) / 255;
  4732. this.g = parseInt( hex.charAt( 1 ) + hex.charAt( 1 ), 16 ) / 255;
  4733. this.b = parseInt( hex.charAt( 2 ) + hex.charAt( 2 ), 16 ) / 255;
  4734. return this;
  4735. } else if ( size === 6 ) {
  4736. // #ff0000
  4737. this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 1 ), 16 ) / 255;
  4738. this.g = parseInt( hex.charAt( 2 ) + hex.charAt( 3 ), 16 ) / 255;
  4739. this.b = parseInt( hex.charAt( 4 ) + hex.charAt( 5 ), 16 ) / 255;
  4740. return this;
  4741. }
  4742. }
  4743. if ( style && style.length > 0 ) {
  4744. // color keywords
  4745. var hex = _colorKeywords[ style ];
  4746. if ( hex !== undefined ) {
  4747. // red
  4748. this.setHex( hex );
  4749. } else {
  4750. // unknown color
  4751. console.warn( 'THREE.Color: Unknown color ' + style );
  4752. }
  4753. }
  4754. return this;
  4755. },
  4756. clone: function () {
  4757. return new this.constructor( this.r, this.g, this.b );
  4758. },
  4759. copy: function ( color ) {
  4760. this.r = color.r;
  4761. this.g = color.g;
  4762. this.b = color.b;
  4763. return this;
  4764. },
  4765. copyGammaToLinear: function ( color, gammaFactor ) {
  4766. if ( gammaFactor === undefined ) { gammaFactor = 2.0; }
  4767. this.r = Math.pow( color.r, gammaFactor );
  4768. this.g = Math.pow( color.g, gammaFactor );
  4769. this.b = Math.pow( color.b, gammaFactor );
  4770. return this;
  4771. },
  4772. copyLinearToGamma: function ( color, gammaFactor ) {
  4773. if ( gammaFactor === undefined ) { gammaFactor = 2.0; }
  4774. var safeInverse = ( gammaFactor > 0 ) ? ( 1.0 / gammaFactor ) : 1.0;
  4775. this.r = Math.pow( color.r, safeInverse );
  4776. this.g = Math.pow( color.g, safeInverse );
  4777. this.b = Math.pow( color.b, safeInverse );
  4778. return this;
  4779. },
  4780. convertGammaToLinear: function ( gammaFactor ) {
  4781. this.copyGammaToLinear( this, gammaFactor );
  4782. return this;
  4783. },
  4784. convertLinearToGamma: function ( gammaFactor ) {
  4785. this.copyLinearToGamma( this, gammaFactor );
  4786. return this;
  4787. },
  4788. copySRGBToLinear: function ( color ) {
  4789. this.r = SRGBToLinear( color.r );
  4790. this.g = SRGBToLinear( color.g );
  4791. this.b = SRGBToLinear( color.b );
  4792. return this;
  4793. },
  4794. copyLinearToSRGB: function ( color ) {
  4795. this.r = LinearToSRGB( color.r );
  4796. this.g = LinearToSRGB( color.g );
  4797. this.b = LinearToSRGB( color.b );
  4798. return this;
  4799. },
  4800. convertSRGBToLinear: function () {
  4801. this.copySRGBToLinear( this );
  4802. return this;
  4803. },
  4804. convertLinearToSRGB: function () {
  4805. this.copyLinearToSRGB( this );
  4806. return this;
  4807. },
  4808. getHex: function () {
  4809. return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;
  4810. },
  4811. getHexString: function () {
  4812. return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );
  4813. },
  4814. getHSL: function ( target ) {
  4815. // h,s,l ranges are in 0.0 - 1.0
  4816. if ( target === undefined ) {
  4817. console.warn( 'THREE.Color: .getHSL() target is now required' );
  4818. target = { h: 0, s: 0, l: 0 };
  4819. }
  4820. var r = this.r, g = this.g, b = this.b;
  4821. var max = Math.max( r, g, b );
  4822. var min = Math.min( r, g, b );
  4823. var hue, saturation;
  4824. var lightness = ( min + max ) / 2.0;
  4825. if ( min === max ) {
  4826. hue = 0;
  4827. saturation = 0;
  4828. } else {
  4829. var delta = max - min;
  4830. saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
  4831. switch ( max ) {
  4832. case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
  4833. case g: hue = ( b - r ) / delta + 2; break;
  4834. case b: hue = ( r - g ) / delta + 4; break;
  4835. }
  4836. hue /= 6;
  4837. }
  4838. target.h = hue;
  4839. target.s = saturation;
  4840. target.l = lightness;
  4841. return target;
  4842. },
  4843. getStyle: function () {
  4844. return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';
  4845. },
  4846. offsetHSL: function ( h, s, l ) {
  4847. this.getHSL( _hslA );
  4848. _hslA.h += h; _hslA.s += s; _hslA.l += l;
  4849. this.setHSL( _hslA.h, _hslA.s, _hslA.l );
  4850. return this;
  4851. },
  4852. add: function ( color ) {
  4853. this.r += color.r;
  4854. this.g += color.g;
  4855. this.b += color.b;
  4856. return this;
  4857. },
  4858. addColors: function ( color1, color2 ) {
  4859. this.r = color1.r + color2.r;
  4860. this.g = color1.g + color2.g;
  4861. this.b = color1.b + color2.b;
  4862. return this;
  4863. },
  4864. addScalar: function ( s ) {
  4865. this.r += s;
  4866. this.g += s;
  4867. this.b += s;
  4868. return this;
  4869. },
  4870. sub: function ( color ) {
  4871. this.r = Math.max( 0, this.r - color.r );
  4872. this.g = Math.max( 0, this.g - color.g );
  4873. this.b = Math.max( 0, this.b - color.b );
  4874. return this;
  4875. },
  4876. multiply: function ( color ) {
  4877. this.r *= color.r;
  4878. this.g *= color.g;
  4879. this.b *= color.b;
  4880. return this;
  4881. },
  4882. multiplyScalar: function ( s ) {
  4883. this.r *= s;
  4884. this.g *= s;
  4885. this.b *= s;
  4886. return this;
  4887. },
  4888. lerp: function ( color, alpha ) {
  4889. this.r += ( color.r - this.r ) * alpha;
  4890. this.g += ( color.g - this.g ) * alpha;
  4891. this.b += ( color.b - this.b ) * alpha;
  4892. return this;
  4893. },
  4894. lerpHSL: function ( color, alpha ) {
  4895. this.getHSL( _hslA );
  4896. color.getHSL( _hslB );
  4897. var h = _Math.lerp( _hslA.h, _hslB.h, alpha );
  4898. var s = _Math.lerp( _hslA.s, _hslB.s, alpha );
  4899. var l = _Math.lerp( _hslA.l, _hslB.l, alpha );
  4900. this.setHSL( h, s, l );
  4901. return this;
  4902. },
  4903. equals: function ( c ) {
  4904. return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
  4905. },
  4906. fromArray: function ( array, offset ) {
  4907. if ( offset === undefined ) { offset = 0; }
  4908. this.r = array[ offset ];
  4909. this.g = array[ offset + 1 ];
  4910. this.b = array[ offset + 2 ];
  4911. return this;
  4912. },
  4913. toArray: function ( array, offset ) {
  4914. if ( array === undefined ) { array = []; }
  4915. if ( offset === undefined ) { offset = 0; }
  4916. array[ offset ] = this.r;
  4917. array[ offset + 1 ] = this.g;
  4918. array[ offset + 2 ] = this.b;
  4919. return array;
  4920. },
  4921. toJSON: function () {
  4922. return this.getHex();
  4923. }
  4924. } );
  4925. /**
  4926. * @author mrdoob / http://mrdoob.com/
  4927. * @author alteredq / http://alteredqualia.com/
  4928. */
  4929. function Face3( a, b, c, normal, color, materialIndex ) {
  4930. this.a = a;
  4931. this.b = b;
  4932. this.c = c;
  4933. this.normal = ( normal && normal.isVector3 ) ? normal : new Vector3();
  4934. this.vertexNormals = Array.isArray( normal ) ? normal : [];
  4935. this.color = ( color && color.isColor ) ? color : new Color();
  4936. this.vertexColors = Array.isArray( color ) ? color : [];
  4937. this.materialIndex = materialIndex !== undefined ? materialIndex : 0;
  4938. }
  4939. Object.assign( Face3.prototype, {
  4940. clone: function () {
  4941. return new this.constructor().copy( this );
  4942. },
  4943. copy: function ( source ) {
  4944. this.a = source.a;
  4945. this.b = source.b;
  4946. this.c = source.c;
  4947. this.normal.copy( source.normal );
  4948. this.color.copy( source.color );
  4949. this.materialIndex = source.materialIndex;
  4950. for ( var i = 0, il = source.vertexNormals.length; i < il; i ++ ) {
  4951. this.vertexNormals[ i ] = source.vertexNormals[ i ].clone();
  4952. }
  4953. for ( var i = 0, il = source.vertexColors.length; i < il; i ++ ) {
  4954. this.vertexColors[ i ] = source.vertexColors[ i ].clone();
  4955. }
  4956. return this;
  4957. }
  4958. } );
  4959. /**
  4960. * @author mrdoob / http://mrdoob.com/
  4961. * @author alteredq / http://alteredqualia.com/
  4962. */
  4963. var materialId = 0;
  4964. function Material() {
  4965. Object.defineProperty( this, 'id', { value: materialId ++ } );
  4966. this.uuid = _Math.generateUUID();
  4967. this.name = '';
  4968. this.type = 'Material';
  4969. this.fog = true;
  4970. this.lights = true;
  4971. this.blending = NormalBlending;
  4972. this.side = FrontSide;
  4973. this.flatShading = false;
  4974. this.vertexTangents = false;
  4975. this.vertexColors = NoColors; // THREE.NoColors, THREE.VertexColors, THREE.FaceColors
  4976. this.opacity = 1;
  4977. this.transparent = false;
  4978. this.blendSrc = SrcAlphaFactor;
  4979. this.blendDst = OneMinusSrcAlphaFactor;
  4980. this.blendEquation = AddEquation;
  4981. this.blendSrcAlpha = null;
  4982. this.blendDstAlpha = null;
  4983. this.blendEquationAlpha = null;
  4984. this.depthFunc = LessEqualDepth;
  4985. this.depthTest = true;
  4986. this.depthWrite = true;
  4987. this.stencilWriteMask = 0xff;
  4988. this.stencilFunc = AlwaysStencilFunc;
  4989. this.stencilRef = 0;
  4990. this.stencilFuncMask = 0xff;
  4991. this.stencilFail = KeepStencilOp;
  4992. this.stencilZFail = KeepStencilOp;
  4993. this.stencilZPass = KeepStencilOp;
  4994. this.stencilWrite = false;
  4995. this.clippingPlanes = null;
  4996. this.clipIntersection = false;
  4997. this.clipShadows = false;
  4998. this.shadowSide = null;
  4999. this.colorWrite = true;
  5000. this.precision = null; // override the renderer's default precision for this material
  5001. this.polygonOffset = false;
  5002. this.polygonOffsetFactor = 0;
  5003. this.polygonOffsetUnits = 0;
  5004. this.dithering = false;
  5005. this.alphaTest = 0;
  5006. this.premultipliedAlpha = false;
  5007. this.visible = true;
  5008. this.toneMapped = true;
  5009. this.userData = {};
  5010. this.needsUpdate = true;
  5011. }
  5012. Material.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  5013. constructor: Material,
  5014. isMaterial: true,
  5015. onBeforeCompile: function () {},
  5016. setValues: function ( values ) {
  5017. if ( values === undefined ) { return; }
  5018. for ( var key in values ) {
  5019. var newValue = values[ key ];
  5020. if ( newValue === undefined ) {
  5021. console.warn( "THREE.Material: '" + key + "' parameter is undefined." );
  5022. continue;
  5023. }
  5024. // for backward compatability if shading is set in the constructor
  5025. if ( key === 'shading' ) {
  5026. console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  5027. this.flatShading = ( newValue === FlatShading ) ? true : false;
  5028. continue;
  5029. }
  5030. var currentValue = this[ key ];
  5031. if ( currentValue === undefined ) {
  5032. console.warn( "THREE." + this.type + ": '" + key + "' is not a property of this material." );
  5033. continue;
  5034. }
  5035. if ( currentValue && currentValue.isColor ) {
  5036. currentValue.set( newValue );
  5037. } else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {
  5038. currentValue.copy( newValue );
  5039. } else {
  5040. this[ key ] = newValue;
  5041. }
  5042. }
  5043. },
  5044. toJSON: function ( meta ) {
  5045. var isRoot = ( meta === undefined || typeof meta === 'string' );
  5046. if ( isRoot ) {
  5047. meta = {
  5048. textures: {},
  5049. images: {}
  5050. };
  5051. }
  5052. var data = {
  5053. metadata: {
  5054. version: 4.5,
  5055. type: 'Material',
  5056. generator: 'Material.toJSON'
  5057. }
  5058. };
  5059. // standard Material serialization
  5060. data.uuid = this.uuid;
  5061. data.type = this.type;
  5062. if ( this.name !== '' ) { data.name = this.name; }
  5063. if ( this.color && this.color.isColor ) { data.color = this.color.getHex(); }
  5064. if ( this.roughness !== undefined ) { data.roughness = this.roughness; }
  5065. if ( this.metalness !== undefined ) { data.metalness = this.metalness; }
  5066. if ( this.sheen && this.sheen.isColor ) { data.sheen = this.sheen.getHex(); }
  5067. if ( this.emissive && this.emissive.isColor ) { data.emissive = this.emissive.getHex(); }
  5068. if ( this.emissiveIntensity && this.emissiveIntensity !== 1 ) { data.emissiveIntensity = this.emissiveIntensity; }
  5069. if ( this.specular && this.specular.isColor ) { data.specular = this.specular.getHex(); }
  5070. if ( this.shininess !== undefined ) { data.shininess = this.shininess; }
  5071. if ( this.clearcoat !== undefined ) { data.clearcoat = this.clearcoat; }
  5072. if ( this.clearcoatRoughness !== undefined ) { data.clearcoatRoughness = this.clearcoatRoughness; }
  5073. if ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) {
  5074. data.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid;
  5075. data.clearcoatNormalScale = this.clearcoatNormalScale.toArray();
  5076. }
  5077. if ( this.map && this.map.isTexture ) { data.map = this.map.toJSON( meta ).uuid; }
  5078. if ( this.matcap && this.matcap.isTexture ) { data.matcap = this.matcap.toJSON( meta ).uuid; }
  5079. if ( this.alphaMap && this.alphaMap.isTexture ) { data.alphaMap = this.alphaMap.toJSON( meta ).uuid; }
  5080. if ( this.lightMap && this.lightMap.isTexture ) { data.lightMap = this.lightMap.toJSON( meta ).uuid; }
  5081. if ( this.aoMap && this.aoMap.isTexture ) {
  5082. data.aoMap = this.aoMap.toJSON( meta ).uuid;
  5083. data.aoMapIntensity = this.aoMapIntensity;
  5084. }
  5085. if ( this.bumpMap && this.bumpMap.isTexture ) {
  5086. data.bumpMap = this.bumpMap.toJSON( meta ).uuid;
  5087. data.bumpScale = this.bumpScale;
  5088. }
  5089. if ( this.normalMap && this.normalMap.isTexture ) {
  5090. data.normalMap = this.normalMap.toJSON( meta ).uuid;
  5091. data.normalMapType = this.normalMapType;
  5092. data.normalScale = this.normalScale.toArray();
  5093. }
  5094. if ( this.displacementMap && this.displacementMap.isTexture ) {
  5095. data.displacementMap = this.displacementMap.toJSON( meta ).uuid;
  5096. data.displacementScale = this.displacementScale;
  5097. data.displacementBias = this.displacementBias;
  5098. }
  5099. if ( this.roughnessMap && this.roughnessMap.isTexture ) { data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid; }
  5100. if ( this.metalnessMap && this.metalnessMap.isTexture ) { data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid; }
  5101. if ( this.emissiveMap && this.emissiveMap.isTexture ) { data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid; }
  5102. if ( this.specularMap && this.specularMap.isTexture ) { data.specularMap = this.specularMap.toJSON( meta ).uuid; }
  5103. if ( this.envMap && this.envMap.isTexture ) {
  5104. data.envMap = this.envMap.toJSON( meta ).uuid;
  5105. data.reflectivity = this.reflectivity; // Scale behind envMap
  5106. data.refractionRatio = this.refractionRatio;
  5107. if ( this.combine !== undefined ) { data.combine = this.combine; }
  5108. if ( this.envMapIntensity !== undefined ) { data.envMapIntensity = this.envMapIntensity; }
  5109. }
  5110. if ( this.gradientMap && this.gradientMap.isTexture ) {
  5111. data.gradientMap = this.gradientMap.toJSON( meta ).uuid;
  5112. }
  5113. if ( this.size !== undefined ) { data.size = this.size; }
  5114. if ( this.sizeAttenuation !== undefined ) { data.sizeAttenuation = this.sizeAttenuation; }
  5115. if ( this.blending !== NormalBlending ) { data.blending = this.blending; }
  5116. if ( this.flatShading === true ) { data.flatShading = this.flatShading; }
  5117. if ( this.side !== FrontSide ) { data.side = this.side; }
  5118. if ( this.vertexColors !== NoColors ) { data.vertexColors = this.vertexColors; }
  5119. if ( this.opacity < 1 ) { data.opacity = this.opacity; }
  5120. if ( this.transparent === true ) { data.transparent = this.transparent; }
  5121. data.depthFunc = this.depthFunc;
  5122. data.depthTest = this.depthTest;
  5123. data.depthWrite = this.depthWrite;
  5124. data.stencilWrite = this.stencilWrite;
  5125. data.stencilWriteMask = this.stencilWriteMask;
  5126. data.stencilFunc = this.stencilFunc;
  5127. data.stencilRef = this.stencilRef;
  5128. data.stencilFuncMask = this.stencilFuncMask;
  5129. data.stencilFail = this.stencilFail;
  5130. data.stencilZFail = this.stencilZFail;
  5131. data.stencilZPass = this.stencilZPass;
  5132. // rotation (SpriteMaterial)
  5133. if ( this.rotation && this.rotation !== 0 ) { data.rotation = this.rotation; }
  5134. if ( this.polygonOffset === true ) { data.polygonOffset = true; }
  5135. if ( this.polygonOffsetFactor !== 0 ) { data.polygonOffsetFactor = this.polygonOffsetFactor; }
  5136. if ( this.polygonOffsetUnits !== 0 ) { data.polygonOffsetUnits = this.polygonOffsetUnits; }
  5137. if ( this.linewidth && this.linewidth !== 1 ) { data.linewidth = this.linewidth; }
  5138. if ( this.dashSize !== undefined ) { data.dashSize = this.dashSize; }
  5139. if ( this.gapSize !== undefined ) { data.gapSize = this.gapSize; }
  5140. if ( this.scale !== undefined ) { data.scale = this.scale; }
  5141. if ( this.dithering === true ) { data.dithering = true; }
  5142. if ( this.alphaTest > 0 ) { data.alphaTest = this.alphaTest; }
  5143. if ( this.premultipliedAlpha === true ) { data.premultipliedAlpha = this.premultipliedAlpha; }
  5144. if ( this.wireframe === true ) { data.wireframe = this.wireframe; }
  5145. if ( this.wireframeLinewidth > 1 ) { data.wireframeLinewidth = this.wireframeLinewidth; }
  5146. if ( this.wireframeLinecap !== 'round' ) { data.wireframeLinecap = this.wireframeLinecap; }
  5147. if ( this.wireframeLinejoin !== 'round' ) { data.wireframeLinejoin = this.wireframeLinejoin; }
  5148. if ( this.morphTargets === true ) { data.morphTargets = true; }
  5149. if ( this.morphNormals === true ) { data.morphNormals = true; }
  5150. if ( this.skinning === true ) { data.skinning = true; }
  5151. if ( this.visible === false ) { data.visible = false; }
  5152. if ( this.toneMapped === false ) { data.toneMapped = false; }
  5153. if ( JSON.stringify( this.userData ) !== '{}' ) { data.userData = this.userData; }
  5154. // TODO: Copied from Object3D.toJSON
  5155. function extractFromCache( cache ) {
  5156. var values = [];
  5157. for ( var key in cache ) {
  5158. var data = cache[ key ];
  5159. delete data.metadata;
  5160. values.push( data );
  5161. }
  5162. return values;
  5163. }
  5164. if ( isRoot ) {
  5165. var textures = extractFromCache( meta.textures );
  5166. var images = extractFromCache( meta.images );
  5167. if ( textures.length > 0 ) { data.textures = textures; }
  5168. if ( images.length > 0 ) { data.images = images; }
  5169. }
  5170. return data;
  5171. },
  5172. clone: function () {
  5173. return new this.constructor().copy( this );
  5174. },
  5175. copy: function ( source ) {
  5176. this.name = source.name;
  5177. this.fog = source.fog;
  5178. this.lights = source.lights;
  5179. this.blending = source.blending;
  5180. this.side = source.side;
  5181. this.flatShading = source.flatShading;
  5182. this.vertexColors = source.vertexColors;
  5183. this.opacity = source.opacity;
  5184. this.transparent = source.transparent;
  5185. this.blendSrc = source.blendSrc;
  5186. this.blendDst = source.blendDst;
  5187. this.blendEquation = source.blendEquation;
  5188. this.blendSrcAlpha = source.blendSrcAlpha;
  5189. this.blendDstAlpha = source.blendDstAlpha;
  5190. this.blendEquationAlpha = source.blendEquationAlpha;
  5191. this.depthFunc = source.depthFunc;
  5192. this.depthTest = source.depthTest;
  5193. this.depthWrite = source.depthWrite;
  5194. this.stencilWrite = source.stencilWrite;
  5195. this.stencilWriteMask = source.stencilWriteMask;
  5196. this.stencilFunc = source.stencilFunc;
  5197. this.stencilRef = source.stencilRef;
  5198. this.stencilFuncMask = source.stencilFuncMask;
  5199. this.stencilFail = source.stencilFail;
  5200. this.stencilZFail = source.stencilZFail;
  5201. this.stencilZPass = source.stencilZPass;
  5202. this.colorWrite = source.colorWrite;
  5203. this.precision = source.precision;
  5204. this.polygonOffset = source.polygonOffset;
  5205. this.polygonOffsetFactor = source.polygonOffsetFactor;
  5206. this.polygonOffsetUnits = source.polygonOffsetUnits;
  5207. this.dithering = source.dithering;
  5208. this.alphaTest = source.alphaTest;
  5209. this.premultipliedAlpha = source.premultipliedAlpha;
  5210. this.visible = source.visible;
  5211. this.toneMapped = source.toneMapped;
  5212. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  5213. this.clipShadows = source.clipShadows;
  5214. this.clipIntersection = source.clipIntersection;
  5215. var srcPlanes = source.clippingPlanes,
  5216. dstPlanes = null;
  5217. if ( srcPlanes !== null ) {
  5218. var n = srcPlanes.length;
  5219. dstPlanes = new Array( n );
  5220. for ( var i = 0; i !== n; ++ i )
  5221. { dstPlanes[ i ] = srcPlanes[ i ].clone(); }
  5222. }
  5223. this.clippingPlanes = dstPlanes;
  5224. this.shadowSide = source.shadowSide;
  5225. return this;
  5226. },
  5227. dispose: function () {
  5228. this.dispatchEvent( { type: 'dispose' } );
  5229. }
  5230. } );
  5231. /**
  5232. * @author mrdoob / http://mrdoob.com/
  5233. * @author alteredq / http://alteredqualia.com/
  5234. *
  5235. * parameters = {
  5236. * color: <hex>,
  5237. * opacity: <float>,
  5238. * map: new THREE.Texture( <Image> ),
  5239. *
  5240. * lightMap: new THREE.Texture( <Image> ),
  5241. * lightMapIntensity: <float>
  5242. *
  5243. * aoMap: new THREE.Texture( <Image> ),
  5244. * aoMapIntensity: <float>
  5245. *
  5246. * specularMap: new THREE.Texture( <Image> ),
  5247. *
  5248. * alphaMap: new THREE.Texture( <Image> ),
  5249. *
  5250. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  5251. * combine: THREE.Multiply,
  5252. * reflectivity: <float>,
  5253. * refractionRatio: <float>,
  5254. *
  5255. * depthTest: <bool>,
  5256. * depthWrite: <bool>,
  5257. *
  5258. * wireframe: <boolean>,
  5259. * wireframeLinewidth: <float>,
  5260. *
  5261. * skinning: <bool>,
  5262. * morphTargets: <bool>
  5263. * }
  5264. */
  5265. function MeshBasicMaterial( parameters ) {
  5266. Material.call( this );
  5267. this.type = 'MeshBasicMaterial';
  5268. this.color = new Color( 0xffffff ); // emissive
  5269. this.map = null;
  5270. this.lightMap = null;
  5271. this.lightMapIntensity = 1.0;
  5272. this.aoMap = null;
  5273. this.aoMapIntensity = 1.0;
  5274. this.specularMap = null;
  5275. this.alphaMap = null;
  5276. this.envMap = null;
  5277. this.combine = MultiplyOperation;
  5278. this.reflectivity = 1;
  5279. this.refractionRatio = 0.98;
  5280. this.wireframe = false;
  5281. this.wireframeLinewidth = 1;
  5282. this.wireframeLinecap = 'round';
  5283. this.wireframeLinejoin = 'round';
  5284. this.skinning = false;
  5285. this.morphTargets = false;
  5286. this.lights = false;
  5287. this.setValues( parameters );
  5288. }
  5289. MeshBasicMaterial.prototype = Object.create( Material.prototype );
  5290. MeshBasicMaterial.prototype.constructor = MeshBasicMaterial;
  5291. MeshBasicMaterial.prototype.isMeshBasicMaterial = true;
  5292. MeshBasicMaterial.prototype.copy = function ( source ) {
  5293. Material.prototype.copy.call( this, source );
  5294. this.color.copy( source.color );
  5295. this.map = source.map;
  5296. this.lightMap = source.lightMap;
  5297. this.lightMapIntensity = source.lightMapIntensity;
  5298. this.aoMap = source.aoMap;
  5299. this.aoMapIntensity = source.aoMapIntensity;
  5300. this.specularMap = source.specularMap;
  5301. this.alphaMap = source.alphaMap;
  5302. this.envMap = source.envMap;
  5303. this.combine = source.combine;
  5304. this.reflectivity = source.reflectivity;
  5305. this.refractionRatio = source.refractionRatio;
  5306. this.wireframe = source.wireframe;
  5307. this.wireframeLinewidth = source.wireframeLinewidth;
  5308. this.wireframeLinecap = source.wireframeLinecap;
  5309. this.wireframeLinejoin = source.wireframeLinejoin;
  5310. this.skinning = source.skinning;
  5311. this.morphTargets = source.morphTargets;
  5312. return this;
  5313. };
  5314. /**
  5315. * @author mrdoob / http://mrdoob.com/
  5316. */
  5317. function BufferAttribute( array, itemSize, normalized ) {
  5318. if ( Array.isArray( array ) ) {
  5319. throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
  5320. }
  5321. this.name = '';
  5322. this.array = array;
  5323. this.itemSize = itemSize;
  5324. this.count = array !== undefined ? array.length / itemSize : 0;
  5325. this.normalized = normalized === true;
  5326. this.dynamic = false;
  5327. this.updateRange = { offset: 0, count: - 1 };
  5328. this.version = 0;
  5329. }
  5330. Object.defineProperty( BufferAttribute.prototype, 'needsUpdate', {
  5331. set: function ( value ) {
  5332. if ( value === true ) { this.version ++; }
  5333. }
  5334. } );
  5335. Object.assign( BufferAttribute.prototype, {
  5336. isBufferAttribute: true,
  5337. onUploadCallback: function () {},
  5338. setDynamic: function ( value ) {
  5339. this.dynamic = value;
  5340. return this;
  5341. },
  5342. copy: function ( source ) {
  5343. this.name = source.name;
  5344. this.array = new source.array.constructor( source.array );
  5345. this.itemSize = source.itemSize;
  5346. this.count = source.count;
  5347. this.normalized = source.normalized;
  5348. this.dynamic = source.dynamic;
  5349. return this;
  5350. },
  5351. copyAt: function ( index1, attribute, index2 ) {
  5352. index1 *= this.itemSize;
  5353. index2 *= attribute.itemSize;
  5354. for ( var i = 0, l = this.itemSize; i < l; i ++ ) {
  5355. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  5356. }
  5357. return this;
  5358. },
  5359. copyArray: function ( array ) {
  5360. this.array.set( array );
  5361. return this;
  5362. },
  5363. copyColorsArray: function ( colors ) {
  5364. var array = this.array, offset = 0;
  5365. for ( var i = 0, l = colors.length; i < l; i ++ ) {
  5366. var color = colors[ i ];
  5367. if ( color === undefined ) {
  5368. console.warn( 'THREE.BufferAttribute.copyColorsArray(): color is undefined', i );
  5369. color = new Color();
  5370. }
  5371. array[ offset ++ ] = color.r;
  5372. array[ offset ++ ] = color.g;
  5373. array[ offset ++ ] = color.b;
  5374. }
  5375. return this;
  5376. },
  5377. copyVector2sArray: function ( vectors ) {
  5378. var array = this.array, offset = 0;
  5379. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5380. var vector = vectors[ i ];
  5381. if ( vector === undefined ) {
  5382. console.warn( 'THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i );
  5383. vector = new Vector2();
  5384. }
  5385. array[ offset ++ ] = vector.x;
  5386. array[ offset ++ ] = vector.y;
  5387. }
  5388. return this;
  5389. },
  5390. copyVector3sArray: function ( vectors ) {
  5391. var array = this.array, offset = 0;
  5392. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5393. var vector = vectors[ i ];
  5394. if ( vector === undefined ) {
  5395. console.warn( 'THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i );
  5396. vector = new Vector3();
  5397. }
  5398. array[ offset ++ ] = vector.x;
  5399. array[ offset ++ ] = vector.y;
  5400. array[ offset ++ ] = vector.z;
  5401. }
  5402. return this;
  5403. },
  5404. copyVector4sArray: function ( vectors ) {
  5405. var array = this.array, offset = 0;
  5406. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5407. var vector = vectors[ i ];
  5408. if ( vector === undefined ) {
  5409. console.warn( 'THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i );
  5410. vector = new Vector4();
  5411. }
  5412. array[ offset ++ ] = vector.x;
  5413. array[ offset ++ ] = vector.y;
  5414. array[ offset ++ ] = vector.z;
  5415. array[ offset ++ ] = vector.w;
  5416. }
  5417. return this;
  5418. },
  5419. set: function ( value, offset ) {
  5420. if ( offset === undefined ) { offset = 0; }
  5421. this.array.set( value, offset );
  5422. return this;
  5423. },
  5424. getX: function ( index ) {
  5425. return this.array[ index * this.itemSize ];
  5426. },
  5427. setX: function ( index, x ) {
  5428. this.array[ index * this.itemSize ] = x;
  5429. return this;
  5430. },
  5431. getY: function ( index ) {
  5432. return this.array[ index * this.itemSize + 1 ];
  5433. },
  5434. setY: function ( index, y ) {
  5435. this.array[ index * this.itemSize + 1 ] = y;
  5436. return this;
  5437. },
  5438. getZ: function ( index ) {
  5439. return this.array[ index * this.itemSize + 2 ];
  5440. },
  5441. setZ: function ( index, z ) {
  5442. this.array[ index * this.itemSize + 2 ] = z;
  5443. return this;
  5444. },
  5445. getW: function ( index ) {
  5446. return this.array[ index * this.itemSize + 3 ];
  5447. },
  5448. setW: function ( index, w ) {
  5449. this.array[ index * this.itemSize + 3 ] = w;
  5450. return this;
  5451. },
  5452. setXY: function ( index, x, y ) {
  5453. index *= this.itemSize;
  5454. this.array[ index + 0 ] = x;
  5455. this.array[ index + 1 ] = y;
  5456. return this;
  5457. },
  5458. setXYZ: function ( index, x, y, z ) {
  5459. index *= this.itemSize;
  5460. this.array[ index + 0 ] = x;
  5461. this.array[ index + 1 ] = y;
  5462. this.array[ index + 2 ] = z;
  5463. return this;
  5464. },
  5465. setXYZW: function ( index, x, y, z, w ) {
  5466. index *= this.itemSize;
  5467. this.array[ index + 0 ] = x;
  5468. this.array[ index + 1 ] = y;
  5469. this.array[ index + 2 ] = z;
  5470. this.array[ index + 3 ] = w;
  5471. return this;
  5472. },
  5473. onUpload: function ( callback ) {
  5474. this.onUploadCallback = callback;
  5475. return this;
  5476. },
  5477. clone: function () {
  5478. return new this.constructor( this.array, this.itemSize ).copy( this );
  5479. },
  5480. toJSON: function () {
  5481. return {
  5482. itemSize: this.itemSize,
  5483. type: this.array.constructor.name,
  5484. array: Array.prototype.slice.call( this.array ),
  5485. normalized: this.normalized
  5486. };
  5487. }
  5488. } );
  5489. //
  5490. function Int8BufferAttribute( array, itemSize, normalized ) {
  5491. BufferAttribute.call( this, new Int8Array( array ), itemSize, normalized );
  5492. }
  5493. Int8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5494. Int8BufferAttribute.prototype.constructor = Int8BufferAttribute;
  5495. function Uint8BufferAttribute( array, itemSize, normalized ) {
  5496. BufferAttribute.call( this, new Uint8Array( array ), itemSize, normalized );
  5497. }
  5498. Uint8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5499. Uint8BufferAttribute.prototype.constructor = Uint8BufferAttribute;
  5500. function Uint8ClampedBufferAttribute( array, itemSize, normalized ) {
  5501. BufferAttribute.call( this, new Uint8ClampedArray( array ), itemSize, normalized );
  5502. }
  5503. Uint8ClampedBufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5504. Uint8ClampedBufferAttribute.prototype.constructor = Uint8ClampedBufferAttribute;
  5505. function Int16BufferAttribute( array, itemSize, normalized ) {
  5506. BufferAttribute.call( this, new Int16Array( array ), itemSize, normalized );
  5507. }
  5508. Int16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5509. Int16BufferAttribute.prototype.constructor = Int16BufferAttribute;
  5510. function Uint16BufferAttribute( array, itemSize, normalized ) {
  5511. BufferAttribute.call( this, new Uint16Array( array ), itemSize, normalized );
  5512. }
  5513. Uint16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5514. Uint16BufferAttribute.prototype.constructor = Uint16BufferAttribute;
  5515. function Int32BufferAttribute( array, itemSize, normalized ) {
  5516. BufferAttribute.call( this, new Int32Array( array ), itemSize, normalized );
  5517. }
  5518. Int32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5519. Int32BufferAttribute.prototype.constructor = Int32BufferAttribute;
  5520. function Uint32BufferAttribute( array, itemSize, normalized ) {
  5521. BufferAttribute.call( this, new Uint32Array( array ), itemSize, normalized );
  5522. }
  5523. Uint32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5524. Uint32BufferAttribute.prototype.constructor = Uint32BufferAttribute;
  5525. function Float32BufferAttribute( array, itemSize, normalized ) {
  5526. BufferAttribute.call( this, new Float32Array( array ), itemSize, normalized );
  5527. }
  5528. Float32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5529. Float32BufferAttribute.prototype.constructor = Float32BufferAttribute;
  5530. function Float64BufferAttribute( array, itemSize, normalized ) {
  5531. BufferAttribute.call( this, new Float64Array( array ), itemSize, normalized );
  5532. }
  5533. Float64BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5534. Float64BufferAttribute.prototype.constructor = Float64BufferAttribute;
  5535. /**
  5536. * @author mrdoob / http://mrdoob.com/
  5537. */
  5538. function DirectGeometry() {
  5539. this.vertices = [];
  5540. this.normals = [];
  5541. this.colors = [];
  5542. this.uvs = [];
  5543. this.uvs2 = [];
  5544. this.groups = [];
  5545. this.morphTargets = {};
  5546. this.skinWeights = [];
  5547. this.skinIndices = [];
  5548. // this.lineDistances = [];
  5549. this.boundingBox = null;
  5550. this.boundingSphere = null;
  5551. // update flags
  5552. this.verticesNeedUpdate = false;
  5553. this.normalsNeedUpdate = false;
  5554. this.colorsNeedUpdate = false;
  5555. this.uvsNeedUpdate = false;
  5556. this.groupsNeedUpdate = false;
  5557. }
  5558. Object.assign( DirectGeometry.prototype, {
  5559. computeGroups: function ( geometry ) {
  5560. var group;
  5561. var groups = [];
  5562. var materialIndex = undefined;
  5563. var faces = geometry.faces;
  5564. for ( var i = 0; i < faces.length; i ++ ) {
  5565. var face = faces[ i ];
  5566. // materials
  5567. if ( face.materialIndex !== materialIndex ) {
  5568. materialIndex = face.materialIndex;
  5569. if ( group !== undefined ) {
  5570. group.count = ( i * 3 ) - group.start;
  5571. groups.push( group );
  5572. }
  5573. group = {
  5574. start: i * 3,
  5575. materialIndex: materialIndex
  5576. };
  5577. }
  5578. }
  5579. if ( group !== undefined ) {
  5580. group.count = ( i * 3 ) - group.start;
  5581. groups.push( group );
  5582. }
  5583. this.groups = groups;
  5584. },
  5585. fromGeometry: function ( geometry ) {
  5586. var faces = geometry.faces;
  5587. var vertices = geometry.vertices;
  5588. var faceVertexUvs = geometry.faceVertexUvs;
  5589. var hasFaceVertexUv = faceVertexUvs[ 0 ] && faceVertexUvs[ 0 ].length > 0;
  5590. var hasFaceVertexUv2 = faceVertexUvs[ 1 ] && faceVertexUvs[ 1 ].length > 0;
  5591. // morphs
  5592. var morphTargets = geometry.morphTargets;
  5593. var morphTargetsLength = morphTargets.length;
  5594. var morphTargetsPosition;
  5595. if ( morphTargetsLength > 0 ) {
  5596. morphTargetsPosition = [];
  5597. for ( var i = 0; i < morphTargetsLength; i ++ ) {
  5598. morphTargetsPosition[ i ] = {
  5599. name: morphTargets[ i ].name,
  5600. data: []
  5601. };
  5602. }
  5603. this.morphTargets.position = morphTargetsPosition;
  5604. }
  5605. var morphNormals = geometry.morphNormals;
  5606. var morphNormalsLength = morphNormals.length;
  5607. var morphTargetsNormal;
  5608. if ( morphNormalsLength > 0 ) {
  5609. morphTargetsNormal = [];
  5610. for ( var i = 0; i < morphNormalsLength; i ++ ) {
  5611. morphTargetsNormal[ i ] = {
  5612. name: morphNormals[ i ].name,
  5613. data: []
  5614. };
  5615. }
  5616. this.morphTargets.normal = morphTargetsNormal;
  5617. }
  5618. // skins
  5619. var skinIndices = geometry.skinIndices;
  5620. var skinWeights = geometry.skinWeights;
  5621. var hasSkinIndices = skinIndices.length === vertices.length;
  5622. var hasSkinWeights = skinWeights.length === vertices.length;
  5623. //
  5624. if ( vertices.length > 0 && faces.length === 0 ) {
  5625. console.error( 'THREE.DirectGeometry: Faceless geometries are not supported.' );
  5626. }
  5627. for ( var i = 0; i < faces.length; i ++ ) {
  5628. var face = faces[ i ];
  5629. this.vertices.push( vertices[ face.a ], vertices[ face.b ], vertices[ face.c ] );
  5630. var vertexNormals = face.vertexNormals;
  5631. if ( vertexNormals.length === 3 ) {
  5632. this.normals.push( vertexNormals[ 0 ], vertexNormals[ 1 ], vertexNormals[ 2 ] );
  5633. } else {
  5634. var normal = face.normal;
  5635. this.normals.push( normal, normal, normal );
  5636. }
  5637. var vertexColors = face.vertexColors;
  5638. if ( vertexColors.length === 3 ) {
  5639. this.colors.push( vertexColors[ 0 ], vertexColors[ 1 ], vertexColors[ 2 ] );
  5640. } else {
  5641. var color = face.color;
  5642. this.colors.push( color, color, color );
  5643. }
  5644. if ( hasFaceVertexUv === true ) {
  5645. var vertexUvs = faceVertexUvs[ 0 ][ i ];
  5646. if ( vertexUvs !== undefined ) {
  5647. this.uvs.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
  5648. } else {
  5649. console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv ', i );
  5650. this.uvs.push( new Vector2(), new Vector2(), new Vector2() );
  5651. }
  5652. }
  5653. if ( hasFaceVertexUv2 === true ) {
  5654. var vertexUvs = faceVertexUvs[ 1 ][ i ];
  5655. if ( vertexUvs !== undefined ) {
  5656. this.uvs2.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
  5657. } else {
  5658. console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv2 ', i );
  5659. this.uvs2.push( new Vector2(), new Vector2(), new Vector2() );
  5660. }
  5661. }
  5662. // morphs
  5663. for ( var j = 0; j < morphTargetsLength; j ++ ) {
  5664. var morphTarget = morphTargets[ j ].vertices;
  5665. morphTargetsPosition[ j ].data.push( morphTarget[ face.a ], morphTarget[ face.b ], morphTarget[ face.c ] );
  5666. }
  5667. for ( var j = 0; j < morphNormalsLength; j ++ ) {
  5668. var morphNormal = morphNormals[ j ].vertexNormals[ i ];
  5669. morphTargetsNormal[ j ].data.push( morphNormal.a, morphNormal.b, morphNormal.c );
  5670. }
  5671. // skins
  5672. if ( hasSkinIndices ) {
  5673. this.skinIndices.push( skinIndices[ face.a ], skinIndices[ face.b ], skinIndices[ face.c ] );
  5674. }
  5675. if ( hasSkinWeights ) {
  5676. this.skinWeights.push( skinWeights[ face.a ], skinWeights[ face.b ], skinWeights[ face.c ] );
  5677. }
  5678. }
  5679. this.computeGroups( geometry );
  5680. this.verticesNeedUpdate = geometry.verticesNeedUpdate;
  5681. this.normalsNeedUpdate = geometry.normalsNeedUpdate;
  5682. this.colorsNeedUpdate = geometry.colorsNeedUpdate;
  5683. this.uvsNeedUpdate = geometry.uvsNeedUpdate;
  5684. this.groupsNeedUpdate = geometry.groupsNeedUpdate;
  5685. if ( geometry.boundingSphere !== null ) {
  5686. this.boundingSphere = geometry.boundingSphere.clone();
  5687. }
  5688. if ( geometry.boundingBox !== null ) {
  5689. this.boundingBox = geometry.boundingBox.clone();
  5690. }
  5691. return this;
  5692. }
  5693. } );
  5694. /**
  5695. * @author mrdoob / http://mrdoob.com/
  5696. */
  5697. function arrayMax( array ) {
  5698. if ( array.length === 0 ) { return - Infinity; }
  5699. var max = array[ 0 ];
  5700. for ( var i = 1, l = array.length; i < l; ++ i ) {
  5701. if ( array[ i ] > max ) { max = array[ i ]; }
  5702. }
  5703. return max;
  5704. }
  5705. /**
  5706. * @author alteredq / http://alteredqualia.com/
  5707. * @author mrdoob / http://mrdoob.com/
  5708. */
  5709. var _bufferGeometryId = 1; // BufferGeometry uses odd numbers as Id
  5710. var _m1$2 = new Matrix4();
  5711. var _obj = new Object3D();
  5712. var _offset = new Vector3();
  5713. var _box$1 = new Box3();
  5714. var _boxMorphTargets = new Box3();
  5715. var _vector$4 = new Vector3();
  5716. function BufferGeometry() {
  5717. Object.defineProperty( this, 'id', { value: _bufferGeometryId += 2 } );
  5718. this.uuid = _Math.generateUUID();
  5719. this.name = '';
  5720. this.type = 'BufferGeometry';
  5721. this.index = null;
  5722. this.attributes = {};
  5723. this.morphAttributes = {};
  5724. this.groups = [];
  5725. this.boundingBox = null;
  5726. this.boundingSphere = null;
  5727. this.drawRange = { start: 0, count: Infinity };
  5728. this.userData = {};
  5729. }
  5730. BufferGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  5731. constructor: BufferGeometry,
  5732. isBufferGeometry: true,
  5733. getIndex: function () {
  5734. return this.index;
  5735. },
  5736. setIndex: function ( index ) {
  5737. if ( Array.isArray( index ) ) {
  5738. this.index = new ( arrayMax( index ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );
  5739. } else {
  5740. this.index = index;
  5741. }
  5742. },
  5743. addAttribute: function ( name, attribute ) {
  5744. if ( ! ( attribute && attribute.isBufferAttribute ) && ! ( attribute && attribute.isInterleavedBufferAttribute ) ) {
  5745. console.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' );
  5746. return this.addAttribute( name, new BufferAttribute( arguments[ 1 ], arguments[ 2 ] ) );
  5747. }
  5748. if ( name === 'index' ) {
  5749. console.warn( 'THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.' );
  5750. this.setIndex( attribute );
  5751. return this;
  5752. }
  5753. return this.setAttribute( name, attribute );
  5754. },
  5755. getAttribute: function ( name ) {
  5756. return this.attributes[ name ];
  5757. },
  5758. setAttribute: function ( name, attribute ) {
  5759. this.attributes[ name ] = attribute;
  5760. return this;
  5761. },
  5762. removeAttribute: function ( name ) {
  5763. delete this.attributes[ name ];
  5764. return this;
  5765. },
  5766. addGroup: function ( start, count, materialIndex ) {
  5767. this.groups.push( {
  5768. start: start,
  5769. count: count,
  5770. materialIndex: materialIndex !== undefined ? materialIndex : 0
  5771. } );
  5772. },
  5773. clearGroups: function () {
  5774. this.groups = [];
  5775. },
  5776. setDrawRange: function ( start, count ) {
  5777. this.drawRange.start = start;
  5778. this.drawRange.count = count;
  5779. },
  5780. applyMatrix: function ( matrix ) {
  5781. var position = this.attributes.position;
  5782. if ( position !== undefined ) {
  5783. matrix.applyToBufferAttribute( position );
  5784. position.needsUpdate = true;
  5785. }
  5786. var normal = this.attributes.normal;
  5787. if ( normal !== undefined ) {
  5788. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  5789. normalMatrix.applyToBufferAttribute( normal );
  5790. normal.needsUpdate = true;
  5791. }
  5792. var tangent = this.attributes.tangent;
  5793. if ( tangent !== undefined ) {
  5794. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  5795. // Tangent is vec4, but the '.w' component is a sign value (+1/-1).
  5796. normalMatrix.applyToBufferAttribute( tangent );
  5797. tangent.needsUpdate = true;
  5798. }
  5799. if ( this.boundingBox !== null ) {
  5800. this.computeBoundingBox();
  5801. }
  5802. if ( this.boundingSphere !== null ) {
  5803. this.computeBoundingSphere();
  5804. }
  5805. return this;
  5806. },
  5807. rotateX: function ( angle ) {
  5808. // rotate geometry around world x-axis
  5809. _m1$2.makeRotationX( angle );
  5810. this.applyMatrix( _m1$2 );
  5811. return this;
  5812. },
  5813. rotateY: function ( angle ) {
  5814. // rotate geometry around world y-axis
  5815. _m1$2.makeRotationY( angle );
  5816. this.applyMatrix( _m1$2 );
  5817. return this;
  5818. },
  5819. rotateZ: function ( angle ) {
  5820. // rotate geometry around world z-axis
  5821. _m1$2.makeRotationZ( angle );
  5822. this.applyMatrix( _m1$2 );
  5823. return this;
  5824. },
  5825. translate: function ( x, y, z ) {
  5826. // translate geometry
  5827. _m1$2.makeTranslation( x, y, z );
  5828. this.applyMatrix( _m1$2 );
  5829. return this;
  5830. },
  5831. scale: function ( x, y, z ) {
  5832. // scale geometry
  5833. _m1$2.makeScale( x, y, z );
  5834. this.applyMatrix( _m1$2 );
  5835. return this;
  5836. },
  5837. lookAt: function ( vector ) {
  5838. _obj.lookAt( vector );
  5839. _obj.updateMatrix();
  5840. this.applyMatrix( _obj.matrix );
  5841. return this;
  5842. },
  5843. center: function () {
  5844. this.computeBoundingBox();
  5845. this.boundingBox.getCenter( _offset ).negate();
  5846. this.translate( _offset.x, _offset.y, _offset.z );
  5847. return this;
  5848. },
  5849. setFromObject: function ( object ) {
  5850. // console.log( 'THREE.BufferGeometry.setFromObject(). Converting', object, this );
  5851. var geometry = object.geometry;
  5852. if ( object.isPoints || object.isLine ) {
  5853. var positions = new Float32BufferAttribute( geometry.vertices.length * 3, 3 );
  5854. var colors = new Float32BufferAttribute( geometry.colors.length * 3, 3 );
  5855. this.addAttribute( 'position', positions.copyVector3sArray( geometry.vertices ) );
  5856. this.addAttribute( 'color', colors.copyColorsArray( geometry.colors ) );
  5857. if ( geometry.lineDistances && geometry.lineDistances.length === geometry.vertices.length ) {
  5858. var lineDistances = new Float32BufferAttribute( geometry.lineDistances.length, 1 );
  5859. this.addAttribute( 'lineDistance', lineDistances.copyArray( geometry.lineDistances ) );
  5860. }
  5861. if ( geometry.boundingSphere !== null ) {
  5862. this.boundingSphere = geometry.boundingSphere.clone();
  5863. }
  5864. if ( geometry.boundingBox !== null ) {
  5865. this.boundingBox = geometry.boundingBox.clone();
  5866. }
  5867. } else if ( object.isMesh ) {
  5868. if ( geometry && geometry.isGeometry ) {
  5869. this.fromGeometry( geometry );
  5870. }
  5871. }
  5872. return this;
  5873. },
  5874. setFromPoints: function ( points ) {
  5875. var position = [];
  5876. for ( var i = 0, l = points.length; i < l; i ++ ) {
  5877. var point = points[ i ];
  5878. position.push( point.x, point.y, point.z || 0 );
  5879. }
  5880. this.addAttribute( 'position', new Float32BufferAttribute( position, 3 ) );
  5881. return this;
  5882. },
  5883. updateFromObject: function ( object ) {
  5884. var geometry = object.geometry;
  5885. if ( object.isMesh ) {
  5886. var direct = geometry.__directGeometry;
  5887. if ( geometry.elementsNeedUpdate === true ) {
  5888. direct = undefined;
  5889. geometry.elementsNeedUpdate = false;
  5890. }
  5891. if ( direct === undefined ) {
  5892. return this.fromGeometry( geometry );
  5893. }
  5894. direct.verticesNeedUpdate = geometry.verticesNeedUpdate;
  5895. direct.normalsNeedUpdate = geometry.normalsNeedUpdate;
  5896. direct.colorsNeedUpdate = geometry.colorsNeedUpdate;
  5897. direct.uvsNeedUpdate = geometry.uvsNeedUpdate;
  5898. direct.groupsNeedUpdate = geometry.groupsNeedUpdate;
  5899. geometry.verticesNeedUpdate = false;
  5900. geometry.normalsNeedUpdate = false;
  5901. geometry.colorsNeedUpdate = false;
  5902. geometry.uvsNeedUpdate = false;
  5903. geometry.groupsNeedUpdate = false;
  5904. geometry = direct;
  5905. }
  5906. var attribute;
  5907. if ( geometry.verticesNeedUpdate === true ) {
  5908. attribute = this.attributes.position;
  5909. if ( attribute !== undefined ) {
  5910. attribute.copyVector3sArray( geometry.vertices );
  5911. attribute.needsUpdate = true;
  5912. }
  5913. geometry.verticesNeedUpdate = false;
  5914. }
  5915. if ( geometry.normalsNeedUpdate === true ) {
  5916. attribute = this.attributes.normal;
  5917. if ( attribute !== undefined ) {
  5918. attribute.copyVector3sArray( geometry.normals );
  5919. attribute.needsUpdate = true;
  5920. }
  5921. geometry.normalsNeedUpdate = false;
  5922. }
  5923. if ( geometry.colorsNeedUpdate === true ) {
  5924. attribute = this.attributes.color;
  5925. if ( attribute !== undefined ) {
  5926. attribute.copyColorsArray( geometry.colors );
  5927. attribute.needsUpdate = true;
  5928. }
  5929. geometry.colorsNeedUpdate = false;
  5930. }
  5931. if ( geometry.uvsNeedUpdate ) {
  5932. attribute = this.attributes.uv;
  5933. if ( attribute !== undefined ) {
  5934. attribute.copyVector2sArray( geometry.uvs );
  5935. attribute.needsUpdate = true;
  5936. }
  5937. geometry.uvsNeedUpdate = false;
  5938. }
  5939. if ( geometry.lineDistancesNeedUpdate ) {
  5940. attribute = this.attributes.lineDistance;
  5941. if ( attribute !== undefined ) {
  5942. attribute.copyArray( geometry.lineDistances );
  5943. attribute.needsUpdate = true;
  5944. }
  5945. geometry.lineDistancesNeedUpdate = false;
  5946. }
  5947. if ( geometry.groupsNeedUpdate ) {
  5948. geometry.computeGroups( object.geometry );
  5949. this.groups = geometry.groups;
  5950. geometry.groupsNeedUpdate = false;
  5951. }
  5952. return this;
  5953. },
  5954. fromGeometry: function ( geometry ) {
  5955. geometry.__directGeometry = new DirectGeometry().fromGeometry( geometry );
  5956. return this.fromDirectGeometry( geometry.__directGeometry );
  5957. },
  5958. fromDirectGeometry: function ( geometry ) {
  5959. var positions = new Float32Array( geometry.vertices.length * 3 );
  5960. this.addAttribute( 'position', new BufferAttribute( positions, 3 ).copyVector3sArray( geometry.vertices ) );
  5961. if ( geometry.normals.length > 0 ) {
  5962. var normals = new Float32Array( geometry.normals.length * 3 );
  5963. this.addAttribute( 'normal', new BufferAttribute( normals, 3 ).copyVector3sArray( geometry.normals ) );
  5964. }
  5965. if ( geometry.colors.length > 0 ) {
  5966. var colors = new Float32Array( geometry.colors.length * 3 );
  5967. this.addAttribute( 'color', new BufferAttribute( colors, 3 ).copyColorsArray( geometry.colors ) );
  5968. }
  5969. if ( geometry.uvs.length > 0 ) {
  5970. var uvs = new Float32Array( geometry.uvs.length * 2 );
  5971. this.addAttribute( 'uv', new BufferAttribute( uvs, 2 ).copyVector2sArray( geometry.uvs ) );
  5972. }
  5973. if ( geometry.uvs2.length > 0 ) {
  5974. var uvs2 = new Float32Array( geometry.uvs2.length * 2 );
  5975. this.addAttribute( 'uv2', new BufferAttribute( uvs2, 2 ).copyVector2sArray( geometry.uvs2 ) );
  5976. }
  5977. // groups
  5978. this.groups = geometry.groups;
  5979. // morphs
  5980. for ( var name in geometry.morphTargets ) {
  5981. var array = [];
  5982. var morphTargets = geometry.morphTargets[ name ];
  5983. for ( var i = 0, l = morphTargets.length; i < l; i ++ ) {
  5984. var morphTarget = morphTargets[ i ];
  5985. var attribute = new Float32BufferAttribute( morphTarget.data.length * 3, 3 );
  5986. attribute.name = morphTarget.name;
  5987. array.push( attribute.copyVector3sArray( morphTarget.data ) );
  5988. }
  5989. this.morphAttributes[ name ] = array;
  5990. }
  5991. // skinning
  5992. if ( geometry.skinIndices.length > 0 ) {
  5993. var skinIndices = new Float32BufferAttribute( geometry.skinIndices.length * 4, 4 );
  5994. this.addAttribute( 'skinIndex', skinIndices.copyVector4sArray( geometry.skinIndices ) );
  5995. }
  5996. if ( geometry.skinWeights.length > 0 ) {
  5997. var skinWeights = new Float32BufferAttribute( geometry.skinWeights.length * 4, 4 );
  5998. this.addAttribute( 'skinWeight', skinWeights.copyVector4sArray( geometry.skinWeights ) );
  5999. }
  6000. //
  6001. if ( geometry.boundingSphere !== null ) {
  6002. this.boundingSphere = geometry.boundingSphere.clone();
  6003. }
  6004. if ( geometry.boundingBox !== null ) {
  6005. this.boundingBox = geometry.boundingBox.clone();
  6006. }
  6007. return this;
  6008. },
  6009. computeBoundingBox: function () {
  6010. if ( this.boundingBox === null ) {
  6011. this.boundingBox = new Box3();
  6012. }
  6013. var position = this.attributes.position;
  6014. var morphAttributesPosition = this.morphAttributes.position;
  6015. if ( position !== undefined ) {
  6016. this.boundingBox.setFromBufferAttribute( position );
  6017. // process morph attributes if present
  6018. if ( morphAttributesPosition ) {
  6019. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6020. var morphAttribute = morphAttributesPosition[ i ];
  6021. _box$1.setFromBufferAttribute( morphAttribute );
  6022. this.boundingBox.expandByPoint( _box$1.min );
  6023. this.boundingBox.expandByPoint( _box$1.max );
  6024. }
  6025. }
  6026. } else {
  6027. this.boundingBox.makeEmpty();
  6028. }
  6029. if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
  6030. console.error( 'THREE.BufferGeometry.computeBoundingBox: Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this );
  6031. }
  6032. },
  6033. computeBoundingSphere: function () {
  6034. if ( this.boundingSphere === null ) {
  6035. this.boundingSphere = new Sphere();
  6036. }
  6037. var position = this.attributes.position;
  6038. var morphAttributesPosition = this.morphAttributes.position;
  6039. if ( position ) {
  6040. // first, find the center of the bounding sphere
  6041. var center = this.boundingSphere.center;
  6042. _box$1.setFromBufferAttribute( position );
  6043. // process morph attributes if present
  6044. if ( morphAttributesPosition ) {
  6045. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6046. var morphAttribute = morphAttributesPosition[ i ];
  6047. _boxMorphTargets.setFromBufferAttribute( morphAttribute );
  6048. _box$1.expandByPoint( _boxMorphTargets.min );
  6049. _box$1.expandByPoint( _boxMorphTargets.max );
  6050. }
  6051. }
  6052. _box$1.getCenter( center );
  6053. // second, try to find a boundingSphere with a radius smaller than the
  6054. // boundingSphere of the boundingBox: sqrt(3) smaller in the best case
  6055. var maxRadiusSq = 0;
  6056. for ( var i = 0, il = position.count; i < il; i ++ ) {
  6057. _vector$4.fromBufferAttribute( position, i );
  6058. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$4 ) );
  6059. }
  6060. // process morph attributes if present
  6061. if ( morphAttributesPosition ) {
  6062. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6063. var morphAttribute = morphAttributesPosition[ i ];
  6064. for ( var j = 0, jl = morphAttribute.count; j < jl; j ++ ) {
  6065. _vector$4.fromBufferAttribute( morphAttribute, j );
  6066. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$4 ) );
  6067. }
  6068. }
  6069. }
  6070. this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
  6071. if ( isNaN( this.boundingSphere.radius ) ) {
  6072. console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this );
  6073. }
  6074. }
  6075. },
  6076. computeFaceNormals: function () {
  6077. // backwards compatibility
  6078. },
  6079. computeVertexNormals: function () {
  6080. var index = this.index;
  6081. var attributes = this.attributes;
  6082. if ( attributes.position ) {
  6083. var positions = attributes.position.array;
  6084. if ( attributes.normal === undefined ) {
  6085. this.addAttribute( 'normal', new BufferAttribute( new Float32Array( positions.length ), 3 ) );
  6086. } else {
  6087. // reset existing normals to zero
  6088. var array = attributes.normal.array;
  6089. for ( var i = 0, il = array.length; i < il; i ++ ) {
  6090. array[ i ] = 0;
  6091. }
  6092. }
  6093. var normals = attributes.normal.array;
  6094. var vA, vB, vC;
  6095. var pA = new Vector3(), pB = new Vector3(), pC = new Vector3();
  6096. var cb = new Vector3(), ab = new Vector3();
  6097. // indexed elements
  6098. if ( index ) {
  6099. var indices = index.array;
  6100. for ( var i = 0, il = index.count; i < il; i += 3 ) {
  6101. vA = indices[ i + 0 ] * 3;
  6102. vB = indices[ i + 1 ] * 3;
  6103. vC = indices[ i + 2 ] * 3;
  6104. pA.fromArray( positions, vA );
  6105. pB.fromArray( positions, vB );
  6106. pC.fromArray( positions, vC );
  6107. cb.subVectors( pC, pB );
  6108. ab.subVectors( pA, pB );
  6109. cb.cross( ab );
  6110. normals[ vA ] += cb.x;
  6111. normals[ vA + 1 ] += cb.y;
  6112. normals[ vA + 2 ] += cb.z;
  6113. normals[ vB ] += cb.x;
  6114. normals[ vB + 1 ] += cb.y;
  6115. normals[ vB + 2 ] += cb.z;
  6116. normals[ vC ] += cb.x;
  6117. normals[ vC + 1 ] += cb.y;
  6118. normals[ vC + 2 ] += cb.z;
  6119. }
  6120. } else {
  6121. // non-indexed elements (unconnected triangle soup)
  6122. for ( var i = 0, il = positions.length; i < il; i += 9 ) {
  6123. pA.fromArray( positions, i );
  6124. pB.fromArray( positions, i + 3 );
  6125. pC.fromArray( positions, i + 6 );
  6126. cb.subVectors( pC, pB );
  6127. ab.subVectors( pA, pB );
  6128. cb.cross( ab );
  6129. normals[ i ] = cb.x;
  6130. normals[ i + 1 ] = cb.y;
  6131. normals[ i + 2 ] = cb.z;
  6132. normals[ i + 3 ] = cb.x;
  6133. normals[ i + 4 ] = cb.y;
  6134. normals[ i + 5 ] = cb.z;
  6135. normals[ i + 6 ] = cb.x;
  6136. normals[ i + 7 ] = cb.y;
  6137. normals[ i + 8 ] = cb.z;
  6138. }
  6139. }
  6140. this.normalizeNormals();
  6141. attributes.normal.needsUpdate = true;
  6142. }
  6143. },
  6144. merge: function ( geometry, offset ) {
  6145. if ( ! ( geometry && geometry.isBufferGeometry ) ) {
  6146. console.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry );
  6147. return;
  6148. }
  6149. if ( offset === undefined ) {
  6150. offset = 0;
  6151. console.warn(
  6152. 'THREE.BufferGeometry.merge(): Overwriting original geometry, starting at offset=0. '
  6153. + 'Use BufferGeometryUtils.mergeBufferGeometries() for lossless merge.'
  6154. );
  6155. }
  6156. var attributes = this.attributes;
  6157. for ( var key in attributes ) {
  6158. if ( geometry.attributes[ key ] === undefined ) { continue; }
  6159. var attribute1 = attributes[ key ];
  6160. var attributeArray1 = attribute1.array;
  6161. var attribute2 = geometry.attributes[ key ];
  6162. var attributeArray2 = attribute2.array;
  6163. var attributeOffset = attribute2.itemSize * offset;
  6164. var length = Math.min( attributeArray2.length, attributeArray1.length - attributeOffset );
  6165. for ( var i = 0, j = attributeOffset; i < length; i ++, j ++ ) {
  6166. attributeArray1[ j ] = attributeArray2[ i ];
  6167. }
  6168. }
  6169. return this;
  6170. },
  6171. normalizeNormals: function () {
  6172. var normals = this.attributes.normal;
  6173. for ( var i = 0, il = normals.count; i < il; i ++ ) {
  6174. _vector$4.x = normals.getX( i );
  6175. _vector$4.y = normals.getY( i );
  6176. _vector$4.z = normals.getZ( i );
  6177. _vector$4.normalize();
  6178. normals.setXYZ( i, _vector$4.x, _vector$4.y, _vector$4.z );
  6179. }
  6180. },
  6181. toNonIndexed: function () {
  6182. function convertBufferAttribute( attribute, indices ) {
  6183. var array = attribute.array;
  6184. var itemSize = attribute.itemSize;
  6185. var array2 = new array.constructor( indices.length * itemSize );
  6186. var index = 0, index2 = 0;
  6187. for ( var i = 0, l = indices.length; i < l; i ++ ) {
  6188. index = indices[ i ] * itemSize;
  6189. for ( var j = 0; j < itemSize; j ++ ) {
  6190. array2[ index2 ++ ] = array[ index ++ ];
  6191. }
  6192. }
  6193. return new BufferAttribute( array2, itemSize );
  6194. }
  6195. //
  6196. if ( this.index === null ) {
  6197. console.warn( 'THREE.BufferGeometry.toNonIndexed(): Geometry is already non-indexed.' );
  6198. return this;
  6199. }
  6200. var geometry2 = new BufferGeometry();
  6201. var indices = this.index.array;
  6202. var attributes = this.attributes;
  6203. // attributes
  6204. for ( var name in attributes ) {
  6205. var attribute = attributes[ name ];
  6206. var newAttribute = convertBufferAttribute( attribute, indices );
  6207. geometry2.addAttribute( name, newAttribute );
  6208. }
  6209. // morph attributes
  6210. var morphAttributes = this.morphAttributes;
  6211. for ( name in morphAttributes ) {
  6212. var morphArray = [];
  6213. var morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  6214. for ( var i = 0, il = morphAttribute.length; i < il; i ++ ) {
  6215. var attribute = morphAttribute[ i ];
  6216. var newAttribute = convertBufferAttribute( attribute, indices );
  6217. morphArray.push( newAttribute );
  6218. }
  6219. geometry2.morphAttributes[ name ] = morphArray;
  6220. }
  6221. // groups
  6222. var groups = this.groups;
  6223. for ( var i = 0, l = groups.length; i < l; i ++ ) {
  6224. var group = groups[ i ];
  6225. geometry2.addGroup( group.start, group.count, group.materialIndex );
  6226. }
  6227. return geometry2;
  6228. },
  6229. toJSON: function () {
  6230. var data = {
  6231. metadata: {
  6232. version: 4.5,
  6233. type: 'BufferGeometry',
  6234. generator: 'BufferGeometry.toJSON'
  6235. }
  6236. };
  6237. // standard BufferGeometry serialization
  6238. data.uuid = this.uuid;
  6239. data.type = this.type;
  6240. if ( this.name !== '' ) { data.name = this.name; }
  6241. if ( Object.keys( this.userData ).length > 0 ) { data.userData = this.userData; }
  6242. if ( this.parameters !== undefined ) {
  6243. var parameters = this.parameters;
  6244. for ( var key in parameters ) {
  6245. if ( parameters[ key ] !== undefined ) { data[ key ] = parameters[ key ]; }
  6246. }
  6247. return data;
  6248. }
  6249. data.data = { attributes: {} };
  6250. var index = this.index;
  6251. if ( index !== null ) {
  6252. data.data.index = {
  6253. type: index.array.constructor.name,
  6254. array: Array.prototype.slice.call( index.array )
  6255. };
  6256. }
  6257. var attributes = this.attributes;
  6258. for ( var key in attributes ) {
  6259. var attribute = attributes[ key ];
  6260. var attributeData = attribute.toJSON();
  6261. if ( attribute.name !== '' ) { attributeData.name = attribute.name; }
  6262. data.data.attributes[ key ] = attributeData;
  6263. }
  6264. var morphAttributes = {};
  6265. var hasMorphAttributes = false;
  6266. for ( var key in this.morphAttributes ) {
  6267. var attributeArray = this.morphAttributes[ key ];
  6268. var array = [];
  6269. for ( var i = 0, il = attributeArray.length; i < il; i ++ ) {
  6270. var attribute = attributeArray[ i ];
  6271. var attributeData = attribute.toJSON();
  6272. if ( attribute.name !== '' ) { attributeData.name = attribute.name; }
  6273. array.push( attributeData );
  6274. }
  6275. if ( array.length > 0 ) {
  6276. morphAttributes[ key ] = array;
  6277. hasMorphAttributes = true;
  6278. }
  6279. }
  6280. if ( hasMorphAttributes ) { data.data.morphAttributes = morphAttributes; }
  6281. var groups = this.groups;
  6282. if ( groups.length > 0 ) {
  6283. data.data.groups = JSON.parse( JSON.stringify( groups ) );
  6284. }
  6285. var boundingSphere = this.boundingSphere;
  6286. if ( boundingSphere !== null ) {
  6287. data.data.boundingSphere = {
  6288. center: boundingSphere.center.toArray(),
  6289. radius: boundingSphere.radius
  6290. };
  6291. }
  6292. return data;
  6293. },
  6294. clone: function () {
  6295. /*
  6296. // Handle primitives
  6297. var parameters = this.parameters;
  6298. if ( parameters !== undefined ) {
  6299. var values = [];
  6300. for ( var key in parameters ) {
  6301. values.push( parameters[ key ] );
  6302. }
  6303. var geometry = Object.create( this.constructor.prototype );
  6304. this.constructor.apply( geometry, values );
  6305. return geometry;
  6306. }
  6307. return new this.constructor().copy( this );
  6308. */
  6309. return new BufferGeometry().copy( this );
  6310. },
  6311. copy: function ( source ) {
  6312. var name, i, l;
  6313. // reset
  6314. this.index = null;
  6315. this.attributes = {};
  6316. this.morphAttributes = {};
  6317. this.groups = [];
  6318. this.boundingBox = null;
  6319. this.boundingSphere = null;
  6320. // name
  6321. this.name = source.name;
  6322. // index
  6323. var index = source.index;
  6324. if ( index !== null ) {
  6325. this.setIndex( index.clone() );
  6326. }
  6327. // attributes
  6328. var attributes = source.attributes;
  6329. for ( name in attributes ) {
  6330. var attribute = attributes[ name ];
  6331. this.addAttribute( name, attribute.clone() );
  6332. }
  6333. // morph attributes
  6334. var morphAttributes = source.morphAttributes;
  6335. for ( name in morphAttributes ) {
  6336. var array = [];
  6337. var morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  6338. for ( i = 0, l = morphAttribute.length; i < l; i ++ ) {
  6339. array.push( morphAttribute[ i ].clone() );
  6340. }
  6341. this.morphAttributes[ name ] = array;
  6342. }
  6343. // groups
  6344. var groups = source.groups;
  6345. for ( i = 0, l = groups.length; i < l; i ++ ) {
  6346. var group = groups[ i ];
  6347. this.addGroup( group.start, group.count, group.materialIndex );
  6348. }
  6349. // bounding box
  6350. var boundingBox = source.boundingBox;
  6351. if ( boundingBox !== null ) {
  6352. this.boundingBox = boundingBox.clone();
  6353. }
  6354. // bounding sphere
  6355. var boundingSphere = source.boundingSphere;
  6356. if ( boundingSphere !== null ) {
  6357. this.boundingSphere = boundingSphere.clone();
  6358. }
  6359. // draw range
  6360. this.drawRange.start = source.drawRange.start;
  6361. this.drawRange.count = source.drawRange.count;
  6362. // user data
  6363. this.userData = source.userData;
  6364. return this;
  6365. },
  6366. dispose: function () {
  6367. this.dispatchEvent( { type: 'dispose' } );
  6368. }
  6369. } );
  6370. /**
  6371. * @author mrdoob / http://mrdoob.com/
  6372. * @author alteredq / http://alteredqualia.com/
  6373. * @author mikael emtinger / http://gomo.se/
  6374. * @author jonobr1 / http://jonobr1.com/
  6375. */
  6376. var _inverseMatrix = new Matrix4();
  6377. var _ray = new Ray();
  6378. var _sphere = new Sphere();
  6379. var _vA = new Vector3();
  6380. var _vB = new Vector3();
  6381. var _vC = new Vector3();
  6382. var _tempA = new Vector3();
  6383. var _tempB = new Vector3();
  6384. var _tempC = new Vector3();
  6385. var _morphA = new Vector3();
  6386. var _morphB = new Vector3();
  6387. var _morphC = new Vector3();
  6388. var _uvA = new Vector2();
  6389. var _uvB = new Vector2();
  6390. var _uvC = new Vector2();
  6391. var _intersectionPoint = new Vector3();
  6392. var _intersectionPointWorld = new Vector3();
  6393. function Mesh( geometry, material ) {
  6394. Object3D.call( this );
  6395. this.type = 'Mesh';
  6396. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  6397. this.material = material !== undefined ? material : new MeshBasicMaterial( { color: Math.random() * 0xffffff } );
  6398. this.drawMode = TrianglesDrawMode;
  6399. this.updateMorphTargets();
  6400. }
  6401. Mesh.prototype = Object.assign( Object.create( Object3D.prototype ), {
  6402. constructor: Mesh,
  6403. isMesh: true,
  6404. setDrawMode: function ( value ) {
  6405. this.drawMode = value;
  6406. },
  6407. copy: function ( source ) {
  6408. Object3D.prototype.copy.call( this, source );
  6409. this.drawMode = source.drawMode;
  6410. if ( source.morphTargetInfluences !== undefined ) {
  6411. this.morphTargetInfluences = source.morphTargetInfluences.slice();
  6412. }
  6413. if ( source.morphTargetDictionary !== undefined ) {
  6414. this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );
  6415. }
  6416. return this;
  6417. },
  6418. updateMorphTargets: function () {
  6419. var geometry = this.geometry;
  6420. var m, ml, name;
  6421. if ( geometry.isBufferGeometry ) {
  6422. var morphAttributes = geometry.morphAttributes;
  6423. var keys = Object.keys( morphAttributes );
  6424. if ( keys.length > 0 ) {
  6425. var morphAttribute = morphAttributes[ keys[ 0 ] ];
  6426. if ( morphAttribute !== undefined ) {
  6427. this.morphTargetInfluences = [];
  6428. this.morphTargetDictionary = {};
  6429. for ( m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  6430. name = morphAttribute[ m ].name || String( m );
  6431. this.morphTargetInfluences.push( 0 );
  6432. this.morphTargetDictionary[ name ] = m;
  6433. }
  6434. }
  6435. }
  6436. } else {
  6437. var morphTargets = geometry.morphTargets;
  6438. if ( morphTargets !== undefined && morphTargets.length > 0 ) {
  6439. console.error( 'THREE.Mesh.updateMorphTargets() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
  6440. }
  6441. }
  6442. },
  6443. raycast: function ( raycaster, intersects ) {
  6444. var geometry = this.geometry;
  6445. var material = this.material;
  6446. var matrixWorld = this.matrixWorld;
  6447. if ( material === undefined ) { return; }
  6448. // Checking boundingSphere distance to ray
  6449. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  6450. _sphere.copy( geometry.boundingSphere );
  6451. _sphere.applyMatrix4( matrixWorld );
  6452. if ( raycaster.ray.intersectsSphere( _sphere ) === false ) { return; }
  6453. //
  6454. _inverseMatrix.getInverse( matrixWorld );
  6455. _ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix );
  6456. // Check boundingBox before continuing
  6457. if ( geometry.boundingBox !== null ) {
  6458. if ( _ray.intersectsBox( geometry.boundingBox ) === false ) { return; }
  6459. }
  6460. var intersection;
  6461. if ( geometry.isBufferGeometry ) {
  6462. var a, b, c;
  6463. var index = geometry.index;
  6464. var position = geometry.attributes.position;
  6465. var morphPosition = geometry.morphAttributes.position;
  6466. var uv = geometry.attributes.uv;
  6467. var uv2 = geometry.attributes.uv2;
  6468. var groups = geometry.groups;
  6469. var drawRange = geometry.drawRange;
  6470. var i, j, il, jl;
  6471. var group, groupMaterial;
  6472. var start, end;
  6473. if ( index !== null ) {
  6474. // indexed buffer geometry
  6475. if ( Array.isArray( material ) ) {
  6476. for ( i = 0, il = groups.length; i < il; i ++ ) {
  6477. group = groups[ i ];
  6478. groupMaterial = material[ group.materialIndex ];
  6479. start = Math.max( group.start, drawRange.start );
  6480. end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );
  6481. for ( j = start, jl = end; j < jl; j += 3 ) {
  6482. a = index.getX( j );
  6483. b = index.getX( j + 1 );
  6484. c = index.getX( j + 2 );
  6485. intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray, position, morphPosition, uv, uv2, a, b, c );
  6486. if ( intersection ) {
  6487. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics
  6488. intersection.face.materialIndex = group.materialIndex;
  6489. intersects.push( intersection );
  6490. }
  6491. }
  6492. }
  6493. } else {
  6494. start = Math.max( 0, drawRange.start );
  6495. end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  6496. for ( i = start, il = end; i < il; i += 3 ) {
  6497. a = index.getX( i );
  6498. b = index.getX( i + 1 );
  6499. c = index.getX( i + 2 );
  6500. intersection = checkBufferGeometryIntersection( this, material, raycaster, _ray, position, morphPosition, uv, uv2, a, b, c );
  6501. if ( intersection ) {
  6502. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics
  6503. intersects.push( intersection );
  6504. }
  6505. }
  6506. }
  6507. } else if ( position !== undefined ) {
  6508. // non-indexed buffer geometry
  6509. if ( Array.isArray( material ) ) {
  6510. for ( i = 0, il = groups.length; i < il; i ++ ) {
  6511. group = groups[ i ];
  6512. groupMaterial = material[ group.materialIndex ];
  6513. start = Math.max( group.start, drawRange.start );
  6514. end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );
  6515. for ( j = start, jl = end; j < jl; j += 3 ) {
  6516. a = j;
  6517. b = j + 1;
  6518. c = j + 2;
  6519. intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray, position, morphPosition, uv, uv2, a, b, c );
  6520. if ( intersection ) {
  6521. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics
  6522. intersection.face.materialIndex = group.materialIndex;
  6523. intersects.push( intersection );
  6524. }
  6525. }
  6526. }
  6527. } else {
  6528. start = Math.max( 0, drawRange.start );
  6529. end = Math.min( position.count, ( drawRange.start + drawRange.count ) );
  6530. for ( i = start, il = end; i < il; i += 3 ) {
  6531. a = i;
  6532. b = i + 1;
  6533. c = i + 2;
  6534. intersection = checkBufferGeometryIntersection( this, material, raycaster, _ray, position, morphPosition, uv, uv2, a, b, c );
  6535. if ( intersection ) {
  6536. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics
  6537. intersects.push( intersection );
  6538. }
  6539. }
  6540. }
  6541. }
  6542. } else if ( geometry.isGeometry ) {
  6543. var fvA, fvB, fvC;
  6544. var isMultiMaterial = Array.isArray( material );
  6545. var vertices = geometry.vertices;
  6546. var faces = geometry.faces;
  6547. var uvs;
  6548. var faceVertexUvs = geometry.faceVertexUvs[ 0 ];
  6549. if ( faceVertexUvs.length > 0 ) { uvs = faceVertexUvs; }
  6550. for ( var f = 0, fl = faces.length; f < fl; f ++ ) {
  6551. var face = faces[ f ];
  6552. var faceMaterial = isMultiMaterial ? material[ face.materialIndex ] : material;
  6553. if ( faceMaterial === undefined ) { continue; }
  6554. fvA = vertices[ face.a ];
  6555. fvB = vertices[ face.b ];
  6556. fvC = vertices[ face.c ];
  6557. intersection = checkIntersection( this, faceMaterial, raycaster, _ray, fvA, fvB, fvC, _intersectionPoint );
  6558. if ( intersection ) {
  6559. if ( uvs && uvs[ f ] ) {
  6560. var uvs_f = uvs[ f ];
  6561. _uvA.copy( uvs_f[ 0 ] );
  6562. _uvB.copy( uvs_f[ 1 ] );
  6563. _uvC.copy( uvs_f[ 2 ] );
  6564. intersection.uv = Triangle.getUV( _intersectionPoint, fvA, fvB, fvC, _uvA, _uvB, _uvC, new Vector2() );
  6565. }
  6566. intersection.face = face;
  6567. intersection.faceIndex = f;
  6568. intersects.push( intersection );
  6569. }
  6570. }
  6571. }
  6572. },
  6573. clone: function () {
  6574. return new this.constructor( this.geometry, this.material ).copy( this );
  6575. }
  6576. } );
  6577. function checkIntersection( object, material, raycaster, ray, pA, pB, pC, point ) {
  6578. var intersect;
  6579. if ( material.side === BackSide ) {
  6580. intersect = ray.intersectTriangle( pC, pB, pA, true, point );
  6581. } else {
  6582. intersect = ray.intersectTriangle( pA, pB, pC, material.side !== DoubleSide, point );
  6583. }
  6584. if ( intersect === null ) { return null; }
  6585. _intersectionPointWorld.copy( point );
  6586. _intersectionPointWorld.applyMatrix4( object.matrixWorld );
  6587. var distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld );
  6588. if ( distance < raycaster.near || distance > raycaster.far ) { return null; }
  6589. return {
  6590. distance: distance,
  6591. point: _intersectionPointWorld.clone(),
  6592. object: object
  6593. };
  6594. }
  6595. function checkBufferGeometryIntersection( object, material, raycaster, ray, position, morphPosition, uv, uv2, a, b, c ) {
  6596. _vA.fromBufferAttribute( position, a );
  6597. _vB.fromBufferAttribute( position, b );
  6598. _vC.fromBufferAttribute( position, c );
  6599. var morphInfluences = object.morphTargetInfluences;
  6600. if ( material.morphTargets && morphPosition && morphInfluences ) {
  6601. _morphA.set( 0, 0, 0 );
  6602. _morphB.set( 0, 0, 0 );
  6603. _morphC.set( 0, 0, 0 );
  6604. for ( var i = 0, il = morphPosition.length; i < il; i ++ ) {
  6605. var influence = morphInfluences[ i ];
  6606. var morphAttribute = morphPosition[ i ];
  6607. if ( influence === 0 ) { continue; }
  6608. _tempA.fromBufferAttribute( morphAttribute, a );
  6609. _tempB.fromBufferAttribute( morphAttribute, b );
  6610. _tempC.fromBufferAttribute( morphAttribute, c );
  6611. _morphA.addScaledVector( _tempA.sub( _vA ), influence );
  6612. _morphB.addScaledVector( _tempB.sub( _vB ), influence );
  6613. _morphC.addScaledVector( _tempC.sub( _vC ), influence );
  6614. }
  6615. _vA.add( _morphA );
  6616. _vB.add( _morphB );
  6617. _vC.add( _morphC );
  6618. }
  6619. var intersection = checkIntersection( object, material, raycaster, ray, _vA, _vB, _vC, _intersectionPoint );
  6620. if ( intersection ) {
  6621. if ( uv ) {
  6622. _uvA.fromBufferAttribute( uv, a );
  6623. _uvB.fromBufferAttribute( uv, b );
  6624. _uvC.fromBufferAttribute( uv, c );
  6625. intersection.uv = Triangle.getUV( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() );
  6626. }
  6627. if ( uv2 ) {
  6628. _uvA.fromBufferAttribute( uv2, a );
  6629. _uvB.fromBufferAttribute( uv2, b );
  6630. _uvC.fromBufferAttribute( uv2, c );
  6631. intersection.uv2 = Triangle.getUV( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() );
  6632. }
  6633. var face = new Face3( a, b, c );
  6634. Triangle.getNormal( _vA, _vB, _vC, face.normal );
  6635. intersection.face = face;
  6636. }
  6637. return intersection;
  6638. }
  6639. /**
  6640. * @author mrdoob / http://mrdoob.com/
  6641. * @author kile / http://kile.stravaganza.org/
  6642. * @author alteredq / http://alteredqualia.com/
  6643. * @author mikael emtinger / http://gomo.se/
  6644. * @author zz85 / http://www.lab4games.net/zz85/blog
  6645. * @author bhouston / http://clara.io
  6646. */
  6647. var _geometryId = 0; // Geometry uses even numbers as Id
  6648. var _m1$3 = new Matrix4();
  6649. var _obj$1 = new Object3D();
  6650. var _offset$1 = new Vector3();
  6651. function Geometry() {
  6652. Object.defineProperty( this, 'id', { value: _geometryId += 2 } );
  6653. this.uuid = _Math.generateUUID();
  6654. this.name = '';
  6655. this.type = 'Geometry';
  6656. this.vertices = [];
  6657. this.colors = [];
  6658. this.faces = [];
  6659. this.faceVertexUvs = [[]];
  6660. this.morphTargets = [];
  6661. this.morphNormals = [];
  6662. this.skinWeights = [];
  6663. this.skinIndices = [];
  6664. this.lineDistances = [];
  6665. this.boundingBox = null;
  6666. this.boundingSphere = null;
  6667. // update flags
  6668. this.elementsNeedUpdate = false;
  6669. this.verticesNeedUpdate = false;
  6670. this.uvsNeedUpdate = false;
  6671. this.normalsNeedUpdate = false;
  6672. this.colorsNeedUpdate = false;
  6673. this.lineDistancesNeedUpdate = false;
  6674. this.groupsNeedUpdate = false;
  6675. }
  6676. Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  6677. constructor: Geometry,
  6678. isGeometry: true,
  6679. applyMatrix: function ( matrix ) {
  6680. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  6681. for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {
  6682. var vertex = this.vertices[ i ];
  6683. vertex.applyMatrix4( matrix );
  6684. }
  6685. for ( var i = 0, il = this.faces.length; i < il; i ++ ) {
  6686. var face = this.faces[ i ];
  6687. face.normal.applyMatrix3( normalMatrix ).normalize();
  6688. for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
  6689. face.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize();
  6690. }
  6691. }
  6692. if ( this.boundingBox !== null ) {
  6693. this.computeBoundingBox();
  6694. }
  6695. if ( this.boundingSphere !== null ) {
  6696. this.computeBoundingSphere();
  6697. }
  6698. this.verticesNeedUpdate = true;
  6699. this.normalsNeedUpdate = true;
  6700. return this;
  6701. },
  6702. rotateX: function ( angle ) {
  6703. // rotate geometry around world x-axis
  6704. _m1$3.makeRotationX( angle );
  6705. this.applyMatrix( _m1$3 );
  6706. return this;
  6707. },
  6708. rotateY: function ( angle ) {
  6709. // rotate geometry around world y-axis
  6710. _m1$3.makeRotationY( angle );
  6711. this.applyMatrix( _m1$3 );
  6712. return this;
  6713. },
  6714. rotateZ: function ( angle ) {
  6715. // rotate geometry around world z-axis
  6716. _m1$3.makeRotationZ( angle );
  6717. this.applyMatrix( _m1$3 );
  6718. return this;
  6719. },
  6720. translate: function ( x, y, z ) {
  6721. // translate geometry
  6722. _m1$3.makeTranslation( x, y, z );
  6723. this.applyMatrix( _m1$3 );
  6724. return this;
  6725. },
  6726. scale: function ( x, y, z ) {
  6727. // scale geometry
  6728. _m1$3.makeScale( x, y, z );
  6729. this.applyMatrix( _m1$3 );
  6730. return this;
  6731. },
  6732. lookAt: function ( vector ) {
  6733. _obj$1.lookAt( vector );
  6734. _obj$1.updateMatrix();
  6735. this.applyMatrix( _obj$1.matrix );
  6736. return this;
  6737. },
  6738. fromBufferGeometry: function ( geometry ) {
  6739. var scope = this;
  6740. var indices = geometry.index !== null ? geometry.index.array : undefined;
  6741. var attributes = geometry.attributes;
  6742. var positions = attributes.position.array;
  6743. var normals = attributes.normal !== undefined ? attributes.normal.array : undefined;
  6744. var colors = attributes.color !== undefined ? attributes.color.array : undefined;
  6745. var uvs = attributes.uv !== undefined ? attributes.uv.array : undefined;
  6746. var uvs2 = attributes.uv2 !== undefined ? attributes.uv2.array : undefined;
  6747. if ( uvs2 !== undefined ) { this.faceVertexUvs[ 1 ] = []; }
  6748. for ( var i = 0; i < positions.length; i += 3 ) {
  6749. scope.vertices.push( new Vector3().fromArray( positions, i ) );
  6750. if ( colors !== undefined ) {
  6751. scope.colors.push( new Color().fromArray( colors, i ) );
  6752. }
  6753. }
  6754. function addFace( a, b, c, materialIndex ) {
  6755. var vertexColors = ( colors === undefined ) ? [] : [
  6756. scope.colors[ a ].clone(),
  6757. scope.colors[ b ].clone(),
  6758. scope.colors[ c ].clone() ];
  6759. var vertexNormals = ( normals === undefined ) ? [] : [
  6760. new Vector3().fromArray( normals, a * 3 ),
  6761. new Vector3().fromArray( normals, b * 3 ),
  6762. new Vector3().fromArray( normals, c * 3 )
  6763. ];
  6764. var face = new Face3( a, b, c, vertexNormals, vertexColors, materialIndex );
  6765. scope.faces.push( face );
  6766. if ( uvs !== undefined ) {
  6767. scope.faceVertexUvs[ 0 ].push( [
  6768. new Vector2().fromArray( uvs, a * 2 ),
  6769. new Vector2().fromArray( uvs, b * 2 ),
  6770. new Vector2().fromArray( uvs, c * 2 )
  6771. ] );
  6772. }
  6773. if ( uvs2 !== undefined ) {
  6774. scope.faceVertexUvs[ 1 ].push( [
  6775. new Vector2().fromArray( uvs2, a * 2 ),
  6776. new Vector2().fromArray( uvs2, b * 2 ),
  6777. new Vector2().fromArray( uvs2, c * 2 )
  6778. ] );
  6779. }
  6780. }
  6781. var groups = geometry.groups;
  6782. if ( groups.length > 0 ) {
  6783. for ( var i = 0; i < groups.length; i ++ ) {
  6784. var group = groups[ i ];
  6785. var start = group.start;
  6786. var count = group.count;
  6787. for ( var j = start, jl = start + count; j < jl; j += 3 ) {
  6788. if ( indices !== undefined ) {
  6789. addFace( indices[ j ], indices[ j + 1 ], indices[ j + 2 ], group.materialIndex );
  6790. } else {
  6791. addFace( j, j + 1, j + 2, group.materialIndex );
  6792. }
  6793. }
  6794. }
  6795. } else {
  6796. if ( indices !== undefined ) {
  6797. for ( var i = 0; i < indices.length; i += 3 ) {
  6798. addFace( indices[ i ], indices[ i + 1 ], indices[ i + 2 ] );
  6799. }
  6800. } else {
  6801. for ( var i = 0; i < positions.length / 3; i += 3 ) {
  6802. addFace( i, i + 1, i + 2 );
  6803. }
  6804. }
  6805. }
  6806. this.computeFaceNormals();
  6807. if ( geometry.boundingBox !== null ) {
  6808. this.boundingBox = geometry.boundingBox.clone();
  6809. }
  6810. if ( geometry.boundingSphere !== null ) {
  6811. this.boundingSphere = geometry.boundingSphere.clone();
  6812. }
  6813. return this;
  6814. },
  6815. center: function () {
  6816. this.computeBoundingBox();
  6817. this.boundingBox.getCenter( _offset$1 ).negate();
  6818. this.translate( _offset$1.x, _offset$1.y, _offset$1.z );
  6819. return this;
  6820. },
  6821. normalize: function () {
  6822. this.computeBoundingSphere();
  6823. var center = this.boundingSphere.center;
  6824. var radius = this.boundingSphere.radius;
  6825. var s = radius === 0 ? 1 : 1.0 / radius;
  6826. var matrix = new Matrix4();
  6827. matrix.set(
  6828. s, 0, 0, - s * center.x,
  6829. 0, s, 0, - s * center.y,
  6830. 0, 0, s, - s * center.z,
  6831. 0, 0, 0, 1
  6832. );
  6833. this.applyMatrix( matrix );
  6834. return this;
  6835. },
  6836. computeFaceNormals: function () {
  6837. var cb = new Vector3(), ab = new Vector3();
  6838. for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6839. var face = this.faces[ f ];
  6840. var vA = this.vertices[ face.a ];
  6841. var vB = this.vertices[ face.b ];
  6842. var vC = this.vertices[ face.c ];
  6843. cb.subVectors( vC, vB );
  6844. ab.subVectors( vA, vB );
  6845. cb.cross( ab );
  6846. cb.normalize();
  6847. face.normal.copy( cb );
  6848. }
  6849. },
  6850. computeVertexNormals: function ( areaWeighted ) {
  6851. if ( areaWeighted === undefined ) { areaWeighted = true; }
  6852. var v, vl, f, fl, face, vertices;
  6853. vertices = new Array( this.vertices.length );
  6854. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  6855. vertices[ v ] = new Vector3();
  6856. }
  6857. if ( areaWeighted ) {
  6858. // vertex normals weighted by triangle areas
  6859. // http://www.iquilezles.org/www/articles/normals/normals.htm
  6860. var vA, vB, vC;
  6861. var cb = new Vector3(), ab = new Vector3();
  6862. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6863. face = this.faces[ f ];
  6864. vA = this.vertices[ face.a ];
  6865. vB = this.vertices[ face.b ];
  6866. vC = this.vertices[ face.c ];
  6867. cb.subVectors( vC, vB );
  6868. ab.subVectors( vA, vB );
  6869. cb.cross( ab );
  6870. vertices[ face.a ].add( cb );
  6871. vertices[ face.b ].add( cb );
  6872. vertices[ face.c ].add( cb );
  6873. }
  6874. } else {
  6875. this.computeFaceNormals();
  6876. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6877. face = this.faces[ f ];
  6878. vertices[ face.a ].add( face.normal );
  6879. vertices[ face.b ].add( face.normal );
  6880. vertices[ face.c ].add( face.normal );
  6881. }
  6882. }
  6883. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  6884. vertices[ v ].normalize();
  6885. }
  6886. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6887. face = this.faces[ f ];
  6888. var vertexNormals = face.vertexNormals;
  6889. if ( vertexNormals.length === 3 ) {
  6890. vertexNormals[ 0 ].copy( vertices[ face.a ] );
  6891. vertexNormals[ 1 ].copy( vertices[ face.b ] );
  6892. vertexNormals[ 2 ].copy( vertices[ face.c ] );
  6893. } else {
  6894. vertexNormals[ 0 ] = vertices[ face.a ].clone();
  6895. vertexNormals[ 1 ] = vertices[ face.b ].clone();
  6896. vertexNormals[ 2 ] = vertices[ face.c ].clone();
  6897. }
  6898. }
  6899. if ( this.faces.length > 0 ) {
  6900. this.normalsNeedUpdate = true;
  6901. }
  6902. },
  6903. computeFlatVertexNormals: function () {
  6904. var f, fl, face;
  6905. this.computeFaceNormals();
  6906. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6907. face = this.faces[ f ];
  6908. var vertexNormals = face.vertexNormals;
  6909. if ( vertexNormals.length === 3 ) {
  6910. vertexNormals[ 0 ].copy( face.normal );
  6911. vertexNormals[ 1 ].copy( face.normal );
  6912. vertexNormals[ 2 ].copy( face.normal );
  6913. } else {
  6914. vertexNormals[ 0 ] = face.normal.clone();
  6915. vertexNormals[ 1 ] = face.normal.clone();
  6916. vertexNormals[ 2 ] = face.normal.clone();
  6917. }
  6918. }
  6919. if ( this.faces.length > 0 ) {
  6920. this.normalsNeedUpdate = true;
  6921. }
  6922. },
  6923. computeMorphNormals: function () {
  6924. var i, il, f, fl, face;
  6925. // save original normals
  6926. // - create temp variables on first access
  6927. // otherwise just copy (for faster repeated calls)
  6928. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6929. face = this.faces[ f ];
  6930. if ( ! face.__originalFaceNormal ) {
  6931. face.__originalFaceNormal = face.normal.clone();
  6932. } else {
  6933. face.__originalFaceNormal.copy( face.normal );
  6934. }
  6935. if ( ! face.__originalVertexNormals ) { face.__originalVertexNormals = []; }
  6936. for ( i = 0, il = face.vertexNormals.length; i < il; i ++ ) {
  6937. if ( ! face.__originalVertexNormals[ i ] ) {
  6938. face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone();
  6939. } else {
  6940. face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] );
  6941. }
  6942. }
  6943. }
  6944. // use temp geometry to compute face and vertex normals for each morph
  6945. var tmpGeo = new Geometry();
  6946. tmpGeo.faces = this.faces;
  6947. for ( i = 0, il = this.morphTargets.length; i < il; i ++ ) {
  6948. // create on first access
  6949. if ( ! this.morphNormals[ i ] ) {
  6950. this.morphNormals[ i ] = {};
  6951. this.morphNormals[ i ].faceNormals = [];
  6952. this.morphNormals[ i ].vertexNormals = [];
  6953. var dstNormalsFace = this.morphNormals[ i ].faceNormals;
  6954. var dstNormalsVertex = this.morphNormals[ i ].vertexNormals;
  6955. var faceNormal, vertexNormals;
  6956. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6957. faceNormal = new Vector3();
  6958. vertexNormals = { a: new Vector3(), b: new Vector3(), c: new Vector3() };
  6959. dstNormalsFace.push( faceNormal );
  6960. dstNormalsVertex.push( vertexNormals );
  6961. }
  6962. }
  6963. var morphNormals = this.morphNormals[ i ];
  6964. // set vertices to morph target
  6965. tmpGeo.vertices = this.morphTargets[ i ].vertices;
  6966. // compute morph normals
  6967. tmpGeo.computeFaceNormals();
  6968. tmpGeo.computeVertexNormals();
  6969. // store morph normals
  6970. var faceNormal, vertexNormals;
  6971. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6972. face = this.faces[ f ];
  6973. faceNormal = morphNormals.faceNormals[ f ];
  6974. vertexNormals = morphNormals.vertexNormals[ f ];
  6975. faceNormal.copy( face.normal );
  6976. vertexNormals.a.copy( face.vertexNormals[ 0 ] );
  6977. vertexNormals.b.copy( face.vertexNormals[ 1 ] );
  6978. vertexNormals.c.copy( face.vertexNormals[ 2 ] );
  6979. }
  6980. }
  6981. // restore original normals
  6982. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6983. face = this.faces[ f ];
  6984. face.normal = face.__originalFaceNormal;
  6985. face.vertexNormals = face.__originalVertexNormals;
  6986. }
  6987. },
  6988. computeBoundingBox: function () {
  6989. if ( this.boundingBox === null ) {
  6990. this.boundingBox = new Box3();
  6991. }
  6992. this.boundingBox.setFromPoints( this.vertices );
  6993. },
  6994. computeBoundingSphere: function () {
  6995. if ( this.boundingSphere === null ) {
  6996. this.boundingSphere = new Sphere();
  6997. }
  6998. this.boundingSphere.setFromPoints( this.vertices );
  6999. },
  7000. merge: function ( geometry, matrix, materialIndexOffset ) {
  7001. if ( ! ( geometry && geometry.isGeometry ) ) {
  7002. console.error( 'THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.', geometry );
  7003. return;
  7004. }
  7005. var normalMatrix,
  7006. vertexOffset = this.vertices.length,
  7007. vertices1 = this.vertices,
  7008. vertices2 = geometry.vertices,
  7009. faces1 = this.faces,
  7010. faces2 = geometry.faces,
  7011. colors1 = this.colors,
  7012. colors2 = geometry.colors;
  7013. if ( materialIndexOffset === undefined ) { materialIndexOffset = 0; }
  7014. if ( matrix !== undefined ) {
  7015. normalMatrix = new Matrix3().getNormalMatrix( matrix );
  7016. }
  7017. // vertices
  7018. for ( var i = 0, il = vertices2.length; i < il; i ++ ) {
  7019. var vertex = vertices2[ i ];
  7020. var vertexCopy = vertex.clone();
  7021. if ( matrix !== undefined ) { vertexCopy.applyMatrix4( matrix ); }
  7022. vertices1.push( vertexCopy );
  7023. }
  7024. // colors
  7025. for ( var i = 0, il = colors2.length; i < il; i ++ ) {
  7026. colors1.push( colors2[ i ].clone() );
  7027. }
  7028. // faces
  7029. for ( i = 0, il = faces2.length; i < il; i ++ ) {
  7030. var face = faces2[ i ], faceCopy, normal, color,
  7031. faceVertexNormals = face.vertexNormals,
  7032. faceVertexColors = face.vertexColors;
  7033. faceCopy = new Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset );
  7034. faceCopy.normal.copy( face.normal );
  7035. if ( normalMatrix !== undefined ) {
  7036. faceCopy.normal.applyMatrix3( normalMatrix ).normalize();
  7037. }
  7038. for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) {
  7039. normal = faceVertexNormals[ j ].clone();
  7040. if ( normalMatrix !== undefined ) {
  7041. normal.applyMatrix3( normalMatrix ).normalize();
  7042. }
  7043. faceCopy.vertexNormals.push( normal );
  7044. }
  7045. faceCopy.color.copy( face.color );
  7046. for ( var j = 0, jl = faceVertexColors.length; j < jl; j ++ ) {
  7047. color = faceVertexColors[ j ];
  7048. faceCopy.vertexColors.push( color.clone() );
  7049. }
  7050. faceCopy.materialIndex = face.materialIndex + materialIndexOffset;
  7051. faces1.push( faceCopy );
  7052. }
  7053. // uvs
  7054. for ( var i = 0, il = geometry.faceVertexUvs.length; i < il; i ++ ) {
  7055. var faceVertexUvs2 = geometry.faceVertexUvs[ i ];
  7056. if ( this.faceVertexUvs[ i ] === undefined ) { this.faceVertexUvs[ i ] = []; }
  7057. for ( var j = 0, jl = faceVertexUvs2.length; j < jl; j ++ ) {
  7058. var uvs2 = faceVertexUvs2[ j ], uvsCopy = [];
  7059. for ( var k = 0, kl = uvs2.length; k < kl; k ++ ) {
  7060. uvsCopy.push( uvs2[ k ].clone() );
  7061. }
  7062. this.faceVertexUvs[ i ].push( uvsCopy );
  7063. }
  7064. }
  7065. },
  7066. mergeMesh: function ( mesh ) {
  7067. if ( ! ( mesh && mesh.isMesh ) ) {
  7068. console.error( 'THREE.Geometry.mergeMesh(): mesh not an instance of THREE.Mesh.', mesh );
  7069. return;
  7070. }
  7071. if ( mesh.matrixAutoUpdate ) { mesh.updateMatrix(); }
  7072. this.merge( mesh.geometry, mesh.matrix );
  7073. },
  7074. /*
  7075. * Checks for duplicate vertices with hashmap.
  7076. * Duplicated vertices are removed
  7077. * and faces' vertices are updated.
  7078. */
  7079. mergeVertices: function () {
  7080. var verticesMap = {}; // Hashmap for looking up vertices by position coordinates (and making sure they are unique)
  7081. var unique = [], changes = [];
  7082. var v, key;
  7083. var precisionPoints = 4; // number of decimal points, e.g. 4 for epsilon of 0.0001
  7084. var precision = Math.pow( 10, precisionPoints );
  7085. var i, il, face;
  7086. var indices, j, jl;
  7087. for ( i = 0, il = this.vertices.length; i < il; i ++ ) {
  7088. v = this.vertices[ i ];
  7089. key = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision );
  7090. if ( verticesMap[ key ] === undefined ) {
  7091. verticesMap[ key ] = i;
  7092. unique.push( this.vertices[ i ] );
  7093. changes[ i ] = unique.length - 1;
  7094. } else {
  7095. //console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);
  7096. changes[ i ] = changes[ verticesMap[ key ] ];
  7097. }
  7098. }
  7099. // if faces are completely degenerate after merging vertices, we
  7100. // have to remove them from the geometry.
  7101. var faceIndicesToRemove = [];
  7102. for ( i = 0, il = this.faces.length; i < il; i ++ ) {
  7103. face = this.faces[ i ];
  7104. face.a = changes[ face.a ];
  7105. face.b = changes[ face.b ];
  7106. face.c = changes[ face.c ];
  7107. indices = [ face.a, face.b, face.c ];
  7108. // if any duplicate vertices are found in a Face3
  7109. // we have to remove the face as nothing can be saved
  7110. for ( var n = 0; n < 3; n ++ ) {
  7111. if ( indices[ n ] === indices[ ( n + 1 ) % 3 ] ) {
  7112. faceIndicesToRemove.push( i );
  7113. break;
  7114. }
  7115. }
  7116. }
  7117. for ( i = faceIndicesToRemove.length - 1; i >= 0; i -- ) {
  7118. var idx = faceIndicesToRemove[ i ];
  7119. this.faces.splice( idx, 1 );
  7120. for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {
  7121. this.faceVertexUvs[ j ].splice( idx, 1 );
  7122. }
  7123. }
  7124. // Use unique set of vertices
  7125. var diff = this.vertices.length - unique.length;
  7126. this.vertices = unique;
  7127. return diff;
  7128. },
  7129. setFromPoints: function ( points ) {
  7130. this.vertices = [];
  7131. for ( var i = 0, l = points.length; i < l; i ++ ) {
  7132. var point = points[ i ];
  7133. this.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );
  7134. }
  7135. return this;
  7136. },
  7137. sortFacesByMaterialIndex: function () {
  7138. var faces = this.faces;
  7139. var length = faces.length;
  7140. // tag faces
  7141. for ( var i = 0; i < length; i ++ ) {
  7142. faces[ i ]._id = i;
  7143. }
  7144. // sort faces
  7145. function materialIndexSort( a, b ) {
  7146. return a.materialIndex - b.materialIndex;
  7147. }
  7148. faces.sort( materialIndexSort );
  7149. // sort uvs
  7150. var uvs1 = this.faceVertexUvs[ 0 ];
  7151. var uvs2 = this.faceVertexUvs[ 1 ];
  7152. var newUvs1, newUvs2;
  7153. if ( uvs1 && uvs1.length === length ) { newUvs1 = []; }
  7154. if ( uvs2 && uvs2.length === length ) { newUvs2 = []; }
  7155. for ( var i = 0; i < length; i ++ ) {
  7156. var id = faces[ i ]._id;
  7157. if ( newUvs1 ) { newUvs1.push( uvs1[ id ] ); }
  7158. if ( newUvs2 ) { newUvs2.push( uvs2[ id ] ); }
  7159. }
  7160. if ( newUvs1 ) { this.faceVertexUvs[ 0 ] = newUvs1; }
  7161. if ( newUvs2 ) { this.faceVertexUvs[ 1 ] = newUvs2; }
  7162. },
  7163. toJSON: function () {
  7164. var data = {
  7165. metadata: {
  7166. version: 4.5,
  7167. type: 'Geometry',
  7168. generator: 'Geometry.toJSON'
  7169. }
  7170. };
  7171. // standard Geometry serialization
  7172. data.uuid = this.uuid;
  7173. data.type = this.type;
  7174. if ( this.name !== '' ) { data.name = this.name; }
  7175. if ( this.parameters !== undefined ) {
  7176. var parameters = this.parameters;
  7177. for ( var key in parameters ) {
  7178. if ( parameters[ key ] !== undefined ) { data[ key ] = parameters[ key ]; }
  7179. }
  7180. return data;
  7181. }
  7182. var vertices = [];
  7183. for ( var i = 0; i < this.vertices.length; i ++ ) {
  7184. var vertex = this.vertices[ i ];
  7185. vertices.push( vertex.x, vertex.y, vertex.z );
  7186. }
  7187. var faces = [];
  7188. var normals = [];
  7189. var normalsHash = {};
  7190. var colors = [];
  7191. var colorsHash = {};
  7192. var uvs = [];
  7193. var uvsHash = {};
  7194. for ( var i = 0; i < this.faces.length; i ++ ) {
  7195. var face = this.faces[ i ];
  7196. var hasMaterial = true;
  7197. var hasFaceUv = false; // deprecated
  7198. var hasFaceVertexUv = this.faceVertexUvs[ 0 ][ i ] !== undefined;
  7199. var hasFaceNormal = face.normal.length() > 0;
  7200. var hasFaceVertexNormal = face.vertexNormals.length > 0;
  7201. var hasFaceColor = face.color.r !== 1 || face.color.g !== 1 || face.color.b !== 1;
  7202. var hasFaceVertexColor = face.vertexColors.length > 0;
  7203. var faceType = 0;
  7204. faceType = setBit( faceType, 0, 0 ); // isQuad
  7205. faceType = setBit( faceType, 1, hasMaterial );
  7206. faceType = setBit( faceType, 2, hasFaceUv );
  7207. faceType = setBit( faceType, 3, hasFaceVertexUv );
  7208. faceType = setBit( faceType, 4, hasFaceNormal );
  7209. faceType = setBit( faceType, 5, hasFaceVertexNormal );
  7210. faceType = setBit( faceType, 6, hasFaceColor );
  7211. faceType = setBit( faceType, 7, hasFaceVertexColor );
  7212. faces.push( faceType );
  7213. faces.push( face.a, face.b, face.c );
  7214. faces.push( face.materialIndex );
  7215. if ( hasFaceVertexUv ) {
  7216. var faceVertexUvs = this.faceVertexUvs[ 0 ][ i ];
  7217. faces.push(
  7218. getUvIndex( faceVertexUvs[ 0 ] ),
  7219. getUvIndex( faceVertexUvs[ 1 ] ),
  7220. getUvIndex( faceVertexUvs[ 2 ] )
  7221. );
  7222. }
  7223. if ( hasFaceNormal ) {
  7224. faces.push( getNormalIndex( face.normal ) );
  7225. }
  7226. if ( hasFaceVertexNormal ) {
  7227. var vertexNormals = face.vertexNormals;
  7228. faces.push(
  7229. getNormalIndex( vertexNormals[ 0 ] ),
  7230. getNormalIndex( vertexNormals[ 1 ] ),
  7231. getNormalIndex( vertexNormals[ 2 ] )
  7232. );
  7233. }
  7234. if ( hasFaceColor ) {
  7235. faces.push( getColorIndex( face.color ) );
  7236. }
  7237. if ( hasFaceVertexColor ) {
  7238. var vertexColors = face.vertexColors;
  7239. faces.push(
  7240. getColorIndex( vertexColors[ 0 ] ),
  7241. getColorIndex( vertexColors[ 1 ] ),
  7242. getColorIndex( vertexColors[ 2 ] )
  7243. );
  7244. }
  7245. }
  7246. function setBit( value, position, enabled ) {
  7247. return enabled ? value | ( 1 << position ) : value & ( ~ ( 1 << position ) );
  7248. }
  7249. function getNormalIndex( normal ) {
  7250. var hash = normal.x.toString() + normal.y.toString() + normal.z.toString();
  7251. if ( normalsHash[ hash ] !== undefined ) {
  7252. return normalsHash[ hash ];
  7253. }
  7254. normalsHash[ hash ] = normals.length / 3;
  7255. normals.push( normal.x, normal.y, normal.z );
  7256. return normalsHash[ hash ];
  7257. }
  7258. function getColorIndex( color ) {
  7259. var hash = color.r.toString() + color.g.toString() + color.b.toString();
  7260. if ( colorsHash[ hash ] !== undefined ) {
  7261. return colorsHash[ hash ];
  7262. }
  7263. colorsHash[ hash ] = colors.length;
  7264. colors.push( color.getHex() );
  7265. return colorsHash[ hash ];
  7266. }
  7267. function getUvIndex( uv ) {
  7268. var hash = uv.x.toString() + uv.y.toString();
  7269. if ( uvsHash[ hash ] !== undefined ) {
  7270. return uvsHash[ hash ];
  7271. }
  7272. uvsHash[ hash ] = uvs.length / 2;
  7273. uvs.push( uv.x, uv.y );
  7274. return uvsHash[ hash ];
  7275. }
  7276. data.data = {};
  7277. data.data.vertices = vertices;
  7278. data.data.normals = normals;
  7279. if ( colors.length > 0 ) { data.data.colors = colors; }
  7280. if ( uvs.length > 0 ) { data.data.uvs = [ uvs ]; } // temporal backward compatibility
  7281. data.data.faces = faces;
  7282. return data;
  7283. },
  7284. clone: function () {
  7285. /*
  7286. // Handle primitives
  7287. var parameters = this.parameters;
  7288. if ( parameters !== undefined ) {
  7289. var values = [];
  7290. for ( var key in parameters ) {
  7291. values.push( parameters[ key ] );
  7292. }
  7293. var geometry = Object.create( this.constructor.prototype );
  7294. this.constructor.apply( geometry, values );
  7295. return geometry;
  7296. }
  7297. return new this.constructor().copy( this );
  7298. */
  7299. return new Geometry().copy( this );
  7300. },
  7301. copy: function ( source ) {
  7302. var i, il, j, jl, k, kl;
  7303. // reset
  7304. this.vertices = [];
  7305. this.colors = [];
  7306. this.faces = [];
  7307. this.faceVertexUvs = [[]];
  7308. this.morphTargets = [];
  7309. this.morphNormals = [];
  7310. this.skinWeights = [];
  7311. this.skinIndices = [];
  7312. this.lineDistances = [];
  7313. this.boundingBox = null;
  7314. this.boundingSphere = null;
  7315. // name
  7316. this.name = source.name;
  7317. // vertices
  7318. var vertices = source.vertices;
  7319. for ( i = 0, il = vertices.length; i < il; i ++ ) {
  7320. this.vertices.push( vertices[ i ].clone() );
  7321. }
  7322. // colors
  7323. var colors = source.colors;
  7324. for ( i = 0, il = colors.length; i < il; i ++ ) {
  7325. this.colors.push( colors[ i ].clone() );
  7326. }
  7327. // faces
  7328. var faces = source.faces;
  7329. for ( i = 0, il = faces.length; i < il; i ++ ) {
  7330. this.faces.push( faces[ i ].clone() );
  7331. }
  7332. // face vertex uvs
  7333. for ( i = 0, il = source.faceVertexUvs.length; i < il; i ++ ) {
  7334. var faceVertexUvs = source.faceVertexUvs[ i ];
  7335. if ( this.faceVertexUvs[ i ] === undefined ) {
  7336. this.faceVertexUvs[ i ] = [];
  7337. }
  7338. for ( j = 0, jl = faceVertexUvs.length; j < jl; j ++ ) {
  7339. var uvs = faceVertexUvs[ j ], uvsCopy = [];
  7340. for ( k = 0, kl = uvs.length; k < kl; k ++ ) {
  7341. var uv = uvs[ k ];
  7342. uvsCopy.push( uv.clone() );
  7343. }
  7344. this.faceVertexUvs[ i ].push( uvsCopy );
  7345. }
  7346. }
  7347. // morph targets
  7348. var morphTargets = source.morphTargets;
  7349. for ( i = 0, il = morphTargets.length; i < il; i ++ ) {
  7350. var morphTarget = {};
  7351. morphTarget.name = morphTargets[ i ].name;
  7352. // vertices
  7353. if ( morphTargets[ i ].vertices !== undefined ) {
  7354. morphTarget.vertices = [];
  7355. for ( j = 0, jl = morphTargets[ i ].vertices.length; j < jl; j ++ ) {
  7356. morphTarget.vertices.push( morphTargets[ i ].vertices[ j ].clone() );
  7357. }
  7358. }
  7359. // normals
  7360. if ( morphTargets[ i ].normals !== undefined ) {
  7361. morphTarget.normals = [];
  7362. for ( j = 0, jl = morphTargets[ i ].normals.length; j < jl; j ++ ) {
  7363. morphTarget.normals.push( morphTargets[ i ].normals[ j ].clone() );
  7364. }
  7365. }
  7366. this.morphTargets.push( morphTarget );
  7367. }
  7368. // morph normals
  7369. var morphNormals = source.morphNormals;
  7370. for ( i = 0, il = morphNormals.length; i < il; i ++ ) {
  7371. var morphNormal = {};
  7372. // vertex normals
  7373. if ( morphNormals[ i ].vertexNormals !== undefined ) {
  7374. morphNormal.vertexNormals = [];
  7375. for ( j = 0, jl = morphNormals[ i ].vertexNormals.length; j < jl; j ++ ) {
  7376. var srcVertexNormal = morphNormals[ i ].vertexNormals[ j ];
  7377. var destVertexNormal = {};
  7378. destVertexNormal.a = srcVertexNormal.a.clone();
  7379. destVertexNormal.b = srcVertexNormal.b.clone();
  7380. destVertexNormal.c = srcVertexNormal.c.clone();
  7381. morphNormal.vertexNormals.push( destVertexNormal );
  7382. }
  7383. }
  7384. // face normals
  7385. if ( morphNormals[ i ].faceNormals !== undefined ) {
  7386. morphNormal.faceNormals = [];
  7387. for ( j = 0, jl = morphNormals[ i ].faceNormals.length; j < jl; j ++ ) {
  7388. morphNormal.faceNormals.push( morphNormals[ i ].faceNormals[ j ].clone() );
  7389. }
  7390. }
  7391. this.morphNormals.push( morphNormal );
  7392. }
  7393. // skin weights
  7394. var skinWeights = source.skinWeights;
  7395. for ( i = 0, il = skinWeights.length; i < il; i ++ ) {
  7396. this.skinWeights.push( skinWeights[ i ].clone() );
  7397. }
  7398. // skin indices
  7399. var skinIndices = source.skinIndices;
  7400. for ( i = 0, il = skinIndices.length; i < il; i ++ ) {
  7401. this.skinIndices.push( skinIndices[ i ].clone() );
  7402. }
  7403. // line distances
  7404. var lineDistances = source.lineDistances;
  7405. for ( i = 0, il = lineDistances.length; i < il; i ++ ) {
  7406. this.lineDistances.push( lineDistances[ i ] );
  7407. }
  7408. // bounding box
  7409. var boundingBox = source.boundingBox;
  7410. if ( boundingBox !== null ) {
  7411. this.boundingBox = boundingBox.clone();
  7412. }
  7413. // bounding sphere
  7414. var boundingSphere = source.boundingSphere;
  7415. if ( boundingSphere !== null ) {
  7416. this.boundingSphere = boundingSphere.clone();
  7417. }
  7418. // update flags
  7419. this.elementsNeedUpdate = source.elementsNeedUpdate;
  7420. this.verticesNeedUpdate = source.verticesNeedUpdate;
  7421. this.uvsNeedUpdate = source.uvsNeedUpdate;
  7422. this.normalsNeedUpdate = source.normalsNeedUpdate;
  7423. this.colorsNeedUpdate = source.colorsNeedUpdate;
  7424. this.lineDistancesNeedUpdate = source.lineDistancesNeedUpdate;
  7425. this.groupsNeedUpdate = source.groupsNeedUpdate;
  7426. return this;
  7427. },
  7428. dispose: function () {
  7429. this.dispatchEvent( { type: 'dispose' } );
  7430. }
  7431. } );
  7432. /**
  7433. * @author mrdoob / http://mrdoob.com/
  7434. * @author Mugen87 / https://github.com/Mugen87
  7435. */
  7436. // BoxGeometry
  7437. var BoxGeometry = /*@__PURE__*/(function (Geometry) {
  7438. function BoxGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  7439. Geometry.call(this);
  7440. this.type = 'BoxGeometry';
  7441. this.parameters = {
  7442. width: width,
  7443. height: height,
  7444. depth: depth,
  7445. widthSegments: widthSegments,
  7446. heightSegments: heightSegments,
  7447. depthSegments: depthSegments
  7448. };
  7449. this.fromBufferGeometry( new BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) );
  7450. this.mergeVertices();
  7451. }
  7452. if ( Geometry ) BoxGeometry.__proto__ = Geometry;
  7453. BoxGeometry.prototype = Object.create( Geometry && Geometry.prototype );
  7454. BoxGeometry.prototype.constructor = BoxGeometry;
  7455. return BoxGeometry;
  7456. }(Geometry));
  7457. // BoxBufferGeometry
  7458. var BoxBufferGeometry = /*@__PURE__*/(function (BufferGeometry) {
  7459. function BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  7460. BufferGeometry.call(this);
  7461. this.type = 'BoxBufferGeometry';
  7462. this.parameters = {
  7463. width: width,
  7464. height: height,
  7465. depth: depth,
  7466. widthSegments: widthSegments,
  7467. heightSegments: heightSegments,
  7468. depthSegments: depthSegments
  7469. };
  7470. var scope = this;
  7471. width = width || 1;
  7472. height = height || 1;
  7473. depth = depth || 1;
  7474. // segments
  7475. widthSegments = Math.floor( widthSegments ) || 1;
  7476. heightSegments = Math.floor( heightSegments ) || 1;
  7477. depthSegments = Math.floor( depthSegments ) || 1;
  7478. // buffers
  7479. var indices = [];
  7480. var vertices = [];
  7481. var normals = [];
  7482. var uvs = [];
  7483. // helper variables
  7484. var numberOfVertices = 0;
  7485. var groupStart = 0;
  7486. // build each side of the box geometry
  7487. buildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px
  7488. buildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx
  7489. buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py
  7490. buildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny
  7491. buildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz
  7492. buildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz
  7493. // build geometry
  7494. this.setIndex( indices );
  7495. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  7496. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  7497. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  7498. function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {
  7499. var segmentWidth = width / gridX;
  7500. var segmentHeight = height / gridY;
  7501. var widthHalf = width / 2;
  7502. var heightHalf = height / 2;
  7503. var depthHalf = depth / 2;
  7504. var gridX1 = gridX + 1;
  7505. var gridY1 = gridY + 1;
  7506. var vertexCounter = 0;
  7507. var groupCount = 0;
  7508. var ix, iy;
  7509. var vector = new Vector3();
  7510. // generate vertices, normals and uvs
  7511. for ( iy = 0; iy < gridY1; iy ++ ) {
  7512. var y = iy * segmentHeight - heightHalf;
  7513. for ( ix = 0; ix < gridX1; ix ++ ) {
  7514. var x = ix * segmentWidth - widthHalf;
  7515. // set values to correct vector component
  7516. vector[ u ] = x * udir;
  7517. vector[ v ] = y * vdir;
  7518. vector[ w ] = depthHalf;
  7519. // now apply vector to vertex buffer
  7520. vertices.push( vector.x, vector.y, vector.z );
  7521. // set values to correct vector component
  7522. vector[ u ] = 0;
  7523. vector[ v ] = 0;
  7524. vector[ w ] = depth > 0 ? 1 : - 1;
  7525. // now apply vector to normal buffer
  7526. normals.push( vector.x, vector.y, vector.z );
  7527. // uvs
  7528. uvs.push( ix / gridX );
  7529. uvs.push( 1 - ( iy / gridY ) );
  7530. // counters
  7531. vertexCounter += 1;
  7532. }
  7533. }
  7534. // indices
  7535. // 1. you need three indices to draw a single face
  7536. // 2. a single segment consists of two faces
  7537. // 3. so we need to generate six (2*3) indices per segment
  7538. for ( iy = 0; iy < gridY; iy ++ ) {
  7539. for ( ix = 0; ix < gridX; ix ++ ) {
  7540. var a = numberOfVertices + ix + gridX1 * iy;
  7541. var b = numberOfVertices + ix + gridX1 * ( iy + 1 );
  7542. var c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 );
  7543. var d = numberOfVertices + ( ix + 1 ) + gridX1 * iy;
  7544. // faces
  7545. indices.push( a, b, d );
  7546. indices.push( b, c, d );
  7547. // increase counter
  7548. groupCount += 6;
  7549. }
  7550. }
  7551. // add a group to the geometry. this will ensure multi material support
  7552. scope.addGroup( groupStart, groupCount, materialIndex );
  7553. // calculate new start value for groups
  7554. groupStart += groupCount;
  7555. // update total number of vertices
  7556. numberOfVertices += vertexCounter;
  7557. }
  7558. }
  7559. if ( BufferGeometry ) BoxBufferGeometry.__proto__ = BufferGeometry;
  7560. BoxBufferGeometry.prototype = Object.create( BufferGeometry && BufferGeometry.prototype );
  7561. BoxBufferGeometry.prototype.constructor = BoxBufferGeometry;
  7562. return BoxBufferGeometry;
  7563. }(BufferGeometry));
  7564. /**
  7565. * Uniform Utilities
  7566. */
  7567. function cloneUniforms( src ) {
  7568. var dst = {};
  7569. for ( var u in src ) {
  7570. dst[ u ] = {};
  7571. for ( var p in src[ u ] ) {
  7572. var property = src[ u ][ p ];
  7573. if ( property && ( property.isColor ||
  7574. property.isMatrix3 || property.isMatrix4 ||
  7575. property.isVector2 || property.isVector3 || property.isVector4 ||
  7576. property.isTexture ) ) {
  7577. dst[ u ][ p ] = property.clone();
  7578. } else if ( Array.isArray( property ) ) {
  7579. dst[ u ][ p ] = property.slice();
  7580. } else {
  7581. dst[ u ][ p ] = property;
  7582. }
  7583. }
  7584. }
  7585. return dst;
  7586. }
  7587. function mergeUniforms( uniforms ) {
  7588. var merged = {};
  7589. for ( var u = 0; u < uniforms.length; u ++ ) {
  7590. var tmp = cloneUniforms( uniforms[ u ] );
  7591. for ( var p in tmp ) {
  7592. merged[ p ] = tmp[ p ];
  7593. }
  7594. }
  7595. return merged;
  7596. }
  7597. // Legacy
  7598. var UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms };
  7599. var default_vertex = "void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}";
  7600. var default_fragment = "void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}";
  7601. /**
  7602. * @author alteredq / http://alteredqualia.com/
  7603. *
  7604. * parameters = {
  7605. * defines: { "label" : "value" },
  7606. * uniforms: { "parameter1": { value: 1.0 }, "parameter2": { value2: 2 } },
  7607. *
  7608. * fragmentShader: <string>,
  7609. * vertexShader: <string>,
  7610. *
  7611. * wireframe: <boolean>,
  7612. * wireframeLinewidth: <float>,
  7613. *
  7614. * lights: <bool>,
  7615. *
  7616. * skinning: <bool>,
  7617. * morphTargets: <bool>,
  7618. * morphNormals: <bool>
  7619. * }
  7620. */
  7621. function ShaderMaterial( parameters ) {
  7622. Material.call( this );
  7623. this.type = 'ShaderMaterial';
  7624. this.defines = {};
  7625. this.uniforms = {};
  7626. this.vertexShader = default_vertex;
  7627. this.fragmentShader = default_fragment;
  7628. this.linewidth = 1;
  7629. this.wireframe = false;
  7630. this.wireframeLinewidth = 1;
  7631. this.fog = false; // set to use scene fog
  7632. this.lights = false; // set to use scene lights
  7633. this.clipping = false; // set to use user-defined clipping planes
  7634. this.skinning = false; // set to use skinning attribute streams
  7635. this.morphTargets = false; // set to use morph targets
  7636. this.morphNormals = false; // set to use morph normals
  7637. this.extensions = {
  7638. derivatives: false, // set to use derivatives
  7639. fragDepth: false, // set to use fragment depth values
  7640. drawBuffers: false, // set to use draw buffers
  7641. shaderTextureLOD: false // set to use shader texture LOD
  7642. };
  7643. // When rendered geometry doesn't include these attributes but the material does,
  7644. // use these default values in WebGL. This avoids errors when buffer data is missing.
  7645. this.defaultAttributeValues = {
  7646. 'color': [ 1, 1, 1 ],
  7647. 'uv': [ 0, 0 ],
  7648. 'uv2': [ 0, 0 ]
  7649. };
  7650. this.index0AttributeName = undefined;
  7651. this.uniformsNeedUpdate = false;
  7652. if ( parameters !== undefined ) {
  7653. if ( parameters.attributes !== undefined ) {
  7654. console.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' );
  7655. }
  7656. this.setValues( parameters );
  7657. }
  7658. }
  7659. ShaderMaterial.prototype = Object.create( Material.prototype );
  7660. ShaderMaterial.prototype.constructor = ShaderMaterial;
  7661. ShaderMaterial.prototype.isShaderMaterial = true;
  7662. ShaderMaterial.prototype.copy = function ( source ) {
  7663. Material.prototype.copy.call( this, source );
  7664. this.fragmentShader = source.fragmentShader;
  7665. this.vertexShader = source.vertexShader;
  7666. this.uniforms = cloneUniforms( source.uniforms );
  7667. this.defines = Object.assign( {}, source.defines );
  7668. this.wireframe = source.wireframe;
  7669. this.wireframeLinewidth = source.wireframeLinewidth;
  7670. this.lights = source.lights;
  7671. this.clipping = source.clipping;
  7672. this.skinning = source.skinning;
  7673. this.morphTargets = source.morphTargets;
  7674. this.morphNormals = source.morphNormals;
  7675. this.extensions = source.extensions;
  7676. return this;
  7677. };
  7678. ShaderMaterial.prototype.toJSON = function ( meta ) {
  7679. var data = Material.prototype.toJSON.call( this, meta );
  7680. data.uniforms = {};
  7681. for ( var name in this.uniforms ) {
  7682. var uniform = this.uniforms[ name ];
  7683. var value = uniform.value;
  7684. if ( value && value.isTexture ) {
  7685. data.uniforms[ name ] = {
  7686. type: 't',
  7687. value: value.toJSON( meta ).uuid
  7688. };
  7689. } else if ( value && value.isColor ) {
  7690. data.uniforms[ name ] = {
  7691. type: 'c',
  7692. value: value.getHex()
  7693. };
  7694. } else if ( value && value.isVector2 ) {
  7695. data.uniforms[ name ] = {
  7696. type: 'v2',
  7697. value: value.toArray()
  7698. };
  7699. } else if ( value && value.isVector3 ) {
  7700. data.uniforms[ name ] = {
  7701. type: 'v3',
  7702. value: value.toArray()
  7703. };
  7704. } else if ( value && value.isVector4 ) {
  7705. data.uniforms[ name ] = {
  7706. type: 'v4',
  7707. value: value.toArray()
  7708. };
  7709. } else if ( value && value.isMatrix3 ) {
  7710. data.uniforms[ name ] = {
  7711. type: 'm3',
  7712. value: value.toArray()
  7713. };
  7714. } else if ( value && value.isMatrix4 ) {
  7715. data.uniforms[ name ] = {
  7716. type: 'm4',
  7717. value: value.toArray()
  7718. };
  7719. } else {
  7720. data.uniforms[ name ] = {
  7721. value: value
  7722. };
  7723. // note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far
  7724. }
  7725. }
  7726. if ( Object.keys( this.defines ).length > 0 ) { data.defines = this.defines; }
  7727. data.vertexShader = this.vertexShader;
  7728. data.fragmentShader = this.fragmentShader;
  7729. var extensions = {};
  7730. for ( var key in this.extensions ) {
  7731. if ( this.extensions[ key ] === true ) { extensions[ key ] = true; }
  7732. }
  7733. if ( Object.keys( extensions ).length > 0 ) { data.extensions = extensions; }
  7734. return data;
  7735. };
  7736. /**
  7737. * @author mrdoob / http://mrdoob.com/
  7738. * @author mikael emtinger / http://gomo.se/
  7739. * @author WestLangley / http://github.com/WestLangley
  7740. */
  7741. function Camera() {
  7742. Object3D.call( this );
  7743. this.type = 'Camera';
  7744. this.matrixWorldInverse = new Matrix4();
  7745. this.projectionMatrix = new Matrix4();
  7746. this.projectionMatrixInverse = new Matrix4();
  7747. }
  7748. Camera.prototype = Object.assign( Object.create( Object3D.prototype ), {
  7749. constructor: Camera,
  7750. isCamera: true,
  7751. copy: function ( source, recursive ) {
  7752. Object3D.prototype.copy.call( this, source, recursive );
  7753. this.matrixWorldInverse.copy( source.matrixWorldInverse );
  7754. this.projectionMatrix.copy( source.projectionMatrix );
  7755. this.projectionMatrixInverse.copy( source.projectionMatrixInverse );
  7756. return this;
  7757. },
  7758. getWorldDirection: function ( target ) {
  7759. if ( target === undefined ) {
  7760. console.warn( 'THREE.Camera: .getWorldDirection() target is now required' );
  7761. target = new Vector3();
  7762. }
  7763. this.updateMatrixWorld( true );
  7764. var e = this.matrixWorld.elements;
  7765. return target.set( - e[ 8 ], - e[ 9 ], - e[ 10 ] ).normalize();
  7766. },
  7767. updateMatrixWorld: function ( force ) {
  7768. Object3D.prototype.updateMatrixWorld.call( this, force );
  7769. this.matrixWorldInverse.getInverse( this.matrixWorld );
  7770. },
  7771. clone: function () {
  7772. return new this.constructor().copy( this );
  7773. }
  7774. } );
  7775. /**
  7776. * @author mrdoob / http://mrdoob.com/
  7777. * @author greggman / http://games.greggman.com/
  7778. * @author zz85 / http://www.lab4games.net/zz85/blog
  7779. * @author tschw
  7780. */
  7781. function PerspectiveCamera( fov, aspect, near, far ) {
  7782. Camera.call( this );
  7783. this.type = 'PerspectiveCamera';
  7784. this.fov = fov !== undefined ? fov : 50;
  7785. this.zoom = 1;
  7786. this.near = near !== undefined ? near : 0.1;
  7787. this.far = far !== undefined ? far : 2000;
  7788. this.focus = 10;
  7789. this.aspect = aspect !== undefined ? aspect : 1;
  7790. this.view = null;
  7791. this.filmGauge = 35; // width of the film (default in millimeters)
  7792. this.filmOffset = 0; // horizontal film offset (same unit as gauge)
  7793. this.updateProjectionMatrix();
  7794. }
  7795. PerspectiveCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
  7796. constructor: PerspectiveCamera,
  7797. isPerspectiveCamera: true,
  7798. copy: function ( source, recursive ) {
  7799. Camera.prototype.copy.call( this, source, recursive );
  7800. this.fov = source.fov;
  7801. this.zoom = source.zoom;
  7802. this.near = source.near;
  7803. this.far = source.far;
  7804. this.focus = source.focus;
  7805. this.aspect = source.aspect;
  7806. this.view = source.view === null ? null : Object.assign( {}, source.view );
  7807. this.filmGauge = source.filmGauge;
  7808. this.filmOffset = source.filmOffset;
  7809. return this;
  7810. },
  7811. /**
  7812. * Sets the FOV by focal length in respect to the current .filmGauge.
  7813. *
  7814. * The default film gauge is 35, so that the focal length can be specified for
  7815. * a 35mm (full frame) camera.
  7816. *
  7817. * Values for focal length and film gauge must have the same unit.
  7818. */
  7819. setFocalLength: function ( focalLength ) {
  7820. // see http://www.bobatkins.com/photography/technical/field_of_view.html
  7821. var vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;
  7822. this.fov = _Math.RAD2DEG * 2 * Math.atan( vExtentSlope );
  7823. this.updateProjectionMatrix();
  7824. },
  7825. /**
  7826. * Calculates the focal length from the current .fov and .filmGauge.
  7827. */
  7828. getFocalLength: function () {
  7829. var vExtentSlope = Math.tan( _Math.DEG2RAD * 0.5 * this.fov );
  7830. return 0.5 * this.getFilmHeight() / vExtentSlope;
  7831. },
  7832. getEffectiveFOV: function () {
  7833. return _Math.RAD2DEG * 2 * Math.atan(
  7834. Math.tan( _Math.DEG2RAD * 0.5 * this.fov ) / this.zoom );
  7835. },
  7836. getFilmWidth: function () {
  7837. // film not completely covered in portrait format (aspect < 1)
  7838. return this.filmGauge * Math.min( this.aspect, 1 );
  7839. },
  7840. getFilmHeight: function () {
  7841. // film not completely covered in landscape format (aspect > 1)
  7842. return this.filmGauge / Math.max( this.aspect, 1 );
  7843. },
  7844. /**
  7845. * Sets an offset in a larger frustum. This is useful for multi-window or
  7846. * multi-monitor/multi-machine setups.
  7847. *
  7848. * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
  7849. * the monitors are in grid like this
  7850. *
  7851. * +---+---+---+
  7852. * | A | B | C |
  7853. * +---+---+---+
  7854. * | D | E | F |
  7855. * +---+---+---+
  7856. *
  7857. * then for each monitor you would call it like this
  7858. *
  7859. * var w = 1920;
  7860. * var h = 1080;
  7861. * var fullWidth = w * 3;
  7862. * var fullHeight = h * 2;
  7863. *
  7864. * --A--
  7865. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
  7866. * --B--
  7867. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
  7868. * --C--
  7869. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
  7870. * --D--
  7871. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
  7872. * --E--
  7873. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
  7874. * --F--
  7875. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
  7876. *
  7877. * Note there is no reason monitors have to be the same size or in a grid.
  7878. */
  7879. setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
  7880. this.aspect = fullWidth / fullHeight;
  7881. if ( this.view === null ) {
  7882. this.view = {
  7883. enabled: true,
  7884. fullWidth: 1,
  7885. fullHeight: 1,
  7886. offsetX: 0,
  7887. offsetY: 0,
  7888. width: 1,
  7889. height: 1
  7890. };
  7891. }
  7892. this.view.enabled = true;
  7893. this.view.fullWidth = fullWidth;
  7894. this.view.fullHeight = fullHeight;
  7895. this.view.offsetX = x;
  7896. this.view.offsetY = y;
  7897. this.view.width = width;
  7898. this.view.height = height;
  7899. this.updateProjectionMatrix();
  7900. },
  7901. clearViewOffset: function () {
  7902. if ( this.view !== null ) {
  7903. this.view.enabled = false;
  7904. }
  7905. this.updateProjectionMatrix();
  7906. },
  7907. updateProjectionMatrix: function () {
  7908. var near = this.near,
  7909. top = near * Math.tan( _Math.DEG2RAD * 0.5 * this.fov ) / this.zoom,
  7910. height = 2 * top,
  7911. width = this.aspect * height,
  7912. left = - 0.5 * width,
  7913. view = this.view;
  7914. if ( this.view !== null && this.view.enabled ) {
  7915. var fullWidth = view.fullWidth,
  7916. fullHeight = view.fullHeight;
  7917. left += view.offsetX * width / fullWidth;
  7918. top -= view.offsetY * height / fullHeight;
  7919. width *= view.width / fullWidth;
  7920. height *= view.height / fullHeight;
  7921. }
  7922. var skew = this.filmOffset;
  7923. if ( skew !== 0 ) { left += near * skew / this.getFilmWidth(); }
  7924. this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far );
  7925. this.projectionMatrixInverse.getInverse( this.projectionMatrix );
  7926. },
  7927. toJSON: function ( meta ) {
  7928. var data = Object3D.prototype.toJSON.call( this, meta );
  7929. data.object.fov = this.fov;
  7930. data.object.zoom = this.zoom;
  7931. data.object.near = this.near;
  7932. data.object.far = this.far;
  7933. data.object.focus = this.focus;
  7934. data.object.aspect = this.aspect;
  7935. if ( this.view !== null ) { data.object.view = Object.assign( {}, this.view ); }
  7936. data.object.filmGauge = this.filmGauge;
  7937. data.object.filmOffset = this.filmOffset;
  7938. return data;
  7939. }
  7940. } );
  7941. /**
  7942. * Camera for rendering cube maps
  7943. * - renders scene into axis-aligned cube
  7944. *
  7945. * @author alteredq / http://alteredqualia.com/
  7946. */
  7947. var fov = 90, aspect = 1;
  7948. function CubeCamera( near, far, cubeResolution, options ) {
  7949. Object3D.call( this );
  7950. this.type = 'CubeCamera';
  7951. var cameraPX = new PerspectiveCamera( fov, aspect, near, far );
  7952. cameraPX.up.set( 0, - 1, 0 );
  7953. cameraPX.lookAt( new Vector3( 1, 0, 0 ) );
  7954. this.add( cameraPX );
  7955. var cameraNX = new PerspectiveCamera( fov, aspect, near, far );
  7956. cameraNX.up.set( 0, - 1, 0 );
  7957. cameraNX.lookAt( new Vector3( - 1, 0, 0 ) );
  7958. this.add( cameraNX );
  7959. var cameraPY = new PerspectiveCamera( fov, aspect, near, far );
  7960. cameraPY.up.set( 0, 0, 1 );
  7961. cameraPY.lookAt( new Vector3( 0, 1, 0 ) );
  7962. this.add( cameraPY );
  7963. var cameraNY = new PerspectiveCamera( fov, aspect, near, far );
  7964. cameraNY.up.set( 0, 0, - 1 );
  7965. cameraNY.lookAt( new Vector3( 0, - 1, 0 ) );
  7966. this.add( cameraNY );
  7967. var cameraPZ = new PerspectiveCamera( fov, aspect, near, far );
  7968. cameraPZ.up.set( 0, - 1, 0 );
  7969. cameraPZ.lookAt( new Vector3( 0, 0, 1 ) );
  7970. this.add( cameraPZ );
  7971. var cameraNZ = new PerspectiveCamera( fov, aspect, near, far );
  7972. cameraNZ.up.set( 0, - 1, 0 );
  7973. cameraNZ.lookAt( new Vector3( 0, 0, - 1 ) );
  7974. this.add( cameraNZ );
  7975. options = options || { format: RGBFormat, magFilter: LinearFilter, minFilter: LinearFilter };
  7976. this.renderTarget = new WebGLRenderTargetCube( cubeResolution, cubeResolution, options );
  7977. this.renderTarget.texture.name = "CubeCamera";
  7978. this.update = function ( renderer, scene ) {
  7979. if ( this.parent === null ) { this.updateMatrixWorld(); }
  7980. var currentRenderTarget = renderer.getRenderTarget();
  7981. var renderTarget = this.renderTarget;
  7982. var generateMipmaps = renderTarget.texture.generateMipmaps;
  7983. renderTarget.texture.generateMipmaps = false;
  7984. renderer.setRenderTarget( renderTarget, 0 );
  7985. renderer.render( scene, cameraPX );
  7986. renderer.setRenderTarget( renderTarget, 1 );
  7987. renderer.render( scene, cameraNX );
  7988. renderer.setRenderTarget( renderTarget, 2 );
  7989. renderer.render( scene, cameraPY );
  7990. renderer.setRenderTarget( renderTarget, 3 );
  7991. renderer.render( scene, cameraNY );
  7992. renderer.setRenderTarget( renderTarget, 4 );
  7993. renderer.render( scene, cameraPZ );
  7994. renderTarget.texture.generateMipmaps = generateMipmaps;
  7995. renderer.setRenderTarget( renderTarget, 5 );
  7996. renderer.render( scene, cameraNZ );
  7997. renderer.setRenderTarget( currentRenderTarget );
  7998. };
  7999. this.clear = function ( renderer, color, depth, stencil ) {
  8000. var currentRenderTarget = renderer.getRenderTarget();
  8001. var renderTarget = this.renderTarget;
  8002. for ( var i = 0; i < 6; i ++ ) {
  8003. renderer.setRenderTarget( renderTarget, i );
  8004. renderer.clear( color, depth, stencil );
  8005. }
  8006. renderer.setRenderTarget( currentRenderTarget );
  8007. };
  8008. }
  8009. CubeCamera.prototype = Object.create( Object3D.prototype );
  8010. CubeCamera.prototype.constructor = CubeCamera;
  8011. /**
  8012. * @author alteredq / http://alteredqualia.com
  8013. * @author WestLangley / http://github.com/WestLangley
  8014. */
  8015. function WebGLRenderTargetCube( width, height, options ) {
  8016. WebGLRenderTarget.call( this, width, height, options );
  8017. }
  8018. WebGLRenderTargetCube.prototype = Object.create( WebGLRenderTarget.prototype );
  8019. WebGLRenderTargetCube.prototype.constructor = WebGLRenderTargetCube;
  8020. WebGLRenderTargetCube.prototype.isWebGLRenderTargetCube = true;
  8021. WebGLRenderTargetCube.prototype.fromEquirectangularTexture = function ( renderer, texture ) {
  8022. this.texture.type = texture.type;
  8023. this.texture.format = texture.format;
  8024. this.texture.encoding = texture.encoding;
  8025. var scene = new Scene();
  8026. var shader = {
  8027. uniforms: {
  8028. tEquirect: { value: null },
  8029. },
  8030. vertexShader: [
  8031. "varying vec3 vWorldDirection;",
  8032. "vec3 transformDirection( in vec3 dir, in mat4 matrix ) {",
  8033. " return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );",
  8034. "}",
  8035. "void main() {",
  8036. " vWorldDirection = transformDirection( position, modelMatrix );",
  8037. " #include <begin_vertex>",
  8038. " #include <project_vertex>",
  8039. "}"
  8040. ].join( '\n' ),
  8041. fragmentShader: [
  8042. "uniform sampler2D tEquirect;",
  8043. "varying vec3 vWorldDirection;",
  8044. "#define RECIPROCAL_PI 0.31830988618",
  8045. "#define RECIPROCAL_PI2 0.15915494",
  8046. "void main() {",
  8047. " vec3 direction = normalize( vWorldDirection );",
  8048. " vec2 sampleUV;",
  8049. " sampleUV.y = asin( clamp( direction.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;",
  8050. " sampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;",
  8051. " gl_FragColor = texture2D( tEquirect, sampleUV );",
  8052. "}"
  8053. ].join( '\n' ),
  8054. };
  8055. var material = new ShaderMaterial( {
  8056. type: 'CubemapFromEquirect',
  8057. uniforms: cloneUniforms( shader.uniforms ),
  8058. vertexShader: shader.vertexShader,
  8059. fragmentShader: shader.fragmentShader,
  8060. side: BackSide,
  8061. blending: NoBlending
  8062. } );
  8063. material.uniforms.tEquirect.value = texture;
  8064. var mesh = new Mesh( new BoxBufferGeometry( 5, 5, 5 ), material );
  8065. scene.add( mesh );
  8066. var camera = new CubeCamera( 1, 10, 1 );
  8067. camera.renderTarget = this;
  8068. camera.renderTarget.texture.name = 'CubeCameraTexture';
  8069. camera.update( renderer, scene );
  8070. mesh.geometry.dispose();
  8071. mesh.material.dispose();
  8072. return this;
  8073. };
  8074. /**
  8075. * @author alteredq / http://alteredqualia.com/
  8076. */
  8077. function DataTexture( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
  8078. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  8079. this.image = { data: data || null, width: width || 1, height: height || 1 };
  8080. this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
  8081. this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
  8082. this.generateMipmaps = false;
  8083. this.flipY = false;
  8084. this.unpackAlignment = 1;
  8085. this.needsUpdate = true;
  8086. }
  8087. DataTexture.prototype = Object.create( Texture.prototype );
  8088. DataTexture.prototype.constructor = DataTexture;
  8089. DataTexture.prototype.isDataTexture = true;
  8090. /**
  8091. * @author bhouston / http://clara.io
  8092. */
  8093. var _vector1 = new Vector3();
  8094. var _vector2 = new Vector3();
  8095. var _normalMatrix = new Matrix3();
  8096. function Plane( normal, constant ) {
  8097. // normal is assumed to be normalized
  8098. this.normal = ( normal !== undefined ) ? normal : new Vector3( 1, 0, 0 );
  8099. this.constant = ( constant !== undefined ) ? constant : 0;
  8100. }
  8101. Object.assign( Plane.prototype, {
  8102. isPlane: true,
  8103. set: function ( normal, constant ) {
  8104. this.normal.copy( normal );
  8105. this.constant = constant;
  8106. return this;
  8107. },
  8108. setComponents: function ( x, y, z, w ) {
  8109. this.normal.set( x, y, z );
  8110. this.constant = w;
  8111. return this;
  8112. },
  8113. setFromNormalAndCoplanarPoint: function ( normal, point ) {
  8114. this.normal.copy( normal );
  8115. this.constant = - point.dot( this.normal );
  8116. return this;
  8117. },
  8118. setFromCoplanarPoints: function ( a, b, c ) {
  8119. var normal = _vector1.subVectors( c, b ).cross( _vector2.subVectors( a, b ) ).normalize();
  8120. // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
  8121. this.setFromNormalAndCoplanarPoint( normal, a );
  8122. return this;
  8123. },
  8124. clone: function () {
  8125. return new this.constructor().copy( this );
  8126. },
  8127. copy: function ( plane ) {
  8128. this.normal.copy( plane.normal );
  8129. this.constant = plane.constant;
  8130. return this;
  8131. },
  8132. normalize: function () {
  8133. // Note: will lead to a divide by zero if the plane is invalid.
  8134. var inverseNormalLength = 1.0 / this.normal.length();
  8135. this.normal.multiplyScalar( inverseNormalLength );
  8136. this.constant *= inverseNormalLength;
  8137. return this;
  8138. },
  8139. negate: function () {
  8140. this.constant *= - 1;
  8141. this.normal.negate();
  8142. return this;
  8143. },
  8144. distanceToPoint: function ( point ) {
  8145. return this.normal.dot( point ) + this.constant;
  8146. },
  8147. distanceToSphere: function ( sphere ) {
  8148. return this.distanceToPoint( sphere.center ) - sphere.radius;
  8149. },
  8150. projectPoint: function ( point, target ) {
  8151. if ( target === undefined ) {
  8152. console.warn( 'THREE.Plane: .projectPoint() target is now required' );
  8153. target = new Vector3();
  8154. }
  8155. return target.copy( this.normal ).multiplyScalar( - this.distanceToPoint( point ) ).add( point );
  8156. },
  8157. intersectLine: function ( line, target ) {
  8158. if ( target === undefined ) {
  8159. console.warn( 'THREE.Plane: .intersectLine() target is now required' );
  8160. target = new Vector3();
  8161. }
  8162. var direction = line.delta( _vector1 );
  8163. var denominator = this.normal.dot( direction );
  8164. if ( denominator === 0 ) {
  8165. // line is coplanar, return origin
  8166. if ( this.distanceToPoint( line.start ) === 0 ) {
  8167. return target.copy( line.start );
  8168. }
  8169. // Unsure if this is the correct method to handle this case.
  8170. return undefined;
  8171. }
  8172. var t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
  8173. if ( t < 0 || t > 1 ) {
  8174. return undefined;
  8175. }
  8176. return target.copy( direction ).multiplyScalar( t ).add( line.start );
  8177. },
  8178. intersectsLine: function ( line ) {
  8179. // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
  8180. var startSign = this.distanceToPoint( line.start );
  8181. var endSign = this.distanceToPoint( line.end );
  8182. return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
  8183. },
  8184. intersectsBox: function ( box ) {
  8185. return box.intersectsPlane( this );
  8186. },
  8187. intersectsSphere: function ( sphere ) {
  8188. return sphere.intersectsPlane( this );
  8189. },
  8190. coplanarPoint: function ( target ) {
  8191. if ( target === undefined ) {
  8192. console.warn( 'THREE.Plane: .coplanarPoint() target is now required' );
  8193. target = new Vector3();
  8194. }
  8195. return target.copy( this.normal ).multiplyScalar( - this.constant );
  8196. },
  8197. applyMatrix4: function ( matrix, optionalNormalMatrix ) {
  8198. var normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix );
  8199. var referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix );
  8200. var normal = this.normal.applyMatrix3( normalMatrix ).normalize();
  8201. this.constant = - referencePoint.dot( normal );
  8202. return this;
  8203. },
  8204. translate: function ( offset ) {
  8205. this.constant -= offset.dot( this.normal );
  8206. return this;
  8207. },
  8208. equals: function ( plane ) {
  8209. return plane.normal.equals( this.normal ) && ( plane.constant === this.constant );
  8210. }
  8211. } );
  8212. /**
  8213. * @author mrdoob / http://mrdoob.com/
  8214. * @author alteredq / http://alteredqualia.com/
  8215. * @author bhouston / http://clara.io
  8216. */
  8217. var _sphere$1 = new Sphere();
  8218. var _vector$5 = new Vector3();
  8219. function Frustum( p0, p1, p2, p3, p4, p5 ) {
  8220. this.planes = [
  8221. ( p0 !== undefined ) ? p0 : new Plane(),
  8222. ( p1 !== undefined ) ? p1 : new Plane(),
  8223. ( p2 !== undefined ) ? p2 : new Plane(),
  8224. ( p3 !== undefined ) ? p3 : new Plane(),
  8225. ( p4 !== undefined ) ? p4 : new Plane(),
  8226. ( p5 !== undefined ) ? p5 : new Plane()
  8227. ];
  8228. }
  8229. Object.assign( Frustum.prototype, {
  8230. set: function ( p0, p1, p2, p3, p4, p5 ) {
  8231. var planes = this.planes;
  8232. planes[ 0 ].copy( p0 );
  8233. planes[ 1 ].copy( p1 );
  8234. planes[ 2 ].copy( p2 );
  8235. planes[ 3 ].copy( p3 );
  8236. planes[ 4 ].copy( p4 );
  8237. planes[ 5 ].copy( p5 );
  8238. return this;
  8239. },
  8240. clone: function () {
  8241. return new this.constructor().copy( this );
  8242. },
  8243. copy: function ( frustum ) {
  8244. var planes = this.planes;
  8245. for ( var i = 0; i < 6; i ++ ) {
  8246. planes[ i ].copy( frustum.planes[ i ] );
  8247. }
  8248. return this;
  8249. },
  8250. setFromMatrix: function ( m ) {
  8251. var planes = this.planes;
  8252. var me = m.elements;
  8253. var me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
  8254. var me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
  8255. var me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
  8256. var me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];
  8257. planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
  8258. planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
  8259. planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
  8260. planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
  8261. planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();
  8262. planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();
  8263. return this;
  8264. },
  8265. intersectsObject: function ( object ) {
  8266. var geometry = object.geometry;
  8267. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  8268. _sphere$1.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld );
  8269. return this.intersectsSphere( _sphere$1 );
  8270. },
  8271. intersectsSprite: function ( sprite ) {
  8272. _sphere$1.center.set( 0, 0, 0 );
  8273. _sphere$1.radius = 0.7071067811865476;
  8274. _sphere$1.applyMatrix4( sprite.matrixWorld );
  8275. return this.intersectsSphere( _sphere$1 );
  8276. },
  8277. intersectsSphere: function ( sphere ) {
  8278. var planes = this.planes;
  8279. var center = sphere.center;
  8280. var negRadius = - sphere.radius;
  8281. for ( var i = 0; i < 6; i ++ ) {
  8282. var distance = planes[ i ].distanceToPoint( center );
  8283. if ( distance < negRadius ) {
  8284. return false;
  8285. }
  8286. }
  8287. return true;
  8288. },
  8289. intersectsBox: function ( box ) {
  8290. var planes = this.planes;
  8291. for ( var i = 0; i < 6; i ++ ) {
  8292. var plane = planes[ i ];
  8293. // corner at max distance
  8294. _vector$5.x = plane.normal.x > 0 ? box.max.x : box.min.x;
  8295. _vector$5.y = plane.normal.y > 0 ? box.max.y : box.min.y;
  8296. _vector$5.z = plane.normal.z > 0 ? box.max.z : box.min.z;
  8297. if ( plane.distanceToPoint( _vector$5 ) < 0 ) {
  8298. return false;
  8299. }
  8300. }
  8301. return true;
  8302. },
  8303. containsPoint: function ( point ) {
  8304. var planes = this.planes;
  8305. for ( var i = 0; i < 6; i ++ ) {
  8306. if ( planes[ i ].distanceToPoint( point ) < 0 ) {
  8307. return false;
  8308. }
  8309. }
  8310. return true;
  8311. }
  8312. } );
  8313. var alphamap_fragment = "#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif";
  8314. var alphamap_pars_fragment = "#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif";
  8315. var alphatest_fragment = "#ifdef ALPHATEST\n\tif ( diffuseColor.a < ALPHATEST ) discard;\n#endif";
  8316. var aomap_fragment = "#ifdef USE_AOMAP\n\tfloat ambientOcclusion = ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0;\n\treflectedLight.indirectDiffuse *= ambientOcclusion;\n\t#if defined( USE_ENVMAP ) && defined( STANDARD )\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.specularRoughness );\n\t#endif\n#endif";
  8317. var aomap_pars_fragment = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif";
  8318. var begin_vertex = "vec3 transformed = vec3( position );";
  8319. var beginnormal_vertex = "vec3 objectNormal = vec3( normal );\n#ifdef USE_TANGENT\n\tvec3 objectTangent = vec3( tangent.xyz );\n#endif";
  8320. var bsdfs = "vec2 integrateSpecularBRDF( const in float dotNV, const in float roughness ) {\n\tconst vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\n\tconst vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\n\tvec4 r = roughness * c0 + c1;\n\tfloat a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\n\treturn vec2( -1.04, 1.04 ) * a004 + r.zw;\n}\nfloat punctualLightIntensityToIrradianceFactor( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\n#if defined ( PHYSICALLY_CORRECT_LIGHTS )\n\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n\tif( cutoffDistance > 0.0 ) {\n\t\tdistanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n\t}\n\treturn distanceFalloff;\n#else\n\tif( cutoffDistance > 0.0 && decayExponent > 0.0 ) {\n\t\treturn pow( saturate( -lightDistance / cutoffDistance + 1.0 ), decayExponent );\n\t}\n\treturn 1.0;\n#endif\n}\nvec3 BRDF_Diffuse_Lambert( const in vec3 diffuseColor ) {\n\treturn RECIPROCAL_PI * diffuseColor;\n}\nvec3 F_Schlick( const in vec3 specularColor, const in float dotLH ) {\n\tfloat fresnel = exp2( ( -5.55473 * dotLH - 6.98316 ) * dotLH );\n\treturn ( 1.0 - specularColor ) * fresnel + specularColor;\n}\nvec3 F_Schlick_RoughnessDependent( const in vec3 F0, const in float dotNV, const in float roughness ) {\n\tfloat fresnel = exp2( ( -5.55473 * dotNV - 6.98316 ) * dotNV );\n\tvec3 Fr = max( vec3( 1.0 - roughness ), F0 ) - F0;\n\treturn Fr * fresnel + F0;\n}\nfloat G_GGX_Smith( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gl = dotNL + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\tfloat gv = dotNV + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\treturn 1.0 / ( gl * gv );\n}\nfloat G_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\treturn 0.5 / max( gv + gl, EPSILON );\n}\nfloat D_GGX( const in float alpha, const in float dotNH ) {\n\tfloat a2 = pow2( alpha );\n\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\n\treturn RECIPROCAL_PI * a2 / pow2( denom );\n}\nvec3 BRDF_Specular_GGX( const in IncidentLight incidentLight, const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float roughness ) {\n\tfloat alpha = pow2( roughness );\n\tvec3 halfDir = normalize( incidentLight.direction + viewDir );\n\tfloat dotNL = saturate( dot( normal, incidentLight.direction ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\tfloat D = D_GGX( alpha, dotNH );\n\treturn F * ( G * D );\n}\nvec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {\n\tconst float LUT_SIZE = 64.0;\n\tconst float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;\n\tconst float LUT_BIAS = 0.5 / LUT_SIZE;\n\tfloat dotNV = saturate( dot( N, V ) );\n\tvec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );\n\tuv = uv * LUT_SCALE + LUT_BIAS;\n\treturn uv;\n}\nfloat LTC_ClippedSphereFormFactor( const in vec3 f ) {\n\tfloat l = length( f );\n\treturn max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );\n}\nvec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {\n\tfloat x = dot( v1, v2 );\n\tfloat y = abs( x );\n\tfloat a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;\n\tfloat b = 3.4175940 + ( 4.1616724 + y ) * y;\n\tfloat v = a / b;\n\tfloat theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;\n\treturn cross( v1, v2 ) * theta_sintheta;\n}\nvec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {\n\tvec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];\n\tvec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];\n\tvec3 lightNormal = cross( v1, v2 );\n\tif( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );\n\tvec3 T1, T2;\n\tT1 = normalize( V - N * dot( V, N ) );\n\tT2 = - cross( N, T1 );\n\tmat3 mat = mInv * transposeMat3( mat3( T1, T2, N ) );\n\tvec3 coords[ 4 ];\n\tcoords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\n\tcoords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\n\tcoords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\n\tcoords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\n\tcoords[ 0 ] = normalize( coords[ 0 ] );\n\tcoords[ 1 ] = normalize( coords[ 1 ] );\n\tcoords[ 2 ] = normalize( coords[ 2 ] );\n\tcoords[ 3 ] = normalize( coords[ 3 ] );\n\tvec3 vectorFormFactor = vec3( 0.0 );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\n\tfloat result = LTC_ClippedSphereFormFactor( vectorFormFactor );\n\treturn vec3( result );\n}\nvec3 BRDF_Specular_GGX_Environment( const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float roughness ) {\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tvec2 brdf = integrateSpecularBRDF( dotNV, roughness );\n\treturn specularColor * brdf.x + brdf.y;\n}\nvoid BRDF_Specular_Multiscattering_Environment( const in GeometricContext geometry, const in vec3 specularColor, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\tvec3 F = F_Schlick_RoughnessDependent( specularColor, dotNV, roughness );\n\tvec2 brdf = integrateSpecularBRDF( dotNV, roughness );\n\tvec3 FssEss = F * brdf.x + brdf.y;\n\tfloat Ess = brdf.x + brdf.y;\n\tfloat Ems = 1.0 - Ess;\n\tvec3 Favg = specularColor + ( 1.0 - specularColor ) * 0.047619;\tvec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );\n\tsingleScatter += FssEss;\n\tmultiScatter += Fms * Ems;\n}\nfloat G_BlinnPhong_Implicit( ) {\n\treturn 0.25;\n}\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\n\treturn RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\n}\nvec3 BRDF_Specular_BlinnPhong( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float shininess ) {\n\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\n\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_BlinnPhong_Implicit( );\n\tfloat D = D_BlinnPhong( shininess, dotNH );\n\treturn F * ( G * D );\n}\nfloat GGXRoughnessToBlinnExponent( const in float ggxRoughness ) {\n\treturn ( 2.0 / pow2( ggxRoughness + 0.0001 ) - 2.0 );\n}\nfloat BlinnExponentToGGXRoughness( const in float blinnExponent ) {\n\treturn sqrt( 2.0 / ( blinnExponent + 2.0 ) );\n}\n#if defined( USE_SHEEN )\nfloat D_Charlie(float roughness, float NoH) {\n\tfloat invAlpha = 1.0 / roughness;\n\tfloat cos2h = NoH * NoH;\n\tfloat sin2h = max(1.0 - cos2h, 0.0078125);\treturn (2.0 + invAlpha) * pow(sin2h, invAlpha * 0.5) / (2.0 * PI);\n}\nfloat V_Neubelt(float NoV, float NoL) {\n\treturn saturate(1.0 / (4.0 * (NoL + NoV - NoL * NoV)));\n}\nvec3 BRDF_Specular_Sheen( const in float roughness, const in vec3 L, const in GeometricContext geometry, vec3 specularColor ) {\n\tvec3 N = geometry.normal;\n\tvec3 V = geometry.viewDir;\n\tvec3 H = normalize( V + L );\n\tfloat dotNH = saturate( dot( N, H ) );\n\treturn specularColor * D_Charlie( roughness, dotNH ) * V_Neubelt( dot(N, V), dot(N, L) );\n}\n#endif";
  8321. 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";
  8322. 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";
  8323. var clipping_planes_pars_fragment = "#if NUM_CLIPPING_PLANES > 0\n\t#if ! defined( STANDARD ) && ! defined( PHONG ) && ! defined( MATCAP )\n\t\tvarying vec3 vViewPosition;\n\t#endif\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif";
  8324. var clipping_planes_pars_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( STANDARD ) && ! defined( PHONG ) && ! defined( MATCAP )\n\tvarying vec3 vViewPosition;\n#endif";
  8325. var clipping_planes_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( STANDARD ) && ! defined( PHONG ) && ! defined( MATCAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif";
  8326. var color_fragment = "#ifdef USE_COLOR\n\tdiffuseColor.rgb *= vColor;\n#endif";
  8327. var color_pars_fragment = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";
  8328. var color_pars_vertex = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";
  8329. var color_vertex = "#ifdef USE_COLOR\n\tvColor.xyz = color.xyz;\n#endif";
  8330. 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 whiteComplement(a) ( 1.0 - saturate( a ) )\nfloat pow2( const in float x ) { return x*x; }\nfloat pow3( const in float x ) { return x*x*x; }\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\nfloat average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\nhighp float rand( const in vec2 uv ) {\n\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\n\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\n\treturn fract(sin(sn) * c);\n}\n#ifdef HIGH_PRECISION\n\tfloat precisionSafeLength( vec3 v ) { return length( v ); }\n#else\n\tfloat max3( vec3 v ) { return max( max( v.x, v.y ), v.z ); }\n\tfloat precisionSafeLength( vec3 v ) {\n\t\tfloat maxComponent = max3( abs( v ) );\n\t\treturn length( v / maxComponent ) * maxComponent;\n\t}\n#endif\nstruct IncidentLight {\n\tvec3 color;\n\tvec3 direction;\n\tbool visible;\n};\nstruct ReflectedLight {\n\tvec3 directDiffuse;\n\tvec3 directSpecular;\n\tvec3 indirectDiffuse;\n\tvec3 indirectSpecular;\n};\nstruct GeometricContext {\n\tvec3 position;\n\tvec3 normal;\n\tvec3 viewDir;\n#ifdef CLEARCOAT\n\tvec3 clearcoatNormal;\n#endif\n};\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n}\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\n}\nvec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\tfloat distance = dot( planeNormal, point - pointOnPlane );\n\treturn - distance * planeNormal + point;\n}\nfloat sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn sign( dot( point - pointOnPlane, planeNormal ) );\n}\nvec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;\n}\nmat3 transposeMat3( const in mat3 m ) {\n\tmat3 tmp;\n\ttmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );\n\ttmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );\n\ttmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );\n\treturn tmp;\n}\nfloat linearToRelativeLuminance( const in vec3 color ) {\n\tvec3 weights = vec3( 0.2126, 0.7152, 0.0722 );\n\treturn dot( weights, color.rgb );\n}\nbool isPerspectiveMatrix( mat4 projectionMatrix ) {\n return projectionMatrix[ 2 ][ 3 ] == - 1.0;\n}";
  8331. 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";
  8332. var defaultnormal_vertex = "vec3 transformedNormal = normalMatrix * objectNormal;\n#ifdef FLIP_SIDED\n\ttransformedNormal = - transformedNormal;\n#endif\n#ifdef USE_TANGENT\n\tvec3 transformedTangent = normalMatrix * objectTangent;\n\t#ifdef FLIP_SIDED\n\t\ttransformedTangent = - transformedTangent;\n\t#endif\n#endif";
  8333. var displacementmap_pars_vertex = "#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif";
  8334. var displacementmap_vertex = "#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vUv ).x * displacementScale + displacementBias );\n#endif";
  8335. var emissivemap_fragment = "#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif";
  8336. var emissivemap_pars_fragment = "#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif";
  8337. var encodings_fragment = "gl_FragColor = linearToOutputTexel( gl_FragColor );";
  8338. var encodings_pars_fragment = "\nvec4 LinearToLinear( in vec4 value ) {\n\treturn value;\n}\nvec4 GammaToLinear( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.rgb, vec3( gammaFactor ) ), value.a );\n}\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.rgb, vec3( 1.0 / gammaFactor ) ), value.a );\n}\nvec4 sRGBToLinear( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.a );\n}\nvec4 LinearTosRGB( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );\n}\nvec4 RGBEToLinear( in vec4 value ) {\n\treturn vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 );\n}\nvec4 LinearToRGBE( in vec4 value ) {\n\tfloat maxComponent = max( max( value.r, value.g ), value.b );\n\tfloat fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 );\n\treturn vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 );\n}\nvec4 RGBMToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * value.a * maxRange, 1.0 );\n}\nvec4 LinearToRGBM( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\n\tfloat M = clamp( maxRGB / maxRange, 0.0, 1.0 );\n\tM = ceil( M * 255.0 ) / 255.0;\n\treturn vec4( value.rgb / ( M * maxRange ), M );\n}\nvec4 RGBDToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 );\n}\nvec4 LinearToRGBD( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\n\tfloat D = max( maxRange / maxRGB, 1.0 );\n\tD = min( floor( D ) / 255.0, 1.0 );\n\treturn vec4( value.rgb * ( D * ( 255.0 / maxRange ) ), D );\n}\nconst mat3 cLogLuvM = mat3( 0.2209, 0.3390, 0.4184, 0.1138, 0.6780, 0.7319, 0.0102, 0.1130, 0.2969 );\nvec4 LinearToLogLuv( in vec4 value ) {\n\tvec3 Xp_Y_XYZp = cLogLuvM * value.rgb;\n\tXp_Y_XYZp = max( Xp_Y_XYZp, vec3( 1e-6, 1e-6, 1e-6 ) );\n\tvec4 vResult;\n\tvResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;\n\tfloat Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;\n\tvResult.w = fract( Le );\n\tvResult.z = ( Le - ( floor( vResult.w * 255.0 ) ) / 255.0 ) / 255.0;\n\treturn vResult;\n}\nconst mat3 cLogLuvInverseM = mat3( 6.0014, -2.7008, -1.7996, -1.3320, 3.1029, -5.7721, 0.3008, -1.0882, 5.6268 );\nvec4 LogLuvToLinear( in vec4 value ) {\n\tfloat Le = value.z * 255.0 + value.w;\n\tvec3 Xp_Y_XYZp;\n\tXp_Y_XYZp.y = exp2( ( Le - 127.0 ) / 2.0 );\n\tXp_Y_XYZp.z = Xp_Y_XYZp.y / value.y;\n\tXp_Y_XYZp.x = value.x * Xp_Y_XYZp.z;\n\tvec3 vRGB = cLogLuvInverseM * Xp_Y_XYZp.rgb;\n\treturn vec4( max( vRGB, 0.0 ), 1.0 );\n}";
  8339. var envmap_fragment = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\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";
  8340. var envmap_common_pars_fragment = "#ifdef USE_ENVMAP\n\tuniform float envMapIntensity;\n\tuniform float flipEnvMap;\n\tuniform int maxMipLevel;\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tuniform samplerCube envMap;\n\t#else\n\t\tuniform sampler2D envMap;\n\t#endif\n\t\n#endif";
  8341. var envmap_pars_fragment = "#ifdef USE_ENVMAP\n\tuniform float reflectivity;\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\t#define ENV_WORLDPOS\n\t#endif\n\t#ifdef ENV_WORLDPOS\n\t\tvarying vec3 vWorldPosition;\n\t\tuniform float refractionRatio;\n\t#else\n\t\tvarying vec3 vReflect;\n\t#endif\n#endif";
  8342. var envmap_pars_vertex = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) ||defined( PHONG )\n\t\t#define ENV_WORLDPOS\n\t#endif\n\t#ifdef ENV_WORLDPOS\n\t\t\n\t\tvarying vec3 vWorldPosition;\n\t#else\n\t\tvarying vec3 vReflect;\n\t\tuniform float refractionRatio;\n\t#endif\n#endif";
  8343. var envmap_vertex = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\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";
  8344. var fog_vertex = "#ifdef USE_FOG\n\tfogDepth = -mvPosition.z;\n#endif";
  8345. var fog_pars_vertex = "#ifdef USE_FOG\n\tvarying float fogDepth;\n#endif";
  8346. var fog_fragment = "#ifdef USE_FOG\n\t#ifdef FOG_EXP2\n\t\tfloat fogFactor = 1.0 - exp( - fogDensity * fogDensity * fogDepth * fogDepth );\n\t#else\n\t\tfloat fogFactor = smoothstep( fogNear, fogFar, fogDepth );\n\t#endif\n\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\n#endif";
  8347. 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";
  8348. 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";
  8349. var lightmap_fragment = "#ifdef USE_LIGHTMAP\n\treflectedLight.indirectDiffuse += PI * texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n#endif";
  8350. var lightmap_pars_fragment = "#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif";
  8351. 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 );\nvIndirectFront = vec3( 0.0 );\n#ifdef DOUBLE_SIDED\n\tvLightBack = vec3( 0.0 );\n\tvIndirectBack = vec3( 0.0 );\n#endif\nIncidentLight directLight;\nfloat dotNL;\nvec3 directLightColor_Diffuse;\n#if NUM_POINT_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tgetPointDirectLightIrradiance( pointLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tgetSpotDirectLightIrradiance( spotLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_DIR_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tgetDirectionalDirectLightIrradiance( directionalLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\tvIndirectFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvIndirectBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );\n\t\t#endif\n\t}\n#endif";
  8352. var lights_pars_begin = "uniform bool receiveShadow;\nuniform vec3 ambientLightColor;\nuniform vec3 lightProbe[ 9 ];\nvec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {\n\tfloat x = normal.x, y = normal.y, z = normal.z;\n\tvec3 result = shCoefficients[ 0 ] * 0.886227;\n\tresult += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;\n\tresult += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;\n\tresult += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;\n\tresult += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;\n\tresult += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;\n\tresult += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );\n\tresult += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;\n\tresult += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );\n\treturn result;\n}\nvec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in GeometricContext geometry ) {\n\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\tvec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\n\treturn irradiance;\n}\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n\tvec3 irradiance = ambientLightColor;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treturn irradiance;\n}\n#if NUM_DIR_LIGHTS > 0\n\tstruct DirectionalLight {\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t};\n\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n\tvoid getDirectionalDirectLightIrradiance( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tdirectLight.color = directionalLight.color;\n\t\tdirectLight.direction = directionalLight.direction;\n\t\tdirectLight.visible = true;\n\t}\n#endif\n#if NUM_POINT_LIGHTS > 0\n\tstruct PointLight {\n\t\tvec3 position;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t\tfloat shadowCameraNear;\n\t\tfloat shadowCameraFar;\n\t};\n\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n\tvoid getPointDirectLightIrradiance( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = pointLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tdirectLight.color = pointLight.color;\n\t\tdirectLight.color *= punctualLightIntensityToIrradianceFactor( lightDistance, pointLight.distance, pointLight.decay );\n\t\tdirectLight.visible = ( directLight.color != vec3( 0.0 ) );\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tstruct SpotLight {\n\t\tvec3 position;\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tfloat coneCos;\n\t\tfloat penumbraCos;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t};\n\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n\tvoid getSpotDirectLightIrradiance( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = spotLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tfloat angleCos = dot( directLight.direction, spotLight.direction );\n\t\tif ( angleCos > spotLight.coneCos ) {\n\t\t\tfloat spotEffect = smoothstep( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n\t\t\tdirectLight.color = spotLight.color;\n\t\t\tdirectLight.color *= spotEffect * punctualLightIntensityToIrradianceFactor( lightDistance, spotLight.distance, spotLight.decay );\n\t\t\tdirectLight.visible = true;\n\t\t} else {\n\t\t\tdirectLight.color = vec3( 0.0 );\n\t\t\tdirectLight.visible = false;\n\t\t}\n\t}\n#endif\n#if NUM_RECT_AREA_LIGHTS > 0\n\tstruct RectAreaLight {\n\t\tvec3 color;\n\t\tvec3 position;\n\t\tvec3 halfWidth;\n\t\tvec3 halfHeight;\n\t};\n\tuniform sampler2D ltc_1;\tuniform sampler2D ltc_2;\n\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\tstruct HemisphereLight {\n\t\tvec3 direction;\n\t\tvec3 skyColor;\n\t\tvec3 groundColor;\n\t};\n\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\n\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in GeometricContext geometry ) {\n\t\tfloat dotNL = dot( geometry.normal, hemiLight.direction );\n\t\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n\t\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tirradiance *= PI;\n\t\t#endif\n\t\treturn irradiance;\n\t}\n#endif";
  8353. var envmap_physical_pars_fragment = "#if defined( USE_ENVMAP )\n\t#ifdef ENVMAP_MODE_REFRACTION\n\t\tuniform float refractionRatio;\n\t#endif\n\tvec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {\n\t\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, queryVec, 1.0 );\n\t\t#else\n\t\t\tvec4 envMapColor = vec4( 0.0 );\n\t\t#endif\n\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t}\n\tfloat getSpecularMIPLevel( const in float roughness, const in int maxMIPLevel ) {\n\t\tfloat maxMIPLevelScalar = float( maxMIPLevel );\n\t\tfloat sigma = PI * roughness * roughness / ( 1.0 + roughness );\n\t\tfloat desiredMIPLevel = maxMIPLevelScalar + log2( sigma );\n\t\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\n\t}\n\tvec3 getLightProbeIndirectRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness, const in int maxMIPLevel ) {\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t vec3 reflectVec = reflect( -viewDir, normal );\n\t\t reflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );\n\t\t#else\n\t\t vec3 reflectVec = refract( -viewDir, normal, refractionRatio );\n\t\t#endif\n\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\tfloat specularMIPLevel = getSpecularMIPLevel( roughness, maxMIPLevel );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, queryReflectVec, roughness );\n\t\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\t\tvec2 sampleUV;\n\t\t\tsampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\t\t\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, sampleUV, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, sampleUV, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\t\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0,0.0,1.0 ) );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#endif\n\t\treturn envMapColor.rgb * envMapIntensity;\n\t}\n#endif";
  8354. var lights_phong_fragment = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;";
  8355. 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)";
  8356. var lights_physical_fragment = "PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nmaterial.specularRoughness = clamp( roughnessFactor, 0.04, 1.0 );\n#ifdef REFLECTIVITY\n\tmaterial.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor );\n#endif\n#ifdef CLEARCOAT\n\tmaterial.clearcoat = saturate( clearcoat );\tmaterial.clearcoatRoughness = clamp( clearcoatRoughness, 0.04, 1.0 );\n#endif\n#ifdef USE_SHEEN\n\tmaterial.sheenColor = sheen;\n#endif";
  8357. var lights_physical_pars_fragment = "struct PhysicalMaterial {\n\tvec3\tdiffuseColor;\n\tfloat\tspecularRoughness;\n\tvec3\tspecularColor;\n#ifdef CLEARCOAT\n\tfloat clearcoat;\n\tfloat clearcoatRoughness;\n#endif\n#ifdef USE_SHEEN\n\tvec3 sheenColor;\n#endif\n};\n#define MAXIMUM_SPECULAR_COEFFICIENT 0.16\n#define DEFAULT_SPECULAR_COEFFICIENT 0.04\nfloat clearcoatDHRApprox( const in float roughness, const in float dotNL ) {\n\treturn DEFAULT_SPECULAR_COEFFICIENT + ( 1.0 - DEFAULT_SPECULAR_COEFFICIENT ) * ( pow( 1.0 - dotNL, 5.0 ) * pow( 1.0 - roughness, 2.0 ) );\n}\n#if NUM_RECT_AREA_LIGHTS > 0\n\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t\tvec3 normal = geometry.normal;\n\t\tvec3 viewDir = geometry.viewDir;\n\t\tvec3 position = geometry.position;\n\t\tvec3 lightPos = rectAreaLight.position;\n\t\tvec3 halfWidth = rectAreaLight.halfWidth;\n\t\tvec3 halfHeight = rectAreaLight.halfHeight;\n\t\tvec3 lightColor = rectAreaLight.color;\n\t\tfloat roughness = material.specularRoughness;\n\t\tvec3 rectCoords[ 4 ];\n\t\trectCoords[ 0 ] = lightPos + halfWidth - halfHeight;\t\trectCoords[ 1 ] = lightPos - halfWidth - halfHeight;\n\t\trectCoords[ 2 ] = lightPos - halfWidth + halfHeight;\n\t\trectCoords[ 3 ] = lightPos + halfWidth + halfHeight;\n\t\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\n\t\tvec4 t1 = texture2D( ltc_1, uv );\n\t\tvec4 t2 = texture2D( ltc_2, uv );\n\t\tmat3 mInv = mat3(\n\t\t\tvec3( t1.x, 0, t1.y ),\n\t\t\tvec3( 0, 1, 0 ),\n\t\t\tvec3( t1.z, 0, t1.w )\n\t\t);\n\t\tvec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y );\n\t\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\n\t\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\n\t}\n#endif\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\t#ifdef CLEARCOAT\n\t\tfloat ccDotNL = saturate( dot( geometry.clearcoatNormal, directLight.direction ) );\n\t\tvec3 ccIrradiance = ccDotNL * directLight.color;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tccIrradiance *= PI;\n\t\t#endif\n\t\tfloat clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL );\n\t\treflectedLight.directSpecular += ccIrradiance * material.clearcoat * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness );\n\t#else\n\t\tfloat clearcoatDHR = 0.0;\n\t#endif\n\t#ifdef USE_SHEEN\n\t\treflectedLight.directSpecular += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Specular_Sheen(\n\t\t\tmaterial.specularRoughness,\n\t\t\tdirectLight.direction,\n\t\t\tgeometry,\n\t\t\tmaterial.sheenColor\n\t\t);\n\t#else\n\t\treflectedLight.directSpecular += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.normal, material.specularColor, material.specularRoughness);\n\t#endif\n\treflectedLight.directDiffuse += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\n\t#ifdef CLEARCOAT\n\t\tfloat ccDotNV = saturate( dot( geometry.clearcoatNormal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular += clearcoatRadiance * material.clearcoat * BRDF_Specular_GGX_Environment( geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness );\n\t\tfloat ccDotNL = ccDotNV;\n\t\tfloat clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL );\n\t#else\n\t\tfloat clearcoatDHR = 0.0;\n\t#endif\n\tfloat clearcoatInv = 1.0 - clearcoatDHR;\n\tvec3 singleScattering = vec3( 0.0 );\n\tvec3 multiScattering = vec3( 0.0 );\n\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\n\tBRDF_Specular_Multiscattering_Environment( geometry, material.specularColor, material.specularRoughness, singleScattering, multiScattering );\n\tvec3 diffuse = material.diffuseColor * ( 1.0 - ( singleScattering + multiScattering ) );\n\treflectedLight.indirectSpecular += clearcoatInv * radiance * singleScattering;\n\treflectedLight.indirectSpecular += multiScattering * cosineWeightedIrradiance;\n\treflectedLight.indirectDiffuse += diffuse * cosineWeightedIrradiance;\n}\n#define RE_Direct\t\t\t\tRE_Direct_Physical\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_Physical\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Physical\n#define RE_IndirectSpecular\t\tRE_IndirectSpecular_Physical\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\n\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}";
  8358. var lights_fragment_begin = "\nGeometricContext geometry;\ngeometry.position = - vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = normalize( vViewPosition );\n#ifdef CLEARCOAT\n\tgeometry.clearcoatNormal = clearcoatNormal;\n#endif\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\tPointLight pointLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tgetPointDirectLightIrradiance( pointLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )\n\t\tdirectLight.color *= all( bvec3( pointLight.shadow, directLight.visible, receiveShadow ) ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tgetSpotDirectLightIrradiance( spotLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\tdirectLight.color *= all( bvec3( spotLight.shadow, directLight.visible, receiveShadow ) ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\n\t\tdirectLight.color *= all( bvec3( directionalLight.shadow, directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\tRectAreaLight rectAreaLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\t\trectAreaLight = rectAreaLights[ i ];\n\t\tRE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if defined( RE_IndirectDiffuse )\n\tvec3 iblIrradiance = vec3( 0.0 );\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\tirradiance += getLightProbeIrradiance( lightProbe, geometry );\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\t#pragma unroll_loop\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t}\n\t#endif\n#endif\n#if defined( RE_IndirectSpecular )\n\tvec3 radiance = vec3( 0.0 );\n\tvec3 clearcoatRadiance = vec3( 0.0 );\n#endif";
  8359. var lights_fragment_maps = "#if defined( RE_IndirectDiffuse )\n\t#ifdef USE_LIGHTMAP\n\t\tvec3 lightMapIrradiance = texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tlightMapIrradiance *= PI;\n\t\t#endif\n\t\tirradiance += lightMapIrradiance;\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t\tiblIrradiance += getLightProbeIndirectIrradiance( geometry, maxMipLevel );\n\t#endif\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\tradiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.normal, material.specularRoughness, maxMipLevel );\n\t#ifdef CLEARCOAT\n\t\tclearcoatRadiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.clearcoatNormal, material.clearcoatRoughness, maxMipLevel );\n\t#endif\n#endif";
  8360. var lights_fragment_end = "#if defined( RE_IndirectDiffuse )\n\tRE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );\n#endif\n#if defined( RE_IndirectSpecular )\n\tRE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometry, material, reflectedLight );\n#endif";
  8361. var logdepthbuf_fragment = "#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tgl_FragDepthEXT = vIsPerspective == 1.0 ? log2( vFragDepth ) * logDepthBufFC * 0.5 : gl_FragCoord.z;\n#endif";
  8362. var logdepthbuf_pars_fragment = "#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tuniform float logDepthBufFC;\n\tvarying float vFragDepth;\n\tvarying float vIsPerspective;\n#endif";
  8363. var logdepthbuf_pars_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvarying float vFragDepth;\n\t\tvarying float vIsPerspective;\n\t#else\n\t\tuniform float logDepthBufFC;\n\t#endif\n#endif";
  8364. var logdepthbuf_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvFragDepth = 1.0 + gl_Position.w;\n\t\tvIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) );\n\t#else\n\t\tif ( isPerspectiveMatrix( projectionMatrix ) ) {\n\t\t\tgl_Position.z = log2( max( EPSILON, gl_Position.w + 1.0 ) ) * logDepthBufFC - 1.0;\n\t\t\tgl_Position.z *= gl_Position.w;\n\t\t}\n\t#endif\n#endif";
  8365. var map_fragment = "#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif";
  8366. var map_pars_fragment = "#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif";
  8367. 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";
  8368. var map_particle_pars_fragment = "#ifdef USE_MAP\n\tuniform mat3 uvTransform;\n\tuniform sampler2D map;\n#endif";
  8369. var metalnessmap_fragment = "float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif";
  8370. var metalnessmap_pars_fragment = "#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif";
  8371. 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";
  8372. 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";
  8373. 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";
  8374. var normal_fragment_begin = "#ifdef FLAT_SHADED\n\tvec3 fdx = vec3( dFdx( vViewPosition.x ), dFdx( vViewPosition.y ), dFdx( vViewPosition.z ) );\n\tvec3 fdy = vec3( dFdy( vViewPosition.x ), dFdy( vViewPosition.y ), dFdy( vViewPosition.z ) );\n\tvec3 normal = normalize( cross( fdx, fdy ) );\n#else\n\tvec3 normal = normalize( vNormal );\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t#endif\n\t#ifdef USE_TANGENT\n\t\tvec3 tangent = normalize( vTangent );\n\t\tvec3 bitangent = normalize( vBitangent );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\ttangent = tangent * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t\tbitangent = bitangent * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t#endif\n\t#endif\n#endif\nvec3 geometryNormal = normal;";
  8375. var normal_fragment_maps = "#ifdef OBJECTSPACE_NORMALMAP\n\tnormal = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t#ifdef FLIP_SIDED\n\t\tnormal = - normal;\n\t#endif\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t#endif\n\tnormal = normalize( normalMatrix * normal );\n#elif defined( TANGENTSPACE_NORMALMAP )\n\t#ifdef USE_TANGENT\n\t\tmat3 vTBN = mat3( tangent, bitangent, normal );\n\t\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t\tmapN.xy = normalScale * mapN.xy;\n\t\tnormal = normalize( vTBN * mapN );\n\t#else\n\t\tnormal = perturbNormal2Arb( -vViewPosition, normal, normalScale, normalMap );\n\t#endif\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\n#endif";
  8376. var normalmap_pars_fragment = "#ifdef USE_NORMALMAP\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n#endif\n#ifdef OBJECTSPACE_NORMALMAP\n\tuniform mat3 normalMatrix;\n#endif\n#if ! defined ( USE_TANGENT ) && ( defined ( TANGENTSPACE_NORMALMAP ) || defined ( USE_CLEARCOAT_NORMALMAP ) )\n\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm, vec2 normalScale, in sampler2D normalMap ) {\n\t\tvec3 q0 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) );\n\t\tvec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) );\n\t\tvec2 st0 = dFdx( vUv.st );\n\t\tvec2 st1 = dFdy( vUv.st );\n\t\tfloat scale = sign( st1.t * st0.s - st0.t * st1.s );\n\t\tvec3 S = normalize( ( q0 * st1.t - q1 * st0.t ) * scale );\n\t\tvec3 T = normalize( ( - q0 * st1.s + q1 * st0.s ) * scale );\n\t\tvec3 N = normalize( surf_norm );\n\t\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t\tmapN.xy *= normalScale;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvec3 NfromST = cross( S, T );\n\t\t\tif( dot( NfromST, N ) > 0.0 ) {\n\t\t\t\tS *= -1.0;\n\t\t\t\tT *= -1.0;\n\t\t\t}\n\t\t#else\n\t\t\tmapN.xy *= ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t#endif\n\t\tmat3 tsn = mat3( S, T, N );\n\t\treturn normalize( tsn * mapN );\n\t}\n#endif";
  8377. var clearcoat_normal_fragment_begin = "#ifdef CLEARCOAT\n\tvec3 clearcoatNormal = geometryNormal;\n#endif";
  8378. var clearcoat_normal_fragment_maps = "#ifdef USE_CLEARCOAT_NORMALMAP\n\t#ifdef USE_TANGENT\n\t\tmat3 vTBN = mat3( tangent, bitangent, clearcoatNormal );\n\t\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t\tmapN.xy = clearcoatNormalScale * mapN.xy;\n\t\tclearcoatNormal = normalize( vTBN * mapN );\n\t#else\n\t\tclearcoatNormal = perturbNormal2Arb( - vViewPosition, clearcoatNormal, clearcoatNormalScale, clearcoatNormalMap );\n\t#endif\n#endif";
  8379. var clearcoat_normalmap_pars_fragment = "#ifdef USE_CLEARCOAT_NORMALMAP\n\tuniform sampler2D clearcoatNormalMap;\n\tuniform vec2 clearcoatNormalScale;\n#endif";
  8380. var packing = "vec3 packNormalToRGB( const in vec3 normal ) {\n\treturn normalize( normal ) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n\treturn 2.0 * rgb.xyz - 1.0;\n}\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\nconst float ShiftRight8 = 1. / 256.;\nvec4 packDepthToRGBA( const in float v ) {\n\tvec4 r = vec4( fract( v * PackFactors ), v );\n\tr.yzw -= r.xyz * ShiftRight8;\treturn r * PackUpscale;\n}\nfloat unpackRGBAToDepth( const in vec4 v ) {\n\treturn dot( v, UnpackFactors );\n}\nvec4 encodeHalfRGBA ( vec2 v ) {\n\tvec4 encoded = vec4( 0.0 );\n\tconst vec2 offset = vec2( 1.0 / 255.0, 0.0 );\n\tencoded.xy = vec2( v.x, fract( v.x * 255.0 ) );\n\tencoded.xy = encoded.xy - ( encoded.yy * offset );\n\tencoded.zw = vec2( v.y, fract( v.y * 255.0 ) );\n\tencoded.zw = encoded.zw - ( encoded.ww * offset );\n\treturn encoded;\n}\nvec2 decodeHalfRGBA( vec4 v ) {\n\treturn vec2( v.x + ( v.y / 255.0 ), v.z + ( v.w / 255.0 ) );\n}\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( viewZ + near ) / ( near - far );\n}\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\n\treturn linearClipZ * ( near - far ) - near;\n}\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn (( near + viewZ ) * far ) / (( far - near ) * viewZ );\n}\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\n\treturn ( near * far ) / ( ( far - near ) * invClipZ - far );\n}";
  8381. var premultiplied_alpha_fragment = "#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif";
  8382. var project_vertex = "vec4 mvPosition = modelViewMatrix * vec4( transformed, 1.0 );\ngl_Position = projectionMatrix * mvPosition;";
  8383. var dithering_fragment = "#ifdef DITHERING\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif";
  8384. var dithering_pars_fragment = "#ifdef DITHERING\n\tvec3 dithering( vec3 color ) {\n\t\tfloat grid_position = rand( gl_FragCoord.xy );\n\t\tvec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );\n\t\tdither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );\n\t\treturn color + dither_shift_RGB;\n\t}\n#endif";
  8385. var roughnessmap_fragment = "float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif";
  8386. var roughnessmap_pars_fragment = "#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif";
  8387. var shadowmap_pars_fragment = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n\t}\n\tvec2 texture2DDistribution( sampler2D shadow, vec2 uv ) {\n\t\treturn decodeHalfRGBA( texture2D( shadow, uv ) );\n\t}\n\tfloat VSMShadow (sampler2D shadow, vec2 uv, float compare ){\n\t\tfloat occlusion = 1.0;\n\t\tvec2 distribution = texture2DDistribution( shadow, uv );\n\t\tfloat hard_shadow = step( compare , distribution.x );\n\t\tif (hard_shadow != 1.0 ) {\n\t\t\tfloat distance = compare - distribution.x ;\n\t\t\tfloat variance = max( 0.00000, distribution.y * distribution.y );\n\t\t\tfloat softness_probability = variance / (variance + distance * distance );\t\t\tsoftness_probability = clamp( ( softness_probability - 0.3 ) / ( 0.95 - 0.3 ), 0.0, 1.0 );\t\t\tocclusion = clamp( max( hard_shadow, softness_probability ), 0.0, 1.0 );\n\t\t}\n\t\treturn occlusion;\n\t}\n\tfloat texture2DShadowLerp( sampler2D depths, vec2 size, vec2 uv, float compare ) {\n\t\tconst vec2 offset = vec2( 0.0, 1.0 );\n\t\tvec2 texelSize = vec2( 1.0 ) / size;\n\t\tvec2 centroidUV = ( floor( uv * size - 0.5 ) + 0.5 ) * texelSize;\n\t\tfloat lb = texture2DCompare( depths, centroidUV + texelSize * offset.xx, compare );\n\t\tfloat lt = texture2DCompare( depths, centroidUV + texelSize * offset.xy, compare );\n\t\tfloat rb = texture2DCompare( depths, centroidUV + texelSize * offset.yx, compare );\n\t\tfloat rt = texture2DCompare( depths, centroidUV + texelSize * offset.yy, compare );\n\t\tvec2 f = fract( uv * size + 0.5 );\n\t\tfloat a = mix( lb, lt, f.y );\n\t\tfloat b = mix( rb, rt, f.y );\n\t\tfloat c = mix( a, b, f.x );\n\t\treturn c;\n\t}\n\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\tfloat shadow = 1.0;\n\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\tshadowCoord.z += shadowBias;\n\t\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\n\t\tbool inFrustum = all( inFrustumVec );\n\t\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n\t\tbool frustumTest = all( frustumTestVec );\n\t\tif ( frustumTest ) {\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tfloat dx2 = dx0 / 2.0;\n\t\t\tfloat dy2 = dy0 / 2.0;\n\t\t\tfloat dx3 = dx1 / 2.0;\n\t\t\tfloat dy3 = dy1 / 2.0;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 17.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tshadow = (\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_VSM )\n\t\t\tshadow = VSMShadow( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#else\n\t\t\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#endif\n\t\t}\n\t\treturn shadow;\n\t}\n\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\n\t\tvec3 absV = abs( v );\n\t\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n\t\tabsV *= scaleToCube;\n\t\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n\t\tvec2 planar = v.xy;\n\t\tfloat almostATexel = 1.5 * texelSizeY;\n\t\tfloat almostOne = 1.0 - almostATexel;\n\t\tif ( absV.z >= almostOne ) {\n\t\t\tif ( v.z > 0.0 )\n\t\t\t\tplanar.x = 4.0 - v.x;\n\t\t} else if ( absV.x >= almostOne ) {\n\t\t\tfloat signX = sign( v.x );\n\t\t\tplanar.x = v.z * signX + 2.0 * signX;\n\t\t} else if ( absV.y >= almostOne ) {\n\t\t\tfloat signY = sign( v.y );\n\t\t\tplanar.x = v.x + 2.0 * signY + 2.0;\n\t\t\tplanar.y = v.z * signY - 2.0;\n\t\t}\n\t\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n\t}\n\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tfloat dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\t\tdp += shadowBias;\n\t\tvec3 bd3D = normalize( lightToPosition );\n\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM )\n\t\t\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n\t\t\treturn (\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n\t\t#endif\n\t}\n#endif";
  8388. var shadowmap_pars_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n#endif";
  8389. var shadowmap_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n#endif";
  8390. var shadowmask_pars_fragment = "float getShadowMask() {\n\tfloat shadow = 1.0;\n\t#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLight directionalLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tshadow *= all( bvec2( directionalLight.shadow, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLight spotLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tshadow *= all( bvec2( spotLight.shadow, receiveShadow ) ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLight pointLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tshadow *= all( bvec2( pointLight.shadow, receiveShadow ) ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t}\n\t#endif\n\t#endif\n\treturn shadow;\n}";
  8391. 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";
  8392. var skinning_pars_vertex = "#ifdef USE_SKINNING\n\tuniform mat4 bindMatrix;\n\tuniform mat4 bindMatrixInverse;\n\t#ifdef BONE_TEXTURE\n\t\tuniform highp sampler2D boneTexture;\n\t\tuniform int boneTextureSize;\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tfloat j = i * 4.0;\n\t\t\tfloat x = mod( j, float( boneTextureSize ) );\n\t\t\tfloat y = floor( j / float( boneTextureSize ) );\n\t\t\tfloat dx = 1.0 / float( boneTextureSize );\n\t\t\tfloat dy = 1.0 / float( boneTextureSize );\n\t\t\ty = dy * ( y + 0.5 );\n\t\t\tvec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\n\t\t\tvec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\n\t\t\tvec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\n\t\t\tvec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\n\t\t\tmat4 bone = mat4( v1, v2, v3, v4 );\n\t\t\treturn bone;\n\t\t}\n\t#else\n\t\tuniform mat4 boneMatrices[ MAX_BONES ];\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tmat4 bone = boneMatrices[ int(i) ];\n\t\t\treturn bone;\n\t\t}\n\t#endif\n#endif";
  8393. 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";
  8394. var skinnormal_vertex = "#ifdef USE_SKINNING\n\tmat4 skinMatrix = mat4( 0.0 );\n\tskinMatrix += skinWeight.x * boneMatX;\n\tskinMatrix += skinWeight.y * boneMatY;\n\tskinMatrix += skinWeight.z * boneMatZ;\n\tskinMatrix += skinWeight.w * boneMatW;\n\tskinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\n\tobjectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\n\t#ifdef USE_TANGENT\n\t\tobjectTangent = vec4( skinMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n\t#endif\n#endif";
  8395. 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";
  8396. var specularmap_pars_fragment = "#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif";
  8397. var tonemapping_fragment = "#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif";
  8398. 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}";
  8399. var uv_pars_fragment = "#ifdef USE_UV\n\tvarying vec2 vUv;\n#endif";
  8400. var uv_pars_vertex = "#ifdef USE_UV\n\tvarying vec2 vUv;\n\tuniform mat3 uvTransform;\n#endif";
  8401. var uv_vertex = "#ifdef USE_UV\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n#endif";
  8402. var uv2_pars_fragment = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif";
  8403. var uv2_pars_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n#endif";
  8404. var uv2_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = uv2;\n#endif";
  8405. var worldpos_vertex = "#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP )\n\tvec4 worldPosition = modelMatrix * vec4( transformed, 1.0 );\n#endif";
  8406. 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}";
  8407. 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}";
  8408. 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}";
  8409. 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}";
  8410. 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}";
  8411. 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}";
  8412. 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}";
  8413. 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}";
  8414. 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}";
  8415. 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}";
  8416. 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}";
  8417. 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}";
  8418. var meshbasic_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\t#ifdef USE_LIGHTMAP\n\t\treflectedLight.indirectDiffuse += texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n\t#else\n\t\treflectedLight.indirectDiffuse += vec3( 1.0 );\n\t#endif\n\t#include <aomap_fragment>\n\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
  8419. 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}";
  8420. var meshlambert_frag = "uniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\nvarying vec3 vLightFront;\nvarying vec3 vIndirectFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n\tvarying vec3 vIndirectBack;\n#endif\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <fog_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <emissivemap_fragment>\n\treflectedLight.indirectDiffuse = getAmbientLightIrradiance( ambientLightColor );\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.indirectDiffuse += ( gl_FrontFacing ) ? vIndirectFront : vIndirectBack;\n\t#else\n\t\treflectedLight.indirectDiffuse += vIndirectFront;\n\t#endif\n\t#include <lightmap_fragment>\n\treflectedLight.indirectDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb );\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;\n\t#else\n\t\treflectedLight.directDiffuse = vLightFront;\n\t#endif\n\treflectedLight.directDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ) * getShadowMask();\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  8421. var meshlambert_vert = "#define LAMBERT\nvarying vec3 vLightFront;\nvarying vec3 vIndirectFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n\tvarying vec3 vIndirectBack;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <envmap_pars_vertex>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <worldpos_vertex>\n\t#include <envmap_vertex>\n\t#include <lights_lambert_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";
  8422. 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}";
  8423. 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}";
  8424. var meshphong_frag = "#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <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}";
  8425. 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}";
  8426. var meshphysical_frag = "#define STANDARD\n#ifdef PHYSICAL\n\t#define REFLECTIVITY\n\t#define CLEARCOAT\n\t#define TRANSPARENCY\n#endif\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifdef TRANSPARENCY\n\tuniform float transparency;\n#endif\n#ifdef REFLECTIVITY\n\tuniform float reflectivity;\n#endif\n#ifdef CLEARCOAT\n\tuniform float clearcoat;\n\tuniform float clearcoatRoughness;\n#endif\n#ifdef USE_SHEEN\n\tuniform vec3 sheen;\n#endif\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <bsdfs>\n#include <cube_uv_reflection_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_physical_pars_fragment>\n#include <fog_pars_fragment>\n#include <lights_pars_begin>\n#include <lights_physical_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <clearcoat_normalmap_pars_fragment>\n#include <roughnessmap_pars_fragment>\n#include <metalnessmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <roughnessmap_fragment>\n\t#include <metalnessmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <clearcoat_normal_fragment_begin>\n\t#include <clearcoat_normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_physical_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#ifdef TRANSPARENCY\n\t\tdiffuseColor.a *= saturate( 1. - transparency + linearToRelativeLuminance( reflectedLight.directSpecular + reflectedLight.indirectSpecular ) );\n\t#endif\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  8427. var meshphysical_vert = "#define STANDARD\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t#endif\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";
  8428. var normal_frag = "#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <packing>\n#include <uv_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\t#include <logdepthbuf_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\tgl_FragColor = vec4( packNormalToRGB( normal ), opacity );\n}";
  8429. var normal_vert = "#define NORMAL\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t#endif\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n}";
  8430. 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}";
  8431. var points_vert = "uniform float size;\nuniform float scale;\n#include <common>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <color_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <project_vertex>\n\tgl_PointSize = size;\n\t#ifdef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\n\t#endif\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <worldpos_vertex>\n\t#include <fog_vertex>\n}";
  8432. 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}";
  8433. 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}";
  8434. 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}";
  8435. var sprite_vert = "uniform float rotation;\nuniform vec2 center;\n#include <common>\n#include <uv_pars_vertex>\n#include <fog_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\tvec4 mvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );\n\tvec2 scale;\n\tscale.x = length( vec3( modelMatrix[ 0 ].x, modelMatrix[ 0 ].y, modelMatrix[ 0 ].z ) );\n\tscale.y = length( vec3( modelMatrix[ 1 ].x, modelMatrix[ 1 ].y, modelMatrix[ 1 ].z ) );\n\t#ifndef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) scale *= - mvPosition.z;\n\t#endif\n\tvec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale;\n\tvec2 rotatedPosition;\n\trotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\n\trotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\n\tmvPosition.xy += rotatedPosition;\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n}";
  8436. var ShaderChunk = {
  8437. alphamap_fragment: alphamap_fragment,
  8438. alphamap_pars_fragment: alphamap_pars_fragment,
  8439. alphatest_fragment: alphatest_fragment,
  8440. aomap_fragment: aomap_fragment,
  8441. aomap_pars_fragment: aomap_pars_fragment,
  8442. begin_vertex: begin_vertex,
  8443. beginnormal_vertex: beginnormal_vertex,
  8444. bsdfs: bsdfs,
  8445. bumpmap_pars_fragment: bumpmap_pars_fragment,
  8446. clipping_planes_fragment: clipping_planes_fragment,
  8447. clipping_planes_pars_fragment: clipping_planes_pars_fragment,
  8448. clipping_planes_pars_vertex: clipping_planes_pars_vertex,
  8449. clipping_planes_vertex: clipping_planes_vertex,
  8450. color_fragment: color_fragment,
  8451. color_pars_fragment: color_pars_fragment,
  8452. color_pars_vertex: color_pars_vertex,
  8453. color_vertex: color_vertex,
  8454. common: common,
  8455. cube_uv_reflection_fragment: cube_uv_reflection_fragment,
  8456. defaultnormal_vertex: defaultnormal_vertex,
  8457. displacementmap_pars_vertex: displacementmap_pars_vertex,
  8458. displacementmap_vertex: displacementmap_vertex,
  8459. emissivemap_fragment: emissivemap_fragment,
  8460. emissivemap_pars_fragment: emissivemap_pars_fragment,
  8461. encodings_fragment: encodings_fragment,
  8462. encodings_pars_fragment: encodings_pars_fragment,
  8463. envmap_fragment: envmap_fragment,
  8464. envmap_common_pars_fragment: envmap_common_pars_fragment,
  8465. envmap_pars_fragment: envmap_pars_fragment,
  8466. envmap_pars_vertex: envmap_pars_vertex,
  8467. envmap_physical_pars_fragment: envmap_physical_pars_fragment,
  8468. envmap_vertex: envmap_vertex,
  8469. fog_vertex: fog_vertex,
  8470. fog_pars_vertex: fog_pars_vertex,
  8471. fog_fragment: fog_fragment,
  8472. fog_pars_fragment: fog_pars_fragment,
  8473. gradientmap_pars_fragment: gradientmap_pars_fragment,
  8474. lightmap_fragment: lightmap_fragment,
  8475. lightmap_pars_fragment: lightmap_pars_fragment,
  8476. lights_lambert_vertex: lights_lambert_vertex,
  8477. lights_pars_begin: lights_pars_begin,
  8478. lights_phong_fragment: lights_phong_fragment,
  8479. lights_phong_pars_fragment: lights_phong_pars_fragment,
  8480. lights_physical_fragment: lights_physical_fragment,
  8481. lights_physical_pars_fragment: lights_physical_pars_fragment,
  8482. lights_fragment_begin: lights_fragment_begin,
  8483. lights_fragment_maps: lights_fragment_maps,
  8484. lights_fragment_end: lights_fragment_end,
  8485. logdepthbuf_fragment: logdepthbuf_fragment,
  8486. logdepthbuf_pars_fragment: logdepthbuf_pars_fragment,
  8487. logdepthbuf_pars_vertex: logdepthbuf_pars_vertex,
  8488. logdepthbuf_vertex: logdepthbuf_vertex,
  8489. map_fragment: map_fragment,
  8490. map_pars_fragment: map_pars_fragment,
  8491. map_particle_fragment: map_particle_fragment,
  8492. map_particle_pars_fragment: map_particle_pars_fragment,
  8493. metalnessmap_fragment: metalnessmap_fragment,
  8494. metalnessmap_pars_fragment: metalnessmap_pars_fragment,
  8495. morphnormal_vertex: morphnormal_vertex,
  8496. morphtarget_pars_vertex: morphtarget_pars_vertex,
  8497. morphtarget_vertex: morphtarget_vertex,
  8498. normal_fragment_begin: normal_fragment_begin,
  8499. normal_fragment_maps: normal_fragment_maps,
  8500. normalmap_pars_fragment: normalmap_pars_fragment,
  8501. clearcoat_normal_fragment_begin: clearcoat_normal_fragment_begin,
  8502. clearcoat_normal_fragment_maps: clearcoat_normal_fragment_maps,
  8503. clearcoat_normalmap_pars_fragment: clearcoat_normalmap_pars_fragment,
  8504. packing: packing,
  8505. premultiplied_alpha_fragment: premultiplied_alpha_fragment,
  8506. project_vertex: project_vertex,
  8507. dithering_fragment: dithering_fragment,
  8508. dithering_pars_fragment: dithering_pars_fragment,
  8509. roughnessmap_fragment: roughnessmap_fragment,
  8510. roughnessmap_pars_fragment: roughnessmap_pars_fragment,
  8511. shadowmap_pars_fragment: shadowmap_pars_fragment,
  8512. shadowmap_pars_vertex: shadowmap_pars_vertex,
  8513. shadowmap_vertex: shadowmap_vertex,
  8514. shadowmask_pars_fragment: shadowmask_pars_fragment,
  8515. skinbase_vertex: skinbase_vertex,
  8516. skinning_pars_vertex: skinning_pars_vertex,
  8517. skinning_vertex: skinning_vertex,
  8518. skinnormal_vertex: skinnormal_vertex,
  8519. specularmap_fragment: specularmap_fragment,
  8520. specularmap_pars_fragment: specularmap_pars_fragment,
  8521. tonemapping_fragment: tonemapping_fragment,
  8522. tonemapping_pars_fragment: tonemapping_pars_fragment,
  8523. uv_pars_fragment: uv_pars_fragment,
  8524. uv_pars_vertex: uv_pars_vertex,
  8525. uv_vertex: uv_vertex,
  8526. uv2_pars_fragment: uv2_pars_fragment,
  8527. uv2_pars_vertex: uv2_pars_vertex,
  8528. uv2_vertex: uv2_vertex,
  8529. worldpos_vertex: worldpos_vertex,
  8530. background_frag: background_frag,
  8531. background_vert: background_vert,
  8532. cube_frag: cube_frag,
  8533. cube_vert: cube_vert,
  8534. depth_frag: depth_frag,
  8535. depth_vert: depth_vert,
  8536. distanceRGBA_frag: distanceRGBA_frag,
  8537. distanceRGBA_vert: distanceRGBA_vert,
  8538. equirect_frag: equirect_frag,
  8539. equirect_vert: equirect_vert,
  8540. linedashed_frag: linedashed_frag,
  8541. linedashed_vert: linedashed_vert,
  8542. meshbasic_frag: meshbasic_frag,
  8543. meshbasic_vert: meshbasic_vert,
  8544. meshlambert_frag: meshlambert_frag,
  8545. meshlambert_vert: meshlambert_vert,
  8546. meshmatcap_frag: meshmatcap_frag,
  8547. meshmatcap_vert: meshmatcap_vert,
  8548. meshphong_frag: meshphong_frag,
  8549. meshphong_vert: meshphong_vert,
  8550. meshphysical_frag: meshphysical_frag,
  8551. meshphysical_vert: meshphysical_vert,
  8552. normal_frag: normal_frag,
  8553. normal_vert: normal_vert,
  8554. points_frag: points_frag,
  8555. points_vert: points_vert,
  8556. shadow_frag: shadow_frag,
  8557. shadow_vert: shadow_vert,
  8558. sprite_frag: sprite_frag,
  8559. sprite_vert: sprite_vert
  8560. };
  8561. /**
  8562. * Uniforms library for shared webgl shaders
  8563. */
  8564. var UniformsLib = {
  8565. common: {
  8566. diffuse: { value: new Color( 0xeeeeee ) },
  8567. opacity: { value: 1.0 },
  8568. map: { value: null },
  8569. uvTransform: { value: new Matrix3() },
  8570. alphaMap: { value: null },
  8571. },
  8572. specularmap: {
  8573. specularMap: { value: null },
  8574. },
  8575. envmap: {
  8576. envMap: { value: null },
  8577. flipEnvMap: { value: - 1 },
  8578. reflectivity: { value: 1.0 },
  8579. refractionRatio: { value: 0.98 },
  8580. maxMipLevel: { value: 0 }
  8581. },
  8582. aomap: {
  8583. aoMap: { value: null },
  8584. aoMapIntensity: { value: 1 }
  8585. },
  8586. lightmap: {
  8587. lightMap: { value: null },
  8588. lightMapIntensity: { value: 1 }
  8589. },
  8590. emissivemap: {
  8591. emissiveMap: { value: null }
  8592. },
  8593. bumpmap: {
  8594. bumpMap: { value: null },
  8595. bumpScale: { value: 1 }
  8596. },
  8597. normalmap: {
  8598. normalMap: { value: null },
  8599. normalScale: { value: new Vector2( 1, 1 ) }
  8600. },
  8601. displacementmap: {
  8602. displacementMap: { value: null },
  8603. displacementScale: { value: 1 },
  8604. displacementBias: { value: 0 }
  8605. },
  8606. roughnessmap: {
  8607. roughnessMap: { value: null }
  8608. },
  8609. metalnessmap: {
  8610. metalnessMap: { value: null }
  8611. },
  8612. gradientmap: {
  8613. gradientMap: { value: null }
  8614. },
  8615. fog: {
  8616. fogDensity: { value: 0.00025 },
  8617. fogNear: { value: 1 },
  8618. fogFar: { value: 2000 },
  8619. fogColor: { value: new Color( 0xffffff ) }
  8620. },
  8621. lights: {
  8622. ambientLightColor: { value: [] },
  8623. lightProbe: { value: [] },
  8624. directionalLights: { value: [], properties: {
  8625. direction: {},
  8626. color: {},
  8627. shadow: {},
  8628. shadowBias: {},
  8629. shadowRadius: {},
  8630. shadowMapSize: {}
  8631. } },
  8632. directionalShadowMap: { value: [] },
  8633. directionalShadowMatrix: { value: [] },
  8634. spotLights: { value: [], properties: {
  8635. color: {},
  8636. position: {},
  8637. direction: {},
  8638. distance: {},
  8639. coneCos: {},
  8640. penumbraCos: {},
  8641. decay: {},
  8642. shadow: {},
  8643. shadowBias: {},
  8644. shadowRadius: {},
  8645. shadowMapSize: {}
  8646. } },
  8647. spotShadowMap: { value: [] },
  8648. spotShadowMatrix: { value: [] },
  8649. pointLights: { value: [], properties: {
  8650. color: {},
  8651. position: {},
  8652. decay: {},
  8653. distance: {},
  8654. shadow: {},
  8655. shadowBias: {},
  8656. shadowRadius: {},
  8657. shadowMapSize: {},
  8658. shadowCameraNear: {},
  8659. shadowCameraFar: {}
  8660. } },
  8661. pointShadowMap: { value: [] },
  8662. pointShadowMatrix: { value: [] },
  8663. hemisphereLights: { value: [], properties: {
  8664. direction: {},
  8665. skyColor: {},
  8666. groundColor: {}
  8667. } },
  8668. // TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src
  8669. rectAreaLights: { value: [], properties: {
  8670. color: {},
  8671. position: {},
  8672. width: {},
  8673. height: {}
  8674. } }
  8675. },
  8676. points: {
  8677. diffuse: { value: new Color( 0xeeeeee ) },
  8678. opacity: { value: 1.0 },
  8679. size: { value: 1.0 },
  8680. scale: { value: 1.0 },
  8681. map: { value: null },
  8682. uvTransform: { value: new Matrix3() }
  8683. },
  8684. sprite: {
  8685. diffuse: { value: new Color( 0xeeeeee ) },
  8686. opacity: { value: 1.0 },
  8687. center: { value: new Vector2( 0.5, 0.5 ) },
  8688. rotation: { value: 0.0 },
  8689. map: { value: null },
  8690. uvTransform: { value: new Matrix3() }
  8691. }
  8692. };
  8693. /**
  8694. * @author alteredq / http://alteredqualia.com/
  8695. * @author mrdoob / http://mrdoob.com/
  8696. * @author mikael emtinger / http://gomo.se/
  8697. */
  8698. var ShaderLib = {
  8699. basic: {
  8700. uniforms: mergeUniforms( [
  8701. UniformsLib.common,
  8702. UniformsLib.specularmap,
  8703. UniformsLib.envmap,
  8704. UniformsLib.aomap,
  8705. UniformsLib.lightmap,
  8706. UniformsLib.fog
  8707. ] ),
  8708. vertexShader: ShaderChunk.meshbasic_vert,
  8709. fragmentShader: ShaderChunk.meshbasic_frag
  8710. },
  8711. lambert: {
  8712. uniforms: mergeUniforms( [
  8713. UniformsLib.common,
  8714. UniformsLib.specularmap,
  8715. UniformsLib.envmap,
  8716. UniformsLib.aomap,
  8717. UniformsLib.lightmap,
  8718. UniformsLib.emissivemap,
  8719. UniformsLib.fog,
  8720. UniformsLib.lights,
  8721. {
  8722. emissive: { value: new Color( 0x000000 ) }
  8723. }
  8724. ] ),
  8725. vertexShader: ShaderChunk.meshlambert_vert,
  8726. fragmentShader: ShaderChunk.meshlambert_frag
  8727. },
  8728. phong: {
  8729. uniforms: mergeUniforms( [
  8730. UniformsLib.common,
  8731. UniformsLib.specularmap,
  8732. UniformsLib.envmap,
  8733. UniformsLib.aomap,
  8734. UniformsLib.lightmap,
  8735. UniformsLib.emissivemap,
  8736. UniformsLib.bumpmap,
  8737. UniformsLib.normalmap,
  8738. UniformsLib.displacementmap,
  8739. UniformsLib.gradientmap,
  8740. UniformsLib.fog,
  8741. UniformsLib.lights,
  8742. {
  8743. emissive: { value: new Color( 0x000000 ) },
  8744. specular: { value: new Color( 0x111111 ) },
  8745. shininess: { value: 30 }
  8746. }
  8747. ] ),
  8748. vertexShader: ShaderChunk.meshphong_vert,
  8749. fragmentShader: ShaderChunk.meshphong_frag
  8750. },
  8751. standard: {
  8752. uniforms: mergeUniforms( [
  8753. UniformsLib.common,
  8754. UniformsLib.envmap,
  8755. UniformsLib.aomap,
  8756. UniformsLib.lightmap,
  8757. UniformsLib.emissivemap,
  8758. UniformsLib.bumpmap,
  8759. UniformsLib.normalmap,
  8760. UniformsLib.displacementmap,
  8761. UniformsLib.roughnessmap,
  8762. UniformsLib.metalnessmap,
  8763. UniformsLib.fog,
  8764. UniformsLib.lights,
  8765. {
  8766. emissive: { value: new Color( 0x000000 ) },
  8767. roughness: { value: 0.5 },
  8768. metalness: { value: 0.5 },
  8769. envMapIntensity: { value: 1 } // temporary
  8770. }
  8771. ] ),
  8772. vertexShader: ShaderChunk.meshphysical_vert,
  8773. fragmentShader: ShaderChunk.meshphysical_frag
  8774. },
  8775. matcap: {
  8776. uniforms: mergeUniforms( [
  8777. UniformsLib.common,
  8778. UniformsLib.bumpmap,
  8779. UniformsLib.normalmap,
  8780. UniformsLib.displacementmap,
  8781. UniformsLib.fog,
  8782. {
  8783. matcap: { value: null }
  8784. }
  8785. ] ),
  8786. vertexShader: ShaderChunk.meshmatcap_vert,
  8787. fragmentShader: ShaderChunk.meshmatcap_frag
  8788. },
  8789. points: {
  8790. uniforms: mergeUniforms( [
  8791. UniformsLib.points,
  8792. UniformsLib.fog
  8793. ] ),
  8794. vertexShader: ShaderChunk.points_vert,
  8795. fragmentShader: ShaderChunk.points_frag
  8796. },
  8797. dashed: {
  8798. uniforms: mergeUniforms( [
  8799. UniformsLib.common,
  8800. UniformsLib.fog,
  8801. {
  8802. scale: { value: 1 },
  8803. dashSize: { value: 1 },
  8804. totalSize: { value: 2 }
  8805. }
  8806. ] ),
  8807. vertexShader: ShaderChunk.linedashed_vert,
  8808. fragmentShader: ShaderChunk.linedashed_frag
  8809. },
  8810. depth: {
  8811. uniforms: mergeUniforms( [
  8812. UniformsLib.common,
  8813. UniformsLib.displacementmap
  8814. ] ),
  8815. vertexShader: ShaderChunk.depth_vert,
  8816. fragmentShader: ShaderChunk.depth_frag
  8817. },
  8818. normal: {
  8819. uniforms: mergeUniforms( [
  8820. UniformsLib.common,
  8821. UniformsLib.bumpmap,
  8822. UniformsLib.normalmap,
  8823. UniformsLib.displacementmap,
  8824. {
  8825. opacity: { value: 1.0 }
  8826. }
  8827. ] ),
  8828. vertexShader: ShaderChunk.normal_vert,
  8829. fragmentShader: ShaderChunk.normal_frag
  8830. },
  8831. sprite: {
  8832. uniforms: mergeUniforms( [
  8833. UniformsLib.sprite,
  8834. UniformsLib.fog
  8835. ] ),
  8836. vertexShader: ShaderChunk.sprite_vert,
  8837. fragmentShader: ShaderChunk.sprite_frag
  8838. },
  8839. background: {
  8840. uniforms: {
  8841. uvTransform: { value: new Matrix3() },
  8842. t2D: { value: null },
  8843. },
  8844. vertexShader: ShaderChunk.background_vert,
  8845. fragmentShader: ShaderChunk.background_frag
  8846. },
  8847. /* -------------------------------------------------------------------------
  8848. // Cube map shader
  8849. ------------------------------------------------------------------------- */
  8850. cube: {
  8851. uniforms: {
  8852. tCube: { value: null },
  8853. tFlip: { value: - 1 },
  8854. opacity: { value: 1.0 }
  8855. },
  8856. vertexShader: ShaderChunk.cube_vert,
  8857. fragmentShader: ShaderChunk.cube_frag
  8858. },
  8859. equirect: {
  8860. uniforms: {
  8861. tEquirect: { value: null },
  8862. },
  8863. vertexShader: ShaderChunk.equirect_vert,
  8864. fragmentShader: ShaderChunk.equirect_frag
  8865. },
  8866. distanceRGBA: {
  8867. uniforms: mergeUniforms( [
  8868. UniformsLib.common,
  8869. UniformsLib.displacementmap,
  8870. {
  8871. referencePosition: { value: new Vector3() },
  8872. nearDistance: { value: 1 },
  8873. farDistance: { value: 1000 }
  8874. }
  8875. ] ),
  8876. vertexShader: ShaderChunk.distanceRGBA_vert,
  8877. fragmentShader: ShaderChunk.distanceRGBA_frag
  8878. },
  8879. shadow: {
  8880. uniforms: mergeUniforms( [
  8881. UniformsLib.lights,
  8882. UniformsLib.fog,
  8883. {
  8884. color: { value: new Color( 0x00000 ) },
  8885. opacity: { value: 1.0 }
  8886. } ] ),
  8887. vertexShader: ShaderChunk.shadow_vert,
  8888. fragmentShader: ShaderChunk.shadow_frag
  8889. }
  8890. };
  8891. ShaderLib.physical = {
  8892. uniforms: mergeUniforms( [
  8893. ShaderLib.standard.uniforms,
  8894. {
  8895. transparency: { value: 0 },
  8896. clearcoat: { value: 0 },
  8897. clearcoatRoughness: { value: 0 },
  8898. sheen: { value: new Color( 0x000000 ) },
  8899. clearcoatNormalScale: { value: new Vector2( 1, 1 ) },
  8900. clearcoatNormalMap: { value: null },
  8901. }
  8902. ] ),
  8903. vertexShader: ShaderChunk.meshphysical_vert,
  8904. fragmentShader: ShaderChunk.meshphysical_frag
  8905. };
  8906. /**
  8907. * @author mrdoob / http://mrdoob.com/
  8908. */
  8909. function WebGLAnimation() {
  8910. var context = null;
  8911. var isAnimating = false;
  8912. var animationLoop = null;
  8913. function onAnimationFrame( time, frame ) {
  8914. if ( isAnimating === false ) { return; }
  8915. animationLoop( time, frame );
  8916. context.requestAnimationFrame( onAnimationFrame );
  8917. }
  8918. return {
  8919. start: function () {
  8920. if ( isAnimating === true ) { return; }
  8921. if ( animationLoop === null ) { return; }
  8922. context.requestAnimationFrame( onAnimationFrame );
  8923. isAnimating = true;
  8924. },
  8925. stop: function () {
  8926. isAnimating = false;
  8927. },
  8928. setAnimationLoop: function ( callback ) {
  8929. animationLoop = callback;
  8930. },
  8931. setContext: function ( value ) {
  8932. context = value;
  8933. }
  8934. };
  8935. }
  8936. /**
  8937. * @author mrdoob / http://mrdoob.com/
  8938. */
  8939. function WebGLAttributes( gl ) {
  8940. var buffers = new WeakMap();
  8941. function createBuffer( attribute, bufferType ) {
  8942. var array = attribute.array;
  8943. var usage = attribute.dynamic ? 35048 : 35044;
  8944. var buffer = gl.createBuffer();
  8945. gl.bindBuffer( bufferType, buffer );
  8946. gl.bufferData( bufferType, array, usage );
  8947. attribute.onUploadCallback();
  8948. var type = 5126;
  8949. if ( array instanceof Float32Array ) {
  8950. type = 5126;
  8951. } else if ( array instanceof Float64Array ) {
  8952. console.warn( 'THREE.WebGLAttributes: Unsupported data buffer format: Float64Array.' );
  8953. } else if ( array instanceof Uint16Array ) {
  8954. type = 5123;
  8955. } else if ( array instanceof Int16Array ) {
  8956. type = 5122;
  8957. } else if ( array instanceof Uint32Array ) {
  8958. type = 5125;
  8959. } else if ( array instanceof Int32Array ) {
  8960. type = 5124;
  8961. } else if ( array instanceof Int8Array ) {
  8962. type = 5120;
  8963. } else if ( array instanceof Uint8Array ) {
  8964. type = 5121;
  8965. }
  8966. return {
  8967. buffer: buffer,
  8968. type: type,
  8969. bytesPerElement: array.BYTES_PER_ELEMENT,
  8970. version: attribute.version
  8971. };
  8972. }
  8973. function updateBuffer( buffer, attribute, bufferType ) {
  8974. var array = attribute.array;
  8975. var updateRange = attribute.updateRange;
  8976. gl.bindBuffer( bufferType, buffer );
  8977. if ( attribute.dynamic === false ) {
  8978. gl.bufferData( bufferType, array, 35044 );
  8979. } else if ( updateRange.count === - 1 ) {
  8980. // Not using update ranges
  8981. gl.bufferSubData( bufferType, 0, array );
  8982. } else if ( updateRange.count === 0 ) {
  8983. 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.' );
  8984. } else {
  8985. gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,
  8986. array.subarray( updateRange.offset, updateRange.offset + updateRange.count ) );
  8987. updateRange.count = - 1; // reset range
  8988. }
  8989. }
  8990. //
  8991. function get( attribute ) {
  8992. if ( attribute.isInterleavedBufferAttribute ) { attribute = attribute.data; }
  8993. return buffers.get( attribute );
  8994. }
  8995. function remove( attribute ) {
  8996. if ( attribute.isInterleavedBufferAttribute ) { attribute = attribute.data; }
  8997. var data = buffers.get( attribute );
  8998. if ( data ) {
  8999. gl.deleteBuffer( data.buffer );
  9000. buffers.delete( attribute );
  9001. }
  9002. }
  9003. function update( attribute, bufferType ) {
  9004. if ( attribute.isInterleavedBufferAttribute ) { attribute = attribute.data; }
  9005. var data = buffers.get( attribute );
  9006. if ( data === undefined ) {
  9007. buffers.set( attribute, createBuffer( attribute, bufferType ) );
  9008. } else if ( data.version < attribute.version ) {
  9009. updateBuffer( data.buffer, attribute, bufferType );
  9010. data.version = attribute.version;
  9011. }
  9012. }
  9013. return {
  9014. get: get,
  9015. remove: remove,
  9016. update: update
  9017. };
  9018. }
  9019. /**
  9020. * @author mrdoob / http://mrdoob.com/
  9021. * @author Mugen87 / https://github.com/Mugen87
  9022. */
  9023. // PlaneGeometry
  9024. function PlaneGeometry( width, height, widthSegments, heightSegments ) {
  9025. Geometry.call( this );
  9026. this.type = 'PlaneGeometry';
  9027. this.parameters = {
  9028. width: width,
  9029. height: height,
  9030. widthSegments: widthSegments,
  9031. heightSegments: heightSegments
  9032. };
  9033. this.fromBufferGeometry( new PlaneBufferGeometry( width, height, widthSegments, heightSegments ) );
  9034. this.mergeVertices();
  9035. }
  9036. PlaneGeometry.prototype = Object.create( Geometry.prototype );
  9037. PlaneGeometry.prototype.constructor = PlaneGeometry;
  9038. // PlaneBufferGeometry
  9039. function PlaneBufferGeometry( width, height, widthSegments, heightSegments ) {
  9040. BufferGeometry.call( this );
  9041. this.type = 'PlaneBufferGeometry';
  9042. this.parameters = {
  9043. width: width,
  9044. height: height,
  9045. widthSegments: widthSegments,
  9046. heightSegments: heightSegments
  9047. };
  9048. width = width || 1;
  9049. height = height || 1;
  9050. var width_half = width / 2;
  9051. var height_half = height / 2;
  9052. var gridX = Math.floor( widthSegments ) || 1;
  9053. var gridY = Math.floor( heightSegments ) || 1;
  9054. var gridX1 = gridX + 1;
  9055. var gridY1 = gridY + 1;
  9056. var segment_width = width / gridX;
  9057. var segment_height = height / gridY;
  9058. var ix, iy;
  9059. // buffers
  9060. var indices = [];
  9061. var vertices = [];
  9062. var normals = [];
  9063. var uvs = [];
  9064. // generate vertices, normals and uvs
  9065. for ( iy = 0; iy < gridY1; iy ++ ) {
  9066. var y = iy * segment_height - height_half;
  9067. for ( ix = 0; ix < gridX1; ix ++ ) {
  9068. var x = ix * segment_width - width_half;
  9069. vertices.push( x, - y, 0 );
  9070. normals.push( 0, 0, 1 );
  9071. uvs.push( ix / gridX );
  9072. uvs.push( 1 - ( iy / gridY ) );
  9073. }
  9074. }
  9075. // indices
  9076. for ( iy = 0; iy < gridY; iy ++ ) {
  9077. for ( ix = 0; ix < gridX; ix ++ ) {
  9078. var a = ix + gridX1 * iy;
  9079. var b = ix + gridX1 * ( iy + 1 );
  9080. var c = ( ix + 1 ) + gridX1 * ( iy + 1 );
  9081. var d = ( ix + 1 ) + gridX1 * iy;
  9082. // faces
  9083. indices.push( a, b, d );
  9084. indices.push( b, c, d );
  9085. }
  9086. }
  9087. // build geometry
  9088. this.setIndex( indices );
  9089. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  9090. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  9091. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  9092. }
  9093. PlaneBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  9094. PlaneBufferGeometry.prototype.constructor = PlaneBufferGeometry;
  9095. /**
  9096. * @author mrdoob / http://mrdoob.com/
  9097. */
  9098. function WebGLBackground( renderer, state, objects, premultipliedAlpha ) {
  9099. var clearColor = new Color( 0x000000 );
  9100. var clearAlpha = 0;
  9101. var planeMesh;
  9102. var boxMesh;
  9103. // Store the current background texture and its `version`
  9104. // so we can recompile the material accordingly.
  9105. var currentBackground = null;
  9106. var currentBackgroundVersion = 0;
  9107. function render( renderList, scene, camera, forceClear ) {
  9108. var background = scene.background;
  9109. // Ignore background in AR
  9110. // TODO: Reconsider this.
  9111. var vr = renderer.vr;
  9112. var session = vr.getSession && vr.getSession();
  9113. if ( session && session.environmentBlendMode === 'additive' ) {
  9114. background = null;
  9115. }
  9116. if ( background === null ) {
  9117. setClear( clearColor, clearAlpha );
  9118. currentBackground = null;
  9119. currentBackgroundVersion = 0;
  9120. } else if ( background && background.isColor ) {
  9121. setClear( background, 1 );
  9122. forceClear = true;
  9123. currentBackground = null;
  9124. currentBackgroundVersion = 0;
  9125. }
  9126. if ( renderer.autoClear || forceClear ) {
  9127. renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
  9128. }
  9129. if ( background && ( background.isCubeTexture || background.isWebGLRenderTargetCube ) ) {
  9130. if ( boxMesh === undefined ) {
  9131. boxMesh = new Mesh(
  9132. new BoxBufferGeometry( 1, 1, 1 ),
  9133. new ShaderMaterial( {
  9134. type: 'BackgroundCubeMaterial',
  9135. uniforms: cloneUniforms( ShaderLib.cube.uniforms ),
  9136. vertexShader: ShaderLib.cube.vertexShader,
  9137. fragmentShader: ShaderLib.cube.fragmentShader,
  9138. side: BackSide,
  9139. depthTest: false,
  9140. depthWrite: false,
  9141. fog: false
  9142. } )
  9143. );
  9144. boxMesh.geometry.removeAttribute( 'normal' );
  9145. boxMesh.geometry.removeAttribute( 'uv' );
  9146. boxMesh.onBeforeRender = function ( renderer, scene, camera ) {
  9147. this.matrixWorld.copyPosition( camera.matrixWorld );
  9148. };
  9149. // enable code injection for non-built-in material
  9150. Object.defineProperty( boxMesh.material, 'map', {
  9151. get: function () {
  9152. return this.uniforms.tCube.value;
  9153. }
  9154. } );
  9155. objects.update( boxMesh );
  9156. }
  9157. var texture = background.isWebGLRenderTargetCube ? background.texture : background;
  9158. boxMesh.material.uniforms.tCube.value = texture;
  9159. boxMesh.material.uniforms.tFlip.value = ( background.isWebGLRenderTargetCube ) ? 1 : - 1;
  9160. if ( currentBackground !== background ||
  9161. currentBackgroundVersion !== texture.version ) {
  9162. boxMesh.material.needsUpdate = true;
  9163. currentBackground = background;
  9164. currentBackgroundVersion = texture.version;
  9165. }
  9166. // push to the pre-sorted opaque render list
  9167. renderList.unshift( boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null );
  9168. } else if ( background && background.isTexture ) {
  9169. if ( planeMesh === undefined ) {
  9170. planeMesh = new Mesh(
  9171. new PlaneBufferGeometry( 2, 2 ),
  9172. new ShaderMaterial( {
  9173. type: 'BackgroundMaterial',
  9174. uniforms: cloneUniforms( ShaderLib.background.uniforms ),
  9175. vertexShader: ShaderLib.background.vertexShader,
  9176. fragmentShader: ShaderLib.background.fragmentShader,
  9177. side: FrontSide,
  9178. depthTest: false,
  9179. depthWrite: false,
  9180. fog: false
  9181. } )
  9182. );
  9183. planeMesh.geometry.removeAttribute( 'normal' );
  9184. // enable code injection for non-built-in material
  9185. Object.defineProperty( planeMesh.material, 'map', {
  9186. get: function () {
  9187. return this.uniforms.t2D.value;
  9188. }
  9189. } );
  9190. objects.update( planeMesh );
  9191. }
  9192. planeMesh.material.uniforms.t2D.value = background;
  9193. if ( background.matrixAutoUpdate === true ) {
  9194. background.updateMatrix();
  9195. }
  9196. planeMesh.material.uniforms.uvTransform.value.copy( background.matrix );
  9197. if ( currentBackground !== background ||
  9198. currentBackgroundVersion !== background.version ) {
  9199. planeMesh.material.needsUpdate = true;
  9200. currentBackground = background;
  9201. currentBackgroundVersion = background.version;
  9202. }
  9203. // push to the pre-sorted opaque render list
  9204. renderList.unshift( planeMesh, planeMesh.geometry, planeMesh.material, 0, 0, null );
  9205. }
  9206. }
  9207. function setClear( color, alpha ) {
  9208. state.buffers.color.setClear( color.r, color.g, color.b, alpha, premultipliedAlpha );
  9209. }
  9210. return {
  9211. getClearColor: function () {
  9212. return clearColor;
  9213. },
  9214. setClearColor: function ( color, alpha ) {
  9215. clearColor.set( color );
  9216. clearAlpha = alpha !== undefined ? alpha : 1;
  9217. setClear( clearColor, clearAlpha );
  9218. },
  9219. getClearAlpha: function () {
  9220. return clearAlpha;
  9221. },
  9222. setClearAlpha: function ( alpha ) {
  9223. clearAlpha = alpha;
  9224. setClear( clearColor, clearAlpha );
  9225. },
  9226. render: render
  9227. };
  9228. }
  9229. /**
  9230. * @author mrdoob / http://mrdoob.com/
  9231. */
  9232. function WebGLBufferRenderer( gl, extensions, info, capabilities ) {
  9233. var mode;
  9234. function setMode( value ) {
  9235. mode = value;
  9236. }
  9237. function render( start, count ) {
  9238. gl.drawArrays( mode, start, count );
  9239. info.update( count, mode );
  9240. }
  9241. function renderInstances( geometry, start, count ) {
  9242. var extension, methodName;
  9243. if ( capabilities.isWebGL2 ) {
  9244. extension = gl;
  9245. methodName = 'drawArraysInstanced';
  9246. } else {
  9247. extension = extensions.get( 'ANGLE_instanced_arrays' );
  9248. methodName = 'drawArraysInstancedANGLE';
  9249. if ( extension === null ) {
  9250. console.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  9251. return;
  9252. }
  9253. }
  9254. extension[ methodName ]( mode, start, count, geometry.maxInstancedCount );
  9255. info.update( count, mode, geometry.maxInstancedCount );
  9256. }
  9257. //
  9258. this.setMode = setMode;
  9259. this.render = render;
  9260. this.renderInstances = renderInstances;
  9261. }
  9262. /**
  9263. * @author mrdoob / http://mrdoob.com/
  9264. */
  9265. function WebGLCapabilities( gl, extensions, parameters ) {
  9266. var maxAnisotropy;
  9267. function getMaxAnisotropy() {
  9268. if ( maxAnisotropy !== undefined ) { return maxAnisotropy; }
  9269. var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  9270. if ( extension !== null ) {
  9271. maxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );
  9272. } else {
  9273. maxAnisotropy = 0;
  9274. }
  9275. return maxAnisotropy;
  9276. }
  9277. function getMaxPrecision( precision ) {
  9278. if ( precision === 'highp' ) {
  9279. if ( gl.getShaderPrecisionFormat( 35633, 36338 ).precision > 0 &&
  9280. gl.getShaderPrecisionFormat( 35632, 36338 ).precision > 0 ) {
  9281. return 'highp';
  9282. }
  9283. precision = 'mediump';
  9284. }
  9285. if ( precision === 'mediump' ) {
  9286. if ( gl.getShaderPrecisionFormat( 35633, 36337 ).precision > 0 &&
  9287. gl.getShaderPrecisionFormat( 35632, 36337 ).precision > 0 ) {
  9288. return 'mediump';
  9289. }
  9290. }
  9291. return 'lowp';
  9292. }
  9293. var isWebGL2 = typeof WebGL2RenderingContext !== 'undefined' && gl instanceof WebGL2RenderingContext;
  9294. var precision = parameters.precision !== undefined ? parameters.precision : 'highp';
  9295. var maxPrecision = getMaxPrecision( precision );
  9296. if ( maxPrecision !== precision ) {
  9297. console.warn( 'THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' );
  9298. precision = maxPrecision;
  9299. }
  9300. var logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true;
  9301. var maxTextures = gl.getParameter( 34930 );
  9302. var maxVertexTextures = gl.getParameter( 35660 );
  9303. var maxTextureSize = gl.getParameter( 3379 );
  9304. var maxCubemapSize = gl.getParameter( 34076 );
  9305. var maxAttributes = gl.getParameter( 34921 );
  9306. var maxVertexUniforms = gl.getParameter( 36347 );
  9307. var maxVaryings = gl.getParameter( 36348 );
  9308. var maxFragmentUniforms = gl.getParameter( 36349 );
  9309. var vertexTextures = maxVertexTextures > 0;
  9310. var floatFragmentTextures = isWebGL2 || !! extensions.get( 'OES_texture_float' );
  9311. var floatVertexTextures = vertexTextures && floatFragmentTextures;
  9312. var maxSamples = isWebGL2 ? gl.getParameter( 36183 ) : 0;
  9313. var multiviewExt = extensions.get( 'OVR_multiview2' );
  9314. var multiview = isWebGL2 && !! multiviewExt && ! gl.getContextAttributes().antialias;
  9315. var maxMultiviewViews = multiview ? gl.getParameter( multiviewExt.MAX_VIEWS_OVR ) : 0;
  9316. return {
  9317. isWebGL2: isWebGL2,
  9318. getMaxAnisotropy: getMaxAnisotropy,
  9319. getMaxPrecision: getMaxPrecision,
  9320. precision: precision,
  9321. logarithmicDepthBuffer: logarithmicDepthBuffer,
  9322. maxTextures: maxTextures,
  9323. maxVertexTextures: maxVertexTextures,
  9324. maxTextureSize: maxTextureSize,
  9325. maxCubemapSize: maxCubemapSize,
  9326. maxAttributes: maxAttributes,
  9327. maxVertexUniforms: maxVertexUniforms,
  9328. maxVaryings: maxVaryings,
  9329. maxFragmentUniforms: maxFragmentUniforms,
  9330. vertexTextures: vertexTextures,
  9331. floatFragmentTextures: floatFragmentTextures,
  9332. floatVertexTextures: floatVertexTextures,
  9333. maxSamples: maxSamples,
  9334. multiview: multiview,
  9335. maxMultiviewViews: maxMultiviewViews
  9336. };
  9337. }
  9338. /**
  9339. * @author tschw
  9340. */
  9341. function WebGLClipping() {
  9342. var scope = this,
  9343. globalState = null,
  9344. numGlobalPlanes = 0,
  9345. localClippingEnabled = false,
  9346. renderingShadows = false,
  9347. plane = new Plane(),
  9348. viewNormalMatrix = new Matrix3(),
  9349. uniform = { value: null, needsUpdate: false };
  9350. this.uniform = uniform;
  9351. this.numPlanes = 0;
  9352. this.numIntersection = 0;
  9353. this.init = function ( planes, enableLocalClipping, camera ) {
  9354. var enabled =
  9355. planes.length !== 0 ||
  9356. enableLocalClipping ||
  9357. // enable state of previous frame - the clipping code has to
  9358. // run another frame in order to reset the state:
  9359. numGlobalPlanes !== 0 ||
  9360. localClippingEnabled;
  9361. localClippingEnabled = enableLocalClipping;
  9362. globalState = projectPlanes( planes, camera, 0 );
  9363. numGlobalPlanes = planes.length;
  9364. return enabled;
  9365. };
  9366. this.beginShadows = function () {
  9367. renderingShadows = true;
  9368. projectPlanes( null );
  9369. };
  9370. this.endShadows = function () {
  9371. renderingShadows = false;
  9372. resetGlobalState();
  9373. };
  9374. this.setState = function ( planes, clipIntersection, clipShadows, camera, cache, fromCache ) {
  9375. if ( ! localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && ! clipShadows ) {
  9376. // there's no local clipping
  9377. if ( renderingShadows ) {
  9378. // there's no global clipping
  9379. projectPlanes( null );
  9380. } else {
  9381. resetGlobalState();
  9382. }
  9383. } else {
  9384. var nGlobal = renderingShadows ? 0 : numGlobalPlanes,
  9385. lGlobal = nGlobal * 4,
  9386. dstArray = cache.clippingState || null;
  9387. uniform.value = dstArray; // ensure unique state
  9388. dstArray = projectPlanes( planes, camera, lGlobal, fromCache );
  9389. for ( var i = 0; i !== lGlobal; ++ i ) {
  9390. dstArray[ i ] = globalState[ i ];
  9391. }
  9392. cache.clippingState = dstArray;
  9393. this.numIntersection = clipIntersection ? this.numPlanes : 0;
  9394. this.numPlanes += nGlobal;
  9395. }
  9396. };
  9397. function resetGlobalState() {
  9398. if ( uniform.value !== globalState ) {
  9399. uniform.value = globalState;
  9400. uniform.needsUpdate = numGlobalPlanes > 0;
  9401. }
  9402. scope.numPlanes = numGlobalPlanes;
  9403. scope.numIntersection = 0;
  9404. }
  9405. function projectPlanes( planes, camera, dstOffset, skipTransform ) {
  9406. var nPlanes = planes !== null ? planes.length : 0,
  9407. dstArray = null;
  9408. if ( nPlanes !== 0 ) {
  9409. dstArray = uniform.value;
  9410. if ( skipTransform !== true || dstArray === null ) {
  9411. var flatSize = dstOffset + nPlanes * 4,
  9412. viewMatrix = camera.matrixWorldInverse;
  9413. viewNormalMatrix.getNormalMatrix( viewMatrix );
  9414. if ( dstArray === null || dstArray.length < flatSize ) {
  9415. dstArray = new Float32Array( flatSize );
  9416. }
  9417. for ( var i = 0, i4 = dstOffset; i !== nPlanes; ++ i, i4 += 4 ) {
  9418. plane.copy( planes[ i ] ).applyMatrix4( viewMatrix, viewNormalMatrix );
  9419. plane.normal.toArray( dstArray, i4 );
  9420. dstArray[ i4 + 3 ] = plane.constant;
  9421. }
  9422. }
  9423. uniform.value = dstArray;
  9424. uniform.needsUpdate = true;
  9425. }
  9426. scope.numPlanes = nPlanes;
  9427. return dstArray;
  9428. }
  9429. }
  9430. /**
  9431. * @author mrdoob / http://mrdoob.com/
  9432. */
  9433. function WebGLExtensions( gl ) {
  9434. var extensions = {};
  9435. return {
  9436. get: function ( name ) {
  9437. if ( extensions[ name ] !== undefined ) {
  9438. return extensions[ name ];
  9439. }
  9440. var extension;
  9441. switch ( name ) {
  9442. case 'WEBGL_depth_texture':
  9443. extension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' );
  9444. break;
  9445. case 'EXT_texture_filter_anisotropic':
  9446. extension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
  9447. break;
  9448. case 'WEBGL_compressed_texture_s3tc':
  9449. extension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
  9450. break;
  9451. case 'WEBGL_compressed_texture_pvrtc':
  9452. extension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' );
  9453. break;
  9454. default:
  9455. extension = gl.getExtension( name );
  9456. }
  9457. if ( extension === null ) {
  9458. console.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' );
  9459. }
  9460. extensions[ name ] = extension;
  9461. return extension;
  9462. }
  9463. };
  9464. }
  9465. /**
  9466. * @author mrdoob / http://mrdoob.com/
  9467. */
  9468. function WebGLGeometries( gl, attributes, info ) {
  9469. var geometries = new WeakMap();
  9470. var wireframeAttributes = new WeakMap();
  9471. function onGeometryDispose( event ) {
  9472. var geometry = event.target;
  9473. var buffergeometry = geometries.get( geometry );
  9474. if ( buffergeometry.index !== null ) {
  9475. attributes.remove( buffergeometry.index );
  9476. }
  9477. for ( var name in buffergeometry.attributes ) {
  9478. attributes.remove( buffergeometry.attributes[ name ] );
  9479. }
  9480. geometry.removeEventListener( 'dispose', onGeometryDispose );
  9481. geometries.delete( geometry );
  9482. var attribute = wireframeAttributes.get( buffergeometry );
  9483. if ( attribute ) {
  9484. attributes.remove( attribute );
  9485. wireframeAttributes.delete( buffergeometry );
  9486. }
  9487. //
  9488. info.memory.geometries --;
  9489. }
  9490. function get( object, geometry ) {
  9491. var buffergeometry = geometries.get( geometry );
  9492. if ( buffergeometry ) { return buffergeometry; }
  9493. geometry.addEventListener( 'dispose', onGeometryDispose );
  9494. if ( geometry.isBufferGeometry ) {
  9495. buffergeometry = geometry;
  9496. } else if ( geometry.isGeometry ) {
  9497. if ( geometry._bufferGeometry === undefined ) {
  9498. geometry._bufferGeometry = new BufferGeometry().setFromObject( object );
  9499. }
  9500. buffergeometry = geometry._bufferGeometry;
  9501. }
  9502. geometries.set( geometry, buffergeometry );
  9503. info.memory.geometries ++;
  9504. return buffergeometry;
  9505. }
  9506. function update( geometry ) {
  9507. var index = geometry.index;
  9508. var geometryAttributes = geometry.attributes;
  9509. if ( index !== null ) {
  9510. attributes.update( index, 34963 );
  9511. }
  9512. for ( var name in geometryAttributes ) {
  9513. attributes.update( geometryAttributes[ name ], 34962 );
  9514. }
  9515. // morph targets
  9516. var morphAttributes = geometry.morphAttributes;
  9517. for ( var name in morphAttributes ) {
  9518. var array = morphAttributes[ name ];
  9519. for ( var i = 0, l = array.length; i < l; i ++ ) {
  9520. attributes.update( array[ i ], 34962 );
  9521. }
  9522. }
  9523. }
  9524. function updateWireframeAttribute( geometry ) {
  9525. var indices = [];
  9526. var geometryIndex = geometry.index;
  9527. var geometryPosition = geometry.attributes.position;
  9528. var version = 0;
  9529. if ( geometryIndex !== null ) {
  9530. var array = geometryIndex.array;
  9531. version = geometryIndex.version;
  9532. for ( var i = 0, l = array.length; i < l; i += 3 ) {
  9533. var a = array[ i + 0 ];
  9534. var b = array[ i + 1 ];
  9535. var c = array[ i + 2 ];
  9536. indices.push( a, b, b, c, c, a );
  9537. }
  9538. } else {
  9539. var array = geometryPosition.array;
  9540. version = geometryPosition.version;
  9541. for ( var i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) {
  9542. var a = i + 0;
  9543. var b = i + 1;
  9544. var c = i + 2;
  9545. indices.push( a, b, b, c, c, a );
  9546. }
  9547. }
  9548. var attribute = new ( arrayMax( indices ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 );
  9549. attribute.version = version;
  9550. attributes.update( attribute, 34963 );
  9551. //
  9552. var previousAttribute = wireframeAttributes.get( geometry );
  9553. if ( previousAttribute ) { attributes.remove( previousAttribute ); }
  9554. //
  9555. wireframeAttributes.set( geometry, attribute );
  9556. }
  9557. function getWireframeAttribute( geometry ) {
  9558. var currentAttribute = wireframeAttributes.get( geometry );
  9559. if ( currentAttribute ) {
  9560. var geometryIndex = geometry.index;
  9561. if ( geometryIndex !== null ) {
  9562. // if the attribute is obsolete, create a new one
  9563. if ( currentAttribute.version < geometryIndex.version ) {
  9564. updateWireframeAttribute( geometry );
  9565. }
  9566. }
  9567. } else {
  9568. updateWireframeAttribute( geometry );
  9569. }
  9570. return wireframeAttributes.get( geometry );
  9571. }
  9572. return {
  9573. get: get,
  9574. update: update,
  9575. getWireframeAttribute: getWireframeAttribute
  9576. };
  9577. }
  9578. /**
  9579. * @author mrdoob / http://mrdoob.com/
  9580. */
  9581. function WebGLIndexedBufferRenderer( gl, extensions, info, capabilities ) {
  9582. var mode;
  9583. function setMode( value ) {
  9584. mode = value;
  9585. }
  9586. var type, bytesPerElement;
  9587. function setIndex( value ) {
  9588. type = value.type;
  9589. bytesPerElement = value.bytesPerElement;
  9590. }
  9591. function render( start, count ) {
  9592. gl.drawElements( mode, count, type, start * bytesPerElement );
  9593. info.update( count, mode );
  9594. }
  9595. function renderInstances( geometry, start, count ) {
  9596. var extension, methodName;
  9597. if ( capabilities.isWebGL2 ) {
  9598. extension = gl;
  9599. methodName = 'drawElementsInstanced';
  9600. } else {
  9601. extension = extensions.get( 'ANGLE_instanced_arrays' );
  9602. methodName = 'drawElementsInstancedANGLE';
  9603. if ( extension === null ) {
  9604. console.error( 'THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  9605. return;
  9606. }
  9607. }
  9608. extension[ methodName ]( mode, count, type, start * bytesPerElement, geometry.maxInstancedCount );
  9609. info.update( count, mode, geometry.maxInstancedCount );
  9610. }
  9611. //
  9612. this.setMode = setMode;
  9613. this.setIndex = setIndex;
  9614. this.render = render;
  9615. this.renderInstances = renderInstances;
  9616. }
  9617. /**
  9618. * @author Mugen87 / https://github.com/Mugen87
  9619. */
  9620. function WebGLInfo( gl ) {
  9621. var memory = {
  9622. geometries: 0,
  9623. textures: 0
  9624. };
  9625. var render = {
  9626. frame: 0,
  9627. calls: 0,
  9628. triangles: 0,
  9629. points: 0,
  9630. lines: 0
  9631. };
  9632. function update( count, mode, instanceCount ) {
  9633. instanceCount = instanceCount || 1;
  9634. render.calls ++;
  9635. switch ( mode ) {
  9636. case 4:
  9637. render.triangles += instanceCount * ( count / 3 );
  9638. break;
  9639. case 5:
  9640. case 6:
  9641. render.triangles += instanceCount * ( count - 2 );
  9642. break;
  9643. case 1:
  9644. render.lines += instanceCount * ( count / 2 );
  9645. break;
  9646. case 3:
  9647. render.lines += instanceCount * ( count - 1 );
  9648. break;
  9649. case 2:
  9650. render.lines += instanceCount * count;
  9651. break;
  9652. case 0:
  9653. render.points += instanceCount * count;
  9654. break;
  9655. default:
  9656. console.error( 'THREE.WebGLInfo: Unknown draw mode:', mode );
  9657. break;
  9658. }
  9659. }
  9660. function reset() {
  9661. render.frame ++;
  9662. render.calls = 0;
  9663. render.triangles = 0;
  9664. render.points = 0;
  9665. render.lines = 0;
  9666. }
  9667. return {
  9668. memory: memory,
  9669. render: render,
  9670. programs: null,
  9671. autoReset: true,
  9672. reset: reset,
  9673. update: update
  9674. };
  9675. }
  9676. /**
  9677. * @author mrdoob / http://mrdoob.com/
  9678. */
  9679. function absNumericalSort( a, b ) {
  9680. return Math.abs( b[ 1 ] ) - Math.abs( a[ 1 ] );
  9681. }
  9682. function WebGLMorphtargets( gl ) {
  9683. var influencesList = {};
  9684. var morphInfluences = new Float32Array( 8 );
  9685. function update( object, geometry, material, program ) {
  9686. var objectInfluences = object.morphTargetInfluences;
  9687. var length = objectInfluences.length;
  9688. var influences = influencesList[ geometry.id ];
  9689. if ( influences === undefined ) {
  9690. // initialise list
  9691. influences = [];
  9692. for ( var i = 0; i < length; i ++ ) {
  9693. influences[ i ] = [ i, 0 ];
  9694. }
  9695. influencesList[ geometry.id ] = influences;
  9696. }
  9697. var morphTargets = material.morphTargets && geometry.morphAttributes.position;
  9698. var morphNormals = material.morphNormals && geometry.morphAttributes.normal;
  9699. // Remove current morphAttributes
  9700. for ( var i = 0; i < length; i ++ ) {
  9701. var influence = influences[ i ];
  9702. if ( influence[ 1 ] !== 0 ) {
  9703. if ( morphTargets ) { geometry.removeAttribute( 'morphTarget' + i ); }
  9704. if ( morphNormals ) { geometry.removeAttribute( 'morphNormal' + i ); }
  9705. }
  9706. }
  9707. // Collect influences
  9708. for ( var i = 0; i < length; i ++ ) {
  9709. var influence = influences[ i ];
  9710. influence[ 0 ] = i;
  9711. influence[ 1 ] = objectInfluences[ i ];
  9712. }
  9713. influences.sort( absNumericalSort );
  9714. // Add morphAttributes
  9715. for ( var i = 0; i < 8; i ++ ) {
  9716. var influence = influences[ i ];
  9717. if ( influence ) {
  9718. var index = influence[ 0 ];
  9719. var value = influence[ 1 ];
  9720. if ( value ) {
  9721. if ( morphTargets ) { geometry.addAttribute( 'morphTarget' + i, morphTargets[ index ] ); }
  9722. if ( morphNormals ) { geometry.addAttribute( 'morphNormal' + i, morphNormals[ index ] ); }
  9723. morphInfluences[ i ] = value;
  9724. continue;
  9725. }
  9726. }
  9727. morphInfluences[ i ] = 0;
  9728. }
  9729. program.getUniforms().setValue( gl, 'morphTargetInfluences', morphInfluences );
  9730. }
  9731. return {
  9732. update: update
  9733. };
  9734. }
  9735. /**
  9736. * @author mrdoob / http://mrdoob.com/
  9737. */
  9738. function WebGLObjects( geometries, info ) {
  9739. var updateList = {};
  9740. function update( object ) {
  9741. var frame = info.render.frame;
  9742. var geometry = object.geometry;
  9743. var buffergeometry = geometries.get( object, geometry );
  9744. // Update once per frame
  9745. if ( updateList[ buffergeometry.id ] !== frame ) {
  9746. if ( geometry.isGeometry ) {
  9747. buffergeometry.updateFromObject( object );
  9748. }
  9749. geometries.update( buffergeometry );
  9750. updateList[ buffergeometry.id ] = frame;
  9751. }
  9752. return buffergeometry;
  9753. }
  9754. function dispose() {
  9755. updateList = {};
  9756. }
  9757. return {
  9758. update: update,
  9759. dispose: dispose
  9760. };
  9761. }
  9762. /**
  9763. * @author mrdoob / http://mrdoob.com/
  9764. */
  9765. function CubeTexture( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
  9766. images = images !== undefined ? images : [];
  9767. mapping = mapping !== undefined ? mapping : CubeReflectionMapping;
  9768. format = format !== undefined ? format : RGBFormat;
  9769. Texture.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  9770. this.flipY = false;
  9771. }
  9772. CubeTexture.prototype = Object.create( Texture.prototype );
  9773. CubeTexture.prototype.constructor = CubeTexture;
  9774. CubeTexture.prototype.isCubeTexture = true;
  9775. Object.defineProperty( CubeTexture.prototype, 'images', {
  9776. get: function () {
  9777. return this.image;
  9778. },
  9779. set: function ( value ) {
  9780. this.image = value;
  9781. }
  9782. } );
  9783. /**
  9784. * @author Takahiro https://github.com/takahirox
  9785. */
  9786. function DataTexture2DArray( data, width, height, depth ) {
  9787. Texture.call( this, null );
  9788. this.image = { data: data, width: width, height: height, depth: depth };
  9789. this.magFilter = NearestFilter;
  9790. this.minFilter = NearestFilter;
  9791. this.wrapR = ClampToEdgeWrapping;
  9792. this.generateMipmaps = false;
  9793. this.flipY = false;
  9794. }
  9795. DataTexture2DArray.prototype = Object.create( Texture.prototype );
  9796. DataTexture2DArray.prototype.constructor = DataTexture2DArray;
  9797. DataTexture2DArray.prototype.isDataTexture2DArray = true;
  9798. /**
  9799. * @author Artur Trzesiok
  9800. */
  9801. function DataTexture3D( data, width, height, depth ) {
  9802. // We're going to add .setXXX() methods for setting properties later.
  9803. // Users can still set in DataTexture3D directly.
  9804. //
  9805. // var texture = new THREE.DataTexture3D( data, width, height, depth );
  9806. // texture.anisotropy = 16;
  9807. //
  9808. // See #14839
  9809. Texture.call( this, null );
  9810. this.image = { data: data, width: width, height: height, depth: depth };
  9811. this.magFilter = NearestFilter;
  9812. this.minFilter = NearestFilter;
  9813. this.wrapR = ClampToEdgeWrapping;
  9814. this.generateMipmaps = false;
  9815. this.flipY = false;
  9816. }
  9817. DataTexture3D.prototype = Object.create( Texture.prototype );
  9818. DataTexture3D.prototype.constructor = DataTexture3D;
  9819. DataTexture3D.prototype.isDataTexture3D = true;
  9820. /**
  9821. * @author tschw
  9822. * @author Mugen87 / https://github.com/Mugen87
  9823. * @author mrdoob / http://mrdoob.com/
  9824. *
  9825. * Uniforms of a program.
  9826. * Those form a tree structure with a special top-level container for the root,
  9827. * which you get by calling 'new WebGLUniforms( gl, program )'.
  9828. *
  9829. *
  9830. * Properties of inner nodes including the top-level container:
  9831. *
  9832. * .seq - array of nested uniforms
  9833. * .map - nested uniforms by name
  9834. *
  9835. *
  9836. * Methods of all nodes except the top-level container:
  9837. *
  9838. * .setValue( gl, value, [textures] )
  9839. *
  9840. * uploads a uniform value(s)
  9841. * the 'textures' parameter is needed for sampler uniforms
  9842. *
  9843. *
  9844. * Static methods of the top-level container (textures factorizations):
  9845. *
  9846. * .upload( gl, seq, values, textures )
  9847. *
  9848. * sets uniforms in 'seq' to 'values[id].value'
  9849. *
  9850. * .seqWithValue( seq, values ) : filteredSeq
  9851. *
  9852. * filters 'seq' entries with corresponding entry in values
  9853. *
  9854. *
  9855. * Methods of the top-level container (textures factorizations):
  9856. *
  9857. * .setValue( gl, name, value, textures )
  9858. *
  9859. * sets uniform with name 'name' to 'value'
  9860. *
  9861. * .setOptional( gl, obj, prop )
  9862. *
  9863. * like .set for an optional property of the object
  9864. *
  9865. */
  9866. var emptyTexture = new Texture();
  9867. var emptyTexture2dArray = new DataTexture2DArray();
  9868. var emptyTexture3d = new DataTexture3D();
  9869. var emptyCubeTexture = new CubeTexture();
  9870. // --- Utilities ---
  9871. // Array Caches (provide typed arrays for temporary by size)
  9872. var arrayCacheF32 = [];
  9873. var arrayCacheI32 = [];
  9874. // Float32Array caches used for uploading Matrix uniforms
  9875. var mat4array = new Float32Array( 16 );
  9876. var mat3array = new Float32Array( 9 );
  9877. var mat2array = new Float32Array( 4 );
  9878. // Flattening for arrays of vectors and matrices
  9879. function flatten( array, nBlocks, blockSize ) {
  9880. var firstElem = array[ 0 ];
  9881. if ( firstElem <= 0 || firstElem > 0 ) { return array; }
  9882. // unoptimized: ! isNaN( firstElem )
  9883. // see http://jacksondunstan.com/articles/983
  9884. var n = nBlocks * blockSize,
  9885. r = arrayCacheF32[ n ];
  9886. if ( r === undefined ) {
  9887. r = new Float32Array( n );
  9888. arrayCacheF32[ n ] = r;
  9889. }
  9890. if ( nBlocks !== 0 ) {
  9891. firstElem.toArray( r, 0 );
  9892. for ( var i = 1, offset = 0; i !== nBlocks; ++ i ) {
  9893. offset += blockSize;
  9894. array[ i ].toArray( r, offset );
  9895. }
  9896. }
  9897. return r;
  9898. }
  9899. function arraysEqual( a, b ) {
  9900. if ( a.length !== b.length ) { return false; }
  9901. for ( var i = 0, l = a.length; i < l; i ++ ) {
  9902. if ( a[ i ] !== b[ i ] ) { return false; }
  9903. }
  9904. return true;
  9905. }
  9906. function copyArray( a, b ) {
  9907. for ( var i = 0, l = b.length; i < l; i ++ ) {
  9908. a[ i ] = b[ i ];
  9909. }
  9910. }
  9911. // Texture unit allocation
  9912. function allocTexUnits( textures, n ) {
  9913. var r = arrayCacheI32[ n ];
  9914. if ( r === undefined ) {
  9915. r = new Int32Array( n );
  9916. arrayCacheI32[ n ] = r;
  9917. }
  9918. for ( var i = 0; i !== n; ++ i )
  9919. { r[ i ] = textures.allocateTextureUnit(); }
  9920. return r;
  9921. }
  9922. // --- Setters ---
  9923. // Note: Defining these methods externally, because they come in a bunch
  9924. // and this way their names minify.
  9925. // Single scalar
  9926. function setValueV1f( gl, v ) {
  9927. var cache = this.cache;
  9928. if ( cache[ 0 ] === v ) { return; }
  9929. gl.uniform1f( this.addr, v );
  9930. cache[ 0 ] = v;
  9931. }
  9932. // Single float vector (from flat array or THREE.VectorN)
  9933. function setValueV2f( gl, v ) {
  9934. var cache = this.cache;
  9935. if ( v.x !== undefined ) {
  9936. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) {
  9937. gl.uniform2f( this.addr, v.x, v.y );
  9938. cache[ 0 ] = v.x;
  9939. cache[ 1 ] = v.y;
  9940. }
  9941. } else {
  9942. if ( arraysEqual( cache, v ) ) { return; }
  9943. gl.uniform2fv( this.addr, v );
  9944. copyArray( cache, v );
  9945. }
  9946. }
  9947. function setValueV3f( gl, v ) {
  9948. var cache = this.cache;
  9949. if ( v.x !== undefined ) {
  9950. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) {
  9951. gl.uniform3f( this.addr, v.x, v.y, v.z );
  9952. cache[ 0 ] = v.x;
  9953. cache[ 1 ] = v.y;
  9954. cache[ 2 ] = v.z;
  9955. }
  9956. } else if ( v.r !== undefined ) {
  9957. if ( cache[ 0 ] !== v.r || cache[ 1 ] !== v.g || cache[ 2 ] !== v.b ) {
  9958. gl.uniform3f( this.addr, v.r, v.g, v.b );
  9959. cache[ 0 ] = v.r;
  9960. cache[ 1 ] = v.g;
  9961. cache[ 2 ] = v.b;
  9962. }
  9963. } else {
  9964. if ( arraysEqual( cache, v ) ) { return; }
  9965. gl.uniform3fv( this.addr, v );
  9966. copyArray( cache, v );
  9967. }
  9968. }
  9969. function setValueV4f( gl, v ) {
  9970. var cache = this.cache;
  9971. if ( v.x !== undefined ) {
  9972. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) {
  9973. gl.uniform4f( this.addr, v.x, v.y, v.z, v.w );
  9974. cache[ 0 ] = v.x;
  9975. cache[ 1 ] = v.y;
  9976. cache[ 2 ] = v.z;
  9977. cache[ 3 ] = v.w;
  9978. }
  9979. } else {
  9980. if ( arraysEqual( cache, v ) ) { return; }
  9981. gl.uniform4fv( this.addr, v );
  9982. copyArray( cache, v );
  9983. }
  9984. }
  9985. // Single matrix (from flat array or MatrixN)
  9986. function setValueM2( gl, v ) {
  9987. var cache = this.cache;
  9988. var elements = v.elements;
  9989. if ( elements === undefined ) {
  9990. if ( arraysEqual( cache, v ) ) { return; }
  9991. gl.uniformMatrix2fv( this.addr, false, v );
  9992. copyArray( cache, v );
  9993. } else {
  9994. if ( arraysEqual( cache, elements ) ) { return; }
  9995. mat2array.set( elements );
  9996. gl.uniformMatrix2fv( this.addr, false, mat2array );
  9997. copyArray( cache, elements );
  9998. }
  9999. }
  10000. function setValueM3( gl, v ) {
  10001. var cache = this.cache;
  10002. var elements = v.elements;
  10003. if ( elements === undefined ) {
  10004. if ( arraysEqual( cache, v ) ) { return; }
  10005. gl.uniformMatrix3fv( this.addr, false, v );
  10006. copyArray( cache, v );
  10007. } else {
  10008. if ( arraysEqual( cache, elements ) ) { return; }
  10009. mat3array.set( elements );
  10010. gl.uniformMatrix3fv( this.addr, false, mat3array );
  10011. copyArray( cache, elements );
  10012. }
  10013. }
  10014. function setValueM4( gl, v ) {
  10015. var cache = this.cache;
  10016. var elements = v.elements;
  10017. if ( elements === undefined ) {
  10018. if ( arraysEqual( cache, v ) ) { return; }
  10019. gl.uniformMatrix4fv( this.addr, false, v );
  10020. copyArray( cache, v );
  10021. } else {
  10022. if ( arraysEqual( cache, elements ) ) { return; }
  10023. mat4array.set( elements );
  10024. gl.uniformMatrix4fv( this.addr, false, mat4array );
  10025. copyArray( cache, elements );
  10026. }
  10027. }
  10028. // Single texture (2D / Cube)
  10029. function setValueT1( gl, v, textures ) {
  10030. var cache = this.cache;
  10031. var unit = textures.allocateTextureUnit();
  10032. if ( cache[ 0 ] !== unit ) {
  10033. gl.uniform1i( this.addr, unit );
  10034. cache[ 0 ] = unit;
  10035. }
  10036. textures.safeSetTexture2D( v || emptyTexture, unit );
  10037. }
  10038. function setValueT2DArray1( gl, v, textures ) {
  10039. var cache = this.cache;
  10040. var unit = textures.allocateTextureUnit();
  10041. if ( cache[ 0 ] !== unit ) {
  10042. gl.uniform1i( this.addr, unit );
  10043. cache[ 0 ] = unit;
  10044. }
  10045. textures.setTexture2DArray( v || emptyTexture2dArray, unit );
  10046. }
  10047. function setValueT3D1( gl, v, textures ) {
  10048. var cache = this.cache;
  10049. var unit = textures.allocateTextureUnit();
  10050. if ( cache[ 0 ] !== unit ) {
  10051. gl.uniform1i( this.addr, unit );
  10052. cache[ 0 ] = unit;
  10053. }
  10054. textures.setTexture3D( v || emptyTexture3d, unit );
  10055. }
  10056. function setValueT6( gl, v, textures ) {
  10057. var cache = this.cache;
  10058. var unit = textures.allocateTextureUnit();
  10059. if ( cache[ 0 ] !== unit ) {
  10060. gl.uniform1i( this.addr, unit );
  10061. cache[ 0 ] = unit;
  10062. }
  10063. textures.safeSetTextureCube( v || emptyCubeTexture, unit );
  10064. }
  10065. // Integer / Boolean vectors or arrays thereof (always flat arrays)
  10066. function setValueV1i( gl, v ) {
  10067. var cache = this.cache;
  10068. if ( cache[ 0 ] === v ) { return; }
  10069. gl.uniform1i( this.addr, v );
  10070. cache[ 0 ] = v;
  10071. }
  10072. function setValueV2i( gl, v ) {
  10073. var cache = this.cache;
  10074. if ( arraysEqual( cache, v ) ) { return; }
  10075. gl.uniform2iv( this.addr, v );
  10076. copyArray( cache, v );
  10077. }
  10078. function setValueV3i( gl, v ) {
  10079. var cache = this.cache;
  10080. if ( arraysEqual( cache, v ) ) { return; }
  10081. gl.uniform3iv( this.addr, v );
  10082. copyArray( cache, v );
  10083. }
  10084. function setValueV4i( gl, v ) {
  10085. var cache = this.cache;
  10086. if ( arraysEqual( cache, v ) ) { return; }
  10087. gl.uniform4iv( this.addr, v );
  10088. copyArray( cache, v );
  10089. }
  10090. // Helper to pick the right setter for the singular case
  10091. function getSingularSetter( type ) {
  10092. switch ( type ) {
  10093. case 0x1406: return setValueV1f; // FLOAT
  10094. case 0x8b50: return setValueV2f; // _VEC2
  10095. case 0x8b51: return setValueV3f; // _VEC3
  10096. case 0x8b52: return setValueV4f; // _VEC4
  10097. case 0x8b5a: return setValueM2; // _MAT2
  10098. case 0x8b5b: return setValueM3; // _MAT3
  10099. case 0x8b5c: return setValueM4; // _MAT4
  10100. case 0x8b5e: case 0x8d66: return setValueT1; // SAMPLER_2D, SAMPLER_EXTERNAL_OES
  10101. case 0x8b5f: return setValueT3D1; // SAMPLER_3D
  10102. case 0x8b60: return setValueT6; // SAMPLER_CUBE
  10103. case 0x8DC1: return setValueT2DArray1; // SAMPLER_2D_ARRAY
  10104. case 0x1404: case 0x8b56: return setValueV1i; // INT, BOOL
  10105. case 0x8b53: case 0x8b57: return setValueV2i; // _VEC2
  10106. case 0x8b54: case 0x8b58: return setValueV3i; // _VEC3
  10107. case 0x8b55: case 0x8b59: return setValueV4i; // _VEC4
  10108. }
  10109. }
  10110. // Array of scalars
  10111. function setValueV1fArray( gl, v ) {
  10112. gl.uniform1fv( this.addr, v );
  10113. }
  10114. // Integer / Boolean vectors or arrays thereof (always flat arrays)
  10115. function setValueV1iArray( gl, v ) {
  10116. gl.uniform1iv( this.addr, v );
  10117. }
  10118. function setValueV2iArray( gl, v ) {
  10119. gl.uniform2iv( this.addr, v );
  10120. }
  10121. function setValueV3iArray( gl, v ) {
  10122. gl.uniform3iv( this.addr, v );
  10123. }
  10124. function setValueV4iArray( gl, v ) {
  10125. gl.uniform4iv( this.addr, v );
  10126. }
  10127. // Array of vectors (flat or from THREE classes)
  10128. function setValueV2fArray( gl, v ) {
  10129. var data = flatten( v, this.size, 2 );
  10130. gl.uniform2fv( this.addr, data );
  10131. }
  10132. function setValueV3fArray( gl, v ) {
  10133. var data = flatten( v, this.size, 3 );
  10134. gl.uniform3fv( this.addr, data );
  10135. }
  10136. function setValueV4fArray( gl, v ) {
  10137. var data = flatten( v, this.size, 4 );
  10138. gl.uniform4fv( this.addr, data );
  10139. }
  10140. // Array of matrices (flat or from THREE clases)
  10141. function setValueM2Array( gl, v ) {
  10142. var data = flatten( v, this.size, 4 );
  10143. gl.uniformMatrix2fv( this.addr, false, data );
  10144. }
  10145. function setValueM3Array( gl, v ) {
  10146. var data = flatten( v, this.size, 9 );
  10147. gl.uniformMatrix3fv( this.addr, false, data );
  10148. }
  10149. function setValueM4Array( gl, v ) {
  10150. var data = flatten( v, this.size, 16 );
  10151. gl.uniformMatrix4fv( this.addr, false, data );
  10152. }
  10153. // Array of textures (2D / Cube)
  10154. function setValueT1Array( gl, v, textures ) {
  10155. var n = v.length;
  10156. var units = allocTexUnits( textures, n );
  10157. gl.uniform1iv( this.addr, units );
  10158. for ( var i = 0; i !== n; ++ i ) {
  10159. textures.safeSetTexture2D( v[ i ] || emptyTexture, units[ i ] );
  10160. }
  10161. }
  10162. function setValueT6Array( gl, v, textures ) {
  10163. var n = v.length;
  10164. var units = allocTexUnits( textures, n );
  10165. gl.uniform1iv( this.addr, units );
  10166. for ( var i = 0; i !== n; ++ i ) {
  10167. textures.safeSetTextureCube( v[ i ] || emptyCubeTexture, units[ i ] );
  10168. }
  10169. }
  10170. // Helper to pick the right setter for a pure (bottom-level) array
  10171. function getPureArraySetter( type ) {
  10172. switch ( type ) {
  10173. case 0x1406: return setValueV1fArray; // FLOAT
  10174. case 0x8b50: return setValueV2fArray; // _VEC2
  10175. case 0x8b51: return setValueV3fArray; // _VEC3
  10176. case 0x8b52: return setValueV4fArray; // _VEC4
  10177. case 0x8b5a: return setValueM2Array; // _MAT2
  10178. case 0x8b5b: return setValueM3Array; // _MAT3
  10179. case 0x8b5c: return setValueM4Array; // _MAT4
  10180. case 0x8b5e: return setValueT1Array; // SAMPLER_2D
  10181. case 0x8b60: return setValueT6Array; // SAMPLER_CUBE
  10182. case 0x1404: case 0x8b56: return setValueV1iArray; // INT, BOOL
  10183. case 0x8b53: case 0x8b57: return setValueV2iArray; // _VEC2
  10184. case 0x8b54: case 0x8b58: return setValueV3iArray; // _VEC3
  10185. case 0x8b55: case 0x8b59: return setValueV4iArray; // _VEC4
  10186. }
  10187. }
  10188. // --- Uniform Classes ---
  10189. function SingleUniform( id, activeInfo, addr ) {
  10190. this.id = id;
  10191. this.addr = addr;
  10192. this.cache = [];
  10193. this.setValue = getSingularSetter( activeInfo.type );
  10194. // this.path = activeInfo.name; // DEBUG
  10195. }
  10196. function PureArrayUniform( id, activeInfo, addr ) {
  10197. this.id = id;
  10198. this.addr = addr;
  10199. this.cache = [];
  10200. this.size = activeInfo.size;
  10201. this.setValue = getPureArraySetter( activeInfo.type );
  10202. // this.path = activeInfo.name; // DEBUG
  10203. }
  10204. PureArrayUniform.prototype.updateCache = function ( data ) {
  10205. var cache = this.cache;
  10206. if ( data instanceof Float32Array && cache.length !== data.length ) {
  10207. this.cache = new Float32Array( data.length );
  10208. }
  10209. copyArray( cache, data );
  10210. };
  10211. function StructuredUniform( id ) {
  10212. this.id = id;
  10213. this.seq = [];
  10214. this.map = {};
  10215. }
  10216. StructuredUniform.prototype.setValue = function ( gl, value, textures ) {
  10217. var seq = this.seq;
  10218. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10219. var u = seq[ i ];
  10220. u.setValue( gl, value[ u.id ], textures );
  10221. }
  10222. };
  10223. // --- Top-level ---
  10224. // Parser - builds up the property tree from the path strings
  10225. var RePathPart = /([\w\d_]+)(\])?(\[|\.)?/g;
  10226. // extracts
  10227. // - the identifier (member name or array index)
  10228. // - followed by an optional right bracket (found when array index)
  10229. // - followed by an optional left bracket or dot (type of subscript)
  10230. //
  10231. // Note: These portions can be read in a non-overlapping fashion and
  10232. // allow straightforward parsing of the hierarchy that WebGL encodes
  10233. // in the uniform names.
  10234. function addUniform( container, uniformObject ) {
  10235. container.seq.push( uniformObject );
  10236. container.map[ uniformObject.id ] = uniformObject;
  10237. }
  10238. function parseUniform( activeInfo, addr, container ) {
  10239. var path = activeInfo.name,
  10240. pathLength = path.length;
  10241. // reset RegExp object, because of the early exit of a previous run
  10242. RePathPart.lastIndex = 0;
  10243. while ( true ) {
  10244. var match = RePathPart.exec( path ),
  10245. matchEnd = RePathPart.lastIndex,
  10246. id = match[ 1 ],
  10247. idIsIndex = match[ 2 ] === ']',
  10248. subscript = match[ 3 ];
  10249. if ( idIsIndex ) { id = id | 0; } // convert to integer
  10250. if ( subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength ) {
  10251. // bare name or "pure" bottom-level array "[0]" suffix
  10252. addUniform( container, subscript === undefined ?
  10253. new SingleUniform( id, activeInfo, addr ) :
  10254. new PureArrayUniform( id, activeInfo, addr ) );
  10255. break;
  10256. } else {
  10257. // step into inner node / create it in case it doesn't exist
  10258. var map = container.map, next = map[ id ];
  10259. if ( next === undefined ) {
  10260. next = new StructuredUniform( id );
  10261. addUniform( container, next );
  10262. }
  10263. container = next;
  10264. }
  10265. }
  10266. }
  10267. // Root Container
  10268. function WebGLUniforms( gl, program ) {
  10269. this.seq = [];
  10270. this.map = {};
  10271. var n = gl.getProgramParameter( program, 35718 );
  10272. for ( var i = 0; i < n; ++ i ) {
  10273. var info = gl.getActiveUniform( program, i ),
  10274. addr = gl.getUniformLocation( program, info.name );
  10275. parseUniform( info, addr, this );
  10276. }
  10277. }
  10278. WebGLUniforms.prototype.setValue = function ( gl, name, value, textures ) {
  10279. var u = this.map[ name ];
  10280. if ( u !== undefined ) { u.setValue( gl, value, textures ); }
  10281. };
  10282. WebGLUniforms.prototype.setOptional = function ( gl, object, name ) {
  10283. var v = object[ name ];
  10284. if ( v !== undefined ) { this.setValue( gl, name, v ); }
  10285. };
  10286. // Static interface
  10287. WebGLUniforms.upload = function ( gl, seq, values, textures ) {
  10288. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10289. var u = seq[ i ],
  10290. v = values[ u.id ];
  10291. if ( v.needsUpdate !== false ) {
  10292. // note: always updating when .needsUpdate is undefined
  10293. u.setValue( gl, v.value, textures );
  10294. }
  10295. }
  10296. };
  10297. WebGLUniforms.seqWithValue = function ( seq, values ) {
  10298. var r = [];
  10299. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10300. var u = seq[ i ];
  10301. if ( u.id in values ) { r.push( u ); }
  10302. }
  10303. return r;
  10304. };
  10305. /**
  10306. * @author mrdoob / http://mrdoob.com/
  10307. */
  10308. function WebGLShader( gl, type, string ) {
  10309. var shader = gl.createShader( type );
  10310. gl.shaderSource( shader, string );
  10311. gl.compileShader( shader );
  10312. return shader;
  10313. }
  10314. /**
  10315. * @author mrdoob / http://mrdoob.com/
  10316. */
  10317. var programIdCount = 0;
  10318. function addLineNumbers( string ) {
  10319. var lines = string.split( '\n' );
  10320. for ( var i = 0; i < lines.length; i ++ ) {
  10321. lines[ i ] = ( i + 1 ) + ': ' + lines[ i ];
  10322. }
  10323. return lines.join( '\n' );
  10324. }
  10325. function getEncodingComponents( encoding ) {
  10326. switch ( encoding ) {
  10327. case LinearEncoding:
  10328. return [ 'Linear', '( value )' ];
  10329. case sRGBEncoding:
  10330. return [ 'sRGB', '( value )' ];
  10331. case RGBEEncoding:
  10332. return [ 'RGBE', '( value )' ];
  10333. case RGBM7Encoding:
  10334. return [ 'RGBM', '( value, 7.0 )' ];
  10335. case RGBM16Encoding:
  10336. return [ 'RGBM', '( value, 16.0 )' ];
  10337. case RGBDEncoding:
  10338. return [ 'RGBD', '( value, 256.0 )' ];
  10339. case GammaEncoding:
  10340. return [ 'Gamma', '( value, float( GAMMA_FACTOR ) )' ];
  10341. case LogLuvEncoding:
  10342. return [ 'LogLuv', '( value )' ];
  10343. default:
  10344. throw new Error( 'unsupported encoding: ' + encoding );
  10345. }
  10346. }
  10347. function getShaderErrors( gl, shader, type ) {
  10348. var status = gl.getShaderParameter( shader, 35713 );
  10349. var log = gl.getShaderInfoLog( shader ).trim();
  10350. if ( status && log === '' ) { return ''; }
  10351. // --enable-privileged-webgl-extension
  10352. // console.log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );
  10353. var source = gl.getShaderSource( shader );
  10354. return 'THREE.WebGLShader: gl.getShaderInfoLog() ' + type + '\n' + log + addLineNumbers( source );
  10355. }
  10356. function getTexelDecodingFunction( functionName, encoding ) {
  10357. var components = getEncodingComponents( encoding );
  10358. return 'vec4 ' + functionName + '( vec4 value ) { return ' + components[ 0 ] + 'ToLinear' + components[ 1 ] + '; }';
  10359. }
  10360. function getTexelEncodingFunction( functionName, encoding ) {
  10361. var components = getEncodingComponents( encoding );
  10362. return 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[ 0 ] + components[ 1 ] + '; }';
  10363. }
  10364. function getToneMappingFunction( functionName, toneMapping ) {
  10365. var toneMappingName;
  10366. switch ( toneMapping ) {
  10367. case LinearToneMapping:
  10368. toneMappingName = 'Linear';
  10369. break;
  10370. case ReinhardToneMapping:
  10371. toneMappingName = 'Reinhard';
  10372. break;
  10373. case Uncharted2ToneMapping:
  10374. toneMappingName = 'Uncharted2';
  10375. break;
  10376. case CineonToneMapping:
  10377. toneMappingName = 'OptimizedCineon';
  10378. break;
  10379. case ACESFilmicToneMapping:
  10380. toneMappingName = 'ACESFilmic';
  10381. break;
  10382. default:
  10383. throw new Error( 'unsupported toneMapping: ' + toneMapping );
  10384. }
  10385. return 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }';
  10386. }
  10387. function generateExtensions( extensions, parameters, rendererExtensions ) {
  10388. extensions = extensions || {};
  10389. var chunks = [
  10390. ( extensions.derivatives || parameters.envMapCubeUV || parameters.bumpMap || parameters.tangentSpaceNormalMap || parameters.clearcoatNormalMap || parameters.flatShading ) ? '#extension GL_OES_standard_derivatives : enable' : '',
  10391. ( extensions.fragDepth || parameters.logarithmicDepthBuffer ) && rendererExtensions.get( 'EXT_frag_depth' ) ? '#extension GL_EXT_frag_depth : enable' : '',
  10392. ( extensions.drawBuffers ) && rendererExtensions.get( 'WEBGL_draw_buffers' ) ? '#extension GL_EXT_draw_buffers : require' : '',
  10393. ( extensions.shaderTextureLOD || parameters.envMap ) && rendererExtensions.get( 'EXT_shader_texture_lod' ) ? '#extension GL_EXT_shader_texture_lod : enable' : ''
  10394. ];
  10395. return chunks.filter( filterEmptyLine ).join( '\n' );
  10396. }
  10397. function generateDefines( defines ) {
  10398. var chunks = [];
  10399. for ( var name in defines ) {
  10400. var value = defines[ name ];
  10401. if ( value === false ) { continue; }
  10402. chunks.push( '#define ' + name + ' ' + value );
  10403. }
  10404. return chunks.join( '\n' );
  10405. }
  10406. function fetchAttributeLocations( gl, program ) {
  10407. var attributes = {};
  10408. var n = gl.getProgramParameter( program, 35721 );
  10409. for ( var i = 0; i < n; i ++ ) {
  10410. var info = gl.getActiveAttrib( program, i );
  10411. var name = info.name;
  10412. // console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i );
  10413. attributes[ name ] = gl.getAttribLocation( program, name );
  10414. }
  10415. return attributes;
  10416. }
  10417. function filterEmptyLine( string ) {
  10418. return string !== '';
  10419. }
  10420. function replaceLightNums( string, parameters ) {
  10421. return string
  10422. .replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights )
  10423. .replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights )
  10424. .replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights )
  10425. .replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights )
  10426. .replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights )
  10427. .replace( /NUM_DIR_LIGHT_SHADOWS/g, parameters.numDirLightShadows )
  10428. .replace( /NUM_SPOT_LIGHT_SHADOWS/g, parameters.numSpotLightShadows )
  10429. .replace( /NUM_POINT_LIGHT_SHADOWS/g, parameters.numPointLightShadows );
  10430. }
  10431. function replaceClippingPlaneNums( string, parameters ) {
  10432. return string
  10433. .replace( /NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes )
  10434. .replace( /UNION_CLIPPING_PLANES/g, ( parameters.numClippingPlanes - parameters.numClipIntersection ) );
  10435. }
  10436. function parseIncludes( string ) {
  10437. var pattern = /^[ \t]*#include +<([\w\d./]+)>/gm;
  10438. function replace( match, include ) {
  10439. var replace = ShaderChunk[ include ];
  10440. if ( replace === undefined ) {
  10441. throw new Error( 'Can not resolve #include <' + include + '>' );
  10442. }
  10443. return parseIncludes( replace );
  10444. }
  10445. return string.replace( pattern, replace );
  10446. }
  10447. function unrollLoops( string ) {
  10448. var pattern = /#pragma unroll_loop[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g;
  10449. function replace( match, start, end, snippet ) {
  10450. var unroll = '';
  10451. for ( var i = parseInt( start ); i < parseInt( end ); i ++ ) {
  10452. unroll += snippet
  10453. .replace( /\[ i \]/g, '[ ' + i + ' ]' )
  10454. .replace( /UNROLLED_LOOP_INDEX/g, i );
  10455. }
  10456. return unroll;
  10457. }
  10458. return string.replace( pattern, replace );
  10459. }
  10460. function WebGLProgram( renderer, extensions, code, material, shader, parameters, capabilities ) {
  10461. var gl = renderer.getContext();
  10462. var defines = material.defines;
  10463. var vertexShader = shader.vertexShader;
  10464. var fragmentShader = shader.fragmentShader;
  10465. var shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';
  10466. if ( parameters.shadowMapType === PCFShadowMap ) {
  10467. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';
  10468. } else if ( parameters.shadowMapType === PCFSoftShadowMap ) {
  10469. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';
  10470. } else if ( parameters.shadowMapType === VSMShadowMap ) {
  10471. shadowMapTypeDefine = 'SHADOWMAP_TYPE_VSM';
  10472. }
  10473. var envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  10474. var envMapModeDefine = 'ENVMAP_MODE_REFLECTION';
  10475. var envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  10476. if ( parameters.envMap ) {
  10477. switch ( material.envMap.mapping ) {
  10478. case CubeReflectionMapping:
  10479. case CubeRefractionMapping:
  10480. envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  10481. break;
  10482. case CubeUVReflectionMapping:
  10483. case CubeUVRefractionMapping:
  10484. envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';
  10485. break;
  10486. case EquirectangularReflectionMapping:
  10487. case EquirectangularRefractionMapping:
  10488. envMapTypeDefine = 'ENVMAP_TYPE_EQUIREC';
  10489. break;
  10490. case SphericalReflectionMapping:
  10491. envMapTypeDefine = 'ENVMAP_TYPE_SPHERE';
  10492. break;
  10493. }
  10494. switch ( material.envMap.mapping ) {
  10495. case CubeRefractionMapping:
  10496. case EquirectangularRefractionMapping:
  10497. envMapModeDefine = 'ENVMAP_MODE_REFRACTION';
  10498. break;
  10499. }
  10500. switch ( material.combine ) {
  10501. case MultiplyOperation:
  10502. envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  10503. break;
  10504. case MixOperation:
  10505. envMapBlendingDefine = 'ENVMAP_BLENDING_MIX';
  10506. break;
  10507. case AddOperation:
  10508. envMapBlendingDefine = 'ENVMAP_BLENDING_ADD';
  10509. break;
  10510. }
  10511. }
  10512. var gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0;
  10513. // console.log( 'building new program ' );
  10514. //
  10515. var customExtensions = capabilities.isWebGL2 ? '' : generateExtensions( material.extensions, parameters, extensions );
  10516. var customDefines = generateDefines( defines );
  10517. //
  10518. var program = gl.createProgram();
  10519. var prefixVertex, prefixFragment;
  10520. var renderTarget = renderer.getRenderTarget();
  10521. var numMultiviewViews = renderTarget && renderTarget.isWebGLMultiviewRenderTarget ? renderTarget.numViews : 0;
  10522. if ( material.isRawShaderMaterial ) {
  10523. prefixVertex = [
  10524. customDefines
  10525. ].filter( filterEmptyLine ).join( '\n' );
  10526. if ( prefixVertex.length > 0 ) {
  10527. prefixVertex += '\n';
  10528. }
  10529. prefixFragment = [
  10530. customExtensions,
  10531. customDefines
  10532. ].filter( filterEmptyLine ).join( '\n' );
  10533. if ( prefixFragment.length > 0 ) {
  10534. prefixFragment += '\n';
  10535. }
  10536. } else {
  10537. prefixVertex = [
  10538. 'precision ' + parameters.precision + ' float;',
  10539. 'precision ' + parameters.precision + ' int;',
  10540. ( parameters.precision === 'highp' ) ? '#define HIGH_PRECISION' : '',
  10541. '#define SHADER_NAME ' + shader.name,
  10542. customDefines,
  10543. parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',
  10544. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  10545. '#define MAX_BONES ' + parameters.maxBones,
  10546. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  10547. ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',
  10548. parameters.map ? '#define USE_MAP' : '',
  10549. parameters.envMap ? '#define USE_ENVMAP' : '',
  10550. parameters.envMap ? '#define ' + envMapModeDefine : '',
  10551. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  10552. parameters.aoMap ? '#define USE_AOMAP' : '',
  10553. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  10554. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  10555. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  10556. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  10557. ( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',
  10558. parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
  10559. parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '',
  10560. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  10561. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  10562. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  10563. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  10564. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  10565. parameters.vertexColors ? '#define USE_COLOR' : '',
  10566. parameters.vertexUvs ? '#define USE_UV' : '',
  10567. parameters.flatShading ? '#define FLAT_SHADED' : '',
  10568. parameters.skinning ? '#define USE_SKINNING' : '',
  10569. parameters.useVertexTexture ? '#define BONE_TEXTURE' : '',
  10570. parameters.morphTargets ? '#define USE_MORPHTARGETS' : '',
  10571. parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',
  10572. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  10573. parameters.flipSided ? '#define FLIP_SIDED' : '',
  10574. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  10575. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  10576. parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',
  10577. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  10578. parameters.logarithmicDepthBuffer && ( capabilities.isWebGL2 || extensions.get( 'EXT_frag_depth' ) ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  10579. 'uniform mat4 modelMatrix;',
  10580. 'uniform vec3 cameraPosition;',
  10581. numMultiviewViews > 0 ? [
  10582. 'uniform mat4 modelViewMatrices[' + numMultiviewViews + '];',
  10583. 'uniform mat3 normalMatrices[' + numMultiviewViews + '];',
  10584. 'uniform mat4 viewMatrices[' + numMultiviewViews + '];',
  10585. 'uniform mat4 projectionMatrices[' + numMultiviewViews + '];',
  10586. '#define modelViewMatrix modelViewMatrices[VIEW_ID]',
  10587. '#define normalMatrix normalMatrices[VIEW_ID]',
  10588. '#define viewMatrix viewMatrices[VIEW_ID]',
  10589. '#define projectionMatrix projectionMatrices[VIEW_ID]'
  10590. ].join( '\n' ) : [
  10591. 'uniform mat4 modelViewMatrix;',
  10592. 'uniform mat4 projectionMatrix;',
  10593. 'uniform mat4 viewMatrix;',
  10594. 'uniform mat3 normalMatrix;' ].join( '\n' ),
  10595. 'attribute vec3 position;',
  10596. 'attribute vec3 normal;',
  10597. 'attribute vec2 uv;',
  10598. '#ifdef USE_TANGENT',
  10599. ' attribute vec4 tangent;',
  10600. '#endif',
  10601. '#ifdef USE_COLOR',
  10602. ' attribute vec3 color;',
  10603. '#endif',
  10604. '#ifdef USE_MORPHTARGETS',
  10605. ' attribute vec3 morphTarget0;',
  10606. ' attribute vec3 morphTarget1;',
  10607. ' attribute vec3 morphTarget2;',
  10608. ' attribute vec3 morphTarget3;',
  10609. ' #ifdef USE_MORPHNORMALS',
  10610. ' attribute vec3 morphNormal0;',
  10611. ' attribute vec3 morphNormal1;',
  10612. ' attribute vec3 morphNormal2;',
  10613. ' attribute vec3 morphNormal3;',
  10614. ' #else',
  10615. ' attribute vec3 morphTarget4;',
  10616. ' attribute vec3 morphTarget5;',
  10617. ' attribute vec3 morphTarget6;',
  10618. ' attribute vec3 morphTarget7;',
  10619. ' #endif',
  10620. '#endif',
  10621. '#ifdef USE_SKINNING',
  10622. ' attribute vec4 skinIndex;',
  10623. ' attribute vec4 skinWeight;',
  10624. '#endif',
  10625. '\n'
  10626. ].filter( filterEmptyLine ).join( '\n' );
  10627. prefixFragment = [
  10628. customExtensions,
  10629. 'precision ' + parameters.precision + ' float;',
  10630. 'precision ' + parameters.precision + ' int;',
  10631. ( parameters.precision === 'highp' ) ? '#define HIGH_PRECISION' : '',
  10632. '#define SHADER_NAME ' + shader.name,
  10633. customDefines,
  10634. parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest + ( parameters.alphaTest % 1 ? '' : '.0' ) : '', // add '.0' if integer
  10635. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  10636. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  10637. ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',
  10638. parameters.map ? '#define USE_MAP' : '',
  10639. parameters.matcap ? '#define USE_MATCAP' : '',
  10640. parameters.envMap ? '#define USE_ENVMAP' : '',
  10641. parameters.envMap ? '#define ' + envMapTypeDefine : '',
  10642. parameters.envMap ? '#define ' + envMapModeDefine : '',
  10643. parameters.envMap ? '#define ' + envMapBlendingDefine : '',
  10644. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  10645. parameters.aoMap ? '#define USE_AOMAP' : '',
  10646. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  10647. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  10648. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  10649. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  10650. ( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',
  10651. parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
  10652. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  10653. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  10654. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  10655. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  10656. parameters.sheen ? '#define USE_SHEEN' : '',
  10657. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  10658. parameters.vertexColors ? '#define USE_COLOR' : '',
  10659. parameters.vertexUvs ? '#define USE_UV' : '',
  10660. parameters.gradientMap ? '#define USE_GRADIENTMAP' : '',
  10661. parameters.flatShading ? '#define FLAT_SHADED' : '',
  10662. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  10663. parameters.flipSided ? '#define FLIP_SIDED' : '',
  10664. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  10665. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  10666. parameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '',
  10667. parameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '',
  10668. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  10669. parameters.logarithmicDepthBuffer && ( capabilities.isWebGL2 || extensions.get( 'EXT_frag_depth' ) ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  10670. ( ( material.extensions ? material.extensions.shaderTextureLOD : false ) || parameters.envMap ) && ( capabilities.isWebGL2 || extensions.get( 'EXT_shader_texture_lod' ) ) ? '#define TEXTURE_LOD_EXT' : '',
  10671. 'uniform vec3 cameraPosition;',
  10672. numMultiviewViews > 0 ? [
  10673. 'uniform mat4 viewMatrices[' + numMultiviewViews + '];',
  10674. '#define viewMatrix viewMatrices[VIEW_ID]'
  10675. ].join( '\n' ) : 'uniform mat4 viewMatrix;',
  10676. ( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '',
  10677. ( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below
  10678. ( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '',
  10679. parameters.dithering ? '#define DITHERING' : '',
  10680. ( parameters.outputEncoding || parameters.mapEncoding || parameters.matcapEncoding || parameters.envMapEncoding || parameters.emissiveMapEncoding ) ?
  10681. ShaderChunk[ 'encodings_pars_fragment' ] : '', // this code is required here because it is used by the various encoding/decoding function defined below
  10682. parameters.mapEncoding ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '',
  10683. parameters.matcapEncoding ? getTexelDecodingFunction( 'matcapTexelToLinear', parameters.matcapEncoding ) : '',
  10684. parameters.envMapEncoding ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '',
  10685. parameters.emissiveMapEncoding ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '',
  10686. parameters.outputEncoding ? getTexelEncodingFunction( 'linearToOutputTexel', parameters.outputEncoding ) : '',
  10687. parameters.depthPacking ? '#define DEPTH_PACKING ' + material.depthPacking : '',
  10688. '\n'
  10689. ].filter( filterEmptyLine ).join( '\n' );
  10690. }
  10691. vertexShader = parseIncludes( vertexShader );
  10692. vertexShader = replaceLightNums( vertexShader, parameters );
  10693. vertexShader = replaceClippingPlaneNums( vertexShader, parameters );
  10694. fragmentShader = parseIncludes( fragmentShader );
  10695. fragmentShader = replaceLightNums( fragmentShader, parameters );
  10696. fragmentShader = replaceClippingPlaneNums( fragmentShader, parameters );
  10697. vertexShader = unrollLoops( vertexShader );
  10698. fragmentShader = unrollLoops( fragmentShader );
  10699. if ( capabilities.isWebGL2 && ! material.isRawShaderMaterial ) {
  10700. var isGLSL3ShaderMaterial = false;
  10701. var versionRegex = /^\s*#version\s+300\s+es\s*\n/;
  10702. if ( material.isShaderMaterial &&
  10703. vertexShader.match( versionRegex ) !== null &&
  10704. fragmentShader.match( versionRegex ) !== null ) {
  10705. isGLSL3ShaderMaterial = true;
  10706. vertexShader = vertexShader.replace( versionRegex, '' );
  10707. fragmentShader = fragmentShader.replace( versionRegex, '' );
  10708. }
  10709. // GLSL 3.0 conversion
  10710. prefixVertex = [
  10711. '#version 300 es\n',
  10712. numMultiviewViews > 0 ? [
  10713. '#extension GL_OVR_multiview2 : require',
  10714. 'layout(num_views = ' + numMultiviewViews + ') in;',
  10715. '#define VIEW_ID gl_ViewID_OVR'
  10716. ].join( '\n' ) : '',
  10717. '#define attribute in',
  10718. '#define varying out',
  10719. '#define texture2D texture'
  10720. ].join( '\n' ) + '\n' + prefixVertex;
  10721. prefixFragment = [
  10722. '#version 300 es\n',
  10723. numMultiviewViews > 0 ? [
  10724. '#extension GL_OVR_multiview2 : require',
  10725. '#define VIEW_ID gl_ViewID_OVR'
  10726. ].join( '\n' ) : '',
  10727. '#define varying in',
  10728. isGLSL3ShaderMaterial ? '' : 'out highp vec4 pc_fragColor;',
  10729. isGLSL3ShaderMaterial ? '' : '#define gl_FragColor pc_fragColor',
  10730. '#define gl_FragDepthEXT gl_FragDepth',
  10731. '#define texture2D texture',
  10732. '#define textureCube texture',
  10733. '#define texture2DProj textureProj',
  10734. '#define texture2DLodEXT textureLod',
  10735. '#define texture2DProjLodEXT textureProjLod',
  10736. '#define textureCubeLodEXT textureLod',
  10737. '#define texture2DGradEXT textureGrad',
  10738. '#define texture2DProjGradEXT textureProjGrad',
  10739. '#define textureCubeGradEXT textureGrad'
  10740. ].join( '\n' ) + '\n' + prefixFragment;
  10741. }
  10742. var vertexGlsl = prefixVertex + vertexShader;
  10743. var fragmentGlsl = prefixFragment + fragmentShader;
  10744. // console.log( '*VERTEX*', vertexGlsl );
  10745. // console.log( '*FRAGMENT*', fragmentGlsl );
  10746. var glVertexShader = WebGLShader( gl, 35633, vertexGlsl );
  10747. var glFragmentShader = WebGLShader( gl, 35632, fragmentGlsl );
  10748. gl.attachShader( program, glVertexShader );
  10749. gl.attachShader( program, glFragmentShader );
  10750. // Force a particular attribute to index 0.
  10751. if ( material.index0AttributeName !== undefined ) {
  10752. gl.bindAttribLocation( program, 0, material.index0AttributeName );
  10753. } else if ( parameters.morphTargets === true ) {
  10754. // programs with morphTargets displace position out of attribute 0
  10755. gl.bindAttribLocation( program, 0, 'position' );
  10756. }
  10757. gl.linkProgram( program );
  10758. // check for link errors
  10759. if ( renderer.debug.checkShaderErrors ) {
  10760. var programLog = gl.getProgramInfoLog( program ).trim();
  10761. var vertexLog = gl.getShaderInfoLog( glVertexShader ).trim();
  10762. var fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim();
  10763. var runnable = true;
  10764. var haveDiagnostics = true;
  10765. if ( gl.getProgramParameter( program, 35714 ) === false ) {
  10766. runnable = false;
  10767. var vertexErrors = getShaderErrors( gl, glVertexShader, 'vertex' );
  10768. var fragmentErrors = getShaderErrors( gl, glFragmentShader, 'fragment' );
  10769. console.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), '35715', gl.getProgramParameter( program, 35715 ), 'gl.getProgramInfoLog', programLog, vertexErrors, fragmentErrors );
  10770. } else if ( programLog !== '' ) {
  10771. console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog );
  10772. } else if ( vertexLog === '' || fragmentLog === '' ) {
  10773. haveDiagnostics = false;
  10774. }
  10775. if ( haveDiagnostics ) {
  10776. this.diagnostics = {
  10777. runnable: runnable,
  10778. material: material,
  10779. programLog: programLog,
  10780. vertexShader: {
  10781. log: vertexLog,
  10782. prefix: prefixVertex
  10783. },
  10784. fragmentShader: {
  10785. log: fragmentLog,
  10786. prefix: prefixFragment
  10787. }
  10788. };
  10789. }
  10790. }
  10791. // clean up
  10792. gl.deleteShader( glVertexShader );
  10793. gl.deleteShader( glFragmentShader );
  10794. // set up caching for uniform locations
  10795. var cachedUniforms;
  10796. this.getUniforms = function () {
  10797. if ( cachedUniforms === undefined ) {
  10798. cachedUniforms = new WebGLUniforms( gl, program );
  10799. }
  10800. return cachedUniforms;
  10801. };
  10802. // set up caching for attribute locations
  10803. var cachedAttributes;
  10804. this.getAttributes = function () {
  10805. if ( cachedAttributes === undefined ) {
  10806. cachedAttributes = fetchAttributeLocations( gl, program );
  10807. }
  10808. return cachedAttributes;
  10809. };
  10810. // free resource
  10811. this.destroy = function () {
  10812. gl.deleteProgram( program );
  10813. this.program = undefined;
  10814. };
  10815. //
  10816. this.name = shader.name;
  10817. this.id = programIdCount ++;
  10818. this.code = code;
  10819. this.usedTimes = 1;
  10820. this.program = program;
  10821. this.vertexShader = glVertexShader;
  10822. this.fragmentShader = glFragmentShader;
  10823. this.numMultiviewViews = numMultiviewViews;
  10824. return this;
  10825. }
  10826. /**
  10827. * @author mrdoob / http://mrdoob.com/
  10828. */
  10829. function WebGLPrograms( renderer, extensions, capabilities ) {
  10830. var programs = [];
  10831. var shaderIDs = {
  10832. MeshDepthMaterial: 'depth',
  10833. MeshDistanceMaterial: 'distanceRGBA',
  10834. MeshNormalMaterial: 'normal',
  10835. MeshBasicMaterial: 'basic',
  10836. MeshLambertMaterial: 'lambert',
  10837. MeshPhongMaterial: 'phong',
  10838. MeshToonMaterial: 'phong',
  10839. MeshStandardMaterial: 'physical',
  10840. MeshPhysicalMaterial: 'physical',
  10841. MeshMatcapMaterial: 'matcap',
  10842. LineBasicMaterial: 'basic',
  10843. LineDashedMaterial: 'dashed',
  10844. PointsMaterial: 'points',
  10845. ShadowMaterial: 'shadow',
  10846. SpriteMaterial: 'sprite'
  10847. };
  10848. var parameterNames = [
  10849. "precision", "supportsVertexTextures", "map", "mapEncoding", "matcap", "matcapEncoding", "envMap", "envMapMode", "envMapEncoding",
  10850. "lightMap", "aoMap", "emissiveMap", "emissiveMapEncoding", "bumpMap", "normalMap", "objectSpaceNormalMap", "tangentSpaceNormalMap", "clearcoatNormalMap", "displacementMap", "specularMap",
  10851. "roughnessMap", "metalnessMap", "gradientMap",
  10852. "alphaMap", "combine", "vertexColors", "vertexTangents", "fog", "useFog", "fogExp2",
  10853. "flatShading", "sizeAttenuation", "logarithmicDepthBuffer", "skinning",
  10854. "maxBones", "useVertexTexture", "morphTargets", "morphNormals",
  10855. "maxMorphTargets", "maxMorphNormals", "premultipliedAlpha",
  10856. "numDirLights", "numPointLights", "numSpotLights", "numHemiLights", "numRectAreaLights",
  10857. "shadowMapEnabled", "shadowMapType", "toneMapping", 'physicallyCorrectLights',
  10858. "alphaTest", "doubleSided", "flipSided", "numClippingPlanes", "numClipIntersection", "depthPacking", "dithering",
  10859. "sheen"
  10860. ];
  10861. function allocateBones( object ) {
  10862. var skeleton = object.skeleton;
  10863. var bones = skeleton.bones;
  10864. if ( capabilities.floatVertexTextures ) {
  10865. return 1024;
  10866. } else {
  10867. // default for when object is not specified
  10868. // ( for example when prebuilding shader to be used with multiple objects )
  10869. //
  10870. // - leave some extra space for other uniforms
  10871. // - limit here is ANGLE's 254 max uniform vectors
  10872. // (up to 54 should be safe)
  10873. var nVertexUniforms = capabilities.maxVertexUniforms;
  10874. var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
  10875. var maxBones = Math.min( nVertexMatrices, bones.length );
  10876. if ( maxBones < bones.length ) {
  10877. console.warn( 'THREE.WebGLRenderer: Skeleton has ' + bones.length + ' bones. This GPU supports ' + maxBones + '.' );
  10878. return 0;
  10879. }
  10880. return maxBones;
  10881. }
  10882. }
  10883. function getTextureEncodingFromMap( map, gammaOverrideLinear ) {
  10884. var encoding;
  10885. if ( ! map ) {
  10886. encoding = LinearEncoding;
  10887. } else if ( map.isTexture ) {
  10888. encoding = map.encoding;
  10889. } else if ( map.isWebGLRenderTarget ) {
  10890. console.warn( "THREE.WebGLPrograms.getTextureEncodingFromMap: don't use render targets as textures. Use their .texture property instead." );
  10891. encoding = map.texture.encoding;
  10892. }
  10893. // add backwards compatibility for WebGLRenderer.gammaInput/gammaOutput parameter, should probably be removed at some point.
  10894. if ( encoding === LinearEncoding && gammaOverrideLinear ) {
  10895. encoding = GammaEncoding;
  10896. }
  10897. return encoding;
  10898. }
  10899. this.getParameters = function ( material, lights, shadows, fog, nClipPlanes, nClipIntersection, object ) {
  10900. var shaderID = shaderIDs[ material.type ];
  10901. // heuristics to create shader parameters according to lights in the scene
  10902. // (not to blow over maxLights budget)
  10903. var maxBones = object.isSkinnedMesh ? allocateBones( object ) : 0;
  10904. var precision = capabilities.precision;
  10905. if ( material.precision !== null ) {
  10906. precision = capabilities.getMaxPrecision( material.precision );
  10907. if ( precision !== material.precision ) {
  10908. console.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' );
  10909. }
  10910. }
  10911. var currentRenderTarget = renderer.getRenderTarget();
  10912. var parameters = {
  10913. shaderID: shaderID,
  10914. precision: precision,
  10915. supportsVertexTextures: capabilities.vertexTextures,
  10916. outputEncoding: getTextureEncodingFromMap( ( ! currentRenderTarget ) ? null : currentRenderTarget.texture, renderer.gammaOutput ),
  10917. map: !! material.map,
  10918. mapEncoding: getTextureEncodingFromMap( material.map, renderer.gammaInput ),
  10919. matcap: !! material.matcap,
  10920. matcapEncoding: getTextureEncodingFromMap( material.matcap, renderer.gammaInput ),
  10921. envMap: !! material.envMap,
  10922. envMapMode: material.envMap && material.envMap.mapping,
  10923. envMapEncoding: getTextureEncodingFromMap( material.envMap, renderer.gammaInput ),
  10924. envMapCubeUV: ( !! material.envMap ) && ( ( material.envMap.mapping === CubeUVReflectionMapping ) || ( material.envMap.mapping === CubeUVRefractionMapping ) ),
  10925. lightMap: !! material.lightMap,
  10926. aoMap: !! material.aoMap,
  10927. emissiveMap: !! material.emissiveMap,
  10928. emissiveMapEncoding: getTextureEncodingFromMap( material.emissiveMap, renderer.gammaInput ),
  10929. bumpMap: !! material.bumpMap,
  10930. normalMap: !! material.normalMap,
  10931. objectSpaceNormalMap: material.normalMapType === ObjectSpaceNormalMap,
  10932. tangentSpaceNormalMap: material.normalMapType === TangentSpaceNormalMap,
  10933. clearcoatNormalMap: !! material.clearcoatNormalMap,
  10934. displacementMap: !! material.displacementMap,
  10935. roughnessMap: !! material.roughnessMap,
  10936. metalnessMap: !! material.metalnessMap,
  10937. specularMap: !! material.specularMap,
  10938. alphaMap: !! material.alphaMap,
  10939. gradientMap: !! material.gradientMap,
  10940. sheen: !! material.sheen,
  10941. combine: material.combine,
  10942. vertexTangents: ( material.normalMap && material.vertexTangents ),
  10943. vertexColors: material.vertexColors,
  10944. vertexUvs: !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatNormalMap,
  10945. fog: !! fog,
  10946. useFog: material.fog,
  10947. fogExp2: ( fog && fog.isFogExp2 ),
  10948. flatShading: material.flatShading,
  10949. sizeAttenuation: material.sizeAttenuation,
  10950. logarithmicDepthBuffer: capabilities.logarithmicDepthBuffer,
  10951. skinning: material.skinning && maxBones > 0,
  10952. maxBones: maxBones,
  10953. useVertexTexture: capabilities.floatVertexTextures,
  10954. morphTargets: material.morphTargets,
  10955. morphNormals: material.morphNormals,
  10956. maxMorphTargets: renderer.maxMorphTargets,
  10957. maxMorphNormals: renderer.maxMorphNormals,
  10958. numDirLights: lights.directional.length,
  10959. numPointLights: lights.point.length,
  10960. numSpotLights: lights.spot.length,
  10961. numRectAreaLights: lights.rectArea.length,
  10962. numHemiLights: lights.hemi.length,
  10963. numDirLightShadows: lights.directionalShadowMap.length,
  10964. numPointLightShadows: lights.pointShadowMap.length,
  10965. numSpotLightShadows: lights.spotShadowMap.length,
  10966. numClippingPlanes: nClipPlanes,
  10967. numClipIntersection: nClipIntersection,
  10968. dithering: material.dithering,
  10969. shadowMapEnabled: renderer.shadowMap.enabled && shadows.length > 0,
  10970. shadowMapType: renderer.shadowMap.type,
  10971. toneMapping: material.toneMapped ? renderer.toneMapping : NoToneMapping,
  10972. physicallyCorrectLights: renderer.physicallyCorrectLights,
  10973. premultipliedAlpha: material.premultipliedAlpha,
  10974. alphaTest: material.alphaTest,
  10975. doubleSided: material.side === DoubleSide,
  10976. flipSided: material.side === BackSide,
  10977. depthPacking: ( material.depthPacking !== undefined ) ? material.depthPacking : false
  10978. };
  10979. return parameters;
  10980. };
  10981. this.getProgramCode = function ( material, parameters ) {
  10982. var array = [];
  10983. if ( parameters.shaderID ) {
  10984. array.push( parameters.shaderID );
  10985. } else {
  10986. array.push( material.fragmentShader );
  10987. array.push( material.vertexShader );
  10988. }
  10989. if ( material.defines !== undefined ) {
  10990. for ( var name in material.defines ) {
  10991. array.push( name );
  10992. array.push( material.defines[ name ] );
  10993. }
  10994. }
  10995. for ( var i = 0; i < parameterNames.length; i ++ ) {
  10996. array.push( parameters[ parameterNames[ i ] ] );
  10997. }
  10998. array.push( material.onBeforeCompile.toString() );
  10999. array.push( renderer.gammaOutput );
  11000. array.push( renderer.gammaFactor );
  11001. return array.join();
  11002. };
  11003. this.acquireProgram = function ( material, shader, parameters, code ) {
  11004. var program;
  11005. // Check if code has been already compiled
  11006. for ( var p = 0, pl = programs.length; p < pl; p ++ ) {
  11007. var programInfo = programs[ p ];
  11008. if ( programInfo.code === code ) {
  11009. program = programInfo;
  11010. ++ program.usedTimes;
  11011. break;
  11012. }
  11013. }
  11014. if ( program === undefined ) {
  11015. program = new WebGLProgram( renderer, extensions, code, material, shader, parameters, capabilities );
  11016. programs.push( program );
  11017. }
  11018. return program;
  11019. };
  11020. this.releaseProgram = function ( program ) {
  11021. if ( -- program.usedTimes === 0 ) {
  11022. // Remove from unordered set
  11023. var i = programs.indexOf( program );
  11024. programs[ i ] = programs[ programs.length - 1 ];
  11025. programs.pop();
  11026. // Free WebGL resources
  11027. program.destroy();
  11028. }
  11029. };
  11030. // Exposed for resource monitoring & error feedback via renderer.info:
  11031. this.programs = programs;
  11032. }
  11033. /**
  11034. * @author fordacious / fordacious.github.io
  11035. */
  11036. function WebGLProperties() {
  11037. var properties = new WeakMap();
  11038. function get( object ) {
  11039. var map = properties.get( object );
  11040. if ( map === undefined ) {
  11041. map = {};
  11042. properties.set( object, map );
  11043. }
  11044. return map;
  11045. }
  11046. function remove( object ) {
  11047. properties.delete( object );
  11048. }
  11049. function update( object, key, value ) {
  11050. properties.get( object )[ key ] = value;
  11051. }
  11052. function dispose() {
  11053. properties = new WeakMap();
  11054. }
  11055. return {
  11056. get: get,
  11057. remove: remove,
  11058. update: update,
  11059. dispose: dispose
  11060. };
  11061. }
  11062. /**
  11063. * @author mrdoob / http://mrdoob.com/
  11064. */
  11065. function painterSortStable( a, b ) {
  11066. if ( a.groupOrder !== b.groupOrder ) {
  11067. return a.groupOrder - b.groupOrder;
  11068. } else if ( a.renderOrder !== b.renderOrder ) {
  11069. return a.renderOrder - b.renderOrder;
  11070. } else if ( a.program !== b.program ) {
  11071. return a.program.id - b.program.id;
  11072. } else if ( a.material.id !== b.material.id ) {
  11073. return a.material.id - b.material.id;
  11074. } else if ( a.z !== b.z ) {
  11075. return a.z - b.z;
  11076. } else {
  11077. return a.id - b.id;
  11078. }
  11079. }
  11080. function reversePainterSortStable( a, b ) {
  11081. if ( a.groupOrder !== b.groupOrder ) {
  11082. return a.groupOrder - b.groupOrder;
  11083. } else if ( a.renderOrder !== b.renderOrder ) {
  11084. return a.renderOrder - b.renderOrder;
  11085. } else if ( a.z !== b.z ) {
  11086. return b.z - a.z;
  11087. } else {
  11088. return a.id - b.id;
  11089. }
  11090. }
  11091. function WebGLRenderList() {
  11092. var renderItems = [];
  11093. var renderItemsIndex = 0;
  11094. var opaque = [];
  11095. var transparent = [];
  11096. var defaultProgram = { id: - 1 };
  11097. function init() {
  11098. renderItemsIndex = 0;
  11099. opaque.length = 0;
  11100. transparent.length = 0;
  11101. }
  11102. function getNextRenderItem( object, geometry, material, groupOrder, z, group ) {
  11103. var renderItem = renderItems[ renderItemsIndex ];
  11104. if ( renderItem === undefined ) {
  11105. renderItem = {
  11106. id: object.id,
  11107. object: object,
  11108. geometry: geometry,
  11109. material: material,
  11110. program: material.program || defaultProgram,
  11111. groupOrder: groupOrder,
  11112. renderOrder: object.renderOrder,
  11113. z: z,
  11114. group: group
  11115. };
  11116. renderItems[ renderItemsIndex ] = renderItem;
  11117. } else {
  11118. renderItem.id = object.id;
  11119. renderItem.object = object;
  11120. renderItem.geometry = geometry;
  11121. renderItem.material = material;
  11122. renderItem.program = material.program || defaultProgram;
  11123. renderItem.groupOrder = groupOrder;
  11124. renderItem.renderOrder = object.renderOrder;
  11125. renderItem.z = z;
  11126. renderItem.group = group;
  11127. }
  11128. renderItemsIndex ++;
  11129. return renderItem;
  11130. }
  11131. function push( object, geometry, material, groupOrder, z, group ) {
  11132. var renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );
  11133. ( material.transparent === true ? transparent : opaque ).push( renderItem );
  11134. }
  11135. function unshift( object, geometry, material, groupOrder, z, group ) {
  11136. var renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );
  11137. ( material.transparent === true ? transparent : opaque ).unshift( renderItem );
  11138. }
  11139. function sort() {
  11140. if ( opaque.length > 1 ) { opaque.sort( painterSortStable ); }
  11141. if ( transparent.length > 1 ) { transparent.sort( reversePainterSortStable ); }
  11142. }
  11143. return {
  11144. opaque: opaque,
  11145. transparent: transparent,
  11146. init: init,
  11147. push: push,
  11148. unshift: unshift,
  11149. sort: sort
  11150. };
  11151. }
  11152. function WebGLRenderLists() {
  11153. var lists = new WeakMap();
  11154. function onSceneDispose( event ) {
  11155. var scene = event.target;
  11156. scene.removeEventListener( 'dispose', onSceneDispose );
  11157. lists.delete( scene );
  11158. }
  11159. function get( scene, camera ) {
  11160. var cameras = lists.get( scene );
  11161. var list;
  11162. if ( cameras === undefined ) {
  11163. list = new WebGLRenderList();
  11164. lists.set( scene, new WeakMap() );
  11165. lists.get( scene ).set( camera, list );
  11166. scene.addEventListener( 'dispose', onSceneDispose );
  11167. } else {
  11168. list = cameras.get( camera );
  11169. if ( list === undefined ) {
  11170. list = new WebGLRenderList();
  11171. cameras.set( camera, list );
  11172. }
  11173. }
  11174. return list;
  11175. }
  11176. function dispose() {
  11177. lists = new WeakMap();
  11178. }
  11179. return {
  11180. get: get,
  11181. dispose: dispose
  11182. };
  11183. }
  11184. /**
  11185. * @author mrdoob / http://mrdoob.com/
  11186. */
  11187. function UniformsCache() {
  11188. var lights = {};
  11189. return {
  11190. get: function ( light ) {
  11191. if ( lights[ light.id ] !== undefined ) {
  11192. return lights[ light.id ];
  11193. }
  11194. var uniforms;
  11195. switch ( light.type ) {
  11196. case 'DirectionalLight':
  11197. uniforms = {
  11198. direction: new Vector3(),
  11199. color: new Color(),
  11200. shadow: false,
  11201. shadowBias: 0,
  11202. shadowRadius: 1,
  11203. shadowMapSize: new Vector2()
  11204. };
  11205. break;
  11206. case 'SpotLight':
  11207. uniforms = {
  11208. position: new Vector3(),
  11209. direction: new Vector3(),
  11210. color: new Color(),
  11211. distance: 0,
  11212. coneCos: 0,
  11213. penumbraCos: 0,
  11214. decay: 0,
  11215. shadow: false,
  11216. shadowBias: 0,
  11217. shadowRadius: 1,
  11218. shadowMapSize: new Vector2()
  11219. };
  11220. break;
  11221. case 'PointLight':
  11222. uniforms = {
  11223. position: new Vector3(),
  11224. color: new Color(),
  11225. distance: 0,
  11226. decay: 0,
  11227. shadow: false,
  11228. shadowBias: 0,
  11229. shadowRadius: 1,
  11230. shadowMapSize: new Vector2(),
  11231. shadowCameraNear: 1,
  11232. shadowCameraFar: 1000
  11233. };
  11234. break;
  11235. case 'HemisphereLight':
  11236. uniforms = {
  11237. direction: new Vector3(),
  11238. skyColor: new Color(),
  11239. groundColor: new Color()
  11240. };
  11241. break;
  11242. case 'RectAreaLight':
  11243. uniforms = {
  11244. color: new Color(),
  11245. position: new Vector3(),
  11246. halfWidth: new Vector3(),
  11247. halfHeight: new Vector3()
  11248. // TODO (abelnation): set RectAreaLight shadow uniforms
  11249. };
  11250. break;
  11251. }
  11252. lights[ light.id ] = uniforms;
  11253. return uniforms;
  11254. }
  11255. };
  11256. }
  11257. var nextVersion = 0;
  11258. function shadowCastingLightsFirst( lightA, lightB ) {
  11259. return ( lightB.castShadow ? 1 : 0 ) - ( lightA.castShadow ? 1 : 0 );
  11260. }
  11261. function WebGLLights() {
  11262. var cache = new UniformsCache();
  11263. var state = {
  11264. version: 0,
  11265. hash: {
  11266. directionalLength: - 1,
  11267. pointLength: - 1,
  11268. spotLength: - 1,
  11269. rectAreaLength: - 1,
  11270. hemiLength: - 1,
  11271. numDirectionalShadows: - 1,
  11272. numPointShadows: - 1,
  11273. numSpotShadows: - 1,
  11274. },
  11275. ambient: [ 0, 0, 0 ],
  11276. probe: [],
  11277. directional: [],
  11278. directionalShadowMap: [],
  11279. directionalShadowMatrix: [],
  11280. spot: [],
  11281. spotShadowMap: [],
  11282. spotShadowMatrix: [],
  11283. rectArea: [],
  11284. point: [],
  11285. pointShadowMap: [],
  11286. pointShadowMatrix: [],
  11287. hemi: [],
  11288. numDirectionalShadows: - 1,
  11289. numPointShadows: - 1,
  11290. numSpotShadows: - 1
  11291. };
  11292. for ( var i = 0; i < 9; i ++ ) { state.probe.push( new Vector3() ); }
  11293. var vector3 = new Vector3();
  11294. var matrix4 = new Matrix4();
  11295. var matrix42 = new Matrix4();
  11296. function setup( lights, shadows, camera ) {
  11297. var r = 0, g = 0, b = 0;
  11298. for ( var i = 0; i < 9; i ++ ) { state.probe[ i ].set( 0, 0, 0 ); }
  11299. var directionalLength = 0;
  11300. var pointLength = 0;
  11301. var spotLength = 0;
  11302. var rectAreaLength = 0;
  11303. var hemiLength = 0;
  11304. var numDirectionalShadows = 0;
  11305. var numPointShadows = 0;
  11306. var numSpotShadows = 0;
  11307. var viewMatrix = camera.matrixWorldInverse;
  11308. lights.sort( shadowCastingLightsFirst );
  11309. for ( var i = 0, l = lights.length; i < l; i ++ ) {
  11310. var light = lights[ i ];
  11311. var color = light.color;
  11312. var intensity = light.intensity;
  11313. var distance = light.distance;
  11314. var shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;
  11315. if ( light.isAmbientLight ) {
  11316. r += color.r * intensity;
  11317. g += color.g * intensity;
  11318. b += color.b * intensity;
  11319. } else if ( light.isLightProbe ) {
  11320. for ( var j = 0; j < 9; j ++ ) {
  11321. state.probe[ j ].addScaledVector( light.sh.coefficients[ j ], intensity );
  11322. }
  11323. } else if ( light.isDirectionalLight ) {
  11324. var uniforms = cache.get( light );
  11325. uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
  11326. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  11327. vector3.setFromMatrixPosition( light.target.matrixWorld );
  11328. uniforms.direction.sub( vector3 );
  11329. uniforms.direction.transformDirection( viewMatrix );
  11330. uniforms.shadow = light.castShadow;
  11331. if ( light.castShadow ) {
  11332. var shadow = light.shadow;
  11333. uniforms.shadowBias = shadow.bias;
  11334. uniforms.shadowRadius = shadow.radius;
  11335. uniforms.shadowMapSize = shadow.mapSize;
  11336. state.directionalShadowMap[ directionalLength ] = shadowMap;
  11337. state.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;
  11338. numDirectionalShadows ++;
  11339. }
  11340. state.directional[ directionalLength ] = uniforms;
  11341. directionalLength ++;
  11342. } else if ( light.isSpotLight ) {
  11343. var uniforms = cache.get( light );
  11344. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  11345. uniforms.position.applyMatrix4( viewMatrix );
  11346. uniforms.color.copy( color ).multiplyScalar( intensity );
  11347. uniforms.distance = distance;
  11348. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  11349. vector3.setFromMatrixPosition( light.target.matrixWorld );
  11350. uniforms.direction.sub( vector3 );
  11351. uniforms.direction.transformDirection( viewMatrix );
  11352. uniforms.coneCos = Math.cos( light.angle );
  11353. uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );
  11354. uniforms.decay = light.decay;
  11355. uniforms.shadow = light.castShadow;
  11356. if ( light.castShadow ) {
  11357. var shadow = light.shadow;
  11358. uniforms.shadowBias = shadow.bias;
  11359. uniforms.shadowRadius = shadow.radius;
  11360. uniforms.shadowMapSize = shadow.mapSize;
  11361. state.spotShadowMap[ spotLength ] = shadowMap;
  11362. state.spotShadowMatrix[ spotLength ] = light.shadow.matrix;
  11363. numSpotShadows ++;
  11364. }
  11365. state.spot[ spotLength ] = uniforms;
  11366. spotLength ++;
  11367. } else if ( light.isRectAreaLight ) {
  11368. var uniforms = cache.get( light );
  11369. // (a) intensity is the total visible light emitted
  11370. //uniforms.color.copy( color ).multiplyScalar( intensity / ( light.width * light.height * Math.PI ) );
  11371. // (b) intensity is the brightness of the light
  11372. uniforms.color.copy( color ).multiplyScalar( intensity );
  11373. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  11374. uniforms.position.applyMatrix4( viewMatrix );
  11375. // extract local rotation of light to derive width/height half vectors
  11376. matrix42.identity();
  11377. matrix4.copy( light.matrixWorld );
  11378. matrix4.premultiply( viewMatrix );
  11379. matrix42.extractRotation( matrix4 );
  11380. uniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 );
  11381. uniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 );
  11382. uniforms.halfWidth.applyMatrix4( matrix42 );
  11383. uniforms.halfHeight.applyMatrix4( matrix42 );
  11384. // TODO (abelnation): RectAreaLight distance?
  11385. // uniforms.distance = distance;
  11386. state.rectArea[ rectAreaLength ] = uniforms;
  11387. rectAreaLength ++;
  11388. } else if ( light.isPointLight ) {
  11389. var uniforms = cache.get( light );
  11390. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  11391. uniforms.position.applyMatrix4( viewMatrix );
  11392. uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
  11393. uniforms.distance = light.distance;
  11394. uniforms.decay = light.decay;
  11395. uniforms.shadow = light.castShadow;
  11396. if ( light.castShadow ) {
  11397. var shadow = light.shadow;
  11398. uniforms.shadowBias = shadow.bias;
  11399. uniforms.shadowRadius = shadow.radius;
  11400. uniforms.shadowMapSize = shadow.mapSize;
  11401. uniforms.shadowCameraNear = shadow.camera.near;
  11402. uniforms.shadowCameraFar = shadow.camera.far;
  11403. state.pointShadowMap[ pointLength ] = shadowMap;
  11404. state.pointShadowMatrix[ pointLength ] = light.shadow.matrix;
  11405. numPointShadows ++;
  11406. }
  11407. state.point[ pointLength ] = uniforms;
  11408. pointLength ++;
  11409. } else if ( light.isHemisphereLight ) {
  11410. var uniforms = cache.get( light );
  11411. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  11412. uniforms.direction.transformDirection( viewMatrix );
  11413. uniforms.direction.normalize();
  11414. uniforms.skyColor.copy( light.color ).multiplyScalar( intensity );
  11415. uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );
  11416. state.hemi[ hemiLength ] = uniforms;
  11417. hemiLength ++;
  11418. }
  11419. }
  11420. state.ambient[ 0 ] = r;
  11421. state.ambient[ 1 ] = g;
  11422. state.ambient[ 2 ] = b;
  11423. var hash = state.hash;
  11424. if ( hash.directionalLength !== directionalLength ||
  11425. hash.pointLength !== pointLength ||
  11426. hash.spotLength !== spotLength ||
  11427. hash.rectAreaLength !== rectAreaLength ||
  11428. hash.hemiLength !== hemiLength ||
  11429. hash.numDirectionalShadows !== numDirectionalShadows ||
  11430. hash.numPointShadows !== numPointShadows ||
  11431. hash.numSpotShadows !== numSpotShadows ) {
  11432. state.directional.length = directionalLength;
  11433. state.spot.length = spotLength;
  11434. state.rectArea.length = rectAreaLength;
  11435. state.point.length = pointLength;
  11436. state.hemi.length = hemiLength;
  11437. state.directionalShadowMap.length = numDirectionalShadows;
  11438. state.pointShadowMap.length = numPointShadows;
  11439. state.spotShadowMap.length = numSpotShadows;
  11440. state.directionalShadowMatrix.length = numDirectionalShadows;
  11441. state.pointShadowMatrix.length = numPointShadows;
  11442. state.spotShadowMatrix.length = numSpotShadows;
  11443. hash.directionalLength = directionalLength;
  11444. hash.pointLength = pointLength;
  11445. hash.spotLength = spotLength;
  11446. hash.rectAreaLength = rectAreaLength;
  11447. hash.hemiLength = hemiLength;
  11448. hash.numDirectionalShadows = numDirectionalShadows;
  11449. hash.numPointShadows = numPointShadows;
  11450. hash.numSpotShadows = numSpotShadows;
  11451. state.version = nextVersion ++;
  11452. }
  11453. }
  11454. return {
  11455. setup: setup,
  11456. state: state
  11457. };
  11458. }
  11459. /**
  11460. * @author Mugen87 / https://github.com/Mugen87
  11461. */
  11462. function WebGLRenderState() {
  11463. var lights = new WebGLLights();
  11464. var lightsArray = [];
  11465. var shadowsArray = [];
  11466. function init() {
  11467. lightsArray.length = 0;
  11468. shadowsArray.length = 0;
  11469. }
  11470. function pushLight( light ) {
  11471. lightsArray.push( light );
  11472. }
  11473. function pushShadow( shadowLight ) {
  11474. shadowsArray.push( shadowLight );
  11475. }
  11476. function setupLights( camera ) {
  11477. lights.setup( lightsArray, shadowsArray, camera );
  11478. }
  11479. var state = {
  11480. lightsArray: lightsArray,
  11481. shadowsArray: shadowsArray,
  11482. lights: lights
  11483. };
  11484. return {
  11485. init: init,
  11486. state: state,
  11487. setupLights: setupLights,
  11488. pushLight: pushLight,
  11489. pushShadow: pushShadow
  11490. };
  11491. }
  11492. function WebGLRenderStates() {
  11493. var renderStates = new WeakMap();
  11494. function onSceneDispose( event ) {
  11495. var scene = event.target;
  11496. scene.removeEventListener( 'dispose', onSceneDispose );
  11497. renderStates.delete( scene );
  11498. }
  11499. function get( scene, camera ) {
  11500. var renderState;
  11501. if ( renderStates.has( scene ) === false ) {
  11502. renderState = new WebGLRenderState();
  11503. renderStates.set( scene, new WeakMap() );
  11504. renderStates.get( scene ).set( camera, renderState );
  11505. scene.addEventListener( 'dispose', onSceneDispose );
  11506. } else {
  11507. if ( renderStates.get( scene ).has( camera ) === false ) {
  11508. renderState = new WebGLRenderState();
  11509. renderStates.get( scene ).set( camera, renderState );
  11510. } else {
  11511. renderState = renderStates.get( scene ).get( camera );
  11512. }
  11513. }
  11514. return renderState;
  11515. }
  11516. function dispose() {
  11517. renderStates = new WeakMap();
  11518. }
  11519. return {
  11520. get: get,
  11521. dispose: dispose
  11522. };
  11523. }
  11524. /**
  11525. * @author mrdoob / http://mrdoob.com/
  11526. * @author alteredq / http://alteredqualia.com/
  11527. * @author bhouston / https://clara.io
  11528. * @author WestLangley / http://github.com/WestLangley
  11529. *
  11530. * parameters = {
  11531. *
  11532. * opacity: <float>,
  11533. *
  11534. * map: new THREE.Texture( <Image> ),
  11535. *
  11536. * alphaMap: new THREE.Texture( <Image> ),
  11537. *
  11538. * displacementMap: new THREE.Texture( <Image> ),
  11539. * displacementScale: <float>,
  11540. * displacementBias: <float>,
  11541. *
  11542. * wireframe: <boolean>,
  11543. * wireframeLinewidth: <float>
  11544. * }
  11545. */
  11546. function MeshDepthMaterial( parameters ) {
  11547. Material.call( this );
  11548. this.type = 'MeshDepthMaterial';
  11549. this.depthPacking = BasicDepthPacking;
  11550. this.skinning = false;
  11551. this.morphTargets = false;
  11552. this.map = null;
  11553. this.alphaMap = null;
  11554. this.displacementMap = null;
  11555. this.displacementScale = 1;
  11556. this.displacementBias = 0;
  11557. this.wireframe = false;
  11558. this.wireframeLinewidth = 1;
  11559. this.fog = false;
  11560. this.lights = false;
  11561. this.setValues( parameters );
  11562. }
  11563. MeshDepthMaterial.prototype = Object.create( Material.prototype );
  11564. MeshDepthMaterial.prototype.constructor = MeshDepthMaterial;
  11565. MeshDepthMaterial.prototype.isMeshDepthMaterial = true;
  11566. MeshDepthMaterial.prototype.copy = function ( source ) {
  11567. Material.prototype.copy.call( this, source );
  11568. this.depthPacking = source.depthPacking;
  11569. this.skinning = source.skinning;
  11570. this.morphTargets = source.morphTargets;
  11571. this.map = source.map;
  11572. this.alphaMap = source.alphaMap;
  11573. this.displacementMap = source.displacementMap;
  11574. this.displacementScale = source.displacementScale;
  11575. this.displacementBias = source.displacementBias;
  11576. this.wireframe = source.wireframe;
  11577. this.wireframeLinewidth = source.wireframeLinewidth;
  11578. return this;
  11579. };
  11580. /**
  11581. * @author WestLangley / http://github.com/WestLangley
  11582. *
  11583. * parameters = {
  11584. *
  11585. * referencePosition: <float>,
  11586. * nearDistance: <float>,
  11587. * farDistance: <float>,
  11588. *
  11589. * skinning: <bool>,
  11590. * morphTargets: <bool>,
  11591. *
  11592. * map: new THREE.Texture( <Image> ),
  11593. *
  11594. * alphaMap: new THREE.Texture( <Image> ),
  11595. *
  11596. * displacementMap: new THREE.Texture( <Image> ),
  11597. * displacementScale: <float>,
  11598. * displacementBias: <float>
  11599. *
  11600. * }
  11601. */
  11602. function MeshDistanceMaterial( parameters ) {
  11603. Material.call( this );
  11604. this.type = 'MeshDistanceMaterial';
  11605. this.referencePosition = new Vector3();
  11606. this.nearDistance = 1;
  11607. this.farDistance = 1000;
  11608. this.skinning = false;
  11609. this.morphTargets = false;
  11610. this.map = null;
  11611. this.alphaMap = null;
  11612. this.displacementMap = null;
  11613. this.displacementScale = 1;
  11614. this.displacementBias = 0;
  11615. this.fog = false;
  11616. this.lights = false;
  11617. this.setValues( parameters );
  11618. }
  11619. MeshDistanceMaterial.prototype = Object.create( Material.prototype );
  11620. MeshDistanceMaterial.prototype.constructor = MeshDistanceMaterial;
  11621. MeshDistanceMaterial.prototype.isMeshDistanceMaterial = true;
  11622. MeshDistanceMaterial.prototype.copy = function ( source ) {
  11623. Material.prototype.copy.call( this, source );
  11624. this.referencePosition.copy( source.referencePosition );
  11625. this.nearDistance = source.nearDistance;
  11626. this.farDistance = source.farDistance;
  11627. this.skinning = source.skinning;
  11628. this.morphTargets = source.morphTargets;
  11629. this.map = source.map;
  11630. this.alphaMap = source.alphaMap;
  11631. this.displacementMap = source.displacementMap;
  11632. this.displacementScale = source.displacementScale;
  11633. this.displacementBias = source.displacementBias;
  11634. return this;
  11635. };
  11636. var vsm_frag = "uniform sampler2D shadow_pass;\nuniform vec2 resolution;\nuniform float radius;\n#include <packing>\nvoid main() {\n float mean = 0.0;\n float squared_mean = 0.0;\n \n\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy ) / resolution ) );\n for ( float i = -1.0; i < 1.0 ; i += SAMPLE_RATE) {\n #ifdef HORIZONAL_PASS\n vec2 distribution = decodeHalfRGBA ( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( i, 0.0 ) * radius ) / resolution ) );\n mean += distribution.x;\n squared_mean += distribution.y * distribution.y + distribution.x * distribution.x;\n #else\n float depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( 0.0, i ) * radius ) / resolution ) );\n mean += depth;\n squared_mean += depth * depth;\n #endif\n }\n mean = mean * HALF_SAMPLE_RATE;\n squared_mean = squared_mean * HALF_SAMPLE_RATE;\n float std_dev = pow( squared_mean - mean * mean, 0.5 );\n gl_FragColor = encodeHalfRGBA( vec2( mean, std_dev ) );\n}";
  11637. var vsm_vert = "void main() {\n\tgl_Position = vec4( position, 1.0 );\n}";
  11638. /**
  11639. * @author alteredq / http://alteredqualia.com/
  11640. * @author mrdoob / http://mrdoob.com/
  11641. */
  11642. function WebGLShadowMap( _renderer, _objects, maxTextureSize ) {
  11643. var _frustum = new Frustum(),
  11644. _shadowMapSize = new Vector2(),
  11645. _viewportSize = new Vector2(),
  11646. _viewport = new Vector4(),
  11647. _MorphingFlag = 1,
  11648. _SkinningFlag = 2,
  11649. _NumberOfMaterialVariants = ( _MorphingFlag | _SkinningFlag ) + 1,
  11650. _depthMaterials = new Array( _NumberOfMaterialVariants ),
  11651. _distanceMaterials = new Array( _NumberOfMaterialVariants ),
  11652. _materialCache = {};
  11653. var shadowSide = { 0: BackSide, 1: FrontSide, 2: DoubleSide };
  11654. var shadowMaterialVertical = new ShaderMaterial( {
  11655. defines: {
  11656. SAMPLE_RATE: 2.0 / 8.0,
  11657. HALF_SAMPLE_RATE: 1.0 / 8.0
  11658. },
  11659. uniforms: {
  11660. shadow_pass: { value: null },
  11661. resolution: { value: new Vector2() },
  11662. radius: { value: 4.0 }
  11663. },
  11664. vertexShader: vsm_vert,
  11665. fragmentShader: vsm_frag
  11666. } );
  11667. var shadowMaterialHorizonal = shadowMaterialVertical.clone();
  11668. shadowMaterialHorizonal.defines.HORIZONAL_PASS = 1;
  11669. var fullScreenTri = new BufferGeometry();
  11670. fullScreenTri.addAttribute(
  11671. "position",
  11672. new BufferAttribute(
  11673. new Float32Array( [ - 1, - 1, 0.5, 3, - 1, 0.5, - 1, 3, 0.5 ] ),
  11674. 3
  11675. )
  11676. );
  11677. var fullScreenMesh = new Mesh( fullScreenTri, shadowMaterialVertical );
  11678. // init
  11679. for ( var i = 0; i !== _NumberOfMaterialVariants; ++ i ) {
  11680. var useMorphing = ( i & _MorphingFlag ) !== 0;
  11681. var useSkinning = ( i & _SkinningFlag ) !== 0;
  11682. var depthMaterial = new MeshDepthMaterial( {
  11683. depthPacking: RGBADepthPacking,
  11684. morphTargets: useMorphing,
  11685. skinning: useSkinning
  11686. } );
  11687. _depthMaterials[ i ] = depthMaterial;
  11688. var distanceMaterial = new MeshDistanceMaterial( {
  11689. morphTargets: useMorphing,
  11690. skinning: useSkinning
  11691. } );
  11692. _distanceMaterials[ i ] = distanceMaterial;
  11693. }
  11694. var scope = this;
  11695. this.enabled = false;
  11696. this.autoUpdate = true;
  11697. this.needsUpdate = false;
  11698. this.type = PCFShadowMap;
  11699. this.render = function ( lights, scene, camera ) {
  11700. if ( scope.enabled === false ) { return; }
  11701. if ( scope.autoUpdate === false && scope.needsUpdate === false ) { return; }
  11702. if ( lights.length === 0 ) { return; }
  11703. var currentRenderTarget = _renderer.getRenderTarget();
  11704. var activeCubeFace = _renderer.getActiveCubeFace();
  11705. var activeMipmapLevel = _renderer.getActiveMipmapLevel();
  11706. var _state = _renderer.state;
  11707. // Set GL state for depth map.
  11708. _state.setBlending( NoBlending );
  11709. _state.buffers.color.setClear( 1, 1, 1, 1 );
  11710. _state.buffers.depth.setTest( true );
  11711. _state.setScissorTest( false );
  11712. // render depth map
  11713. for ( var i = 0, il = lights.length; i < il; i ++ ) {
  11714. var light = lights[ i ];
  11715. var shadow = light.shadow;
  11716. if ( shadow === undefined ) {
  11717. console.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' );
  11718. continue;
  11719. }
  11720. _shadowMapSize.copy( shadow.mapSize );
  11721. var shadowFrameExtents = shadow.getFrameExtents();
  11722. _shadowMapSize.multiply( shadowFrameExtents );
  11723. _viewportSize.copy( shadow.mapSize );
  11724. if ( _shadowMapSize.x > maxTextureSize || _shadowMapSize.y > maxTextureSize ) {
  11725. console.warn( 'THREE.WebGLShadowMap:', light, 'has shadow exceeding max texture size, reducing' );
  11726. if ( _shadowMapSize.x > maxTextureSize ) {
  11727. _viewportSize.x = Math.floor( maxTextureSize / shadowFrameExtents.x );
  11728. _shadowMapSize.x = _viewportSize.x * shadowFrameExtents.x;
  11729. shadow.mapSize.x = _viewportSize.x;
  11730. }
  11731. if ( _shadowMapSize.y > maxTextureSize ) {
  11732. _viewportSize.y = Math.floor( maxTextureSize / shadowFrameExtents.y );
  11733. _shadowMapSize.y = _viewportSize.y * shadowFrameExtents.y;
  11734. shadow.mapSize.y = _viewportSize.y;
  11735. }
  11736. }
  11737. if ( shadow.map === null && ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {
  11738. var pars = { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat };
  11739. shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  11740. shadow.map.texture.name = light.name + ".shadowMap";
  11741. shadow.mapPass = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  11742. shadow.camera.updateProjectionMatrix();
  11743. }
  11744. if ( shadow.map === null ) {
  11745. var pars = { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat };
  11746. shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  11747. shadow.map.texture.name = light.name + ".shadowMap";
  11748. shadow.camera.updateProjectionMatrix();
  11749. }
  11750. _renderer.setRenderTarget( shadow.map );
  11751. _renderer.clear();
  11752. var viewportCount = shadow.getViewportCount();
  11753. for ( var vp = 0; vp < viewportCount; vp ++ ) {
  11754. var viewport = shadow.getViewport( vp );
  11755. _viewport.set(
  11756. _viewportSize.x * viewport.x,
  11757. _viewportSize.y * viewport.y,
  11758. _viewportSize.x * viewport.z,
  11759. _viewportSize.y * viewport.w
  11760. );
  11761. _state.viewport( _viewport );
  11762. shadow.updateMatrices( light, camera, vp );
  11763. _frustum = shadow.getFrustum();
  11764. renderObject( scene, camera, shadow.camera, light, this.type );
  11765. }
  11766. // do blur pass for VSM
  11767. if ( ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {
  11768. VSMPass( shadow, camera );
  11769. }
  11770. }
  11771. scope.needsUpdate = false;
  11772. _renderer.setRenderTarget( currentRenderTarget, activeCubeFace, activeMipmapLevel );
  11773. };
  11774. function VSMPass( shadow, camera ) {
  11775. var geometry = _objects.update( fullScreenMesh );
  11776. // vertical pass
  11777. shadowMaterialVertical.uniforms.shadow_pass.value = shadow.map.texture;
  11778. shadowMaterialVertical.uniforms.resolution.value = shadow.mapSize;
  11779. shadowMaterialVertical.uniforms.radius.value = shadow.radius;
  11780. _renderer.setRenderTarget( shadow.mapPass );
  11781. _renderer.clear();
  11782. _renderer.renderBufferDirect( camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null );
  11783. // horizonal pass
  11784. shadowMaterialHorizonal.uniforms.shadow_pass.value = shadow.mapPass.texture;
  11785. shadowMaterialHorizonal.uniforms.resolution.value = shadow.mapSize;
  11786. shadowMaterialHorizonal.uniforms.radius.value = shadow.radius;
  11787. _renderer.setRenderTarget( shadow.map );
  11788. _renderer.clear();
  11789. _renderer.renderBufferDirect( camera, null, geometry, shadowMaterialHorizonal, fullScreenMesh, null );
  11790. }
  11791. function getDepthMaterial( object, material, light, shadowCameraNear, shadowCameraFar, type ) {
  11792. var geometry = object.geometry;
  11793. var result = null;
  11794. var materialVariants = _depthMaterials;
  11795. var customMaterial = object.customDepthMaterial;
  11796. if ( light.isPointLight ) {
  11797. materialVariants = _distanceMaterials;
  11798. customMaterial = object.customDistanceMaterial;
  11799. }
  11800. if ( ! customMaterial ) {
  11801. var useMorphing = false;
  11802. if ( material.morphTargets ) {
  11803. if ( geometry && geometry.isBufferGeometry ) {
  11804. useMorphing = geometry.morphAttributes && geometry.morphAttributes.position && geometry.morphAttributes.position.length > 0;
  11805. } else if ( geometry && geometry.isGeometry ) {
  11806. useMorphing = geometry.morphTargets && geometry.morphTargets.length > 0;
  11807. }
  11808. }
  11809. if ( object.isSkinnedMesh && material.skinning === false ) {
  11810. console.warn( 'THREE.WebGLShadowMap: THREE.SkinnedMesh with material.skinning set to false:', object );
  11811. }
  11812. var useSkinning = object.isSkinnedMesh && material.skinning;
  11813. var variantIndex = 0;
  11814. if ( useMorphing ) { variantIndex |= _MorphingFlag; }
  11815. if ( useSkinning ) { variantIndex |= _SkinningFlag; }
  11816. result = materialVariants[ variantIndex ];
  11817. } else {
  11818. result = customMaterial;
  11819. }
  11820. if ( _renderer.localClippingEnabled &&
  11821. material.clipShadows === true &&
  11822. material.clippingPlanes.length !== 0 ) {
  11823. // in this case we need a unique material instance reflecting the
  11824. // appropriate state
  11825. var keyA = result.uuid, keyB = material.uuid;
  11826. var materialsForVariant = _materialCache[ keyA ];
  11827. if ( materialsForVariant === undefined ) {
  11828. materialsForVariant = {};
  11829. _materialCache[ keyA ] = materialsForVariant;
  11830. }
  11831. var cachedMaterial = materialsForVariant[ keyB ];
  11832. if ( cachedMaterial === undefined ) {
  11833. cachedMaterial = result.clone();
  11834. materialsForVariant[ keyB ] = cachedMaterial;
  11835. }
  11836. result = cachedMaterial;
  11837. }
  11838. result.visible = material.visible;
  11839. result.wireframe = material.wireframe;
  11840. if ( type === VSMShadowMap ) {
  11841. result.side = ( material.shadowSide != null ) ? material.shadowSide : material.side;
  11842. } else {
  11843. result.side = ( material.shadowSide != null ) ? material.shadowSide : shadowSide[ material.side ];
  11844. }
  11845. result.clipShadows = material.clipShadows;
  11846. result.clippingPlanes = material.clippingPlanes;
  11847. result.clipIntersection = material.clipIntersection;
  11848. result.wireframeLinewidth = material.wireframeLinewidth;
  11849. result.linewidth = material.linewidth;
  11850. if ( light.isPointLight && result.isMeshDistanceMaterial ) {
  11851. result.referencePosition.setFromMatrixPosition( light.matrixWorld );
  11852. result.nearDistance = shadowCameraNear;
  11853. result.farDistance = shadowCameraFar;
  11854. }
  11855. return result;
  11856. }
  11857. function renderObject( object, camera, shadowCamera, light, type ) {
  11858. if ( object.visible === false ) { return; }
  11859. var visible = object.layers.test( camera.layers );
  11860. if ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) {
  11861. if ( ( object.castShadow || ( object.receiveShadow && type === VSMShadowMap ) ) && ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) ) {
  11862. object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
  11863. var geometry = _objects.update( object );
  11864. var material = object.material;
  11865. if ( Array.isArray( material ) ) {
  11866. var groups = geometry.groups;
  11867. for ( var k = 0, kl = groups.length; k < kl; k ++ ) {
  11868. var group = groups[ k ];
  11869. var groupMaterial = material[ group.materialIndex ];
  11870. if ( groupMaterial && groupMaterial.visible ) {
  11871. var depthMaterial = getDepthMaterial( object, groupMaterial, light, shadowCamera.near, shadowCamera.far, type );
  11872. _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group );
  11873. }
  11874. }
  11875. } else if ( material.visible ) {
  11876. var depthMaterial = getDepthMaterial( object, material, light, shadowCamera.near, shadowCamera.far, type );
  11877. _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null );
  11878. }
  11879. }
  11880. }
  11881. var children = object.children;
  11882. for ( var i = 0, l = children.length; i < l; i ++ ) {
  11883. renderObject( children[ i ], camera, shadowCamera, light, type );
  11884. }
  11885. }
  11886. }
  11887. /**
  11888. * @author mrdoob / http://mrdoob.com/
  11889. */
  11890. function WebGLState( gl, extensions, utils, capabilities ) {
  11891. function ColorBuffer() {
  11892. var locked = false;
  11893. var color = new Vector4();
  11894. var currentColorMask = null;
  11895. var currentColorClear = new Vector4( 0, 0, 0, 0 );
  11896. return {
  11897. setMask: function ( colorMask ) {
  11898. if ( currentColorMask !== colorMask && ! locked ) {
  11899. gl.colorMask( colorMask, colorMask, colorMask, colorMask );
  11900. currentColorMask = colorMask;
  11901. }
  11902. },
  11903. setLocked: function ( lock ) {
  11904. locked = lock;
  11905. },
  11906. setClear: function ( r, g, b, a, premultipliedAlpha ) {
  11907. if ( premultipliedAlpha === true ) {
  11908. r *= a; g *= a; b *= a;
  11909. }
  11910. color.set( r, g, b, a );
  11911. if ( currentColorClear.equals( color ) === false ) {
  11912. gl.clearColor( r, g, b, a );
  11913. currentColorClear.copy( color );
  11914. }
  11915. },
  11916. reset: function () {
  11917. locked = false;
  11918. currentColorMask = null;
  11919. currentColorClear.set( - 1, 0, 0, 0 ); // set to invalid state
  11920. }
  11921. };
  11922. }
  11923. function DepthBuffer() {
  11924. var locked = false;
  11925. var currentDepthMask = null;
  11926. var currentDepthFunc = null;
  11927. var currentDepthClear = null;
  11928. return {
  11929. setTest: function ( depthTest ) {
  11930. if ( depthTest ) {
  11931. enable( 2929 );
  11932. } else {
  11933. disable( 2929 );
  11934. }
  11935. },
  11936. setMask: function ( depthMask ) {
  11937. if ( currentDepthMask !== depthMask && ! locked ) {
  11938. gl.depthMask( depthMask );
  11939. currentDepthMask = depthMask;
  11940. }
  11941. },
  11942. setFunc: function ( depthFunc ) {
  11943. if ( currentDepthFunc !== depthFunc ) {
  11944. if ( depthFunc ) {
  11945. switch ( depthFunc ) {
  11946. case NeverDepth:
  11947. gl.depthFunc( 512 );
  11948. break;
  11949. case AlwaysDepth:
  11950. gl.depthFunc( 519 );
  11951. break;
  11952. case LessDepth:
  11953. gl.depthFunc( 513 );
  11954. break;
  11955. case LessEqualDepth:
  11956. gl.depthFunc( 515 );
  11957. break;
  11958. case EqualDepth:
  11959. gl.depthFunc( 514 );
  11960. break;
  11961. case GreaterEqualDepth:
  11962. gl.depthFunc( 518 );
  11963. break;
  11964. case GreaterDepth:
  11965. gl.depthFunc( 516 );
  11966. break;
  11967. case NotEqualDepth:
  11968. gl.depthFunc( 517 );
  11969. break;
  11970. default:
  11971. gl.depthFunc( 515 );
  11972. }
  11973. } else {
  11974. gl.depthFunc( 515 );
  11975. }
  11976. currentDepthFunc = depthFunc;
  11977. }
  11978. },
  11979. setLocked: function ( lock ) {
  11980. locked = lock;
  11981. },
  11982. setClear: function ( depth ) {
  11983. if ( currentDepthClear !== depth ) {
  11984. gl.clearDepth( depth );
  11985. currentDepthClear = depth;
  11986. }
  11987. },
  11988. reset: function () {
  11989. locked = false;
  11990. currentDepthMask = null;
  11991. currentDepthFunc = null;
  11992. currentDepthClear = null;
  11993. }
  11994. };
  11995. }
  11996. function StencilBuffer() {
  11997. var locked = false;
  11998. var currentStencilMask = null;
  11999. var currentStencilFunc = null;
  12000. var currentStencilRef = null;
  12001. var currentStencilFuncMask = null;
  12002. var currentStencilFail = null;
  12003. var currentStencilZFail = null;
  12004. var currentStencilZPass = null;
  12005. var currentStencilClear = null;
  12006. return {
  12007. setTest: function ( stencilTest ) {
  12008. if ( ! locked ) {
  12009. if ( stencilTest ) {
  12010. enable( 2960 );
  12011. } else {
  12012. disable( 2960 );
  12013. }
  12014. }
  12015. },
  12016. setMask: function ( stencilMask ) {
  12017. if ( currentStencilMask !== stencilMask && ! locked ) {
  12018. gl.stencilMask( stencilMask );
  12019. currentStencilMask = stencilMask;
  12020. }
  12021. },
  12022. setFunc: function ( stencilFunc, stencilRef, stencilMask ) {
  12023. if ( currentStencilFunc !== stencilFunc ||
  12024. currentStencilRef !== stencilRef ||
  12025. currentStencilFuncMask !== stencilMask ) {
  12026. gl.stencilFunc( stencilFunc, stencilRef, stencilMask );
  12027. currentStencilFunc = stencilFunc;
  12028. currentStencilRef = stencilRef;
  12029. currentStencilFuncMask = stencilMask;
  12030. }
  12031. },
  12032. setOp: function ( stencilFail, stencilZFail, stencilZPass ) {
  12033. if ( currentStencilFail !== stencilFail ||
  12034. currentStencilZFail !== stencilZFail ||
  12035. currentStencilZPass !== stencilZPass ) {
  12036. gl.stencilOp( stencilFail, stencilZFail, stencilZPass );
  12037. currentStencilFail = stencilFail;
  12038. currentStencilZFail = stencilZFail;
  12039. currentStencilZPass = stencilZPass;
  12040. }
  12041. },
  12042. setLocked: function ( lock ) {
  12043. locked = lock;
  12044. },
  12045. setClear: function ( stencil ) {
  12046. if ( currentStencilClear !== stencil ) {
  12047. gl.clearStencil( stencil );
  12048. currentStencilClear = stencil;
  12049. }
  12050. },
  12051. reset: function () {
  12052. locked = false;
  12053. currentStencilMask = null;
  12054. currentStencilFunc = null;
  12055. currentStencilRef = null;
  12056. currentStencilFuncMask = null;
  12057. currentStencilFail = null;
  12058. currentStencilZFail = null;
  12059. currentStencilZPass = null;
  12060. currentStencilClear = null;
  12061. }
  12062. };
  12063. }
  12064. //
  12065. var colorBuffer = new ColorBuffer();
  12066. var depthBuffer = new DepthBuffer();
  12067. var stencilBuffer = new StencilBuffer();
  12068. var maxVertexAttributes = gl.getParameter( 34921 );
  12069. var newAttributes = new Uint8Array( maxVertexAttributes );
  12070. var enabledAttributes = new Uint8Array( maxVertexAttributes );
  12071. var attributeDivisors = new Uint8Array( maxVertexAttributes );
  12072. var enabledCapabilities = {};
  12073. var compressedTextureFormats = null;
  12074. var currentProgram = null;
  12075. var currentBlendingEnabled = null;
  12076. var currentBlending = null;
  12077. var currentBlendEquation = null;
  12078. var currentBlendSrc = null;
  12079. var currentBlendDst = null;
  12080. var currentBlendEquationAlpha = null;
  12081. var currentBlendSrcAlpha = null;
  12082. var currentBlendDstAlpha = null;
  12083. var currentPremultipledAlpha = false;
  12084. var currentFlipSided = null;
  12085. var currentCullFace = null;
  12086. var currentLineWidth = null;
  12087. var currentPolygonOffsetFactor = null;
  12088. var currentPolygonOffsetUnits = null;
  12089. var maxTextures = gl.getParameter( 35661 );
  12090. var lineWidthAvailable = false;
  12091. var version = 0;
  12092. var glVersion = gl.getParameter( 7938 );
  12093. if ( glVersion.indexOf( 'WebGL' ) !== - 1 ) {
  12094. version = parseFloat( /^WebGL\ ([0-9])/.exec( glVersion )[ 1 ] );
  12095. lineWidthAvailable = ( version >= 1.0 );
  12096. } else if ( glVersion.indexOf( 'OpenGL ES' ) !== - 1 ) {
  12097. version = parseFloat( /^OpenGL\ ES\ ([0-9])/.exec( glVersion )[ 1 ] );
  12098. lineWidthAvailable = ( version >= 2.0 );
  12099. }
  12100. var currentTextureSlot = null;
  12101. var currentBoundTextures = {};
  12102. var currentScissor = new Vector4();
  12103. var currentViewport = new Vector4();
  12104. function createTexture( type, target, count ) {
  12105. var data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4.
  12106. var texture = gl.createTexture();
  12107. gl.bindTexture( type, texture );
  12108. gl.texParameteri( type, 10241, 9728 );
  12109. gl.texParameteri( type, 10240, 9728 );
  12110. for ( var i = 0; i < count; i ++ ) {
  12111. gl.texImage2D( target + i, 0, 6408, 1, 1, 0, 6408, 5121, data );
  12112. }
  12113. return texture;
  12114. }
  12115. var emptyTextures = {};
  12116. emptyTextures[ 3553 ] = createTexture( 3553, 3553, 1 );
  12117. emptyTextures[ 34067 ] = createTexture( 34067, 34069, 6 );
  12118. // init
  12119. colorBuffer.setClear( 0, 0, 0, 1 );
  12120. depthBuffer.setClear( 1 );
  12121. stencilBuffer.setClear( 0 );
  12122. enable( 2929 );
  12123. depthBuffer.setFunc( LessEqualDepth );
  12124. setFlipSided( false );
  12125. setCullFace( CullFaceBack );
  12126. enable( 2884 );
  12127. setBlending( NoBlending );
  12128. //
  12129. function initAttributes() {
  12130. for ( var i = 0, l = newAttributes.length; i < l; i ++ ) {
  12131. newAttributes[ i ] = 0;
  12132. }
  12133. }
  12134. function enableAttribute( attribute ) {
  12135. enableAttributeAndDivisor( attribute, 0 );
  12136. }
  12137. function enableAttributeAndDivisor( attribute, meshPerAttribute ) {
  12138. newAttributes[ attribute ] = 1;
  12139. if ( enabledAttributes[ attribute ] === 0 ) {
  12140. gl.enableVertexAttribArray( attribute );
  12141. enabledAttributes[ attribute ] = 1;
  12142. }
  12143. if ( attributeDivisors[ attribute ] !== meshPerAttribute ) {
  12144. var extension = capabilities.isWebGL2 ? gl : extensions.get( 'ANGLE_instanced_arrays' );
  12145. extension[ capabilities.isWebGL2 ? 'vertexAttribDivisor' : 'vertexAttribDivisorANGLE' ]( attribute, meshPerAttribute );
  12146. attributeDivisors[ attribute ] = meshPerAttribute;
  12147. }
  12148. }
  12149. function disableUnusedAttributes() {
  12150. for ( var i = 0, l = enabledAttributes.length; i !== l; ++ i ) {
  12151. if ( enabledAttributes[ i ] !== newAttributes[ i ] ) {
  12152. gl.disableVertexAttribArray( i );
  12153. enabledAttributes[ i ] = 0;
  12154. }
  12155. }
  12156. }
  12157. function enable( id ) {
  12158. if ( enabledCapabilities[ id ] !== true ) {
  12159. gl.enable( id );
  12160. enabledCapabilities[ id ] = true;
  12161. }
  12162. }
  12163. function disable( id ) {
  12164. if ( enabledCapabilities[ id ] !== false ) {
  12165. gl.disable( id );
  12166. enabledCapabilities[ id ] = false;
  12167. }
  12168. }
  12169. function getCompressedTextureFormats() {
  12170. if ( compressedTextureFormats === null ) {
  12171. compressedTextureFormats = [];
  12172. if ( extensions.get( 'WEBGL_compressed_texture_pvrtc' ) ||
  12173. extensions.get( 'WEBGL_compressed_texture_s3tc' ) ||
  12174. extensions.get( 'WEBGL_compressed_texture_etc1' ) ||
  12175. extensions.get( 'WEBGL_compressed_texture_astc' ) ) {
  12176. var formats = gl.getParameter( 34467 );
  12177. for ( var i = 0; i < formats.length; i ++ ) {
  12178. compressedTextureFormats.push( formats[ i ] );
  12179. }
  12180. }
  12181. }
  12182. return compressedTextureFormats;
  12183. }
  12184. function useProgram( program ) {
  12185. if ( currentProgram !== program ) {
  12186. gl.useProgram( program );
  12187. currentProgram = program;
  12188. return true;
  12189. }
  12190. return false;
  12191. }
  12192. function setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) {
  12193. if ( blending === NoBlending ) {
  12194. if ( currentBlendingEnabled ) {
  12195. disable( 3042 );
  12196. currentBlendingEnabled = false;
  12197. }
  12198. return;
  12199. }
  12200. if ( ! currentBlendingEnabled ) {
  12201. enable( 3042 );
  12202. currentBlendingEnabled = true;
  12203. }
  12204. if ( blending !== CustomBlending ) {
  12205. if ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) {
  12206. if ( currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation ) {
  12207. gl.blendEquation( 32774 );
  12208. currentBlendEquation = AddEquation;
  12209. currentBlendEquationAlpha = AddEquation;
  12210. }
  12211. if ( premultipliedAlpha ) {
  12212. switch ( blending ) {
  12213. case NormalBlending:
  12214. gl.blendFuncSeparate( 1, 771, 1, 771 );
  12215. break;
  12216. case AdditiveBlending:
  12217. gl.blendFunc( 1, 1 );
  12218. break;
  12219. case SubtractiveBlending:
  12220. gl.blendFuncSeparate( 0, 0, 769, 771 );
  12221. break;
  12222. case MultiplyBlending:
  12223. gl.blendFuncSeparate( 0, 768, 0, 770 );
  12224. break;
  12225. default:
  12226. console.error( 'THREE.WebGLState: Invalid blending: ', blending );
  12227. break;
  12228. }
  12229. } else {
  12230. switch ( blending ) {
  12231. case NormalBlending:
  12232. gl.blendFuncSeparate( 770, 771, 1, 771 );
  12233. break;
  12234. case AdditiveBlending:
  12235. gl.blendFunc( 770, 1 );
  12236. break;
  12237. case SubtractiveBlending:
  12238. gl.blendFunc( 0, 769 );
  12239. break;
  12240. case MultiplyBlending:
  12241. gl.blendFunc( 0, 768 );
  12242. break;
  12243. default:
  12244. console.error( 'THREE.WebGLState: Invalid blending: ', blending );
  12245. break;
  12246. }
  12247. }
  12248. currentBlendSrc = null;
  12249. currentBlendDst = null;
  12250. currentBlendSrcAlpha = null;
  12251. currentBlendDstAlpha = null;
  12252. currentBlending = blending;
  12253. currentPremultipledAlpha = premultipliedAlpha;
  12254. }
  12255. return;
  12256. }
  12257. // custom blending
  12258. blendEquationAlpha = blendEquationAlpha || blendEquation;
  12259. blendSrcAlpha = blendSrcAlpha || blendSrc;
  12260. blendDstAlpha = blendDstAlpha || blendDst;
  12261. if ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) {
  12262. gl.blendEquationSeparate( utils.convert( blendEquation ), utils.convert( blendEquationAlpha ) );
  12263. currentBlendEquation = blendEquation;
  12264. currentBlendEquationAlpha = blendEquationAlpha;
  12265. }
  12266. if ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) {
  12267. gl.blendFuncSeparate( utils.convert( blendSrc ), utils.convert( blendDst ), utils.convert( blendSrcAlpha ), utils.convert( blendDstAlpha ) );
  12268. currentBlendSrc = blendSrc;
  12269. currentBlendDst = blendDst;
  12270. currentBlendSrcAlpha = blendSrcAlpha;
  12271. currentBlendDstAlpha = blendDstAlpha;
  12272. }
  12273. currentBlending = blending;
  12274. currentPremultipledAlpha = null;
  12275. }
  12276. function setMaterial( material, frontFaceCW ) {
  12277. material.side === DoubleSide
  12278. ? disable( 2884 )
  12279. : enable( 2884 );
  12280. var flipSided = ( material.side === BackSide );
  12281. if ( frontFaceCW ) { flipSided = ! flipSided; }
  12282. setFlipSided( flipSided );
  12283. ( material.blending === NormalBlending && material.transparent === false )
  12284. ? setBlending( NoBlending )
  12285. : setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha );
  12286. depthBuffer.setFunc( material.depthFunc );
  12287. depthBuffer.setTest( material.depthTest );
  12288. depthBuffer.setMask( material.depthWrite );
  12289. colorBuffer.setMask( material.colorWrite );
  12290. var stencilWrite = material.stencilWrite;
  12291. stencilBuffer.setTest( stencilWrite );
  12292. if ( stencilWrite ) {
  12293. stencilBuffer.setMask( material.stencilWriteMask );
  12294. stencilBuffer.setFunc( material.stencilFunc, material.stencilRef, material.stencilFuncMask );
  12295. stencilBuffer.setOp( material.stencilFail, material.stencilZFail, material.stencilZPass );
  12296. }
  12297. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  12298. }
  12299. //
  12300. function setFlipSided( flipSided ) {
  12301. if ( currentFlipSided !== flipSided ) {
  12302. if ( flipSided ) {
  12303. gl.frontFace( 2304 );
  12304. } else {
  12305. gl.frontFace( 2305 );
  12306. }
  12307. currentFlipSided = flipSided;
  12308. }
  12309. }
  12310. function setCullFace( cullFace ) {
  12311. if ( cullFace !== CullFaceNone ) {
  12312. enable( 2884 );
  12313. if ( cullFace !== currentCullFace ) {
  12314. if ( cullFace === CullFaceBack ) {
  12315. gl.cullFace( 1029 );
  12316. } else if ( cullFace === CullFaceFront ) {
  12317. gl.cullFace( 1028 );
  12318. } else {
  12319. gl.cullFace( 1032 );
  12320. }
  12321. }
  12322. } else {
  12323. disable( 2884 );
  12324. }
  12325. currentCullFace = cullFace;
  12326. }
  12327. function setLineWidth( width ) {
  12328. if ( width !== currentLineWidth ) {
  12329. if ( lineWidthAvailable ) { gl.lineWidth( width ); }
  12330. currentLineWidth = width;
  12331. }
  12332. }
  12333. function setPolygonOffset( polygonOffset, factor, units ) {
  12334. if ( polygonOffset ) {
  12335. enable( 32823 );
  12336. if ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) {
  12337. gl.polygonOffset( factor, units );
  12338. currentPolygonOffsetFactor = factor;
  12339. currentPolygonOffsetUnits = units;
  12340. }
  12341. } else {
  12342. disable( 32823 );
  12343. }
  12344. }
  12345. function setScissorTest( scissorTest ) {
  12346. if ( scissorTest ) {
  12347. enable( 3089 );
  12348. } else {
  12349. disable( 3089 );
  12350. }
  12351. }
  12352. // texture
  12353. function activeTexture( webglSlot ) {
  12354. if ( webglSlot === undefined ) { webglSlot = 33984 + maxTextures - 1; }
  12355. if ( currentTextureSlot !== webglSlot ) {
  12356. gl.activeTexture( webglSlot );
  12357. currentTextureSlot = webglSlot;
  12358. }
  12359. }
  12360. function bindTexture( webglType, webglTexture ) {
  12361. if ( currentTextureSlot === null ) {
  12362. activeTexture();
  12363. }
  12364. var boundTexture = currentBoundTextures[ currentTextureSlot ];
  12365. if ( boundTexture === undefined ) {
  12366. boundTexture = { type: undefined, texture: undefined };
  12367. currentBoundTextures[ currentTextureSlot ] = boundTexture;
  12368. }
  12369. if ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) {
  12370. gl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] );
  12371. boundTexture.type = webglType;
  12372. boundTexture.texture = webglTexture;
  12373. }
  12374. }
  12375. function compressedTexImage2D() {
  12376. try {
  12377. gl.compressedTexImage2D.apply( gl, arguments );
  12378. } catch ( error ) {
  12379. console.error( 'THREE.WebGLState:', error );
  12380. }
  12381. }
  12382. function texImage2D() {
  12383. try {
  12384. gl.texImage2D.apply( gl, arguments );
  12385. } catch ( error ) {
  12386. console.error( 'THREE.WebGLState:', error );
  12387. }
  12388. }
  12389. function texImage3D() {
  12390. try {
  12391. gl.texImage3D.apply( gl, arguments );
  12392. } catch ( error ) {
  12393. console.error( 'THREE.WebGLState:', error );
  12394. }
  12395. }
  12396. //
  12397. function scissor( scissor ) {
  12398. if ( currentScissor.equals( scissor ) === false ) {
  12399. gl.scissor( scissor.x, scissor.y, scissor.z, scissor.w );
  12400. currentScissor.copy( scissor );
  12401. }
  12402. }
  12403. function viewport( viewport ) {
  12404. if ( currentViewport.equals( viewport ) === false ) {
  12405. gl.viewport( viewport.x, viewport.y, viewport.z, viewport.w );
  12406. currentViewport.copy( viewport );
  12407. }
  12408. }
  12409. //
  12410. function reset() {
  12411. for ( var i = 0; i < enabledAttributes.length; i ++ ) {
  12412. if ( enabledAttributes[ i ] === 1 ) {
  12413. gl.disableVertexAttribArray( i );
  12414. enabledAttributes[ i ] = 0;
  12415. }
  12416. }
  12417. enabledCapabilities = {};
  12418. compressedTextureFormats = null;
  12419. currentTextureSlot = null;
  12420. currentBoundTextures = {};
  12421. currentProgram = null;
  12422. currentBlending = null;
  12423. currentFlipSided = null;
  12424. currentCullFace = null;
  12425. colorBuffer.reset();
  12426. depthBuffer.reset();
  12427. stencilBuffer.reset();
  12428. }
  12429. return {
  12430. buffers: {
  12431. color: colorBuffer,
  12432. depth: depthBuffer,
  12433. stencil: stencilBuffer
  12434. },
  12435. initAttributes: initAttributes,
  12436. enableAttribute: enableAttribute,
  12437. enableAttributeAndDivisor: enableAttributeAndDivisor,
  12438. disableUnusedAttributes: disableUnusedAttributes,
  12439. enable: enable,
  12440. disable: disable,
  12441. getCompressedTextureFormats: getCompressedTextureFormats,
  12442. useProgram: useProgram,
  12443. setBlending: setBlending,
  12444. setMaterial: setMaterial,
  12445. setFlipSided: setFlipSided,
  12446. setCullFace: setCullFace,
  12447. setLineWidth: setLineWidth,
  12448. setPolygonOffset: setPolygonOffset,
  12449. setScissorTest: setScissorTest,
  12450. activeTexture: activeTexture,
  12451. bindTexture: bindTexture,
  12452. compressedTexImage2D: compressedTexImage2D,
  12453. texImage2D: texImage2D,
  12454. texImage3D: texImage3D,
  12455. scissor: scissor,
  12456. viewport: viewport,
  12457. reset: reset
  12458. };
  12459. }
  12460. /**
  12461. * @author mrdoob / http://mrdoob.com/
  12462. */
  12463. function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ) {
  12464. var _videoTextures = new WeakMap();
  12465. var _canvas;
  12466. // cordova iOS (as of 5.0) still uses UIWebView, which provides OffscreenCanvas,
  12467. // also OffscreenCanvas.getContext("webgl"), but not OffscreenCanvas.getContext("2d")!
  12468. var useOffscreenCanvas = typeof OffscreenCanvas !== 'undefined'
  12469. && ( new OffscreenCanvas( 1, 1 ).getContext( "2d" ) ) !== null;
  12470. function createCanvas( width, height ) {
  12471. // Use OffscreenCanvas when available. Specially needed in web workers
  12472. return useOffscreenCanvas ?
  12473. new OffscreenCanvas( width, height ) :
  12474. document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
  12475. }
  12476. function resizeImage( image, needsPowerOfTwo, needsNewCanvas, maxSize ) {
  12477. var scale = 1;
  12478. // handle case if texture exceeds max size
  12479. if ( image.width > maxSize || image.height > maxSize ) {
  12480. scale = maxSize / Math.max( image.width, image.height );
  12481. }
  12482. // only perform resize if necessary
  12483. if ( scale < 1 || needsPowerOfTwo === true ) {
  12484. // only perform resize for certain image types
  12485. if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
  12486. ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
  12487. ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
  12488. var floor = needsPowerOfTwo ? _Math.floorPowerOfTwo : Math.floor;
  12489. var width = floor( scale * image.width );
  12490. var height = floor( scale * image.height );
  12491. if ( _canvas === undefined ) { _canvas = createCanvas( width, height ); }
  12492. // cube textures can't reuse the same canvas
  12493. var canvas = needsNewCanvas ? createCanvas( width, height ) : _canvas;
  12494. canvas.width = width;
  12495. canvas.height = height;
  12496. var context = canvas.getContext( '2d' );
  12497. context.drawImage( image, 0, 0, width, height );
  12498. console.warn( 'THREE.WebGLRenderer: Texture has been resized from (' + image.width + 'x' + image.height + ') to (' + width + 'x' + height + ').' );
  12499. return canvas;
  12500. } else {
  12501. if ( 'data' in image ) {
  12502. console.warn( 'THREE.WebGLRenderer: Image in DataTexture is too big (' + image.width + 'x' + image.height + ').' );
  12503. }
  12504. return image;
  12505. }
  12506. }
  12507. return image;
  12508. }
  12509. function isPowerOfTwo( image ) {
  12510. return _Math.isPowerOfTwo( image.width ) && _Math.isPowerOfTwo( image.height );
  12511. }
  12512. function textureNeedsPowerOfTwo( texture ) {
  12513. if ( capabilities.isWebGL2 ) { return false; }
  12514. return ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) ||
  12515. ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter );
  12516. }
  12517. function textureNeedsGenerateMipmaps( texture, supportsMips ) {
  12518. return texture.generateMipmaps && supportsMips &&
  12519. texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter;
  12520. }
  12521. function generateMipmap( target, texture, width, height ) {
  12522. _gl.generateMipmap( target );
  12523. var textureProperties = properties.get( texture );
  12524. // Note: Math.log( x ) * Math.LOG2E used instead of Math.log2( x ) which is not supported by IE11
  12525. textureProperties.__maxMipLevel = Math.log( Math.max( width, height ) ) * Math.LOG2E;
  12526. }
  12527. function getInternalFormat( glFormat, glType ) {
  12528. if ( ! capabilities.isWebGL2 ) { return glFormat; }
  12529. var internalFormat = glFormat;
  12530. if ( glFormat === 6403 ) {
  12531. if ( glType === 5126 ) { internalFormat = 33326; }
  12532. if ( glType === 5131 ) { internalFormat = 33325; }
  12533. if ( glType === 5121 ) { internalFormat = 33321; }
  12534. }
  12535. if ( glFormat === 6407 ) {
  12536. if ( glType === 5126 ) { internalFormat = 34837; }
  12537. if ( glType === 5131 ) { internalFormat = 34843; }
  12538. if ( glType === 5121 ) { internalFormat = 32849; }
  12539. }
  12540. if ( glFormat === 6408 ) {
  12541. if ( glType === 5126 ) { internalFormat = 34836; }
  12542. if ( glType === 5131 ) { internalFormat = 34842; }
  12543. if ( glType === 5121 ) { internalFormat = 32856; }
  12544. }
  12545. if ( internalFormat === 33325 || internalFormat === 33326 ||
  12546. internalFormat === 34842 || internalFormat === 34836 ) {
  12547. extensions.get( 'EXT_color_buffer_float' );
  12548. } else if ( internalFormat === 34843 || internalFormat === 34837 ) {
  12549. console.warn( 'THREE.WebGLRenderer: Floating point textures with RGB format not supported. Please use RGBA instead.' );
  12550. }
  12551. return internalFormat;
  12552. }
  12553. // Fallback filters for non-power-of-2 textures
  12554. function filterFallback( f ) {
  12555. if ( f === NearestFilter || f === NearestMipmapNearestFilter || f === NearestMipmapLinearFilter ) {
  12556. return 9728;
  12557. }
  12558. return 9729;
  12559. }
  12560. //
  12561. function onTextureDispose( event ) {
  12562. var texture = event.target;
  12563. texture.removeEventListener( 'dispose', onTextureDispose );
  12564. deallocateTexture( texture );
  12565. if ( texture.isVideoTexture ) {
  12566. _videoTextures.delete( texture );
  12567. }
  12568. info.memory.textures --;
  12569. }
  12570. function onRenderTargetDispose( event ) {
  12571. var renderTarget = event.target;
  12572. renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
  12573. deallocateRenderTarget( renderTarget );
  12574. info.memory.textures --;
  12575. }
  12576. //
  12577. function deallocateTexture( texture ) {
  12578. var textureProperties = properties.get( texture );
  12579. if ( textureProperties.__webglInit === undefined ) { return; }
  12580. _gl.deleteTexture( textureProperties.__webglTexture );
  12581. properties.remove( texture );
  12582. }
  12583. function deallocateRenderTarget( renderTarget ) {
  12584. var renderTargetProperties = properties.get( renderTarget );
  12585. var textureProperties = properties.get( renderTarget.texture );
  12586. if ( ! renderTarget ) { return; }
  12587. if ( textureProperties.__webglTexture !== undefined ) {
  12588. _gl.deleteTexture( textureProperties.__webglTexture );
  12589. }
  12590. if ( renderTarget.depthTexture ) {
  12591. renderTarget.depthTexture.dispose();
  12592. }
  12593. if ( renderTarget.isWebGLRenderTargetCube ) {
  12594. for ( var i = 0; i < 6; i ++ ) {
  12595. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );
  12596. if ( renderTargetProperties.__webglDepthbuffer ) { _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] ); }
  12597. }
  12598. } else {
  12599. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );
  12600. if ( renderTargetProperties.__webglDepthbuffer ) { _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer ); }
  12601. }
  12602. if ( renderTarget.isWebGLMultiviewRenderTarget ) {
  12603. _gl.deleteTexture( renderTargetProperties.__webglColorTexture );
  12604. _gl.deleteTexture( renderTargetProperties.__webglDepthStencilTexture );
  12605. info.memory.textures -= 2;
  12606. for ( var i = 0, il = renderTargetProperties.__webglViewFramebuffers.length; i < il; i ++ ) {
  12607. _gl.deleteFramebuffer( renderTargetProperties.__webglViewFramebuffers[ i ] );
  12608. }
  12609. }
  12610. properties.remove( renderTarget.texture );
  12611. properties.remove( renderTarget );
  12612. }
  12613. //
  12614. var textureUnits = 0;
  12615. function resetTextureUnits() {
  12616. textureUnits = 0;
  12617. }
  12618. function allocateTextureUnit() {
  12619. var textureUnit = textureUnits;
  12620. if ( textureUnit >= capabilities.maxTextures ) {
  12621. console.warn( 'THREE.WebGLTextures: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures );
  12622. }
  12623. textureUnits += 1;
  12624. return textureUnit;
  12625. }
  12626. //
  12627. function setTexture2D( texture, slot ) {
  12628. var textureProperties = properties.get( texture );
  12629. if ( texture.isVideoTexture ) { updateVideoTexture( texture ); }
  12630. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12631. var image = texture.image;
  12632. if ( image === undefined ) {
  12633. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined' );
  12634. } else if ( image.complete === false ) {
  12635. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete' );
  12636. } else {
  12637. uploadTexture( textureProperties, texture, slot );
  12638. return;
  12639. }
  12640. }
  12641. state.activeTexture( 33984 + slot );
  12642. state.bindTexture( 3553, textureProperties.__webglTexture );
  12643. }
  12644. function setTexture2DArray( texture, slot ) {
  12645. var textureProperties = properties.get( texture );
  12646. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12647. uploadTexture( textureProperties, texture, slot );
  12648. return;
  12649. }
  12650. state.activeTexture( 33984 + slot );
  12651. state.bindTexture( 35866, textureProperties.__webglTexture );
  12652. }
  12653. function setTexture3D( texture, slot ) {
  12654. var textureProperties = properties.get( texture );
  12655. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12656. uploadTexture( textureProperties, texture, slot );
  12657. return;
  12658. }
  12659. state.activeTexture( 33984 + slot );
  12660. state.bindTexture( 32879, textureProperties.__webglTexture );
  12661. }
  12662. function setTextureCube( texture, slot ) {
  12663. if ( texture.image.length !== 6 ) { return; }
  12664. var textureProperties = properties.get( texture );
  12665. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12666. initTexture( textureProperties, texture );
  12667. state.activeTexture( 33984 + slot );
  12668. state.bindTexture( 34067, textureProperties.__webglTexture );
  12669. _gl.pixelStorei( 37440, texture.flipY );
  12670. var isCompressed = ( texture && texture.isCompressedTexture );
  12671. var isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture );
  12672. var cubeImage = [];
  12673. for ( var i = 0; i < 6; i ++ ) {
  12674. if ( ! isCompressed && ! isDataTexture ) {
  12675. cubeImage[ i ] = resizeImage( texture.image[ i ], false, true, capabilities.maxCubemapSize );
  12676. } else {
  12677. cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
  12678. }
  12679. }
  12680. var image = cubeImage[ 0 ],
  12681. supportsMips = isPowerOfTwo( image ) || capabilities.isWebGL2,
  12682. glFormat = utils.convert( texture.format ),
  12683. glType = utils.convert( texture.type ),
  12684. glInternalFormat = getInternalFormat( glFormat, glType );
  12685. setTextureParameters( 34067, texture, supportsMips );
  12686. var mipmaps;
  12687. if ( isCompressed ) {
  12688. for ( var i = 0; i < 6; i ++ ) {
  12689. mipmaps = cubeImage[ i ].mipmaps;
  12690. for ( var j = 0; j < mipmaps.length; j ++ ) {
  12691. var mipmap = mipmaps[ j ];
  12692. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  12693. if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {
  12694. state.compressedTexImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  12695. } else {
  12696. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()' );
  12697. }
  12698. } else {
  12699. state.texImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  12700. }
  12701. }
  12702. }
  12703. textureProperties.__maxMipLevel = mipmaps.length - 1;
  12704. } else {
  12705. mipmaps = texture.mipmaps;
  12706. for ( var i = 0; i < 6; i ++ ) {
  12707. if ( isDataTexture ) {
  12708. state.texImage2D( 34069 + i, 0, glInternalFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );
  12709. for ( var j = 0; j < mipmaps.length; j ++ ) {
  12710. var mipmap = mipmaps[ j ];
  12711. var mipmapImage = mipmap.image[ i ].image;
  12712. state.texImage2D( 34069 + i, j + 1, glInternalFormat, mipmapImage.width, mipmapImage.height, 0, glFormat, glType, mipmapImage.data );
  12713. }
  12714. } else {
  12715. state.texImage2D( 34069 + i, 0, glInternalFormat, glFormat, glType, cubeImage[ i ] );
  12716. for ( var j = 0; j < mipmaps.length; j ++ ) {
  12717. var mipmap = mipmaps[ j ];
  12718. state.texImage2D( 34069 + i, j + 1, glInternalFormat, glFormat, glType, mipmap.image[ i ] );
  12719. }
  12720. }
  12721. }
  12722. textureProperties.__maxMipLevel = mipmaps.length;
  12723. }
  12724. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  12725. // We assume images for cube map have the same size.
  12726. generateMipmap( 34067, texture, image.width, image.height );
  12727. }
  12728. textureProperties.__version = texture.version;
  12729. if ( texture.onUpdate ) { texture.onUpdate( texture ); }
  12730. } else {
  12731. state.activeTexture( 33984 + slot );
  12732. state.bindTexture( 34067, textureProperties.__webglTexture );
  12733. }
  12734. }
  12735. function setTextureCubeDynamic( texture, slot ) {
  12736. state.activeTexture( 33984 + slot );
  12737. state.bindTexture( 34067, properties.get( texture ).__webglTexture );
  12738. }
  12739. function setTextureParameters( textureType, texture, supportsMips ) {
  12740. var extension;
  12741. if ( supportsMips ) {
  12742. _gl.texParameteri( textureType, 10242, utils.convert( texture.wrapS ) );
  12743. _gl.texParameteri( textureType, 10243, utils.convert( texture.wrapT ) );
  12744. if ( textureType === 32879 || textureType === 35866 ) {
  12745. _gl.texParameteri( textureType, 32882, utils.convert( texture.wrapR ) );
  12746. }
  12747. _gl.texParameteri( textureType, 10240, utils.convert( texture.magFilter ) );
  12748. _gl.texParameteri( textureType, 10241, utils.convert( texture.minFilter ) );
  12749. } else {
  12750. _gl.texParameteri( textureType, 10242, 33071 );
  12751. _gl.texParameteri( textureType, 10243, 33071 );
  12752. if ( textureType === 32879 || textureType === 35866 ) {
  12753. _gl.texParameteri( textureType, 32882, 33071 );
  12754. }
  12755. if ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) {
  12756. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.' );
  12757. }
  12758. _gl.texParameteri( textureType, 10240, filterFallback( texture.magFilter ) );
  12759. _gl.texParameteri( textureType, 10241, filterFallback( texture.minFilter ) );
  12760. if ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) {
  12761. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.' );
  12762. }
  12763. }
  12764. extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  12765. if ( extension ) {
  12766. if ( texture.type === FloatType && extensions.get( 'OES_texture_float_linear' ) === null ) { return; }
  12767. if ( texture.type === HalfFloatType && ( capabilities.isWebGL2 || extensions.get( 'OES_texture_half_float_linear' ) ) === null ) { return; }
  12768. if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {
  12769. _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) );
  12770. properties.get( texture ).__currentAnisotropy = texture.anisotropy;
  12771. }
  12772. }
  12773. }
  12774. function initTexture( textureProperties, texture ) {
  12775. if ( textureProperties.__webglInit === undefined ) {
  12776. textureProperties.__webglInit = true;
  12777. texture.addEventListener( 'dispose', onTextureDispose );
  12778. textureProperties.__webglTexture = _gl.createTexture();
  12779. info.memory.textures ++;
  12780. }
  12781. }
  12782. function uploadTexture( textureProperties, texture, slot ) {
  12783. var textureType = 3553;
  12784. if ( texture.isDataTexture2DArray ) { textureType = 35866; }
  12785. if ( texture.isDataTexture3D ) { textureType = 32879; }
  12786. initTexture( textureProperties, texture );
  12787. state.activeTexture( 33984 + slot );
  12788. state.bindTexture( textureType, textureProperties.__webglTexture );
  12789. _gl.pixelStorei( 37440, texture.flipY );
  12790. _gl.pixelStorei( 37441, texture.premultiplyAlpha );
  12791. _gl.pixelStorei( 3317, texture.unpackAlignment );
  12792. var needsPowerOfTwo = textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( texture.image ) === false;
  12793. var image = resizeImage( texture.image, needsPowerOfTwo, false, capabilities.maxTextureSize );
  12794. var supportsMips = isPowerOfTwo( image ) || capabilities.isWebGL2,
  12795. glFormat = utils.convert( texture.format ),
  12796. glType = utils.convert( texture.type ),
  12797. glInternalFormat = getInternalFormat( glFormat, glType );
  12798. setTextureParameters( textureType, texture, supportsMips );
  12799. var mipmap, mipmaps = texture.mipmaps;
  12800. if ( texture.isDepthTexture ) {
  12801. // populate depth texture with dummy data
  12802. glInternalFormat = 6402;
  12803. if ( texture.type === FloatType ) {
  12804. if ( ! capabilities.isWebGL2 ) { throw new Error( 'Float Depth Texture only supported in WebGL2.0' ); }
  12805. glInternalFormat = 36012;
  12806. } else if ( capabilities.isWebGL2 ) {
  12807. // WebGL 2.0 requires signed internalformat for glTexImage2D
  12808. glInternalFormat = 33189;
  12809. }
  12810. if ( texture.format === DepthFormat && glInternalFormat === 6402 ) {
  12811. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  12812. // DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT
  12813. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  12814. if ( texture.type !== UnsignedShortType && texture.type !== UnsignedIntType ) {
  12815. console.warn( 'THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.' );
  12816. texture.type = UnsignedShortType;
  12817. glType = utils.convert( texture.type );
  12818. }
  12819. }
  12820. // Depth stencil textures need the DEPTH_STENCIL internal format
  12821. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  12822. if ( texture.format === DepthStencilFormat ) {
  12823. glInternalFormat = 34041;
  12824. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  12825. // DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL.
  12826. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  12827. if ( texture.type !== UnsignedInt248Type ) {
  12828. console.warn( 'THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.' );
  12829. texture.type = UnsignedInt248Type;
  12830. glType = utils.convert( texture.type );
  12831. }
  12832. }
  12833. state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null );
  12834. } else if ( texture.isDataTexture ) {
  12835. // use manually created mipmaps if available
  12836. // if there are no manual mipmaps
  12837. // set 0 level mipmap and then use GL to generate other mipmap levels
  12838. if ( mipmaps.length > 0 && supportsMips ) {
  12839. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  12840. mipmap = mipmaps[ i ];
  12841. state.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  12842. }
  12843. texture.generateMipmaps = false;
  12844. textureProperties.__maxMipLevel = mipmaps.length - 1;
  12845. } else {
  12846. state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data );
  12847. textureProperties.__maxMipLevel = 0;
  12848. }
  12849. } else if ( texture.isCompressedTexture ) {
  12850. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  12851. mipmap = mipmaps[ i ];
  12852. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  12853. if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {
  12854. state.compressedTexImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  12855. } else {
  12856. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' );
  12857. }
  12858. } else {
  12859. state.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  12860. }
  12861. }
  12862. textureProperties.__maxMipLevel = mipmaps.length - 1;
  12863. } else if ( texture.isDataTexture2DArray ) {
  12864. state.texImage3D( 35866, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
  12865. textureProperties.__maxMipLevel = 0;
  12866. } else if ( texture.isDataTexture3D ) {
  12867. state.texImage3D( 32879, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
  12868. textureProperties.__maxMipLevel = 0;
  12869. } else {
  12870. // regular Texture (image, video, canvas)
  12871. // use manually created mipmaps if available
  12872. // if there are no manual mipmaps
  12873. // set 0 level mipmap and then use GL to generate other mipmap levels
  12874. if ( mipmaps.length > 0 && supportsMips ) {
  12875. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  12876. mipmap = mipmaps[ i ];
  12877. state.texImage2D( 3553, i, glInternalFormat, glFormat, glType, mipmap );
  12878. }
  12879. texture.generateMipmaps = false;
  12880. textureProperties.__maxMipLevel = mipmaps.length - 1;
  12881. } else {
  12882. state.texImage2D( 3553, 0, glInternalFormat, glFormat, glType, image );
  12883. textureProperties.__maxMipLevel = 0;
  12884. }
  12885. }
  12886. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  12887. generateMipmap( 3553, texture, image.width, image.height );
  12888. }
  12889. textureProperties.__version = texture.version;
  12890. if ( texture.onUpdate ) { texture.onUpdate( texture ); }
  12891. }
  12892. // Render targets
  12893. // Setup storage for target texture and bind it to correct framebuffer
  12894. function setupFrameBufferTexture( framebuffer, renderTarget, attachment, textureTarget ) {
  12895. var glFormat = utils.convert( renderTarget.texture.format );
  12896. var glType = utils.convert( renderTarget.texture.type );
  12897. var glInternalFormat = getInternalFormat( glFormat, glType );
  12898. state.texImage2D( textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  12899. _gl.bindFramebuffer( 36160, framebuffer );
  12900. _gl.framebufferTexture2D( 36160, attachment, textureTarget, properties.get( renderTarget.texture ).__webglTexture, 0 );
  12901. _gl.bindFramebuffer( 36160, null );
  12902. }
  12903. // Setup storage for internal depth/stencil buffers and bind to correct framebuffer
  12904. function setupRenderBufferStorage( renderbuffer, renderTarget, isMultisample ) {
  12905. _gl.bindRenderbuffer( 36161, renderbuffer );
  12906. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  12907. if ( isMultisample ) {
  12908. var samples = getRenderTargetSamples( renderTarget );
  12909. _gl.renderbufferStorageMultisample( 36161, samples, 33189, renderTarget.width, renderTarget.height );
  12910. } else {
  12911. _gl.renderbufferStorage( 36161, 33189, renderTarget.width, renderTarget.height );
  12912. }
  12913. _gl.framebufferRenderbuffer( 36160, 36096, 36161, renderbuffer );
  12914. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  12915. if ( isMultisample ) {
  12916. var samples = getRenderTargetSamples( renderTarget );
  12917. _gl.renderbufferStorageMultisample( 36161, samples, 35056, renderTarget.width, renderTarget.height );
  12918. } else {
  12919. _gl.renderbufferStorage( 36161, 34041, renderTarget.width, renderTarget.height );
  12920. }
  12921. _gl.framebufferRenderbuffer( 36160, 33306, 36161, renderbuffer );
  12922. } else {
  12923. var glFormat = utils.convert( renderTarget.texture.format );
  12924. var glType = utils.convert( renderTarget.texture.type );
  12925. var glInternalFormat = getInternalFormat( glFormat, glType );
  12926. if ( isMultisample ) {
  12927. var samples = getRenderTargetSamples( renderTarget );
  12928. _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  12929. } else {
  12930. _gl.renderbufferStorage( 36161, glInternalFormat, renderTarget.width, renderTarget.height );
  12931. }
  12932. }
  12933. _gl.bindRenderbuffer( 36161, null );
  12934. }
  12935. // Setup resources for a Depth Texture for a FBO (needs an extension)
  12936. function setupDepthTexture( framebuffer, renderTarget ) {
  12937. var isCube = ( renderTarget && renderTarget.isWebGLRenderTargetCube );
  12938. if ( isCube ) { throw new Error( 'Depth Texture with cube render targets is not supported' ); }
  12939. _gl.bindFramebuffer( 36160, framebuffer );
  12940. if ( ! ( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) {
  12941. throw new Error( 'renderTarget.depthTexture must be an instance of THREE.DepthTexture' );
  12942. }
  12943. // upload an empty depth texture with framebuffer size
  12944. if ( ! properties.get( renderTarget.depthTexture ).__webglTexture ||
  12945. renderTarget.depthTexture.image.width !== renderTarget.width ||
  12946. renderTarget.depthTexture.image.height !== renderTarget.height ) {
  12947. renderTarget.depthTexture.image.width = renderTarget.width;
  12948. renderTarget.depthTexture.image.height = renderTarget.height;
  12949. renderTarget.depthTexture.needsUpdate = true;
  12950. }
  12951. setTexture2D( renderTarget.depthTexture, 0 );
  12952. var webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture;
  12953. if ( renderTarget.depthTexture.format === DepthFormat ) {
  12954. _gl.framebufferTexture2D( 36160, 36096, 3553, webglDepthTexture, 0 );
  12955. } else if ( renderTarget.depthTexture.format === DepthStencilFormat ) {
  12956. _gl.framebufferTexture2D( 36160, 33306, 3553, webglDepthTexture, 0 );
  12957. } else {
  12958. throw new Error( 'Unknown depthTexture format' );
  12959. }
  12960. }
  12961. // Setup GL resources for a non-texture depth buffer
  12962. function setupDepthRenderbuffer( renderTarget ) {
  12963. var renderTargetProperties = properties.get( renderTarget );
  12964. var isCube = ( renderTarget.isWebGLRenderTargetCube === true );
  12965. if ( renderTarget.depthTexture ) {
  12966. if ( isCube ) { throw new Error( 'target.depthTexture not supported in Cube render targets' ); }
  12967. setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget );
  12968. } else {
  12969. if ( isCube ) {
  12970. renderTargetProperties.__webglDepthbuffer = [];
  12971. for ( var i = 0; i < 6; i ++ ) {
  12972. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer[ i ] );
  12973. renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();
  12974. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget );
  12975. }
  12976. } else {
  12977. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer );
  12978. renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();
  12979. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget );
  12980. }
  12981. }
  12982. _gl.bindFramebuffer( 36160, null );
  12983. }
  12984. // Set up GL resources for the render target
  12985. function setupRenderTarget( renderTarget ) {
  12986. var renderTargetProperties = properties.get( renderTarget );
  12987. var textureProperties = properties.get( renderTarget.texture );
  12988. renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
  12989. textureProperties.__webglTexture = _gl.createTexture();
  12990. info.memory.textures ++;
  12991. var isCube = ( renderTarget.isWebGLRenderTargetCube === true );
  12992. var isMultisample = ( renderTarget.isWebGLMultisampleRenderTarget === true );
  12993. var isMultiview = ( renderTarget.isWebGLMultiviewRenderTarget === true );
  12994. var supportsMips = isPowerOfTwo( renderTarget ) || capabilities.isWebGL2;
  12995. // Setup framebuffer
  12996. if ( isCube ) {
  12997. renderTargetProperties.__webglFramebuffer = [];
  12998. for ( var i = 0; i < 6; i ++ ) {
  12999. renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  13000. }
  13001. } else {
  13002. renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();
  13003. if ( isMultisample ) {
  13004. if ( capabilities.isWebGL2 ) {
  13005. renderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer();
  13006. renderTargetProperties.__webglColorRenderbuffer = _gl.createRenderbuffer();
  13007. _gl.bindRenderbuffer( 36161, renderTargetProperties.__webglColorRenderbuffer );
  13008. var glFormat = utils.convert( renderTarget.texture.format );
  13009. var glType = utils.convert( renderTarget.texture.type );
  13010. var glInternalFormat = getInternalFormat( glFormat, glType );
  13011. var samples = getRenderTargetSamples( renderTarget );
  13012. _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  13013. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer );
  13014. _gl.framebufferRenderbuffer( 36160, 36064, 36161, renderTargetProperties.__webglColorRenderbuffer );
  13015. _gl.bindRenderbuffer( 36161, null );
  13016. if ( renderTarget.depthBuffer ) {
  13017. renderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer();
  13018. setupRenderBufferStorage( renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true );
  13019. }
  13020. _gl.bindFramebuffer( 36160, null );
  13021. } else {
  13022. console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
  13023. }
  13024. } else if ( isMultiview ) {
  13025. if ( capabilities.multiview ) {
  13026. var width = renderTarget.width;
  13027. var height = renderTarget.height;
  13028. var numViews = renderTarget.numViews;
  13029. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer );
  13030. var ext = extensions.get( 'OVR_multiview2' );
  13031. info.memory.textures += 2;
  13032. var colorTexture = _gl.createTexture();
  13033. _gl.bindTexture( 35866, colorTexture );
  13034. _gl.texParameteri( 35866, 10240, 9728 );
  13035. _gl.texParameteri( 35866, 10241, 9728 );
  13036. _gl.texImage3D( 35866, 0, 32856, width, height, numViews, 0, 6408, 5121, null );
  13037. ext.framebufferTextureMultiviewOVR( 36160, 36064, colorTexture, 0, 0, numViews );
  13038. var depthStencilTexture = _gl.createTexture();
  13039. _gl.bindTexture( 35866, depthStencilTexture );
  13040. _gl.texParameteri( 35866, 10240, 9728 );
  13041. _gl.texParameteri( 35866, 10241, 9728 );
  13042. _gl.texImage3D( 35866, 0, 35056, width, height, numViews, 0, 34041, 34042, null );
  13043. ext.framebufferTextureMultiviewOVR( 36160, 33306, depthStencilTexture, 0, 0, numViews );
  13044. var viewFramebuffers = new Array( numViews );
  13045. for ( var i = 0; i < numViews; ++ i ) {
  13046. viewFramebuffers[ i ] = _gl.createFramebuffer();
  13047. _gl.bindFramebuffer( 36160, viewFramebuffers[ i ] );
  13048. _gl.framebufferTextureLayer( 36160, 36064, colorTexture, 0, i );
  13049. }
  13050. renderTargetProperties.__webglColorTexture = colorTexture;
  13051. renderTargetProperties.__webglDepthStencilTexture = depthStencilTexture;
  13052. renderTargetProperties.__webglViewFramebuffers = viewFramebuffers;
  13053. _gl.bindFramebuffer( 36160, null );
  13054. _gl.bindTexture( 35866, null );
  13055. } else {
  13056. console.warn( 'THREE.WebGLRenderer: WebGLMultiviewRenderTarget can only be used with WebGL2 and Multiview extension support.' );
  13057. }
  13058. }
  13059. }
  13060. // Setup color buffer
  13061. if ( isCube ) {
  13062. state.bindTexture( 34067, textureProperties.__webglTexture );
  13063. setTextureParameters( 34067, renderTarget.texture, supportsMips );
  13064. for ( var i = 0; i < 6; i ++ ) {
  13065. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, 36064, 34069 + i );
  13066. }
  13067. if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {
  13068. generateMipmap( 34067, renderTarget.texture, renderTarget.width, renderTarget.height );
  13069. }
  13070. state.bindTexture( 34067, null );
  13071. } else if ( ! isMultiview ) {
  13072. state.bindTexture( 3553, textureProperties.__webglTexture );
  13073. setTextureParameters( 3553, renderTarget.texture, supportsMips );
  13074. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, 36064, 3553 );
  13075. if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {
  13076. generateMipmap( 3553, renderTarget.texture, renderTarget.width, renderTarget.height );
  13077. }
  13078. state.bindTexture( 3553, null );
  13079. }
  13080. // Setup depth and stencil buffers
  13081. if ( renderTarget.depthBuffer ) {
  13082. setupDepthRenderbuffer( renderTarget );
  13083. }
  13084. }
  13085. function updateRenderTargetMipmap( renderTarget ) {
  13086. var texture = renderTarget.texture;
  13087. var supportsMips = isPowerOfTwo( renderTarget ) || capabilities.isWebGL2;
  13088. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  13089. var target = renderTarget.isWebGLRenderTargetCube ? 34067 : 3553;
  13090. var webglTexture = properties.get( texture ).__webglTexture;
  13091. state.bindTexture( target, webglTexture );
  13092. generateMipmap( target, texture, renderTarget.width, renderTarget.height );
  13093. state.bindTexture( target, null );
  13094. }
  13095. }
  13096. function updateMultisampleRenderTarget( renderTarget ) {
  13097. if ( renderTarget.isWebGLMultisampleRenderTarget ) {
  13098. if ( capabilities.isWebGL2 ) {
  13099. var renderTargetProperties = properties.get( renderTarget );
  13100. _gl.bindFramebuffer( 36008, renderTargetProperties.__webglMultisampledFramebuffer );
  13101. _gl.bindFramebuffer( 36009, renderTargetProperties.__webglFramebuffer );
  13102. var width = renderTarget.width;
  13103. var height = renderTarget.height;
  13104. var mask = 16384;
  13105. if ( renderTarget.depthBuffer ) { mask |= 256; }
  13106. if ( renderTarget.stencilBuffer ) { mask |= 1024; }
  13107. _gl.blitFramebuffer( 0, 0, width, height, 0, 0, width, height, mask, 9728 );
  13108. } else {
  13109. console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
  13110. }
  13111. }
  13112. }
  13113. function getRenderTargetSamples( renderTarget ) {
  13114. return ( capabilities.isWebGL2 && renderTarget.isWebGLMultisampleRenderTarget ) ?
  13115. Math.min( capabilities.maxSamples, renderTarget.samples ) : 0;
  13116. }
  13117. function updateVideoTexture( texture ) {
  13118. var frame = info.render.frame;
  13119. // Check the last frame we updated the VideoTexture
  13120. if ( _videoTextures.get( texture ) !== frame ) {
  13121. _videoTextures.set( texture, frame );
  13122. texture.update();
  13123. }
  13124. }
  13125. // backwards compatibility
  13126. var warnedTexture2D = false;
  13127. var warnedTextureCube = false;
  13128. function safeSetTexture2D( texture, slot ) {
  13129. if ( texture && texture.isWebGLRenderTarget ) {
  13130. if ( warnedTexture2D === false ) {
  13131. console.warn( "THREE.WebGLTextures.safeSetTexture2D: don't use render targets as textures. Use their .texture property instead." );
  13132. warnedTexture2D = true;
  13133. }
  13134. texture = texture.texture;
  13135. }
  13136. setTexture2D( texture, slot );
  13137. }
  13138. function safeSetTextureCube( texture, slot ) {
  13139. if ( texture && texture.isWebGLRenderTargetCube ) {
  13140. if ( warnedTextureCube === false ) {
  13141. console.warn( "THREE.WebGLTextures.safeSetTextureCube: don't use cube render targets as textures. Use their .texture property instead." );
  13142. warnedTextureCube = true;
  13143. }
  13144. texture = texture.texture;
  13145. }
  13146. // currently relying on the fact that WebGLRenderTargetCube.texture is a Texture and NOT a CubeTexture
  13147. // TODO: unify these code paths
  13148. if ( ( texture && texture.isCubeTexture ) ||
  13149. ( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
  13150. // CompressedTexture can have Array in image :/
  13151. // this function alone should take care of cube textures
  13152. setTextureCube( texture, slot );
  13153. } else {
  13154. // assumed: texture property of THREE.WebGLRenderTargetCube
  13155. setTextureCubeDynamic( texture, slot );
  13156. }
  13157. }
  13158. //
  13159. this.allocateTextureUnit = allocateTextureUnit;
  13160. this.resetTextureUnits = resetTextureUnits;
  13161. this.setTexture2D = setTexture2D;
  13162. this.setTexture2DArray = setTexture2DArray;
  13163. this.setTexture3D = setTexture3D;
  13164. this.setTextureCube = setTextureCube;
  13165. this.setTextureCubeDynamic = setTextureCubeDynamic;
  13166. this.setupRenderTarget = setupRenderTarget;
  13167. this.updateRenderTargetMipmap = updateRenderTargetMipmap;
  13168. this.updateMultisampleRenderTarget = updateMultisampleRenderTarget;
  13169. this.safeSetTexture2D = safeSetTexture2D;
  13170. this.safeSetTextureCube = safeSetTextureCube;
  13171. }
  13172. /**
  13173. * @author thespite / http://www.twitter.com/thespite
  13174. */
  13175. function WebGLUtils( gl, extensions, capabilities ) {
  13176. function convert( p ) {
  13177. var extension;
  13178. if ( p === RepeatWrapping ) { return 10497; }
  13179. if ( p === ClampToEdgeWrapping ) { return 33071; }
  13180. if ( p === MirroredRepeatWrapping ) { return 33648; }
  13181. if ( p === NearestFilter ) { return 9728; }
  13182. if ( p === NearestMipmapNearestFilter ) { return 9984; }
  13183. if ( p === NearestMipmapLinearFilter ) { return 9986; }
  13184. if ( p === LinearFilter ) { return 9729; }
  13185. if ( p === LinearMipmapNearestFilter ) { return 9985; }
  13186. if ( p === LinearMipmapLinearFilter ) { return 9987; }
  13187. if ( p === UnsignedByteType ) { return 5121; }
  13188. if ( p === UnsignedShort4444Type ) { return 32819; }
  13189. if ( p === UnsignedShort5551Type ) { return 32820; }
  13190. if ( p === UnsignedShort565Type ) { return 33635; }
  13191. if ( p === ByteType ) { return 5120; }
  13192. if ( p === ShortType ) { return 5122; }
  13193. if ( p === UnsignedShortType ) { return 5123; }
  13194. if ( p === IntType ) { return 5124; }
  13195. if ( p === UnsignedIntType ) { return 5125; }
  13196. if ( p === FloatType ) { return 5126; }
  13197. if ( p === HalfFloatType ) {
  13198. if ( capabilities.isWebGL2 ) { return 5131; }
  13199. extension = extensions.get( 'OES_texture_half_float' );
  13200. if ( extension !== null ) { return extension.HALF_FLOAT_OES; }
  13201. }
  13202. if ( p === AlphaFormat ) { return 6406; }
  13203. if ( p === RGBFormat ) { return 6407; }
  13204. if ( p === RGBAFormat ) { return 6408; }
  13205. if ( p === LuminanceFormat ) { return 6409; }
  13206. if ( p === LuminanceAlphaFormat ) { return 6410; }
  13207. if ( p === DepthFormat ) { return 6402; }
  13208. if ( p === DepthStencilFormat ) { return 34041; }
  13209. if ( p === RedFormat ) { return 6403; }
  13210. if ( p === AddEquation ) { return 32774; }
  13211. if ( p === SubtractEquation ) { return 32778; }
  13212. if ( p === ReverseSubtractEquation ) { return 32779; }
  13213. if ( p === ZeroFactor ) { return 0; }
  13214. if ( p === OneFactor ) { return 1; }
  13215. if ( p === SrcColorFactor ) { return 768; }
  13216. if ( p === OneMinusSrcColorFactor ) { return 769; }
  13217. if ( p === SrcAlphaFactor ) { return 770; }
  13218. if ( p === OneMinusSrcAlphaFactor ) { return 771; }
  13219. if ( p === DstAlphaFactor ) { return 772; }
  13220. if ( p === OneMinusDstAlphaFactor ) { return 773; }
  13221. if ( p === DstColorFactor ) { return 774; }
  13222. if ( p === OneMinusDstColorFactor ) { return 775; }
  13223. if ( p === SrcAlphaSaturateFactor ) { return 776; }
  13224. if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format ||
  13225. p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {
  13226. extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
  13227. if ( extension !== null ) {
  13228. if ( p === RGB_S3TC_DXT1_Format ) { return extension.COMPRESSED_RGB_S3TC_DXT1_EXT; }
  13229. if ( p === RGBA_S3TC_DXT1_Format ) { return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT; }
  13230. if ( p === RGBA_S3TC_DXT3_Format ) { return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT; }
  13231. if ( p === RGBA_S3TC_DXT5_Format ) { return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT; }
  13232. }
  13233. }
  13234. if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format ||
  13235. p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {
  13236. extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  13237. if ( extension !== null ) {
  13238. if ( p === RGB_PVRTC_4BPPV1_Format ) { return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG; }
  13239. if ( p === RGB_PVRTC_2BPPV1_Format ) { return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG; }
  13240. if ( p === RGBA_PVRTC_4BPPV1_Format ) { return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; }
  13241. if ( p === RGBA_PVRTC_2BPPV1_Format ) { return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG; }
  13242. }
  13243. }
  13244. if ( p === RGB_ETC1_Format ) {
  13245. extension = extensions.get( 'WEBGL_compressed_texture_etc1' );
  13246. if ( extension !== null ) { return extension.COMPRESSED_RGB_ETC1_WEBGL; }
  13247. }
  13248. if ( p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format ||
  13249. p === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format ||
  13250. p === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format ||
  13251. p === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format ||
  13252. p === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format ) {
  13253. extension = extensions.get( 'WEBGL_compressed_texture_astc' );
  13254. if ( extension !== null ) {
  13255. return p;
  13256. }
  13257. }
  13258. if ( p === MinEquation || p === MaxEquation ) {
  13259. if ( capabilities.isWebGL2 ) {
  13260. if ( p === MinEquation ) { return 32775; }
  13261. if ( p === MaxEquation ) { return 32776; }
  13262. }
  13263. extension = extensions.get( 'EXT_blend_minmax' );
  13264. if ( extension !== null ) {
  13265. if ( p === MinEquation ) { return extension.MIN_EXT; }
  13266. if ( p === MaxEquation ) { return extension.MAX_EXT; }
  13267. }
  13268. }
  13269. if ( p === UnsignedInt248Type ) {
  13270. if ( capabilities.isWebGL2 ) { return 34042; }
  13271. extension = extensions.get( 'WEBGL_depth_texture' );
  13272. if ( extension !== null ) { return extension.UNSIGNED_INT_24_8_WEBGL; }
  13273. }
  13274. return 0;
  13275. }
  13276. return { convert: convert };
  13277. }
  13278. /**
  13279. * @author fernandojsg / http://fernandojsg.com
  13280. * @author Takahiro https://github.com/takahirox
  13281. */
  13282. function WebGLMultiviewRenderTarget( width, height, numViews, options ) {
  13283. WebGLRenderTarget.call( this, width, height, options );
  13284. this.depthBuffer = false;
  13285. this.stencilBuffer = false;
  13286. this.numViews = numViews;
  13287. }
  13288. WebGLMultiviewRenderTarget.prototype = Object.assign( Object.create( WebGLRenderTarget.prototype ), {
  13289. constructor: WebGLMultiviewRenderTarget,
  13290. isWebGLMultiviewRenderTarget: true,
  13291. copy: function ( source ) {
  13292. WebGLRenderTarget.prototype.copy.call( this, source );
  13293. this.numViews = source.numViews;
  13294. return this;
  13295. },
  13296. setNumViews: function ( numViews ) {
  13297. if ( this.numViews !== numViews ) {
  13298. this.numViews = numViews;
  13299. this.dispose();
  13300. }
  13301. return this;
  13302. }
  13303. } );
  13304. /**
  13305. * @author fernandojsg / http://fernandojsg.com
  13306. * @author Takahiro https://github.com/takahirox
  13307. */
  13308. function WebGLMultiview( renderer, gl ) {
  13309. var DEFAULT_NUMVIEWS = 2;
  13310. var capabilities = renderer.capabilities;
  13311. var properties = renderer.properties;
  13312. var maxNumViews = capabilities.maxMultiviewViews;
  13313. var renderTarget, currentRenderTarget;
  13314. var mat3, mat4, cameraArray, renderSize;
  13315. function getCameraArray( camera ) {
  13316. if ( camera.isArrayCamera ) { return camera.cameras; }
  13317. cameraArray[ 0 ] = camera;
  13318. return cameraArray;
  13319. }
  13320. //
  13321. function updateCameraProjectionMatricesUniform( camera, uniforms ) {
  13322. var cameras = getCameraArray( camera );
  13323. for ( var i = 0; i < cameras.length; i ++ ) {
  13324. mat4[ i ].copy( cameras[ i ].projectionMatrix );
  13325. }
  13326. uniforms.setValue( gl, 'projectionMatrices', mat4 );
  13327. }
  13328. function updateCameraViewMatricesUniform( camera, uniforms ) {
  13329. var cameras = getCameraArray( camera );
  13330. for ( var i = 0; i < cameras.length; i ++ ) {
  13331. mat4[ i ].copy( cameras[ i ].matrixWorldInverse );
  13332. }
  13333. uniforms.setValue( gl, 'viewMatrices', mat4 );
  13334. }
  13335. function updateObjectMatricesUniforms( object, camera, uniforms ) {
  13336. var cameras = getCameraArray( camera );
  13337. for ( var i = 0; i < cameras.length; i ++ ) {
  13338. mat4[ i ].multiplyMatrices( cameras[ i ].matrixWorldInverse, object.matrixWorld );
  13339. mat3[ i ].getNormalMatrix( mat4[ i ] );
  13340. }
  13341. uniforms.setValue( gl, 'modelViewMatrices', mat4 );
  13342. uniforms.setValue( gl, 'normalMatrices', mat3 );
  13343. }
  13344. function isMultiviewCompatible( camera ) {
  13345. if ( ! camera.isArrayCamera ) { return true; }
  13346. var cameras = camera.cameras;
  13347. if ( cameras.length > maxNumViews ) { return false; }
  13348. for ( var i = 1, il = cameras.length; i < il; i ++ ) {
  13349. if ( cameras[ 0 ].viewport.z !== cameras[ i ].viewport.z ||
  13350. cameras[ 0 ].viewport.w !== cameras[ i ].viewport.w ) { return false; }
  13351. }
  13352. return true;
  13353. }
  13354. function resizeRenderTarget( camera ) {
  13355. if ( currentRenderTarget ) {
  13356. renderSize.set( currentRenderTarget.width, currentRenderTarget.height );
  13357. } else {
  13358. renderer.getDrawingBufferSize( renderSize );
  13359. }
  13360. if ( camera.isArrayCamera ) {
  13361. var viewport = camera.cameras[ 0 ].viewport;
  13362. renderTarget.setSize( viewport.z, viewport.w );
  13363. renderTarget.setNumViews( camera.cameras.length );
  13364. } else {
  13365. renderTarget.setSize( renderSize.x, renderSize.y );
  13366. renderTarget.setNumViews( DEFAULT_NUMVIEWS );
  13367. }
  13368. }
  13369. function attachCamera( camera ) {
  13370. if ( ! isMultiviewCompatible( camera ) ) { return; }
  13371. currentRenderTarget = renderer.getRenderTarget();
  13372. resizeRenderTarget( camera );
  13373. renderer.setRenderTarget( renderTarget );
  13374. }
  13375. function detachCamera( camera ) {
  13376. if ( renderTarget !== renderer.getRenderTarget() ) { return; }
  13377. renderer.setRenderTarget( currentRenderTarget );
  13378. flush( camera );
  13379. }
  13380. function flush( camera ) {
  13381. var srcRenderTarget = renderTarget;
  13382. var numViews = srcRenderTarget.numViews;
  13383. var srcFramebuffers = properties.get( srcRenderTarget ).__webglViewFramebuffers;
  13384. var viewWidth = srcRenderTarget.width;
  13385. var viewHeight = srcRenderTarget.height;
  13386. if ( camera.isArrayCamera ) {
  13387. for ( var i = 0; i < numViews; i ++ ) {
  13388. var viewport = camera.cameras[ i ].viewport;
  13389. var x1 = viewport.x;
  13390. var y1 = viewport.y;
  13391. var x2 = x1 + viewport.z;
  13392. var y2 = y1 + viewport.w;
  13393. gl.bindFramebuffer( 36008, srcFramebuffers[ i ] );
  13394. gl.blitFramebuffer( 0, 0, viewWidth, viewHeight, x1, y1, x2, y2, 16384, 9728 );
  13395. }
  13396. } else {
  13397. gl.bindFramebuffer( 36008, srcFramebuffers[ 0 ] );
  13398. gl.blitFramebuffer( 0, 0, viewWidth, viewHeight, 0, 0, renderSize.x, renderSize.y, 16384, 9728 );
  13399. }
  13400. }
  13401. if ( renderer.capabilities.multiview ) {
  13402. renderTarget = new WebGLMultiviewRenderTarget( 0, 0, DEFAULT_NUMVIEWS );
  13403. renderSize = new Vector2();
  13404. mat4 = [];
  13405. mat3 = [];
  13406. cameraArray = [];
  13407. var maxViews = capabilities.maxMultiviewViews;
  13408. for ( var i = 0; i < maxViews; i ++ ) {
  13409. mat4[ i ] = new Matrix4();
  13410. mat3[ i ] = new Matrix3();
  13411. }
  13412. }
  13413. this.attachCamera = attachCamera;
  13414. this.detachCamera = detachCamera;
  13415. this.updateCameraProjectionMatricesUniform = updateCameraProjectionMatricesUniform;
  13416. this.updateCameraViewMatricesUniform = updateCameraViewMatricesUniform;
  13417. this.updateObjectMatricesUniforms = updateObjectMatricesUniforms;
  13418. }
  13419. /**
  13420. * @author mrdoob / http://mrdoob.com/
  13421. */
  13422. function Group() {
  13423. Object3D.call( this );
  13424. this.type = 'Group';
  13425. }
  13426. Group.prototype = Object.assign( Object.create( Object3D.prototype ), {
  13427. constructor: Group,
  13428. isGroup: true
  13429. } );
  13430. /**
  13431. * @author mrdoob / http://mrdoob.com/
  13432. */
  13433. function ArrayCamera( array ) {
  13434. PerspectiveCamera.call( this );
  13435. this.cameras = array || [];
  13436. }
  13437. ArrayCamera.prototype = Object.assign( Object.create( PerspectiveCamera.prototype ), {
  13438. constructor: ArrayCamera,
  13439. isArrayCamera: true
  13440. } );
  13441. /**
  13442. * @author jsantell / https://www.jsantell.com/
  13443. * @author mrdoob / http://mrdoob.com/
  13444. */
  13445. var cameraLPos = new Vector3();
  13446. var cameraRPos = new Vector3();
  13447. /**
  13448. * Assumes 2 cameras that are parallel and share an X-axis, and that
  13449. * the cameras' projection and world matrices have already been set.
  13450. * And that near and far planes are identical for both cameras.
  13451. * Visualization of this technique: https://computergraphics.stackexchange.com/a/4765
  13452. */
  13453. function setProjectionFromUnion( camera, cameraL, cameraR ) {
  13454. cameraLPos.setFromMatrixPosition( cameraL.matrixWorld );
  13455. cameraRPos.setFromMatrixPosition( cameraR.matrixWorld );
  13456. var ipd = cameraLPos.distanceTo( cameraRPos );
  13457. var projL = cameraL.projectionMatrix.elements;
  13458. var projR = cameraR.projectionMatrix.elements;
  13459. // VR systems will have identical far and near planes, and
  13460. // most likely identical top and bottom frustum extents.
  13461. // Use the left camera for these values.
  13462. var near = projL[ 14 ] / ( projL[ 10 ] - 1 );
  13463. var far = projL[ 14 ] / ( projL[ 10 ] + 1 );
  13464. var topFov = ( projL[ 9 ] + 1 ) / projL[ 5 ];
  13465. var bottomFov = ( projL[ 9 ] - 1 ) / projL[ 5 ];
  13466. var leftFov = ( projL[ 8 ] - 1 ) / projL[ 0 ];
  13467. var rightFov = ( projR[ 8 ] + 1 ) / projR[ 0 ];
  13468. var left = near * leftFov;
  13469. var right = near * rightFov;
  13470. // Calculate the new camera's position offset from the
  13471. // left camera. xOffset should be roughly half `ipd`.
  13472. var zOffset = ipd / ( - leftFov + rightFov );
  13473. var xOffset = zOffset * - leftFov;
  13474. // TODO: Better way to apply this offset?
  13475. cameraL.matrixWorld.decompose( camera.position, camera.quaternion, camera.scale );
  13476. camera.translateX( xOffset );
  13477. camera.translateZ( zOffset );
  13478. camera.matrixWorld.compose( camera.position, camera.quaternion, camera.scale );
  13479. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  13480. // Find the union of the frustum values of the cameras and scale
  13481. // the values so that the near plane's position does not change in world space,
  13482. // although must now be relative to the new union camera.
  13483. var near2 = near + zOffset;
  13484. var far2 = far + zOffset;
  13485. var left2 = left - xOffset;
  13486. var right2 = right + ( ipd - xOffset );
  13487. var top2 = topFov * far / far2 * near2;
  13488. var bottom2 = bottomFov * far / far2 * near2;
  13489. camera.projectionMatrix.makePerspective( left2, right2, top2, bottom2, near2, far2 );
  13490. }
  13491. /**
  13492. * @author mrdoob / http://mrdoob.com/
  13493. */
  13494. function WebVRManager( renderer ) {
  13495. var renderWidth, renderHeight;
  13496. var scope = this;
  13497. var device = null;
  13498. var frameData = null;
  13499. var poseTarget = null;
  13500. var controllers = [];
  13501. var standingMatrix = new Matrix4();
  13502. var standingMatrixInverse = new Matrix4();
  13503. var framebufferScaleFactor = 1.0;
  13504. var referenceSpaceType = 'local-floor';
  13505. if ( typeof window !== 'undefined' && 'VRFrameData' in window ) {
  13506. frameData = new window.VRFrameData();
  13507. window.addEventListener( 'vrdisplaypresentchange', onVRDisplayPresentChange, false );
  13508. }
  13509. var matrixWorldInverse = new Matrix4();
  13510. var tempQuaternion = new Quaternion();
  13511. var tempPosition = new Vector3();
  13512. var cameraL = new PerspectiveCamera();
  13513. cameraL.viewport = new Vector4();
  13514. cameraL.layers.enable( 1 );
  13515. var cameraR = new PerspectiveCamera();
  13516. cameraR.viewport = new Vector4();
  13517. cameraR.layers.enable( 2 );
  13518. var cameraVR = new ArrayCamera( [ cameraL, cameraR ] );
  13519. cameraVR.layers.enable( 1 );
  13520. cameraVR.layers.enable( 2 );
  13521. //
  13522. function isPresenting() {
  13523. return device !== null && device.isPresenting === true;
  13524. }
  13525. var currentSize = new Vector2(), currentPixelRatio;
  13526. function onVRDisplayPresentChange() {
  13527. if ( isPresenting() ) {
  13528. var eyeParameters = device.getEyeParameters( 'left' );
  13529. renderWidth = 2 * eyeParameters.renderWidth * framebufferScaleFactor;
  13530. renderHeight = eyeParameters.renderHeight * framebufferScaleFactor;
  13531. currentPixelRatio = renderer.getPixelRatio();
  13532. renderer.getSize( currentSize );
  13533. renderer.setDrawingBufferSize( renderWidth, renderHeight, 1 );
  13534. cameraL.viewport.set( 0, 0, renderWidth / 2, renderHeight );
  13535. cameraR.viewport.set( renderWidth / 2, 0, renderWidth / 2, renderHeight );
  13536. animation.start();
  13537. scope.dispatchEvent( { type: 'sessionstart' } );
  13538. } else {
  13539. if ( scope.enabled ) {
  13540. renderer.setDrawingBufferSize( currentSize.width, currentSize.height, currentPixelRatio );
  13541. }
  13542. animation.stop();
  13543. scope.dispatchEvent( { type: 'sessionend' } );
  13544. }
  13545. }
  13546. //
  13547. var triggers = [];
  13548. function findGamepad( id ) {
  13549. var gamepads = navigator.getGamepads && navigator.getGamepads();
  13550. for ( var i = 0, j = 0, l = gamepads.length; i < l; i ++ ) {
  13551. var gamepad = gamepads[ i ];
  13552. if ( gamepad && ( gamepad.id === 'Daydream Controller' ||
  13553. gamepad.id === 'Gear VR Controller' || gamepad.id === 'Oculus Go Controller' ||
  13554. gamepad.id === 'OpenVR Gamepad' || gamepad.id.startsWith( 'Oculus Touch' ) ||
  13555. gamepad.id.startsWith( 'HTC Vive Focus' ) ||
  13556. gamepad.id.startsWith( 'Spatial Controller' ) ) ) {
  13557. if ( j === id ) { return gamepad; }
  13558. j ++;
  13559. }
  13560. }
  13561. }
  13562. function updateControllers() {
  13563. for ( var i = 0; i < controllers.length; i ++ ) {
  13564. var controller = controllers[ i ];
  13565. var gamepad = findGamepad( i );
  13566. if ( gamepad !== undefined && gamepad.pose !== undefined ) {
  13567. if ( gamepad.pose === null ) { return; }
  13568. // Pose
  13569. var pose = gamepad.pose;
  13570. if ( pose.hasPosition === false ) { controller.position.set( 0.2, - 0.6, - 0.05 ); }
  13571. if ( pose.position !== null ) { controller.position.fromArray( pose.position ); }
  13572. if ( pose.orientation !== null ) { controller.quaternion.fromArray( pose.orientation ); }
  13573. controller.matrix.compose( controller.position, controller.quaternion, controller.scale );
  13574. controller.matrix.premultiply( standingMatrix );
  13575. controller.matrix.decompose( controller.position, controller.quaternion, controller.scale );
  13576. controller.matrixWorldNeedsUpdate = true;
  13577. controller.visible = true;
  13578. // Trigger
  13579. var buttonId = gamepad.id === 'Daydream Controller' ? 0 : 1;
  13580. if ( triggers[ i ] === undefined ) { triggers[ i ] = false; }
  13581. if ( triggers[ i ] !== gamepad.buttons[ buttonId ].pressed ) {
  13582. triggers[ i ] = gamepad.buttons[ buttonId ].pressed;
  13583. if ( triggers[ i ] === true ) {
  13584. controller.dispatchEvent( { type: 'selectstart' } );
  13585. } else {
  13586. controller.dispatchEvent( { type: 'selectend' } );
  13587. controller.dispatchEvent( { type: 'select' } );
  13588. }
  13589. }
  13590. } else {
  13591. controller.visible = false;
  13592. }
  13593. }
  13594. }
  13595. function updateViewportFromBounds( viewport, bounds ) {
  13596. if ( bounds !== null && bounds.length === 4 ) {
  13597. viewport.set( bounds[ 0 ] * renderWidth, bounds[ 1 ] * renderHeight, bounds[ 2 ] * renderWidth, bounds[ 3 ] * renderHeight );
  13598. }
  13599. }
  13600. //
  13601. this.enabled = false;
  13602. this.getController = function ( id ) {
  13603. var controller = controllers[ id ];
  13604. if ( controller === undefined ) {
  13605. controller = new Group();
  13606. controller.matrixAutoUpdate = false;
  13607. controller.visible = false;
  13608. controllers[ id ] = controller;
  13609. }
  13610. return controller;
  13611. };
  13612. this.getDevice = function () {
  13613. return device;
  13614. };
  13615. this.setDevice = function ( value ) {
  13616. if ( value !== undefined ) { device = value; }
  13617. animation.setContext( value );
  13618. };
  13619. this.setFramebufferScaleFactor = function ( value ) {
  13620. framebufferScaleFactor = value;
  13621. };
  13622. this.setReferenceSpaceType = function ( value ) {
  13623. referenceSpaceType = value;
  13624. };
  13625. this.setPoseTarget = function ( object ) {
  13626. if ( object !== undefined ) { poseTarget = object; }
  13627. };
  13628. this.getCamera = function ( camera ) {
  13629. var userHeight = referenceSpaceType === 'local-floor' ? 1.6 : 0;
  13630. if ( isPresenting() === false ) {
  13631. camera.position.set( 0, userHeight, 0 );
  13632. camera.rotation.set( 0, 0, 0 );
  13633. return camera;
  13634. }
  13635. device.depthNear = camera.near;
  13636. device.depthFar = camera.far;
  13637. device.getFrameData( frameData );
  13638. //
  13639. if ( referenceSpaceType === 'local-floor' ) {
  13640. var stageParameters = device.stageParameters;
  13641. if ( stageParameters ) {
  13642. standingMatrix.fromArray( stageParameters.sittingToStandingTransform );
  13643. } else {
  13644. standingMatrix.makeTranslation( 0, userHeight, 0 );
  13645. }
  13646. }
  13647. var pose = frameData.pose;
  13648. var poseObject = poseTarget !== null ? poseTarget : camera;
  13649. // We want to manipulate poseObject by its position and quaternion components since users may rely on them.
  13650. poseObject.matrix.copy( standingMatrix );
  13651. poseObject.matrix.decompose( poseObject.position, poseObject.quaternion, poseObject.scale );
  13652. if ( pose.orientation !== null ) {
  13653. tempQuaternion.fromArray( pose.orientation );
  13654. poseObject.quaternion.multiply( tempQuaternion );
  13655. }
  13656. if ( pose.position !== null ) {
  13657. tempQuaternion.setFromRotationMatrix( standingMatrix );
  13658. tempPosition.fromArray( pose.position );
  13659. tempPosition.applyQuaternion( tempQuaternion );
  13660. poseObject.position.add( tempPosition );
  13661. }
  13662. poseObject.updateMatrixWorld();
  13663. //
  13664. cameraL.near = camera.near;
  13665. cameraR.near = camera.near;
  13666. cameraL.far = camera.far;
  13667. cameraR.far = camera.far;
  13668. cameraL.matrixWorldInverse.fromArray( frameData.leftViewMatrix );
  13669. cameraR.matrixWorldInverse.fromArray( frameData.rightViewMatrix );
  13670. // TODO (mrdoob) Double check this code
  13671. standingMatrixInverse.getInverse( standingMatrix );
  13672. if ( referenceSpaceType === 'local-floor' ) {
  13673. cameraL.matrixWorldInverse.multiply( standingMatrixInverse );
  13674. cameraR.matrixWorldInverse.multiply( standingMatrixInverse );
  13675. }
  13676. var parent = poseObject.parent;
  13677. if ( parent !== null ) {
  13678. matrixWorldInverse.getInverse( parent.matrixWorld );
  13679. cameraL.matrixWorldInverse.multiply( matrixWorldInverse );
  13680. cameraR.matrixWorldInverse.multiply( matrixWorldInverse );
  13681. }
  13682. // envMap and Mirror needs camera.matrixWorld
  13683. cameraL.matrixWorld.getInverse( cameraL.matrixWorldInverse );
  13684. cameraR.matrixWorld.getInverse( cameraR.matrixWorldInverse );
  13685. cameraL.projectionMatrix.fromArray( frameData.leftProjectionMatrix );
  13686. cameraR.projectionMatrix.fromArray( frameData.rightProjectionMatrix );
  13687. setProjectionFromUnion( cameraVR, cameraL, cameraR );
  13688. //
  13689. var layers = device.getLayers();
  13690. if ( layers.length ) {
  13691. var layer = layers[ 0 ];
  13692. updateViewportFromBounds( cameraL.viewport, layer.leftBounds );
  13693. updateViewportFromBounds( cameraR.viewport, layer.rightBounds );
  13694. }
  13695. updateControllers();
  13696. return cameraVR;
  13697. };
  13698. this.getStandingMatrix = function () {
  13699. return standingMatrix;
  13700. };
  13701. this.isPresenting = isPresenting;
  13702. // Animation Loop
  13703. var animation = new WebGLAnimation();
  13704. this.setAnimationLoop = function ( callback ) {
  13705. animation.setAnimationLoop( callback );
  13706. if ( isPresenting() ) { animation.start(); }
  13707. };
  13708. this.submitFrame = function () {
  13709. if ( isPresenting() ) { device.submitFrame(); }
  13710. };
  13711. this.dispose = function () {
  13712. if ( typeof window !== 'undefined' ) {
  13713. window.removeEventListener( 'vrdisplaypresentchange', onVRDisplayPresentChange );
  13714. }
  13715. };
  13716. // DEPRECATED
  13717. this.setFrameOfReferenceType = function () {
  13718. console.warn( 'THREE.WebVRManager: setFrameOfReferenceType() has been deprecated.' );
  13719. };
  13720. }
  13721. Object.assign( WebVRManager.prototype, EventDispatcher.prototype );
  13722. /**
  13723. * @author mrdoob / http://mrdoob.com/
  13724. */
  13725. function WebXRManager( renderer, gl ) {
  13726. var scope = this;
  13727. var session = null;
  13728. var referenceSpace = null;
  13729. var referenceSpaceType = 'local-floor';
  13730. var pose = null;
  13731. var controllers = [];
  13732. var inputSources = [];
  13733. function isPresenting() {
  13734. return session !== null && referenceSpace !== null;
  13735. }
  13736. //
  13737. var cameraL = new PerspectiveCamera();
  13738. cameraL.layers.enable( 1 );
  13739. cameraL.viewport = new Vector4();
  13740. var cameraR = new PerspectiveCamera();
  13741. cameraR.layers.enable( 2 );
  13742. cameraR.viewport = new Vector4();
  13743. var cameraVR = new ArrayCamera( [ cameraL, cameraR ] );
  13744. cameraVR.layers.enable( 1 );
  13745. cameraVR.layers.enable( 2 );
  13746. //
  13747. this.enabled = false;
  13748. this.getController = function ( id ) {
  13749. var controller = controllers[ id ];
  13750. if ( controller === undefined ) {
  13751. controller = new Group();
  13752. controller.matrixAutoUpdate = false;
  13753. controller.visible = false;
  13754. controllers[ id ] = controller;
  13755. }
  13756. return controller;
  13757. };
  13758. //
  13759. function onSessionEvent( event ) {
  13760. for ( var i = 0; i < controllers.length; i ++ ) {
  13761. if ( inputSources[ i ] === event.inputSource ) {
  13762. controllers[ i ].dispatchEvent( { type: event.type } );
  13763. }
  13764. }
  13765. }
  13766. function onSessionEnd() {
  13767. renderer.setFramebuffer( null );
  13768. renderer.setRenderTarget( renderer.getRenderTarget() ); // Hack #15830
  13769. animation.stop();
  13770. scope.dispatchEvent( { type: 'sessionend' } );
  13771. }
  13772. function onRequestReferenceSpace( value ) {
  13773. referenceSpace = value;
  13774. animation.setContext( session );
  13775. animation.start();
  13776. scope.dispatchEvent( { type: 'sessionstart' } );
  13777. }
  13778. this.setFramebufferScaleFactor = function ( value ) {
  13779. };
  13780. this.setReferenceSpaceType = function ( value ) {
  13781. referenceSpaceType = value;
  13782. };
  13783. this.getSession = function () {
  13784. return session;
  13785. };
  13786. this.setSession = function ( value ) {
  13787. session = value;
  13788. if ( session !== null ) {
  13789. session.addEventListener( 'select', onSessionEvent );
  13790. session.addEventListener( 'selectstart', onSessionEvent );
  13791. session.addEventListener( 'selectend', onSessionEvent );
  13792. session.addEventListener( 'end', onSessionEnd );
  13793. session.updateRenderState( { baseLayer: new XRWebGLLayer( session, gl ) } );
  13794. session.requestReferenceSpace( referenceSpaceType ).then( onRequestReferenceSpace );
  13795. //
  13796. inputSources = session.inputSources;
  13797. session.addEventListener( 'inputsourceschange', function () {
  13798. inputSources = session.inputSources;
  13799. console.log( inputSources );
  13800. for ( var i = 0; i < controllers.length; i ++ ) {
  13801. var controller = controllers[ i ];
  13802. controller.userData.inputSource = inputSources[ i ];
  13803. }
  13804. } );
  13805. }
  13806. };
  13807. function updateCamera( camera, parent ) {
  13808. if ( parent === null ) {
  13809. camera.matrixWorld.copy( camera.matrix );
  13810. } else {
  13811. camera.matrixWorld.multiplyMatrices( parent.matrixWorld, camera.matrix );
  13812. }
  13813. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  13814. }
  13815. this.getCamera = function ( camera ) {
  13816. if ( isPresenting() ) {
  13817. var parent = camera.parent;
  13818. var cameras = cameraVR.cameras;
  13819. updateCamera( cameraVR, parent );
  13820. for ( var i = 0; i < cameras.length; i ++ ) {
  13821. updateCamera( cameras[ i ], parent );
  13822. }
  13823. // update camera and its children
  13824. camera.matrixWorld.copy( cameraVR.matrixWorld );
  13825. var children = camera.children;
  13826. for ( var i = 0, l = children.length; i < l; i ++ ) {
  13827. children[ i ].updateMatrixWorld( true );
  13828. }
  13829. setProjectionFromUnion( cameraVR, cameraL, cameraR );
  13830. return cameraVR;
  13831. }
  13832. return camera;
  13833. };
  13834. this.isPresenting = isPresenting;
  13835. // Animation Loop
  13836. var onAnimationFrameCallback = null;
  13837. function onAnimationFrame( time, frame ) {
  13838. pose = frame.getViewerPose( referenceSpace );
  13839. if ( pose !== null ) {
  13840. var views = pose.views;
  13841. var baseLayer = session.renderState.baseLayer;
  13842. renderer.setFramebuffer( baseLayer.framebuffer );
  13843. for ( var i = 0; i < views.length; i ++ ) {
  13844. var view = views[ i ];
  13845. var viewport = baseLayer.getViewport( view );
  13846. var viewMatrix = view.transform.inverse.matrix;
  13847. var camera = cameraVR.cameras[ i ];
  13848. camera.matrix.fromArray( viewMatrix ).getInverse( camera.matrix );
  13849. camera.projectionMatrix.fromArray( view.projectionMatrix );
  13850. camera.viewport.set( viewport.x, viewport.y, viewport.width, viewport.height );
  13851. if ( i === 0 ) {
  13852. cameraVR.matrix.copy( camera.matrix );
  13853. }
  13854. }
  13855. }
  13856. //
  13857. for ( var i = 0; i < controllers.length; i ++ ) {
  13858. var controller = controllers[ i ];
  13859. var inputSource = inputSources[ i ];
  13860. if ( inputSource ) {
  13861. var inputPose = frame.getPose( inputSource.targetRaySpace, referenceSpace );
  13862. if ( inputPose !== null ) {
  13863. controller.matrix.fromArray( inputPose.transform.matrix );
  13864. controller.matrix.decompose( controller.position, controller.rotation, controller.scale );
  13865. controller.visible = true;
  13866. continue;
  13867. }
  13868. }
  13869. controller.visible = false;
  13870. }
  13871. if ( onAnimationFrameCallback ) { onAnimationFrameCallback( time ); }
  13872. }
  13873. var animation = new WebGLAnimation();
  13874. animation.setAnimationLoop( onAnimationFrame );
  13875. this.setAnimationLoop = function ( callback ) {
  13876. onAnimationFrameCallback = callback;
  13877. };
  13878. this.dispose = function () {};
  13879. // DEPRECATED
  13880. this.getStandingMatrix = function () {
  13881. console.warn( 'THREE.WebXRManager: getStandingMatrix() is no longer needed.' );
  13882. return new Matrix4();
  13883. };
  13884. this.getDevice = function () {
  13885. console.warn( 'THREE.WebXRManager: getDevice() has been deprecated.' );
  13886. };
  13887. this.setDevice = function () {
  13888. console.warn( 'THREE.WebXRManager: setDevice() has been deprecated.' );
  13889. };
  13890. this.setFrameOfReferenceType = function () {
  13891. console.warn( 'THREE.WebXRManager: setFrameOfReferenceType() has been deprecated.' );
  13892. };
  13893. this.submitFrame = function () {};
  13894. }
  13895. Object.assign( WebXRManager.prototype, EventDispatcher.prototype );
  13896. /**
  13897. * @author supereggbert / http://www.paulbrunt.co.uk/
  13898. * @author mrdoob / http://mrdoob.com/
  13899. * @author alteredq / http://alteredqualia.com/
  13900. * @author szimek / https://github.com/szimek/
  13901. * @author tschw
  13902. */
  13903. function WebGLRenderer( parameters ) {
  13904. parameters = parameters || {};
  13905. var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ),
  13906. _context = parameters.context !== undefined ? parameters.context : null,
  13907. _alpha = parameters.alpha !== undefined ? parameters.alpha : false,
  13908. _depth = parameters.depth !== undefined ? parameters.depth : true,
  13909. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  13910. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  13911. _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
  13912. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  13913. _powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default',
  13914. _failIfMajorPerformanceCaveat = parameters.failIfMajorPerformanceCaveat !== undefined ? parameters.failIfMajorPerformanceCaveat : false;
  13915. var currentRenderList = null;
  13916. var currentRenderState = null;
  13917. // public properties
  13918. this.domElement = _canvas;
  13919. // Debug configuration container
  13920. this.debug = {
  13921. /**
  13922. * Enables error checking and reporting when shader programs are being compiled
  13923. * @type {boolean}
  13924. */
  13925. checkShaderErrors: true
  13926. };
  13927. // clearing
  13928. this.autoClear = true;
  13929. this.autoClearColor = true;
  13930. this.autoClearDepth = true;
  13931. this.autoClearStencil = true;
  13932. // scene graph
  13933. this.sortObjects = true;
  13934. // user-defined clipping
  13935. this.clippingPlanes = [];
  13936. this.localClippingEnabled = false;
  13937. // physically based shading
  13938. this.gammaFactor = 2.0; // for backwards compatibility
  13939. this.gammaInput = false;
  13940. this.gammaOutput = false;
  13941. // physical lights
  13942. this.physicallyCorrectLights = false;
  13943. // tone mapping
  13944. this.toneMapping = LinearToneMapping;
  13945. this.toneMappingExposure = 1.0;
  13946. this.toneMappingWhitePoint = 1.0;
  13947. // morphs
  13948. this.maxMorphTargets = 8;
  13949. this.maxMorphNormals = 4;
  13950. // internal properties
  13951. var _this = this,
  13952. _isContextLost = false,
  13953. // internal state cache
  13954. _framebuffer = null,
  13955. _currentActiveCubeFace = 0,
  13956. _currentActiveMipmapLevel = 0,
  13957. _currentRenderTarget = null,
  13958. _currentFramebuffer = null,
  13959. _currentMaterialId = - 1,
  13960. // geometry and program caching
  13961. _currentGeometryProgram = {
  13962. geometry: null,
  13963. program: null,
  13964. wireframe: false
  13965. },
  13966. _currentCamera = null,
  13967. _currentArrayCamera = null,
  13968. _currentViewport = new Vector4(),
  13969. _currentScissor = new Vector4(),
  13970. _currentScissorTest = null,
  13971. //
  13972. _width = _canvas.width,
  13973. _height = _canvas.height,
  13974. _pixelRatio = 1,
  13975. _viewport = new Vector4( 0, 0, _width, _height ),
  13976. _scissor = new Vector4( 0, 0, _width, _height ),
  13977. _scissorTest = false,
  13978. // frustum
  13979. _frustum = new Frustum(),
  13980. // clipping
  13981. _clipping = new WebGLClipping(),
  13982. _clippingEnabled = false,
  13983. _localClippingEnabled = false,
  13984. // camera matrices cache
  13985. _projScreenMatrix = new Matrix4(),
  13986. _vector3 = new Vector3();
  13987. function getTargetPixelRatio() {
  13988. return _currentRenderTarget === null ? _pixelRatio : 1;
  13989. }
  13990. // initialize
  13991. var _gl;
  13992. try {
  13993. var contextAttributes = {
  13994. alpha: _alpha,
  13995. depth: _depth,
  13996. stencil: _stencil,
  13997. antialias: _antialias,
  13998. premultipliedAlpha: _premultipliedAlpha,
  13999. preserveDrawingBuffer: _preserveDrawingBuffer,
  14000. powerPreference: _powerPreference,
  14001. failIfMajorPerformanceCaveat: _failIfMajorPerformanceCaveat,
  14002. xrCompatible: true
  14003. };
  14004. // event listeners must be registered before WebGL context is created, see #12753
  14005. _canvas.addEventListener( 'webglcontextlost', onContextLost, false );
  14006. _canvas.addEventListener( 'webglcontextrestored', onContextRestore, false );
  14007. _gl = _context || _canvas.getContext( 'webgl', contextAttributes ) || _canvas.getContext( 'experimental-webgl', contextAttributes );
  14008. if ( _gl === null ) {
  14009. if ( _canvas.getContext( 'webgl' ) !== null ) {
  14010. throw new Error( 'Error creating WebGL context with your selected attributes.' );
  14011. } else {
  14012. throw new Error( 'Error creating WebGL context.' );
  14013. }
  14014. }
  14015. // Some experimental-webgl implementations do not have getShaderPrecisionFormat
  14016. if ( _gl.getShaderPrecisionFormat === undefined ) {
  14017. _gl.getShaderPrecisionFormat = function () {
  14018. return { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 };
  14019. };
  14020. }
  14021. } catch ( error ) {
  14022. console.error( 'THREE.WebGLRenderer: ' + error.message );
  14023. throw error;
  14024. }
  14025. var extensions, capabilities, state, info;
  14026. var properties, textures, attributes, geometries, objects;
  14027. var programCache, renderLists, renderStates;
  14028. var background, morphtargets, bufferRenderer, indexedBufferRenderer;
  14029. var utils;
  14030. function initGLContext() {
  14031. extensions = new WebGLExtensions( _gl );
  14032. capabilities = new WebGLCapabilities( _gl, extensions, parameters );
  14033. if ( ! capabilities.isWebGL2 ) {
  14034. extensions.get( 'WEBGL_depth_texture' );
  14035. extensions.get( 'OES_texture_float' );
  14036. extensions.get( 'OES_texture_half_float' );
  14037. extensions.get( 'OES_texture_half_float_linear' );
  14038. extensions.get( 'OES_standard_derivatives' );
  14039. extensions.get( 'OES_element_index_uint' );
  14040. extensions.get( 'ANGLE_instanced_arrays' );
  14041. }
  14042. extensions.get( 'OES_texture_float_linear' );
  14043. utils = new WebGLUtils( _gl, extensions, capabilities );
  14044. state = new WebGLState( _gl, extensions, utils, capabilities );
  14045. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
  14046. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
  14047. info = new WebGLInfo( _gl );
  14048. properties = new WebGLProperties();
  14049. textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );
  14050. attributes = new WebGLAttributes( _gl );
  14051. geometries = new WebGLGeometries( _gl, attributes, info );
  14052. objects = new WebGLObjects( geometries, info );
  14053. morphtargets = new WebGLMorphtargets( _gl );
  14054. programCache = new WebGLPrograms( _this, extensions, capabilities );
  14055. renderLists = new WebGLRenderLists();
  14056. renderStates = new WebGLRenderStates();
  14057. background = new WebGLBackground( _this, state, objects, _premultipliedAlpha );
  14058. bufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities );
  14059. indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities );
  14060. info.programs = programCache.programs;
  14061. _this.capabilities = capabilities;
  14062. _this.extensions = extensions;
  14063. _this.properties = properties;
  14064. _this.renderLists = renderLists;
  14065. _this.state = state;
  14066. _this.info = info;
  14067. }
  14068. initGLContext();
  14069. // vr
  14070. var vr = ( typeof navigator !== 'undefined' && 'xr' in navigator && 'supportsSession' in navigator.xr ) ? new WebXRManager( _this, _gl ) : new WebVRManager( _this );
  14071. this.vr = vr;
  14072. // Multiview
  14073. var multiview = new WebGLMultiview( _this, _gl );
  14074. // shadow map
  14075. var shadowMap = new WebGLShadowMap( _this, objects, capabilities.maxTextureSize );
  14076. this.shadowMap = shadowMap;
  14077. // API
  14078. this.getContext = function () {
  14079. return _gl;
  14080. };
  14081. this.getContextAttributes = function () {
  14082. return _gl.getContextAttributes();
  14083. };
  14084. this.forceContextLoss = function () {
  14085. var extension = extensions.get( 'WEBGL_lose_context' );
  14086. if ( extension ) { extension.loseContext(); }
  14087. };
  14088. this.forceContextRestore = function () {
  14089. var extension = extensions.get( 'WEBGL_lose_context' );
  14090. if ( extension ) { extension.restoreContext(); }
  14091. };
  14092. this.getPixelRatio = function () {
  14093. return _pixelRatio;
  14094. };
  14095. this.setPixelRatio = function ( value ) {
  14096. if ( value === undefined ) { return; }
  14097. _pixelRatio = value;
  14098. this.setSize( _width, _height, false );
  14099. };
  14100. this.getSize = function ( target ) {
  14101. if ( target === undefined ) {
  14102. console.warn( 'WebGLRenderer: .getsize() now requires a Vector2 as an argument' );
  14103. target = new Vector2();
  14104. }
  14105. return target.set( _width, _height );
  14106. };
  14107. this.setSize = function ( width, height, updateStyle ) {
  14108. if ( vr.isPresenting() ) {
  14109. console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' );
  14110. return;
  14111. }
  14112. _width = width;
  14113. _height = height;
  14114. _canvas.width = Math.floor( width * _pixelRatio );
  14115. _canvas.height = Math.floor( height * _pixelRatio );
  14116. if ( updateStyle !== false ) {
  14117. _canvas.style.width = width + 'px';
  14118. _canvas.style.height = height + 'px';
  14119. }
  14120. this.setViewport( 0, 0, width, height );
  14121. };
  14122. this.getDrawingBufferSize = function ( target ) {
  14123. if ( target === undefined ) {
  14124. console.warn( 'WebGLRenderer: .getdrawingBufferSize() now requires a Vector2 as an argument' );
  14125. target = new Vector2();
  14126. }
  14127. return target.set( _width * _pixelRatio, _height * _pixelRatio ).floor();
  14128. };
  14129. this.setDrawingBufferSize = function ( width, height, pixelRatio ) {
  14130. _width = width;
  14131. _height = height;
  14132. _pixelRatio = pixelRatio;
  14133. _canvas.width = Math.floor( width * pixelRatio );
  14134. _canvas.height = Math.floor( height * pixelRatio );
  14135. this.setViewport( 0, 0, width, height );
  14136. };
  14137. this.getCurrentViewport = function ( target ) {
  14138. if ( target === undefined ) {
  14139. console.warn( 'WebGLRenderer: .getCurrentViewport() now requires a Vector4 as an argument' );
  14140. target = new Vector4();
  14141. }
  14142. return target.copy( _currentViewport );
  14143. };
  14144. this.getViewport = function ( target ) {
  14145. return target.copy( _viewport );
  14146. };
  14147. this.setViewport = function ( x, y, width, height ) {
  14148. if ( x.isVector4 ) {
  14149. _viewport.set( x.x, x.y, x.z, x.w );
  14150. } else {
  14151. _viewport.set( x, y, width, height );
  14152. }
  14153. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
  14154. };
  14155. this.getScissor = function ( target ) {
  14156. return target.copy( _scissor );
  14157. };
  14158. this.setScissor = function ( x, y, width, height ) {
  14159. if ( x.isVector4 ) {
  14160. _scissor.set( x.x, x.y, x.z, x.w );
  14161. } else {
  14162. _scissor.set( x, y, width, height );
  14163. }
  14164. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
  14165. };
  14166. this.getScissorTest = function () {
  14167. return _scissorTest;
  14168. };
  14169. this.setScissorTest = function ( boolean ) {
  14170. state.setScissorTest( _scissorTest = boolean );
  14171. };
  14172. // Clearing
  14173. this.getClearColor = function () {
  14174. return background.getClearColor();
  14175. };
  14176. this.setClearColor = function () {
  14177. background.setClearColor.apply( background, arguments );
  14178. };
  14179. this.getClearAlpha = function () {
  14180. return background.getClearAlpha();
  14181. };
  14182. this.setClearAlpha = function () {
  14183. background.setClearAlpha.apply( background, arguments );
  14184. };
  14185. this.clear = function ( color, depth, stencil ) {
  14186. var bits = 0;
  14187. if ( color === undefined || color ) { bits |= 16384; }
  14188. if ( depth === undefined || depth ) { bits |= 256; }
  14189. if ( stencil === undefined || stencil ) { bits |= 1024; }
  14190. _gl.clear( bits );
  14191. };
  14192. this.clearColor = function () {
  14193. this.clear( true, false, false );
  14194. };
  14195. this.clearDepth = function () {
  14196. this.clear( false, true, false );
  14197. };
  14198. this.clearStencil = function () {
  14199. this.clear( false, false, true );
  14200. };
  14201. //
  14202. this.dispose = function () {
  14203. _canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
  14204. _canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );
  14205. renderLists.dispose();
  14206. renderStates.dispose();
  14207. properties.dispose();
  14208. objects.dispose();
  14209. vr.dispose();
  14210. animation.stop();
  14211. };
  14212. // Events
  14213. function onContextLost( event ) {
  14214. event.preventDefault();
  14215. console.log( 'THREE.WebGLRenderer: Context Lost.' );
  14216. _isContextLost = true;
  14217. }
  14218. function onContextRestore( /* event */ ) {
  14219. console.log( 'THREE.WebGLRenderer: Context Restored.' );
  14220. _isContextLost = false;
  14221. initGLContext();
  14222. }
  14223. function onMaterialDispose( event ) {
  14224. var material = event.target;
  14225. material.removeEventListener( 'dispose', onMaterialDispose );
  14226. deallocateMaterial( material );
  14227. }
  14228. // Buffer deallocation
  14229. function deallocateMaterial( material ) {
  14230. releaseMaterialProgramReference( material );
  14231. properties.remove( material );
  14232. }
  14233. function releaseMaterialProgramReference( material ) {
  14234. var programInfo = properties.get( material ).program;
  14235. material.program = undefined;
  14236. if ( programInfo !== undefined ) {
  14237. programCache.releaseProgram( programInfo );
  14238. }
  14239. }
  14240. // Buffer rendering
  14241. function renderObjectImmediate( object, program ) {
  14242. object.render( function ( object ) {
  14243. _this.renderBufferImmediate( object, program );
  14244. } );
  14245. }
  14246. this.renderBufferImmediate = function ( object, program ) {
  14247. state.initAttributes();
  14248. var buffers = properties.get( object );
  14249. if ( object.hasPositions && ! buffers.position ) { buffers.position = _gl.createBuffer(); }
  14250. if ( object.hasNormals && ! buffers.normal ) { buffers.normal = _gl.createBuffer(); }
  14251. if ( object.hasUvs && ! buffers.uv ) { buffers.uv = _gl.createBuffer(); }
  14252. if ( object.hasColors && ! buffers.color ) { buffers.color = _gl.createBuffer(); }
  14253. var programAttributes = program.getAttributes();
  14254. if ( object.hasPositions ) {
  14255. _gl.bindBuffer( 34962, buffers.position );
  14256. _gl.bufferData( 34962, object.positionArray, 35048 );
  14257. state.enableAttribute( programAttributes.position );
  14258. _gl.vertexAttribPointer( programAttributes.position, 3, 5126, false, 0, 0 );
  14259. }
  14260. if ( object.hasNormals ) {
  14261. _gl.bindBuffer( 34962, buffers.normal );
  14262. _gl.bufferData( 34962, object.normalArray, 35048 );
  14263. state.enableAttribute( programAttributes.normal );
  14264. _gl.vertexAttribPointer( programAttributes.normal, 3, 5126, false, 0, 0 );
  14265. }
  14266. if ( object.hasUvs ) {
  14267. _gl.bindBuffer( 34962, buffers.uv );
  14268. _gl.bufferData( 34962, object.uvArray, 35048 );
  14269. state.enableAttribute( programAttributes.uv );
  14270. _gl.vertexAttribPointer( programAttributes.uv, 2, 5126, false, 0, 0 );
  14271. }
  14272. if ( object.hasColors ) {
  14273. _gl.bindBuffer( 34962, buffers.color );
  14274. _gl.bufferData( 34962, object.colorArray, 35048 );
  14275. state.enableAttribute( programAttributes.color );
  14276. _gl.vertexAttribPointer( programAttributes.color, 3, 5126, false, 0, 0 );
  14277. }
  14278. state.disableUnusedAttributes();
  14279. _gl.drawArrays( 4, 0, object.count );
  14280. object.count = 0;
  14281. };
  14282. this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
  14283. var frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );
  14284. state.setMaterial( material, frontFaceCW );
  14285. var program = setProgram( camera, fog, material, object );
  14286. var updateBuffers = false;
  14287. if ( _currentGeometryProgram.geometry !== geometry.id ||
  14288. _currentGeometryProgram.program !== program.id ||
  14289. _currentGeometryProgram.wireframe !== ( material.wireframe === true ) ) {
  14290. _currentGeometryProgram.geometry = geometry.id;
  14291. _currentGeometryProgram.program = program.id;
  14292. _currentGeometryProgram.wireframe = material.wireframe === true;
  14293. updateBuffers = true;
  14294. }
  14295. if ( object.morphTargetInfluences ) {
  14296. morphtargets.update( object, geometry, material, program );
  14297. updateBuffers = true;
  14298. }
  14299. //
  14300. var index = geometry.index;
  14301. var position = geometry.attributes.position;
  14302. var rangeFactor = 1;
  14303. if ( material.wireframe === true ) {
  14304. index = geometries.getWireframeAttribute( geometry );
  14305. rangeFactor = 2;
  14306. }
  14307. var attribute;
  14308. var renderer = bufferRenderer;
  14309. if ( index !== null ) {
  14310. attribute = attributes.get( index );
  14311. renderer = indexedBufferRenderer;
  14312. renderer.setIndex( attribute );
  14313. }
  14314. if ( updateBuffers ) {
  14315. setupVertexAttributes( material, program, geometry );
  14316. if ( index !== null ) {
  14317. _gl.bindBuffer( 34963, attribute.buffer );
  14318. }
  14319. }
  14320. //
  14321. var dataCount = Infinity;
  14322. if ( index !== null ) {
  14323. dataCount = index.count;
  14324. } else if ( position !== undefined ) {
  14325. dataCount = position.count;
  14326. }
  14327. var rangeStart = geometry.drawRange.start * rangeFactor;
  14328. var rangeCount = geometry.drawRange.count * rangeFactor;
  14329. var groupStart = group !== null ? group.start * rangeFactor : 0;
  14330. var groupCount = group !== null ? group.count * rangeFactor : Infinity;
  14331. var drawStart = Math.max( rangeStart, groupStart );
  14332. var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
  14333. var drawCount = Math.max( 0, drawEnd - drawStart + 1 );
  14334. if ( drawCount === 0 ) { return; }
  14335. //
  14336. if ( object.isMesh ) {
  14337. if ( material.wireframe === true ) {
  14338. state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
  14339. renderer.setMode( 1 );
  14340. } else {
  14341. switch ( object.drawMode ) {
  14342. case TrianglesDrawMode:
  14343. renderer.setMode( 4 );
  14344. break;
  14345. case TriangleStripDrawMode:
  14346. renderer.setMode( 5 );
  14347. break;
  14348. case TriangleFanDrawMode:
  14349. renderer.setMode( 6 );
  14350. break;
  14351. }
  14352. }
  14353. } else if ( object.isLine ) {
  14354. var lineWidth = material.linewidth;
  14355. if ( lineWidth === undefined ) { lineWidth = 1; } // Not using Line*Material
  14356. state.setLineWidth( lineWidth * getTargetPixelRatio() );
  14357. if ( object.isLineSegments ) {
  14358. renderer.setMode( 1 );
  14359. } else if ( object.isLineLoop ) {
  14360. renderer.setMode( 2 );
  14361. } else {
  14362. renderer.setMode( 3 );
  14363. }
  14364. } else if ( object.isPoints ) {
  14365. renderer.setMode( 0 );
  14366. } else if ( object.isSprite ) {
  14367. renderer.setMode( 4 );
  14368. }
  14369. if ( geometry && geometry.isInstancedBufferGeometry ) {
  14370. if ( geometry.maxInstancedCount > 0 ) {
  14371. renderer.renderInstances( geometry, drawStart, drawCount );
  14372. }
  14373. } else {
  14374. renderer.render( drawStart, drawCount );
  14375. }
  14376. };
  14377. function setupVertexAttributes( material, program, geometry ) {
  14378. if ( geometry && geometry.isInstancedBufferGeometry && ! capabilities.isWebGL2 ) {
  14379. if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) {
  14380. console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  14381. return;
  14382. }
  14383. }
  14384. state.initAttributes();
  14385. var geometryAttributes = geometry.attributes;
  14386. var programAttributes = program.getAttributes();
  14387. var materialDefaultAttributeValues = material.defaultAttributeValues;
  14388. for ( var name in programAttributes ) {
  14389. var programAttribute = programAttributes[ name ];
  14390. if ( programAttribute >= 0 ) {
  14391. var geometryAttribute = geometryAttributes[ name ];
  14392. if ( geometryAttribute !== undefined ) {
  14393. var normalized = geometryAttribute.normalized;
  14394. var size = geometryAttribute.itemSize;
  14395. var attribute = attributes.get( geometryAttribute );
  14396. // TODO Attribute may not be available on context restore
  14397. if ( attribute === undefined ) { continue; }
  14398. var buffer = attribute.buffer;
  14399. var type = attribute.type;
  14400. var bytesPerElement = attribute.bytesPerElement;
  14401. if ( geometryAttribute.isInterleavedBufferAttribute ) {
  14402. var data = geometryAttribute.data;
  14403. var stride = data.stride;
  14404. var offset = geometryAttribute.offset;
  14405. if ( data && data.isInstancedInterleavedBuffer ) {
  14406. state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );
  14407. if ( geometry.maxInstancedCount === undefined ) {
  14408. geometry.maxInstancedCount = data.meshPerAttribute * data.count;
  14409. }
  14410. } else {
  14411. state.enableAttribute( programAttribute );
  14412. }
  14413. _gl.bindBuffer( 34962, buffer );
  14414. _gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement );
  14415. } else {
  14416. if ( geometryAttribute.isInstancedBufferAttribute ) {
  14417. state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );
  14418. if ( geometry.maxInstancedCount === undefined ) {
  14419. geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
  14420. }
  14421. } else {
  14422. state.enableAttribute( programAttribute );
  14423. }
  14424. _gl.bindBuffer( 34962, buffer );
  14425. _gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, 0 );
  14426. }
  14427. } else if ( materialDefaultAttributeValues !== undefined ) {
  14428. var value = materialDefaultAttributeValues[ name ];
  14429. if ( value !== undefined ) {
  14430. switch ( value.length ) {
  14431. case 2:
  14432. _gl.vertexAttrib2fv( programAttribute, value );
  14433. break;
  14434. case 3:
  14435. _gl.vertexAttrib3fv( programAttribute, value );
  14436. break;
  14437. case 4:
  14438. _gl.vertexAttrib4fv( programAttribute, value );
  14439. break;
  14440. default:
  14441. _gl.vertexAttrib1fv( programAttribute, value );
  14442. }
  14443. }
  14444. }
  14445. }
  14446. }
  14447. state.disableUnusedAttributes();
  14448. }
  14449. // Compile
  14450. this.compile = function ( scene, camera ) {
  14451. currentRenderState = renderStates.get( scene, camera );
  14452. currentRenderState.init();
  14453. scene.traverse( function ( object ) {
  14454. if ( object.isLight ) {
  14455. currentRenderState.pushLight( object );
  14456. if ( object.castShadow ) {
  14457. currentRenderState.pushShadow( object );
  14458. }
  14459. }
  14460. } );
  14461. currentRenderState.setupLights( camera );
  14462. scene.traverse( function ( object ) {
  14463. if ( object.material ) {
  14464. if ( Array.isArray( object.material ) ) {
  14465. for ( var i = 0; i < object.material.length; i ++ ) {
  14466. initMaterial( object.material[ i ], scene.fog, object );
  14467. }
  14468. } else {
  14469. initMaterial( object.material, scene.fog, object );
  14470. }
  14471. }
  14472. } );
  14473. };
  14474. // Animation Loop
  14475. var onAnimationFrameCallback = null;
  14476. function onAnimationFrame( time ) {
  14477. if ( vr.isPresenting() ) { return; }
  14478. if ( onAnimationFrameCallback ) { onAnimationFrameCallback( time ); }
  14479. }
  14480. var animation = new WebGLAnimation();
  14481. animation.setAnimationLoop( onAnimationFrame );
  14482. if ( typeof window !== 'undefined' ) { animation.setContext( window ); }
  14483. this.setAnimationLoop = function ( callback ) {
  14484. onAnimationFrameCallback = callback;
  14485. vr.setAnimationLoop( callback );
  14486. animation.start();
  14487. };
  14488. // Rendering
  14489. this.render = function ( scene, camera ) {
  14490. var renderTarget, forceClear;
  14491. if ( arguments[ 2 ] !== undefined ) {
  14492. console.warn( 'THREE.WebGLRenderer.render(): the renderTarget argument has been removed. Use .setRenderTarget() instead.' );
  14493. renderTarget = arguments[ 2 ];
  14494. }
  14495. if ( arguments[ 3 ] !== undefined ) {
  14496. console.warn( 'THREE.WebGLRenderer.render(): the forceClear argument has been removed. Use .clear() instead.' );
  14497. forceClear = arguments[ 3 ];
  14498. }
  14499. if ( ! ( camera && camera.isCamera ) ) {
  14500. console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
  14501. return;
  14502. }
  14503. if ( _isContextLost ) { return; }
  14504. // reset caching for this frame
  14505. _currentGeometryProgram.geometry = null;
  14506. _currentGeometryProgram.program = null;
  14507. _currentGeometryProgram.wireframe = false;
  14508. _currentMaterialId = - 1;
  14509. _currentCamera = null;
  14510. // update scene graph
  14511. if ( scene.autoUpdate === true ) { scene.updateMatrixWorld(); }
  14512. // update camera matrices and frustum
  14513. if ( camera.parent === null ) { camera.updateMatrixWorld(); }
  14514. if ( vr.enabled ) {
  14515. camera = vr.getCamera( camera );
  14516. }
  14517. //
  14518. currentRenderState = renderStates.get( scene, camera );
  14519. currentRenderState.init();
  14520. scene.onBeforeRender( _this, scene, camera, renderTarget || _currentRenderTarget );
  14521. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  14522. _frustum.setFromMatrix( _projScreenMatrix );
  14523. _localClippingEnabled = this.localClippingEnabled;
  14524. _clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
  14525. currentRenderList = renderLists.get( scene, camera );
  14526. currentRenderList.init();
  14527. projectObject( scene, camera, 0, _this.sortObjects );
  14528. if ( _this.sortObjects === true ) {
  14529. currentRenderList.sort();
  14530. }
  14531. //
  14532. if ( _clippingEnabled ) { _clipping.beginShadows(); }
  14533. var shadowsArray = currentRenderState.state.shadowsArray;
  14534. shadowMap.render( shadowsArray, scene, camera );
  14535. currentRenderState.setupLights( camera );
  14536. if ( _clippingEnabled ) { _clipping.endShadows(); }
  14537. //
  14538. if ( this.info.autoReset ) { this.info.reset(); }
  14539. if ( renderTarget !== undefined ) {
  14540. this.setRenderTarget( renderTarget );
  14541. }
  14542. if ( capabilities.multiview ) {
  14543. multiview.attachCamera( camera );
  14544. }
  14545. //
  14546. background.render( currentRenderList, scene, camera, forceClear );
  14547. // render scene
  14548. var opaqueObjects = currentRenderList.opaque;
  14549. var transparentObjects = currentRenderList.transparent;
  14550. if ( scene.overrideMaterial ) {
  14551. var overrideMaterial = scene.overrideMaterial;
  14552. if ( opaqueObjects.length ) { renderObjects( opaqueObjects, scene, camera, overrideMaterial ); }
  14553. if ( transparentObjects.length ) { renderObjects( transparentObjects, scene, camera, overrideMaterial ); }
  14554. } else {
  14555. // opaque pass (front-to-back order)
  14556. if ( opaqueObjects.length ) { renderObjects( opaqueObjects, scene, camera ); }
  14557. // transparent pass (back-to-front order)
  14558. if ( transparentObjects.length ) { renderObjects( transparentObjects, scene, camera ); }
  14559. }
  14560. //
  14561. scene.onAfterRender( _this, scene, camera );
  14562. //
  14563. if ( _currentRenderTarget !== null ) {
  14564. // Generate mipmap if we're using any kind of mipmap filtering
  14565. textures.updateRenderTargetMipmap( _currentRenderTarget );
  14566. // resolve multisample renderbuffers to a single-sample texture if necessary
  14567. textures.updateMultisampleRenderTarget( _currentRenderTarget );
  14568. }
  14569. // Ensure depth buffer writing is enabled so it can be cleared on next render
  14570. state.buffers.depth.setTest( true );
  14571. state.buffers.depth.setMask( true );
  14572. state.buffers.color.setMask( true );
  14573. state.setPolygonOffset( false );
  14574. if ( capabilities.multiview ) {
  14575. multiview.detachCamera( camera );
  14576. }
  14577. if ( vr.enabled ) {
  14578. vr.submitFrame();
  14579. }
  14580. // _gl.finish();
  14581. currentRenderList = null;
  14582. currentRenderState = null;
  14583. };
  14584. function projectObject( object, camera, groupOrder, sortObjects ) {
  14585. if ( object.visible === false ) { return; }
  14586. var visible = object.layers.test( camera.layers );
  14587. if ( visible ) {
  14588. if ( object.isGroup ) {
  14589. groupOrder = object.renderOrder;
  14590. } else if ( object.isLOD ) {
  14591. if ( object.autoUpdate === true ) { object.update( camera ); }
  14592. } else if ( object.isLight ) {
  14593. currentRenderState.pushLight( object );
  14594. if ( object.castShadow ) {
  14595. currentRenderState.pushShadow( object );
  14596. }
  14597. } else if ( object.isSprite ) {
  14598. if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
  14599. if ( sortObjects ) {
  14600. _vector3.setFromMatrixPosition( object.matrixWorld )
  14601. .applyMatrix4( _projScreenMatrix );
  14602. }
  14603. var geometry = objects.update( object );
  14604. var material = object.material;
  14605. if ( material.visible ) {
  14606. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  14607. }
  14608. }
  14609. } else if ( object.isImmediateRenderObject ) {
  14610. if ( sortObjects ) {
  14611. _vector3.setFromMatrixPosition( object.matrixWorld )
  14612. .applyMatrix4( _projScreenMatrix );
  14613. }
  14614. currentRenderList.push( object, null, object.material, groupOrder, _vector3.z, null );
  14615. } else if ( object.isMesh || object.isLine || object.isPoints ) {
  14616. if ( object.isSkinnedMesh ) {
  14617. object.skeleton.update();
  14618. }
  14619. if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
  14620. if ( sortObjects ) {
  14621. _vector3.setFromMatrixPosition( object.matrixWorld )
  14622. .applyMatrix4( _projScreenMatrix );
  14623. }
  14624. var geometry = objects.update( object );
  14625. var material = object.material;
  14626. if ( Array.isArray( material ) ) {
  14627. var groups = geometry.groups;
  14628. for ( var i = 0, l = groups.length; i < l; i ++ ) {
  14629. var group = groups[ i ];
  14630. var groupMaterial = material[ group.materialIndex ];
  14631. if ( groupMaterial && groupMaterial.visible ) {
  14632. currentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group );
  14633. }
  14634. }
  14635. } else if ( material.visible ) {
  14636. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  14637. }
  14638. }
  14639. }
  14640. }
  14641. var children = object.children;
  14642. for ( var i = 0, l = children.length; i < l; i ++ ) {
  14643. projectObject( children[ i ], camera, groupOrder, sortObjects );
  14644. }
  14645. }
  14646. function renderObjects( renderList, scene, camera, overrideMaterial ) {
  14647. for ( var i = 0, l = renderList.length; i < l; i ++ ) {
  14648. var renderItem = renderList[ i ];
  14649. var object = renderItem.object;
  14650. var geometry = renderItem.geometry;
  14651. var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
  14652. var group = renderItem.group;
  14653. if ( camera.isArrayCamera ) {
  14654. _currentArrayCamera = camera;
  14655. if ( capabilities.multiview ) {
  14656. renderObject( object, scene, camera, geometry, material, group );
  14657. } else {
  14658. var cameras = camera.cameras;
  14659. for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
  14660. var camera2 = cameras[ j ];
  14661. if ( object.layers.test( camera2.layers ) ) {
  14662. state.viewport( _currentViewport.copy( camera2.viewport ) );
  14663. currentRenderState.setupLights( camera2 );
  14664. renderObject( object, scene, camera2, geometry, material, group );
  14665. }
  14666. }
  14667. }
  14668. } else {
  14669. _currentArrayCamera = null;
  14670. renderObject( object, scene, camera, geometry, material, group );
  14671. }
  14672. }
  14673. }
  14674. function renderObject( object, scene, camera, geometry, material, group ) {
  14675. object.onBeforeRender( _this, scene, camera, geometry, material, group );
  14676. currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
  14677. object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  14678. object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
  14679. if ( object.isImmediateRenderObject ) {
  14680. state.setMaterial( material );
  14681. var program = setProgram( camera, scene.fog, material, object );
  14682. _currentGeometryProgram.geometry = null;
  14683. _currentGeometryProgram.program = null;
  14684. _currentGeometryProgram.wireframe = false;
  14685. renderObjectImmediate( object, program );
  14686. } else {
  14687. _this.renderBufferDirect( camera, scene.fog, geometry, material, object, group );
  14688. }
  14689. object.onAfterRender( _this, scene, camera, geometry, material, group );
  14690. currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
  14691. }
  14692. function initMaterial( material, fog, object ) {
  14693. var materialProperties = properties.get( material );
  14694. var lights = currentRenderState.state.lights;
  14695. var shadowsArray = currentRenderState.state.shadowsArray;
  14696. var lightsStateVersion = lights.state.version;
  14697. var parameters = programCache.getParameters(
  14698. material, lights.state, shadowsArray, fog, _clipping.numPlanes, _clipping.numIntersection, object );
  14699. var code = programCache.getProgramCode( material, parameters );
  14700. var program = materialProperties.program;
  14701. var programChange = true;
  14702. if ( program === undefined ) {
  14703. // new material
  14704. material.addEventListener( 'dispose', onMaterialDispose );
  14705. } else if ( program.code !== code ) {
  14706. // changed glsl or parameters
  14707. releaseMaterialProgramReference( material );
  14708. } else if ( materialProperties.lightsStateVersion !== lightsStateVersion ) {
  14709. materialProperties.lightsStateVersion = lightsStateVersion;
  14710. programChange = false;
  14711. } else if ( parameters.shaderID !== undefined ) {
  14712. // same glsl and uniform list
  14713. return;
  14714. } else {
  14715. // only rebuild uniform list
  14716. programChange = false;
  14717. }
  14718. if ( programChange ) {
  14719. if ( parameters.shaderID ) {
  14720. var shader = ShaderLib[ parameters.shaderID ];
  14721. materialProperties.shader = {
  14722. name: material.type,
  14723. uniforms: cloneUniforms( shader.uniforms ),
  14724. vertexShader: shader.vertexShader,
  14725. fragmentShader: shader.fragmentShader
  14726. };
  14727. } else {
  14728. materialProperties.shader = {
  14729. name: material.type,
  14730. uniforms: material.uniforms,
  14731. vertexShader: material.vertexShader,
  14732. fragmentShader: material.fragmentShader
  14733. };
  14734. }
  14735. material.onBeforeCompile( materialProperties.shader, _this );
  14736. // Computing code again as onBeforeCompile may have changed the shaders
  14737. code = programCache.getProgramCode( material, parameters );
  14738. program = programCache.acquireProgram( material, materialProperties.shader, parameters, code );
  14739. materialProperties.program = program;
  14740. material.program = program;
  14741. }
  14742. var programAttributes = program.getAttributes();
  14743. if ( material.morphTargets ) {
  14744. material.numSupportedMorphTargets = 0;
  14745. for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
  14746. if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
  14747. material.numSupportedMorphTargets ++;
  14748. }
  14749. }
  14750. }
  14751. if ( material.morphNormals ) {
  14752. material.numSupportedMorphNormals = 0;
  14753. for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
  14754. if ( programAttributes[ 'morphNormal' + i ] >= 0 ) {
  14755. material.numSupportedMorphNormals ++;
  14756. }
  14757. }
  14758. }
  14759. var uniforms = materialProperties.shader.uniforms;
  14760. if ( ! material.isShaderMaterial &&
  14761. ! material.isRawShaderMaterial ||
  14762. material.clipping === true ) {
  14763. materialProperties.numClippingPlanes = _clipping.numPlanes;
  14764. materialProperties.numIntersection = _clipping.numIntersection;
  14765. uniforms.clippingPlanes = _clipping.uniform;
  14766. }
  14767. materialProperties.fog = fog;
  14768. // store the light setup it was created for
  14769. materialProperties.lightsStateVersion = lightsStateVersion;
  14770. if ( material.lights ) {
  14771. // wire up the material to this renderer's lighting state
  14772. uniforms.ambientLightColor.value = lights.state.ambient;
  14773. uniforms.lightProbe.value = lights.state.probe;
  14774. uniforms.directionalLights.value = lights.state.directional;
  14775. uniforms.spotLights.value = lights.state.spot;
  14776. uniforms.rectAreaLights.value = lights.state.rectArea;
  14777. uniforms.pointLights.value = lights.state.point;
  14778. uniforms.hemisphereLights.value = lights.state.hemi;
  14779. uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;
  14780. uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
  14781. uniforms.spotShadowMap.value = lights.state.spotShadowMap;
  14782. uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;
  14783. uniforms.pointShadowMap.value = lights.state.pointShadowMap;
  14784. uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;
  14785. // TODO (abelnation): add area lights shadow info to uniforms
  14786. }
  14787. var progUniforms = materialProperties.program.getUniforms(),
  14788. uniformsList =
  14789. WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
  14790. materialProperties.uniformsList = uniformsList;
  14791. }
  14792. function setProgram( camera, fog, material, object ) {
  14793. textures.resetTextureUnits();
  14794. var materialProperties = properties.get( material );
  14795. var lights = currentRenderState.state.lights;
  14796. if ( _clippingEnabled ) {
  14797. if ( _localClippingEnabled || camera !== _currentCamera ) {
  14798. var useCache =
  14799. camera === _currentCamera &&
  14800. material.id === _currentMaterialId;
  14801. // we might want to call this function with some ClippingGroup
  14802. // object instead of the material, once it becomes feasible
  14803. // (#8465, #8379)
  14804. _clipping.setState(
  14805. material.clippingPlanes, material.clipIntersection, material.clipShadows,
  14806. camera, materialProperties, useCache );
  14807. }
  14808. }
  14809. if ( material.needsUpdate === false ) {
  14810. if ( materialProperties.program === undefined ) {
  14811. material.needsUpdate = true;
  14812. } else if ( material.fog && materialProperties.fog !== fog ) {
  14813. material.needsUpdate = true;
  14814. } else if ( material.lights && materialProperties.lightsStateVersion !== lights.state.version ) {
  14815. material.needsUpdate = true;
  14816. } else if ( materialProperties.numClippingPlanes !== undefined &&
  14817. ( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
  14818. materialProperties.numIntersection !== _clipping.numIntersection ) ) {
  14819. material.needsUpdate = true;
  14820. }
  14821. }
  14822. if ( material.needsUpdate ) {
  14823. initMaterial( material, fog, object );
  14824. material.needsUpdate = false;
  14825. }
  14826. var refreshProgram = false;
  14827. var refreshMaterial = false;
  14828. var refreshLights = false;
  14829. var program = materialProperties.program,
  14830. p_uniforms = program.getUniforms(),
  14831. m_uniforms = materialProperties.shader.uniforms;
  14832. if ( state.useProgram( program.program ) ) {
  14833. refreshProgram = true;
  14834. refreshMaterial = true;
  14835. refreshLights = true;
  14836. }
  14837. if ( material.id !== _currentMaterialId ) {
  14838. _currentMaterialId = material.id;
  14839. refreshMaterial = true;
  14840. }
  14841. if ( refreshProgram || _currentCamera !== camera ) {
  14842. if ( program.numMultiviewViews > 0 ) {
  14843. multiview.updateCameraProjectionMatricesUniform( camera, p_uniforms );
  14844. } else {
  14845. p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
  14846. }
  14847. if ( capabilities.logarithmicDepthBuffer ) {
  14848. p_uniforms.setValue( _gl, 'logDepthBufFC',
  14849. 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
  14850. }
  14851. if ( _currentCamera !== camera ) {
  14852. _currentCamera = camera;
  14853. // lighting uniforms depend on the camera so enforce an update
  14854. // now, in case this material supports lights - or later, when
  14855. // the next material that does gets activated:
  14856. refreshMaterial = true; // set to true on material change
  14857. refreshLights = true; // remains set until update done
  14858. }
  14859. // load material specific uniforms
  14860. // (shader material also gets them for the sake of genericity)
  14861. if ( material.isShaderMaterial ||
  14862. material.isMeshPhongMaterial ||
  14863. material.isMeshStandardMaterial ||
  14864. material.envMap ) {
  14865. var uCamPos = p_uniforms.map.cameraPosition;
  14866. if ( uCamPos !== undefined ) {
  14867. uCamPos.setValue( _gl,
  14868. _vector3.setFromMatrixPosition( camera.matrixWorld ) );
  14869. }
  14870. }
  14871. if ( material.isMeshPhongMaterial ||
  14872. material.isMeshLambertMaterial ||
  14873. material.isMeshBasicMaterial ||
  14874. material.isMeshStandardMaterial ||
  14875. material.isShaderMaterial ||
  14876. material.skinning ) {
  14877. if ( program.numMultiviewViews > 0 ) {
  14878. multiview.updateCameraViewMatricesUniform( camera, p_uniforms );
  14879. } else {
  14880. p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
  14881. }
  14882. }
  14883. }
  14884. // skinning uniforms must be set even if material didn't change
  14885. // auto-setting of texture unit for bone texture must go before other textures
  14886. // not sure why, but otherwise weird things happen
  14887. if ( material.skinning ) {
  14888. p_uniforms.setOptional( _gl, object, 'bindMatrix' );
  14889. p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
  14890. var skeleton = object.skeleton;
  14891. if ( skeleton ) {
  14892. var bones = skeleton.bones;
  14893. if ( capabilities.floatVertexTextures ) {
  14894. if ( skeleton.boneTexture === undefined ) {
  14895. // layout (1 matrix = 4 pixels)
  14896. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  14897. // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)
  14898. // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)
  14899. // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)
  14900. // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)
  14901. var size = Math.sqrt( bones.length * 4 ); // 4 pixels needed for 1 matrix
  14902. size = _Math.ceilPowerOfTwo( size );
  14903. size = Math.max( size, 4 );
  14904. var boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
  14905. boneMatrices.set( skeleton.boneMatrices ); // copy current values
  14906. var boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );
  14907. skeleton.boneMatrices = boneMatrices;
  14908. skeleton.boneTexture = boneTexture;
  14909. skeleton.boneTextureSize = size;
  14910. }
  14911. p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );
  14912. p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
  14913. } else {
  14914. p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
  14915. }
  14916. }
  14917. }
  14918. if ( refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow ) {
  14919. materialProperties.receiveShadow = object.receiveShadow;
  14920. p_uniforms.setValue( _gl, 'receiveShadow', object.receiveShadow );
  14921. }
  14922. if ( refreshMaterial ) {
  14923. p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
  14924. p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint );
  14925. if ( material.lights ) {
  14926. // the current material requires lighting info
  14927. // note: all lighting uniforms are always set correctly
  14928. // they simply reference the renderer's state for their
  14929. // values
  14930. //
  14931. // use the current material's .needsUpdate flags to set
  14932. // the GL state when required
  14933. markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
  14934. }
  14935. // refresh uniforms common to several materials
  14936. if ( fog && material.fog ) {
  14937. refreshUniformsFog( m_uniforms, fog );
  14938. }
  14939. if ( material.isMeshBasicMaterial ) {
  14940. refreshUniformsCommon( m_uniforms, material );
  14941. } else if ( material.isMeshLambertMaterial ) {
  14942. refreshUniformsCommon( m_uniforms, material );
  14943. refreshUniformsLambert( m_uniforms, material );
  14944. } else if ( material.isMeshPhongMaterial ) {
  14945. refreshUniformsCommon( m_uniforms, material );
  14946. if ( material.isMeshToonMaterial ) {
  14947. refreshUniformsToon( m_uniforms, material );
  14948. } else {
  14949. refreshUniformsPhong( m_uniforms, material );
  14950. }
  14951. } else if ( material.isMeshStandardMaterial ) {
  14952. refreshUniformsCommon( m_uniforms, material );
  14953. if ( material.isMeshPhysicalMaterial ) {
  14954. refreshUniformsPhysical( m_uniforms, material );
  14955. } else {
  14956. refreshUniformsStandard( m_uniforms, material );
  14957. }
  14958. } else if ( material.isMeshMatcapMaterial ) {
  14959. refreshUniformsCommon( m_uniforms, material );
  14960. refreshUniformsMatcap( m_uniforms, material );
  14961. } else if ( material.isMeshDepthMaterial ) {
  14962. refreshUniformsCommon( m_uniforms, material );
  14963. refreshUniformsDepth( m_uniforms, material );
  14964. } else if ( material.isMeshDistanceMaterial ) {
  14965. refreshUniformsCommon( m_uniforms, material );
  14966. refreshUniformsDistance( m_uniforms, material );
  14967. } else if ( material.isMeshNormalMaterial ) {
  14968. refreshUniformsCommon( m_uniforms, material );
  14969. refreshUniformsNormal( m_uniforms, material );
  14970. } else if ( material.isLineBasicMaterial ) {
  14971. refreshUniformsLine( m_uniforms, material );
  14972. if ( material.isLineDashedMaterial ) {
  14973. refreshUniformsDash( m_uniforms, material );
  14974. }
  14975. } else if ( material.isPointsMaterial ) {
  14976. refreshUniformsPoints( m_uniforms, material );
  14977. } else if ( material.isSpriteMaterial ) {
  14978. refreshUniformsSprites( m_uniforms, material );
  14979. } else if ( material.isShadowMaterial ) {
  14980. m_uniforms.color.value.copy( material.color );
  14981. m_uniforms.opacity.value = material.opacity;
  14982. }
  14983. // RectAreaLight Texture
  14984. // TODO (mrdoob): Find a nicer implementation
  14985. if ( m_uniforms.ltc_1 !== undefined ) { m_uniforms.ltc_1.value = UniformsLib.LTC_1; }
  14986. if ( m_uniforms.ltc_2 !== undefined ) { m_uniforms.ltc_2.value = UniformsLib.LTC_2; }
  14987. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  14988. }
  14989. if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {
  14990. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  14991. material.uniformsNeedUpdate = false;
  14992. }
  14993. if ( material.isSpriteMaterial ) {
  14994. p_uniforms.setValue( _gl, 'center', object.center );
  14995. }
  14996. // common matrices
  14997. if ( program.numMultiviewViews > 0 ) {
  14998. multiview.updateObjectMatricesUniforms( object, camera, p_uniforms );
  14999. } else {
  15000. p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
  15001. p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
  15002. }
  15003. p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
  15004. return program;
  15005. }
  15006. // Uniforms (refresh uniforms objects)
  15007. function refreshUniformsCommon( uniforms, material ) {
  15008. uniforms.opacity.value = material.opacity;
  15009. if ( material.color ) {
  15010. uniforms.diffuse.value.copy( material.color );
  15011. }
  15012. if ( material.emissive ) {
  15013. uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
  15014. }
  15015. if ( material.map ) {
  15016. uniforms.map.value = material.map;
  15017. }
  15018. if ( material.alphaMap ) {
  15019. uniforms.alphaMap.value = material.alphaMap;
  15020. }
  15021. if ( material.specularMap ) {
  15022. uniforms.specularMap.value = material.specularMap;
  15023. }
  15024. if ( material.envMap ) {
  15025. uniforms.envMap.value = material.envMap;
  15026. // don't flip CubeTexture envMaps, flip everything else:
  15027. // WebGLRenderTargetCube will be flipped for backwards compatibility
  15028. // WebGLRenderTargetCube.texture will be flipped because it's a Texture and NOT a CubeTexture
  15029. // this check must be handled differently, or removed entirely, if WebGLRenderTargetCube uses a CubeTexture in the future
  15030. uniforms.flipEnvMap.value = material.envMap.isCubeTexture ? - 1 : 1;
  15031. uniforms.reflectivity.value = material.reflectivity;
  15032. uniforms.refractionRatio.value = material.refractionRatio;
  15033. uniforms.maxMipLevel.value = properties.get( material.envMap ).__maxMipLevel;
  15034. }
  15035. if ( material.lightMap ) {
  15036. uniforms.lightMap.value = material.lightMap;
  15037. uniforms.lightMapIntensity.value = material.lightMapIntensity;
  15038. }
  15039. if ( material.aoMap ) {
  15040. uniforms.aoMap.value = material.aoMap;
  15041. uniforms.aoMapIntensity.value = material.aoMapIntensity;
  15042. }
  15043. // uv repeat and offset setting priorities
  15044. // 1. color map
  15045. // 2. specular map
  15046. // 3. normal map
  15047. // 4. bump map
  15048. // 5. alpha map
  15049. // 6. emissive map
  15050. var uvScaleMap;
  15051. if ( material.map ) {
  15052. uvScaleMap = material.map;
  15053. } else if ( material.specularMap ) {
  15054. uvScaleMap = material.specularMap;
  15055. } else if ( material.displacementMap ) {
  15056. uvScaleMap = material.displacementMap;
  15057. } else if ( material.normalMap ) {
  15058. uvScaleMap = material.normalMap;
  15059. } else if ( material.bumpMap ) {
  15060. uvScaleMap = material.bumpMap;
  15061. } else if ( material.roughnessMap ) {
  15062. uvScaleMap = material.roughnessMap;
  15063. } else if ( material.metalnessMap ) {
  15064. uvScaleMap = material.metalnessMap;
  15065. } else if ( material.alphaMap ) {
  15066. uvScaleMap = material.alphaMap;
  15067. } else if ( material.emissiveMap ) {
  15068. uvScaleMap = material.emissiveMap;
  15069. }
  15070. if ( uvScaleMap !== undefined ) {
  15071. // backwards compatibility
  15072. if ( uvScaleMap.isWebGLRenderTarget ) {
  15073. uvScaleMap = uvScaleMap.texture;
  15074. }
  15075. if ( uvScaleMap.matrixAutoUpdate === true ) {
  15076. uvScaleMap.updateMatrix();
  15077. }
  15078. uniforms.uvTransform.value.copy( uvScaleMap.matrix );
  15079. }
  15080. }
  15081. function refreshUniformsLine( uniforms, material ) {
  15082. uniforms.diffuse.value.copy( material.color );
  15083. uniforms.opacity.value = material.opacity;
  15084. }
  15085. function refreshUniformsDash( uniforms, material ) {
  15086. uniforms.dashSize.value = material.dashSize;
  15087. uniforms.totalSize.value = material.dashSize + material.gapSize;
  15088. uniforms.scale.value = material.scale;
  15089. }
  15090. function refreshUniformsPoints( uniforms, material ) {
  15091. uniforms.diffuse.value.copy( material.color );
  15092. uniforms.opacity.value = material.opacity;
  15093. uniforms.size.value = material.size * _pixelRatio;
  15094. uniforms.scale.value = _height * 0.5;
  15095. uniforms.map.value = material.map;
  15096. if ( material.map !== null ) {
  15097. if ( material.map.matrixAutoUpdate === true ) {
  15098. material.map.updateMatrix();
  15099. }
  15100. uniforms.uvTransform.value.copy( material.map.matrix );
  15101. }
  15102. }
  15103. function refreshUniformsSprites( uniforms, material ) {
  15104. uniforms.diffuse.value.copy( material.color );
  15105. uniforms.opacity.value = material.opacity;
  15106. uniforms.rotation.value = material.rotation;
  15107. uniforms.map.value = material.map;
  15108. if ( material.map !== null ) {
  15109. if ( material.map.matrixAutoUpdate === true ) {
  15110. material.map.updateMatrix();
  15111. }
  15112. uniforms.uvTransform.value.copy( material.map.matrix );
  15113. }
  15114. }
  15115. function refreshUniformsFog( uniforms, fog ) {
  15116. uniforms.fogColor.value.copy( fog.color );
  15117. if ( fog.isFog ) {
  15118. uniforms.fogNear.value = fog.near;
  15119. uniforms.fogFar.value = fog.far;
  15120. } else if ( fog.isFogExp2 ) {
  15121. uniforms.fogDensity.value = fog.density;
  15122. }
  15123. }
  15124. function refreshUniformsLambert( uniforms, material ) {
  15125. if ( material.emissiveMap ) {
  15126. uniforms.emissiveMap.value = material.emissiveMap;
  15127. }
  15128. }
  15129. function refreshUniformsPhong( uniforms, material ) {
  15130. uniforms.specular.value.copy( material.specular );
  15131. uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
  15132. if ( material.emissiveMap ) {
  15133. uniforms.emissiveMap.value = material.emissiveMap;
  15134. }
  15135. if ( material.bumpMap ) {
  15136. uniforms.bumpMap.value = material.bumpMap;
  15137. uniforms.bumpScale.value = material.bumpScale;
  15138. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  15139. }
  15140. if ( material.normalMap ) {
  15141. uniforms.normalMap.value = material.normalMap;
  15142. uniforms.normalScale.value.copy( material.normalScale );
  15143. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  15144. }
  15145. if ( material.displacementMap ) {
  15146. uniforms.displacementMap.value = material.displacementMap;
  15147. uniforms.displacementScale.value = material.displacementScale;
  15148. uniforms.displacementBias.value = material.displacementBias;
  15149. }
  15150. }
  15151. function refreshUniformsToon( uniforms, material ) {
  15152. refreshUniformsPhong( uniforms, material );
  15153. if ( material.gradientMap ) {
  15154. uniforms.gradientMap.value = material.gradientMap;
  15155. }
  15156. }
  15157. function refreshUniformsStandard( uniforms, material ) {
  15158. uniforms.roughness.value = material.roughness;
  15159. uniforms.metalness.value = material.metalness;
  15160. if ( material.roughnessMap ) {
  15161. uniforms.roughnessMap.value = material.roughnessMap;
  15162. }
  15163. if ( material.metalnessMap ) {
  15164. uniforms.metalnessMap.value = material.metalnessMap;
  15165. }
  15166. if ( material.emissiveMap ) {
  15167. uniforms.emissiveMap.value = material.emissiveMap;
  15168. }
  15169. if ( material.bumpMap ) {
  15170. uniforms.bumpMap.value = material.bumpMap;
  15171. uniforms.bumpScale.value = material.bumpScale;
  15172. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  15173. }
  15174. if ( material.normalMap ) {
  15175. uniforms.normalMap.value = material.normalMap;
  15176. uniforms.normalScale.value.copy( material.normalScale );
  15177. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  15178. }
  15179. if ( material.displacementMap ) {
  15180. uniforms.displacementMap.value = material.displacementMap;
  15181. uniforms.displacementScale.value = material.displacementScale;
  15182. uniforms.displacementBias.value = material.displacementBias;
  15183. }
  15184. if ( material.envMap ) {
  15185. //uniforms.envMap.value = material.envMap; // part of uniforms common
  15186. uniforms.envMapIntensity.value = material.envMapIntensity;
  15187. }
  15188. }
  15189. function refreshUniformsPhysical( uniforms, material ) {
  15190. refreshUniformsStandard( uniforms, material );
  15191. uniforms.reflectivity.value = material.reflectivity; // also part of uniforms common
  15192. uniforms.clearcoat.value = material.clearcoat;
  15193. uniforms.clearcoatRoughness.value = material.clearcoatRoughness;
  15194. if ( material.sheen ) { uniforms.sheen.value.copy( material.sheen ); }
  15195. if ( material.clearcoatNormalMap ) {
  15196. uniforms.clearcoatNormalScale.value.copy( material.clearcoatNormalScale );
  15197. uniforms.clearcoatNormalMap.value = material.clearcoatNormalMap;
  15198. if ( material.side === BackSide ) {
  15199. uniforms.clearcoatNormalScale.value.negate();
  15200. }
  15201. }
  15202. uniforms.transparency.value = material.transparency;
  15203. }
  15204. function refreshUniformsMatcap( uniforms, material ) {
  15205. if ( material.matcap ) {
  15206. uniforms.matcap.value = material.matcap;
  15207. }
  15208. if ( material.bumpMap ) {
  15209. uniforms.bumpMap.value = material.bumpMap;
  15210. uniforms.bumpScale.value = material.bumpScale;
  15211. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  15212. }
  15213. if ( material.normalMap ) {
  15214. uniforms.normalMap.value = material.normalMap;
  15215. uniforms.normalScale.value.copy( material.normalScale );
  15216. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  15217. }
  15218. if ( material.displacementMap ) {
  15219. uniforms.displacementMap.value = material.displacementMap;
  15220. uniforms.displacementScale.value = material.displacementScale;
  15221. uniforms.displacementBias.value = material.displacementBias;
  15222. }
  15223. }
  15224. function refreshUniformsDepth( uniforms, material ) {
  15225. if ( material.displacementMap ) {
  15226. uniforms.displacementMap.value = material.displacementMap;
  15227. uniforms.displacementScale.value = material.displacementScale;
  15228. uniforms.displacementBias.value = material.displacementBias;
  15229. }
  15230. }
  15231. function refreshUniformsDistance( uniforms, material ) {
  15232. if ( material.displacementMap ) {
  15233. uniforms.displacementMap.value = material.displacementMap;
  15234. uniforms.displacementScale.value = material.displacementScale;
  15235. uniforms.displacementBias.value = material.displacementBias;
  15236. }
  15237. uniforms.referencePosition.value.copy( material.referencePosition );
  15238. uniforms.nearDistance.value = material.nearDistance;
  15239. uniforms.farDistance.value = material.farDistance;
  15240. }
  15241. function refreshUniformsNormal( uniforms, material ) {
  15242. if ( material.bumpMap ) {
  15243. uniforms.bumpMap.value = material.bumpMap;
  15244. uniforms.bumpScale.value = material.bumpScale;
  15245. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  15246. }
  15247. if ( material.normalMap ) {
  15248. uniforms.normalMap.value = material.normalMap;
  15249. uniforms.normalScale.value.copy( material.normalScale );
  15250. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  15251. }
  15252. if ( material.displacementMap ) {
  15253. uniforms.displacementMap.value = material.displacementMap;
  15254. uniforms.displacementScale.value = material.displacementScale;
  15255. uniforms.displacementBias.value = material.displacementBias;
  15256. }
  15257. }
  15258. // If uniforms are marked as clean, they don't need to be loaded to the GPU.
  15259. function markUniformsLightsNeedsUpdate( uniforms, value ) {
  15260. uniforms.ambientLightColor.needsUpdate = value;
  15261. uniforms.lightProbe.needsUpdate = value;
  15262. uniforms.directionalLights.needsUpdate = value;
  15263. uniforms.pointLights.needsUpdate = value;
  15264. uniforms.spotLights.needsUpdate = value;
  15265. uniforms.rectAreaLights.needsUpdate = value;
  15266. uniforms.hemisphereLights.needsUpdate = value;
  15267. }
  15268. //
  15269. this.setFramebuffer = function ( value ) {
  15270. if ( _framebuffer !== value ) { _gl.bindFramebuffer( 36160, value ); }
  15271. _framebuffer = value;
  15272. };
  15273. this.getActiveCubeFace = function () {
  15274. return _currentActiveCubeFace;
  15275. };
  15276. this.getActiveMipmapLevel = function () {
  15277. return _currentActiveMipmapLevel;
  15278. };
  15279. this.getRenderTarget = function () {
  15280. return _currentRenderTarget;
  15281. };
  15282. this.setRenderTarget = function ( renderTarget, activeCubeFace, activeMipmapLevel ) {
  15283. _currentRenderTarget = renderTarget;
  15284. _currentActiveCubeFace = activeCubeFace;
  15285. _currentActiveMipmapLevel = activeMipmapLevel;
  15286. if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
  15287. textures.setupRenderTarget( renderTarget );
  15288. }
  15289. var framebuffer = _framebuffer;
  15290. var isCube = false;
  15291. if ( renderTarget ) {
  15292. var __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
  15293. if ( renderTarget.isWebGLRenderTargetCube ) {
  15294. framebuffer = __webglFramebuffer[ activeCubeFace || 0 ];
  15295. isCube = true;
  15296. } else if ( renderTarget.isWebGLMultisampleRenderTarget ) {
  15297. framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;
  15298. } else {
  15299. framebuffer = __webglFramebuffer;
  15300. }
  15301. _currentViewport.copy( renderTarget.viewport );
  15302. _currentScissor.copy( renderTarget.scissor );
  15303. _currentScissorTest = renderTarget.scissorTest;
  15304. } else {
  15305. _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor();
  15306. _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor();
  15307. _currentScissorTest = _scissorTest;
  15308. }
  15309. if ( _currentFramebuffer !== framebuffer ) {
  15310. _gl.bindFramebuffer( 36160, framebuffer );
  15311. _currentFramebuffer = framebuffer;
  15312. }
  15313. state.viewport( _currentViewport );
  15314. state.scissor( _currentScissor );
  15315. state.setScissorTest( _currentScissorTest );
  15316. if ( isCube ) {
  15317. var textureProperties = properties.get( renderTarget.texture );
  15318. _gl.framebufferTexture2D( 36160, 36064, 34069 + ( activeCubeFace || 0 ), textureProperties.__webglTexture, activeMipmapLevel || 0 );
  15319. }
  15320. };
  15321. this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {
  15322. if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
  15323. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
  15324. return;
  15325. }
  15326. var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
  15327. if ( renderTarget.isWebGLRenderTargetCube && activeCubeFaceIndex !== undefined ) {
  15328. framebuffer = framebuffer[ activeCubeFaceIndex ];
  15329. }
  15330. if ( framebuffer ) {
  15331. var restore = false;
  15332. if ( framebuffer !== _currentFramebuffer ) {
  15333. _gl.bindFramebuffer( 36160, framebuffer );
  15334. restore = true;
  15335. }
  15336. try {
  15337. var texture = renderTarget.texture;
  15338. var textureFormat = texture.format;
  15339. var textureType = texture.type;
  15340. if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( 35739 ) ) {
  15341. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
  15342. return;
  15343. }
  15344. if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( 35738 ) && // IE11, Edge and Chrome Mac < 52 (#9513)
  15345. ! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.get( 'OES_texture_float' ) || extensions.get( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox
  15346. ! ( textureType === HalfFloatType && ( capabilities.isWebGL2 ? extensions.get( 'EXT_color_buffer_float' ) : extensions.get( 'EXT_color_buffer_half_float' ) ) ) ) {
  15347. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
  15348. return;
  15349. }
  15350. if ( _gl.checkFramebufferStatus( 36160 ) === 36053 ) {
  15351. // the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)
  15352. if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
  15353. _gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
  15354. }
  15355. } else {
  15356. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
  15357. }
  15358. } finally {
  15359. if ( restore ) {
  15360. _gl.bindFramebuffer( 36160, _currentFramebuffer );
  15361. }
  15362. }
  15363. }
  15364. };
  15365. this.copyFramebufferToTexture = function ( position, texture, level ) {
  15366. var width = texture.image.width;
  15367. var height = texture.image.height;
  15368. var glFormat = utils.convert( texture.format );
  15369. textures.setTexture2D( texture, 0 );
  15370. _gl.copyTexImage2D( 3553, level || 0, glFormat, position.x, position.y, width, height, 0 );
  15371. };
  15372. this.copyTextureToTexture = function ( position, srcTexture, dstTexture, level ) {
  15373. var width = srcTexture.image.width;
  15374. var height = srcTexture.image.height;
  15375. var glFormat = utils.convert( dstTexture.format );
  15376. var glType = utils.convert( dstTexture.type );
  15377. textures.setTexture2D( dstTexture, 0 );
  15378. if ( srcTexture.isDataTexture ) {
  15379. _gl.texSubImage2D( 3553, level || 0, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data );
  15380. } else {
  15381. _gl.texSubImage2D( 3553, level || 0, position.x, position.y, glFormat, glType, srcTexture.image );
  15382. }
  15383. };
  15384. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  15385. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef
  15386. }
  15387. }
  15388. /**
  15389. * @author mrdoob / http://mrdoob.com/
  15390. * @author alteredq / http://alteredqualia.com/
  15391. */
  15392. function FogExp2( color, density ) {
  15393. this.name = '';
  15394. this.color = new Color( color );
  15395. this.density = ( density !== undefined ) ? density : 0.00025;
  15396. }
  15397. Object.assign( FogExp2.prototype, {
  15398. isFogExp2: true,
  15399. clone: function () {
  15400. return new FogExp2( this.color, this.density );
  15401. },
  15402. toJSON: function ( /* meta */ ) {
  15403. return {
  15404. type: 'FogExp2',
  15405. color: this.color.getHex(),
  15406. density: this.density
  15407. };
  15408. }
  15409. } );
  15410. /**
  15411. * @author mrdoob / http://mrdoob.com/
  15412. * @author alteredq / http://alteredqualia.com/
  15413. */
  15414. function Fog( color, near, far ) {
  15415. this.name = '';
  15416. this.color = new Color( color );
  15417. this.near = ( near !== undefined ) ? near : 1;
  15418. this.far = ( far !== undefined ) ? far : 1000;
  15419. }
  15420. Object.assign( Fog.prototype, {
  15421. isFog: true,
  15422. clone: function () {
  15423. return new Fog( this.color, this.near, this.far );
  15424. },
  15425. toJSON: function ( /* meta */ ) {
  15426. return {
  15427. type: 'Fog',
  15428. color: this.color.getHex(),
  15429. near: this.near,
  15430. far: this.far
  15431. };
  15432. }
  15433. } );
  15434. /**
  15435. * @author benaadams / https://twitter.com/ben_a_adams
  15436. */
  15437. function InterleavedBuffer( array, stride ) {
  15438. this.array = array;
  15439. this.stride = stride;
  15440. this.count = array !== undefined ? array.length / stride : 0;
  15441. this.dynamic = false;
  15442. this.updateRange = { offset: 0, count: - 1 };
  15443. this.version = 0;
  15444. }
  15445. Object.defineProperty( InterleavedBuffer.prototype, 'needsUpdate', {
  15446. set: function ( value ) {
  15447. if ( value === true ) { this.version ++; }
  15448. }
  15449. } );
  15450. Object.assign( InterleavedBuffer.prototype, {
  15451. isInterleavedBuffer: true,
  15452. onUploadCallback: function () {},
  15453. setDynamic: function ( value ) {
  15454. this.dynamic = value;
  15455. return this;
  15456. },
  15457. copy: function ( source ) {
  15458. this.array = new source.array.constructor( source.array );
  15459. this.count = source.count;
  15460. this.stride = source.stride;
  15461. this.dynamic = source.dynamic;
  15462. return this;
  15463. },
  15464. copyAt: function ( index1, attribute, index2 ) {
  15465. index1 *= this.stride;
  15466. index2 *= attribute.stride;
  15467. for ( var i = 0, l = this.stride; i < l; i ++ ) {
  15468. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  15469. }
  15470. return this;
  15471. },
  15472. set: function ( value, offset ) {
  15473. if ( offset === undefined ) { offset = 0; }
  15474. this.array.set( value, offset );
  15475. return this;
  15476. },
  15477. clone: function () {
  15478. return new this.constructor().copy( this );
  15479. },
  15480. onUpload: function ( callback ) {
  15481. this.onUploadCallback = callback;
  15482. return this;
  15483. }
  15484. } );
  15485. /**
  15486. * @author benaadams / https://twitter.com/ben_a_adams
  15487. */
  15488. function InterleavedBufferAttribute( interleavedBuffer, itemSize, offset, normalized ) {
  15489. this.data = interleavedBuffer;
  15490. this.itemSize = itemSize;
  15491. this.offset = offset;
  15492. this.normalized = normalized === true;
  15493. }
  15494. Object.defineProperties( InterleavedBufferAttribute.prototype, {
  15495. count: {
  15496. get: function () {
  15497. return this.data.count;
  15498. }
  15499. },
  15500. array: {
  15501. get: function () {
  15502. return this.data.array;
  15503. }
  15504. }
  15505. } );
  15506. Object.assign( InterleavedBufferAttribute.prototype, {
  15507. isInterleavedBufferAttribute: true,
  15508. setX: function ( index, x ) {
  15509. this.data.array[ index * this.data.stride + this.offset ] = x;
  15510. return this;
  15511. },
  15512. setY: function ( index, y ) {
  15513. this.data.array[ index * this.data.stride + this.offset + 1 ] = y;
  15514. return this;
  15515. },
  15516. setZ: function ( index, z ) {
  15517. this.data.array[ index * this.data.stride + this.offset + 2 ] = z;
  15518. return this;
  15519. },
  15520. setW: function ( index, w ) {
  15521. this.data.array[ index * this.data.stride + this.offset + 3 ] = w;
  15522. return this;
  15523. },
  15524. getX: function ( index ) {
  15525. return this.data.array[ index * this.data.stride + this.offset ];
  15526. },
  15527. getY: function ( index ) {
  15528. return this.data.array[ index * this.data.stride + this.offset + 1 ];
  15529. },
  15530. getZ: function ( index ) {
  15531. return this.data.array[ index * this.data.stride + this.offset + 2 ];
  15532. },
  15533. getW: function ( index ) {
  15534. return this.data.array[ index * this.data.stride + this.offset + 3 ];
  15535. },
  15536. setXY: function ( index, x, y ) {
  15537. index = index * this.data.stride + this.offset;
  15538. this.data.array[ index + 0 ] = x;
  15539. this.data.array[ index + 1 ] = y;
  15540. return this;
  15541. },
  15542. setXYZ: function ( index, x, y, z ) {
  15543. index = index * this.data.stride + this.offset;
  15544. this.data.array[ index + 0 ] = x;
  15545. this.data.array[ index + 1 ] = y;
  15546. this.data.array[ index + 2 ] = z;
  15547. return this;
  15548. },
  15549. setXYZW: function ( index, x, y, z, w ) {
  15550. index = index * this.data.stride + this.offset;
  15551. this.data.array[ index + 0 ] = x;
  15552. this.data.array[ index + 1 ] = y;
  15553. this.data.array[ index + 2 ] = z;
  15554. this.data.array[ index + 3 ] = w;
  15555. return this;
  15556. }
  15557. } );
  15558. /**
  15559. * @author alteredq / http://alteredqualia.com/
  15560. *
  15561. * parameters = {
  15562. * color: <hex>,
  15563. * map: new THREE.Texture( <Image> ),
  15564. * rotation: <float>,
  15565. * sizeAttenuation: <bool>
  15566. * }
  15567. */
  15568. function SpriteMaterial( parameters ) {
  15569. Material.call( this );
  15570. this.type = 'SpriteMaterial';
  15571. this.color = new Color( 0xffffff );
  15572. this.map = null;
  15573. this.rotation = 0;
  15574. this.sizeAttenuation = true;
  15575. this.lights = false;
  15576. this.transparent = true;
  15577. this.setValues( parameters );
  15578. }
  15579. SpriteMaterial.prototype = Object.create( Material.prototype );
  15580. SpriteMaterial.prototype.constructor = SpriteMaterial;
  15581. SpriteMaterial.prototype.isSpriteMaterial = true;
  15582. SpriteMaterial.prototype.copy = function ( source ) {
  15583. Material.prototype.copy.call( this, source );
  15584. this.color.copy( source.color );
  15585. this.map = source.map;
  15586. this.rotation = source.rotation;
  15587. this.sizeAttenuation = source.sizeAttenuation;
  15588. return this;
  15589. };
  15590. /**
  15591. * @author mikael emtinger / http://gomo.se/
  15592. * @author alteredq / http://alteredqualia.com/
  15593. */
  15594. var _geometry;
  15595. var _intersectPoint = new Vector3();
  15596. var _worldScale = new Vector3();
  15597. var _mvPosition = new Vector3();
  15598. var _alignedPosition = new Vector2();
  15599. var _rotatedPosition = new Vector2();
  15600. var _viewWorldMatrix = new Matrix4();
  15601. var _vA$1 = new Vector3();
  15602. var _vB$1 = new Vector3();
  15603. var _vC$1 = new Vector3();
  15604. var _uvA$1 = new Vector2();
  15605. var _uvB$1 = new Vector2();
  15606. var _uvC$1 = new Vector2();
  15607. function Sprite( material ) {
  15608. Object3D.call( this );
  15609. this.type = 'Sprite';
  15610. if ( _geometry === undefined ) {
  15611. _geometry = new BufferGeometry();
  15612. var float32Array = new Float32Array( [
  15613. - 0.5, - 0.5, 0, 0, 0,
  15614. 0.5, - 0.5, 0, 1, 0,
  15615. 0.5, 0.5, 0, 1, 1,
  15616. - 0.5, 0.5, 0, 0, 1
  15617. ] );
  15618. var interleavedBuffer = new InterleavedBuffer( float32Array, 5 );
  15619. _geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] );
  15620. _geometry.addAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );
  15621. _geometry.addAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );
  15622. }
  15623. this.geometry = _geometry;
  15624. this.material = ( material !== undefined ) ? material : new SpriteMaterial();
  15625. this.center = new Vector2( 0.5, 0.5 );
  15626. }
  15627. Sprite.prototype = Object.assign( Object.create( Object3D.prototype ), {
  15628. constructor: Sprite,
  15629. isSprite: true,
  15630. raycast: function ( raycaster, intersects ) {
  15631. if ( raycaster.camera === null ) {
  15632. console.error( 'THREE.Sprite: "Raycaster.camera" needs to be set in order to raycast against sprites.' );
  15633. }
  15634. _worldScale.setFromMatrixScale( this.matrixWorld );
  15635. _viewWorldMatrix.copy( raycaster.camera.matrixWorld );
  15636. this.modelViewMatrix.multiplyMatrices( raycaster.camera.matrixWorldInverse, this.matrixWorld );
  15637. _mvPosition.setFromMatrixPosition( this.modelViewMatrix );
  15638. if ( raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false ) {
  15639. _worldScale.multiplyScalar( - _mvPosition.z );
  15640. }
  15641. var rotation = this.material.rotation;
  15642. var sin, cos;
  15643. if ( rotation !== 0 ) {
  15644. cos = Math.cos( rotation );
  15645. sin = Math.sin( rotation );
  15646. }
  15647. var center = this.center;
  15648. transformVertex( _vA$1.set( - 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  15649. transformVertex( _vB$1.set( 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  15650. transformVertex( _vC$1.set( 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  15651. _uvA$1.set( 0, 0 );
  15652. _uvB$1.set( 1, 0 );
  15653. _uvC$1.set( 1, 1 );
  15654. // check first triangle
  15655. var intersect = raycaster.ray.intersectTriangle( _vA$1, _vB$1, _vC$1, false, _intersectPoint );
  15656. if ( intersect === null ) {
  15657. // check second triangle
  15658. transformVertex( _vB$1.set( - 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  15659. _uvB$1.set( 0, 1 );
  15660. intersect = raycaster.ray.intersectTriangle( _vA$1, _vC$1, _vB$1, false, _intersectPoint );
  15661. if ( intersect === null ) {
  15662. return;
  15663. }
  15664. }
  15665. var distance = raycaster.ray.origin.distanceTo( _intersectPoint );
  15666. if ( distance < raycaster.near || distance > raycaster.far ) { return; }
  15667. intersects.push( {
  15668. distance: distance,
  15669. point: _intersectPoint.clone(),
  15670. uv: Triangle.getUV( _intersectPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() ),
  15671. face: null,
  15672. object: this
  15673. } );
  15674. },
  15675. clone: function () {
  15676. return new this.constructor( this.material ).copy( this );
  15677. },
  15678. copy: function ( source ) {
  15679. Object3D.prototype.copy.call( this, source );
  15680. if ( source.center !== undefined ) { this.center.copy( source.center ); }
  15681. return this;
  15682. }
  15683. } );
  15684. function transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) {
  15685. // compute position in camera space
  15686. _alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale );
  15687. // to check if rotation is not zero
  15688. if ( sin !== undefined ) {
  15689. _rotatedPosition.x = ( cos * _alignedPosition.x ) - ( sin * _alignedPosition.y );
  15690. _rotatedPosition.y = ( sin * _alignedPosition.x ) + ( cos * _alignedPosition.y );
  15691. } else {
  15692. _rotatedPosition.copy( _alignedPosition );
  15693. }
  15694. vertexPosition.copy( mvPosition );
  15695. vertexPosition.x += _rotatedPosition.x;
  15696. vertexPosition.y += _rotatedPosition.y;
  15697. // transform to world space
  15698. vertexPosition.applyMatrix4( _viewWorldMatrix );
  15699. }
  15700. /**
  15701. * @author mikael emtinger / http://gomo.se/
  15702. * @author alteredq / http://alteredqualia.com/
  15703. * @author mrdoob / http://mrdoob.com/
  15704. */
  15705. var _v1$4 = new Vector3();
  15706. var _v2$2 = new Vector3();
  15707. function LOD() {
  15708. Object3D.call( this );
  15709. this.type = 'LOD';
  15710. Object.defineProperties( this, {
  15711. levels: {
  15712. enumerable: true,
  15713. value: []
  15714. }
  15715. } );
  15716. this.autoUpdate = true;
  15717. }
  15718. LOD.prototype = Object.assign( Object.create( Object3D.prototype ), {
  15719. constructor: LOD,
  15720. isLOD: true,
  15721. copy: function ( source ) {
  15722. Object3D.prototype.copy.call( this, source, false );
  15723. var levels = source.levels;
  15724. for ( var i = 0, l = levels.length; i < l; i ++ ) {
  15725. var level = levels[ i ];
  15726. this.addLevel( level.object.clone(), level.distance );
  15727. }
  15728. return this;
  15729. },
  15730. addLevel: function ( object, distance ) {
  15731. if ( distance === undefined ) { distance = 0; }
  15732. distance = Math.abs( distance );
  15733. var levels = this.levels;
  15734. for ( var l = 0; l < levels.length; l ++ ) {
  15735. if ( distance < levels[ l ].distance ) {
  15736. break;
  15737. }
  15738. }
  15739. levels.splice( l, 0, { distance: distance, object: object } );
  15740. this.add( object );
  15741. return this;
  15742. },
  15743. getObjectForDistance: function ( distance ) {
  15744. var levels = this.levels;
  15745. for ( var i = 1, l = levels.length; i < l; i ++ ) {
  15746. if ( distance < levels[ i ].distance ) {
  15747. break;
  15748. }
  15749. }
  15750. return levels[ i - 1 ].object;
  15751. },
  15752. raycast: function ( raycaster, intersects ) {
  15753. _v1$4.setFromMatrixPosition( this.matrixWorld );
  15754. var distance = raycaster.ray.origin.distanceTo( _v1$4 );
  15755. this.getObjectForDistance( distance ).raycast( raycaster, intersects );
  15756. },
  15757. update: function ( camera ) {
  15758. var levels = this.levels;
  15759. if ( levels.length > 1 ) {
  15760. _v1$4.setFromMatrixPosition( camera.matrixWorld );
  15761. _v2$2.setFromMatrixPosition( this.matrixWorld );
  15762. var distance = _v1$4.distanceTo( _v2$2 );
  15763. levels[ 0 ].object.visible = true;
  15764. for ( var i = 1, l = levels.length; i < l; i ++ ) {
  15765. if ( distance >= levels[ i ].distance ) {
  15766. levels[ i - 1 ].object.visible = false;
  15767. levels[ i ].object.visible = true;
  15768. } else {
  15769. break;
  15770. }
  15771. }
  15772. for ( ; i < l; i ++ ) {
  15773. levels[ i ].object.visible = false;
  15774. }
  15775. }
  15776. },
  15777. toJSON: function ( meta ) {
  15778. var data = Object3D.prototype.toJSON.call( this, meta );
  15779. data.object.levels = [];
  15780. var levels = this.levels;
  15781. for ( var i = 0, l = levels.length; i < l; i ++ ) {
  15782. var level = levels[ i ];
  15783. data.object.levels.push( {
  15784. object: level.object.uuid,
  15785. distance: level.distance
  15786. } );
  15787. }
  15788. return data;
  15789. }
  15790. } );
  15791. /**
  15792. * @author mikael emtinger / http://gomo.se/
  15793. * @author alteredq / http://alteredqualia.com/
  15794. * @author ikerr / http://verold.com
  15795. */
  15796. function SkinnedMesh( geometry, material ) {
  15797. if ( geometry && geometry.isGeometry ) {
  15798. console.error( 'THREE.SkinnedMesh no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
  15799. }
  15800. Mesh.call( this, geometry, material );
  15801. this.type = 'SkinnedMesh';
  15802. this.bindMode = 'attached';
  15803. this.bindMatrix = new Matrix4();
  15804. this.bindMatrixInverse = new Matrix4();
  15805. }
  15806. SkinnedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {
  15807. constructor: SkinnedMesh,
  15808. isSkinnedMesh: true,
  15809. bind: function ( skeleton, bindMatrix ) {
  15810. this.skeleton = skeleton;
  15811. if ( bindMatrix === undefined ) {
  15812. this.updateMatrixWorld( true );
  15813. this.skeleton.calculateInverses();
  15814. bindMatrix = this.matrixWorld;
  15815. }
  15816. this.bindMatrix.copy( bindMatrix );
  15817. this.bindMatrixInverse.getInverse( bindMatrix );
  15818. },
  15819. pose: function () {
  15820. this.skeleton.pose();
  15821. },
  15822. normalizeSkinWeights: function () {
  15823. var vector = new Vector4();
  15824. var skinWeight = this.geometry.attributes.skinWeight;
  15825. for ( var i = 0, l = skinWeight.count; i < l; i ++ ) {
  15826. vector.x = skinWeight.getX( i );
  15827. vector.y = skinWeight.getY( i );
  15828. vector.z = skinWeight.getZ( i );
  15829. vector.w = skinWeight.getW( i );
  15830. var scale = 1.0 / vector.manhattanLength();
  15831. if ( scale !== Infinity ) {
  15832. vector.multiplyScalar( scale );
  15833. } else {
  15834. vector.set( 1, 0, 0, 0 ); // do something reasonable
  15835. }
  15836. skinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w );
  15837. }
  15838. },
  15839. updateMatrixWorld: function ( force ) {
  15840. Mesh.prototype.updateMatrixWorld.call( this, force );
  15841. if ( this.bindMode === 'attached' ) {
  15842. this.bindMatrixInverse.getInverse( this.matrixWorld );
  15843. } else if ( this.bindMode === 'detached' ) {
  15844. this.bindMatrixInverse.getInverse( this.bindMatrix );
  15845. } else {
  15846. console.warn( 'THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode );
  15847. }
  15848. },
  15849. clone: function () {
  15850. return new this.constructor( this.geometry, this.material ).copy( this );
  15851. }
  15852. } );
  15853. /**
  15854. * @author mikael emtinger / http://gomo.se/
  15855. * @author alteredq / http://alteredqualia.com/
  15856. * @author michael guerrero / http://realitymeltdown.com
  15857. * @author ikerr / http://verold.com
  15858. */
  15859. var _offsetMatrix = new Matrix4();
  15860. var _identityMatrix = new Matrix4();
  15861. function Skeleton( bones, boneInverses ) {
  15862. // copy the bone array
  15863. bones = bones || [];
  15864. this.bones = bones.slice( 0 );
  15865. this.boneMatrices = new Float32Array( this.bones.length * 16 );
  15866. // use the supplied bone inverses or calculate the inverses
  15867. if ( boneInverses === undefined ) {
  15868. this.calculateInverses();
  15869. } else {
  15870. if ( this.bones.length === boneInverses.length ) {
  15871. this.boneInverses = boneInverses.slice( 0 );
  15872. } else {
  15873. console.warn( 'THREE.Skeleton boneInverses is the wrong length.' );
  15874. this.boneInverses = [];
  15875. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  15876. this.boneInverses.push( new Matrix4() );
  15877. }
  15878. }
  15879. }
  15880. }
  15881. Object.assign( Skeleton.prototype, {
  15882. calculateInverses: function () {
  15883. this.boneInverses = [];
  15884. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  15885. var inverse = new Matrix4();
  15886. if ( this.bones[ i ] ) {
  15887. inverse.getInverse( this.bones[ i ].matrixWorld );
  15888. }
  15889. this.boneInverses.push( inverse );
  15890. }
  15891. },
  15892. pose: function () {
  15893. var bone, i, il;
  15894. // recover the bind-time world matrices
  15895. for ( i = 0, il = this.bones.length; i < il; i ++ ) {
  15896. bone = this.bones[ i ];
  15897. if ( bone ) {
  15898. bone.matrixWorld.getInverse( this.boneInverses[ i ] );
  15899. }
  15900. }
  15901. // compute the local matrices, positions, rotations and scales
  15902. for ( i = 0, il = this.bones.length; i < il; i ++ ) {
  15903. bone = this.bones[ i ];
  15904. if ( bone ) {
  15905. if ( bone.parent && bone.parent.isBone ) {
  15906. bone.matrix.getInverse( bone.parent.matrixWorld );
  15907. bone.matrix.multiply( bone.matrixWorld );
  15908. } else {
  15909. bone.matrix.copy( bone.matrixWorld );
  15910. }
  15911. bone.matrix.decompose( bone.position, bone.quaternion, bone.scale );
  15912. }
  15913. }
  15914. },
  15915. update: function () {
  15916. var bones = this.bones;
  15917. var boneInverses = this.boneInverses;
  15918. var boneMatrices = this.boneMatrices;
  15919. var boneTexture = this.boneTexture;
  15920. // flatten bone matrices to array
  15921. for ( var i = 0, il = bones.length; i < il; i ++ ) {
  15922. // compute the offset between the current and the original transform
  15923. var matrix = bones[ i ] ? bones[ i ].matrixWorld : _identityMatrix;
  15924. _offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );
  15925. _offsetMatrix.toArray( boneMatrices, i * 16 );
  15926. }
  15927. if ( boneTexture !== undefined ) {
  15928. boneTexture.needsUpdate = true;
  15929. }
  15930. },
  15931. clone: function () {
  15932. return new Skeleton( this.bones, this.boneInverses );
  15933. },
  15934. getBoneByName: function ( name ) {
  15935. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  15936. var bone = this.bones[ i ];
  15937. if ( bone.name === name ) {
  15938. return bone;
  15939. }
  15940. }
  15941. return undefined;
  15942. }
  15943. } );
  15944. /**
  15945. * @author mikael emtinger / http://gomo.se/
  15946. * @author alteredq / http://alteredqualia.com/
  15947. * @author ikerr / http://verold.com
  15948. */
  15949. function Bone() {
  15950. Object3D.call( this );
  15951. this.type = 'Bone';
  15952. }
  15953. Bone.prototype = Object.assign( Object.create( Object3D.prototype ), {
  15954. constructor: Bone,
  15955. isBone: true
  15956. } );
  15957. /**
  15958. * @author mrdoob / http://mrdoob.com/
  15959. * @author alteredq / http://alteredqualia.com/
  15960. *
  15961. * parameters = {
  15962. * color: <hex>,
  15963. * opacity: <float>,
  15964. *
  15965. * linewidth: <float>,
  15966. * linecap: "round",
  15967. * linejoin: "round"
  15968. * }
  15969. */
  15970. function LineBasicMaterial( parameters ) {
  15971. Material.call( this );
  15972. this.type = 'LineBasicMaterial';
  15973. this.color = new Color( 0xffffff );
  15974. this.linewidth = 1;
  15975. this.linecap = 'round';
  15976. this.linejoin = 'round';
  15977. this.lights = false;
  15978. this.setValues( parameters );
  15979. }
  15980. LineBasicMaterial.prototype = Object.create( Material.prototype );
  15981. LineBasicMaterial.prototype.constructor = LineBasicMaterial;
  15982. LineBasicMaterial.prototype.isLineBasicMaterial = true;
  15983. LineBasicMaterial.prototype.copy = function ( source ) {
  15984. Material.prototype.copy.call( this, source );
  15985. this.color.copy( source.color );
  15986. this.linewidth = source.linewidth;
  15987. this.linecap = source.linecap;
  15988. this.linejoin = source.linejoin;
  15989. return this;
  15990. };
  15991. /**
  15992. * @author mrdoob / http://mrdoob.com/
  15993. */
  15994. var _start = new Vector3();
  15995. var _end = new Vector3();
  15996. var _inverseMatrix$1 = new Matrix4();
  15997. var _ray$1 = new Ray();
  15998. var _sphere$2 = new Sphere();
  15999. function Line( geometry, material, mode ) {
  16000. if ( mode === 1 ) {
  16001. console.error( 'THREE.Line: parameter THREE.LinePieces no longer supported. Use THREE.LineSegments instead.' );
  16002. }
  16003. Object3D.call( this );
  16004. this.type = 'Line';
  16005. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  16006. this.material = material !== undefined ? material : new LineBasicMaterial( { color: Math.random() * 0xffffff } );
  16007. }
  16008. Line.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16009. constructor: Line,
  16010. isLine: true,
  16011. computeLineDistances: function () {
  16012. var geometry = this.geometry;
  16013. if ( geometry.isBufferGeometry ) {
  16014. // we assume non-indexed geometry
  16015. if ( geometry.index === null ) {
  16016. var positionAttribute = geometry.attributes.position;
  16017. var lineDistances = [ 0 ];
  16018. for ( var i = 1, l = positionAttribute.count; i < l; i ++ ) {
  16019. _start.fromBufferAttribute( positionAttribute, i - 1 );
  16020. _end.fromBufferAttribute( positionAttribute, i );
  16021. lineDistances[ i ] = lineDistances[ i - 1 ];
  16022. lineDistances[ i ] += _start.distanceTo( _end );
  16023. }
  16024. geometry.addAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  16025. } else {
  16026. console.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  16027. }
  16028. } else if ( geometry.isGeometry ) {
  16029. var vertices = geometry.vertices;
  16030. var lineDistances = geometry.lineDistances;
  16031. lineDistances[ 0 ] = 0;
  16032. for ( var i = 1, l = vertices.length; i < l; i ++ ) {
  16033. lineDistances[ i ] = lineDistances[ i - 1 ];
  16034. lineDistances[ i ] += vertices[ i - 1 ].distanceTo( vertices[ i ] );
  16035. }
  16036. }
  16037. return this;
  16038. },
  16039. raycast: function ( raycaster, intersects ) {
  16040. var precision = raycaster.linePrecision;
  16041. var geometry = this.geometry;
  16042. var matrixWorld = this.matrixWorld;
  16043. // Checking boundingSphere distance to ray
  16044. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  16045. _sphere$2.copy( geometry.boundingSphere );
  16046. _sphere$2.applyMatrix4( matrixWorld );
  16047. _sphere$2.radius += precision;
  16048. if ( raycaster.ray.intersectsSphere( _sphere$2 ) === false ) { return; }
  16049. //
  16050. _inverseMatrix$1.getInverse( matrixWorld );
  16051. _ray$1.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$1 );
  16052. var localPrecision = precision / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  16053. var localPrecisionSq = localPrecision * localPrecision;
  16054. var vStart = new Vector3();
  16055. var vEnd = new Vector3();
  16056. var interSegment = new Vector3();
  16057. var interRay = new Vector3();
  16058. var step = ( this && this.isLineSegments ) ? 2 : 1;
  16059. if ( geometry.isBufferGeometry ) {
  16060. var index = geometry.index;
  16061. var attributes = geometry.attributes;
  16062. var positions = attributes.position.array;
  16063. if ( index !== null ) {
  16064. var indices = index.array;
  16065. for ( var i = 0, l = indices.length - 1; i < l; i += step ) {
  16066. var a = indices[ i ];
  16067. var b = indices[ i + 1 ];
  16068. vStart.fromArray( positions, a * 3 );
  16069. vEnd.fromArray( positions, b * 3 );
  16070. var distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
  16071. if ( distSq > localPrecisionSq ) { continue; }
  16072. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  16073. var distance = raycaster.ray.origin.distanceTo( interRay );
  16074. if ( distance < raycaster.near || distance > raycaster.far ) { continue; }
  16075. intersects.push( {
  16076. distance: distance,
  16077. // What do we want? intersection point on the ray or on the segment??
  16078. // point: raycaster.ray.at( distance ),
  16079. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  16080. index: i,
  16081. face: null,
  16082. faceIndex: null,
  16083. object: this
  16084. } );
  16085. }
  16086. } else {
  16087. for ( var i = 0, l = positions.length / 3 - 1; i < l; i += step ) {
  16088. vStart.fromArray( positions, 3 * i );
  16089. vEnd.fromArray( positions, 3 * i + 3 );
  16090. var distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
  16091. if ( distSq > localPrecisionSq ) { continue; }
  16092. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  16093. var distance = raycaster.ray.origin.distanceTo( interRay );
  16094. if ( distance < raycaster.near || distance > raycaster.far ) { continue; }
  16095. intersects.push( {
  16096. distance: distance,
  16097. // What do we want? intersection point on the ray or on the segment??
  16098. // point: raycaster.ray.at( distance ),
  16099. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  16100. index: i,
  16101. face: null,
  16102. faceIndex: null,
  16103. object: this
  16104. } );
  16105. }
  16106. }
  16107. } else if ( geometry.isGeometry ) {
  16108. var vertices = geometry.vertices;
  16109. var nbVertices = vertices.length;
  16110. for ( var i = 0; i < nbVertices - 1; i += step ) {
  16111. var distSq = _ray$1.distanceSqToSegment( vertices[ i ], vertices[ i + 1 ], interRay, interSegment );
  16112. if ( distSq > localPrecisionSq ) { continue; }
  16113. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  16114. var distance = raycaster.ray.origin.distanceTo( interRay );
  16115. if ( distance < raycaster.near || distance > raycaster.far ) { continue; }
  16116. intersects.push( {
  16117. distance: distance,
  16118. // What do we want? intersection point on the ray or on the segment??
  16119. // point: raycaster.ray.at( distance ),
  16120. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  16121. index: i,
  16122. face: null,
  16123. faceIndex: null,
  16124. object: this
  16125. } );
  16126. }
  16127. }
  16128. },
  16129. clone: function () {
  16130. return new this.constructor( this.geometry, this.material ).copy( this );
  16131. }
  16132. } );
  16133. /**
  16134. * @author mrdoob / http://mrdoob.com/
  16135. */
  16136. var _start$1 = new Vector3();
  16137. var _end$1 = new Vector3();
  16138. function LineSegments( geometry, material ) {
  16139. Line.call( this, geometry, material );
  16140. this.type = 'LineSegments';
  16141. }
  16142. LineSegments.prototype = Object.assign( Object.create( Line.prototype ), {
  16143. constructor: LineSegments,
  16144. isLineSegments: true,
  16145. computeLineDistances: function () {
  16146. var geometry = this.geometry;
  16147. if ( geometry.isBufferGeometry ) {
  16148. // we assume non-indexed geometry
  16149. if ( geometry.index === null ) {
  16150. var positionAttribute = geometry.attributes.position;
  16151. var lineDistances = [];
  16152. for ( var i = 0, l = positionAttribute.count; i < l; i += 2 ) {
  16153. _start$1.fromBufferAttribute( positionAttribute, i );
  16154. _end$1.fromBufferAttribute( positionAttribute, i + 1 );
  16155. lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  16156. lineDistances[ i + 1 ] = lineDistances[ i ] + _start$1.distanceTo( _end$1 );
  16157. }
  16158. geometry.addAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  16159. } else {
  16160. console.warn( 'THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  16161. }
  16162. } else if ( geometry.isGeometry ) {
  16163. var vertices = geometry.vertices;
  16164. var lineDistances = geometry.lineDistances;
  16165. for ( var i = 0, l = vertices.length; i < l; i += 2 ) {
  16166. _start$1.copy( vertices[ i ] );
  16167. _end$1.copy( vertices[ i + 1 ] );
  16168. lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  16169. lineDistances[ i + 1 ] = lineDistances[ i ] + _start$1.distanceTo( _end$1 );
  16170. }
  16171. }
  16172. return this;
  16173. }
  16174. } );
  16175. /**
  16176. * @author mgreter / http://github.com/mgreter
  16177. */
  16178. function LineLoop( geometry, material ) {
  16179. Line.call( this, geometry, material );
  16180. this.type = 'LineLoop';
  16181. }
  16182. LineLoop.prototype = Object.assign( Object.create( Line.prototype ), {
  16183. constructor: LineLoop,
  16184. isLineLoop: true,
  16185. } );
  16186. /**
  16187. * @author mrdoob / http://mrdoob.com/
  16188. * @author alteredq / http://alteredqualia.com/
  16189. *
  16190. * parameters = {
  16191. * color: <hex>,
  16192. * opacity: <float>,
  16193. * map: new THREE.Texture( <Image> ),
  16194. *
  16195. * size: <float>,
  16196. * sizeAttenuation: <bool>
  16197. *
  16198. * morphTargets: <bool>
  16199. * }
  16200. */
  16201. function PointsMaterial( parameters ) {
  16202. Material.call( this );
  16203. this.type = 'PointsMaterial';
  16204. this.color = new Color( 0xffffff );
  16205. this.map = null;
  16206. this.size = 1;
  16207. this.sizeAttenuation = true;
  16208. this.morphTargets = false;
  16209. this.lights = false;
  16210. this.setValues( parameters );
  16211. }
  16212. PointsMaterial.prototype = Object.create( Material.prototype );
  16213. PointsMaterial.prototype.constructor = PointsMaterial;
  16214. PointsMaterial.prototype.isPointsMaterial = true;
  16215. PointsMaterial.prototype.copy = function ( source ) {
  16216. Material.prototype.copy.call( this, source );
  16217. this.color.copy( source.color );
  16218. this.map = source.map;
  16219. this.size = source.size;
  16220. this.sizeAttenuation = source.sizeAttenuation;
  16221. this.morphTargets = source.morphTargets;
  16222. return this;
  16223. };
  16224. /**
  16225. * @author alteredq / http://alteredqualia.com/
  16226. */
  16227. var _inverseMatrix$2 = new Matrix4();
  16228. var _ray$2 = new Ray();
  16229. var _sphere$3 = new Sphere();
  16230. var _position$1 = new Vector3();
  16231. function Points( geometry, material ) {
  16232. Object3D.call( this );
  16233. this.type = 'Points';
  16234. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  16235. this.material = material !== undefined ? material : new PointsMaterial( { color: Math.random() * 0xffffff } );
  16236. this.updateMorphTargets();
  16237. }
  16238. Points.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16239. constructor: Points,
  16240. isPoints: true,
  16241. raycast: function ( raycaster, intersects ) {
  16242. var geometry = this.geometry;
  16243. var matrixWorld = this.matrixWorld;
  16244. var threshold = raycaster.params.Points.threshold;
  16245. // Checking boundingSphere distance to ray
  16246. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  16247. _sphere$3.copy( geometry.boundingSphere );
  16248. _sphere$3.applyMatrix4( matrixWorld );
  16249. _sphere$3.radius += threshold;
  16250. if ( raycaster.ray.intersectsSphere( _sphere$3 ) === false ) { return; }
  16251. //
  16252. _inverseMatrix$2.getInverse( matrixWorld );
  16253. _ray$2.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$2 );
  16254. var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  16255. var localThresholdSq = localThreshold * localThreshold;
  16256. if ( geometry.isBufferGeometry ) {
  16257. var index = geometry.index;
  16258. var attributes = geometry.attributes;
  16259. var positions = attributes.position.array;
  16260. if ( index !== null ) {
  16261. var indices = index.array;
  16262. for ( var i = 0, il = indices.length; i < il; i ++ ) {
  16263. var a = indices[ i ];
  16264. _position$1.fromArray( positions, a * 3 );
  16265. testPoint( _position$1, a, localThresholdSq, matrixWorld, raycaster, intersects, this );
  16266. }
  16267. } else {
  16268. for ( var i = 0, l = positions.length / 3; i < l; i ++ ) {
  16269. _position$1.fromArray( positions, i * 3 );
  16270. testPoint( _position$1, i, localThresholdSq, matrixWorld, raycaster, intersects, this );
  16271. }
  16272. }
  16273. } else {
  16274. var vertices = geometry.vertices;
  16275. for ( var i = 0, l = vertices.length; i < l; i ++ ) {
  16276. testPoint( vertices[ i ], i, localThresholdSq, matrixWorld, raycaster, intersects, this );
  16277. }
  16278. }
  16279. },
  16280. updateMorphTargets: function () {
  16281. var geometry = this.geometry;
  16282. var m, ml, name;
  16283. if ( geometry.isBufferGeometry ) {
  16284. var morphAttributes = geometry.morphAttributes;
  16285. var keys = Object.keys( morphAttributes );
  16286. if ( keys.length > 0 ) {
  16287. var morphAttribute = morphAttributes[ keys[ 0 ] ];
  16288. if ( morphAttribute !== undefined ) {
  16289. this.morphTargetInfluences = [];
  16290. this.morphTargetDictionary = {};
  16291. for ( m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  16292. name = morphAttribute[ m ].name || String( m );
  16293. this.morphTargetInfluences.push( 0 );
  16294. this.morphTargetDictionary[ name ] = m;
  16295. }
  16296. }
  16297. }
  16298. } else {
  16299. var morphTargets = geometry.morphTargets;
  16300. if ( morphTargets !== undefined && morphTargets.length > 0 ) {
  16301. console.error( 'THREE.Points.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.' );
  16302. }
  16303. }
  16304. },
  16305. clone: function () {
  16306. return new this.constructor( this.geometry, this.material ).copy( this );
  16307. }
  16308. } );
  16309. function testPoint( point, index, localThresholdSq, matrixWorld, raycaster, intersects, object ) {
  16310. var rayPointDistanceSq = _ray$2.distanceSqToPoint( point );
  16311. if ( rayPointDistanceSq < localThresholdSq ) {
  16312. var intersectPoint = new Vector3();
  16313. _ray$2.closestPointToPoint( point, intersectPoint );
  16314. intersectPoint.applyMatrix4( matrixWorld );
  16315. var distance = raycaster.ray.origin.distanceTo( intersectPoint );
  16316. if ( distance < raycaster.near || distance > raycaster.far ) { return; }
  16317. intersects.push( {
  16318. distance: distance,
  16319. distanceToRay: Math.sqrt( rayPointDistanceSq ),
  16320. point: intersectPoint,
  16321. index: index,
  16322. face: null,
  16323. object: object
  16324. } );
  16325. }
  16326. }
  16327. /**
  16328. * @author mrdoob / http://mrdoob.com/
  16329. */
  16330. function VideoTexture( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  16331. Texture.call( this, video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16332. this.format = format !== undefined ? format : RGBFormat;
  16333. this.minFilter = minFilter !== undefined ? minFilter : LinearFilter;
  16334. this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
  16335. this.generateMipmaps = false;
  16336. }
  16337. VideoTexture.prototype = Object.assign( Object.create( Texture.prototype ), {
  16338. constructor: VideoTexture,
  16339. isVideoTexture: true,
  16340. update: function () {
  16341. var video = this.image;
  16342. if ( video.readyState >= video.HAVE_CURRENT_DATA ) {
  16343. this.needsUpdate = true;
  16344. }
  16345. }
  16346. } );
  16347. /**
  16348. * @author alteredq / http://alteredqualia.com/
  16349. */
  16350. function CompressedTexture( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
  16351. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  16352. this.image = { width: width, height: height };
  16353. this.mipmaps = mipmaps;
  16354. // no flipping for cube textures
  16355. // (also flipping doesn't work for compressed textures )
  16356. this.flipY = false;
  16357. // can't generate mipmaps for compressed textures
  16358. // mips must be embedded in DDS files
  16359. this.generateMipmaps = false;
  16360. }
  16361. CompressedTexture.prototype = Object.create( Texture.prototype );
  16362. CompressedTexture.prototype.constructor = CompressedTexture;
  16363. CompressedTexture.prototype.isCompressedTexture = true;
  16364. /**
  16365. * @author mrdoob / http://mrdoob.com/
  16366. */
  16367. function CanvasTexture( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  16368. Texture.call( this, canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16369. this.needsUpdate = true;
  16370. }
  16371. CanvasTexture.prototype = Object.create( Texture.prototype );
  16372. CanvasTexture.prototype.constructor = CanvasTexture;
  16373. CanvasTexture.prototype.isCanvasTexture = true;
  16374. /**
  16375. * @author Matt DesLauriers / @mattdesl
  16376. * @author atix / arthursilber.de
  16377. */
  16378. function DepthTexture( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format ) {
  16379. format = format !== undefined ? format : DepthFormat;
  16380. if ( format !== DepthFormat && format !== DepthStencilFormat ) {
  16381. throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );
  16382. }
  16383. if ( type === undefined && format === DepthFormat ) { type = UnsignedShortType; }
  16384. if ( type === undefined && format === DepthStencilFormat ) { type = UnsignedInt248Type; }
  16385. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16386. this.image = { width: width, height: height };
  16387. this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
  16388. this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
  16389. this.flipY = false;
  16390. this.generateMipmaps = false;
  16391. }
  16392. DepthTexture.prototype = Object.create( Texture.prototype );
  16393. DepthTexture.prototype.constructor = DepthTexture;
  16394. DepthTexture.prototype.isDepthTexture = true;
  16395. /**
  16396. * @author mrdoob / http://mrdoob.com/
  16397. * @author Mugen87 / https://github.com/Mugen87
  16398. */
  16399. function WireframeGeometry( geometry ) {
  16400. BufferGeometry.call( this );
  16401. this.type = 'WireframeGeometry';
  16402. // buffer
  16403. var vertices = [];
  16404. // helper variables
  16405. var i, j, l, o, ol;
  16406. var edge = [ 0, 0 ], edges = {}, e, edge1, edge2;
  16407. var key, keys = [ 'a', 'b', 'c' ];
  16408. var vertex;
  16409. // different logic for Geometry and BufferGeometry
  16410. if ( geometry && geometry.isGeometry ) {
  16411. // create a data structure that contains all edges without duplicates
  16412. var faces = geometry.faces;
  16413. for ( i = 0, l = faces.length; i < l; i ++ ) {
  16414. var face = faces[ i ];
  16415. for ( j = 0; j < 3; j ++ ) {
  16416. edge1 = face[ keys[ j ] ];
  16417. edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
  16418. edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates
  16419. edge[ 1 ] = Math.max( edge1, edge2 );
  16420. key = edge[ 0 ] + ',' + edge[ 1 ];
  16421. if ( edges[ key ] === undefined ) {
  16422. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
  16423. }
  16424. }
  16425. }
  16426. // generate vertices
  16427. for ( key in edges ) {
  16428. e = edges[ key ];
  16429. vertex = geometry.vertices[ e.index1 ];
  16430. vertices.push( vertex.x, vertex.y, vertex.z );
  16431. vertex = geometry.vertices[ e.index2 ];
  16432. vertices.push( vertex.x, vertex.y, vertex.z );
  16433. }
  16434. } else if ( geometry && geometry.isBufferGeometry ) {
  16435. var position, indices, groups;
  16436. var group, start, count;
  16437. var index1, index2;
  16438. vertex = new Vector3();
  16439. if ( geometry.index !== null ) {
  16440. // indexed BufferGeometry
  16441. position = geometry.attributes.position;
  16442. indices = geometry.index;
  16443. groups = geometry.groups;
  16444. if ( groups.length === 0 ) {
  16445. groups = [ { start: 0, count: indices.count, materialIndex: 0 } ];
  16446. }
  16447. // create a data structure that contains all eges without duplicates
  16448. for ( o = 0, ol = groups.length; o < ol; ++ o ) {
  16449. group = groups[ o ];
  16450. start = group.start;
  16451. count = group.count;
  16452. for ( i = start, l = ( start + count ); i < l; i += 3 ) {
  16453. for ( j = 0; j < 3; j ++ ) {
  16454. edge1 = indices.getX( i + j );
  16455. edge2 = indices.getX( i + ( j + 1 ) % 3 );
  16456. edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates
  16457. edge[ 1 ] = Math.max( edge1, edge2 );
  16458. key = edge[ 0 ] + ',' + edge[ 1 ];
  16459. if ( edges[ key ] === undefined ) {
  16460. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
  16461. }
  16462. }
  16463. }
  16464. }
  16465. // generate vertices
  16466. for ( key in edges ) {
  16467. e = edges[ key ];
  16468. vertex.fromBufferAttribute( position, e.index1 );
  16469. vertices.push( vertex.x, vertex.y, vertex.z );
  16470. vertex.fromBufferAttribute( position, e.index2 );
  16471. vertices.push( vertex.x, vertex.y, vertex.z );
  16472. }
  16473. } else {
  16474. // non-indexed BufferGeometry
  16475. position = geometry.attributes.position;
  16476. for ( i = 0, l = ( position.count / 3 ); i < l; i ++ ) {
  16477. for ( j = 0; j < 3; j ++ ) {
  16478. // three edges per triangle, an edge is represented as (index1, index2)
  16479. // e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)
  16480. index1 = 3 * i + j;
  16481. vertex.fromBufferAttribute( position, index1 );
  16482. vertices.push( vertex.x, vertex.y, vertex.z );
  16483. index2 = 3 * i + ( ( j + 1 ) % 3 );
  16484. vertex.fromBufferAttribute( position, index2 );
  16485. vertices.push( vertex.x, vertex.y, vertex.z );
  16486. }
  16487. }
  16488. }
  16489. }
  16490. // build geometry
  16491. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  16492. }
  16493. WireframeGeometry.prototype = Object.create( BufferGeometry.prototype );
  16494. WireframeGeometry.prototype.constructor = WireframeGeometry;
  16495. /**
  16496. * @author zz85 / https://github.com/zz85
  16497. * @author Mugen87 / https://github.com/Mugen87
  16498. *
  16499. * Parametric Surfaces Geometry
  16500. * based on the brilliant article by @prideout http://prideout.net/blog/?p=44
  16501. */
  16502. // ParametricGeometry
  16503. function ParametricGeometry( func, slices, stacks ) {
  16504. Geometry.call( this );
  16505. this.type = 'ParametricGeometry';
  16506. this.parameters = {
  16507. func: func,
  16508. slices: slices,
  16509. stacks: stacks
  16510. };
  16511. this.fromBufferGeometry( new ParametricBufferGeometry( func, slices, stacks ) );
  16512. this.mergeVertices();
  16513. }
  16514. ParametricGeometry.prototype = Object.create( Geometry.prototype );
  16515. ParametricGeometry.prototype.constructor = ParametricGeometry;
  16516. // ParametricBufferGeometry
  16517. function ParametricBufferGeometry( func, slices, stacks ) {
  16518. BufferGeometry.call( this );
  16519. this.type = 'ParametricBufferGeometry';
  16520. this.parameters = {
  16521. func: func,
  16522. slices: slices,
  16523. stacks: stacks
  16524. };
  16525. // buffers
  16526. var indices = [];
  16527. var vertices = [];
  16528. var normals = [];
  16529. var uvs = [];
  16530. var EPS = 0.00001;
  16531. var normal = new Vector3();
  16532. var p0 = new Vector3(), p1 = new Vector3();
  16533. var pu = new Vector3(), pv = new Vector3();
  16534. var i, j;
  16535. if ( func.length < 3 ) {
  16536. console.error( 'THREE.ParametricGeometry: Function must now modify a Vector3 as third parameter.' );
  16537. }
  16538. // generate vertices, normals and uvs
  16539. var sliceCount = slices + 1;
  16540. for ( i = 0; i <= stacks; i ++ ) {
  16541. var v = i / stacks;
  16542. for ( j = 0; j <= slices; j ++ ) {
  16543. var u = j / slices;
  16544. // vertex
  16545. func( u, v, p0 );
  16546. vertices.push( p0.x, p0.y, p0.z );
  16547. // normal
  16548. // approximate tangent vectors via finite differences
  16549. if ( u - EPS >= 0 ) {
  16550. func( u - EPS, v, p1 );
  16551. pu.subVectors( p0, p1 );
  16552. } else {
  16553. func( u + EPS, v, p1 );
  16554. pu.subVectors( p1, p0 );
  16555. }
  16556. if ( v - EPS >= 0 ) {
  16557. func( u, v - EPS, p1 );
  16558. pv.subVectors( p0, p1 );
  16559. } else {
  16560. func( u, v + EPS, p1 );
  16561. pv.subVectors( p1, p0 );
  16562. }
  16563. // cross product of tangent vectors returns surface normal
  16564. normal.crossVectors( pu, pv ).normalize();
  16565. normals.push( normal.x, normal.y, normal.z );
  16566. // uv
  16567. uvs.push( u, v );
  16568. }
  16569. }
  16570. // generate indices
  16571. for ( i = 0; i < stacks; i ++ ) {
  16572. for ( j = 0; j < slices; j ++ ) {
  16573. var a = i * sliceCount + j;
  16574. var b = i * sliceCount + j + 1;
  16575. var c = ( i + 1 ) * sliceCount + j + 1;
  16576. var d = ( i + 1 ) * sliceCount + j;
  16577. // faces one and two
  16578. indices.push( a, b, d );
  16579. indices.push( b, c, d );
  16580. }
  16581. }
  16582. // build geometry
  16583. this.setIndex( indices );
  16584. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  16585. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  16586. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  16587. }
  16588. ParametricBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  16589. ParametricBufferGeometry.prototype.constructor = ParametricBufferGeometry;
  16590. /**
  16591. * @author clockworkgeek / https://github.com/clockworkgeek
  16592. * @author timothypratley / https://github.com/timothypratley
  16593. * @author WestLangley / http://github.com/WestLangley
  16594. * @author Mugen87 / https://github.com/Mugen87
  16595. */
  16596. // PolyhedronGeometry
  16597. function PolyhedronGeometry( vertices, indices, radius, detail ) {
  16598. Geometry.call( this );
  16599. this.type = 'PolyhedronGeometry';
  16600. this.parameters = {
  16601. vertices: vertices,
  16602. indices: indices,
  16603. radius: radius,
  16604. detail: detail
  16605. };
  16606. this.fromBufferGeometry( new PolyhedronBufferGeometry( vertices, indices, radius, detail ) );
  16607. this.mergeVertices();
  16608. }
  16609. PolyhedronGeometry.prototype = Object.create( Geometry.prototype );
  16610. PolyhedronGeometry.prototype.constructor = PolyhedronGeometry;
  16611. // PolyhedronBufferGeometry
  16612. function PolyhedronBufferGeometry( vertices, indices, radius, detail ) {
  16613. BufferGeometry.call( this );
  16614. this.type = 'PolyhedronBufferGeometry';
  16615. this.parameters = {
  16616. vertices: vertices,
  16617. indices: indices,
  16618. radius: radius,
  16619. detail: detail
  16620. };
  16621. radius = radius || 1;
  16622. detail = detail || 0;
  16623. // default buffer data
  16624. var vertexBuffer = [];
  16625. var uvBuffer = [];
  16626. // the subdivision creates the vertex buffer data
  16627. subdivide( detail );
  16628. // all vertices should lie on a conceptual sphere with a given radius
  16629. applyRadius( radius );
  16630. // finally, create the uv data
  16631. generateUVs();
  16632. // build non-indexed geometry
  16633. this.addAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) );
  16634. this.addAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) );
  16635. this.addAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );
  16636. if ( detail === 0 ) {
  16637. this.computeVertexNormals(); // flat normals
  16638. } else {
  16639. this.normalizeNormals(); // smooth normals
  16640. }
  16641. // helper functions
  16642. function subdivide( detail ) {
  16643. var a = new Vector3();
  16644. var b = new Vector3();
  16645. var c = new Vector3();
  16646. // iterate over all faces and apply a subdivison with the given detail value
  16647. for ( var i = 0; i < indices.length; i += 3 ) {
  16648. // get the vertices of the face
  16649. getVertexByIndex( indices[ i + 0 ], a );
  16650. getVertexByIndex( indices[ i + 1 ], b );
  16651. getVertexByIndex( indices[ i + 2 ], c );
  16652. // perform subdivision
  16653. subdivideFace( a, b, c, detail );
  16654. }
  16655. }
  16656. function subdivideFace( a, b, c, detail ) {
  16657. var cols = Math.pow( 2, detail );
  16658. // we use this multidimensional array as a data structure for creating the subdivision
  16659. var v = [];
  16660. var i, j;
  16661. // construct all of the vertices for this subdivision
  16662. for ( i = 0; i <= cols; i ++ ) {
  16663. v[ i ] = [];
  16664. var aj = a.clone().lerp( c, i / cols );
  16665. var bj = b.clone().lerp( c, i / cols );
  16666. var rows = cols - i;
  16667. for ( j = 0; j <= rows; j ++ ) {
  16668. if ( j === 0 && i === cols ) {
  16669. v[ i ][ j ] = aj;
  16670. } else {
  16671. v[ i ][ j ] = aj.clone().lerp( bj, j / rows );
  16672. }
  16673. }
  16674. }
  16675. // construct all of the faces
  16676. for ( i = 0; i < cols; i ++ ) {
  16677. for ( j = 0; j < 2 * ( cols - i ) - 1; j ++ ) {
  16678. var k = Math.floor( j / 2 );
  16679. if ( j % 2 === 0 ) {
  16680. pushVertex( v[ i ][ k + 1 ] );
  16681. pushVertex( v[ i + 1 ][ k ] );
  16682. pushVertex( v[ i ][ k ] );
  16683. } else {
  16684. pushVertex( v[ i ][ k + 1 ] );
  16685. pushVertex( v[ i + 1 ][ k + 1 ] );
  16686. pushVertex( v[ i + 1 ][ k ] );
  16687. }
  16688. }
  16689. }
  16690. }
  16691. function applyRadius( radius ) {
  16692. var vertex = new Vector3();
  16693. // iterate over the entire buffer and apply the radius to each vertex
  16694. for ( var i = 0; i < vertexBuffer.length; i += 3 ) {
  16695. vertex.x = vertexBuffer[ i + 0 ];
  16696. vertex.y = vertexBuffer[ i + 1 ];
  16697. vertex.z = vertexBuffer[ i + 2 ];
  16698. vertex.normalize().multiplyScalar( radius );
  16699. vertexBuffer[ i + 0 ] = vertex.x;
  16700. vertexBuffer[ i + 1 ] = vertex.y;
  16701. vertexBuffer[ i + 2 ] = vertex.z;
  16702. }
  16703. }
  16704. function generateUVs() {
  16705. var vertex = new Vector3();
  16706. for ( var i = 0; i < vertexBuffer.length; i += 3 ) {
  16707. vertex.x = vertexBuffer[ i + 0 ];
  16708. vertex.y = vertexBuffer[ i + 1 ];
  16709. vertex.z = vertexBuffer[ i + 2 ];
  16710. var u = azimuth( vertex ) / 2 / Math.PI + 0.5;
  16711. var v = inclination( vertex ) / Math.PI + 0.5;
  16712. uvBuffer.push( u, 1 - v );
  16713. }
  16714. correctUVs();
  16715. correctSeam();
  16716. }
  16717. function correctSeam() {
  16718. // handle case when face straddles the seam, see #3269
  16719. for ( var i = 0; i < uvBuffer.length; i += 6 ) {
  16720. // uv data of a single face
  16721. var x0 = uvBuffer[ i + 0 ];
  16722. var x1 = uvBuffer[ i + 2 ];
  16723. var x2 = uvBuffer[ i + 4 ];
  16724. var max = Math.max( x0, x1, x2 );
  16725. var min = Math.min( x0, x1, x2 );
  16726. // 0.9 is somewhat arbitrary
  16727. if ( max > 0.9 && min < 0.1 ) {
  16728. if ( x0 < 0.2 ) { uvBuffer[ i + 0 ] += 1; }
  16729. if ( x1 < 0.2 ) { uvBuffer[ i + 2 ] += 1; }
  16730. if ( x2 < 0.2 ) { uvBuffer[ i + 4 ] += 1; }
  16731. }
  16732. }
  16733. }
  16734. function pushVertex( vertex ) {
  16735. vertexBuffer.push( vertex.x, vertex.y, vertex.z );
  16736. }
  16737. function getVertexByIndex( index, vertex ) {
  16738. var stride = index * 3;
  16739. vertex.x = vertices[ stride + 0 ];
  16740. vertex.y = vertices[ stride + 1 ];
  16741. vertex.z = vertices[ stride + 2 ];
  16742. }
  16743. function correctUVs() {
  16744. var a = new Vector3();
  16745. var b = new Vector3();
  16746. var c = new Vector3();
  16747. var centroid = new Vector3();
  16748. var uvA = new Vector2();
  16749. var uvB = new Vector2();
  16750. var uvC = new Vector2();
  16751. for ( var i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {
  16752. a.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );
  16753. b.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );
  16754. c.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );
  16755. uvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );
  16756. uvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );
  16757. uvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );
  16758. centroid.copy( a ).add( b ).add( c ).divideScalar( 3 );
  16759. var azi = azimuth( centroid );
  16760. correctUV( uvA, j + 0, a, azi );
  16761. correctUV( uvB, j + 2, b, azi );
  16762. correctUV( uvC, j + 4, c, azi );
  16763. }
  16764. }
  16765. function correctUV( uv, stride, vector, azimuth ) {
  16766. if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {
  16767. uvBuffer[ stride ] = uv.x - 1;
  16768. }
  16769. if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {
  16770. uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;
  16771. }
  16772. }
  16773. // Angle around the Y axis, counter-clockwise when looking from above.
  16774. function azimuth( vector ) {
  16775. return Math.atan2( vector.z, - vector.x );
  16776. }
  16777. // Angle above the XZ plane.
  16778. function inclination( vector ) {
  16779. return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );
  16780. }
  16781. }
  16782. PolyhedronBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  16783. PolyhedronBufferGeometry.prototype.constructor = PolyhedronBufferGeometry;
  16784. /**
  16785. * @author timothypratley / https://github.com/timothypratley
  16786. * @author Mugen87 / https://github.com/Mugen87
  16787. */
  16788. // TetrahedronGeometry
  16789. function TetrahedronGeometry( radius, detail ) {
  16790. Geometry.call( this );
  16791. this.type = 'TetrahedronGeometry';
  16792. this.parameters = {
  16793. radius: radius,
  16794. detail: detail
  16795. };
  16796. this.fromBufferGeometry( new TetrahedronBufferGeometry( radius, detail ) );
  16797. this.mergeVertices();
  16798. }
  16799. TetrahedronGeometry.prototype = Object.create( Geometry.prototype );
  16800. TetrahedronGeometry.prototype.constructor = TetrahedronGeometry;
  16801. // TetrahedronBufferGeometry
  16802. function TetrahedronBufferGeometry( radius, detail ) {
  16803. var vertices = [
  16804. 1, 1, 1, - 1, - 1, 1, - 1, 1, - 1, 1, - 1, - 1
  16805. ];
  16806. var indices = [
  16807. 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1
  16808. ];
  16809. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  16810. this.type = 'TetrahedronBufferGeometry';
  16811. this.parameters = {
  16812. radius: radius,
  16813. detail: detail
  16814. };
  16815. }
  16816. TetrahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  16817. TetrahedronBufferGeometry.prototype.constructor = TetrahedronBufferGeometry;
  16818. /**
  16819. * @author timothypratley / https://github.com/timothypratley
  16820. * @author Mugen87 / https://github.com/Mugen87
  16821. */
  16822. // OctahedronGeometry
  16823. function OctahedronGeometry( radius, detail ) {
  16824. Geometry.call( this );
  16825. this.type = 'OctahedronGeometry';
  16826. this.parameters = {
  16827. radius: radius,
  16828. detail: detail
  16829. };
  16830. this.fromBufferGeometry( new OctahedronBufferGeometry( radius, detail ) );
  16831. this.mergeVertices();
  16832. }
  16833. OctahedronGeometry.prototype = Object.create( Geometry.prototype );
  16834. OctahedronGeometry.prototype.constructor = OctahedronGeometry;
  16835. // OctahedronBufferGeometry
  16836. function OctahedronBufferGeometry( radius, detail ) {
  16837. var vertices = [
  16838. 1, 0, 0, - 1, 0, 0, 0, 1, 0,
  16839. 0, - 1, 0, 0, 0, 1, 0, 0, - 1
  16840. ];
  16841. var indices = [
  16842. 0, 2, 4, 0, 4, 3, 0, 3, 5,
  16843. 0, 5, 2, 1, 2, 5, 1, 5, 3,
  16844. 1, 3, 4, 1, 4, 2
  16845. ];
  16846. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  16847. this.type = 'OctahedronBufferGeometry';
  16848. this.parameters = {
  16849. radius: radius,
  16850. detail: detail
  16851. };
  16852. }
  16853. OctahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  16854. OctahedronBufferGeometry.prototype.constructor = OctahedronBufferGeometry;
  16855. /**
  16856. * @author timothypratley / https://github.com/timothypratley
  16857. * @author Mugen87 / https://github.com/Mugen87
  16858. */
  16859. // IcosahedronGeometry
  16860. function IcosahedronGeometry( radius, detail ) {
  16861. Geometry.call( this );
  16862. this.type = 'IcosahedronGeometry';
  16863. this.parameters = {
  16864. radius: radius,
  16865. detail: detail
  16866. };
  16867. this.fromBufferGeometry( new IcosahedronBufferGeometry( radius, detail ) );
  16868. this.mergeVertices();
  16869. }
  16870. IcosahedronGeometry.prototype = Object.create( Geometry.prototype );
  16871. IcosahedronGeometry.prototype.constructor = IcosahedronGeometry;
  16872. // IcosahedronBufferGeometry
  16873. function IcosahedronBufferGeometry( radius, detail ) {
  16874. var t = ( 1 + Math.sqrt( 5 ) ) / 2;
  16875. var vertices = [
  16876. - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, 0,
  16877. 0, - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t,
  16878. t, 0, - 1, t, 0, 1, - t, 0, - 1, - t, 0, 1
  16879. ];
  16880. var indices = [
  16881. 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11,
  16882. 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8,
  16883. 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9,
  16884. 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1
  16885. ];
  16886. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  16887. this.type = 'IcosahedronBufferGeometry';
  16888. this.parameters = {
  16889. radius: radius,
  16890. detail: detail
  16891. };
  16892. }
  16893. IcosahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  16894. IcosahedronBufferGeometry.prototype.constructor = IcosahedronBufferGeometry;
  16895. /**
  16896. * @author Abe Pazos / https://hamoid.com
  16897. * @author Mugen87 / https://github.com/Mugen87
  16898. */
  16899. // DodecahedronGeometry
  16900. function DodecahedronGeometry( radius, detail ) {
  16901. Geometry.call( this );
  16902. this.type = 'DodecahedronGeometry';
  16903. this.parameters = {
  16904. radius: radius,
  16905. detail: detail
  16906. };
  16907. this.fromBufferGeometry( new DodecahedronBufferGeometry( radius, detail ) );
  16908. this.mergeVertices();
  16909. }
  16910. DodecahedronGeometry.prototype = Object.create( Geometry.prototype );
  16911. DodecahedronGeometry.prototype.constructor = DodecahedronGeometry;
  16912. // DodecahedronBufferGeometry
  16913. function DodecahedronBufferGeometry( radius, detail ) {
  16914. var t = ( 1 + Math.sqrt( 5 ) ) / 2;
  16915. var r = 1 / t;
  16916. var vertices = [
  16917. // (±1, ±1, ±1)
  16918. - 1, - 1, - 1, - 1, - 1, 1,
  16919. - 1, 1, - 1, - 1, 1, 1,
  16920. 1, - 1, - 1, 1, - 1, 1,
  16921. 1, 1, - 1, 1, 1, 1,
  16922. // (0, ±1/φ, ±φ)
  16923. 0, - r, - t, 0, - r, t,
  16924. 0, r, - t, 0, r, t,
  16925. // (±1/φ, ±φ, 0)
  16926. - r, - t, 0, - r, t, 0,
  16927. r, - t, 0, r, t, 0,
  16928. // (±φ, 0, ±1/φ)
  16929. - t, 0, - r, t, 0, - r,
  16930. - t, 0, r, t, 0, r
  16931. ];
  16932. var indices = [
  16933. 3, 11, 7, 3, 7, 15, 3, 15, 13,
  16934. 7, 19, 17, 7, 17, 6, 7, 6, 15,
  16935. 17, 4, 8, 17, 8, 10, 17, 10, 6,
  16936. 8, 0, 16, 8, 16, 2, 8, 2, 10,
  16937. 0, 12, 1, 0, 1, 18, 0, 18, 16,
  16938. 6, 10, 2, 6, 2, 13, 6, 13, 15,
  16939. 2, 16, 18, 2, 18, 3, 2, 3, 13,
  16940. 18, 1, 9, 18, 9, 11, 18, 11, 3,
  16941. 4, 14, 12, 4, 12, 0, 4, 0, 8,
  16942. 11, 9, 5, 11, 5, 19, 11, 19, 7,
  16943. 19, 5, 14, 19, 14, 4, 19, 4, 17,
  16944. 1, 12, 14, 1, 14, 5, 1, 5, 9
  16945. ];
  16946. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  16947. this.type = 'DodecahedronBufferGeometry';
  16948. this.parameters = {
  16949. radius: radius,
  16950. detail: detail
  16951. };
  16952. }
  16953. DodecahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  16954. DodecahedronBufferGeometry.prototype.constructor = DodecahedronBufferGeometry;
  16955. /**
  16956. * @author oosmoxiecode / https://github.com/oosmoxiecode
  16957. * @author WestLangley / https://github.com/WestLangley
  16958. * @author zz85 / https://github.com/zz85
  16959. * @author miningold / https://github.com/miningold
  16960. * @author jonobr1 / https://github.com/jonobr1
  16961. * @author Mugen87 / https://github.com/Mugen87
  16962. *
  16963. */
  16964. // TubeGeometry
  16965. function TubeGeometry( path, tubularSegments, radius, radialSegments, closed, taper ) {
  16966. Geometry.call( this );
  16967. this.type = 'TubeGeometry';
  16968. this.parameters = {
  16969. path: path,
  16970. tubularSegments: tubularSegments,
  16971. radius: radius,
  16972. radialSegments: radialSegments,
  16973. closed: closed
  16974. };
  16975. if ( taper !== undefined ) { console.warn( 'THREE.TubeGeometry: taper has been removed.' ); }
  16976. var bufferGeometry = new TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed );
  16977. // expose internals
  16978. this.tangents = bufferGeometry.tangents;
  16979. this.normals = bufferGeometry.normals;
  16980. this.binormals = bufferGeometry.binormals;
  16981. // create geometry
  16982. this.fromBufferGeometry( bufferGeometry );
  16983. this.mergeVertices();
  16984. }
  16985. TubeGeometry.prototype = Object.create( Geometry.prototype );
  16986. TubeGeometry.prototype.constructor = TubeGeometry;
  16987. // TubeBufferGeometry
  16988. function TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed ) {
  16989. BufferGeometry.call( this );
  16990. this.type = 'TubeBufferGeometry';
  16991. this.parameters = {
  16992. path: path,
  16993. tubularSegments: tubularSegments,
  16994. radius: radius,
  16995. radialSegments: radialSegments,
  16996. closed: closed
  16997. };
  16998. tubularSegments = tubularSegments || 64;
  16999. radius = radius || 1;
  17000. radialSegments = radialSegments || 8;
  17001. closed = closed || false;
  17002. var frames = path.computeFrenetFrames( tubularSegments, closed );
  17003. // expose internals
  17004. this.tangents = frames.tangents;
  17005. this.normals = frames.normals;
  17006. this.binormals = frames.binormals;
  17007. // helper variables
  17008. var vertex = new Vector3();
  17009. var normal = new Vector3();
  17010. var uv = new Vector2();
  17011. var P = new Vector3();
  17012. var i, j;
  17013. // buffer
  17014. var vertices = [];
  17015. var normals = [];
  17016. var uvs = [];
  17017. var indices = [];
  17018. // create buffer data
  17019. generateBufferData();
  17020. // build geometry
  17021. this.setIndex( indices );
  17022. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17023. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17024. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17025. // functions
  17026. function generateBufferData() {
  17027. for ( i = 0; i < tubularSegments; i ++ ) {
  17028. generateSegment( i );
  17029. }
  17030. // if the geometry is not closed, generate the last row of vertices and normals
  17031. // at the regular position on the given path
  17032. //
  17033. // if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)
  17034. generateSegment( ( closed === false ) ? tubularSegments : 0 );
  17035. // uvs are generated in a separate function.
  17036. // this makes it easy compute correct values for closed geometries
  17037. generateUVs();
  17038. // finally create faces
  17039. generateIndices();
  17040. }
  17041. function generateSegment( i ) {
  17042. // we use getPointAt to sample evenly distributed points from the given path
  17043. P = path.getPointAt( i / tubularSegments, P );
  17044. // retrieve corresponding normal and binormal
  17045. var N = frames.normals[ i ];
  17046. var B = frames.binormals[ i ];
  17047. // generate normals and vertices for the current segment
  17048. for ( j = 0; j <= radialSegments; j ++ ) {
  17049. var v = j / radialSegments * Math.PI * 2;
  17050. var sin = Math.sin( v );
  17051. var cos = - Math.cos( v );
  17052. // normal
  17053. normal.x = ( cos * N.x + sin * B.x );
  17054. normal.y = ( cos * N.y + sin * B.y );
  17055. normal.z = ( cos * N.z + sin * B.z );
  17056. normal.normalize();
  17057. normals.push( normal.x, normal.y, normal.z );
  17058. // vertex
  17059. vertex.x = P.x + radius * normal.x;
  17060. vertex.y = P.y + radius * normal.y;
  17061. vertex.z = P.z + radius * normal.z;
  17062. vertices.push( vertex.x, vertex.y, vertex.z );
  17063. }
  17064. }
  17065. function generateIndices() {
  17066. for ( j = 1; j <= tubularSegments; j ++ ) {
  17067. for ( i = 1; i <= radialSegments; i ++ ) {
  17068. var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  17069. var b = ( radialSegments + 1 ) * j + ( i - 1 );
  17070. var c = ( radialSegments + 1 ) * j + i;
  17071. var d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  17072. // faces
  17073. indices.push( a, b, d );
  17074. indices.push( b, c, d );
  17075. }
  17076. }
  17077. }
  17078. function generateUVs() {
  17079. for ( i = 0; i <= tubularSegments; i ++ ) {
  17080. for ( j = 0; j <= radialSegments; j ++ ) {
  17081. uv.x = i / tubularSegments;
  17082. uv.y = j / radialSegments;
  17083. uvs.push( uv.x, uv.y );
  17084. }
  17085. }
  17086. }
  17087. }
  17088. TubeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17089. TubeBufferGeometry.prototype.constructor = TubeBufferGeometry;
  17090. TubeBufferGeometry.prototype.toJSON = function () {
  17091. var data = BufferGeometry.prototype.toJSON.call( this );
  17092. data.path = this.parameters.path.toJSON();
  17093. return data;
  17094. };
  17095. /**
  17096. * @author oosmoxiecode
  17097. * @author Mugen87 / https://github.com/Mugen87
  17098. *
  17099. * based on http://www.blackpawn.com/texts/pqtorus/
  17100. */
  17101. // TorusKnotGeometry
  17102. function TorusKnotGeometry( radius, tube, tubularSegments, radialSegments, p, q, heightScale ) {
  17103. Geometry.call( this );
  17104. this.type = 'TorusKnotGeometry';
  17105. this.parameters = {
  17106. radius: radius,
  17107. tube: tube,
  17108. tubularSegments: tubularSegments,
  17109. radialSegments: radialSegments,
  17110. p: p,
  17111. q: q
  17112. };
  17113. if ( heightScale !== undefined ) { console.warn( 'THREE.TorusKnotGeometry: heightScale has been deprecated. Use .scale( x, y, z ) instead.' ); }
  17114. this.fromBufferGeometry( new TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) );
  17115. this.mergeVertices();
  17116. }
  17117. TorusKnotGeometry.prototype = Object.create( Geometry.prototype );
  17118. TorusKnotGeometry.prototype.constructor = TorusKnotGeometry;
  17119. // TorusKnotBufferGeometry
  17120. function TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) {
  17121. BufferGeometry.call( this );
  17122. this.type = 'TorusKnotBufferGeometry';
  17123. this.parameters = {
  17124. radius: radius,
  17125. tube: tube,
  17126. tubularSegments: tubularSegments,
  17127. radialSegments: radialSegments,
  17128. p: p,
  17129. q: q
  17130. };
  17131. radius = radius || 1;
  17132. tube = tube || 0.4;
  17133. tubularSegments = Math.floor( tubularSegments ) || 64;
  17134. radialSegments = Math.floor( radialSegments ) || 8;
  17135. p = p || 2;
  17136. q = q || 3;
  17137. // buffers
  17138. var indices = [];
  17139. var vertices = [];
  17140. var normals = [];
  17141. var uvs = [];
  17142. // helper variables
  17143. var i, j;
  17144. var vertex = new Vector3();
  17145. var normal = new Vector3();
  17146. var P1 = new Vector3();
  17147. var P2 = new Vector3();
  17148. var B = new Vector3();
  17149. var T = new Vector3();
  17150. var N = new Vector3();
  17151. // generate vertices, normals and uvs
  17152. for ( i = 0; i <= tubularSegments; ++ i ) {
  17153. // the radian "u" is used to calculate the position on the torus curve of the current tubular segement
  17154. var u = i / tubularSegments * p * Math.PI * 2;
  17155. // now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.
  17156. // these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions
  17157. calculatePositionOnCurve( u, p, q, radius, P1 );
  17158. calculatePositionOnCurve( u + 0.01, p, q, radius, P2 );
  17159. // calculate orthonormal basis
  17160. T.subVectors( P2, P1 );
  17161. N.addVectors( P2, P1 );
  17162. B.crossVectors( T, N );
  17163. N.crossVectors( B, T );
  17164. // normalize B, N. T can be ignored, we don't use it
  17165. B.normalize();
  17166. N.normalize();
  17167. for ( j = 0; j <= radialSegments; ++ j ) {
  17168. // now calculate the vertices. they are nothing more than an extrusion of the torus curve.
  17169. // because we extrude a shape in the xy-plane, there is no need to calculate a z-value.
  17170. var v = j / radialSegments * Math.PI * 2;
  17171. var cx = - tube * Math.cos( v );
  17172. var cy = tube * Math.sin( v );
  17173. // now calculate the final vertex position.
  17174. // first we orient the extrusion with our basis vectos, then we add it to the current position on the curve
  17175. vertex.x = P1.x + ( cx * N.x + cy * B.x );
  17176. vertex.y = P1.y + ( cx * N.y + cy * B.y );
  17177. vertex.z = P1.z + ( cx * N.z + cy * B.z );
  17178. vertices.push( vertex.x, vertex.y, vertex.z );
  17179. // normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)
  17180. normal.subVectors( vertex, P1 ).normalize();
  17181. normals.push( normal.x, normal.y, normal.z );
  17182. // uv
  17183. uvs.push( i / tubularSegments );
  17184. uvs.push( j / radialSegments );
  17185. }
  17186. }
  17187. // generate indices
  17188. for ( j = 1; j <= tubularSegments; j ++ ) {
  17189. for ( i = 1; i <= radialSegments; i ++ ) {
  17190. // indices
  17191. var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  17192. var b = ( radialSegments + 1 ) * j + ( i - 1 );
  17193. var c = ( radialSegments + 1 ) * j + i;
  17194. var d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  17195. // faces
  17196. indices.push( a, b, d );
  17197. indices.push( b, c, d );
  17198. }
  17199. }
  17200. // build geometry
  17201. this.setIndex( indices );
  17202. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17203. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17204. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17205. // this function calculates the current position on the torus curve
  17206. function calculatePositionOnCurve( u, p, q, radius, position ) {
  17207. var cu = Math.cos( u );
  17208. var su = Math.sin( u );
  17209. var quOverP = q / p * u;
  17210. var cs = Math.cos( quOverP );
  17211. position.x = radius * ( 2 + cs ) * 0.5 * cu;
  17212. position.y = radius * ( 2 + cs ) * su * 0.5;
  17213. position.z = radius * Math.sin( quOverP ) * 0.5;
  17214. }
  17215. }
  17216. TorusKnotBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17217. TorusKnotBufferGeometry.prototype.constructor = TorusKnotBufferGeometry;
  17218. /**
  17219. * @author oosmoxiecode
  17220. * @author mrdoob / http://mrdoob.com/
  17221. * @author Mugen87 / https://github.com/Mugen87
  17222. */
  17223. // TorusGeometry
  17224. function TorusGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
  17225. Geometry.call( this );
  17226. this.type = 'TorusGeometry';
  17227. this.parameters = {
  17228. radius: radius,
  17229. tube: tube,
  17230. radialSegments: radialSegments,
  17231. tubularSegments: tubularSegments,
  17232. arc: arc
  17233. };
  17234. this.fromBufferGeometry( new TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) );
  17235. this.mergeVertices();
  17236. }
  17237. TorusGeometry.prototype = Object.create( Geometry.prototype );
  17238. TorusGeometry.prototype.constructor = TorusGeometry;
  17239. // TorusBufferGeometry
  17240. function TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
  17241. BufferGeometry.call( this );
  17242. this.type = 'TorusBufferGeometry';
  17243. this.parameters = {
  17244. radius: radius,
  17245. tube: tube,
  17246. radialSegments: radialSegments,
  17247. tubularSegments: tubularSegments,
  17248. arc: arc
  17249. };
  17250. radius = radius || 1;
  17251. tube = tube || 0.4;
  17252. radialSegments = Math.floor( radialSegments ) || 8;
  17253. tubularSegments = Math.floor( tubularSegments ) || 6;
  17254. arc = arc || Math.PI * 2;
  17255. // buffers
  17256. var indices = [];
  17257. var vertices = [];
  17258. var normals = [];
  17259. var uvs = [];
  17260. // helper variables
  17261. var center = new Vector3();
  17262. var vertex = new Vector3();
  17263. var normal = new Vector3();
  17264. var j, i;
  17265. // generate vertices, normals and uvs
  17266. for ( j = 0; j <= radialSegments; j ++ ) {
  17267. for ( i = 0; i <= tubularSegments; i ++ ) {
  17268. var u = i / tubularSegments * arc;
  17269. var v = j / radialSegments * Math.PI * 2;
  17270. // vertex
  17271. vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
  17272. vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
  17273. vertex.z = tube * Math.sin( v );
  17274. vertices.push( vertex.x, vertex.y, vertex.z );
  17275. // normal
  17276. center.x = radius * Math.cos( u );
  17277. center.y = radius * Math.sin( u );
  17278. normal.subVectors( vertex, center ).normalize();
  17279. normals.push( normal.x, normal.y, normal.z );
  17280. // uv
  17281. uvs.push( i / tubularSegments );
  17282. uvs.push( j / radialSegments );
  17283. }
  17284. }
  17285. // generate indices
  17286. for ( j = 1; j <= radialSegments; j ++ ) {
  17287. for ( i = 1; i <= tubularSegments; i ++ ) {
  17288. // indices
  17289. var a = ( tubularSegments + 1 ) * j + i - 1;
  17290. var b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;
  17291. var c = ( tubularSegments + 1 ) * ( j - 1 ) + i;
  17292. var d = ( tubularSegments + 1 ) * j + i;
  17293. // faces
  17294. indices.push( a, b, d );
  17295. indices.push( b, c, d );
  17296. }
  17297. }
  17298. // build geometry
  17299. this.setIndex( indices );
  17300. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17301. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17302. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17303. }
  17304. TorusBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17305. TorusBufferGeometry.prototype.constructor = TorusBufferGeometry;
  17306. /**
  17307. * @author Mugen87 / https://github.com/Mugen87
  17308. * Port from https://github.com/mapbox/earcut (v2.1.5)
  17309. */
  17310. var Earcut = {
  17311. triangulate: function ( data, holeIndices, dim ) {
  17312. dim = dim || 2;
  17313. var hasHoles = holeIndices && holeIndices.length,
  17314. outerLen = hasHoles ? holeIndices[ 0 ] * dim : data.length,
  17315. outerNode = linkedList( data, 0, outerLen, dim, true ),
  17316. triangles = [];
  17317. if ( ! outerNode || outerNode.next === outerNode.prev ) { return triangles; }
  17318. var minX, minY, maxX, maxY, x, y, invSize;
  17319. if ( hasHoles ) { outerNode = eliminateHoles( data, holeIndices, outerNode, dim ); }
  17320. // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
  17321. if ( data.length > 80 * dim ) {
  17322. minX = maxX = data[ 0 ];
  17323. minY = maxY = data[ 1 ];
  17324. for ( var i = dim; i < outerLen; i += dim ) {
  17325. x = data[ i ];
  17326. y = data[ i + 1 ];
  17327. if ( x < minX ) { minX = x; }
  17328. if ( y < minY ) { minY = y; }
  17329. if ( x > maxX ) { maxX = x; }
  17330. if ( y > maxY ) { maxY = y; }
  17331. }
  17332. // minX, minY and invSize are later used to transform coords into integers for z-order calculation
  17333. invSize = Math.max( maxX - minX, maxY - minY );
  17334. invSize = invSize !== 0 ? 1 / invSize : 0;
  17335. }
  17336. earcutLinked( outerNode, triangles, dim, minX, minY, invSize );
  17337. return triangles;
  17338. }
  17339. };
  17340. // create a circular doubly linked list from polygon points in the specified winding order
  17341. function linkedList( data, start, end, dim, clockwise ) {
  17342. var i, last;
  17343. if ( clockwise === ( signedArea( data, start, end, dim ) > 0 ) ) {
  17344. for ( i = start; i < end; i += dim ) { last = insertNode( i, data[ i ], data[ i + 1 ], last ); }
  17345. } else {
  17346. for ( i = end - dim; i >= start; i -= dim ) { last = insertNode( i, data[ i ], data[ i + 1 ], last ); }
  17347. }
  17348. if ( last && equals( last, last.next ) ) {
  17349. removeNode( last );
  17350. last = last.next;
  17351. }
  17352. return last;
  17353. }
  17354. // eliminate colinear or duplicate points
  17355. function filterPoints( start, end ) {
  17356. if ( ! start ) { return start; }
  17357. if ( ! end ) { end = start; }
  17358. var p = start,
  17359. again;
  17360. do {
  17361. again = false;
  17362. if ( ! p.steiner && ( equals( p, p.next ) || area( p.prev, p, p.next ) === 0 ) ) {
  17363. removeNode( p );
  17364. p = end = p.prev;
  17365. if ( p === p.next ) { break; }
  17366. again = true;
  17367. } else {
  17368. p = p.next;
  17369. }
  17370. } while ( again || p !== end );
  17371. return end;
  17372. }
  17373. // main ear slicing loop which triangulates a polygon (given as a linked list)
  17374. function earcutLinked( ear, triangles, dim, minX, minY, invSize, pass ) {
  17375. if ( ! ear ) { return; }
  17376. // interlink polygon nodes in z-order
  17377. if ( ! pass && invSize ) { indexCurve( ear, minX, minY, invSize ); }
  17378. var stop = ear,
  17379. prev, next;
  17380. // iterate through ears, slicing them one by one
  17381. while ( ear.prev !== ear.next ) {
  17382. prev = ear.prev;
  17383. next = ear.next;
  17384. if ( invSize ? isEarHashed( ear, minX, minY, invSize ) : isEar( ear ) ) {
  17385. // cut off the triangle
  17386. triangles.push( prev.i / dim );
  17387. triangles.push( ear.i / dim );
  17388. triangles.push( next.i / dim );
  17389. removeNode( ear );
  17390. // skipping the next vertex leads to less sliver triangles
  17391. ear = next.next;
  17392. stop = next.next;
  17393. continue;
  17394. }
  17395. ear = next;
  17396. // if we looped through the whole remaining polygon and can't find any more ears
  17397. if ( ear === stop ) {
  17398. // try filtering points and slicing again
  17399. if ( ! pass ) {
  17400. earcutLinked( filterPoints( ear ), triangles, dim, minX, minY, invSize, 1 );
  17401. // if this didn't work, try curing all small self-intersections locally
  17402. } else if ( pass === 1 ) {
  17403. ear = cureLocalIntersections( ear, triangles, dim );
  17404. earcutLinked( ear, triangles, dim, minX, minY, invSize, 2 );
  17405. // as a last resort, try splitting the remaining polygon into two
  17406. } else if ( pass === 2 ) {
  17407. splitEarcut( ear, triangles, dim, minX, minY, invSize );
  17408. }
  17409. break;
  17410. }
  17411. }
  17412. }
  17413. // check whether a polygon node forms a valid ear with adjacent nodes
  17414. function isEar( ear ) {
  17415. var a = ear.prev,
  17416. b = ear,
  17417. c = ear.next;
  17418. if ( area( a, b, c ) >= 0 ) { return false; } // reflex, can't be an ear
  17419. // now make sure we don't have other points inside the potential ear
  17420. var p = ear.next.next;
  17421. while ( p !== ear.prev ) {
  17422. if ( pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17423. area( p.prev, p, p.next ) >= 0 ) { return false; }
  17424. p = p.next;
  17425. }
  17426. return true;
  17427. }
  17428. function isEarHashed( ear, minX, minY, invSize ) {
  17429. var a = ear.prev,
  17430. b = ear,
  17431. c = ear.next;
  17432. if ( area( a, b, c ) >= 0 ) { return false; } // reflex, can't be an ear
  17433. // triangle bbox; min & max are calculated like this for speed
  17434. var minTX = a.x < b.x ? ( a.x < c.x ? a.x : c.x ) : ( b.x < c.x ? b.x : c.x ),
  17435. minTY = a.y < b.y ? ( a.y < c.y ? a.y : c.y ) : ( b.y < c.y ? b.y : c.y ),
  17436. maxTX = a.x > b.x ? ( a.x > c.x ? a.x : c.x ) : ( b.x > c.x ? b.x : c.x ),
  17437. maxTY = a.y > b.y ? ( a.y > c.y ? a.y : c.y ) : ( b.y > c.y ? b.y : c.y );
  17438. // z-order range for the current triangle bbox;
  17439. var minZ = zOrder( minTX, minTY, minX, minY, invSize ),
  17440. maxZ = zOrder( maxTX, maxTY, minX, minY, invSize );
  17441. var p = ear.prevZ,
  17442. n = ear.nextZ;
  17443. // look for points inside the triangle in both directions
  17444. while ( p && p.z >= minZ && n && n.z <= maxZ ) {
  17445. if ( p !== ear.prev && p !== ear.next &&
  17446. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17447. area( p.prev, p, p.next ) >= 0 ) { return false; }
  17448. p = p.prevZ;
  17449. if ( n !== ear.prev && n !== ear.next &&
  17450. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&
  17451. area( n.prev, n, n.next ) >= 0 ) { return false; }
  17452. n = n.nextZ;
  17453. }
  17454. // look for remaining points in decreasing z-order
  17455. while ( p && p.z >= minZ ) {
  17456. if ( p !== ear.prev && p !== ear.next &&
  17457. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17458. area( p.prev, p, p.next ) >= 0 ) { return false; }
  17459. p = p.prevZ;
  17460. }
  17461. // look for remaining points in increasing z-order
  17462. while ( n && n.z <= maxZ ) {
  17463. if ( n !== ear.prev && n !== ear.next &&
  17464. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&
  17465. area( n.prev, n, n.next ) >= 0 ) { return false; }
  17466. n = n.nextZ;
  17467. }
  17468. return true;
  17469. }
  17470. // go through all polygon nodes and cure small local self-intersections
  17471. function cureLocalIntersections( start, triangles, dim ) {
  17472. var p = start;
  17473. do {
  17474. var a = p.prev,
  17475. b = p.next.next;
  17476. if ( ! equals( a, b ) && intersects( a, p, p.next, b ) && locallyInside( a, b ) && locallyInside( b, a ) ) {
  17477. triangles.push( a.i / dim );
  17478. triangles.push( p.i / dim );
  17479. triangles.push( b.i / dim );
  17480. // remove two nodes involved
  17481. removeNode( p );
  17482. removeNode( p.next );
  17483. p = start = b;
  17484. }
  17485. p = p.next;
  17486. } while ( p !== start );
  17487. return p;
  17488. }
  17489. // try splitting polygon into two and triangulate them independently
  17490. function splitEarcut( start, triangles, dim, minX, minY, invSize ) {
  17491. // look for a valid diagonal that divides the polygon into two
  17492. var a = start;
  17493. do {
  17494. var b = a.next.next;
  17495. while ( b !== a.prev ) {
  17496. if ( a.i !== b.i && isValidDiagonal( a, b ) ) {
  17497. // split the polygon in two by the diagonal
  17498. var c = splitPolygon( a, b );
  17499. // filter colinear points around the cuts
  17500. a = filterPoints( a, a.next );
  17501. c = filterPoints( c, c.next );
  17502. // run earcut on each half
  17503. earcutLinked( a, triangles, dim, minX, minY, invSize );
  17504. earcutLinked( c, triangles, dim, minX, minY, invSize );
  17505. return;
  17506. }
  17507. b = b.next;
  17508. }
  17509. a = a.next;
  17510. } while ( a !== start );
  17511. }
  17512. // link every hole into the outer loop, producing a single-ring polygon without holes
  17513. function eliminateHoles( data, holeIndices, outerNode, dim ) {
  17514. var queue = [],
  17515. i, len, start, end, list;
  17516. for ( i = 0, len = holeIndices.length; i < len; i ++ ) {
  17517. start = holeIndices[ i ] * dim;
  17518. end = i < len - 1 ? holeIndices[ i + 1 ] * dim : data.length;
  17519. list = linkedList( data, start, end, dim, false );
  17520. if ( list === list.next ) { list.steiner = true; }
  17521. queue.push( getLeftmost( list ) );
  17522. }
  17523. queue.sort( compareX );
  17524. // process holes from left to right
  17525. for ( i = 0; i < queue.length; i ++ ) {
  17526. eliminateHole( queue[ i ], outerNode );
  17527. outerNode = filterPoints( outerNode, outerNode.next );
  17528. }
  17529. return outerNode;
  17530. }
  17531. function compareX( a, b ) {
  17532. return a.x - b.x;
  17533. }
  17534. // find a bridge between vertices that connects hole with an outer ring and and link it
  17535. function eliminateHole( hole, outerNode ) {
  17536. outerNode = findHoleBridge( hole, outerNode );
  17537. if ( outerNode ) {
  17538. var b = splitPolygon( outerNode, hole );
  17539. filterPoints( b, b.next );
  17540. }
  17541. }
  17542. // David Eberly's algorithm for finding a bridge between hole and outer polygon
  17543. function findHoleBridge( hole, outerNode ) {
  17544. var p = outerNode,
  17545. hx = hole.x,
  17546. hy = hole.y,
  17547. qx = - Infinity,
  17548. m;
  17549. // find a segment intersected by a ray from the hole's leftmost point to the left;
  17550. // segment's endpoint with lesser x will be potential connection point
  17551. do {
  17552. if ( hy <= p.y && hy >= p.next.y && p.next.y !== p.y ) {
  17553. var x = p.x + ( hy - p.y ) * ( p.next.x - p.x ) / ( p.next.y - p.y );
  17554. if ( x <= hx && x > qx ) {
  17555. qx = x;
  17556. if ( x === hx ) {
  17557. if ( hy === p.y ) { return p; }
  17558. if ( hy === p.next.y ) { return p.next; }
  17559. }
  17560. m = p.x < p.next.x ? p : p.next;
  17561. }
  17562. }
  17563. p = p.next;
  17564. } while ( p !== outerNode );
  17565. if ( ! m ) { return null; }
  17566. if ( hx === qx ) { return m.prev; } // hole touches outer segment; pick lower endpoint
  17567. // look for points inside the triangle of hole point, segment intersection and endpoint;
  17568. // if there are no points found, we have a valid connection;
  17569. // otherwise choose the point of the minimum angle with the ray as connection point
  17570. var stop = m,
  17571. mx = m.x,
  17572. my = m.y,
  17573. tanMin = Infinity,
  17574. tan;
  17575. p = m.next;
  17576. while ( p !== stop ) {
  17577. if ( hx >= p.x && p.x >= mx && hx !== p.x &&
  17578. pointInTriangle( hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y ) ) {
  17579. tan = Math.abs( hy - p.y ) / ( hx - p.x ); // tangential
  17580. if ( ( tan < tanMin || ( tan === tanMin && p.x > m.x ) ) && locallyInside( p, hole ) ) {
  17581. m = p;
  17582. tanMin = tan;
  17583. }
  17584. }
  17585. p = p.next;
  17586. }
  17587. return m;
  17588. }
  17589. // interlink polygon nodes in z-order
  17590. function indexCurve( start, minX, minY, invSize ) {
  17591. var p = start;
  17592. do {
  17593. if ( p.z === null ) { p.z = zOrder( p.x, p.y, minX, minY, invSize ); }
  17594. p.prevZ = p.prev;
  17595. p.nextZ = p.next;
  17596. p = p.next;
  17597. } while ( p !== start );
  17598. p.prevZ.nextZ = null;
  17599. p.prevZ = null;
  17600. sortLinked( p );
  17601. }
  17602. // Simon Tatham's linked list merge sort algorithm
  17603. // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
  17604. function sortLinked( list ) {
  17605. var i, p, q, e, tail, numMerges, pSize, qSize,
  17606. inSize = 1;
  17607. do {
  17608. p = list;
  17609. list = null;
  17610. tail = null;
  17611. numMerges = 0;
  17612. while ( p ) {
  17613. numMerges ++;
  17614. q = p;
  17615. pSize = 0;
  17616. for ( i = 0; i < inSize; i ++ ) {
  17617. pSize ++;
  17618. q = q.nextZ;
  17619. if ( ! q ) { break; }
  17620. }
  17621. qSize = inSize;
  17622. while ( pSize > 0 || ( qSize > 0 && q ) ) {
  17623. if ( pSize !== 0 && ( qSize === 0 || ! q || p.z <= q.z ) ) {
  17624. e = p;
  17625. p = p.nextZ;
  17626. pSize --;
  17627. } else {
  17628. e = q;
  17629. q = q.nextZ;
  17630. qSize --;
  17631. }
  17632. if ( tail ) { tail.nextZ = e; }
  17633. else { list = e; }
  17634. e.prevZ = tail;
  17635. tail = e;
  17636. }
  17637. p = q;
  17638. }
  17639. tail.nextZ = null;
  17640. inSize *= 2;
  17641. } while ( numMerges > 1 );
  17642. return list;
  17643. }
  17644. // z-order of a point given coords and inverse of the longer side of data bbox
  17645. function zOrder( x, y, minX, minY, invSize ) {
  17646. // coords are transformed into non-negative 15-bit integer range
  17647. x = 32767 * ( x - minX ) * invSize;
  17648. y = 32767 * ( y - minY ) * invSize;
  17649. x = ( x | ( x << 8 ) ) & 0x00FF00FF;
  17650. x = ( x | ( x << 4 ) ) & 0x0F0F0F0F;
  17651. x = ( x | ( x << 2 ) ) & 0x33333333;
  17652. x = ( x | ( x << 1 ) ) & 0x55555555;
  17653. y = ( y | ( y << 8 ) ) & 0x00FF00FF;
  17654. y = ( y | ( y << 4 ) ) & 0x0F0F0F0F;
  17655. y = ( y | ( y << 2 ) ) & 0x33333333;
  17656. y = ( y | ( y << 1 ) ) & 0x55555555;
  17657. return x | ( y << 1 );
  17658. }
  17659. // find the leftmost node of a polygon ring
  17660. function getLeftmost( start ) {
  17661. var p = start,
  17662. leftmost = start;
  17663. do {
  17664. if ( p.x < leftmost.x || ( p.x === leftmost.x && p.y < leftmost.y ) ) { leftmost = p; }
  17665. p = p.next;
  17666. } while ( p !== start );
  17667. return leftmost;
  17668. }
  17669. // check if a point lies within a convex triangle
  17670. function pointInTriangle( ax, ay, bx, by, cx, cy, px, py ) {
  17671. return ( cx - px ) * ( ay - py ) - ( ax - px ) * ( cy - py ) >= 0 &&
  17672. ( ax - px ) * ( by - py ) - ( bx - px ) * ( ay - py ) >= 0 &&
  17673. ( bx - px ) * ( cy - py ) - ( cx - px ) * ( by - py ) >= 0;
  17674. }
  17675. // check if a diagonal between two polygon nodes is valid (lies in polygon interior)
  17676. function isValidDiagonal( a, b ) {
  17677. return a.next.i !== b.i && a.prev.i !== b.i && ! intersectsPolygon( a, b ) &&
  17678. locallyInside( a, b ) && locallyInside( b, a ) && middleInside( a, b );
  17679. }
  17680. // signed area of a triangle
  17681. function area( p, q, r ) {
  17682. return ( q.y - p.y ) * ( r.x - q.x ) - ( q.x - p.x ) * ( r.y - q.y );
  17683. }
  17684. // check if two points are equal
  17685. function equals( p1, p2 ) {
  17686. return p1.x === p2.x && p1.y === p2.y;
  17687. }
  17688. // check if two segments intersect
  17689. function intersects( p1, q1, p2, q2 ) {
  17690. if ( ( equals( p1, p2 ) && equals( q1, q2 ) ) ||
  17691. ( equals( p1, q2 ) && equals( p2, q1 ) ) ) { return true; }
  17692. return area( p1, q1, p2 ) > 0 !== area( p1, q1, q2 ) > 0 &&
  17693. area( p2, q2, p1 ) > 0 !== area( p2, q2, q1 ) > 0;
  17694. }
  17695. // check if a polygon diagonal intersects any polygon segments
  17696. function intersectsPolygon( a, b ) {
  17697. var p = a;
  17698. do {
  17699. if ( p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&
  17700. intersects( p, p.next, a, b ) ) { return true; }
  17701. p = p.next;
  17702. } while ( p !== a );
  17703. return false;
  17704. }
  17705. // check if a polygon diagonal is locally inside the polygon
  17706. function locallyInside( a, b ) {
  17707. return area( a.prev, a, a.next ) < 0 ?
  17708. area( a, b, a.next ) >= 0 && area( a, a.prev, b ) >= 0 :
  17709. area( a, b, a.prev ) < 0 || area( a, a.next, b ) < 0;
  17710. }
  17711. // check if the middle point of a polygon diagonal is inside the polygon
  17712. function middleInside( a, b ) {
  17713. var p = a,
  17714. inside = false,
  17715. px = ( a.x + b.x ) / 2,
  17716. py = ( a.y + b.y ) / 2;
  17717. do {
  17718. if ( ( ( p.y > py ) !== ( p.next.y > py ) ) && p.next.y !== p.y &&
  17719. ( px < ( p.next.x - p.x ) * ( py - p.y ) / ( p.next.y - p.y ) + p.x ) )
  17720. { inside = ! inside; }
  17721. p = p.next;
  17722. } while ( p !== a );
  17723. return inside;
  17724. }
  17725. // link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
  17726. // if one belongs to the outer ring and another to a hole, it merges it into a single ring
  17727. function splitPolygon( a, b ) {
  17728. var a2 = new Node( a.i, a.x, a.y ),
  17729. b2 = new Node( b.i, b.x, b.y ),
  17730. an = a.next,
  17731. bp = b.prev;
  17732. a.next = b;
  17733. b.prev = a;
  17734. a2.next = an;
  17735. an.prev = a2;
  17736. b2.next = a2;
  17737. a2.prev = b2;
  17738. bp.next = b2;
  17739. b2.prev = bp;
  17740. return b2;
  17741. }
  17742. // create a node and optionally link it with previous one (in a circular doubly linked list)
  17743. function insertNode( i, x, y, last ) {
  17744. var p = new Node( i, x, y );
  17745. if ( ! last ) {
  17746. p.prev = p;
  17747. p.next = p;
  17748. } else {
  17749. p.next = last.next;
  17750. p.prev = last;
  17751. last.next.prev = p;
  17752. last.next = p;
  17753. }
  17754. return p;
  17755. }
  17756. function removeNode( p ) {
  17757. p.next.prev = p.prev;
  17758. p.prev.next = p.next;
  17759. if ( p.prevZ ) { p.prevZ.nextZ = p.nextZ; }
  17760. if ( p.nextZ ) { p.nextZ.prevZ = p.prevZ; }
  17761. }
  17762. function Node( i, x, y ) {
  17763. // vertex index in coordinates array
  17764. this.i = i;
  17765. // vertex coordinates
  17766. this.x = x;
  17767. this.y = y;
  17768. // previous and next vertex nodes in a polygon ring
  17769. this.prev = null;
  17770. this.next = null;
  17771. // z-order curve value
  17772. this.z = null;
  17773. // previous and next nodes in z-order
  17774. this.prevZ = null;
  17775. this.nextZ = null;
  17776. // indicates whether this is a steiner point
  17777. this.steiner = false;
  17778. }
  17779. function signedArea( data, start, end, dim ) {
  17780. var sum = 0;
  17781. for ( var i = start, j = end - dim; i < end; i += dim ) {
  17782. sum += ( data[ j ] - data[ i ] ) * ( data[ i + 1 ] + data[ j + 1 ] );
  17783. j = i;
  17784. }
  17785. return sum;
  17786. }
  17787. /**
  17788. * @author zz85 / http://www.lab4games.net/zz85/blog
  17789. */
  17790. var ShapeUtils = {
  17791. // calculate area of the contour polygon
  17792. area: function ( contour ) {
  17793. var n = contour.length;
  17794. var a = 0.0;
  17795. for ( var p = n - 1, q = 0; q < n; p = q ++ ) {
  17796. a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
  17797. }
  17798. return a * 0.5;
  17799. },
  17800. isClockWise: function ( pts ) {
  17801. return ShapeUtils.area( pts ) < 0;
  17802. },
  17803. triangulateShape: function ( contour, holes ) {
  17804. var vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]
  17805. var holeIndices = []; // array of hole indices
  17806. var faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]
  17807. removeDupEndPts( contour );
  17808. addContour( vertices, contour );
  17809. //
  17810. var holeIndex = contour.length;
  17811. holes.forEach( removeDupEndPts );
  17812. for ( var i = 0; i < holes.length; i ++ ) {
  17813. holeIndices.push( holeIndex );
  17814. holeIndex += holes[ i ].length;
  17815. addContour( vertices, holes[ i ] );
  17816. }
  17817. //
  17818. var triangles = Earcut.triangulate( vertices, holeIndices );
  17819. //
  17820. for ( var i = 0; i < triangles.length; i += 3 ) {
  17821. faces.push( triangles.slice( i, i + 3 ) );
  17822. }
  17823. return faces;
  17824. }
  17825. };
  17826. function removeDupEndPts( points ) {
  17827. var l = points.length;
  17828. if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {
  17829. points.pop();
  17830. }
  17831. }
  17832. function addContour( vertices, contour ) {
  17833. for ( var i = 0; i < contour.length; i ++ ) {
  17834. vertices.push( contour[ i ].x );
  17835. vertices.push( contour[ i ].y );
  17836. }
  17837. }
  17838. /**
  17839. * @author zz85 / http://www.lab4games.net/zz85/blog
  17840. *
  17841. * Creates extruded geometry from a path shape.
  17842. *
  17843. * parameters = {
  17844. *
  17845. * curveSegments: <int>, // number of points on the curves
  17846. * steps: <int>, // number of points for z-side extrusions / used for subdividing segments of extrude spline too
  17847. * depth: <float>, // Depth to extrude the shape
  17848. *
  17849. * bevelEnabled: <bool>, // turn on bevel
  17850. * bevelThickness: <float>, // how deep into the original shape bevel goes
  17851. * bevelSize: <float>, // how far from shape outline (including bevelOffset) is bevel
  17852. * bevelOffset: <float>, // how far from shape outline does bevel start
  17853. * bevelSegments: <int>, // number of bevel layers
  17854. *
  17855. * extrudePath: <THREE.Curve> // curve to extrude shape along
  17856. *
  17857. * UVGenerator: <Object> // object that provides UV generator functions
  17858. *
  17859. * }
  17860. */
  17861. // ExtrudeGeometry
  17862. function ExtrudeGeometry( shapes, options ) {
  17863. Geometry.call( this );
  17864. this.type = 'ExtrudeGeometry';
  17865. this.parameters = {
  17866. shapes: shapes,
  17867. options: options
  17868. };
  17869. this.fromBufferGeometry( new ExtrudeBufferGeometry( shapes, options ) );
  17870. this.mergeVertices();
  17871. }
  17872. ExtrudeGeometry.prototype = Object.create( Geometry.prototype );
  17873. ExtrudeGeometry.prototype.constructor = ExtrudeGeometry;
  17874. ExtrudeGeometry.prototype.toJSON = function () {
  17875. var data = Geometry.prototype.toJSON.call( this );
  17876. var shapes = this.parameters.shapes;
  17877. var options = this.parameters.options;
  17878. return toJSON( shapes, options, data );
  17879. };
  17880. // ExtrudeBufferGeometry
  17881. function ExtrudeBufferGeometry( shapes, options ) {
  17882. BufferGeometry.call( this );
  17883. this.type = 'ExtrudeBufferGeometry';
  17884. this.parameters = {
  17885. shapes: shapes,
  17886. options: options
  17887. };
  17888. shapes = Array.isArray( shapes ) ? shapes : [ shapes ];
  17889. var scope = this;
  17890. var verticesArray = [];
  17891. var uvArray = [];
  17892. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  17893. var shape = shapes[ i ];
  17894. addShape( shape );
  17895. }
  17896. // build geometry
  17897. this.addAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );
  17898. this.addAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );
  17899. this.computeVertexNormals();
  17900. // functions
  17901. function addShape( shape ) {
  17902. var placeholder = [];
  17903. // options
  17904. var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
  17905. var steps = options.steps !== undefined ? options.steps : 1;
  17906. var depth = options.depth !== undefined ? options.depth : 100;
  17907. var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;
  17908. var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6;
  17909. var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2;
  17910. var bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0;
  17911. var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
  17912. var extrudePath = options.extrudePath;
  17913. var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;
  17914. // deprecated options
  17915. if ( options.amount !== undefined ) {
  17916. console.warn( 'THREE.ExtrudeBufferGeometry: amount has been renamed to depth.' );
  17917. depth = options.amount;
  17918. }
  17919. //
  17920. var extrudePts, extrudeByPath = false;
  17921. var splineTube, binormal, normal, position2;
  17922. if ( extrudePath ) {
  17923. extrudePts = extrudePath.getSpacedPoints( steps );
  17924. extrudeByPath = true;
  17925. bevelEnabled = false; // bevels not supported for path extrusion
  17926. // SETUP TNB variables
  17927. // TODO1 - have a .isClosed in spline?
  17928. splineTube = extrudePath.computeFrenetFrames( steps, false );
  17929. // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
  17930. binormal = new Vector3();
  17931. normal = new Vector3();
  17932. position2 = new Vector3();
  17933. }
  17934. // Safeguards if bevels are not enabled
  17935. if ( ! bevelEnabled ) {
  17936. bevelSegments = 0;
  17937. bevelThickness = 0;
  17938. bevelSize = 0;
  17939. bevelOffset = 0;
  17940. }
  17941. // Variables initialization
  17942. var ahole, h, hl; // looping of holes
  17943. var shapePoints = shape.extractPoints( curveSegments );
  17944. var vertices = shapePoints.shape;
  17945. var holes = shapePoints.holes;
  17946. var reverse = ! ShapeUtils.isClockWise( vertices );
  17947. if ( reverse ) {
  17948. vertices = vertices.reverse();
  17949. // Maybe we should also check if holes are in the opposite direction, just to be safe ...
  17950. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  17951. ahole = holes[ h ];
  17952. if ( ShapeUtils.isClockWise( ahole ) ) {
  17953. holes[ h ] = ahole.reverse();
  17954. }
  17955. }
  17956. }
  17957. var faces = ShapeUtils.triangulateShape( vertices, holes );
  17958. /* Vertices */
  17959. var contour = vertices; // vertices has all points but contour has only points of circumference
  17960. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  17961. ahole = holes[ h ];
  17962. vertices = vertices.concat( ahole );
  17963. }
  17964. function scalePt2( pt, vec, size ) {
  17965. if ( ! vec ) { console.error( "THREE.ExtrudeGeometry: vec does not exist" ); }
  17966. return vec.clone().multiplyScalar( size ).add( pt );
  17967. }
  17968. var b, bs, t, z,
  17969. vert, vlen = vertices.length,
  17970. face, flen = faces.length;
  17971. // Find directions for point movement
  17972. function getBevelVec( inPt, inPrev, inNext ) {
  17973. // computes for inPt the corresponding point inPt' on a new contour
  17974. // shifted by 1 unit (length of normalized vector) to the left
  17975. // if we walk along contour clockwise, this new contour is outside the old one
  17976. //
  17977. // inPt' is the intersection of the two lines parallel to the two
  17978. // adjacent edges of inPt at a distance of 1 unit on the left side.
  17979. var v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt
  17980. // good reading for geometry algorithms (here: line-line intersection)
  17981. // http://geomalgorithms.com/a05-_intersect-1.html
  17982. var v_prev_x = inPt.x - inPrev.x,
  17983. v_prev_y = inPt.y - inPrev.y;
  17984. var v_next_x = inNext.x - inPt.x,
  17985. v_next_y = inNext.y - inPt.y;
  17986. var v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
  17987. // check for collinear edges
  17988. var collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  17989. if ( Math.abs( collinear0 ) > Number.EPSILON ) {
  17990. // not collinear
  17991. // length of vectors for normalizing
  17992. var v_prev_len = Math.sqrt( v_prev_lensq );
  17993. var v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );
  17994. // shift adjacent points by unit vectors to the left
  17995. var ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
  17996. var ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
  17997. var ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
  17998. var ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
  17999. // scaling factor for v_prev to intersection point
  18000. var sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
  18001. ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /
  18002. ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  18003. // vector from inPt to intersection point
  18004. v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
  18005. v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
  18006. // Don't normalize!, otherwise sharp corners become ugly
  18007. // but prevent crazy spikes
  18008. var v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );
  18009. if ( v_trans_lensq <= 2 ) {
  18010. return new Vector2( v_trans_x, v_trans_y );
  18011. } else {
  18012. shrink_by = Math.sqrt( v_trans_lensq / 2 );
  18013. }
  18014. } else {
  18015. // handle special case of collinear edges
  18016. var direction_eq = false; // assumes: opposite
  18017. if ( v_prev_x > Number.EPSILON ) {
  18018. if ( v_next_x > Number.EPSILON ) {
  18019. direction_eq = true;
  18020. }
  18021. } else {
  18022. if ( v_prev_x < - Number.EPSILON ) {
  18023. if ( v_next_x < - Number.EPSILON ) {
  18024. direction_eq = true;
  18025. }
  18026. } else {
  18027. if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {
  18028. direction_eq = true;
  18029. }
  18030. }
  18031. }
  18032. if ( direction_eq ) {
  18033. // console.log("Warning: lines are a straight sequence");
  18034. v_trans_x = - v_prev_y;
  18035. v_trans_y = v_prev_x;
  18036. shrink_by = Math.sqrt( v_prev_lensq );
  18037. } else {
  18038. // console.log("Warning: lines are a straight spike");
  18039. v_trans_x = v_prev_x;
  18040. v_trans_y = v_prev_y;
  18041. shrink_by = Math.sqrt( v_prev_lensq / 2 );
  18042. }
  18043. }
  18044. return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
  18045. }
  18046. var contourMovements = [];
  18047. for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  18048. if ( j === il ) { j = 0; }
  18049. if ( k === il ) { k = 0; }
  18050. // (j)---(i)---(k)
  18051. // console.log('i,j,k', i, j , k)
  18052. contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
  18053. }
  18054. var holesMovements = [],
  18055. oneHoleMovements, verticesMovements = contourMovements.concat();
  18056. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18057. ahole = holes[ h ];
  18058. oneHoleMovements = [];
  18059. for ( i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  18060. if ( j === il ) { j = 0; }
  18061. if ( k === il ) { k = 0; }
  18062. // (j)---(i)---(k)
  18063. oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );
  18064. }
  18065. holesMovements.push( oneHoleMovements );
  18066. verticesMovements = verticesMovements.concat( oneHoleMovements );
  18067. }
  18068. // Loop bevelSegments, 1 for the front, 1 for the back
  18069. for ( b = 0; b < bevelSegments; b ++ ) {
  18070. //for ( b = bevelSegments; b > 0; b -- ) {
  18071. t = b / bevelSegments;
  18072. z = bevelThickness * Math.cos( t * Math.PI / 2 );
  18073. bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  18074. // contract shape
  18075. for ( i = 0, il = contour.length; i < il; i ++ ) {
  18076. vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  18077. v( vert.x, vert.y, - z );
  18078. }
  18079. // expand holes
  18080. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18081. ahole = holes[ h ];
  18082. oneHoleMovements = holesMovements[ h ];
  18083. for ( i = 0, il = ahole.length; i < il; i ++ ) {
  18084. vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  18085. v( vert.x, vert.y, - z );
  18086. }
  18087. }
  18088. }
  18089. bs = bevelSize + bevelOffset;
  18090. // Back facing vertices
  18091. for ( i = 0; i < vlen; i ++ ) {
  18092. vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  18093. if ( ! extrudeByPath ) {
  18094. v( vert.x, vert.y, 0 );
  18095. } else {
  18096. // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
  18097. normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x );
  18098. binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y );
  18099. position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );
  18100. v( position2.x, position2.y, position2.z );
  18101. }
  18102. }
  18103. // Add stepped vertices...
  18104. // Including front facing vertices
  18105. var s;
  18106. for ( s = 1; s <= steps; s ++ ) {
  18107. for ( i = 0; i < vlen; i ++ ) {
  18108. vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  18109. if ( ! extrudeByPath ) {
  18110. v( vert.x, vert.y, depth / steps * s );
  18111. } else {
  18112. // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
  18113. normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x );
  18114. binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y );
  18115. position2.copy( extrudePts[ s ] ).add( normal ).add( binormal );
  18116. v( position2.x, position2.y, position2.z );
  18117. }
  18118. }
  18119. }
  18120. // Add bevel segments planes
  18121. //for ( b = 1; b <= bevelSegments; b ++ ) {
  18122. for ( b = bevelSegments - 1; b >= 0; b -- ) {
  18123. t = b / bevelSegments;
  18124. z = bevelThickness * Math.cos( t * Math.PI / 2 );
  18125. bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  18126. // contract shape
  18127. for ( i = 0, il = contour.length; i < il; i ++ ) {
  18128. vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  18129. v( vert.x, vert.y, depth + z );
  18130. }
  18131. // expand holes
  18132. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18133. ahole = holes[ h ];
  18134. oneHoleMovements = holesMovements[ h ];
  18135. for ( i = 0, il = ahole.length; i < il; i ++ ) {
  18136. vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  18137. if ( ! extrudeByPath ) {
  18138. v( vert.x, vert.y, depth + z );
  18139. } else {
  18140. v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );
  18141. }
  18142. }
  18143. }
  18144. }
  18145. /* Faces */
  18146. // Top and bottom faces
  18147. buildLidFaces();
  18148. // Sides faces
  18149. buildSideFaces();
  18150. ///// Internal functions
  18151. function buildLidFaces() {
  18152. var start = verticesArray.length / 3;
  18153. if ( bevelEnabled ) {
  18154. var layer = 0; // steps + 1
  18155. var offset = vlen * layer;
  18156. // Bottom faces
  18157. for ( i = 0; i < flen; i ++ ) {
  18158. face = faces[ i ];
  18159. f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );
  18160. }
  18161. layer = steps + bevelSegments * 2;
  18162. offset = vlen * layer;
  18163. // Top faces
  18164. for ( i = 0; i < flen; i ++ ) {
  18165. face = faces[ i ];
  18166. f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );
  18167. }
  18168. } else {
  18169. // Bottom faces
  18170. for ( i = 0; i < flen; i ++ ) {
  18171. face = faces[ i ];
  18172. f3( face[ 2 ], face[ 1 ], face[ 0 ] );
  18173. }
  18174. // Top faces
  18175. for ( i = 0; i < flen; i ++ ) {
  18176. face = faces[ i ];
  18177. f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );
  18178. }
  18179. }
  18180. scope.addGroup( start, verticesArray.length / 3 - start, 0 );
  18181. }
  18182. // Create faces for the z-sides of the shape
  18183. function buildSideFaces() {
  18184. var start = verticesArray.length / 3;
  18185. var layeroffset = 0;
  18186. sidewalls( contour, layeroffset );
  18187. layeroffset += contour.length;
  18188. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18189. ahole = holes[ h ];
  18190. sidewalls( ahole, layeroffset );
  18191. //, true
  18192. layeroffset += ahole.length;
  18193. }
  18194. scope.addGroup( start, verticesArray.length / 3 - start, 1 );
  18195. }
  18196. function sidewalls( contour, layeroffset ) {
  18197. var j, k;
  18198. i = contour.length;
  18199. while ( -- i >= 0 ) {
  18200. j = i;
  18201. k = i - 1;
  18202. if ( k < 0 ) { k = contour.length - 1; }
  18203. //console.log('b', i,j, i-1, k,vertices.length);
  18204. var s = 0,
  18205. sl = steps + bevelSegments * 2;
  18206. for ( s = 0; s < sl; s ++ ) {
  18207. var slen1 = vlen * s;
  18208. var slen2 = vlen * ( s + 1 );
  18209. var a = layeroffset + j + slen1,
  18210. b = layeroffset + k + slen1,
  18211. c = layeroffset + k + slen2,
  18212. d = layeroffset + j + slen2;
  18213. f4( a, b, c, d );
  18214. }
  18215. }
  18216. }
  18217. function v( x, y, z ) {
  18218. placeholder.push( x );
  18219. placeholder.push( y );
  18220. placeholder.push( z );
  18221. }
  18222. function f3( a, b, c ) {
  18223. addVertex( a );
  18224. addVertex( b );
  18225. addVertex( c );
  18226. var nextIndex = verticesArray.length / 3;
  18227. var uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  18228. addUV( uvs[ 0 ] );
  18229. addUV( uvs[ 1 ] );
  18230. addUV( uvs[ 2 ] );
  18231. }
  18232. function f4( a, b, c, d ) {
  18233. addVertex( a );
  18234. addVertex( b );
  18235. addVertex( d );
  18236. addVertex( b );
  18237. addVertex( c );
  18238. addVertex( d );
  18239. var nextIndex = verticesArray.length / 3;
  18240. var uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  18241. addUV( uvs[ 0 ] );
  18242. addUV( uvs[ 1 ] );
  18243. addUV( uvs[ 3 ] );
  18244. addUV( uvs[ 1 ] );
  18245. addUV( uvs[ 2 ] );
  18246. addUV( uvs[ 3 ] );
  18247. }
  18248. function addVertex( index ) {
  18249. verticesArray.push( placeholder[ index * 3 + 0 ] );
  18250. verticesArray.push( placeholder[ index * 3 + 1 ] );
  18251. verticesArray.push( placeholder[ index * 3 + 2 ] );
  18252. }
  18253. function addUV( vector2 ) {
  18254. uvArray.push( vector2.x );
  18255. uvArray.push( vector2.y );
  18256. }
  18257. }
  18258. }
  18259. ExtrudeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18260. ExtrudeBufferGeometry.prototype.constructor = ExtrudeBufferGeometry;
  18261. ExtrudeBufferGeometry.prototype.toJSON = function () {
  18262. var data = BufferGeometry.prototype.toJSON.call( this );
  18263. var shapes = this.parameters.shapes;
  18264. var options = this.parameters.options;
  18265. return toJSON( shapes, options, data );
  18266. };
  18267. //
  18268. var WorldUVGenerator = {
  18269. generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {
  18270. var a_x = vertices[ indexA * 3 ];
  18271. var a_y = vertices[ indexA * 3 + 1 ];
  18272. var b_x = vertices[ indexB * 3 ];
  18273. var b_y = vertices[ indexB * 3 + 1 ];
  18274. var c_x = vertices[ indexC * 3 ];
  18275. var c_y = vertices[ indexC * 3 + 1 ];
  18276. return [
  18277. new Vector2( a_x, a_y ),
  18278. new Vector2( b_x, b_y ),
  18279. new Vector2( c_x, c_y )
  18280. ];
  18281. },
  18282. generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {
  18283. var a_x = vertices[ indexA * 3 ];
  18284. var a_y = vertices[ indexA * 3 + 1 ];
  18285. var a_z = vertices[ indexA * 3 + 2 ];
  18286. var b_x = vertices[ indexB * 3 ];
  18287. var b_y = vertices[ indexB * 3 + 1 ];
  18288. var b_z = vertices[ indexB * 3 + 2 ];
  18289. var c_x = vertices[ indexC * 3 ];
  18290. var c_y = vertices[ indexC * 3 + 1 ];
  18291. var c_z = vertices[ indexC * 3 + 2 ];
  18292. var d_x = vertices[ indexD * 3 ];
  18293. var d_y = vertices[ indexD * 3 + 1 ];
  18294. var d_z = vertices[ indexD * 3 + 2 ];
  18295. if ( Math.abs( a_y - b_y ) < 0.01 ) {
  18296. return [
  18297. new Vector2( a_x, 1 - a_z ),
  18298. new Vector2( b_x, 1 - b_z ),
  18299. new Vector2( c_x, 1 - c_z ),
  18300. new Vector2( d_x, 1 - d_z )
  18301. ];
  18302. } else {
  18303. return [
  18304. new Vector2( a_y, 1 - a_z ),
  18305. new Vector2( b_y, 1 - b_z ),
  18306. new Vector2( c_y, 1 - c_z ),
  18307. new Vector2( d_y, 1 - d_z )
  18308. ];
  18309. }
  18310. }
  18311. };
  18312. function toJSON( shapes, options, data ) {
  18313. //
  18314. data.shapes = [];
  18315. if ( Array.isArray( shapes ) ) {
  18316. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  18317. var shape = shapes[ i ];
  18318. data.shapes.push( shape.uuid );
  18319. }
  18320. } else {
  18321. data.shapes.push( shapes.uuid );
  18322. }
  18323. //
  18324. if ( options.extrudePath !== undefined ) { data.options.extrudePath = options.extrudePath.toJSON(); }
  18325. return data;
  18326. }
  18327. /**
  18328. * @author zz85 / http://www.lab4games.net/zz85/blog
  18329. * @author alteredq / http://alteredqualia.com/
  18330. *
  18331. * Text = 3D Text
  18332. *
  18333. * parameters = {
  18334. * font: <THREE.Font>, // font
  18335. *
  18336. * size: <float>, // size of the text
  18337. * height: <float>, // thickness to extrude text
  18338. * curveSegments: <int>, // number of points on the curves
  18339. *
  18340. * bevelEnabled: <bool>, // turn on bevel
  18341. * bevelThickness: <float>, // how deep into text bevel goes
  18342. * bevelSize: <float>, // how far from text outline (including bevelOffset) is bevel
  18343. * bevelOffset: <float> // how far from text outline does bevel start
  18344. * }
  18345. */
  18346. // TextGeometry
  18347. function TextGeometry( text, parameters ) {
  18348. Geometry.call( this );
  18349. this.type = 'TextGeometry';
  18350. this.parameters = {
  18351. text: text,
  18352. parameters: parameters
  18353. };
  18354. this.fromBufferGeometry( new TextBufferGeometry( text, parameters ) );
  18355. this.mergeVertices();
  18356. }
  18357. TextGeometry.prototype = Object.create( Geometry.prototype );
  18358. TextGeometry.prototype.constructor = TextGeometry;
  18359. // TextBufferGeometry
  18360. function TextBufferGeometry( text, parameters ) {
  18361. parameters = parameters || {};
  18362. var font = parameters.font;
  18363. if ( ! ( font && font.isFont ) ) {
  18364. console.error( 'THREE.TextGeometry: font parameter is not an instance of THREE.Font.' );
  18365. return new Geometry();
  18366. }
  18367. var shapes = font.generateShapes( text, parameters.size );
  18368. // translate parameters to ExtrudeGeometry API
  18369. parameters.depth = parameters.height !== undefined ? parameters.height : 50;
  18370. // defaults
  18371. if ( parameters.bevelThickness === undefined ) { parameters.bevelThickness = 10; }
  18372. if ( parameters.bevelSize === undefined ) { parameters.bevelSize = 8; }
  18373. if ( parameters.bevelEnabled === undefined ) { parameters.bevelEnabled = false; }
  18374. ExtrudeBufferGeometry.call( this, shapes, parameters );
  18375. this.type = 'TextBufferGeometry';
  18376. }
  18377. TextBufferGeometry.prototype = Object.create( ExtrudeBufferGeometry.prototype );
  18378. TextBufferGeometry.prototype.constructor = TextBufferGeometry;
  18379. /**
  18380. * @author mrdoob / http://mrdoob.com/
  18381. * @author benaadams / https://twitter.com/ben_a_adams
  18382. * @author Mugen87 / https://github.com/Mugen87
  18383. */
  18384. // SphereGeometry
  18385. function SphereGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
  18386. Geometry.call( this );
  18387. this.type = 'SphereGeometry';
  18388. this.parameters = {
  18389. radius: radius,
  18390. widthSegments: widthSegments,
  18391. heightSegments: heightSegments,
  18392. phiStart: phiStart,
  18393. phiLength: phiLength,
  18394. thetaStart: thetaStart,
  18395. thetaLength: thetaLength
  18396. };
  18397. this.fromBufferGeometry( new SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) );
  18398. this.mergeVertices();
  18399. }
  18400. SphereGeometry.prototype = Object.create( Geometry.prototype );
  18401. SphereGeometry.prototype.constructor = SphereGeometry;
  18402. // SphereBufferGeometry
  18403. function SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
  18404. BufferGeometry.call( this );
  18405. this.type = 'SphereBufferGeometry';
  18406. this.parameters = {
  18407. radius: radius,
  18408. widthSegments: widthSegments,
  18409. heightSegments: heightSegments,
  18410. phiStart: phiStart,
  18411. phiLength: phiLength,
  18412. thetaStart: thetaStart,
  18413. thetaLength: thetaLength
  18414. };
  18415. radius = radius || 1;
  18416. widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 );
  18417. heightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 );
  18418. phiStart = phiStart !== undefined ? phiStart : 0;
  18419. phiLength = phiLength !== undefined ? phiLength : Math.PI * 2;
  18420. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  18421. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI;
  18422. var thetaEnd = Math.min( thetaStart + thetaLength, Math.PI );
  18423. var ix, iy;
  18424. var index = 0;
  18425. var grid = [];
  18426. var vertex = new Vector3();
  18427. var normal = new Vector3();
  18428. // buffers
  18429. var indices = [];
  18430. var vertices = [];
  18431. var normals = [];
  18432. var uvs = [];
  18433. // generate vertices, normals and uvs
  18434. for ( iy = 0; iy <= heightSegments; iy ++ ) {
  18435. var verticesRow = [];
  18436. var v = iy / heightSegments;
  18437. // special case for the poles
  18438. var uOffset = 0;
  18439. if ( iy == 0 && thetaStart == 0 ) {
  18440. uOffset = 0.5 / widthSegments;
  18441. } else if ( iy == heightSegments && thetaEnd == Math.PI ) {
  18442. uOffset = - 0.5 / widthSegments;
  18443. }
  18444. for ( ix = 0; ix <= widthSegments; ix ++ ) {
  18445. var u = ix / widthSegments;
  18446. // vertex
  18447. vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  18448. vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
  18449. vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  18450. vertices.push( vertex.x, vertex.y, vertex.z );
  18451. // normal
  18452. normal.copy( vertex ).normalize();
  18453. normals.push( normal.x, normal.y, normal.z );
  18454. // uv
  18455. uvs.push( u + uOffset, 1 - v );
  18456. verticesRow.push( index ++ );
  18457. }
  18458. grid.push( verticesRow );
  18459. }
  18460. // indices
  18461. for ( iy = 0; iy < heightSegments; iy ++ ) {
  18462. for ( ix = 0; ix < widthSegments; ix ++ ) {
  18463. var a = grid[ iy ][ ix + 1 ];
  18464. var b = grid[ iy ][ ix ];
  18465. var c = grid[ iy + 1 ][ ix ];
  18466. var d = grid[ iy + 1 ][ ix + 1 ];
  18467. if ( iy !== 0 || thetaStart > 0 ) { indices.push( a, b, d ); }
  18468. if ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) { indices.push( b, c, d ); }
  18469. }
  18470. }
  18471. // build geometry
  18472. this.setIndex( indices );
  18473. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18474. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18475. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18476. }
  18477. SphereBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18478. SphereBufferGeometry.prototype.constructor = SphereBufferGeometry;
  18479. /**
  18480. * @author Kaleb Murphy
  18481. * @author Mugen87 / https://github.com/Mugen87
  18482. */
  18483. // RingGeometry
  18484. function RingGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
  18485. Geometry.call( this );
  18486. this.type = 'RingGeometry';
  18487. this.parameters = {
  18488. innerRadius: innerRadius,
  18489. outerRadius: outerRadius,
  18490. thetaSegments: thetaSegments,
  18491. phiSegments: phiSegments,
  18492. thetaStart: thetaStart,
  18493. thetaLength: thetaLength
  18494. };
  18495. this.fromBufferGeometry( new RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) );
  18496. this.mergeVertices();
  18497. }
  18498. RingGeometry.prototype = Object.create( Geometry.prototype );
  18499. RingGeometry.prototype.constructor = RingGeometry;
  18500. // RingBufferGeometry
  18501. function RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
  18502. BufferGeometry.call( this );
  18503. this.type = 'RingBufferGeometry';
  18504. this.parameters = {
  18505. innerRadius: innerRadius,
  18506. outerRadius: outerRadius,
  18507. thetaSegments: thetaSegments,
  18508. phiSegments: phiSegments,
  18509. thetaStart: thetaStart,
  18510. thetaLength: thetaLength
  18511. };
  18512. innerRadius = innerRadius || 0.5;
  18513. outerRadius = outerRadius || 1;
  18514. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  18515. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  18516. thetaSegments = thetaSegments !== undefined ? Math.max( 3, thetaSegments ) : 8;
  18517. phiSegments = phiSegments !== undefined ? Math.max( 1, phiSegments ) : 1;
  18518. // buffers
  18519. var indices = [];
  18520. var vertices = [];
  18521. var normals = [];
  18522. var uvs = [];
  18523. // some helper variables
  18524. var segment;
  18525. var radius = innerRadius;
  18526. var radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
  18527. var vertex = new Vector3();
  18528. var uv = new Vector2();
  18529. var j, i;
  18530. // generate vertices, normals and uvs
  18531. for ( j = 0; j <= phiSegments; j ++ ) {
  18532. for ( i = 0; i <= thetaSegments; i ++ ) {
  18533. // values are generate from the inside of the ring to the outside
  18534. segment = thetaStart + i / thetaSegments * thetaLength;
  18535. // vertex
  18536. vertex.x = radius * Math.cos( segment );
  18537. vertex.y = radius * Math.sin( segment );
  18538. vertices.push( vertex.x, vertex.y, vertex.z );
  18539. // normal
  18540. normals.push( 0, 0, 1 );
  18541. // uv
  18542. uv.x = ( vertex.x / outerRadius + 1 ) / 2;
  18543. uv.y = ( vertex.y / outerRadius + 1 ) / 2;
  18544. uvs.push( uv.x, uv.y );
  18545. }
  18546. // increase the radius for next row of vertices
  18547. radius += radiusStep;
  18548. }
  18549. // indices
  18550. for ( j = 0; j < phiSegments; j ++ ) {
  18551. var thetaSegmentLevel = j * ( thetaSegments + 1 );
  18552. for ( i = 0; i < thetaSegments; i ++ ) {
  18553. segment = i + thetaSegmentLevel;
  18554. var a = segment;
  18555. var b = segment + thetaSegments + 1;
  18556. var c = segment + thetaSegments + 2;
  18557. var d = segment + 1;
  18558. // faces
  18559. indices.push( a, b, d );
  18560. indices.push( b, c, d );
  18561. }
  18562. }
  18563. // build geometry
  18564. this.setIndex( indices );
  18565. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18566. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18567. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18568. }
  18569. RingBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18570. RingBufferGeometry.prototype.constructor = RingBufferGeometry;
  18571. /**
  18572. * @author zz85 / https://github.com/zz85
  18573. * @author bhouston / http://clara.io
  18574. * @author Mugen87 / https://github.com/Mugen87
  18575. */
  18576. // LatheGeometry
  18577. function LatheGeometry( points, segments, phiStart, phiLength ) {
  18578. Geometry.call( this );
  18579. this.type = 'LatheGeometry';
  18580. this.parameters = {
  18581. points: points,
  18582. segments: segments,
  18583. phiStart: phiStart,
  18584. phiLength: phiLength
  18585. };
  18586. this.fromBufferGeometry( new LatheBufferGeometry( points, segments, phiStart, phiLength ) );
  18587. this.mergeVertices();
  18588. }
  18589. LatheGeometry.prototype = Object.create( Geometry.prototype );
  18590. LatheGeometry.prototype.constructor = LatheGeometry;
  18591. // LatheBufferGeometry
  18592. function LatheBufferGeometry( points, segments, phiStart, phiLength ) {
  18593. BufferGeometry.call( this );
  18594. this.type = 'LatheBufferGeometry';
  18595. this.parameters = {
  18596. points: points,
  18597. segments: segments,
  18598. phiStart: phiStart,
  18599. phiLength: phiLength
  18600. };
  18601. segments = Math.floor( segments ) || 12;
  18602. phiStart = phiStart || 0;
  18603. phiLength = phiLength || Math.PI * 2;
  18604. // clamp phiLength so it's in range of [ 0, 2PI ]
  18605. phiLength = _Math.clamp( phiLength, 0, Math.PI * 2 );
  18606. // buffers
  18607. var indices = [];
  18608. var vertices = [];
  18609. var uvs = [];
  18610. // helper variables
  18611. var base;
  18612. var inverseSegments = 1.0 / segments;
  18613. var vertex = new Vector3();
  18614. var uv = new Vector2();
  18615. var i, j;
  18616. // generate vertices and uvs
  18617. for ( i = 0; i <= segments; i ++ ) {
  18618. var phi = phiStart + i * inverseSegments * phiLength;
  18619. var sin = Math.sin( phi );
  18620. var cos = Math.cos( phi );
  18621. for ( j = 0; j <= ( points.length - 1 ); j ++ ) {
  18622. // vertex
  18623. vertex.x = points[ j ].x * sin;
  18624. vertex.y = points[ j ].y;
  18625. vertex.z = points[ j ].x * cos;
  18626. vertices.push( vertex.x, vertex.y, vertex.z );
  18627. // uv
  18628. uv.x = i / segments;
  18629. uv.y = j / ( points.length - 1 );
  18630. uvs.push( uv.x, uv.y );
  18631. }
  18632. }
  18633. // indices
  18634. for ( i = 0; i < segments; i ++ ) {
  18635. for ( j = 0; j < ( points.length - 1 ); j ++ ) {
  18636. base = j + i * points.length;
  18637. var a = base;
  18638. var b = base + points.length;
  18639. var c = base + points.length + 1;
  18640. var d = base + 1;
  18641. // faces
  18642. indices.push( a, b, d );
  18643. indices.push( b, c, d );
  18644. }
  18645. }
  18646. // build geometry
  18647. this.setIndex( indices );
  18648. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18649. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18650. // generate normals
  18651. this.computeVertexNormals();
  18652. // if the geometry is closed, we need to average the normals along the seam.
  18653. // because the corresponding vertices are identical (but still have different UVs).
  18654. if ( phiLength === Math.PI * 2 ) {
  18655. var normals = this.attributes.normal.array;
  18656. var n1 = new Vector3();
  18657. var n2 = new Vector3();
  18658. var n = new Vector3();
  18659. // this is the buffer offset for the last line of vertices
  18660. base = segments * points.length * 3;
  18661. for ( i = 0, j = 0; i < points.length; i ++, j += 3 ) {
  18662. // select the normal of the vertex in the first line
  18663. n1.x = normals[ j + 0 ];
  18664. n1.y = normals[ j + 1 ];
  18665. n1.z = normals[ j + 2 ];
  18666. // select the normal of the vertex in the last line
  18667. n2.x = normals[ base + j + 0 ];
  18668. n2.y = normals[ base + j + 1 ];
  18669. n2.z = normals[ base + j + 2 ];
  18670. // average normals
  18671. n.addVectors( n1, n2 ).normalize();
  18672. // assign the new values to both normals
  18673. normals[ j + 0 ] = normals[ base + j + 0 ] = n.x;
  18674. normals[ j + 1 ] = normals[ base + j + 1 ] = n.y;
  18675. normals[ j + 2 ] = normals[ base + j + 2 ] = n.z;
  18676. }
  18677. }
  18678. }
  18679. LatheBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18680. LatheBufferGeometry.prototype.constructor = LatheBufferGeometry;
  18681. /**
  18682. * @author jonobr1 / http://jonobr1.com
  18683. * @author Mugen87 / https://github.com/Mugen87
  18684. */
  18685. // ShapeGeometry
  18686. function ShapeGeometry( shapes, curveSegments ) {
  18687. Geometry.call( this );
  18688. this.type = 'ShapeGeometry';
  18689. if ( typeof curveSegments === 'object' ) {
  18690. console.warn( 'THREE.ShapeGeometry: Options parameter has been removed.' );
  18691. curveSegments = curveSegments.curveSegments;
  18692. }
  18693. this.parameters = {
  18694. shapes: shapes,
  18695. curveSegments: curveSegments
  18696. };
  18697. this.fromBufferGeometry( new ShapeBufferGeometry( shapes, curveSegments ) );
  18698. this.mergeVertices();
  18699. }
  18700. ShapeGeometry.prototype = Object.create( Geometry.prototype );
  18701. ShapeGeometry.prototype.constructor = ShapeGeometry;
  18702. ShapeGeometry.prototype.toJSON = function () {
  18703. var data = Geometry.prototype.toJSON.call( this );
  18704. var shapes = this.parameters.shapes;
  18705. return toJSON$1( shapes, data );
  18706. };
  18707. // ShapeBufferGeometry
  18708. function ShapeBufferGeometry( shapes, curveSegments ) {
  18709. BufferGeometry.call( this );
  18710. this.type = 'ShapeBufferGeometry';
  18711. this.parameters = {
  18712. shapes: shapes,
  18713. curveSegments: curveSegments
  18714. };
  18715. curveSegments = curveSegments || 12;
  18716. // buffers
  18717. var indices = [];
  18718. var vertices = [];
  18719. var normals = [];
  18720. var uvs = [];
  18721. // helper variables
  18722. var groupStart = 0;
  18723. var groupCount = 0;
  18724. // allow single and array values for "shapes" parameter
  18725. if ( Array.isArray( shapes ) === false ) {
  18726. addShape( shapes );
  18727. } else {
  18728. for ( var i = 0; i < shapes.length; i ++ ) {
  18729. addShape( shapes[ i ] );
  18730. this.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support
  18731. groupStart += groupCount;
  18732. groupCount = 0;
  18733. }
  18734. }
  18735. // build geometry
  18736. this.setIndex( indices );
  18737. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18738. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18739. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18740. // helper functions
  18741. function addShape( shape ) {
  18742. var i, l, shapeHole;
  18743. var indexOffset = vertices.length / 3;
  18744. var points = shape.extractPoints( curveSegments );
  18745. var shapeVertices = points.shape;
  18746. var shapeHoles = points.holes;
  18747. // check direction of vertices
  18748. if ( ShapeUtils.isClockWise( shapeVertices ) === false ) {
  18749. shapeVertices = shapeVertices.reverse();
  18750. }
  18751. for ( i = 0, l = shapeHoles.length; i < l; i ++ ) {
  18752. shapeHole = shapeHoles[ i ];
  18753. if ( ShapeUtils.isClockWise( shapeHole ) === true ) {
  18754. shapeHoles[ i ] = shapeHole.reverse();
  18755. }
  18756. }
  18757. var faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );
  18758. // join vertices of inner and outer paths to a single array
  18759. for ( i = 0, l = shapeHoles.length; i < l; i ++ ) {
  18760. shapeHole = shapeHoles[ i ];
  18761. shapeVertices = shapeVertices.concat( shapeHole );
  18762. }
  18763. // vertices, normals, uvs
  18764. for ( i = 0, l = shapeVertices.length; i < l; i ++ ) {
  18765. var vertex = shapeVertices[ i ];
  18766. vertices.push( vertex.x, vertex.y, 0 );
  18767. normals.push( 0, 0, 1 );
  18768. uvs.push( vertex.x, vertex.y ); // world uvs
  18769. }
  18770. // incides
  18771. for ( i = 0, l = faces.length; i < l; i ++ ) {
  18772. var face = faces[ i ];
  18773. var a = face[ 0 ] + indexOffset;
  18774. var b = face[ 1 ] + indexOffset;
  18775. var c = face[ 2 ] + indexOffset;
  18776. indices.push( a, b, c );
  18777. groupCount += 3;
  18778. }
  18779. }
  18780. }
  18781. ShapeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18782. ShapeBufferGeometry.prototype.constructor = ShapeBufferGeometry;
  18783. ShapeBufferGeometry.prototype.toJSON = function () {
  18784. var data = BufferGeometry.prototype.toJSON.call( this );
  18785. var shapes = this.parameters.shapes;
  18786. return toJSON$1( shapes, data );
  18787. };
  18788. //
  18789. function toJSON$1( shapes, data ) {
  18790. data.shapes = [];
  18791. if ( Array.isArray( shapes ) ) {
  18792. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  18793. var shape = shapes[ i ];
  18794. data.shapes.push( shape.uuid );
  18795. }
  18796. } else {
  18797. data.shapes.push( shapes.uuid );
  18798. }
  18799. return data;
  18800. }
  18801. /**
  18802. * @author WestLangley / http://github.com/WestLangley
  18803. * @author Mugen87 / https://github.com/Mugen87
  18804. */
  18805. function EdgesGeometry( geometry, thresholdAngle ) {
  18806. BufferGeometry.call( this );
  18807. this.type = 'EdgesGeometry';
  18808. this.parameters = {
  18809. thresholdAngle: thresholdAngle
  18810. };
  18811. thresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1;
  18812. // buffer
  18813. var vertices = [];
  18814. // helper variables
  18815. var thresholdDot = Math.cos( _Math.DEG2RAD * thresholdAngle );
  18816. var edge = [ 0, 0 ], edges = {}, edge1, edge2;
  18817. var key, keys = [ 'a', 'b', 'c' ];
  18818. // prepare source geometry
  18819. var geometry2;
  18820. if ( geometry.isBufferGeometry ) {
  18821. geometry2 = new Geometry();
  18822. geometry2.fromBufferGeometry( geometry );
  18823. } else {
  18824. geometry2 = geometry.clone();
  18825. }
  18826. geometry2.mergeVertices();
  18827. geometry2.computeFaceNormals();
  18828. var sourceVertices = geometry2.vertices;
  18829. var faces = geometry2.faces;
  18830. // now create a data structure where each entry represents an edge with its adjoining faces
  18831. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  18832. var face = faces[ i ];
  18833. for ( var j = 0; j < 3; j ++ ) {
  18834. edge1 = face[ keys[ j ] ];
  18835. edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
  18836. edge[ 0 ] = Math.min( edge1, edge2 );
  18837. edge[ 1 ] = Math.max( edge1, edge2 );
  18838. key = edge[ 0 ] + ',' + edge[ 1 ];
  18839. if ( edges[ key ] === undefined ) {
  18840. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ], face1: i, face2: undefined };
  18841. } else {
  18842. edges[ key ].face2 = i;
  18843. }
  18844. }
  18845. }
  18846. // generate vertices
  18847. for ( key in edges ) {
  18848. var e = edges[ key ];
  18849. // an edge is only rendered if the angle (in degrees) between the face normals of the adjoining faces exceeds this value. default = 1 degree.
  18850. if ( e.face2 === undefined || faces[ e.face1 ].normal.dot( faces[ e.face2 ].normal ) <= thresholdDot ) {
  18851. var vertex = sourceVertices[ e.index1 ];
  18852. vertices.push( vertex.x, vertex.y, vertex.z );
  18853. vertex = sourceVertices[ e.index2 ];
  18854. vertices.push( vertex.x, vertex.y, vertex.z );
  18855. }
  18856. }
  18857. // build geometry
  18858. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18859. }
  18860. EdgesGeometry.prototype = Object.create( BufferGeometry.prototype );
  18861. EdgesGeometry.prototype.constructor = EdgesGeometry;
  18862. /**
  18863. * @author mrdoob / http://mrdoob.com/
  18864. * @author Mugen87 / https://github.com/Mugen87
  18865. */
  18866. // CylinderGeometry
  18867. function CylinderGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  18868. Geometry.call( this );
  18869. this.type = 'CylinderGeometry';
  18870. this.parameters = {
  18871. radiusTop: radiusTop,
  18872. radiusBottom: radiusBottom,
  18873. height: height,
  18874. radialSegments: radialSegments,
  18875. heightSegments: heightSegments,
  18876. openEnded: openEnded,
  18877. thetaStart: thetaStart,
  18878. thetaLength: thetaLength
  18879. };
  18880. this.fromBufferGeometry( new CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) );
  18881. this.mergeVertices();
  18882. }
  18883. CylinderGeometry.prototype = Object.create( Geometry.prototype );
  18884. CylinderGeometry.prototype.constructor = CylinderGeometry;
  18885. // CylinderBufferGeometry
  18886. function CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  18887. BufferGeometry.call( this );
  18888. this.type = 'CylinderBufferGeometry';
  18889. this.parameters = {
  18890. radiusTop: radiusTop,
  18891. radiusBottom: radiusBottom,
  18892. height: height,
  18893. radialSegments: radialSegments,
  18894. heightSegments: heightSegments,
  18895. openEnded: openEnded,
  18896. thetaStart: thetaStart,
  18897. thetaLength: thetaLength
  18898. };
  18899. var scope = this;
  18900. radiusTop = radiusTop !== undefined ? radiusTop : 1;
  18901. radiusBottom = radiusBottom !== undefined ? radiusBottom : 1;
  18902. height = height || 1;
  18903. radialSegments = Math.floor( radialSegments ) || 8;
  18904. heightSegments = Math.floor( heightSegments ) || 1;
  18905. openEnded = openEnded !== undefined ? openEnded : false;
  18906. thetaStart = thetaStart !== undefined ? thetaStart : 0.0;
  18907. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  18908. // buffers
  18909. var indices = [];
  18910. var vertices = [];
  18911. var normals = [];
  18912. var uvs = [];
  18913. // helper variables
  18914. var index = 0;
  18915. var indexArray = [];
  18916. var halfHeight = height / 2;
  18917. var groupStart = 0;
  18918. // generate geometry
  18919. generateTorso();
  18920. if ( openEnded === false ) {
  18921. if ( radiusTop > 0 ) { generateCap( true ); }
  18922. if ( radiusBottom > 0 ) { generateCap( false ); }
  18923. }
  18924. // build geometry
  18925. this.setIndex( indices );
  18926. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18927. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18928. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18929. function generateTorso() {
  18930. var x, y;
  18931. var normal = new Vector3();
  18932. var vertex = new Vector3();
  18933. var groupCount = 0;
  18934. // this will be used to calculate the normal
  18935. var slope = ( radiusBottom - radiusTop ) / height;
  18936. // generate vertices, normals and uvs
  18937. for ( y = 0; y <= heightSegments; y ++ ) {
  18938. var indexRow = [];
  18939. var v = y / heightSegments;
  18940. // calculate the radius of the current row
  18941. var radius = v * ( radiusBottom - radiusTop ) + radiusTop;
  18942. for ( x = 0; x <= radialSegments; x ++ ) {
  18943. var u = x / radialSegments;
  18944. var theta = u * thetaLength + thetaStart;
  18945. var sinTheta = Math.sin( theta );
  18946. var cosTheta = Math.cos( theta );
  18947. // vertex
  18948. vertex.x = radius * sinTheta;
  18949. vertex.y = - v * height + halfHeight;
  18950. vertex.z = radius * cosTheta;
  18951. vertices.push( vertex.x, vertex.y, vertex.z );
  18952. // normal
  18953. normal.set( sinTheta, slope, cosTheta ).normalize();
  18954. normals.push( normal.x, normal.y, normal.z );
  18955. // uv
  18956. uvs.push( u, 1 - v );
  18957. // save index of vertex in respective row
  18958. indexRow.push( index ++ );
  18959. }
  18960. // now save vertices of the row in our index array
  18961. indexArray.push( indexRow );
  18962. }
  18963. // generate indices
  18964. for ( x = 0; x < radialSegments; x ++ ) {
  18965. for ( y = 0; y < heightSegments; y ++ ) {
  18966. // we use the index array to access the correct indices
  18967. var a = indexArray[ y ][ x ];
  18968. var b = indexArray[ y + 1 ][ x ];
  18969. var c = indexArray[ y + 1 ][ x + 1 ];
  18970. var d = indexArray[ y ][ x + 1 ];
  18971. // faces
  18972. indices.push( a, b, d );
  18973. indices.push( b, c, d );
  18974. // update group counter
  18975. groupCount += 6;
  18976. }
  18977. }
  18978. // add a group to the geometry. this will ensure multi material support
  18979. scope.addGroup( groupStart, groupCount, 0 );
  18980. // calculate new start value for groups
  18981. groupStart += groupCount;
  18982. }
  18983. function generateCap( top ) {
  18984. var x, centerIndexStart, centerIndexEnd;
  18985. var uv = new Vector2();
  18986. var vertex = new Vector3();
  18987. var groupCount = 0;
  18988. var radius = ( top === true ) ? radiusTop : radiusBottom;
  18989. var sign = ( top === true ) ? 1 : - 1;
  18990. // save the index of the first center vertex
  18991. centerIndexStart = index;
  18992. // first we generate the center vertex data of the cap.
  18993. // because the geometry needs one set of uvs per face,
  18994. // we must generate a center vertex per face/segment
  18995. for ( x = 1; x <= radialSegments; x ++ ) {
  18996. // vertex
  18997. vertices.push( 0, halfHeight * sign, 0 );
  18998. // normal
  18999. normals.push( 0, sign, 0 );
  19000. // uv
  19001. uvs.push( 0.5, 0.5 );
  19002. // increase index
  19003. index ++;
  19004. }
  19005. // save the index of the last center vertex
  19006. centerIndexEnd = index;
  19007. // now we generate the surrounding vertices, normals and uvs
  19008. for ( x = 0; x <= radialSegments; x ++ ) {
  19009. var u = x / radialSegments;
  19010. var theta = u * thetaLength + thetaStart;
  19011. var cosTheta = Math.cos( theta );
  19012. var sinTheta = Math.sin( theta );
  19013. // vertex
  19014. vertex.x = radius * sinTheta;
  19015. vertex.y = halfHeight * sign;
  19016. vertex.z = radius * cosTheta;
  19017. vertices.push( vertex.x, vertex.y, vertex.z );
  19018. // normal
  19019. normals.push( 0, sign, 0 );
  19020. // uv
  19021. uv.x = ( cosTheta * 0.5 ) + 0.5;
  19022. uv.y = ( sinTheta * 0.5 * sign ) + 0.5;
  19023. uvs.push( uv.x, uv.y );
  19024. // increase index
  19025. index ++;
  19026. }
  19027. // generate indices
  19028. for ( x = 0; x < radialSegments; x ++ ) {
  19029. var c = centerIndexStart + x;
  19030. var i = centerIndexEnd + x;
  19031. if ( top === true ) {
  19032. // face top
  19033. indices.push( i, i + 1, c );
  19034. } else {
  19035. // face bottom
  19036. indices.push( i + 1, i, c );
  19037. }
  19038. groupCount += 3;
  19039. }
  19040. // add a group to the geometry. this will ensure multi material support
  19041. scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );
  19042. // calculate new start value for groups
  19043. groupStart += groupCount;
  19044. }
  19045. }
  19046. CylinderBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19047. CylinderBufferGeometry.prototype.constructor = CylinderBufferGeometry;
  19048. /**
  19049. * @author abelnation / http://github.com/abelnation
  19050. */
  19051. // ConeGeometry
  19052. function ConeGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19053. CylinderGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  19054. this.type = 'ConeGeometry';
  19055. this.parameters = {
  19056. radius: radius,
  19057. height: height,
  19058. radialSegments: radialSegments,
  19059. heightSegments: heightSegments,
  19060. openEnded: openEnded,
  19061. thetaStart: thetaStart,
  19062. thetaLength: thetaLength
  19063. };
  19064. }
  19065. ConeGeometry.prototype = Object.create( CylinderGeometry.prototype );
  19066. ConeGeometry.prototype.constructor = ConeGeometry;
  19067. // ConeBufferGeometry
  19068. function ConeBufferGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19069. CylinderBufferGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  19070. this.type = 'ConeBufferGeometry';
  19071. this.parameters = {
  19072. radius: radius,
  19073. height: height,
  19074. radialSegments: radialSegments,
  19075. heightSegments: heightSegments,
  19076. openEnded: openEnded,
  19077. thetaStart: thetaStart,
  19078. thetaLength: thetaLength
  19079. };
  19080. }
  19081. ConeBufferGeometry.prototype = Object.create( CylinderBufferGeometry.prototype );
  19082. ConeBufferGeometry.prototype.constructor = ConeBufferGeometry;
  19083. /**
  19084. * @author benaadams / https://twitter.com/ben_a_adams
  19085. * @author Mugen87 / https://github.com/Mugen87
  19086. * @author hughes
  19087. */
  19088. // CircleGeometry
  19089. function CircleGeometry( radius, segments, thetaStart, thetaLength ) {
  19090. Geometry.call( this );
  19091. this.type = 'CircleGeometry';
  19092. this.parameters = {
  19093. radius: radius,
  19094. segments: segments,
  19095. thetaStart: thetaStart,
  19096. thetaLength: thetaLength
  19097. };
  19098. this.fromBufferGeometry( new CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) );
  19099. this.mergeVertices();
  19100. }
  19101. CircleGeometry.prototype = Object.create( Geometry.prototype );
  19102. CircleGeometry.prototype.constructor = CircleGeometry;
  19103. // CircleBufferGeometry
  19104. function CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) {
  19105. BufferGeometry.call( this );
  19106. this.type = 'CircleBufferGeometry';
  19107. this.parameters = {
  19108. radius: radius,
  19109. segments: segments,
  19110. thetaStart: thetaStart,
  19111. thetaLength: thetaLength
  19112. };
  19113. radius = radius || 1;
  19114. segments = segments !== undefined ? Math.max( 3, segments ) : 8;
  19115. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  19116. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  19117. // buffers
  19118. var indices = [];
  19119. var vertices = [];
  19120. var normals = [];
  19121. var uvs = [];
  19122. // helper variables
  19123. var i, s;
  19124. var vertex = new Vector3();
  19125. var uv = new Vector2();
  19126. // center point
  19127. vertices.push( 0, 0, 0 );
  19128. normals.push( 0, 0, 1 );
  19129. uvs.push( 0.5, 0.5 );
  19130. for ( s = 0, i = 3; s <= segments; s ++, i += 3 ) {
  19131. var segment = thetaStart + s / segments * thetaLength;
  19132. // vertex
  19133. vertex.x = radius * Math.cos( segment );
  19134. vertex.y = radius * Math.sin( segment );
  19135. vertices.push( vertex.x, vertex.y, vertex.z );
  19136. // normal
  19137. normals.push( 0, 0, 1 );
  19138. // uvs
  19139. uv.x = ( vertices[ i ] / radius + 1 ) / 2;
  19140. uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;
  19141. uvs.push( uv.x, uv.y );
  19142. }
  19143. // indices
  19144. for ( i = 1; i <= segments; i ++ ) {
  19145. indices.push( i, i + 1, 0 );
  19146. }
  19147. // build geometry
  19148. this.setIndex( indices );
  19149. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19150. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19151. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19152. }
  19153. CircleBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19154. CircleBufferGeometry.prototype.constructor = CircleBufferGeometry;
  19155. var Geometries = /*#__PURE__*/Object.freeze({
  19156. WireframeGeometry: WireframeGeometry,
  19157. ParametricGeometry: ParametricGeometry,
  19158. ParametricBufferGeometry: ParametricBufferGeometry,
  19159. TetrahedronGeometry: TetrahedronGeometry,
  19160. TetrahedronBufferGeometry: TetrahedronBufferGeometry,
  19161. OctahedronGeometry: OctahedronGeometry,
  19162. OctahedronBufferGeometry: OctahedronBufferGeometry,
  19163. IcosahedronGeometry: IcosahedronGeometry,
  19164. IcosahedronBufferGeometry: IcosahedronBufferGeometry,
  19165. DodecahedronGeometry: DodecahedronGeometry,
  19166. DodecahedronBufferGeometry: DodecahedronBufferGeometry,
  19167. PolyhedronGeometry: PolyhedronGeometry,
  19168. PolyhedronBufferGeometry: PolyhedronBufferGeometry,
  19169. TubeGeometry: TubeGeometry,
  19170. TubeBufferGeometry: TubeBufferGeometry,
  19171. TorusKnotGeometry: TorusKnotGeometry,
  19172. TorusKnotBufferGeometry: TorusKnotBufferGeometry,
  19173. TorusGeometry: TorusGeometry,
  19174. TorusBufferGeometry: TorusBufferGeometry,
  19175. TextGeometry: TextGeometry,
  19176. TextBufferGeometry: TextBufferGeometry,
  19177. SphereGeometry: SphereGeometry,
  19178. SphereBufferGeometry: SphereBufferGeometry,
  19179. RingGeometry: RingGeometry,
  19180. RingBufferGeometry: RingBufferGeometry,
  19181. PlaneGeometry: PlaneGeometry,
  19182. PlaneBufferGeometry: PlaneBufferGeometry,
  19183. LatheGeometry: LatheGeometry,
  19184. LatheBufferGeometry: LatheBufferGeometry,
  19185. ShapeGeometry: ShapeGeometry,
  19186. ShapeBufferGeometry: ShapeBufferGeometry,
  19187. ExtrudeGeometry: ExtrudeGeometry,
  19188. ExtrudeBufferGeometry: ExtrudeBufferGeometry,
  19189. EdgesGeometry: EdgesGeometry,
  19190. ConeGeometry: ConeGeometry,
  19191. ConeBufferGeometry: ConeBufferGeometry,
  19192. CylinderGeometry: CylinderGeometry,
  19193. CylinderBufferGeometry: CylinderBufferGeometry,
  19194. CircleGeometry: CircleGeometry,
  19195. CircleBufferGeometry: CircleBufferGeometry,
  19196. BoxGeometry: BoxGeometry,
  19197. BoxBufferGeometry: BoxBufferGeometry
  19198. });
  19199. /**
  19200. * @author mrdoob / http://mrdoob.com/
  19201. *
  19202. * parameters = {
  19203. * color: <THREE.Color>
  19204. * }
  19205. */
  19206. function ShadowMaterial( parameters ) {
  19207. Material.call( this );
  19208. this.type = 'ShadowMaterial';
  19209. this.color = new Color( 0x000000 );
  19210. this.transparent = true;
  19211. this.setValues( parameters );
  19212. }
  19213. ShadowMaterial.prototype = Object.create( Material.prototype );
  19214. ShadowMaterial.prototype.constructor = ShadowMaterial;
  19215. ShadowMaterial.prototype.isShadowMaterial = true;
  19216. ShadowMaterial.prototype.copy = function ( source ) {
  19217. Material.prototype.copy.call( this, source );
  19218. this.color.copy( source.color );
  19219. return this;
  19220. };
  19221. /**
  19222. * @author mrdoob / http://mrdoob.com/
  19223. */
  19224. function RawShaderMaterial( parameters ) {
  19225. ShaderMaterial.call( this, parameters );
  19226. this.type = 'RawShaderMaterial';
  19227. }
  19228. RawShaderMaterial.prototype = Object.create( ShaderMaterial.prototype );
  19229. RawShaderMaterial.prototype.constructor = RawShaderMaterial;
  19230. RawShaderMaterial.prototype.isRawShaderMaterial = true;
  19231. /**
  19232. * @author WestLangley / http://github.com/WestLangley
  19233. *
  19234. * parameters = {
  19235. * color: <hex>,
  19236. * roughness: <float>,
  19237. * metalness: <float>,
  19238. * opacity: <float>,
  19239. *
  19240. * map: new THREE.Texture( <Image> ),
  19241. *
  19242. * lightMap: new THREE.Texture( <Image> ),
  19243. * lightMapIntensity: <float>
  19244. *
  19245. * aoMap: new THREE.Texture( <Image> ),
  19246. * aoMapIntensity: <float>
  19247. *
  19248. * emissive: <hex>,
  19249. * emissiveIntensity: <float>
  19250. * emissiveMap: new THREE.Texture( <Image> ),
  19251. *
  19252. * bumpMap: new THREE.Texture( <Image> ),
  19253. * bumpScale: <float>,
  19254. *
  19255. * normalMap: new THREE.Texture( <Image> ),
  19256. * normalMapType: THREE.TangentSpaceNormalMap,
  19257. * normalScale: <Vector2>,
  19258. *
  19259. * displacementMap: new THREE.Texture( <Image> ),
  19260. * displacementScale: <float>,
  19261. * displacementBias: <float>,
  19262. *
  19263. * roughnessMap: new THREE.Texture( <Image> ),
  19264. *
  19265. * metalnessMap: new THREE.Texture( <Image> ),
  19266. *
  19267. * alphaMap: new THREE.Texture( <Image> ),
  19268. *
  19269. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  19270. * envMapIntensity: <float>
  19271. *
  19272. * refractionRatio: <float>,
  19273. *
  19274. * wireframe: <boolean>,
  19275. * wireframeLinewidth: <float>,
  19276. *
  19277. * skinning: <bool>,
  19278. * morphTargets: <bool>,
  19279. * morphNormals: <bool>
  19280. * }
  19281. */
  19282. function MeshStandardMaterial( parameters ) {
  19283. Material.call( this );
  19284. this.defines = { 'STANDARD': '' };
  19285. this.type = 'MeshStandardMaterial';
  19286. this.color = new Color( 0xffffff ); // diffuse
  19287. this.roughness = 0.5;
  19288. this.metalness = 0.5;
  19289. this.map = null;
  19290. this.lightMap = null;
  19291. this.lightMapIntensity = 1.0;
  19292. this.aoMap = null;
  19293. this.aoMapIntensity = 1.0;
  19294. this.emissive = new Color( 0x000000 );
  19295. this.emissiveIntensity = 1.0;
  19296. this.emissiveMap = null;
  19297. this.bumpMap = null;
  19298. this.bumpScale = 1;
  19299. this.normalMap = null;
  19300. this.normalMapType = TangentSpaceNormalMap;
  19301. this.normalScale = new Vector2( 1, 1 );
  19302. this.displacementMap = null;
  19303. this.displacementScale = 1;
  19304. this.displacementBias = 0;
  19305. this.roughnessMap = null;
  19306. this.metalnessMap = null;
  19307. this.alphaMap = null;
  19308. this.envMap = null;
  19309. this.envMapIntensity = 1.0;
  19310. this.refractionRatio = 0.98;
  19311. this.wireframe = false;
  19312. this.wireframeLinewidth = 1;
  19313. this.wireframeLinecap = 'round';
  19314. this.wireframeLinejoin = 'round';
  19315. this.skinning = false;
  19316. this.morphTargets = false;
  19317. this.morphNormals = false;
  19318. this.setValues( parameters );
  19319. }
  19320. MeshStandardMaterial.prototype = Object.create( Material.prototype );
  19321. MeshStandardMaterial.prototype.constructor = MeshStandardMaterial;
  19322. MeshStandardMaterial.prototype.isMeshStandardMaterial = true;
  19323. MeshStandardMaterial.prototype.copy = function ( source ) {
  19324. Material.prototype.copy.call( this, source );
  19325. this.defines = { 'STANDARD': '' };
  19326. this.color.copy( source.color );
  19327. this.roughness = source.roughness;
  19328. this.metalness = source.metalness;
  19329. this.map = source.map;
  19330. this.lightMap = source.lightMap;
  19331. this.lightMapIntensity = source.lightMapIntensity;
  19332. this.aoMap = source.aoMap;
  19333. this.aoMapIntensity = source.aoMapIntensity;
  19334. this.emissive.copy( source.emissive );
  19335. this.emissiveMap = source.emissiveMap;
  19336. this.emissiveIntensity = source.emissiveIntensity;
  19337. this.bumpMap = source.bumpMap;
  19338. this.bumpScale = source.bumpScale;
  19339. this.normalMap = source.normalMap;
  19340. this.normalMapType = source.normalMapType;
  19341. this.normalScale.copy( source.normalScale );
  19342. this.displacementMap = source.displacementMap;
  19343. this.displacementScale = source.displacementScale;
  19344. this.displacementBias = source.displacementBias;
  19345. this.roughnessMap = source.roughnessMap;
  19346. this.metalnessMap = source.metalnessMap;
  19347. this.alphaMap = source.alphaMap;
  19348. this.envMap = source.envMap;
  19349. this.envMapIntensity = source.envMapIntensity;
  19350. this.refractionRatio = source.refractionRatio;
  19351. this.wireframe = source.wireframe;
  19352. this.wireframeLinewidth = source.wireframeLinewidth;
  19353. this.wireframeLinecap = source.wireframeLinecap;
  19354. this.wireframeLinejoin = source.wireframeLinejoin;
  19355. this.skinning = source.skinning;
  19356. this.morphTargets = source.morphTargets;
  19357. this.morphNormals = source.morphNormals;
  19358. return this;
  19359. };
  19360. /**
  19361. * @author WestLangley / http://github.com/WestLangley
  19362. *
  19363. * parameters = {
  19364. * reflectivity: <float>
  19365. * clearcoat: <float>
  19366. * clearcoatRoughness: <float>
  19367. *
  19368. * sheen: <Color>
  19369. *
  19370. * clearcoatNormalScale: <Vector2>,
  19371. * clearcoatNormalMap: new THREE.Texture( <Image> ),
  19372. * }
  19373. */
  19374. function MeshPhysicalMaterial( parameters ) {
  19375. MeshStandardMaterial.call( this );
  19376. this.defines = {
  19377. 'STANDARD': '',
  19378. 'PHYSICAL': ''
  19379. };
  19380. this.type = 'MeshPhysicalMaterial';
  19381. this.reflectivity = 0.5; // maps to F0 = 0.04
  19382. this.clearcoat = 0.0;
  19383. this.clearcoatRoughness = 0.0;
  19384. this.sheen = null; // null will disable sheen bsdf
  19385. this.clearcoatNormalScale = new Vector2( 1, 1 );
  19386. this.clearcoatNormalMap = null;
  19387. this.transparency = 0.0;
  19388. this.setValues( parameters );
  19389. }
  19390. MeshPhysicalMaterial.prototype = Object.create( MeshStandardMaterial.prototype );
  19391. MeshPhysicalMaterial.prototype.constructor = MeshPhysicalMaterial;
  19392. MeshPhysicalMaterial.prototype.isMeshPhysicalMaterial = true;
  19393. MeshPhysicalMaterial.prototype.copy = function ( source ) {
  19394. MeshStandardMaterial.prototype.copy.call( this, source );
  19395. this.defines = {
  19396. 'STANDARD': '',
  19397. 'PHYSICAL': ''
  19398. };
  19399. this.reflectivity = source.reflectivity;
  19400. this.clearcoat = source.clearcoat;
  19401. this.clearcoatRoughness = source.clearcoatRoughness;
  19402. if ( source.sheen ) { this.sheen = ( this.sheen || new Color() ).copy( source.sheen ); }
  19403. else { this.sheen = null; }
  19404. this.clearcoatNormalMap = source.clearcoatNormalMap;
  19405. this.clearcoatNormalScale.copy( source.clearcoatNormalScale );
  19406. this.transparency = source.transparency;
  19407. return this;
  19408. };
  19409. /**
  19410. * @author mrdoob / http://mrdoob.com/
  19411. * @author alteredq / http://alteredqualia.com/
  19412. *
  19413. * parameters = {
  19414. * color: <hex>,
  19415. * specular: <hex>,
  19416. * shininess: <float>,
  19417. * opacity: <float>,
  19418. *
  19419. * map: new THREE.Texture( <Image> ),
  19420. *
  19421. * lightMap: new THREE.Texture( <Image> ),
  19422. * lightMapIntensity: <float>
  19423. *
  19424. * aoMap: new THREE.Texture( <Image> ),
  19425. * aoMapIntensity: <float>
  19426. *
  19427. * emissive: <hex>,
  19428. * emissiveIntensity: <float>
  19429. * emissiveMap: new THREE.Texture( <Image> ),
  19430. *
  19431. * bumpMap: new THREE.Texture( <Image> ),
  19432. * bumpScale: <float>,
  19433. *
  19434. * normalMap: new THREE.Texture( <Image> ),
  19435. * normalMapType: THREE.TangentSpaceNormalMap,
  19436. * normalScale: <Vector2>,
  19437. *
  19438. * displacementMap: new THREE.Texture( <Image> ),
  19439. * displacementScale: <float>,
  19440. * displacementBias: <float>,
  19441. *
  19442. * specularMap: new THREE.Texture( <Image> ),
  19443. *
  19444. * alphaMap: new THREE.Texture( <Image> ),
  19445. *
  19446. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  19447. * combine: THREE.Multiply,
  19448. * reflectivity: <float>,
  19449. * refractionRatio: <float>,
  19450. *
  19451. * wireframe: <boolean>,
  19452. * wireframeLinewidth: <float>,
  19453. *
  19454. * skinning: <bool>,
  19455. * morphTargets: <bool>,
  19456. * morphNormals: <bool>
  19457. * }
  19458. */
  19459. function MeshPhongMaterial( parameters ) {
  19460. Material.call( this );
  19461. this.type = 'MeshPhongMaterial';
  19462. this.color = new Color( 0xffffff ); // diffuse
  19463. this.specular = new Color( 0x111111 );
  19464. this.shininess = 30;
  19465. this.map = null;
  19466. this.lightMap = null;
  19467. this.lightMapIntensity = 1.0;
  19468. this.aoMap = null;
  19469. this.aoMapIntensity = 1.0;
  19470. this.emissive = new Color( 0x000000 );
  19471. this.emissiveIntensity = 1.0;
  19472. this.emissiveMap = null;
  19473. this.bumpMap = null;
  19474. this.bumpScale = 1;
  19475. this.normalMap = null;
  19476. this.normalMapType = TangentSpaceNormalMap;
  19477. this.normalScale = new Vector2( 1, 1 );
  19478. this.displacementMap = null;
  19479. this.displacementScale = 1;
  19480. this.displacementBias = 0;
  19481. this.specularMap = null;
  19482. this.alphaMap = null;
  19483. this.envMap = null;
  19484. this.combine = MultiplyOperation;
  19485. this.reflectivity = 1;
  19486. this.refractionRatio = 0.98;
  19487. this.wireframe = false;
  19488. this.wireframeLinewidth = 1;
  19489. this.wireframeLinecap = 'round';
  19490. this.wireframeLinejoin = 'round';
  19491. this.skinning = false;
  19492. this.morphTargets = false;
  19493. this.morphNormals = false;
  19494. this.setValues( parameters );
  19495. }
  19496. MeshPhongMaterial.prototype = Object.create( Material.prototype );
  19497. MeshPhongMaterial.prototype.constructor = MeshPhongMaterial;
  19498. MeshPhongMaterial.prototype.isMeshPhongMaterial = true;
  19499. MeshPhongMaterial.prototype.copy = function ( source ) {
  19500. Material.prototype.copy.call( this, source );
  19501. this.color.copy( source.color );
  19502. this.specular.copy( source.specular );
  19503. this.shininess = source.shininess;
  19504. this.map = source.map;
  19505. this.lightMap = source.lightMap;
  19506. this.lightMapIntensity = source.lightMapIntensity;
  19507. this.aoMap = source.aoMap;
  19508. this.aoMapIntensity = source.aoMapIntensity;
  19509. this.emissive.copy( source.emissive );
  19510. this.emissiveMap = source.emissiveMap;
  19511. this.emissiveIntensity = source.emissiveIntensity;
  19512. this.bumpMap = source.bumpMap;
  19513. this.bumpScale = source.bumpScale;
  19514. this.normalMap = source.normalMap;
  19515. this.normalMapType = source.normalMapType;
  19516. this.normalScale.copy( source.normalScale );
  19517. this.displacementMap = source.displacementMap;
  19518. this.displacementScale = source.displacementScale;
  19519. this.displacementBias = source.displacementBias;
  19520. this.specularMap = source.specularMap;
  19521. this.alphaMap = source.alphaMap;
  19522. this.envMap = source.envMap;
  19523. this.combine = source.combine;
  19524. this.reflectivity = source.reflectivity;
  19525. this.refractionRatio = source.refractionRatio;
  19526. this.wireframe = source.wireframe;
  19527. this.wireframeLinewidth = source.wireframeLinewidth;
  19528. this.wireframeLinecap = source.wireframeLinecap;
  19529. this.wireframeLinejoin = source.wireframeLinejoin;
  19530. this.skinning = source.skinning;
  19531. this.morphTargets = source.morphTargets;
  19532. this.morphNormals = source.morphNormals;
  19533. return this;
  19534. };
  19535. /**
  19536. * @author takahirox / http://github.com/takahirox
  19537. *
  19538. * parameters = {
  19539. * gradientMap: new THREE.Texture( <Image> )
  19540. * }
  19541. */
  19542. function MeshToonMaterial( parameters ) {
  19543. MeshPhongMaterial.call( this );
  19544. this.defines = { 'TOON': '' };
  19545. this.type = 'MeshToonMaterial';
  19546. this.gradientMap = null;
  19547. this.setValues( parameters );
  19548. }
  19549. MeshToonMaterial.prototype = Object.create( MeshPhongMaterial.prototype );
  19550. MeshToonMaterial.prototype.constructor = MeshToonMaterial;
  19551. MeshToonMaterial.prototype.isMeshToonMaterial = true;
  19552. MeshToonMaterial.prototype.copy = function ( source ) {
  19553. MeshPhongMaterial.prototype.copy.call( this, source );
  19554. this.gradientMap = source.gradientMap;
  19555. return this;
  19556. };
  19557. /**
  19558. * @author mrdoob / http://mrdoob.com/
  19559. * @author WestLangley / http://github.com/WestLangley
  19560. *
  19561. * parameters = {
  19562. * opacity: <float>,
  19563. *
  19564. * bumpMap: new THREE.Texture( <Image> ),
  19565. * bumpScale: <float>,
  19566. *
  19567. * normalMap: new THREE.Texture( <Image> ),
  19568. * normalMapType: THREE.TangentSpaceNormalMap,
  19569. * normalScale: <Vector2>,
  19570. *
  19571. * displacementMap: new THREE.Texture( <Image> ),
  19572. * displacementScale: <float>,
  19573. * displacementBias: <float>,
  19574. *
  19575. * wireframe: <boolean>,
  19576. * wireframeLinewidth: <float>
  19577. *
  19578. * skinning: <bool>,
  19579. * morphTargets: <bool>,
  19580. * morphNormals: <bool>
  19581. * }
  19582. */
  19583. function MeshNormalMaterial( parameters ) {
  19584. Material.call( this );
  19585. this.type = 'MeshNormalMaterial';
  19586. this.bumpMap = null;
  19587. this.bumpScale = 1;
  19588. this.normalMap = null;
  19589. this.normalMapType = TangentSpaceNormalMap;
  19590. this.normalScale = new Vector2( 1, 1 );
  19591. this.displacementMap = null;
  19592. this.displacementScale = 1;
  19593. this.displacementBias = 0;
  19594. this.wireframe = false;
  19595. this.wireframeLinewidth = 1;
  19596. this.fog = false;
  19597. this.lights = false;
  19598. this.skinning = false;
  19599. this.morphTargets = false;
  19600. this.morphNormals = false;
  19601. this.setValues( parameters );
  19602. }
  19603. MeshNormalMaterial.prototype = Object.create( Material.prototype );
  19604. MeshNormalMaterial.prototype.constructor = MeshNormalMaterial;
  19605. MeshNormalMaterial.prototype.isMeshNormalMaterial = true;
  19606. MeshNormalMaterial.prototype.copy = function ( source ) {
  19607. Material.prototype.copy.call( this, source );
  19608. this.bumpMap = source.bumpMap;
  19609. this.bumpScale = source.bumpScale;
  19610. this.normalMap = source.normalMap;
  19611. this.normalMapType = source.normalMapType;
  19612. this.normalScale.copy( source.normalScale );
  19613. this.displacementMap = source.displacementMap;
  19614. this.displacementScale = source.displacementScale;
  19615. this.displacementBias = source.displacementBias;
  19616. this.wireframe = source.wireframe;
  19617. this.wireframeLinewidth = source.wireframeLinewidth;
  19618. this.skinning = source.skinning;
  19619. this.morphTargets = source.morphTargets;
  19620. this.morphNormals = source.morphNormals;
  19621. return this;
  19622. };
  19623. /**
  19624. * @author mrdoob / http://mrdoob.com/
  19625. * @author alteredq / http://alteredqualia.com/
  19626. *
  19627. * parameters = {
  19628. * color: <hex>,
  19629. * opacity: <float>,
  19630. *
  19631. * map: new THREE.Texture( <Image> ),
  19632. *
  19633. * lightMap: new THREE.Texture( <Image> ),
  19634. * lightMapIntensity: <float>
  19635. *
  19636. * aoMap: new THREE.Texture( <Image> ),
  19637. * aoMapIntensity: <float>
  19638. *
  19639. * emissive: <hex>,
  19640. * emissiveIntensity: <float>
  19641. * emissiveMap: new THREE.Texture( <Image> ),
  19642. *
  19643. * specularMap: new THREE.Texture( <Image> ),
  19644. *
  19645. * alphaMap: new THREE.Texture( <Image> ),
  19646. *
  19647. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  19648. * combine: THREE.Multiply,
  19649. * reflectivity: <float>,
  19650. * refractionRatio: <float>,
  19651. *
  19652. * wireframe: <boolean>,
  19653. * wireframeLinewidth: <float>,
  19654. *
  19655. * skinning: <bool>,
  19656. * morphTargets: <bool>,
  19657. * morphNormals: <bool>
  19658. * }
  19659. */
  19660. function MeshLambertMaterial( parameters ) {
  19661. Material.call( this );
  19662. this.type = 'MeshLambertMaterial';
  19663. this.color = new Color( 0xffffff ); // diffuse
  19664. this.map = null;
  19665. this.lightMap = null;
  19666. this.lightMapIntensity = 1.0;
  19667. this.aoMap = null;
  19668. this.aoMapIntensity = 1.0;
  19669. this.emissive = new Color( 0x000000 );
  19670. this.emissiveIntensity = 1.0;
  19671. this.emissiveMap = null;
  19672. this.specularMap = null;
  19673. this.alphaMap = null;
  19674. this.envMap = null;
  19675. this.combine = MultiplyOperation;
  19676. this.reflectivity = 1;
  19677. this.refractionRatio = 0.98;
  19678. this.wireframe = false;
  19679. this.wireframeLinewidth = 1;
  19680. this.wireframeLinecap = 'round';
  19681. this.wireframeLinejoin = 'round';
  19682. this.skinning = false;
  19683. this.morphTargets = false;
  19684. this.morphNormals = false;
  19685. this.setValues( parameters );
  19686. }
  19687. MeshLambertMaterial.prototype = Object.create( Material.prototype );
  19688. MeshLambertMaterial.prototype.constructor = MeshLambertMaterial;
  19689. MeshLambertMaterial.prototype.isMeshLambertMaterial = true;
  19690. MeshLambertMaterial.prototype.copy = function ( source ) {
  19691. Material.prototype.copy.call( this, source );
  19692. this.color.copy( source.color );
  19693. this.map = source.map;
  19694. this.lightMap = source.lightMap;
  19695. this.lightMapIntensity = source.lightMapIntensity;
  19696. this.aoMap = source.aoMap;
  19697. this.aoMapIntensity = source.aoMapIntensity;
  19698. this.emissive.copy( source.emissive );
  19699. this.emissiveMap = source.emissiveMap;
  19700. this.emissiveIntensity = source.emissiveIntensity;
  19701. this.specularMap = source.specularMap;
  19702. this.alphaMap = source.alphaMap;
  19703. this.envMap = source.envMap;
  19704. this.combine = source.combine;
  19705. this.reflectivity = source.reflectivity;
  19706. this.refractionRatio = source.refractionRatio;
  19707. this.wireframe = source.wireframe;
  19708. this.wireframeLinewidth = source.wireframeLinewidth;
  19709. this.wireframeLinecap = source.wireframeLinecap;
  19710. this.wireframeLinejoin = source.wireframeLinejoin;
  19711. this.skinning = source.skinning;
  19712. this.morphTargets = source.morphTargets;
  19713. this.morphNormals = source.morphNormals;
  19714. return this;
  19715. };
  19716. /**
  19717. * @author WestLangley / http://github.com/WestLangley
  19718. *
  19719. * parameters = {
  19720. * color: <hex>,
  19721. * opacity: <float>,
  19722. *
  19723. * matcap: new THREE.Texture( <Image> ),
  19724. *
  19725. * map: new THREE.Texture( <Image> ),
  19726. *
  19727. * bumpMap: new THREE.Texture( <Image> ),
  19728. * bumpScale: <float>,
  19729. *
  19730. * normalMap: new THREE.Texture( <Image> ),
  19731. * normalMapType: THREE.TangentSpaceNormalMap,
  19732. * normalScale: <Vector2>,
  19733. *
  19734. * displacementMap: new THREE.Texture( <Image> ),
  19735. * displacementScale: <float>,
  19736. * displacementBias: <float>,
  19737. *
  19738. * alphaMap: new THREE.Texture( <Image> ),
  19739. *
  19740. * skinning: <bool>,
  19741. * morphTargets: <bool>,
  19742. * morphNormals: <bool>
  19743. * }
  19744. */
  19745. function MeshMatcapMaterial( parameters ) {
  19746. Material.call( this );
  19747. this.defines = { 'MATCAP': '' };
  19748. this.type = 'MeshMatcapMaterial';
  19749. this.color = new Color( 0xffffff ); // diffuse
  19750. this.matcap = null;
  19751. this.map = null;
  19752. this.bumpMap = null;
  19753. this.bumpScale = 1;
  19754. this.normalMap = null;
  19755. this.normalMapType = TangentSpaceNormalMap;
  19756. this.normalScale = new Vector2( 1, 1 );
  19757. this.displacementMap = null;
  19758. this.displacementScale = 1;
  19759. this.displacementBias = 0;
  19760. this.alphaMap = null;
  19761. this.skinning = false;
  19762. this.morphTargets = false;
  19763. this.morphNormals = false;
  19764. this.lights = false;
  19765. this.setValues( parameters );
  19766. }
  19767. MeshMatcapMaterial.prototype = Object.create( Material.prototype );
  19768. MeshMatcapMaterial.prototype.constructor = MeshMatcapMaterial;
  19769. MeshMatcapMaterial.prototype.isMeshMatcapMaterial = true;
  19770. MeshMatcapMaterial.prototype.copy = function ( source ) {
  19771. Material.prototype.copy.call( this, source );
  19772. this.defines = { 'MATCAP': '' };
  19773. this.color.copy( source.color );
  19774. this.matcap = source.matcap;
  19775. this.map = source.map;
  19776. this.bumpMap = source.bumpMap;
  19777. this.bumpScale = source.bumpScale;
  19778. this.normalMap = source.normalMap;
  19779. this.normalMapType = source.normalMapType;
  19780. this.normalScale.copy( source.normalScale );
  19781. this.displacementMap = source.displacementMap;
  19782. this.displacementScale = source.displacementScale;
  19783. this.displacementBias = source.displacementBias;
  19784. this.alphaMap = source.alphaMap;
  19785. this.skinning = source.skinning;
  19786. this.morphTargets = source.morphTargets;
  19787. this.morphNormals = source.morphNormals;
  19788. return this;
  19789. };
  19790. /**
  19791. * @author alteredq / http://alteredqualia.com/
  19792. *
  19793. * parameters = {
  19794. * color: <hex>,
  19795. * opacity: <float>,
  19796. *
  19797. * linewidth: <float>,
  19798. *
  19799. * scale: <float>,
  19800. * dashSize: <float>,
  19801. * gapSize: <float>
  19802. * }
  19803. */
  19804. function LineDashedMaterial( parameters ) {
  19805. LineBasicMaterial.call( this );
  19806. this.type = 'LineDashedMaterial';
  19807. this.scale = 1;
  19808. this.dashSize = 3;
  19809. this.gapSize = 1;
  19810. this.setValues( parameters );
  19811. }
  19812. LineDashedMaterial.prototype = Object.create( LineBasicMaterial.prototype );
  19813. LineDashedMaterial.prototype.constructor = LineDashedMaterial;
  19814. LineDashedMaterial.prototype.isLineDashedMaterial = true;
  19815. LineDashedMaterial.prototype.copy = function ( source ) {
  19816. LineBasicMaterial.prototype.copy.call( this, source );
  19817. this.scale = source.scale;
  19818. this.dashSize = source.dashSize;
  19819. this.gapSize = source.gapSize;
  19820. return this;
  19821. };
  19822. var Materials = /*#__PURE__*/Object.freeze({
  19823. ShadowMaterial: ShadowMaterial,
  19824. SpriteMaterial: SpriteMaterial,
  19825. RawShaderMaterial: RawShaderMaterial,
  19826. ShaderMaterial: ShaderMaterial,
  19827. PointsMaterial: PointsMaterial,
  19828. MeshPhysicalMaterial: MeshPhysicalMaterial,
  19829. MeshStandardMaterial: MeshStandardMaterial,
  19830. MeshPhongMaterial: MeshPhongMaterial,
  19831. MeshToonMaterial: MeshToonMaterial,
  19832. MeshNormalMaterial: MeshNormalMaterial,
  19833. MeshLambertMaterial: MeshLambertMaterial,
  19834. MeshDepthMaterial: MeshDepthMaterial,
  19835. MeshDistanceMaterial: MeshDistanceMaterial,
  19836. MeshBasicMaterial: MeshBasicMaterial,
  19837. MeshMatcapMaterial: MeshMatcapMaterial,
  19838. LineDashedMaterial: LineDashedMaterial,
  19839. LineBasicMaterial: LineBasicMaterial,
  19840. Material: Material
  19841. });
  19842. /**
  19843. * @author tschw
  19844. * @author Ben Houston / http://clara.io/
  19845. * @author David Sarno / http://lighthaus.us/
  19846. */
  19847. var AnimationUtils = {
  19848. // same as Array.prototype.slice, but also works on typed arrays
  19849. arraySlice: function ( array, from, to ) {
  19850. if ( AnimationUtils.isTypedArray( array ) ) {
  19851. // in ios9 array.subarray(from, undefined) will return empty array
  19852. // but array.subarray(from) or array.subarray(from, len) is correct
  19853. return new array.constructor( array.subarray( from, to !== undefined ? to : array.length ) );
  19854. }
  19855. return array.slice( from, to );
  19856. },
  19857. // converts an array to a specific type
  19858. convertArray: function ( array, type, forceClone ) {
  19859. if ( ! array || // let 'undefined' and 'null' pass
  19860. ! forceClone && array.constructor === type ) { return array; }
  19861. if ( typeof type.BYTES_PER_ELEMENT === 'number' ) {
  19862. return new type( array ); // create typed array
  19863. }
  19864. return Array.prototype.slice.call( array ); // create Array
  19865. },
  19866. isTypedArray: function ( object ) {
  19867. return ArrayBuffer.isView( object ) &&
  19868. ! ( object instanceof DataView );
  19869. },
  19870. // returns an array by which times and values can be sorted
  19871. getKeyframeOrder: function ( times ) {
  19872. function compareTime( i, j ) {
  19873. return times[ i ] - times[ j ];
  19874. }
  19875. var n = times.length;
  19876. var result = new Array( n );
  19877. for ( var i = 0; i !== n; ++ i ) { result[ i ] = i; }
  19878. result.sort( compareTime );
  19879. return result;
  19880. },
  19881. // uses the array previously returned by 'getKeyframeOrder' to sort data
  19882. sortedArray: function ( values, stride, order ) {
  19883. var nValues = values.length;
  19884. var result = new values.constructor( nValues );
  19885. for ( var i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {
  19886. var srcOffset = order[ i ] * stride;
  19887. for ( var j = 0; j !== stride; ++ j ) {
  19888. result[ dstOffset ++ ] = values[ srcOffset + j ];
  19889. }
  19890. }
  19891. return result;
  19892. },
  19893. // function for parsing AOS keyframe formats
  19894. flattenJSON: function ( jsonKeys, times, values, valuePropertyName ) {
  19895. var i = 1, key = jsonKeys[ 0 ];
  19896. while ( key !== undefined && key[ valuePropertyName ] === undefined ) {
  19897. key = jsonKeys[ i ++ ];
  19898. }
  19899. if ( key === undefined ) { return; } // no data
  19900. var value = key[ valuePropertyName ];
  19901. if ( value === undefined ) { return; } // no data
  19902. if ( Array.isArray( value ) ) {
  19903. do {
  19904. value = key[ valuePropertyName ];
  19905. if ( value !== undefined ) {
  19906. times.push( key.time );
  19907. values.push.apply( values, value ); // push all elements
  19908. }
  19909. key = jsonKeys[ i ++ ];
  19910. } while ( key !== undefined );
  19911. } else if ( value.toArray !== undefined ) {
  19912. // ...assume THREE.Math-ish
  19913. do {
  19914. value = key[ valuePropertyName ];
  19915. if ( value !== undefined ) {
  19916. times.push( key.time );
  19917. value.toArray( values, values.length );
  19918. }
  19919. key = jsonKeys[ i ++ ];
  19920. } while ( key !== undefined );
  19921. } else {
  19922. // otherwise push as-is
  19923. do {
  19924. value = key[ valuePropertyName ];
  19925. if ( value !== undefined ) {
  19926. times.push( key.time );
  19927. values.push( value );
  19928. }
  19929. key = jsonKeys[ i ++ ];
  19930. } while ( key !== undefined );
  19931. }
  19932. }
  19933. };
  19934. /**
  19935. * Abstract base class of interpolants over parametric samples.
  19936. *
  19937. * The parameter domain is one dimensional, typically the time or a path
  19938. * along a curve defined by the data.
  19939. *
  19940. * The sample values can have any dimensionality and derived classes may
  19941. * apply special interpretations to the data.
  19942. *
  19943. * This class provides the interval seek in a Template Method, deferring
  19944. * the actual interpolation to derived classes.
  19945. *
  19946. * Time complexity is O(1) for linear access crossing at most two points
  19947. * and O(log N) for random access, where N is the number of positions.
  19948. *
  19949. * References:
  19950. *
  19951. * http://www.oodesign.com/template-method-pattern.html
  19952. *
  19953. * @author tschw
  19954. */
  19955. function Interpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  19956. this.parameterPositions = parameterPositions;
  19957. this._cachedIndex = 0;
  19958. this.resultBuffer = resultBuffer !== undefined ?
  19959. resultBuffer : new sampleValues.constructor( sampleSize );
  19960. this.sampleValues = sampleValues;
  19961. this.valueSize = sampleSize;
  19962. }
  19963. Object.assign( Interpolant.prototype, {
  19964. evaluate: function ( t ) {
  19965. var pp = this.parameterPositions,
  19966. i1 = this._cachedIndex,
  19967. t1 = pp[ i1 ],
  19968. t0 = pp[ i1 - 1 ];
  19969. validate_interval: {
  19970. seek: {
  19971. var right;
  19972. linear_scan: {
  19973. //- See http://jsperf.com/comparison-to-undefined/3
  19974. //- slower code:
  19975. //-
  19976. //- if ( t >= t1 || t1 === undefined ) {
  19977. forward_scan: if ( ! ( t < t1 ) ) {
  19978. for ( var giveUpAt = i1 + 2; ; ) {
  19979. if ( t1 === undefined ) {
  19980. if ( t < t0 ) { break forward_scan; }
  19981. // after end
  19982. i1 = pp.length;
  19983. this._cachedIndex = i1;
  19984. return this.afterEnd_( i1 - 1, t, t0 );
  19985. }
  19986. if ( i1 === giveUpAt ) { break; } // this loop
  19987. t0 = t1;
  19988. t1 = pp[ ++ i1 ];
  19989. if ( t < t1 ) {
  19990. // we have arrived at the sought interval
  19991. break seek;
  19992. }
  19993. }
  19994. // prepare binary search on the right side of the index
  19995. right = pp.length;
  19996. break linear_scan;
  19997. }
  19998. //- slower code:
  19999. //- if ( t < t0 || t0 === undefined ) {
  20000. if ( ! ( t >= t0 ) ) {
  20001. // looping?
  20002. var t1global = pp[ 1 ];
  20003. if ( t < t1global ) {
  20004. i1 = 2; // + 1, using the scan for the details
  20005. t0 = t1global;
  20006. }
  20007. // linear reverse scan
  20008. for ( var giveUpAt = i1 - 2; ; ) {
  20009. if ( t0 === undefined ) {
  20010. // before start
  20011. this._cachedIndex = 0;
  20012. return this.beforeStart_( 0, t, t1 );
  20013. }
  20014. if ( i1 === giveUpAt ) { break; } // this loop
  20015. t1 = t0;
  20016. t0 = pp[ -- i1 - 1 ];
  20017. if ( t >= t0 ) {
  20018. // we have arrived at the sought interval
  20019. break seek;
  20020. }
  20021. }
  20022. // prepare binary search on the left side of the index
  20023. right = i1;
  20024. i1 = 0;
  20025. break linear_scan;
  20026. }
  20027. // the interval is valid
  20028. break validate_interval;
  20029. } // linear scan
  20030. // binary search
  20031. while ( i1 < right ) {
  20032. var mid = ( i1 + right ) >>> 1;
  20033. if ( t < pp[ mid ] ) {
  20034. right = mid;
  20035. } else {
  20036. i1 = mid + 1;
  20037. }
  20038. }
  20039. t1 = pp[ i1 ];
  20040. t0 = pp[ i1 - 1 ];
  20041. // check boundary cases, again
  20042. if ( t0 === undefined ) {
  20043. this._cachedIndex = 0;
  20044. return this.beforeStart_( 0, t, t1 );
  20045. }
  20046. if ( t1 === undefined ) {
  20047. i1 = pp.length;
  20048. this._cachedIndex = i1;
  20049. return this.afterEnd_( i1 - 1, t0, t );
  20050. }
  20051. } // seek
  20052. this._cachedIndex = i1;
  20053. this.intervalChanged_( i1, t0, t1 );
  20054. } // validate_interval
  20055. return this.interpolate_( i1, t0, t, t1 );
  20056. },
  20057. settings: null, // optional, subclass-specific settings structure
  20058. // Note: The indirection allows central control of many interpolants.
  20059. // --- Protected interface
  20060. DefaultSettings_: {},
  20061. getSettings_: function () {
  20062. return this.settings || this.DefaultSettings_;
  20063. },
  20064. copySampleValue_: function ( index ) {
  20065. // copies a sample value to the result buffer
  20066. var result = this.resultBuffer,
  20067. values = this.sampleValues,
  20068. stride = this.valueSize,
  20069. offset = index * stride;
  20070. for ( var i = 0; i !== stride; ++ i ) {
  20071. result[ i ] = values[ offset + i ];
  20072. }
  20073. return result;
  20074. },
  20075. // Template methods for derived classes:
  20076. interpolate_: function ( /* i1, t0, t, t1 */ ) {
  20077. throw new Error( 'call to abstract method' );
  20078. // implementations shall return this.resultBuffer
  20079. },
  20080. intervalChanged_: function ( /* i1, t0, t1 */ ) {
  20081. // empty
  20082. }
  20083. } );
  20084. //!\ DECLARE ALIAS AFTER assign prototype !
  20085. Object.assign( Interpolant.prototype, {
  20086. //( 0, t, t0 ), returns this.resultBuffer
  20087. beforeStart_: Interpolant.prototype.copySampleValue_,
  20088. //( N-1, tN-1, t ), returns this.resultBuffer
  20089. afterEnd_: Interpolant.prototype.copySampleValue_,
  20090. } );
  20091. /**
  20092. * Fast and simple cubic spline interpolant.
  20093. *
  20094. * It was derived from a Hermitian construction setting the first derivative
  20095. * at each sample position to the linear slope between neighboring positions
  20096. * over their parameter interval.
  20097. *
  20098. * @author tschw
  20099. */
  20100. function CubicInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20101. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20102. this._weightPrev = - 0;
  20103. this._offsetPrev = - 0;
  20104. this._weightNext = - 0;
  20105. this._offsetNext = - 0;
  20106. }
  20107. CubicInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20108. constructor: CubicInterpolant,
  20109. DefaultSettings_: {
  20110. endingStart: ZeroCurvatureEnding,
  20111. endingEnd: ZeroCurvatureEnding
  20112. },
  20113. intervalChanged_: function ( i1, t0, t1 ) {
  20114. var pp = this.parameterPositions,
  20115. iPrev = i1 - 2,
  20116. iNext = i1 + 1,
  20117. tPrev = pp[ iPrev ],
  20118. tNext = pp[ iNext ];
  20119. if ( tPrev === undefined ) {
  20120. switch ( this.getSettings_().endingStart ) {
  20121. case ZeroSlopeEnding:
  20122. // f'(t0) = 0
  20123. iPrev = i1;
  20124. tPrev = 2 * t0 - t1;
  20125. break;
  20126. case WrapAroundEnding:
  20127. // use the other end of the curve
  20128. iPrev = pp.length - 2;
  20129. tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];
  20130. break;
  20131. default: // ZeroCurvatureEnding
  20132. // f''(t0) = 0 a.k.a. Natural Spline
  20133. iPrev = i1;
  20134. tPrev = t1;
  20135. }
  20136. }
  20137. if ( tNext === undefined ) {
  20138. switch ( this.getSettings_().endingEnd ) {
  20139. case ZeroSlopeEnding:
  20140. // f'(tN) = 0
  20141. iNext = i1;
  20142. tNext = 2 * t1 - t0;
  20143. break;
  20144. case WrapAroundEnding:
  20145. // use the other end of the curve
  20146. iNext = 1;
  20147. tNext = t1 + pp[ 1 ] - pp[ 0 ];
  20148. break;
  20149. default: // ZeroCurvatureEnding
  20150. // f''(tN) = 0, a.k.a. Natural Spline
  20151. iNext = i1 - 1;
  20152. tNext = t0;
  20153. }
  20154. }
  20155. var halfDt = ( t1 - t0 ) * 0.5,
  20156. stride = this.valueSize;
  20157. this._weightPrev = halfDt / ( t0 - tPrev );
  20158. this._weightNext = halfDt / ( tNext - t1 );
  20159. this._offsetPrev = iPrev * stride;
  20160. this._offsetNext = iNext * stride;
  20161. },
  20162. interpolate_: function ( i1, t0, t, t1 ) {
  20163. var result = this.resultBuffer,
  20164. values = this.sampleValues,
  20165. stride = this.valueSize,
  20166. o1 = i1 * stride, o0 = o1 - stride,
  20167. oP = this._offsetPrev, oN = this._offsetNext,
  20168. wP = this._weightPrev, wN = this._weightNext,
  20169. p = ( t - t0 ) / ( t1 - t0 ),
  20170. pp = p * p,
  20171. ppp = pp * p;
  20172. // evaluate polynomials
  20173. var sP = - wP * ppp + 2 * wP * pp - wP * p;
  20174. var s0 = ( 1 + wP ) * ppp + ( - 1.5 - 2 * wP ) * pp + ( - 0.5 + wP ) * p + 1;
  20175. var s1 = ( - 1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;
  20176. var sN = wN * ppp - wN * pp;
  20177. // combine data linearly
  20178. for ( var i = 0; i !== stride; ++ i ) {
  20179. result[ i ] =
  20180. sP * values[ oP + i ] +
  20181. s0 * values[ o0 + i ] +
  20182. s1 * values[ o1 + i ] +
  20183. sN * values[ oN + i ];
  20184. }
  20185. return result;
  20186. }
  20187. } );
  20188. /**
  20189. * @author tschw
  20190. */
  20191. function LinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20192. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20193. }
  20194. LinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20195. constructor: LinearInterpolant,
  20196. interpolate_: function ( i1, t0, t, t1 ) {
  20197. var result = this.resultBuffer,
  20198. values = this.sampleValues,
  20199. stride = this.valueSize,
  20200. offset1 = i1 * stride,
  20201. offset0 = offset1 - stride,
  20202. weight1 = ( t - t0 ) / ( t1 - t0 ),
  20203. weight0 = 1 - weight1;
  20204. for ( var i = 0; i !== stride; ++ i ) {
  20205. result[ i ] =
  20206. values[ offset0 + i ] * weight0 +
  20207. values[ offset1 + i ] * weight1;
  20208. }
  20209. return result;
  20210. }
  20211. } );
  20212. /**
  20213. *
  20214. * Interpolant that evaluates to the sample value at the position preceeding
  20215. * the parameter.
  20216. *
  20217. * @author tschw
  20218. */
  20219. function DiscreteInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20220. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20221. }
  20222. DiscreteInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20223. constructor: DiscreteInterpolant,
  20224. interpolate_: function ( i1 /*, t0, t, t1 */ ) {
  20225. return this.copySampleValue_( i1 - 1 );
  20226. }
  20227. } );
  20228. /**
  20229. *
  20230. * A timed sequence of keyframes for a specific property.
  20231. *
  20232. *
  20233. * @author Ben Houston / http://clara.io/
  20234. * @author David Sarno / http://lighthaus.us/
  20235. * @author tschw
  20236. */
  20237. function KeyframeTrack( name, times, values, interpolation ) {
  20238. if ( name === undefined ) { throw new Error( 'THREE.KeyframeTrack: track name is undefined' ); }
  20239. if ( times === undefined || times.length === 0 ) { throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name ); }
  20240. this.name = name;
  20241. this.times = AnimationUtils.convertArray( times, this.TimeBufferType );
  20242. this.values = AnimationUtils.convertArray( values, this.ValueBufferType );
  20243. this.setInterpolation( interpolation || this.DefaultInterpolation );
  20244. }
  20245. // Static methods
  20246. Object.assign( KeyframeTrack, {
  20247. // Serialization (in static context, because of constructor invocation
  20248. // and automatic invocation of .toJSON):
  20249. toJSON: function ( track ) {
  20250. var trackType = track.constructor;
  20251. var json;
  20252. // derived classes can define a static toJSON method
  20253. if ( trackType.toJSON !== undefined ) {
  20254. json = trackType.toJSON( track );
  20255. } else {
  20256. // by default, we assume the data can be serialized as-is
  20257. json = {
  20258. 'name': track.name,
  20259. 'times': AnimationUtils.convertArray( track.times, Array ),
  20260. 'values': AnimationUtils.convertArray( track.values, Array )
  20261. };
  20262. var interpolation = track.getInterpolation();
  20263. if ( interpolation !== track.DefaultInterpolation ) {
  20264. json.interpolation = interpolation;
  20265. }
  20266. }
  20267. json.type = track.ValueTypeName; // mandatory
  20268. return json;
  20269. }
  20270. } );
  20271. Object.assign( KeyframeTrack.prototype, {
  20272. constructor: KeyframeTrack,
  20273. TimeBufferType: Float32Array,
  20274. ValueBufferType: Float32Array,
  20275. DefaultInterpolation: InterpolateLinear,
  20276. InterpolantFactoryMethodDiscrete: function ( result ) {
  20277. return new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result );
  20278. },
  20279. InterpolantFactoryMethodLinear: function ( result ) {
  20280. return new LinearInterpolant( this.times, this.values, this.getValueSize(), result );
  20281. },
  20282. InterpolantFactoryMethodSmooth: function ( result ) {
  20283. return new CubicInterpolant( this.times, this.values, this.getValueSize(), result );
  20284. },
  20285. setInterpolation: function ( interpolation ) {
  20286. var factoryMethod;
  20287. switch ( interpolation ) {
  20288. case InterpolateDiscrete:
  20289. factoryMethod = this.InterpolantFactoryMethodDiscrete;
  20290. break;
  20291. case InterpolateLinear:
  20292. factoryMethod = this.InterpolantFactoryMethodLinear;
  20293. break;
  20294. case InterpolateSmooth:
  20295. factoryMethod = this.InterpolantFactoryMethodSmooth;
  20296. break;
  20297. }
  20298. if ( factoryMethod === undefined ) {
  20299. var message = "unsupported interpolation for " +
  20300. this.ValueTypeName + " keyframe track named " + this.name;
  20301. if ( this.createInterpolant === undefined ) {
  20302. // fall back to default, unless the default itself is messed up
  20303. if ( interpolation !== this.DefaultInterpolation ) {
  20304. this.setInterpolation( this.DefaultInterpolation );
  20305. } else {
  20306. throw new Error( message ); // fatal, in this case
  20307. }
  20308. }
  20309. console.warn( 'THREE.KeyframeTrack:', message );
  20310. return this;
  20311. }
  20312. this.createInterpolant = factoryMethod;
  20313. return this;
  20314. },
  20315. getInterpolation: function () {
  20316. switch ( this.createInterpolant ) {
  20317. case this.InterpolantFactoryMethodDiscrete:
  20318. return InterpolateDiscrete;
  20319. case this.InterpolantFactoryMethodLinear:
  20320. return InterpolateLinear;
  20321. case this.InterpolantFactoryMethodSmooth:
  20322. return InterpolateSmooth;
  20323. }
  20324. },
  20325. getValueSize: function () {
  20326. return this.values.length / this.times.length;
  20327. },
  20328. // move all keyframes either forwards or backwards in time
  20329. shift: function ( timeOffset ) {
  20330. if ( timeOffset !== 0.0 ) {
  20331. var times = this.times;
  20332. for ( var i = 0, n = times.length; i !== n; ++ i ) {
  20333. times[ i ] += timeOffset;
  20334. }
  20335. }
  20336. return this;
  20337. },
  20338. // scale all keyframe times by a factor (useful for frame <-> seconds conversions)
  20339. scale: function ( timeScale ) {
  20340. if ( timeScale !== 1.0 ) {
  20341. var times = this.times;
  20342. for ( var i = 0, n = times.length; i !== n; ++ i ) {
  20343. times[ i ] *= timeScale;
  20344. }
  20345. }
  20346. return this;
  20347. },
  20348. // removes keyframes before and after animation without changing any values within the range [startTime, endTime].
  20349. // IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values
  20350. trim: function ( startTime, endTime ) {
  20351. var times = this.times,
  20352. nKeys = times.length,
  20353. from = 0,
  20354. to = nKeys - 1;
  20355. while ( from !== nKeys && times[ from ] < startTime ) {
  20356. ++ from;
  20357. }
  20358. while ( to !== - 1 && times[ to ] > endTime ) {
  20359. -- to;
  20360. }
  20361. ++ to; // inclusive -> exclusive bound
  20362. if ( from !== 0 || to !== nKeys ) {
  20363. // empty tracks are forbidden, so keep at least one keyframe
  20364. if ( from >= to ) { to = Math.max( to, 1 ), from = to - 1; }
  20365. var stride = this.getValueSize();
  20366. this.times = AnimationUtils.arraySlice( times, from, to );
  20367. this.values = AnimationUtils.arraySlice( this.values, from * stride, to * stride );
  20368. }
  20369. return this;
  20370. },
  20371. // ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable
  20372. validate: function () {
  20373. var valid = true;
  20374. var valueSize = this.getValueSize();
  20375. if ( valueSize - Math.floor( valueSize ) !== 0 ) {
  20376. console.error( 'THREE.KeyframeTrack: Invalid value size in track.', this );
  20377. valid = false;
  20378. }
  20379. var times = this.times,
  20380. values = this.values,
  20381. nKeys = times.length;
  20382. if ( nKeys === 0 ) {
  20383. console.error( 'THREE.KeyframeTrack: Track is empty.', this );
  20384. valid = false;
  20385. }
  20386. var prevTime = null;
  20387. for ( var i = 0; i !== nKeys; i ++ ) {
  20388. var currTime = times[ i ];
  20389. if ( typeof currTime === 'number' && isNaN( currTime ) ) {
  20390. console.error( 'THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime );
  20391. valid = false;
  20392. break;
  20393. }
  20394. if ( prevTime !== null && prevTime > currTime ) {
  20395. console.error( 'THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime );
  20396. valid = false;
  20397. break;
  20398. }
  20399. prevTime = currTime;
  20400. }
  20401. if ( values !== undefined ) {
  20402. if ( AnimationUtils.isTypedArray( values ) ) {
  20403. for ( var i = 0, n = values.length; i !== n; ++ i ) {
  20404. var value = values[ i ];
  20405. if ( isNaN( value ) ) {
  20406. console.error( 'THREE.KeyframeTrack: Value is not a valid number.', this, i, value );
  20407. valid = false;
  20408. break;
  20409. }
  20410. }
  20411. }
  20412. }
  20413. return valid;
  20414. },
  20415. // removes equivalent sequential keys as common in morph target sequences
  20416. // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)
  20417. optimize: function () {
  20418. var times = this.times,
  20419. values = this.values,
  20420. stride = this.getValueSize(),
  20421. smoothInterpolation = this.getInterpolation() === InterpolateSmooth,
  20422. writeIndex = 1,
  20423. lastIndex = times.length - 1;
  20424. for ( var i = 1; i < lastIndex; ++ i ) {
  20425. var keep = false;
  20426. var time = times[ i ];
  20427. var timeNext = times[ i + 1 ];
  20428. // remove adjacent keyframes scheduled at the same time
  20429. if ( time !== timeNext && ( i !== 1 || time !== time[ 0 ] ) ) {
  20430. if ( ! smoothInterpolation ) {
  20431. // remove unnecessary keyframes same as their neighbors
  20432. var offset = i * stride,
  20433. offsetP = offset - stride,
  20434. offsetN = offset + stride;
  20435. for ( var j = 0; j !== stride; ++ j ) {
  20436. var value = values[ offset + j ];
  20437. if ( value !== values[ offsetP + j ] ||
  20438. value !== values[ offsetN + j ] ) {
  20439. keep = true;
  20440. break;
  20441. }
  20442. }
  20443. } else {
  20444. keep = true;
  20445. }
  20446. }
  20447. // in-place compaction
  20448. if ( keep ) {
  20449. if ( i !== writeIndex ) {
  20450. times[ writeIndex ] = times[ i ];
  20451. var readOffset = i * stride,
  20452. writeOffset = writeIndex * stride;
  20453. for ( var j = 0; j !== stride; ++ j ) {
  20454. values[ writeOffset + j ] = values[ readOffset + j ];
  20455. }
  20456. }
  20457. ++ writeIndex;
  20458. }
  20459. }
  20460. // flush last keyframe (compaction looks ahead)
  20461. if ( lastIndex > 0 ) {
  20462. times[ writeIndex ] = times[ lastIndex ];
  20463. for ( var readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) {
  20464. values[ writeOffset + j ] = values[ readOffset + j ];
  20465. }
  20466. ++ writeIndex;
  20467. }
  20468. if ( writeIndex !== times.length ) {
  20469. this.times = AnimationUtils.arraySlice( times, 0, writeIndex );
  20470. this.values = AnimationUtils.arraySlice( values, 0, writeIndex * stride );
  20471. }
  20472. return this;
  20473. },
  20474. clone: function () {
  20475. var times = AnimationUtils.arraySlice( this.times, 0 );
  20476. var values = AnimationUtils.arraySlice( this.values, 0 );
  20477. var TypedKeyframeTrack = this.constructor;
  20478. var track = new TypedKeyframeTrack( this.name, times, values );
  20479. // Interpolant argument to constructor is not saved, so copy the factory method directly.
  20480. track.createInterpolant = this.createInterpolant;
  20481. return track;
  20482. }
  20483. } );
  20484. /**
  20485. *
  20486. * A Track of Boolean keyframe values.
  20487. *
  20488. *
  20489. * @author Ben Houston / http://clara.io/
  20490. * @author David Sarno / http://lighthaus.us/
  20491. * @author tschw
  20492. */
  20493. function BooleanKeyframeTrack( name, times, values ) {
  20494. KeyframeTrack.call( this, name, times, values );
  20495. }
  20496. BooleanKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20497. constructor: BooleanKeyframeTrack,
  20498. ValueTypeName: 'bool',
  20499. ValueBufferType: Array,
  20500. DefaultInterpolation: InterpolateDiscrete,
  20501. InterpolantFactoryMethodLinear: undefined,
  20502. InterpolantFactoryMethodSmooth: undefined
  20503. // Note: Actually this track could have a optimized / compressed
  20504. // representation of a single value and a custom interpolant that
  20505. // computes "firstValue ^ isOdd( index )".
  20506. } );
  20507. /**
  20508. *
  20509. * A Track of keyframe values that represent color.
  20510. *
  20511. *
  20512. * @author Ben Houston / http://clara.io/
  20513. * @author David Sarno / http://lighthaus.us/
  20514. * @author tschw
  20515. */
  20516. function ColorKeyframeTrack( name, times, values, interpolation ) {
  20517. KeyframeTrack.call( this, name, times, values, interpolation );
  20518. }
  20519. ColorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20520. constructor: ColorKeyframeTrack,
  20521. ValueTypeName: 'color'
  20522. // ValueBufferType is inherited
  20523. // DefaultInterpolation is inherited
  20524. // Note: Very basic implementation and nothing special yet.
  20525. // However, this is the place for color space parameterization.
  20526. } );
  20527. /**
  20528. *
  20529. * A Track of numeric keyframe values.
  20530. *
  20531. * @author Ben Houston / http://clara.io/
  20532. * @author David Sarno / http://lighthaus.us/
  20533. * @author tschw
  20534. */
  20535. function NumberKeyframeTrack( name, times, values, interpolation ) {
  20536. KeyframeTrack.call( this, name, times, values, interpolation );
  20537. }
  20538. NumberKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20539. constructor: NumberKeyframeTrack,
  20540. ValueTypeName: 'number'
  20541. // ValueBufferType is inherited
  20542. // DefaultInterpolation is inherited
  20543. } );
  20544. /**
  20545. * Spherical linear unit quaternion interpolant.
  20546. *
  20547. * @author tschw
  20548. */
  20549. function QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20550. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20551. }
  20552. QuaternionLinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20553. constructor: QuaternionLinearInterpolant,
  20554. interpolate_: function ( i1, t0, t, t1 ) {
  20555. var result = this.resultBuffer,
  20556. values = this.sampleValues,
  20557. stride = this.valueSize,
  20558. offset = i1 * stride,
  20559. alpha = ( t - t0 ) / ( t1 - t0 );
  20560. for ( var end = offset + stride; offset !== end; offset += 4 ) {
  20561. Quaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha );
  20562. }
  20563. return result;
  20564. }
  20565. } );
  20566. /**
  20567. *
  20568. * A Track of quaternion keyframe values.
  20569. *
  20570. * @author Ben Houston / http://clara.io/
  20571. * @author David Sarno / http://lighthaus.us/
  20572. * @author tschw
  20573. */
  20574. function QuaternionKeyframeTrack( name, times, values, interpolation ) {
  20575. KeyframeTrack.call( this, name, times, values, interpolation );
  20576. }
  20577. QuaternionKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20578. constructor: QuaternionKeyframeTrack,
  20579. ValueTypeName: 'quaternion',
  20580. // ValueBufferType is inherited
  20581. DefaultInterpolation: InterpolateLinear,
  20582. InterpolantFactoryMethodLinear: function ( result ) {
  20583. return new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result );
  20584. },
  20585. InterpolantFactoryMethodSmooth: undefined // not yet implemented
  20586. } );
  20587. /**
  20588. *
  20589. * A Track that interpolates Strings
  20590. *
  20591. *
  20592. * @author Ben Houston / http://clara.io/
  20593. * @author David Sarno / http://lighthaus.us/
  20594. * @author tschw
  20595. */
  20596. function StringKeyframeTrack( name, times, values, interpolation ) {
  20597. KeyframeTrack.call( this, name, times, values, interpolation );
  20598. }
  20599. StringKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20600. constructor: StringKeyframeTrack,
  20601. ValueTypeName: 'string',
  20602. ValueBufferType: Array,
  20603. DefaultInterpolation: InterpolateDiscrete,
  20604. InterpolantFactoryMethodLinear: undefined,
  20605. InterpolantFactoryMethodSmooth: undefined
  20606. } );
  20607. /**
  20608. *
  20609. * A Track of vectored keyframe values.
  20610. *
  20611. *
  20612. * @author Ben Houston / http://clara.io/
  20613. * @author David Sarno / http://lighthaus.us/
  20614. * @author tschw
  20615. */
  20616. function VectorKeyframeTrack( name, times, values, interpolation ) {
  20617. KeyframeTrack.call( this, name, times, values, interpolation );
  20618. }
  20619. VectorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20620. constructor: VectorKeyframeTrack,
  20621. ValueTypeName: 'vector'
  20622. // ValueBufferType is inherited
  20623. // DefaultInterpolation is inherited
  20624. } );
  20625. /**
  20626. *
  20627. * Reusable set of Tracks that represent an animation.
  20628. *
  20629. * @author Ben Houston / http://clara.io/
  20630. * @author David Sarno / http://lighthaus.us/
  20631. */
  20632. function AnimationClip( name, duration, tracks ) {
  20633. this.name = name;
  20634. this.tracks = tracks;
  20635. this.duration = ( duration !== undefined ) ? duration : - 1;
  20636. this.uuid = _Math.generateUUID();
  20637. // this means it should figure out its duration by scanning the tracks
  20638. if ( this.duration < 0 ) {
  20639. this.resetDuration();
  20640. }
  20641. }
  20642. function getTrackTypeForValueTypeName( typeName ) {
  20643. switch ( typeName.toLowerCase() ) {
  20644. case 'scalar':
  20645. case 'double':
  20646. case 'float':
  20647. case 'number':
  20648. case 'integer':
  20649. return NumberKeyframeTrack;
  20650. case 'vector':
  20651. case 'vector2':
  20652. case 'vector3':
  20653. case 'vector4':
  20654. return VectorKeyframeTrack;
  20655. case 'color':
  20656. return ColorKeyframeTrack;
  20657. case 'quaternion':
  20658. return QuaternionKeyframeTrack;
  20659. case 'bool':
  20660. case 'boolean':
  20661. return BooleanKeyframeTrack;
  20662. case 'string':
  20663. return StringKeyframeTrack;
  20664. }
  20665. throw new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName );
  20666. }
  20667. function parseKeyframeTrack( json ) {
  20668. if ( json.type === undefined ) {
  20669. throw new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' );
  20670. }
  20671. var trackType = getTrackTypeForValueTypeName( json.type );
  20672. if ( json.times === undefined ) {
  20673. var times = [], values = [];
  20674. AnimationUtils.flattenJSON( json.keys, times, values, 'value' );
  20675. json.times = times;
  20676. json.values = values;
  20677. }
  20678. // derived classes can define a static parse method
  20679. if ( trackType.parse !== undefined ) {
  20680. return trackType.parse( json );
  20681. } else {
  20682. // by default, we assume a constructor compatible with the base
  20683. return new trackType( json.name, json.times, json.values, json.interpolation );
  20684. }
  20685. }
  20686. Object.assign( AnimationClip, {
  20687. parse: function ( json ) {
  20688. var tracks = [],
  20689. jsonTracks = json.tracks,
  20690. frameTime = 1.0 / ( json.fps || 1.0 );
  20691. for ( var i = 0, n = jsonTracks.length; i !== n; ++ i ) {
  20692. tracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) );
  20693. }
  20694. return new AnimationClip( json.name, json.duration, tracks );
  20695. },
  20696. toJSON: function ( clip ) {
  20697. var tracks = [],
  20698. clipTracks = clip.tracks;
  20699. var json = {
  20700. 'name': clip.name,
  20701. 'duration': clip.duration,
  20702. 'tracks': tracks,
  20703. 'uuid': clip.uuid
  20704. };
  20705. for ( var i = 0, n = clipTracks.length; i !== n; ++ i ) {
  20706. tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );
  20707. }
  20708. return json;
  20709. },
  20710. CreateFromMorphTargetSequence: function ( name, morphTargetSequence, fps, noLoop ) {
  20711. var numMorphTargets = morphTargetSequence.length;
  20712. var tracks = [];
  20713. for ( var i = 0; i < numMorphTargets; i ++ ) {
  20714. var times = [];
  20715. var values = [];
  20716. times.push(
  20717. ( i + numMorphTargets - 1 ) % numMorphTargets,
  20718. i,
  20719. ( i + 1 ) % numMorphTargets );
  20720. values.push( 0, 1, 0 );
  20721. var order = AnimationUtils.getKeyframeOrder( times );
  20722. times = AnimationUtils.sortedArray( times, 1, order );
  20723. values = AnimationUtils.sortedArray( values, 1, order );
  20724. // if there is a key at the first frame, duplicate it as the
  20725. // last frame as well for perfect loop.
  20726. if ( ! noLoop && times[ 0 ] === 0 ) {
  20727. times.push( numMorphTargets );
  20728. values.push( values[ 0 ] );
  20729. }
  20730. tracks.push(
  20731. new NumberKeyframeTrack(
  20732. '.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',
  20733. times, values
  20734. ).scale( 1.0 / fps ) );
  20735. }
  20736. return new AnimationClip( name, - 1, tracks );
  20737. },
  20738. findByName: function ( objectOrClipArray, name ) {
  20739. var clipArray = objectOrClipArray;
  20740. if ( ! Array.isArray( objectOrClipArray ) ) {
  20741. var o = objectOrClipArray;
  20742. clipArray = o.geometry && o.geometry.animations || o.animations;
  20743. }
  20744. for ( var i = 0; i < clipArray.length; i ++ ) {
  20745. if ( clipArray[ i ].name === name ) {
  20746. return clipArray[ i ];
  20747. }
  20748. }
  20749. return null;
  20750. },
  20751. CreateClipsFromMorphTargetSequences: function ( morphTargets, fps, noLoop ) {
  20752. var animationToMorphTargets = {};
  20753. // tested with https://regex101.com/ on trick sequences
  20754. // such flamingo_flyA_003, flamingo_run1_003, crdeath0059
  20755. var pattern = /^([\w-]*?)([\d]+)$/;
  20756. // sort morph target names into animation groups based
  20757. // patterns like Walk_001, Walk_002, Run_001, Run_002
  20758. for ( var i = 0, il = morphTargets.length; i < il; i ++ ) {
  20759. var morphTarget = morphTargets[ i ];
  20760. var parts = morphTarget.name.match( pattern );
  20761. if ( parts && parts.length > 1 ) {
  20762. var name = parts[ 1 ];
  20763. var animationMorphTargets = animationToMorphTargets[ name ];
  20764. if ( ! animationMorphTargets ) {
  20765. animationToMorphTargets[ name ] = animationMorphTargets = [];
  20766. }
  20767. animationMorphTargets.push( morphTarget );
  20768. }
  20769. }
  20770. var clips = [];
  20771. for ( var name in animationToMorphTargets ) {
  20772. clips.push( AnimationClip.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) );
  20773. }
  20774. return clips;
  20775. },
  20776. // parse the animation.hierarchy format
  20777. parseAnimation: function ( animation, bones ) {
  20778. if ( ! animation ) {
  20779. console.error( 'THREE.AnimationClip: No animation in JSONLoader data.' );
  20780. return null;
  20781. }
  20782. var addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) {
  20783. // only return track if there are actually keys.
  20784. if ( animationKeys.length !== 0 ) {
  20785. var times = [];
  20786. var values = [];
  20787. AnimationUtils.flattenJSON( animationKeys, times, values, propertyName );
  20788. // empty keys are filtered out, so check again
  20789. if ( times.length !== 0 ) {
  20790. destTracks.push( new trackType( trackName, times, values ) );
  20791. }
  20792. }
  20793. };
  20794. var tracks = [];
  20795. var clipName = animation.name || 'default';
  20796. // automatic length determination in AnimationClip.
  20797. var duration = animation.length || - 1;
  20798. var fps = animation.fps || 30;
  20799. var hierarchyTracks = animation.hierarchy || [];
  20800. for ( var h = 0; h < hierarchyTracks.length; h ++ ) {
  20801. var animationKeys = hierarchyTracks[ h ].keys;
  20802. // skip empty tracks
  20803. if ( ! animationKeys || animationKeys.length === 0 ) { continue; }
  20804. // process morph targets
  20805. if ( animationKeys[ 0 ].morphTargets ) {
  20806. // figure out all morph targets used in this track
  20807. var morphTargetNames = {};
  20808. for ( var k = 0; k < animationKeys.length; k ++ ) {
  20809. if ( animationKeys[ k ].morphTargets ) {
  20810. for ( var m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) {
  20811. morphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = - 1;
  20812. }
  20813. }
  20814. }
  20815. // create a track for each morph target with all zero
  20816. // morphTargetInfluences except for the keys in which
  20817. // the morphTarget is named.
  20818. for ( var morphTargetName in morphTargetNames ) {
  20819. var times = [];
  20820. var values = [];
  20821. for ( var m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) {
  20822. var animationKey = animationKeys[ k ];
  20823. times.push( animationKey.time );
  20824. values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );
  20825. }
  20826. tracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) );
  20827. }
  20828. duration = morphTargetNames.length * ( fps || 1.0 );
  20829. } else {
  20830. // ...assume skeletal animation
  20831. var boneName = '.bones[' + bones[ h ].name + ']';
  20832. addNonemptyTrack(
  20833. VectorKeyframeTrack, boneName + '.position',
  20834. animationKeys, 'pos', tracks );
  20835. addNonemptyTrack(
  20836. QuaternionKeyframeTrack, boneName + '.quaternion',
  20837. animationKeys, 'rot', tracks );
  20838. addNonemptyTrack(
  20839. VectorKeyframeTrack, boneName + '.scale',
  20840. animationKeys, 'scl', tracks );
  20841. }
  20842. }
  20843. if ( tracks.length === 0 ) {
  20844. return null;
  20845. }
  20846. var clip = new AnimationClip( clipName, duration, tracks );
  20847. return clip;
  20848. }
  20849. } );
  20850. Object.assign( AnimationClip.prototype, {
  20851. resetDuration: function () {
  20852. var tracks = this.tracks, duration = 0;
  20853. for ( var i = 0, n = tracks.length; i !== n; ++ i ) {
  20854. var track = this.tracks[ i ];
  20855. duration = Math.max( duration, track.times[ track.times.length - 1 ] );
  20856. }
  20857. this.duration = duration;
  20858. return this;
  20859. },
  20860. trim: function () {
  20861. for ( var i = 0; i < this.tracks.length; i ++ ) {
  20862. this.tracks[ i ].trim( 0, this.duration );
  20863. }
  20864. return this;
  20865. },
  20866. validate: function () {
  20867. var valid = true;
  20868. for ( var i = 0; i < this.tracks.length; i ++ ) {
  20869. valid = valid && this.tracks[ i ].validate();
  20870. }
  20871. return valid;
  20872. },
  20873. optimize: function () {
  20874. for ( var i = 0; i < this.tracks.length; i ++ ) {
  20875. this.tracks[ i ].optimize();
  20876. }
  20877. return this;
  20878. },
  20879. clone: function () {
  20880. var tracks = [];
  20881. for ( var i = 0; i < this.tracks.length; i ++ ) {
  20882. tracks.push( this.tracks[ i ].clone() );
  20883. }
  20884. return new AnimationClip( this.name, this.duration, tracks );
  20885. }
  20886. } );
  20887. /**
  20888. * @author mrdoob / http://mrdoob.com/
  20889. */
  20890. var Cache = {
  20891. enabled: false,
  20892. files: {},
  20893. add: function ( key, file ) {
  20894. if ( this.enabled === false ) { return; }
  20895. // console.log( 'THREE.Cache', 'Adding key:', key );
  20896. this.files[ key ] = file;
  20897. },
  20898. get: function ( key ) {
  20899. if ( this.enabled === false ) { return; }
  20900. // console.log( 'THREE.Cache', 'Checking key:', key );
  20901. return this.files[ key ];
  20902. },
  20903. remove: function ( key ) {
  20904. delete this.files[ key ];
  20905. },
  20906. clear: function () {
  20907. this.files = {};
  20908. }
  20909. };
  20910. /**
  20911. * @author mrdoob / http://mrdoob.com/
  20912. */
  20913. function LoadingManager( onLoad, onProgress, onError ) {
  20914. var scope = this;
  20915. var isLoading = false;
  20916. var itemsLoaded = 0;
  20917. var itemsTotal = 0;
  20918. var urlModifier = undefined;
  20919. var handlers = [];
  20920. // Refer to #5689 for the reason why we don't set .onStart
  20921. // in the constructor
  20922. this.onStart = undefined;
  20923. this.onLoad = onLoad;
  20924. this.onProgress = onProgress;
  20925. this.onError = onError;
  20926. this.itemStart = function ( url ) {
  20927. itemsTotal ++;
  20928. if ( isLoading === false ) {
  20929. if ( scope.onStart !== undefined ) {
  20930. scope.onStart( url, itemsLoaded, itemsTotal );
  20931. }
  20932. }
  20933. isLoading = true;
  20934. };
  20935. this.itemEnd = function ( url ) {
  20936. itemsLoaded ++;
  20937. if ( scope.onProgress !== undefined ) {
  20938. scope.onProgress( url, itemsLoaded, itemsTotal );
  20939. }
  20940. if ( itemsLoaded === itemsTotal ) {
  20941. isLoading = false;
  20942. if ( scope.onLoad !== undefined ) {
  20943. scope.onLoad();
  20944. }
  20945. }
  20946. };
  20947. this.itemError = function ( url ) {
  20948. if ( scope.onError !== undefined ) {
  20949. scope.onError( url );
  20950. }
  20951. };
  20952. this.resolveURL = function ( url ) {
  20953. if ( urlModifier ) {
  20954. return urlModifier( url );
  20955. }
  20956. return url;
  20957. };
  20958. this.setURLModifier = function ( transform ) {
  20959. urlModifier = transform;
  20960. return this;
  20961. };
  20962. this.addHandler = function ( regex, loader ) {
  20963. handlers.push( regex, loader );
  20964. return this;
  20965. };
  20966. this.removeHandler = function ( regex ) {
  20967. var index = handlers.indexOf( regex );
  20968. if ( index !== - 1 ) {
  20969. handlers.splice( index, 2 );
  20970. }
  20971. return this;
  20972. };
  20973. this.getHandler = function ( file ) {
  20974. for ( var i = 0, l = handlers.length; i < l; i += 2 ) {
  20975. var regex = handlers[ i ];
  20976. var loader = handlers[ i + 1 ];
  20977. if ( regex.test( file ) ) {
  20978. return loader;
  20979. }
  20980. }
  20981. return null;
  20982. };
  20983. }
  20984. var DefaultLoadingManager = new LoadingManager();
  20985. /**
  20986. * @author alteredq / http://alteredqualia.com/
  20987. */
  20988. function Loader( manager ) {
  20989. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  20990. this.crossOrigin = 'anonymous';
  20991. this.path = '';
  20992. this.resourcePath = '';
  20993. }
  20994. Object.assign( Loader.prototype, {
  20995. load: function ( /* url, onLoad, onProgress, onError */ ) {},
  20996. parse: function ( /* data */ ) {},
  20997. setCrossOrigin: function ( crossOrigin ) {
  20998. this.crossOrigin = crossOrigin;
  20999. return this;
  21000. },
  21001. setPath: function ( path ) {
  21002. this.path = path;
  21003. return this;
  21004. },
  21005. setResourcePath: function ( resourcePath ) {
  21006. this.resourcePath = resourcePath;
  21007. return this;
  21008. }
  21009. } );
  21010. /**
  21011. * @author mrdoob / http://mrdoob.com/
  21012. */
  21013. var loading = {};
  21014. function FileLoader( manager ) {
  21015. Loader.call( this, manager );
  21016. }
  21017. FileLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21018. constructor: FileLoader,
  21019. load: function ( url, onLoad, onProgress, onError ) {
  21020. if ( url === undefined ) { url = ''; }
  21021. if ( this.path !== undefined ) { url = this.path + url; }
  21022. url = this.manager.resolveURL( url );
  21023. var scope = this;
  21024. var cached = Cache.get( url );
  21025. if ( cached !== undefined ) {
  21026. scope.manager.itemStart( url );
  21027. setTimeout( function () {
  21028. if ( onLoad ) { onLoad( cached ); }
  21029. scope.manager.itemEnd( url );
  21030. }, 0 );
  21031. return cached;
  21032. }
  21033. // Check if request is duplicate
  21034. if ( loading[ url ] !== undefined ) {
  21035. loading[ url ].push( {
  21036. onLoad: onLoad,
  21037. onProgress: onProgress,
  21038. onError: onError
  21039. } );
  21040. return;
  21041. }
  21042. // Check for data: URI
  21043. var dataUriRegex = /^data:(.*?)(;base64)?,(.*)$/;
  21044. var dataUriRegexResult = url.match( dataUriRegex );
  21045. // Safari can not handle Data URIs through XMLHttpRequest so process manually
  21046. if ( dataUriRegexResult ) {
  21047. var mimeType = dataUriRegexResult[ 1 ];
  21048. var isBase64 = !! dataUriRegexResult[ 2 ];
  21049. var data = dataUriRegexResult[ 3 ];
  21050. data = decodeURIComponent( data );
  21051. if ( isBase64 ) { data = atob( data ); }
  21052. try {
  21053. var response;
  21054. var responseType = ( this.responseType || '' ).toLowerCase();
  21055. switch ( responseType ) {
  21056. case 'arraybuffer':
  21057. case 'blob':
  21058. var view = new Uint8Array( data.length );
  21059. for ( var i = 0; i < data.length; i ++ ) {
  21060. view[ i ] = data.charCodeAt( i );
  21061. }
  21062. if ( responseType === 'blob' ) {
  21063. response = new Blob( [ view.buffer ], { type: mimeType } );
  21064. } else {
  21065. response = view.buffer;
  21066. }
  21067. break;
  21068. case 'document':
  21069. var parser = new DOMParser();
  21070. response = parser.parseFromString( data, mimeType );
  21071. break;
  21072. case 'json':
  21073. response = JSON.parse( data );
  21074. break;
  21075. default: // 'text' or other
  21076. response = data;
  21077. break;
  21078. }
  21079. // Wait for next browser tick like standard XMLHttpRequest event dispatching does
  21080. setTimeout( function () {
  21081. if ( onLoad ) { onLoad( response ); }
  21082. scope.manager.itemEnd( url );
  21083. }, 0 );
  21084. } catch ( error ) {
  21085. // Wait for next browser tick like standard XMLHttpRequest event dispatching does
  21086. setTimeout( function () {
  21087. if ( onError ) { onError( error ); }
  21088. scope.manager.itemError( url );
  21089. scope.manager.itemEnd( url );
  21090. }, 0 );
  21091. }
  21092. } else {
  21093. // Initialise array for duplicate requests
  21094. loading[ url ] = [];
  21095. loading[ url ].push( {
  21096. onLoad: onLoad,
  21097. onProgress: onProgress,
  21098. onError: onError
  21099. } );
  21100. var request = new XMLHttpRequest();
  21101. request.open( 'GET', url, true );
  21102. request.addEventListener( 'load', function ( event ) {
  21103. var response = this.response;
  21104. Cache.add( url, response );
  21105. var callbacks = loading[ url ];
  21106. delete loading[ url ];
  21107. if ( this.status === 200 || this.status === 0 ) {
  21108. // Some browsers return HTTP Status 0 when using non-http protocol
  21109. // e.g. 'file://' or 'data://'. Handle as success.
  21110. if ( this.status === 0 ) { console.warn( 'THREE.FileLoader: HTTP Status 0 received.' ); }
  21111. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21112. var callback = callbacks[ i ];
  21113. if ( callback.onLoad ) { callback.onLoad( response ); }
  21114. }
  21115. scope.manager.itemEnd( url );
  21116. } else {
  21117. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21118. var callback = callbacks[ i ];
  21119. if ( callback.onError ) { callback.onError( event ); }
  21120. }
  21121. scope.manager.itemError( url );
  21122. scope.manager.itemEnd( url );
  21123. }
  21124. }, false );
  21125. request.addEventListener( 'progress', function ( event ) {
  21126. var callbacks = loading[ url ];
  21127. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21128. var callback = callbacks[ i ];
  21129. if ( callback.onProgress ) { callback.onProgress( event ); }
  21130. }
  21131. }, false );
  21132. request.addEventListener( 'error', function ( event ) {
  21133. var callbacks = loading[ url ];
  21134. delete loading[ url ];
  21135. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21136. var callback = callbacks[ i ];
  21137. if ( callback.onError ) { callback.onError( event ); }
  21138. }
  21139. scope.manager.itemError( url );
  21140. scope.manager.itemEnd( url );
  21141. }, false );
  21142. request.addEventListener( 'abort', function ( event ) {
  21143. var callbacks = loading[ url ];
  21144. delete loading[ url ];
  21145. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21146. var callback = callbacks[ i ];
  21147. if ( callback.onError ) { callback.onError( event ); }
  21148. }
  21149. scope.manager.itemError( url );
  21150. scope.manager.itemEnd( url );
  21151. }, false );
  21152. if ( this.responseType !== undefined ) { request.responseType = this.responseType; }
  21153. if ( this.withCredentials !== undefined ) { request.withCredentials = this.withCredentials; }
  21154. if ( request.overrideMimeType ) { request.overrideMimeType( this.mimeType !== undefined ? this.mimeType : 'text/plain' ); }
  21155. for ( var header in this.requestHeader ) {
  21156. request.setRequestHeader( header, this.requestHeader[ header ] );
  21157. }
  21158. request.send( null );
  21159. }
  21160. scope.manager.itemStart( url );
  21161. return request;
  21162. },
  21163. setResponseType: function ( value ) {
  21164. this.responseType = value;
  21165. return this;
  21166. },
  21167. setWithCredentials: function ( value ) {
  21168. this.withCredentials = value;
  21169. return this;
  21170. },
  21171. setMimeType: function ( value ) {
  21172. this.mimeType = value;
  21173. return this;
  21174. },
  21175. setRequestHeader: function ( value ) {
  21176. this.requestHeader = value;
  21177. return this;
  21178. }
  21179. } );
  21180. /**
  21181. * @author bhouston / http://clara.io/
  21182. */
  21183. function AnimationLoader( manager ) {
  21184. Loader.call( this, manager );
  21185. }
  21186. AnimationLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21187. constructor: AnimationLoader,
  21188. load: function ( url, onLoad, onProgress, onError ) {
  21189. var scope = this;
  21190. var loader = new FileLoader( scope.manager );
  21191. loader.setPath( scope.path );
  21192. loader.load( url, function ( text ) {
  21193. onLoad( scope.parse( JSON.parse( text ) ) );
  21194. }, onProgress, onError );
  21195. },
  21196. parse: function ( json ) {
  21197. var animations = [];
  21198. for ( var i = 0; i < json.length; i ++ ) {
  21199. var clip = AnimationClip.parse( json[ i ] );
  21200. animations.push( clip );
  21201. }
  21202. return animations;
  21203. }
  21204. } );
  21205. /**
  21206. * @author mrdoob / http://mrdoob.com/
  21207. *
  21208. * Abstract Base class to block based textures loader (dds, pvr, ...)
  21209. *
  21210. * Sub classes have to implement the parse() method which will be used in load().
  21211. */
  21212. function CompressedTextureLoader( manager ) {
  21213. Loader.call( this, manager );
  21214. }
  21215. CompressedTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21216. constructor: CompressedTextureLoader,
  21217. load: function ( url, onLoad, onProgress, onError ) {
  21218. var scope = this;
  21219. var images = [];
  21220. var texture = new CompressedTexture();
  21221. texture.image = images;
  21222. var loader = new FileLoader( this.manager );
  21223. loader.setPath( this.path );
  21224. loader.setResponseType( 'arraybuffer' );
  21225. function loadTexture( i ) {
  21226. loader.load( url[ i ], function ( buffer ) {
  21227. var texDatas = scope.parse( buffer, true );
  21228. images[ i ] = {
  21229. width: texDatas.width,
  21230. height: texDatas.height,
  21231. format: texDatas.format,
  21232. mipmaps: texDatas.mipmaps
  21233. };
  21234. loaded += 1;
  21235. if ( loaded === 6 ) {
  21236. if ( texDatas.mipmapCount === 1 )
  21237. { texture.minFilter = LinearFilter; }
  21238. texture.format = texDatas.format;
  21239. texture.needsUpdate = true;
  21240. if ( onLoad ) { onLoad( texture ); }
  21241. }
  21242. }, onProgress, onError );
  21243. }
  21244. if ( Array.isArray( url ) ) {
  21245. var loaded = 0;
  21246. for ( var i = 0, il = url.length; i < il; ++ i ) {
  21247. loadTexture( i );
  21248. }
  21249. } else {
  21250. // compressed cubemap texture stored in a single DDS file
  21251. loader.load( url, function ( buffer ) {
  21252. var texDatas = scope.parse( buffer, true );
  21253. if ( texDatas.isCubemap ) {
  21254. var faces = texDatas.mipmaps.length / texDatas.mipmapCount;
  21255. for ( var f = 0; f < faces; f ++ ) {
  21256. images[ f ] = { mipmaps: [] };
  21257. for ( var i = 0; i < texDatas.mipmapCount; i ++ ) {
  21258. images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );
  21259. images[ f ].format = texDatas.format;
  21260. images[ f ].width = texDatas.width;
  21261. images[ f ].height = texDatas.height;
  21262. }
  21263. }
  21264. } else {
  21265. texture.image.width = texDatas.width;
  21266. texture.image.height = texDatas.height;
  21267. texture.mipmaps = texDatas.mipmaps;
  21268. }
  21269. if ( texDatas.mipmapCount === 1 ) {
  21270. texture.minFilter = LinearFilter;
  21271. }
  21272. texture.format = texDatas.format;
  21273. texture.needsUpdate = true;
  21274. if ( onLoad ) { onLoad( texture ); }
  21275. }, onProgress, onError );
  21276. }
  21277. return texture;
  21278. }
  21279. } );
  21280. /**
  21281. * @author Nikos M. / https://github.com/foo123/
  21282. *
  21283. * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...)
  21284. *
  21285. * Sub classes have to implement the parse() method which will be used in load().
  21286. */
  21287. function DataTextureLoader( manager ) {
  21288. Loader.call( this, manager );
  21289. }
  21290. DataTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21291. constructor: DataTextureLoader,
  21292. load: function ( url, onLoad, onProgress, onError ) {
  21293. var scope = this;
  21294. var texture = new DataTexture();
  21295. var loader = new FileLoader( this.manager );
  21296. loader.setResponseType( 'arraybuffer' );
  21297. loader.setPath( this.path );
  21298. loader.load( url, function ( buffer ) {
  21299. var texData = scope.parse( buffer );
  21300. if ( ! texData ) { return; }
  21301. if ( texData.image !== undefined ) {
  21302. texture.image = texData.image;
  21303. } else if ( texData.data !== undefined ) {
  21304. texture.image.width = texData.width;
  21305. texture.image.height = texData.height;
  21306. texture.image.data = texData.data;
  21307. }
  21308. texture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;
  21309. texture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;
  21310. texture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;
  21311. texture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearMipmapLinearFilter;
  21312. texture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;
  21313. if ( texData.format !== undefined ) {
  21314. texture.format = texData.format;
  21315. }
  21316. if ( texData.type !== undefined ) {
  21317. texture.type = texData.type;
  21318. }
  21319. if ( texData.mipmaps !== undefined ) {
  21320. texture.mipmaps = texData.mipmaps;
  21321. }
  21322. if ( texData.mipmapCount === 1 ) {
  21323. texture.minFilter = LinearFilter;
  21324. }
  21325. texture.needsUpdate = true;
  21326. if ( onLoad ) { onLoad( texture, texData ); }
  21327. }, onProgress, onError );
  21328. return texture;
  21329. }
  21330. } );
  21331. /**
  21332. * @author mrdoob / http://mrdoob.com/
  21333. */
  21334. function ImageLoader( manager ) {
  21335. Loader.call( this, manager );
  21336. }
  21337. ImageLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21338. constructor: ImageLoader,
  21339. load: function ( url, onLoad, onProgress, onError ) {
  21340. if ( this.path !== undefined ) { url = this.path + url; }
  21341. url = this.manager.resolveURL( url );
  21342. var scope = this;
  21343. var cached = Cache.get( url );
  21344. if ( cached !== undefined ) {
  21345. scope.manager.itemStart( url );
  21346. setTimeout( function () {
  21347. if ( onLoad ) { onLoad( cached ); }
  21348. scope.manager.itemEnd( url );
  21349. }, 0 );
  21350. return cached;
  21351. }
  21352. var image = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'img' );
  21353. function onImageLoad() {
  21354. image.removeEventListener( 'load', onImageLoad, false );
  21355. image.removeEventListener( 'error', onImageError, false );
  21356. Cache.add( url, this );
  21357. if ( onLoad ) { onLoad( this ); }
  21358. scope.manager.itemEnd( url );
  21359. }
  21360. function onImageError( event ) {
  21361. image.removeEventListener( 'load', onImageLoad, false );
  21362. image.removeEventListener( 'error', onImageError, false );
  21363. if ( onError ) { onError( event ); }
  21364. scope.manager.itemError( url );
  21365. scope.manager.itemEnd( url );
  21366. }
  21367. image.addEventListener( 'load', onImageLoad, false );
  21368. image.addEventListener( 'error', onImageError, false );
  21369. if ( url.substr( 0, 5 ) !== 'data:' ) {
  21370. if ( this.crossOrigin !== undefined ) { image.crossOrigin = this.crossOrigin; }
  21371. }
  21372. scope.manager.itemStart( url );
  21373. image.src = url;
  21374. return image;
  21375. }
  21376. } );
  21377. /**
  21378. * @author mrdoob / http://mrdoob.com/
  21379. */
  21380. function CubeTextureLoader( manager ) {
  21381. Loader.call( this, manager );
  21382. }
  21383. CubeTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21384. constructor: CubeTextureLoader,
  21385. load: function ( urls, onLoad, onProgress, onError ) {
  21386. var texture = new CubeTexture();
  21387. var loader = new ImageLoader( this.manager );
  21388. loader.setCrossOrigin( this.crossOrigin );
  21389. loader.setPath( this.path );
  21390. var loaded = 0;
  21391. function loadTexture( i ) {
  21392. loader.load( urls[ i ], function ( image ) {
  21393. texture.images[ i ] = image;
  21394. loaded ++;
  21395. if ( loaded === 6 ) {
  21396. texture.needsUpdate = true;
  21397. if ( onLoad ) { onLoad( texture ); }
  21398. }
  21399. }, undefined, onError );
  21400. }
  21401. for ( var i = 0; i < urls.length; ++ i ) {
  21402. loadTexture( i );
  21403. }
  21404. return texture;
  21405. }
  21406. } );
  21407. /**
  21408. * @author mrdoob / http://mrdoob.com/
  21409. */
  21410. function TextureLoader( manager ) {
  21411. Loader.call( this, manager );
  21412. }
  21413. TextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21414. constructor: TextureLoader,
  21415. load: function ( url, onLoad, onProgress, onError ) {
  21416. var texture = new Texture();
  21417. var loader = new ImageLoader( this.manager );
  21418. loader.setCrossOrigin( this.crossOrigin );
  21419. loader.setPath( this.path );
  21420. loader.load( url, function ( image ) {
  21421. texture.image = image;
  21422. // JPEGs can't have an alpha channel, so memory can be saved by storing them as RGB.
  21423. var isJPEG = url.search( /\.jpe?g($|\?)/i ) > 0 || url.search( /^data\:image\/jpeg/ ) === 0;
  21424. texture.format = isJPEG ? RGBFormat : RGBAFormat;
  21425. texture.needsUpdate = true;
  21426. if ( onLoad !== undefined ) {
  21427. onLoad( texture );
  21428. }
  21429. }, onProgress, onError );
  21430. return texture;
  21431. }
  21432. } );
  21433. /**
  21434. * @author zz85 / http://www.lab4games.net/zz85/blog
  21435. * Extensible curve object
  21436. *
  21437. * Some common of curve methods:
  21438. * .getPoint( t, optionalTarget ), .getTangent( t )
  21439. * .getPointAt( u, optionalTarget ), .getTangentAt( u )
  21440. * .getPoints(), .getSpacedPoints()
  21441. * .getLength()
  21442. * .updateArcLengths()
  21443. *
  21444. * This following curves inherit from THREE.Curve:
  21445. *
  21446. * -- 2D curves --
  21447. * THREE.ArcCurve
  21448. * THREE.CubicBezierCurve
  21449. * THREE.EllipseCurve
  21450. * THREE.LineCurve
  21451. * THREE.QuadraticBezierCurve
  21452. * THREE.SplineCurve
  21453. *
  21454. * -- 3D curves --
  21455. * THREE.CatmullRomCurve3
  21456. * THREE.CubicBezierCurve3
  21457. * THREE.LineCurve3
  21458. * THREE.QuadraticBezierCurve3
  21459. *
  21460. * A series of curves can be represented as a THREE.CurvePath.
  21461. *
  21462. **/
  21463. /**************************************************************
  21464. * Abstract Curve base class
  21465. **************************************************************/
  21466. function Curve() {
  21467. this.type = 'Curve';
  21468. this.arcLengthDivisions = 200;
  21469. }
  21470. Object.assign( Curve.prototype, {
  21471. // Virtual base class method to overwrite and implement in subclasses
  21472. // - t [0 .. 1]
  21473. getPoint: function ( /* t, optionalTarget */ ) {
  21474. console.warn( 'THREE.Curve: .getPoint() not implemented.' );
  21475. return null;
  21476. },
  21477. // Get point at relative position in curve according to arc length
  21478. // - u [0 .. 1]
  21479. getPointAt: function ( u, optionalTarget ) {
  21480. var t = this.getUtoTmapping( u );
  21481. return this.getPoint( t, optionalTarget );
  21482. },
  21483. // Get sequence of points using getPoint( t )
  21484. getPoints: function ( divisions ) {
  21485. if ( divisions === undefined ) { divisions = 5; }
  21486. var points = [];
  21487. for ( var d = 0; d <= divisions; d ++ ) {
  21488. points.push( this.getPoint( d / divisions ) );
  21489. }
  21490. return points;
  21491. },
  21492. // Get sequence of points using getPointAt( u )
  21493. getSpacedPoints: function ( divisions ) {
  21494. if ( divisions === undefined ) { divisions = 5; }
  21495. var points = [];
  21496. for ( var d = 0; d <= divisions; d ++ ) {
  21497. points.push( this.getPointAt( d / divisions ) );
  21498. }
  21499. return points;
  21500. },
  21501. // Get total curve arc length
  21502. getLength: function () {
  21503. var lengths = this.getLengths();
  21504. return lengths[ lengths.length - 1 ];
  21505. },
  21506. // Get list of cumulative segment lengths
  21507. getLengths: function ( divisions ) {
  21508. if ( divisions === undefined ) { divisions = this.arcLengthDivisions; }
  21509. if ( this.cacheArcLengths &&
  21510. ( this.cacheArcLengths.length === divisions + 1 ) &&
  21511. ! this.needsUpdate ) {
  21512. return this.cacheArcLengths;
  21513. }
  21514. this.needsUpdate = false;
  21515. var cache = [];
  21516. var current, last = this.getPoint( 0 );
  21517. var p, sum = 0;
  21518. cache.push( 0 );
  21519. for ( p = 1; p <= divisions; p ++ ) {
  21520. current = this.getPoint( p / divisions );
  21521. sum += current.distanceTo( last );
  21522. cache.push( sum );
  21523. last = current;
  21524. }
  21525. this.cacheArcLengths = cache;
  21526. return cache; // { sums: cache, sum: sum }; Sum is in the last element.
  21527. },
  21528. updateArcLengths: function () {
  21529. this.needsUpdate = true;
  21530. this.getLengths();
  21531. },
  21532. // Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant
  21533. getUtoTmapping: function ( u, distance ) {
  21534. var arcLengths = this.getLengths();
  21535. var i = 0, il = arcLengths.length;
  21536. var targetArcLength; // The targeted u distance value to get
  21537. if ( distance ) {
  21538. targetArcLength = distance;
  21539. } else {
  21540. targetArcLength = u * arcLengths[ il - 1 ];
  21541. }
  21542. // binary search for the index with largest value smaller than target u distance
  21543. var low = 0, high = il - 1, comparison;
  21544. while ( low <= high ) {
  21545. 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
  21546. comparison = arcLengths[ i ] - targetArcLength;
  21547. if ( comparison < 0 ) {
  21548. low = i + 1;
  21549. } else if ( comparison > 0 ) {
  21550. high = i - 1;
  21551. } else {
  21552. high = i;
  21553. break;
  21554. // DONE
  21555. }
  21556. }
  21557. i = high;
  21558. if ( arcLengths[ i ] === targetArcLength ) {
  21559. return i / ( il - 1 );
  21560. }
  21561. // we could get finer grain at lengths, or use simple interpolation between two points
  21562. var lengthBefore = arcLengths[ i ];
  21563. var lengthAfter = arcLengths[ i + 1 ];
  21564. var segmentLength = lengthAfter - lengthBefore;
  21565. // determine where we are between the 'before' and 'after' points
  21566. var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
  21567. // add that fractional amount to t
  21568. var t = ( i + segmentFraction ) / ( il - 1 );
  21569. return t;
  21570. },
  21571. // Returns a unit vector tangent at t
  21572. // In case any sub curve does not implement its tangent derivation,
  21573. // 2 points a small delta apart will be used to find its gradient
  21574. // which seems to give a reasonable approximation
  21575. getTangent: function ( t ) {
  21576. var delta = 0.0001;
  21577. var t1 = t - delta;
  21578. var t2 = t + delta;
  21579. // Capping in case of danger
  21580. if ( t1 < 0 ) { t1 = 0; }
  21581. if ( t2 > 1 ) { t2 = 1; }
  21582. var pt1 = this.getPoint( t1 );
  21583. var pt2 = this.getPoint( t2 );
  21584. var vec = pt2.clone().sub( pt1 );
  21585. return vec.normalize();
  21586. },
  21587. getTangentAt: function ( u ) {
  21588. var t = this.getUtoTmapping( u );
  21589. return this.getTangent( t );
  21590. },
  21591. computeFrenetFrames: function ( segments, closed ) {
  21592. // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf
  21593. var normal = new Vector3();
  21594. var tangents = [];
  21595. var normals = [];
  21596. var binormals = [];
  21597. var vec = new Vector3();
  21598. var mat = new Matrix4();
  21599. var i, u, theta;
  21600. // compute the tangent vectors for each segment on the curve
  21601. for ( i = 0; i <= segments; i ++ ) {
  21602. u = i / segments;
  21603. tangents[ i ] = this.getTangentAt( u );
  21604. tangents[ i ].normalize();
  21605. }
  21606. // select an initial normal vector perpendicular to the first tangent vector,
  21607. // and in the direction of the minimum tangent xyz component
  21608. normals[ 0 ] = new Vector3();
  21609. binormals[ 0 ] = new Vector3();
  21610. var min = Number.MAX_VALUE;
  21611. var tx = Math.abs( tangents[ 0 ].x );
  21612. var ty = Math.abs( tangents[ 0 ].y );
  21613. var tz = Math.abs( tangents[ 0 ].z );
  21614. if ( tx <= min ) {
  21615. min = tx;
  21616. normal.set( 1, 0, 0 );
  21617. }
  21618. if ( ty <= min ) {
  21619. min = ty;
  21620. normal.set( 0, 1, 0 );
  21621. }
  21622. if ( tz <= min ) {
  21623. normal.set( 0, 0, 1 );
  21624. }
  21625. vec.crossVectors( tangents[ 0 ], normal ).normalize();
  21626. normals[ 0 ].crossVectors( tangents[ 0 ], vec );
  21627. binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );
  21628. // compute the slowly-varying normal and binormal vectors for each segment on the curve
  21629. for ( i = 1; i <= segments; i ++ ) {
  21630. normals[ i ] = normals[ i - 1 ].clone();
  21631. binormals[ i ] = binormals[ i - 1 ].clone();
  21632. vec.crossVectors( tangents[ i - 1 ], tangents[ i ] );
  21633. if ( vec.length() > Number.EPSILON ) {
  21634. vec.normalize();
  21635. theta = Math.acos( _Math.clamp( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors
  21636. normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );
  21637. }
  21638. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  21639. }
  21640. // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
  21641. if ( closed === true ) {
  21642. theta = Math.acos( _Math.clamp( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) );
  21643. theta /= segments;
  21644. if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {
  21645. theta = - theta;
  21646. }
  21647. for ( i = 1; i <= segments; i ++ ) {
  21648. // twist a little...
  21649. normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
  21650. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  21651. }
  21652. }
  21653. return {
  21654. tangents: tangents,
  21655. normals: normals,
  21656. binormals: binormals
  21657. };
  21658. },
  21659. clone: function () {
  21660. return new this.constructor().copy( this );
  21661. },
  21662. copy: function ( source ) {
  21663. this.arcLengthDivisions = source.arcLengthDivisions;
  21664. return this;
  21665. },
  21666. toJSON: function () {
  21667. var data = {
  21668. metadata: {
  21669. version: 4.5,
  21670. type: 'Curve',
  21671. generator: 'Curve.toJSON'
  21672. }
  21673. };
  21674. data.arcLengthDivisions = this.arcLengthDivisions;
  21675. data.type = this.type;
  21676. return data;
  21677. },
  21678. fromJSON: function ( json ) {
  21679. this.arcLengthDivisions = json.arcLengthDivisions;
  21680. return this;
  21681. }
  21682. } );
  21683. function EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  21684. Curve.call( this );
  21685. this.type = 'EllipseCurve';
  21686. this.aX = aX || 0;
  21687. this.aY = aY || 0;
  21688. this.xRadius = xRadius || 1;
  21689. this.yRadius = yRadius || 1;
  21690. this.aStartAngle = aStartAngle || 0;
  21691. this.aEndAngle = aEndAngle || 2 * Math.PI;
  21692. this.aClockwise = aClockwise || false;
  21693. this.aRotation = aRotation || 0;
  21694. }
  21695. EllipseCurve.prototype = Object.create( Curve.prototype );
  21696. EllipseCurve.prototype.constructor = EllipseCurve;
  21697. EllipseCurve.prototype.isEllipseCurve = true;
  21698. EllipseCurve.prototype.getPoint = function ( t, optionalTarget ) {
  21699. var point = optionalTarget || new Vector2();
  21700. var twoPi = Math.PI * 2;
  21701. var deltaAngle = this.aEndAngle - this.aStartAngle;
  21702. var samePoints = Math.abs( deltaAngle ) < Number.EPSILON;
  21703. // ensures that deltaAngle is 0 .. 2 PI
  21704. while ( deltaAngle < 0 ) { deltaAngle += twoPi; }
  21705. while ( deltaAngle > twoPi ) { deltaAngle -= twoPi; }
  21706. if ( deltaAngle < Number.EPSILON ) {
  21707. if ( samePoints ) {
  21708. deltaAngle = 0;
  21709. } else {
  21710. deltaAngle = twoPi;
  21711. }
  21712. }
  21713. if ( this.aClockwise === true && ! samePoints ) {
  21714. if ( deltaAngle === twoPi ) {
  21715. deltaAngle = - twoPi;
  21716. } else {
  21717. deltaAngle = deltaAngle - twoPi;
  21718. }
  21719. }
  21720. var angle = this.aStartAngle + t * deltaAngle;
  21721. var x = this.aX + this.xRadius * Math.cos( angle );
  21722. var y = this.aY + this.yRadius * Math.sin( angle );
  21723. if ( this.aRotation !== 0 ) {
  21724. var cos = Math.cos( this.aRotation );
  21725. var sin = Math.sin( this.aRotation );
  21726. var tx = x - this.aX;
  21727. var ty = y - this.aY;
  21728. // Rotate the point about the center of the ellipse.
  21729. x = tx * cos - ty * sin + this.aX;
  21730. y = tx * sin + ty * cos + this.aY;
  21731. }
  21732. return point.set( x, y );
  21733. };
  21734. EllipseCurve.prototype.copy = function ( source ) {
  21735. Curve.prototype.copy.call( this, source );
  21736. this.aX = source.aX;
  21737. this.aY = source.aY;
  21738. this.xRadius = source.xRadius;
  21739. this.yRadius = source.yRadius;
  21740. this.aStartAngle = source.aStartAngle;
  21741. this.aEndAngle = source.aEndAngle;
  21742. this.aClockwise = source.aClockwise;
  21743. this.aRotation = source.aRotation;
  21744. return this;
  21745. };
  21746. EllipseCurve.prototype.toJSON = function () {
  21747. var data = Curve.prototype.toJSON.call( this );
  21748. data.aX = this.aX;
  21749. data.aY = this.aY;
  21750. data.xRadius = this.xRadius;
  21751. data.yRadius = this.yRadius;
  21752. data.aStartAngle = this.aStartAngle;
  21753. data.aEndAngle = this.aEndAngle;
  21754. data.aClockwise = this.aClockwise;
  21755. data.aRotation = this.aRotation;
  21756. return data;
  21757. };
  21758. EllipseCurve.prototype.fromJSON = function ( json ) {
  21759. Curve.prototype.fromJSON.call( this, json );
  21760. this.aX = json.aX;
  21761. this.aY = json.aY;
  21762. this.xRadius = json.xRadius;
  21763. this.yRadius = json.yRadius;
  21764. this.aStartAngle = json.aStartAngle;
  21765. this.aEndAngle = json.aEndAngle;
  21766. this.aClockwise = json.aClockwise;
  21767. this.aRotation = json.aRotation;
  21768. return this;
  21769. };
  21770. function ArcCurve( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  21771. EllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  21772. this.type = 'ArcCurve';
  21773. }
  21774. ArcCurve.prototype = Object.create( EllipseCurve.prototype );
  21775. ArcCurve.prototype.constructor = ArcCurve;
  21776. ArcCurve.prototype.isArcCurve = true;
  21777. /**
  21778. * @author zz85 https://github.com/zz85
  21779. *
  21780. * Centripetal CatmullRom Curve - which is useful for avoiding
  21781. * cusps and self-intersections in non-uniform catmull rom curves.
  21782. * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf
  21783. *
  21784. * curve.type accepts centripetal(default), chordal and catmullrom
  21785. * curve.tension is used for catmullrom which defaults to 0.5
  21786. */
  21787. /*
  21788. Based on an optimized c++ solution in
  21789. - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/
  21790. - http://ideone.com/NoEbVM
  21791. This CubicPoly class could be used for reusing some variables and calculations,
  21792. but for three.js curve use, it could be possible inlined and flatten into a single function call
  21793. which can be placed in CurveUtils.
  21794. */
  21795. function CubicPoly() {
  21796. var c0 = 0, c1 = 0, c2 = 0, c3 = 0;
  21797. /*
  21798. * Compute coefficients for a cubic polynomial
  21799. * p(s) = c0 + c1*s + c2*s^2 + c3*s^3
  21800. * such that
  21801. * p(0) = x0, p(1) = x1
  21802. * and
  21803. * p'(0) = t0, p'(1) = t1.
  21804. */
  21805. function init( x0, x1, t0, t1 ) {
  21806. c0 = x0;
  21807. c1 = t0;
  21808. c2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1;
  21809. c3 = 2 * x0 - 2 * x1 + t0 + t1;
  21810. }
  21811. return {
  21812. initCatmullRom: function ( x0, x1, x2, x3, tension ) {
  21813. init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );
  21814. },
  21815. initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {
  21816. // compute tangents when parameterized in [t1,t2]
  21817. var t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;
  21818. var t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;
  21819. // rescale tangents for parametrization in [0,1]
  21820. t1 *= dt1;
  21821. t2 *= dt1;
  21822. init( x1, x2, t1, t2 );
  21823. },
  21824. calc: function ( t ) {
  21825. var t2 = t * t;
  21826. var t3 = t2 * t;
  21827. return c0 + c1 * t + c2 * t2 + c3 * t3;
  21828. }
  21829. };
  21830. }
  21831. //
  21832. var tmp = new Vector3();
  21833. var px = new CubicPoly(), py = new CubicPoly(), pz = new CubicPoly();
  21834. function CatmullRomCurve3( points, closed, curveType, tension ) {
  21835. Curve.call( this );
  21836. this.type = 'CatmullRomCurve3';
  21837. this.points = points || [];
  21838. this.closed = closed || false;
  21839. this.curveType = curveType || 'centripetal';
  21840. this.tension = tension || 0.5;
  21841. }
  21842. CatmullRomCurve3.prototype = Object.create( Curve.prototype );
  21843. CatmullRomCurve3.prototype.constructor = CatmullRomCurve3;
  21844. CatmullRomCurve3.prototype.isCatmullRomCurve3 = true;
  21845. CatmullRomCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  21846. var point = optionalTarget || new Vector3();
  21847. var points = this.points;
  21848. var l = points.length;
  21849. var p = ( l - ( this.closed ? 0 : 1 ) ) * t;
  21850. var intPoint = Math.floor( p );
  21851. var weight = p - intPoint;
  21852. if ( this.closed ) {
  21853. intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l;
  21854. } else if ( weight === 0 && intPoint === l - 1 ) {
  21855. intPoint = l - 2;
  21856. weight = 1;
  21857. }
  21858. var p0, p1, p2, p3; // 4 points
  21859. if ( this.closed || intPoint > 0 ) {
  21860. p0 = points[ ( intPoint - 1 ) % l ];
  21861. } else {
  21862. // extrapolate first point
  21863. tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );
  21864. p0 = tmp;
  21865. }
  21866. p1 = points[ intPoint % l ];
  21867. p2 = points[ ( intPoint + 1 ) % l ];
  21868. if ( this.closed || intPoint + 2 < l ) {
  21869. p3 = points[ ( intPoint + 2 ) % l ];
  21870. } else {
  21871. // extrapolate last point
  21872. tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );
  21873. p3 = tmp;
  21874. }
  21875. if ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) {
  21876. // init Centripetal / Chordal Catmull-Rom
  21877. var pow = this.curveType === 'chordal' ? 0.5 : 0.25;
  21878. var dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );
  21879. var dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );
  21880. var dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );
  21881. // safety check for repeated points
  21882. if ( dt1 < 1e-4 ) { dt1 = 1.0; }
  21883. if ( dt0 < 1e-4 ) { dt0 = dt1; }
  21884. if ( dt2 < 1e-4 ) { dt2 = dt1; }
  21885. px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );
  21886. py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );
  21887. pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );
  21888. } else if ( this.curveType === 'catmullrom' ) {
  21889. px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension );
  21890. py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension );
  21891. pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension );
  21892. }
  21893. point.set(
  21894. px.calc( weight ),
  21895. py.calc( weight ),
  21896. pz.calc( weight )
  21897. );
  21898. return point;
  21899. };
  21900. CatmullRomCurve3.prototype.copy = function ( source ) {
  21901. Curve.prototype.copy.call( this, source );
  21902. this.points = [];
  21903. for ( var i = 0, l = source.points.length; i < l; i ++ ) {
  21904. var point = source.points[ i ];
  21905. this.points.push( point.clone() );
  21906. }
  21907. this.closed = source.closed;
  21908. this.curveType = source.curveType;
  21909. this.tension = source.tension;
  21910. return this;
  21911. };
  21912. CatmullRomCurve3.prototype.toJSON = function () {
  21913. var data = Curve.prototype.toJSON.call( this );
  21914. data.points = [];
  21915. for ( var i = 0, l = this.points.length; i < l; i ++ ) {
  21916. var point = this.points[ i ];
  21917. data.points.push( point.toArray() );
  21918. }
  21919. data.closed = this.closed;
  21920. data.curveType = this.curveType;
  21921. data.tension = this.tension;
  21922. return data;
  21923. };
  21924. CatmullRomCurve3.prototype.fromJSON = function ( json ) {
  21925. Curve.prototype.fromJSON.call( this, json );
  21926. this.points = [];
  21927. for ( var i = 0, l = json.points.length; i < l; i ++ ) {
  21928. var point = json.points[ i ];
  21929. this.points.push( new Vector3().fromArray( point ) );
  21930. }
  21931. this.closed = json.closed;
  21932. this.curveType = json.curveType;
  21933. this.tension = json.tension;
  21934. return this;
  21935. };
  21936. /**
  21937. * @author zz85 / http://www.lab4games.net/zz85/blog
  21938. *
  21939. * Bezier Curves formulas obtained from
  21940. * http://en.wikipedia.org/wiki/Bézier_curve
  21941. */
  21942. function CatmullRom( t, p0, p1, p2, p3 ) {
  21943. var v0 = ( p2 - p0 ) * 0.5;
  21944. var v1 = ( p3 - p1 ) * 0.5;
  21945. var t2 = t * t;
  21946. var t3 = t * t2;
  21947. return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
  21948. }
  21949. //
  21950. function QuadraticBezierP0( t, p ) {
  21951. var k = 1 - t;
  21952. return k * k * p;
  21953. }
  21954. function QuadraticBezierP1( t, p ) {
  21955. return 2 * ( 1 - t ) * t * p;
  21956. }
  21957. function QuadraticBezierP2( t, p ) {
  21958. return t * t * p;
  21959. }
  21960. function QuadraticBezier( t, p0, p1, p2 ) {
  21961. return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +
  21962. QuadraticBezierP2( t, p2 );
  21963. }
  21964. //
  21965. function CubicBezierP0( t, p ) {
  21966. var k = 1 - t;
  21967. return k * k * k * p;
  21968. }
  21969. function CubicBezierP1( t, p ) {
  21970. var k = 1 - t;
  21971. return 3 * k * k * t * p;
  21972. }
  21973. function CubicBezierP2( t, p ) {
  21974. return 3 * ( 1 - t ) * t * t * p;
  21975. }
  21976. function CubicBezierP3( t, p ) {
  21977. return t * t * t * p;
  21978. }
  21979. function CubicBezier( t, p0, p1, p2, p3 ) {
  21980. return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +
  21981. CubicBezierP3( t, p3 );
  21982. }
  21983. function CubicBezierCurve( v0, v1, v2, v3 ) {
  21984. Curve.call( this );
  21985. this.type = 'CubicBezierCurve';
  21986. this.v0 = v0 || new Vector2();
  21987. this.v1 = v1 || new Vector2();
  21988. this.v2 = v2 || new Vector2();
  21989. this.v3 = v3 || new Vector2();
  21990. }
  21991. CubicBezierCurve.prototype = Object.create( Curve.prototype );
  21992. CubicBezierCurve.prototype.constructor = CubicBezierCurve;
  21993. CubicBezierCurve.prototype.isCubicBezierCurve = true;
  21994. CubicBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {
  21995. var point = optionalTarget || new Vector2();
  21996. var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  21997. point.set(
  21998. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  21999. CubicBezier( t, v0.y, v1.y, v2.y, v3.y )
  22000. );
  22001. return point;
  22002. };
  22003. CubicBezierCurve.prototype.copy = function ( source ) {
  22004. Curve.prototype.copy.call( this, source );
  22005. this.v0.copy( source.v0 );
  22006. this.v1.copy( source.v1 );
  22007. this.v2.copy( source.v2 );
  22008. this.v3.copy( source.v3 );
  22009. return this;
  22010. };
  22011. CubicBezierCurve.prototype.toJSON = function () {
  22012. var data = Curve.prototype.toJSON.call( this );
  22013. data.v0 = this.v0.toArray();
  22014. data.v1 = this.v1.toArray();
  22015. data.v2 = this.v2.toArray();
  22016. data.v3 = this.v3.toArray();
  22017. return data;
  22018. };
  22019. CubicBezierCurve.prototype.fromJSON = function ( json ) {
  22020. Curve.prototype.fromJSON.call( this, json );
  22021. this.v0.fromArray( json.v0 );
  22022. this.v1.fromArray( json.v1 );
  22023. this.v2.fromArray( json.v2 );
  22024. this.v3.fromArray( json.v3 );
  22025. return this;
  22026. };
  22027. function CubicBezierCurve3( v0, v1, v2, v3 ) {
  22028. Curve.call( this );
  22029. this.type = 'CubicBezierCurve3';
  22030. this.v0 = v0 || new Vector3();
  22031. this.v1 = v1 || new Vector3();
  22032. this.v2 = v2 || new Vector3();
  22033. this.v3 = v3 || new Vector3();
  22034. }
  22035. CubicBezierCurve3.prototype = Object.create( Curve.prototype );
  22036. CubicBezierCurve3.prototype.constructor = CubicBezierCurve3;
  22037. CubicBezierCurve3.prototype.isCubicBezierCurve3 = true;
  22038. CubicBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22039. var point = optionalTarget || new Vector3();
  22040. var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  22041. point.set(
  22042. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  22043. CubicBezier( t, v0.y, v1.y, v2.y, v3.y ),
  22044. CubicBezier( t, v0.z, v1.z, v2.z, v3.z )
  22045. );
  22046. return point;
  22047. };
  22048. CubicBezierCurve3.prototype.copy = function ( source ) {
  22049. Curve.prototype.copy.call( this, source );
  22050. this.v0.copy( source.v0 );
  22051. this.v1.copy( source.v1 );
  22052. this.v2.copy( source.v2 );
  22053. this.v3.copy( source.v3 );
  22054. return this;
  22055. };
  22056. CubicBezierCurve3.prototype.toJSON = function () {
  22057. var data = Curve.prototype.toJSON.call( this );
  22058. data.v0 = this.v0.toArray();
  22059. data.v1 = this.v1.toArray();
  22060. data.v2 = this.v2.toArray();
  22061. data.v3 = this.v3.toArray();
  22062. return data;
  22063. };
  22064. CubicBezierCurve3.prototype.fromJSON = function ( json ) {
  22065. Curve.prototype.fromJSON.call( this, json );
  22066. this.v0.fromArray( json.v0 );
  22067. this.v1.fromArray( json.v1 );
  22068. this.v2.fromArray( json.v2 );
  22069. this.v3.fromArray( json.v3 );
  22070. return this;
  22071. };
  22072. function LineCurve( v1, v2 ) {
  22073. Curve.call( this );
  22074. this.type = 'LineCurve';
  22075. this.v1 = v1 || new Vector2();
  22076. this.v2 = v2 || new Vector2();
  22077. }
  22078. LineCurve.prototype = Object.create( Curve.prototype );
  22079. LineCurve.prototype.constructor = LineCurve;
  22080. LineCurve.prototype.isLineCurve = true;
  22081. LineCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22082. var point = optionalTarget || new Vector2();
  22083. if ( t === 1 ) {
  22084. point.copy( this.v2 );
  22085. } else {
  22086. point.copy( this.v2 ).sub( this.v1 );
  22087. point.multiplyScalar( t ).add( this.v1 );
  22088. }
  22089. return point;
  22090. };
  22091. // Line curve is linear, so we can overwrite default getPointAt
  22092. LineCurve.prototype.getPointAt = function ( u, optionalTarget ) {
  22093. return this.getPoint( u, optionalTarget );
  22094. };
  22095. LineCurve.prototype.getTangent = function ( /* t */ ) {
  22096. var tangent = this.v2.clone().sub( this.v1 );
  22097. return tangent.normalize();
  22098. };
  22099. LineCurve.prototype.copy = function ( source ) {
  22100. Curve.prototype.copy.call( this, source );
  22101. this.v1.copy( source.v1 );
  22102. this.v2.copy( source.v2 );
  22103. return this;
  22104. };
  22105. LineCurve.prototype.toJSON = function () {
  22106. var data = Curve.prototype.toJSON.call( this );
  22107. data.v1 = this.v1.toArray();
  22108. data.v2 = this.v2.toArray();
  22109. return data;
  22110. };
  22111. LineCurve.prototype.fromJSON = function ( json ) {
  22112. Curve.prototype.fromJSON.call( this, json );
  22113. this.v1.fromArray( json.v1 );
  22114. this.v2.fromArray( json.v2 );
  22115. return this;
  22116. };
  22117. function LineCurve3( v1, v2 ) {
  22118. Curve.call( this );
  22119. this.type = 'LineCurve3';
  22120. this.v1 = v1 || new Vector3();
  22121. this.v2 = v2 || new Vector3();
  22122. }
  22123. LineCurve3.prototype = Object.create( Curve.prototype );
  22124. LineCurve3.prototype.constructor = LineCurve3;
  22125. LineCurve3.prototype.isLineCurve3 = true;
  22126. LineCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22127. var point = optionalTarget || new Vector3();
  22128. if ( t === 1 ) {
  22129. point.copy( this.v2 );
  22130. } else {
  22131. point.copy( this.v2 ).sub( this.v1 );
  22132. point.multiplyScalar( t ).add( this.v1 );
  22133. }
  22134. return point;
  22135. };
  22136. // Line curve is linear, so we can overwrite default getPointAt
  22137. LineCurve3.prototype.getPointAt = function ( u, optionalTarget ) {
  22138. return this.getPoint( u, optionalTarget );
  22139. };
  22140. LineCurve3.prototype.copy = function ( source ) {
  22141. Curve.prototype.copy.call( this, source );
  22142. this.v1.copy( source.v1 );
  22143. this.v2.copy( source.v2 );
  22144. return this;
  22145. };
  22146. LineCurve3.prototype.toJSON = function () {
  22147. var data = Curve.prototype.toJSON.call( this );
  22148. data.v1 = this.v1.toArray();
  22149. data.v2 = this.v2.toArray();
  22150. return data;
  22151. };
  22152. LineCurve3.prototype.fromJSON = function ( json ) {
  22153. Curve.prototype.fromJSON.call( this, json );
  22154. this.v1.fromArray( json.v1 );
  22155. this.v2.fromArray( json.v2 );
  22156. return this;
  22157. };
  22158. function QuadraticBezierCurve( v0, v1, v2 ) {
  22159. Curve.call( this );
  22160. this.type = 'QuadraticBezierCurve';
  22161. this.v0 = v0 || new Vector2();
  22162. this.v1 = v1 || new Vector2();
  22163. this.v2 = v2 || new Vector2();
  22164. }
  22165. QuadraticBezierCurve.prototype = Object.create( Curve.prototype );
  22166. QuadraticBezierCurve.prototype.constructor = QuadraticBezierCurve;
  22167. QuadraticBezierCurve.prototype.isQuadraticBezierCurve = true;
  22168. QuadraticBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22169. var point = optionalTarget || new Vector2();
  22170. var v0 = this.v0, v1 = this.v1, v2 = this.v2;
  22171. point.set(
  22172. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  22173. QuadraticBezier( t, v0.y, v1.y, v2.y )
  22174. );
  22175. return point;
  22176. };
  22177. QuadraticBezierCurve.prototype.copy = function ( source ) {
  22178. Curve.prototype.copy.call( this, source );
  22179. this.v0.copy( source.v0 );
  22180. this.v1.copy( source.v1 );
  22181. this.v2.copy( source.v2 );
  22182. return this;
  22183. };
  22184. QuadraticBezierCurve.prototype.toJSON = function () {
  22185. var data = Curve.prototype.toJSON.call( this );
  22186. data.v0 = this.v0.toArray();
  22187. data.v1 = this.v1.toArray();
  22188. data.v2 = this.v2.toArray();
  22189. return data;
  22190. };
  22191. QuadraticBezierCurve.prototype.fromJSON = function ( json ) {
  22192. Curve.prototype.fromJSON.call( this, json );
  22193. this.v0.fromArray( json.v0 );
  22194. this.v1.fromArray( json.v1 );
  22195. this.v2.fromArray( json.v2 );
  22196. return this;
  22197. };
  22198. function QuadraticBezierCurve3( v0, v1, v2 ) {
  22199. Curve.call( this );
  22200. this.type = 'QuadraticBezierCurve3';
  22201. this.v0 = v0 || new Vector3();
  22202. this.v1 = v1 || new Vector3();
  22203. this.v2 = v2 || new Vector3();
  22204. }
  22205. QuadraticBezierCurve3.prototype = Object.create( Curve.prototype );
  22206. QuadraticBezierCurve3.prototype.constructor = QuadraticBezierCurve3;
  22207. QuadraticBezierCurve3.prototype.isQuadraticBezierCurve3 = true;
  22208. QuadraticBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22209. var point = optionalTarget || new Vector3();
  22210. var v0 = this.v0, v1 = this.v1, v2 = this.v2;
  22211. point.set(
  22212. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  22213. QuadraticBezier( t, v0.y, v1.y, v2.y ),
  22214. QuadraticBezier( t, v0.z, v1.z, v2.z )
  22215. );
  22216. return point;
  22217. };
  22218. QuadraticBezierCurve3.prototype.copy = function ( source ) {
  22219. Curve.prototype.copy.call( this, source );
  22220. this.v0.copy( source.v0 );
  22221. this.v1.copy( source.v1 );
  22222. this.v2.copy( source.v2 );
  22223. return this;
  22224. };
  22225. QuadraticBezierCurve3.prototype.toJSON = function () {
  22226. var data = Curve.prototype.toJSON.call( this );
  22227. data.v0 = this.v0.toArray();
  22228. data.v1 = this.v1.toArray();
  22229. data.v2 = this.v2.toArray();
  22230. return data;
  22231. };
  22232. QuadraticBezierCurve3.prototype.fromJSON = function ( json ) {
  22233. Curve.prototype.fromJSON.call( this, json );
  22234. this.v0.fromArray( json.v0 );
  22235. this.v1.fromArray( json.v1 );
  22236. this.v2.fromArray( json.v2 );
  22237. return this;
  22238. };
  22239. function SplineCurve( points /* array of Vector2 */ ) {
  22240. Curve.call( this );
  22241. this.type = 'SplineCurve';
  22242. this.points = points || [];
  22243. }
  22244. SplineCurve.prototype = Object.create( Curve.prototype );
  22245. SplineCurve.prototype.constructor = SplineCurve;
  22246. SplineCurve.prototype.isSplineCurve = true;
  22247. SplineCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22248. var point = optionalTarget || new Vector2();
  22249. var points = this.points;
  22250. var p = ( points.length - 1 ) * t;
  22251. var intPoint = Math.floor( p );
  22252. var weight = p - intPoint;
  22253. var p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];
  22254. var p1 = points[ intPoint ];
  22255. var p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
  22256. var p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];
  22257. point.set(
  22258. CatmullRom( weight, p0.x, p1.x, p2.x, p3.x ),
  22259. CatmullRom( weight, p0.y, p1.y, p2.y, p3.y )
  22260. );
  22261. return point;
  22262. };
  22263. SplineCurve.prototype.copy = function ( source ) {
  22264. Curve.prototype.copy.call( this, source );
  22265. this.points = [];
  22266. for ( var i = 0, l = source.points.length; i < l; i ++ ) {
  22267. var point = source.points[ i ];
  22268. this.points.push( point.clone() );
  22269. }
  22270. return this;
  22271. };
  22272. SplineCurve.prototype.toJSON = function () {
  22273. var data = Curve.prototype.toJSON.call( this );
  22274. data.points = [];
  22275. for ( var i = 0, l = this.points.length; i < l; i ++ ) {
  22276. var point = this.points[ i ];
  22277. data.points.push( point.toArray() );
  22278. }
  22279. return data;
  22280. };
  22281. SplineCurve.prototype.fromJSON = function ( json ) {
  22282. Curve.prototype.fromJSON.call( this, json );
  22283. this.points = [];
  22284. for ( var i = 0, l = json.points.length; i < l; i ++ ) {
  22285. var point = json.points[ i ];
  22286. this.points.push( new Vector2().fromArray( point ) );
  22287. }
  22288. return this;
  22289. };
  22290. var Curves = /*#__PURE__*/Object.freeze({
  22291. ArcCurve: ArcCurve,
  22292. CatmullRomCurve3: CatmullRomCurve3,
  22293. CubicBezierCurve: CubicBezierCurve,
  22294. CubicBezierCurve3: CubicBezierCurve3,
  22295. EllipseCurve: EllipseCurve,
  22296. LineCurve: LineCurve,
  22297. LineCurve3: LineCurve3,
  22298. QuadraticBezierCurve: QuadraticBezierCurve,
  22299. QuadraticBezierCurve3: QuadraticBezierCurve3,
  22300. SplineCurve: SplineCurve
  22301. });
  22302. /**
  22303. * @author zz85 / http://www.lab4games.net/zz85/blog
  22304. *
  22305. **/
  22306. /**************************************************************
  22307. * Curved Path - a curve path is simply a array of connected
  22308. * curves, but retains the api of a curve
  22309. **************************************************************/
  22310. function CurvePath() {
  22311. Curve.call( this );
  22312. this.type = 'CurvePath';
  22313. this.curves = [];
  22314. this.autoClose = false; // Automatically closes the path
  22315. }
  22316. CurvePath.prototype = Object.assign( Object.create( Curve.prototype ), {
  22317. constructor: CurvePath,
  22318. add: function ( curve ) {
  22319. this.curves.push( curve );
  22320. },
  22321. closePath: function () {
  22322. // Add a line curve if start and end of lines are not connected
  22323. var startPoint = this.curves[ 0 ].getPoint( 0 );
  22324. var endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );
  22325. if ( ! startPoint.equals( endPoint ) ) {
  22326. this.curves.push( new LineCurve( endPoint, startPoint ) );
  22327. }
  22328. },
  22329. // To get accurate point with reference to
  22330. // entire path distance at time t,
  22331. // following has to be done:
  22332. // 1. Length of each sub path have to be known
  22333. // 2. Locate and identify type of curve
  22334. // 3. Get t for the curve
  22335. // 4. Return curve.getPointAt(t')
  22336. getPoint: function ( t ) {
  22337. var d = t * this.getLength();
  22338. var curveLengths = this.getCurveLengths();
  22339. var i = 0;
  22340. // To think about boundaries points.
  22341. while ( i < curveLengths.length ) {
  22342. if ( curveLengths[ i ] >= d ) {
  22343. var diff = curveLengths[ i ] - d;
  22344. var curve = this.curves[ i ];
  22345. var segmentLength = curve.getLength();
  22346. var u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;
  22347. return curve.getPointAt( u );
  22348. }
  22349. i ++;
  22350. }
  22351. return null;
  22352. // loop where sum != 0, sum > d , sum+1 <d
  22353. },
  22354. // We cannot use the default THREE.Curve getPoint() with getLength() because in
  22355. // THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
  22356. // getPoint() depends on getLength
  22357. getLength: function () {
  22358. var lens = this.getCurveLengths();
  22359. return lens[ lens.length - 1 ];
  22360. },
  22361. // cacheLengths must be recalculated.
  22362. updateArcLengths: function () {
  22363. this.needsUpdate = true;
  22364. this.cacheLengths = null;
  22365. this.getCurveLengths();
  22366. },
  22367. // Compute lengths and cache them
  22368. // We cannot overwrite getLengths() because UtoT mapping uses it.
  22369. getCurveLengths: function () {
  22370. // We use cache values if curves and cache array are same length
  22371. if ( this.cacheLengths && this.cacheLengths.length === this.curves.length ) {
  22372. return this.cacheLengths;
  22373. }
  22374. // Get length of sub-curve
  22375. // Push sums into cached array
  22376. var lengths = [], sums = 0;
  22377. for ( var i = 0, l = this.curves.length; i < l; i ++ ) {
  22378. sums += this.curves[ i ].getLength();
  22379. lengths.push( sums );
  22380. }
  22381. this.cacheLengths = lengths;
  22382. return lengths;
  22383. },
  22384. getSpacedPoints: function ( divisions ) {
  22385. if ( divisions === undefined ) { divisions = 40; }
  22386. var points = [];
  22387. for ( var i = 0; i <= divisions; i ++ ) {
  22388. points.push( this.getPoint( i / divisions ) );
  22389. }
  22390. if ( this.autoClose ) {
  22391. points.push( points[ 0 ] );
  22392. }
  22393. return points;
  22394. },
  22395. getPoints: function ( divisions ) {
  22396. divisions = divisions || 12;
  22397. var points = [], last;
  22398. for ( var i = 0, curves = this.curves; i < curves.length; i ++ ) {
  22399. var curve = curves[ i ];
  22400. var resolution = ( curve && curve.isEllipseCurve ) ? divisions * 2
  22401. : ( curve && ( curve.isLineCurve || curve.isLineCurve3 ) ) ? 1
  22402. : ( curve && curve.isSplineCurve ) ? divisions * curve.points.length
  22403. : divisions;
  22404. var pts = curve.getPoints( resolution );
  22405. for ( var j = 0; j < pts.length; j ++ ) {
  22406. var point = pts[ j ];
  22407. if ( last && last.equals( point ) ) { continue; } // ensures no consecutive points are duplicates
  22408. points.push( point );
  22409. last = point;
  22410. }
  22411. }
  22412. if ( this.autoClose && points.length > 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) {
  22413. points.push( points[ 0 ] );
  22414. }
  22415. return points;
  22416. },
  22417. copy: function ( source ) {
  22418. Curve.prototype.copy.call( this, source );
  22419. this.curves = [];
  22420. for ( var i = 0, l = source.curves.length; i < l; i ++ ) {
  22421. var curve = source.curves[ i ];
  22422. this.curves.push( curve.clone() );
  22423. }
  22424. this.autoClose = source.autoClose;
  22425. return this;
  22426. },
  22427. toJSON: function () {
  22428. var data = Curve.prototype.toJSON.call( this );
  22429. data.autoClose = this.autoClose;
  22430. data.curves = [];
  22431. for ( var i = 0, l = this.curves.length; i < l; i ++ ) {
  22432. var curve = this.curves[ i ];
  22433. data.curves.push( curve.toJSON() );
  22434. }
  22435. return data;
  22436. },
  22437. fromJSON: function ( json ) {
  22438. Curve.prototype.fromJSON.call( this, json );
  22439. this.autoClose = json.autoClose;
  22440. this.curves = [];
  22441. for ( var i = 0, l = json.curves.length; i < l; i ++ ) {
  22442. var curve = json.curves[ i ];
  22443. this.curves.push( new Curves[ curve.type ]().fromJSON( curve ) );
  22444. }
  22445. return this;
  22446. }
  22447. } );
  22448. /**
  22449. * @author zz85 / http://www.lab4games.net/zz85/blog
  22450. * Creates free form 2d path using series of points, lines or curves.
  22451. **/
  22452. function Path( points ) {
  22453. CurvePath.call( this );
  22454. this.type = 'Path';
  22455. this.currentPoint = new Vector2();
  22456. if ( points ) {
  22457. this.setFromPoints( points );
  22458. }
  22459. }
  22460. Path.prototype = Object.assign( Object.create( CurvePath.prototype ), {
  22461. constructor: Path,
  22462. setFromPoints: function ( points ) {
  22463. this.moveTo( points[ 0 ].x, points[ 0 ].y );
  22464. for ( var i = 1, l = points.length; i < l; i ++ ) {
  22465. this.lineTo( points[ i ].x, points[ i ].y );
  22466. }
  22467. },
  22468. moveTo: function ( x, y ) {
  22469. this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?
  22470. },
  22471. lineTo: function ( x, y ) {
  22472. var curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );
  22473. this.curves.push( curve );
  22474. this.currentPoint.set( x, y );
  22475. },
  22476. quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
  22477. var curve = new QuadraticBezierCurve(
  22478. this.currentPoint.clone(),
  22479. new Vector2( aCPx, aCPy ),
  22480. new Vector2( aX, aY )
  22481. );
  22482. this.curves.push( curve );
  22483. this.currentPoint.set( aX, aY );
  22484. },
  22485. bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  22486. var curve = new CubicBezierCurve(
  22487. this.currentPoint.clone(),
  22488. new Vector2( aCP1x, aCP1y ),
  22489. new Vector2( aCP2x, aCP2y ),
  22490. new Vector2( aX, aY )
  22491. );
  22492. this.curves.push( curve );
  22493. this.currentPoint.set( aX, aY );
  22494. },
  22495. splineThru: function ( pts /*Array of Vector*/ ) {
  22496. var npts = [ this.currentPoint.clone() ].concat( pts );
  22497. var curve = new SplineCurve( npts );
  22498. this.curves.push( curve );
  22499. this.currentPoint.copy( pts[ pts.length - 1 ] );
  22500. },
  22501. arc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  22502. var x0 = this.currentPoint.x;
  22503. var y0 = this.currentPoint.y;
  22504. this.absarc( aX + x0, aY + y0, aRadius,
  22505. aStartAngle, aEndAngle, aClockwise );
  22506. },
  22507. absarc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  22508. this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  22509. },
  22510. ellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  22511. var x0 = this.currentPoint.x;
  22512. var y0 = this.currentPoint.y;
  22513. this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  22514. },
  22515. absellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  22516. var curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  22517. if ( this.curves.length > 0 ) {
  22518. // if a previous curve is present, attempt to join
  22519. var firstPoint = curve.getPoint( 0 );
  22520. if ( ! firstPoint.equals( this.currentPoint ) ) {
  22521. this.lineTo( firstPoint.x, firstPoint.y );
  22522. }
  22523. }
  22524. this.curves.push( curve );
  22525. var lastPoint = curve.getPoint( 1 );
  22526. this.currentPoint.copy( lastPoint );
  22527. },
  22528. copy: function ( source ) {
  22529. CurvePath.prototype.copy.call( this, source );
  22530. this.currentPoint.copy( source.currentPoint );
  22531. return this;
  22532. },
  22533. toJSON: function () {
  22534. var data = CurvePath.prototype.toJSON.call( this );
  22535. data.currentPoint = this.currentPoint.toArray();
  22536. return data;
  22537. },
  22538. fromJSON: function ( json ) {
  22539. CurvePath.prototype.fromJSON.call( this, json );
  22540. this.currentPoint.fromArray( json.currentPoint );
  22541. return this;
  22542. }
  22543. } );
  22544. /**
  22545. * @author zz85 / http://www.lab4games.net/zz85/blog
  22546. * Defines a 2d shape plane using paths.
  22547. **/
  22548. // STEP 1 Create a path.
  22549. // STEP 2 Turn path into shape.
  22550. // STEP 3 ExtrudeGeometry takes in Shape/Shapes
  22551. // STEP 3a - Extract points from each shape, turn to vertices
  22552. // STEP 3b - Triangulate each shape, add faces.
  22553. function Shape( points ) {
  22554. Path.call( this, points );
  22555. this.uuid = _Math.generateUUID();
  22556. this.type = 'Shape';
  22557. this.holes = [];
  22558. }
  22559. Shape.prototype = Object.assign( Object.create( Path.prototype ), {
  22560. constructor: Shape,
  22561. getPointsHoles: function ( divisions ) {
  22562. var holesPts = [];
  22563. for ( var i = 0, l = this.holes.length; i < l; i ++ ) {
  22564. holesPts[ i ] = this.holes[ i ].getPoints( divisions );
  22565. }
  22566. return holesPts;
  22567. },
  22568. // get points of shape and holes (keypoints based on segments parameter)
  22569. extractPoints: function ( divisions ) {
  22570. return {
  22571. shape: this.getPoints( divisions ),
  22572. holes: this.getPointsHoles( divisions )
  22573. };
  22574. },
  22575. copy: function ( source ) {
  22576. Path.prototype.copy.call( this, source );
  22577. this.holes = [];
  22578. for ( var i = 0, l = source.holes.length; i < l; i ++ ) {
  22579. var hole = source.holes[ i ];
  22580. this.holes.push( hole.clone() );
  22581. }
  22582. return this;
  22583. },
  22584. toJSON: function () {
  22585. var data = Path.prototype.toJSON.call( this );
  22586. data.uuid = this.uuid;
  22587. data.holes = [];
  22588. for ( var i = 0, l = this.holes.length; i < l; i ++ ) {
  22589. var hole = this.holes[ i ];
  22590. data.holes.push( hole.toJSON() );
  22591. }
  22592. return data;
  22593. },
  22594. fromJSON: function ( json ) {
  22595. Path.prototype.fromJSON.call( this, json );
  22596. this.uuid = json.uuid;
  22597. this.holes = [];
  22598. for ( var i = 0, l = json.holes.length; i < l; i ++ ) {
  22599. var hole = json.holes[ i ];
  22600. this.holes.push( new Path().fromJSON( hole ) );
  22601. }
  22602. return this;
  22603. }
  22604. } );
  22605. /**
  22606. * @author mrdoob / http://mrdoob.com/
  22607. * @author alteredq / http://alteredqualia.com/
  22608. */
  22609. function Light( color, intensity ) {
  22610. Object3D.call( this );
  22611. this.type = 'Light';
  22612. this.color = new Color( color );
  22613. this.intensity = intensity !== undefined ? intensity : 1;
  22614. this.receiveShadow = undefined;
  22615. }
  22616. Light.prototype = Object.assign( Object.create( Object3D.prototype ), {
  22617. constructor: Light,
  22618. isLight: true,
  22619. copy: function ( source ) {
  22620. Object3D.prototype.copy.call( this, source );
  22621. this.color.copy( source.color );
  22622. this.intensity = source.intensity;
  22623. return this;
  22624. },
  22625. toJSON: function ( meta ) {
  22626. var data = Object3D.prototype.toJSON.call( this, meta );
  22627. data.object.color = this.color.getHex();
  22628. data.object.intensity = this.intensity;
  22629. if ( this.groundColor !== undefined ) { data.object.groundColor = this.groundColor.getHex(); }
  22630. if ( this.distance !== undefined ) { data.object.distance = this.distance; }
  22631. if ( this.angle !== undefined ) { data.object.angle = this.angle; }
  22632. if ( this.decay !== undefined ) { data.object.decay = this.decay; }
  22633. if ( this.penumbra !== undefined ) { data.object.penumbra = this.penumbra; }
  22634. if ( this.shadow !== undefined ) { data.object.shadow = this.shadow.toJSON(); }
  22635. return data;
  22636. }
  22637. } );
  22638. /**
  22639. * @author alteredq / http://alteredqualia.com/
  22640. */
  22641. function HemisphereLight( skyColor, groundColor, intensity ) {
  22642. Light.call( this, skyColor, intensity );
  22643. this.type = 'HemisphereLight';
  22644. this.castShadow = undefined;
  22645. this.position.copy( Object3D.DefaultUp );
  22646. this.updateMatrix();
  22647. this.groundColor = new Color( groundColor );
  22648. }
  22649. HemisphereLight.prototype = Object.assign( Object.create( Light.prototype ), {
  22650. constructor: HemisphereLight,
  22651. isHemisphereLight: true,
  22652. copy: function ( source ) {
  22653. Light.prototype.copy.call( this, source );
  22654. this.groundColor.copy( source.groundColor );
  22655. return this;
  22656. }
  22657. } );
  22658. /**
  22659. * @author mrdoob / http://mrdoob.com/
  22660. */
  22661. function LightShadow( camera ) {
  22662. this.camera = camera;
  22663. this.bias = 0;
  22664. this.radius = 1;
  22665. this.mapSize = new Vector2( 512, 512 );
  22666. this.map = null;
  22667. this.mapPass = null;
  22668. this.matrix = new Matrix4();
  22669. this._frustum = new Frustum();
  22670. this._frameExtents = new Vector2( 1, 1 );
  22671. this._viewportCount = 1;
  22672. this._viewports = [
  22673. new Vector4( 0, 0, 1, 1 )
  22674. ];
  22675. }
  22676. Object.assign( LightShadow.prototype, {
  22677. _projScreenMatrix: new Matrix4(),
  22678. _lightPositionWorld: new Vector3(),
  22679. _lookTarget: new Vector3(),
  22680. getViewportCount: function () {
  22681. return this._viewportCount;
  22682. },
  22683. getFrustum: function () {
  22684. return this._frustum;
  22685. },
  22686. updateMatrices: function ( light ) {
  22687. var shadowCamera = this.camera,
  22688. shadowMatrix = this.matrix,
  22689. projScreenMatrix = this._projScreenMatrix,
  22690. lookTarget = this._lookTarget,
  22691. lightPositionWorld = this._lightPositionWorld;
  22692. lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  22693. shadowCamera.position.copy( lightPositionWorld );
  22694. lookTarget.setFromMatrixPosition( light.target.matrixWorld );
  22695. shadowCamera.lookAt( lookTarget );
  22696. shadowCamera.updateMatrixWorld();
  22697. projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
  22698. this._frustum.setFromMatrix( projScreenMatrix );
  22699. shadowMatrix.set(
  22700. 0.5, 0.0, 0.0, 0.5,
  22701. 0.0, 0.5, 0.0, 0.5,
  22702. 0.0, 0.0, 0.5, 0.5,
  22703. 0.0, 0.0, 0.0, 1.0
  22704. );
  22705. shadowMatrix.multiply( shadowCamera.projectionMatrix );
  22706. shadowMatrix.multiply( shadowCamera.matrixWorldInverse );
  22707. },
  22708. getViewport: function ( viewportIndex ) {
  22709. return this._viewports[ viewportIndex ];
  22710. },
  22711. getFrameExtents: function () {
  22712. return this._frameExtents;
  22713. },
  22714. copy: function ( source ) {
  22715. this.camera = source.camera.clone();
  22716. this.bias = source.bias;
  22717. this.radius = source.radius;
  22718. this.mapSize.copy( source.mapSize );
  22719. return this;
  22720. },
  22721. clone: function () {
  22722. return new this.constructor().copy( this );
  22723. },
  22724. toJSON: function () {
  22725. var object = {};
  22726. if ( this.bias !== 0 ) { object.bias = this.bias; }
  22727. if ( this.radius !== 1 ) { object.radius = this.radius; }
  22728. if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) { object.mapSize = this.mapSize.toArray(); }
  22729. object.camera = this.camera.toJSON( false ).object;
  22730. delete object.camera.matrix;
  22731. return object;
  22732. }
  22733. } );
  22734. /**
  22735. * @author mrdoob / http://mrdoob.com/
  22736. */
  22737. function SpotLightShadow() {
  22738. LightShadow.call( this, new PerspectiveCamera( 50, 1, 0.5, 500 ) );
  22739. }
  22740. SpotLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  22741. constructor: SpotLightShadow,
  22742. isSpotLightShadow: true,
  22743. updateMatrices: function ( light, viewCamera, viewportIndex ) {
  22744. var camera = this.camera;
  22745. var fov = _Math.RAD2DEG * 2 * light.angle;
  22746. var aspect = this.mapSize.width / this.mapSize.height;
  22747. var far = light.distance || camera.far;
  22748. if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {
  22749. camera.fov = fov;
  22750. camera.aspect = aspect;
  22751. camera.far = far;
  22752. camera.updateProjectionMatrix();
  22753. }
  22754. LightShadow.prototype.updateMatrices.call( this, light, viewCamera, viewportIndex );
  22755. }
  22756. } );
  22757. /**
  22758. * @author alteredq / http://alteredqualia.com/
  22759. */
  22760. function SpotLight( color, intensity, distance, angle, penumbra, decay ) {
  22761. Light.call( this, color, intensity );
  22762. this.type = 'SpotLight';
  22763. this.position.copy( Object3D.DefaultUp );
  22764. this.updateMatrix();
  22765. this.target = new Object3D();
  22766. Object.defineProperty( this, 'power', {
  22767. get: function () {
  22768. // intensity = power per solid angle.
  22769. // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  22770. return this.intensity * Math.PI;
  22771. },
  22772. set: function ( power ) {
  22773. // intensity = power per solid angle.
  22774. // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  22775. this.intensity = power / Math.PI;
  22776. }
  22777. } );
  22778. this.distance = ( distance !== undefined ) ? distance : 0;
  22779. this.angle = ( angle !== undefined ) ? angle : Math.PI / 3;
  22780. this.penumbra = ( penumbra !== undefined ) ? penumbra : 0;
  22781. this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
  22782. this.shadow = new SpotLightShadow();
  22783. }
  22784. SpotLight.prototype = Object.assign( Object.create( Light.prototype ), {
  22785. constructor: SpotLight,
  22786. isSpotLight: true,
  22787. copy: function ( source ) {
  22788. Light.prototype.copy.call( this, source );
  22789. this.distance = source.distance;
  22790. this.angle = source.angle;
  22791. this.penumbra = source.penumbra;
  22792. this.decay = source.decay;
  22793. this.target = source.target.clone();
  22794. this.shadow = source.shadow.clone();
  22795. return this;
  22796. }
  22797. } );
  22798. function PointLightShadow() {
  22799. LightShadow.call( this, new PerspectiveCamera( 90, 1, 0.5, 500 ) );
  22800. this._frameExtents = new Vector2( 4, 2 );
  22801. this._viewportCount = 6;
  22802. this._viewports = [
  22803. // These viewports map a cube-map onto a 2D texture with the
  22804. // following orientation:
  22805. //
  22806. // xzXZ
  22807. // y Y
  22808. //
  22809. // X - Positive x direction
  22810. // x - Negative x direction
  22811. // Y - Positive y direction
  22812. // y - Negative y direction
  22813. // Z - Positive z direction
  22814. // z - Negative z direction
  22815. // positive X
  22816. new Vector4( 2, 1, 1, 1 ),
  22817. // negative X
  22818. new Vector4( 0, 1, 1, 1 ),
  22819. // positive Z
  22820. new Vector4( 3, 1, 1, 1 ),
  22821. // negative Z
  22822. new Vector4( 1, 1, 1, 1 ),
  22823. // positive Y
  22824. new Vector4( 3, 0, 1, 1 ),
  22825. // negative Y
  22826. new Vector4( 1, 0, 1, 1 )
  22827. ];
  22828. this._cubeDirections = [
  22829. new Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ),
  22830. new Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 )
  22831. ];
  22832. this._cubeUps = [
  22833. new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ),
  22834. new Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ), new Vector3( 0, 0, - 1 )
  22835. ];
  22836. }
  22837. PointLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  22838. constructor: PointLightShadow,
  22839. isPointLightShadow: true,
  22840. updateMatrices: function ( light, viewCamera, viewportIndex ) {
  22841. var camera = this.camera,
  22842. shadowMatrix = this.matrix,
  22843. lightPositionWorld = this._lightPositionWorld,
  22844. lookTarget = this._lookTarget,
  22845. projScreenMatrix = this._projScreenMatrix;
  22846. lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  22847. camera.position.copy( lightPositionWorld );
  22848. lookTarget.copy( camera.position );
  22849. lookTarget.add( this._cubeDirections[ viewportIndex ] );
  22850. camera.up.copy( this._cubeUps[ viewportIndex ] );
  22851. camera.lookAt( lookTarget );
  22852. camera.updateMatrixWorld();
  22853. shadowMatrix.makeTranslation( - lightPositionWorld.x, - lightPositionWorld.y, - lightPositionWorld.z );
  22854. projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  22855. this._frustum.setFromMatrix( projScreenMatrix );
  22856. }
  22857. } );
  22858. /**
  22859. * @author mrdoob / http://mrdoob.com/
  22860. */
  22861. function PointLight( color, intensity, distance, decay ) {
  22862. Light.call( this, color, intensity );
  22863. this.type = 'PointLight';
  22864. Object.defineProperty( this, 'power', {
  22865. get: function () {
  22866. // intensity = power per solid angle.
  22867. // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  22868. return this.intensity * 4 * Math.PI;
  22869. },
  22870. set: function ( power ) {
  22871. // intensity = power per solid angle.
  22872. // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  22873. this.intensity = power / ( 4 * Math.PI );
  22874. }
  22875. } );
  22876. this.distance = ( distance !== undefined ) ? distance : 0;
  22877. this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
  22878. this.shadow = new PointLightShadow();
  22879. }
  22880. PointLight.prototype = Object.assign( Object.create( Light.prototype ), {
  22881. constructor: PointLight,
  22882. isPointLight: true,
  22883. copy: function ( source ) {
  22884. Light.prototype.copy.call( this, source );
  22885. this.distance = source.distance;
  22886. this.decay = source.decay;
  22887. this.shadow = source.shadow.clone();
  22888. return this;
  22889. }
  22890. } );
  22891. /**
  22892. * @author alteredq / http://alteredqualia.com/
  22893. * @author arose / http://github.com/arose
  22894. */
  22895. function OrthographicCamera( left, right, top, bottom, near, far ) {
  22896. Camera.call( this );
  22897. this.type = 'OrthographicCamera';
  22898. this.zoom = 1;
  22899. this.view = null;
  22900. this.left = ( left !== undefined ) ? left : - 1;
  22901. this.right = ( right !== undefined ) ? right : 1;
  22902. this.top = ( top !== undefined ) ? top : 1;
  22903. this.bottom = ( bottom !== undefined ) ? bottom : - 1;
  22904. this.near = ( near !== undefined ) ? near : 0.1;
  22905. this.far = ( far !== undefined ) ? far : 2000;
  22906. this.updateProjectionMatrix();
  22907. }
  22908. OrthographicCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
  22909. constructor: OrthographicCamera,
  22910. isOrthographicCamera: true,
  22911. copy: function ( source, recursive ) {
  22912. Camera.prototype.copy.call( this, source, recursive );
  22913. this.left = source.left;
  22914. this.right = source.right;
  22915. this.top = source.top;
  22916. this.bottom = source.bottom;
  22917. this.near = source.near;
  22918. this.far = source.far;
  22919. this.zoom = source.zoom;
  22920. this.view = source.view === null ? null : Object.assign( {}, source.view );
  22921. return this;
  22922. },
  22923. setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
  22924. if ( this.view === null ) {
  22925. this.view = {
  22926. enabled: true,
  22927. fullWidth: 1,
  22928. fullHeight: 1,
  22929. offsetX: 0,
  22930. offsetY: 0,
  22931. width: 1,
  22932. height: 1
  22933. };
  22934. }
  22935. this.view.enabled = true;
  22936. this.view.fullWidth = fullWidth;
  22937. this.view.fullHeight = fullHeight;
  22938. this.view.offsetX = x;
  22939. this.view.offsetY = y;
  22940. this.view.width = width;
  22941. this.view.height = height;
  22942. this.updateProjectionMatrix();
  22943. },
  22944. clearViewOffset: function () {
  22945. if ( this.view !== null ) {
  22946. this.view.enabled = false;
  22947. }
  22948. this.updateProjectionMatrix();
  22949. },
  22950. updateProjectionMatrix: function () {
  22951. var dx = ( this.right - this.left ) / ( 2 * this.zoom );
  22952. var dy = ( this.top - this.bottom ) / ( 2 * this.zoom );
  22953. var cx = ( this.right + this.left ) / 2;
  22954. var cy = ( this.top + this.bottom ) / 2;
  22955. var left = cx - dx;
  22956. var right = cx + dx;
  22957. var top = cy + dy;
  22958. var bottom = cy - dy;
  22959. if ( this.view !== null && this.view.enabled ) {
  22960. var zoomW = this.zoom / ( this.view.width / this.view.fullWidth );
  22961. var zoomH = this.zoom / ( this.view.height / this.view.fullHeight );
  22962. var scaleW = ( this.right - this.left ) / this.view.width;
  22963. var scaleH = ( this.top - this.bottom ) / this.view.height;
  22964. left += scaleW * ( this.view.offsetX / zoomW );
  22965. right = left + scaleW * ( this.view.width / zoomW );
  22966. top -= scaleH * ( this.view.offsetY / zoomH );
  22967. bottom = top - scaleH * ( this.view.height / zoomH );
  22968. }
  22969. this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far );
  22970. this.projectionMatrixInverse.getInverse( this.projectionMatrix );
  22971. },
  22972. toJSON: function ( meta ) {
  22973. var data = Object3D.prototype.toJSON.call( this, meta );
  22974. data.object.zoom = this.zoom;
  22975. data.object.left = this.left;
  22976. data.object.right = this.right;
  22977. data.object.top = this.top;
  22978. data.object.bottom = this.bottom;
  22979. data.object.near = this.near;
  22980. data.object.far = this.far;
  22981. if ( this.view !== null ) { data.object.view = Object.assign( {}, this.view ); }
  22982. return data;
  22983. }
  22984. } );
  22985. /**
  22986. * @author mrdoob / http://mrdoob.com/
  22987. */
  22988. function DirectionalLightShadow() {
  22989. LightShadow.call( this, new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) );
  22990. }
  22991. DirectionalLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  22992. constructor: DirectionalLightShadow,
  22993. isDirectionalLightShadow: true,
  22994. updateMatrices: function ( light, viewCamera, viewportIndex ) {
  22995. LightShadow.prototype.updateMatrices.call( this, light, viewCamera, viewportIndex );
  22996. }
  22997. } );
  22998. /**
  22999. * @author mrdoob / http://mrdoob.com/
  23000. * @author alteredq / http://alteredqualia.com/
  23001. */
  23002. function DirectionalLight( color, intensity ) {
  23003. Light.call( this, color, intensity );
  23004. this.type = 'DirectionalLight';
  23005. this.position.copy( Object3D.DefaultUp );
  23006. this.updateMatrix();
  23007. this.target = new Object3D();
  23008. this.shadow = new DirectionalLightShadow();
  23009. }
  23010. DirectionalLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23011. constructor: DirectionalLight,
  23012. isDirectionalLight: true,
  23013. copy: function ( source ) {
  23014. Light.prototype.copy.call( this, source );
  23015. this.target = source.target.clone();
  23016. this.shadow = source.shadow.clone();
  23017. return this;
  23018. }
  23019. } );
  23020. /**
  23021. * @author mrdoob / http://mrdoob.com/
  23022. */
  23023. function AmbientLight( color, intensity ) {
  23024. Light.call( this, color, intensity );
  23025. this.type = 'AmbientLight';
  23026. this.castShadow = undefined;
  23027. }
  23028. AmbientLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23029. constructor: AmbientLight,
  23030. isAmbientLight: true
  23031. } );
  23032. /**
  23033. * @author abelnation / http://github.com/abelnation
  23034. */
  23035. function RectAreaLight( color, intensity, width, height ) {
  23036. Light.call( this, color, intensity );
  23037. this.type = 'RectAreaLight';
  23038. this.width = ( width !== undefined ) ? width : 10;
  23039. this.height = ( height !== undefined ) ? height : 10;
  23040. }
  23041. RectAreaLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23042. constructor: RectAreaLight,
  23043. isRectAreaLight: true,
  23044. copy: function ( source ) {
  23045. Light.prototype.copy.call( this, source );
  23046. this.width = source.width;
  23047. this.height = source.height;
  23048. return this;
  23049. },
  23050. toJSON: function ( meta ) {
  23051. var data = Light.prototype.toJSON.call( this, meta );
  23052. data.object.width = this.width;
  23053. data.object.height = this.height;
  23054. return data;
  23055. }
  23056. } );
  23057. /**
  23058. * @author mrdoob / http://mrdoob.com/
  23059. */
  23060. function MaterialLoader( manager ) {
  23061. Loader.call( this, manager );
  23062. this.textures = {};
  23063. }
  23064. MaterialLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  23065. constructor: MaterialLoader,
  23066. load: function ( url, onLoad, onProgress, onError ) {
  23067. var scope = this;
  23068. var loader = new FileLoader( scope.manager );
  23069. loader.setPath( scope.path );
  23070. loader.load( url, function ( text ) {
  23071. onLoad( scope.parse( JSON.parse( text ) ) );
  23072. }, onProgress, onError );
  23073. },
  23074. parse: function ( json ) {
  23075. var textures = this.textures;
  23076. function getTexture( name ) {
  23077. if ( textures[ name ] === undefined ) {
  23078. console.warn( 'THREE.MaterialLoader: Undefined texture', name );
  23079. }
  23080. return textures[ name ];
  23081. }
  23082. var material = new Materials[ json.type ]();
  23083. if ( json.uuid !== undefined ) { material.uuid = json.uuid; }
  23084. if ( json.name !== undefined ) { material.name = json.name; }
  23085. if ( json.color !== undefined ) { material.color.setHex( json.color ); }
  23086. if ( json.roughness !== undefined ) { material.roughness = json.roughness; }
  23087. if ( json.metalness !== undefined ) { material.metalness = json.metalness; }
  23088. if ( json.sheen !== undefined ) { material.sheen = new Color().setHex( json.sheen ); }
  23089. if ( json.emissive !== undefined ) { material.emissive.setHex( json.emissive ); }
  23090. if ( json.specular !== undefined ) { material.specular.setHex( json.specular ); }
  23091. if ( json.shininess !== undefined ) { material.shininess = json.shininess; }
  23092. if ( json.clearcoat !== undefined ) { material.clearcoat = json.clearcoat; }
  23093. if ( json.clearcoatRoughness !== undefined ) { material.clearcoatRoughness = json.clearcoatRoughness; }
  23094. if ( json.vertexColors !== undefined ) { material.vertexColors = json.vertexColors; }
  23095. if ( json.fog !== undefined ) { material.fog = json.fog; }
  23096. if ( json.flatShading !== undefined ) { material.flatShading = json.flatShading; }
  23097. if ( json.blending !== undefined ) { material.blending = json.blending; }
  23098. if ( json.combine !== undefined ) { material.combine = json.combine; }
  23099. if ( json.side !== undefined ) { material.side = json.side; }
  23100. if ( json.opacity !== undefined ) { material.opacity = json.opacity; }
  23101. if ( json.transparent !== undefined ) { material.transparent = json.transparent; }
  23102. if ( json.alphaTest !== undefined ) { material.alphaTest = json.alphaTest; }
  23103. if ( json.depthTest !== undefined ) { material.depthTest = json.depthTest; }
  23104. if ( json.depthWrite !== undefined ) { material.depthWrite = json.depthWrite; }
  23105. if ( json.colorWrite !== undefined ) { material.colorWrite = json.colorWrite; }
  23106. if ( json.stencilWrite !== undefined ) { material.stencilWrite = json.stencilWrite; }
  23107. if ( json.stencilWriteMask !== undefined ) { material.stencilWriteMask = json.stencilWriteMask; }
  23108. if ( json.stencilFunc !== undefined ) { material.stencilFunc = json.stencilFunc; }
  23109. if ( json.stencilRef !== undefined ) { material.stencilRef = json.stencilRef; }
  23110. if ( json.stencilFuncMask !== undefined ) { material.stencilFuncMask = json.stencilFuncMask; }
  23111. if ( json.stencilFail !== undefined ) { material.stencilFail = json.stencilFail; }
  23112. if ( json.stencilZFail !== undefined ) { material.stencilZFail = json.stencilZFail; }
  23113. if ( json.stencilZPass !== undefined ) { material.stencilZPass = json.stencilZPass; }
  23114. if ( json.wireframe !== undefined ) { material.wireframe = json.wireframe; }
  23115. if ( json.wireframeLinewidth !== undefined ) { material.wireframeLinewidth = json.wireframeLinewidth; }
  23116. if ( json.wireframeLinecap !== undefined ) { material.wireframeLinecap = json.wireframeLinecap; }
  23117. if ( json.wireframeLinejoin !== undefined ) { material.wireframeLinejoin = json.wireframeLinejoin; }
  23118. if ( json.rotation !== undefined ) { material.rotation = json.rotation; }
  23119. if ( json.linewidth !== 1 ) { material.linewidth = json.linewidth; }
  23120. if ( json.dashSize !== undefined ) { material.dashSize = json.dashSize; }
  23121. if ( json.gapSize !== undefined ) { material.gapSize = json.gapSize; }
  23122. if ( json.scale !== undefined ) { material.scale = json.scale; }
  23123. if ( json.polygonOffset !== undefined ) { material.polygonOffset = json.polygonOffset; }
  23124. if ( json.polygonOffsetFactor !== undefined ) { material.polygonOffsetFactor = json.polygonOffsetFactor; }
  23125. if ( json.polygonOffsetUnits !== undefined ) { material.polygonOffsetUnits = json.polygonOffsetUnits; }
  23126. if ( json.skinning !== undefined ) { material.skinning = json.skinning; }
  23127. if ( json.morphTargets !== undefined ) { material.morphTargets = json.morphTargets; }
  23128. if ( json.morphNormals !== undefined ) { material.morphNormals = json.morphNormals; }
  23129. if ( json.dithering !== undefined ) { material.dithering = json.dithering; }
  23130. if ( json.visible !== undefined ) { material.visible = json.visible; }
  23131. if ( json.toneMapped !== undefined ) { material.toneMapped = json.toneMapped; }
  23132. if ( json.userData !== undefined ) { material.userData = json.userData; }
  23133. // Shader Material
  23134. if ( json.uniforms !== undefined ) {
  23135. for ( var name in json.uniforms ) {
  23136. var uniform = json.uniforms[ name ];
  23137. material.uniforms[ name ] = {};
  23138. switch ( uniform.type ) {
  23139. case 't':
  23140. material.uniforms[ name ].value = getTexture( uniform.value );
  23141. break;
  23142. case 'c':
  23143. material.uniforms[ name ].value = new Color().setHex( uniform.value );
  23144. break;
  23145. case 'v2':
  23146. material.uniforms[ name ].value = new Vector2().fromArray( uniform.value );
  23147. break;
  23148. case 'v3':
  23149. material.uniforms[ name ].value = new Vector3().fromArray( uniform.value );
  23150. break;
  23151. case 'v4':
  23152. material.uniforms[ name ].value = new Vector4().fromArray( uniform.value );
  23153. break;
  23154. case 'm3':
  23155. material.uniforms[ name ].value = new Matrix3().fromArray( uniform.value );
  23156. case 'm4':
  23157. material.uniforms[ name ].value = new Matrix4().fromArray( uniform.value );
  23158. break;
  23159. default:
  23160. material.uniforms[ name ].value = uniform.value;
  23161. }
  23162. }
  23163. }
  23164. if ( json.defines !== undefined ) { material.defines = json.defines; }
  23165. if ( json.vertexShader !== undefined ) { material.vertexShader = json.vertexShader; }
  23166. if ( json.fragmentShader !== undefined ) { material.fragmentShader = json.fragmentShader; }
  23167. if ( json.extensions !== undefined ) {
  23168. for ( var key in json.extensions ) {
  23169. material.extensions[ key ] = json.extensions[ key ];
  23170. }
  23171. }
  23172. // Deprecated
  23173. if ( json.shading !== undefined ) { material.flatShading = json.shading === 1; } // THREE.FlatShading
  23174. // for PointsMaterial
  23175. if ( json.size !== undefined ) { material.size = json.size; }
  23176. if ( json.sizeAttenuation !== undefined ) { material.sizeAttenuation = json.sizeAttenuation; }
  23177. // maps
  23178. if ( json.map !== undefined ) { material.map = getTexture( json.map ); }
  23179. if ( json.matcap !== undefined ) { material.matcap = getTexture( json.matcap ); }
  23180. if ( json.alphaMap !== undefined ) {
  23181. material.alphaMap = getTexture( json.alphaMap );
  23182. material.transparent = true;
  23183. }
  23184. if ( json.bumpMap !== undefined ) { material.bumpMap = getTexture( json.bumpMap ); }
  23185. if ( json.bumpScale !== undefined ) { material.bumpScale = json.bumpScale; }
  23186. if ( json.normalMap !== undefined ) { material.normalMap = getTexture( json.normalMap ); }
  23187. if ( json.normalMapType !== undefined ) { material.normalMapType = json.normalMapType; }
  23188. if ( json.normalScale !== undefined ) {
  23189. var normalScale = json.normalScale;
  23190. if ( Array.isArray( normalScale ) === false ) {
  23191. // Blender exporter used to export a scalar. See #7459
  23192. normalScale = [ normalScale, normalScale ];
  23193. }
  23194. material.normalScale = new Vector2().fromArray( normalScale );
  23195. }
  23196. if ( json.displacementMap !== undefined ) { material.displacementMap = getTexture( json.displacementMap ); }
  23197. if ( json.displacementScale !== undefined ) { material.displacementScale = json.displacementScale; }
  23198. if ( json.displacementBias !== undefined ) { material.displacementBias = json.displacementBias; }
  23199. if ( json.roughnessMap !== undefined ) { material.roughnessMap = getTexture( json.roughnessMap ); }
  23200. if ( json.metalnessMap !== undefined ) { material.metalnessMap = getTexture( json.metalnessMap ); }
  23201. if ( json.emissiveMap !== undefined ) { material.emissiveMap = getTexture( json.emissiveMap ); }
  23202. if ( json.emissiveIntensity !== undefined ) { material.emissiveIntensity = json.emissiveIntensity; }
  23203. if ( json.specularMap !== undefined ) { material.specularMap = getTexture( json.specularMap ); }
  23204. if ( json.envMap !== undefined ) { material.envMap = getTexture( json.envMap ); }
  23205. if ( json.envMapIntensity !== undefined ) { material.envMapIntensity = json.envMapIntensity; }
  23206. if ( json.reflectivity !== undefined ) { material.reflectivity = json.reflectivity; }
  23207. if ( json.refractionRatio !== undefined ) { material.refractionRatio = json.refractionRatio; }
  23208. if ( json.lightMap !== undefined ) { material.lightMap = getTexture( json.lightMap ); }
  23209. if ( json.lightMapIntensity !== undefined ) { material.lightMapIntensity = json.lightMapIntensity; }
  23210. if ( json.aoMap !== undefined ) { material.aoMap = getTexture( json.aoMap ); }
  23211. if ( json.aoMapIntensity !== undefined ) { material.aoMapIntensity = json.aoMapIntensity; }
  23212. if ( json.gradientMap !== undefined ) { material.gradientMap = getTexture( json.gradientMap ); }
  23213. if ( json.clearcoatNormalMap !== undefined ) { material.clearcoatNormalMap = getTexture( json.clearcoatNormalMap ); }
  23214. if ( json.clearcoatNormalScale !== undefined ) { material.clearcoatNormalScale = new Vector2().fromArray( json.clearcoatNormalScale ); }
  23215. return material;
  23216. },
  23217. setTextures: function ( value ) {
  23218. this.textures = value;
  23219. return this;
  23220. }
  23221. } );
  23222. /**
  23223. * @author Don McCurdy / https://www.donmccurdy.com
  23224. */
  23225. var LoaderUtils = {
  23226. decodeText: function ( array ) {
  23227. if ( typeof TextDecoder !== 'undefined' ) {
  23228. return new TextDecoder().decode( array );
  23229. }
  23230. // Avoid the String.fromCharCode.apply(null, array) shortcut, which
  23231. // throws a "maximum call stack size exceeded" error for large arrays.
  23232. var s = '';
  23233. for ( var i = 0, il = array.length; i < il; i ++ ) {
  23234. // Implicitly assumes little-endian.
  23235. s += String.fromCharCode( array[ i ] );
  23236. }
  23237. try {
  23238. // merges multi-byte utf-8 characters.
  23239. return decodeURIComponent( escape( s ) );
  23240. } catch ( e ) { // see #16358
  23241. return s;
  23242. }
  23243. },
  23244. extractUrlBase: function ( url ) {
  23245. var index = url.lastIndexOf( '/' );
  23246. if ( index === - 1 ) { return './'; }
  23247. return url.substr( 0, index + 1 );
  23248. }
  23249. };
  23250. /**
  23251. * @author benaadams / https://twitter.com/ben_a_adams
  23252. */
  23253. function InstancedBufferGeometry() {
  23254. BufferGeometry.call( this );
  23255. this.type = 'InstancedBufferGeometry';
  23256. this.maxInstancedCount = undefined;
  23257. }
  23258. InstancedBufferGeometry.prototype = Object.assign( Object.create( BufferGeometry.prototype ), {
  23259. constructor: InstancedBufferGeometry,
  23260. isInstancedBufferGeometry: true,
  23261. copy: function ( source ) {
  23262. BufferGeometry.prototype.copy.call( this, source );
  23263. this.maxInstancedCount = source.maxInstancedCount;
  23264. return this;
  23265. },
  23266. clone: function () {
  23267. return new this.constructor().copy( this );
  23268. },
  23269. toJSON: function () {
  23270. var data = BufferGeometry.prototype.toJSON.call( this );
  23271. data.maxInstancedCount = this.maxInstancedCount;
  23272. data.isInstancedBufferGeometry = true;
  23273. return data;
  23274. }
  23275. } );
  23276. /**
  23277. * @author benaadams / https://twitter.com/ben_a_adams
  23278. */
  23279. function InstancedBufferAttribute( array, itemSize, normalized, meshPerAttribute ) {
  23280. if ( typeof ( normalized ) === 'number' ) {
  23281. meshPerAttribute = normalized;
  23282. normalized = false;
  23283. console.error( 'THREE.InstancedBufferAttribute: The constructor now expects normalized as the third argument.' );
  23284. }
  23285. BufferAttribute.call( this, array, itemSize, normalized );
  23286. this.meshPerAttribute = meshPerAttribute || 1;
  23287. }
  23288. InstancedBufferAttribute.prototype = Object.assign( Object.create( BufferAttribute.prototype ), {
  23289. constructor: InstancedBufferAttribute,
  23290. isInstancedBufferAttribute: true,
  23291. copy: function ( source ) {
  23292. BufferAttribute.prototype.copy.call( this, source );
  23293. this.meshPerAttribute = source.meshPerAttribute;
  23294. return this;
  23295. },
  23296. toJSON: function () {
  23297. var data = BufferAttribute.prototype.toJSON.call( this );
  23298. data.meshPerAttribute = this.meshPerAttribute;
  23299. data.isInstancedBufferAttribute = true;
  23300. return data;
  23301. }
  23302. } );
  23303. /**
  23304. * @author mrdoob / http://mrdoob.com/
  23305. */
  23306. function BufferGeometryLoader( manager ) {
  23307. Loader.call( this, manager );
  23308. }
  23309. BufferGeometryLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  23310. constructor: BufferGeometryLoader,
  23311. load: function ( url, onLoad, onProgress, onError ) {
  23312. var scope = this;
  23313. var loader = new FileLoader( scope.manager );
  23314. loader.setPath( scope.path );
  23315. loader.load( url, function ( text ) {
  23316. onLoad( scope.parse( JSON.parse( text ) ) );
  23317. }, onProgress, onError );
  23318. },
  23319. parse: function ( json ) {
  23320. var geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry();
  23321. var index = json.data.index;
  23322. if ( index !== undefined ) {
  23323. var typedArray = new TYPED_ARRAYS[ index.type ]( index.array );
  23324. geometry.setIndex( new BufferAttribute( typedArray, 1 ) );
  23325. }
  23326. var attributes = json.data.attributes;
  23327. for ( var key in attributes ) {
  23328. var attribute = attributes[ key ];
  23329. var typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array );
  23330. var bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute;
  23331. var bufferAttribute = new bufferAttributeConstr( typedArray, attribute.itemSize, attribute.normalized );
  23332. if ( attribute.name !== undefined ) { bufferAttribute.name = attribute.name; }
  23333. geometry.addAttribute( key, bufferAttribute );
  23334. }
  23335. var morphAttributes = json.data.morphAttributes;
  23336. if ( morphAttributes ) {
  23337. for ( var key in morphAttributes ) {
  23338. var attributeArray = morphAttributes[ key ];
  23339. var array = [];
  23340. for ( var i = 0, il = attributeArray.length; i < il; i ++ ) {
  23341. var attribute = attributeArray[ i ];
  23342. var typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array );
  23343. var bufferAttribute = new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized );
  23344. if ( attribute.name !== undefined ) { bufferAttribute.name = attribute.name; }
  23345. array.push( bufferAttribute );
  23346. }
  23347. geometry.morphAttributes[ key ] = array;
  23348. }
  23349. }
  23350. var groups = json.data.groups || json.data.drawcalls || json.data.offsets;
  23351. if ( groups !== undefined ) {
  23352. for ( var i = 0, n = groups.length; i !== n; ++ i ) {
  23353. var group = groups[ i ];
  23354. geometry.addGroup( group.start, group.count, group.materialIndex );
  23355. }
  23356. }
  23357. var boundingSphere = json.data.boundingSphere;
  23358. if ( boundingSphere !== undefined ) {
  23359. var center = new Vector3();
  23360. if ( boundingSphere.center !== undefined ) {
  23361. center.fromArray( boundingSphere.center );
  23362. }
  23363. geometry.boundingSphere = new Sphere( center, boundingSphere.radius );
  23364. }
  23365. if ( json.name ) { geometry.name = json.name; }
  23366. if ( json.userData ) { geometry.userData = json.userData; }
  23367. return geometry;
  23368. }
  23369. } );
  23370. var TYPED_ARRAYS = {
  23371. Int8Array: Int8Array,
  23372. Uint8Array: Uint8Array,
  23373. // Workaround for IE11 pre KB2929437. See #11440
  23374. Uint8ClampedArray: typeof Uint8ClampedArray !== 'undefined' ? Uint8ClampedArray : Uint8Array,
  23375. Int16Array: Int16Array,
  23376. Uint16Array: Uint16Array,
  23377. Int32Array: Int32Array,
  23378. Uint32Array: Uint32Array,
  23379. Float32Array: Float32Array,
  23380. Float64Array: Float64Array
  23381. };
  23382. /**
  23383. * @author mrdoob / http://mrdoob.com/
  23384. */
  23385. function ObjectLoader( manager ) {
  23386. Loader.call( this, manager );
  23387. }
  23388. ObjectLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  23389. constructor: ObjectLoader,
  23390. load: function ( url, onLoad, onProgress, onError ) {
  23391. var scope = this;
  23392. var path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;
  23393. this.resourcePath = this.resourcePath || path;
  23394. var loader = new FileLoader( scope.manager );
  23395. loader.setPath( this.path );
  23396. loader.load( url, function ( text ) {
  23397. var json = null;
  23398. try {
  23399. json = JSON.parse( text );
  23400. } catch ( error ) {
  23401. if ( onError !== undefined ) { onError( error ); }
  23402. console.error( 'THREE:ObjectLoader: Can\'t parse ' + url + '.', error.message );
  23403. return;
  23404. }
  23405. var metadata = json.metadata;
  23406. if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
  23407. console.error( 'THREE.ObjectLoader: Can\'t load ' + url );
  23408. return;
  23409. }
  23410. scope.parse( json, onLoad );
  23411. }, onProgress, onError );
  23412. },
  23413. parse: function ( json, onLoad ) {
  23414. var shapes = this.parseShape( json.shapes );
  23415. var geometries = this.parseGeometries( json.geometries, shapes );
  23416. var images = this.parseImages( json.images, function () {
  23417. if ( onLoad !== undefined ) { onLoad( object ); }
  23418. } );
  23419. var textures = this.parseTextures( json.textures, images );
  23420. var materials = this.parseMaterials( json.materials, textures );
  23421. var object = this.parseObject( json.object, geometries, materials );
  23422. if ( json.animations ) {
  23423. object.animations = this.parseAnimations( json.animations );
  23424. }
  23425. if ( json.images === undefined || json.images.length === 0 ) {
  23426. if ( onLoad !== undefined ) { onLoad( object ); }
  23427. }
  23428. return object;
  23429. },
  23430. parseShape: function ( json ) {
  23431. var shapes = {};
  23432. if ( json !== undefined ) {
  23433. for ( var i = 0, l = json.length; i < l; i ++ ) {
  23434. var shape = new Shape().fromJSON( json[ i ] );
  23435. shapes[ shape.uuid ] = shape;
  23436. }
  23437. }
  23438. return shapes;
  23439. },
  23440. parseGeometries: function ( json, shapes ) {
  23441. var geometries = {};
  23442. if ( json !== undefined ) {
  23443. var bufferGeometryLoader = new BufferGeometryLoader();
  23444. for ( var i = 0, l = json.length; i < l; i ++ ) {
  23445. var geometry;
  23446. var data = json[ i ];
  23447. switch ( data.type ) {
  23448. case 'PlaneGeometry':
  23449. case 'PlaneBufferGeometry':
  23450. geometry = new Geometries[ data.type ](
  23451. data.width,
  23452. data.height,
  23453. data.widthSegments,
  23454. data.heightSegments
  23455. );
  23456. break;
  23457. case 'BoxGeometry':
  23458. case 'BoxBufferGeometry':
  23459. case 'CubeGeometry': // backwards compatible
  23460. geometry = new Geometries[ data.type ](
  23461. data.width,
  23462. data.height,
  23463. data.depth,
  23464. data.widthSegments,
  23465. data.heightSegments,
  23466. data.depthSegments
  23467. );
  23468. break;
  23469. case 'CircleGeometry':
  23470. case 'CircleBufferGeometry':
  23471. geometry = new Geometries[ data.type ](
  23472. data.radius,
  23473. data.segments,
  23474. data.thetaStart,
  23475. data.thetaLength
  23476. );
  23477. break;
  23478. case 'CylinderGeometry':
  23479. case 'CylinderBufferGeometry':
  23480. geometry = new Geometries[ data.type ](
  23481. data.radiusTop,
  23482. data.radiusBottom,
  23483. data.height,
  23484. data.radialSegments,
  23485. data.heightSegments,
  23486. data.openEnded,
  23487. data.thetaStart,
  23488. data.thetaLength
  23489. );
  23490. break;
  23491. case 'ConeGeometry':
  23492. case 'ConeBufferGeometry':
  23493. geometry = new Geometries[ data.type ](
  23494. data.radius,
  23495. data.height,
  23496. data.radialSegments,
  23497. data.heightSegments,
  23498. data.openEnded,
  23499. data.thetaStart,
  23500. data.thetaLength
  23501. );
  23502. break;
  23503. case 'SphereGeometry':
  23504. case 'SphereBufferGeometry':
  23505. geometry = new Geometries[ data.type ](
  23506. data.radius,
  23507. data.widthSegments,
  23508. data.heightSegments,
  23509. data.phiStart,
  23510. data.phiLength,
  23511. data.thetaStart,
  23512. data.thetaLength
  23513. );
  23514. break;
  23515. case 'DodecahedronGeometry':
  23516. case 'DodecahedronBufferGeometry':
  23517. case 'IcosahedronGeometry':
  23518. case 'IcosahedronBufferGeometry':
  23519. case 'OctahedronGeometry':
  23520. case 'OctahedronBufferGeometry':
  23521. case 'TetrahedronGeometry':
  23522. case 'TetrahedronBufferGeometry':
  23523. geometry = new Geometries[ data.type ](
  23524. data.radius,
  23525. data.detail
  23526. );
  23527. break;
  23528. case 'RingGeometry':
  23529. case 'RingBufferGeometry':
  23530. geometry = new Geometries[ data.type ](
  23531. data.innerRadius,
  23532. data.outerRadius,
  23533. data.thetaSegments,
  23534. data.phiSegments,
  23535. data.thetaStart,
  23536. data.thetaLength
  23537. );
  23538. break;
  23539. case 'TorusGeometry':
  23540. case 'TorusBufferGeometry':
  23541. geometry = new Geometries[ data.type ](
  23542. data.radius,
  23543. data.tube,
  23544. data.radialSegments,
  23545. data.tubularSegments,
  23546. data.arc
  23547. );
  23548. break;
  23549. case 'TorusKnotGeometry':
  23550. case 'TorusKnotBufferGeometry':
  23551. geometry = new Geometries[ data.type ](
  23552. data.radius,
  23553. data.tube,
  23554. data.tubularSegments,
  23555. data.radialSegments,
  23556. data.p,
  23557. data.q
  23558. );
  23559. break;
  23560. case 'TubeGeometry':
  23561. case 'TubeBufferGeometry':
  23562. // This only works for built-in curves (e.g. CatmullRomCurve3).
  23563. // User defined curves or instances of CurvePath will not be deserialized.
  23564. geometry = new Geometries[ data.type ](
  23565. new Curves[ data.path.type ]().fromJSON( data.path ),
  23566. data.tubularSegments,
  23567. data.radius,
  23568. data.radialSegments,
  23569. data.closed
  23570. );
  23571. break;
  23572. case 'LatheGeometry':
  23573. case 'LatheBufferGeometry':
  23574. geometry = new Geometries[ data.type ](
  23575. data.points,
  23576. data.segments,
  23577. data.phiStart,
  23578. data.phiLength
  23579. );
  23580. break;
  23581. case 'PolyhedronGeometry':
  23582. case 'PolyhedronBufferGeometry':
  23583. geometry = new Geometries[ data.type ](
  23584. data.vertices,
  23585. data.indices,
  23586. data.radius,
  23587. data.details
  23588. );
  23589. break;
  23590. case 'ShapeGeometry':
  23591. case 'ShapeBufferGeometry':
  23592. var geometryShapes = [];
  23593. for ( var j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  23594. var shape = shapes[ data.shapes[ j ] ];
  23595. geometryShapes.push( shape );
  23596. }
  23597. geometry = new Geometries[ data.type ](
  23598. geometryShapes,
  23599. data.curveSegments
  23600. );
  23601. break;
  23602. case 'ExtrudeGeometry':
  23603. case 'ExtrudeBufferGeometry':
  23604. var geometryShapes = [];
  23605. for ( var j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  23606. var shape = shapes[ data.shapes[ j ] ];
  23607. geometryShapes.push( shape );
  23608. }
  23609. var extrudePath = data.options.extrudePath;
  23610. if ( extrudePath !== undefined ) {
  23611. data.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath );
  23612. }
  23613. geometry = new Geometries[ data.type ](
  23614. geometryShapes,
  23615. data.options
  23616. );
  23617. break;
  23618. case 'BufferGeometry':
  23619. case 'InstancedBufferGeometry':
  23620. geometry = bufferGeometryLoader.parse( data );
  23621. break;
  23622. case 'Geometry':
  23623. if ( 'THREE' in window && 'LegacyJSONLoader' in THREE ) {
  23624. var geometryLoader = new THREE.LegacyJSONLoader();
  23625. geometry = geometryLoader.parse( data, this.resourcePath ).geometry;
  23626. } else {
  23627. console.error( 'THREE.ObjectLoader: You have to import LegacyJSONLoader in order load geometry data of type "Geometry".' );
  23628. }
  23629. break;
  23630. default:
  23631. console.warn( 'THREE.ObjectLoader: Unsupported geometry type "' + data.type + '"' );
  23632. continue;
  23633. }
  23634. geometry.uuid = data.uuid;
  23635. if ( data.name !== undefined ) { geometry.name = data.name; }
  23636. if ( geometry.isBufferGeometry === true && data.userData !== undefined ) { geometry.userData = data.userData; }
  23637. geometries[ data.uuid ] = geometry;
  23638. }
  23639. }
  23640. return geometries;
  23641. },
  23642. parseMaterials: function ( json, textures ) {
  23643. var cache = {}; // MultiMaterial
  23644. var materials = {};
  23645. if ( json !== undefined ) {
  23646. var loader = new MaterialLoader();
  23647. loader.setTextures( textures );
  23648. for ( var i = 0, l = json.length; i < l; i ++ ) {
  23649. var data = json[ i ];
  23650. if ( data.type === 'MultiMaterial' ) {
  23651. // Deprecated
  23652. var array = [];
  23653. for ( var j = 0; j < data.materials.length; j ++ ) {
  23654. var material = data.materials[ j ];
  23655. if ( cache[ material.uuid ] === undefined ) {
  23656. cache[ material.uuid ] = loader.parse( material );
  23657. }
  23658. array.push( cache[ material.uuid ] );
  23659. }
  23660. materials[ data.uuid ] = array;
  23661. } else {
  23662. if ( cache[ data.uuid ] === undefined ) {
  23663. cache[ data.uuid ] = loader.parse( data );
  23664. }
  23665. materials[ data.uuid ] = cache[ data.uuid ];
  23666. }
  23667. }
  23668. }
  23669. return materials;
  23670. },
  23671. parseAnimations: function ( json ) {
  23672. var animations = [];
  23673. for ( var i = 0; i < json.length; i ++ ) {
  23674. var data = json[ i ];
  23675. var clip = AnimationClip.parse( data );
  23676. if ( data.uuid !== undefined ) { clip.uuid = data.uuid; }
  23677. animations.push( clip );
  23678. }
  23679. return animations;
  23680. },
  23681. parseImages: function ( json, onLoad ) {
  23682. var scope = this;
  23683. var images = {};
  23684. function loadImage( url ) {
  23685. scope.manager.itemStart( url );
  23686. return loader.load( url, function () {
  23687. scope.manager.itemEnd( url );
  23688. }, undefined, function () {
  23689. scope.manager.itemError( url );
  23690. scope.manager.itemEnd( url );
  23691. } );
  23692. }
  23693. if ( json !== undefined && json.length > 0 ) {
  23694. var manager = new LoadingManager( onLoad );
  23695. var loader = new ImageLoader( manager );
  23696. loader.setCrossOrigin( this.crossOrigin );
  23697. for ( var i = 0, il = json.length; i < il; i ++ ) {
  23698. var image = json[ i ];
  23699. var url = image.url;
  23700. if ( Array.isArray( url ) ) {
  23701. // load array of images e.g CubeTexture
  23702. images[ image.uuid ] = [];
  23703. for ( var j = 0, jl = url.length; j < jl; j ++ ) {
  23704. var currentUrl = url[ j ];
  23705. var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( currentUrl ) ? currentUrl : scope.resourcePath + currentUrl;
  23706. images[ image.uuid ].push( loadImage( path ) );
  23707. }
  23708. } else {
  23709. // load single image
  23710. var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( image.url ) ? image.url : scope.resourcePath + image.url;
  23711. images[ image.uuid ] = loadImage( path );
  23712. }
  23713. }
  23714. }
  23715. return images;
  23716. },
  23717. parseTextures: function ( json, images ) {
  23718. function parseConstant( value, type ) {
  23719. if ( typeof value === 'number' ) { return value; }
  23720. console.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value );
  23721. return type[ value ];
  23722. }
  23723. var textures = {};
  23724. if ( json !== undefined ) {
  23725. for ( var i = 0, l = json.length; i < l; i ++ ) {
  23726. var data = json[ i ];
  23727. if ( data.image === undefined ) {
  23728. console.warn( 'THREE.ObjectLoader: No "image" specified for', data.uuid );
  23729. }
  23730. if ( images[ data.image ] === undefined ) {
  23731. console.warn( 'THREE.ObjectLoader: Undefined image', data.image );
  23732. }
  23733. var texture;
  23734. if ( Array.isArray( images[ data.image ] ) ) {
  23735. texture = new CubeTexture( images[ data.image ] );
  23736. } else {
  23737. texture = new Texture( images[ data.image ] );
  23738. }
  23739. texture.needsUpdate = true;
  23740. texture.uuid = data.uuid;
  23741. if ( data.name !== undefined ) { texture.name = data.name; }
  23742. if ( data.mapping !== undefined ) { texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING ); }
  23743. if ( data.offset !== undefined ) { texture.offset.fromArray( data.offset ); }
  23744. if ( data.repeat !== undefined ) { texture.repeat.fromArray( data.repeat ); }
  23745. if ( data.center !== undefined ) { texture.center.fromArray( data.center ); }
  23746. if ( data.rotation !== undefined ) { texture.rotation = data.rotation; }
  23747. if ( data.wrap !== undefined ) {
  23748. texture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING );
  23749. texture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING );
  23750. }
  23751. if ( data.format !== undefined ) { texture.format = data.format; }
  23752. if ( data.type !== undefined ) { texture.type = data.type; }
  23753. if ( data.encoding !== undefined ) { texture.encoding = data.encoding; }
  23754. if ( data.minFilter !== undefined ) { texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER ); }
  23755. if ( data.magFilter !== undefined ) { texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER ); }
  23756. if ( data.anisotropy !== undefined ) { texture.anisotropy = data.anisotropy; }
  23757. if ( data.flipY !== undefined ) { texture.flipY = data.flipY; }
  23758. if ( data.premultiplyAlpha !== undefined ) { texture.premultiplyAlpha = data.premultiplyAlpha; }
  23759. if ( data.unpackAlignment !== undefined ) { texture.unpackAlignment = data.unpackAlignment; }
  23760. textures[ data.uuid ] = texture;
  23761. }
  23762. }
  23763. return textures;
  23764. },
  23765. parseObject: function ( data, geometries, materials ) {
  23766. var object;
  23767. function getGeometry( name ) {
  23768. if ( geometries[ name ] === undefined ) {
  23769. console.warn( 'THREE.ObjectLoader: Undefined geometry', name );
  23770. }
  23771. return geometries[ name ];
  23772. }
  23773. function getMaterial( name ) {
  23774. if ( name === undefined ) { return undefined; }
  23775. if ( Array.isArray( name ) ) {
  23776. var array = [];
  23777. for ( var i = 0, l = name.length; i < l; i ++ ) {
  23778. var uuid = name[ i ];
  23779. if ( materials[ uuid ] === undefined ) {
  23780. console.warn( 'THREE.ObjectLoader: Undefined material', uuid );
  23781. }
  23782. array.push( materials[ uuid ] );
  23783. }
  23784. return array;
  23785. }
  23786. if ( materials[ name ] === undefined ) {
  23787. console.warn( 'THREE.ObjectLoader: Undefined material', name );
  23788. }
  23789. return materials[ name ];
  23790. }
  23791. switch ( data.type ) {
  23792. case 'Scene':
  23793. object = new Scene();
  23794. if ( data.background !== undefined ) {
  23795. if ( Number.isInteger( data.background ) ) {
  23796. object.background = new Color( data.background );
  23797. }
  23798. }
  23799. if ( data.fog !== undefined ) {
  23800. if ( data.fog.type === 'Fog' ) {
  23801. object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );
  23802. } else if ( data.fog.type === 'FogExp2' ) {
  23803. object.fog = new FogExp2( data.fog.color, data.fog.density );
  23804. }
  23805. }
  23806. break;
  23807. case 'PerspectiveCamera':
  23808. object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );
  23809. if ( data.focus !== undefined ) { object.focus = data.focus; }
  23810. if ( data.zoom !== undefined ) { object.zoom = data.zoom; }
  23811. if ( data.filmGauge !== undefined ) { object.filmGauge = data.filmGauge; }
  23812. if ( data.filmOffset !== undefined ) { object.filmOffset = data.filmOffset; }
  23813. if ( data.view !== undefined ) { object.view = Object.assign( {}, data.view ); }
  23814. break;
  23815. case 'OrthographicCamera':
  23816. object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );
  23817. if ( data.zoom !== undefined ) { object.zoom = data.zoom; }
  23818. if ( data.view !== undefined ) { object.view = Object.assign( {}, data.view ); }
  23819. break;
  23820. case 'AmbientLight':
  23821. object = new AmbientLight( data.color, data.intensity );
  23822. break;
  23823. case 'DirectionalLight':
  23824. object = new DirectionalLight( data.color, data.intensity );
  23825. break;
  23826. case 'PointLight':
  23827. object = new PointLight( data.color, data.intensity, data.distance, data.decay );
  23828. break;
  23829. case 'RectAreaLight':
  23830. object = new RectAreaLight( data.color, data.intensity, data.width, data.height );
  23831. break;
  23832. case 'SpotLight':
  23833. object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );
  23834. break;
  23835. case 'HemisphereLight':
  23836. object = new HemisphereLight( data.color, data.groundColor, data.intensity );
  23837. break;
  23838. case 'SkinnedMesh':
  23839. console.warn( 'THREE.ObjectLoader.parseObject() does not support SkinnedMesh yet.' );
  23840. case 'Mesh':
  23841. var geometry = getGeometry( data.geometry );
  23842. var material = getMaterial( data.material );
  23843. if ( geometry.bones && geometry.bones.length > 0 ) {
  23844. object = new SkinnedMesh( geometry, material );
  23845. } else {
  23846. object = new Mesh( geometry, material );
  23847. }
  23848. if ( data.drawMode !== undefined ) { object.setDrawMode( data.drawMode ); }
  23849. break;
  23850. case 'LOD':
  23851. object = new LOD();
  23852. break;
  23853. case 'Line':
  23854. object = new Line( getGeometry( data.geometry ), getMaterial( data.material ), data.mode );
  23855. break;
  23856. case 'LineLoop':
  23857. object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) );
  23858. break;
  23859. case 'LineSegments':
  23860. object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );
  23861. break;
  23862. case 'PointCloud':
  23863. case 'Points':
  23864. object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );
  23865. break;
  23866. case 'Sprite':
  23867. object = new Sprite( getMaterial( data.material ) );
  23868. break;
  23869. case 'Group':
  23870. object = new Group();
  23871. break;
  23872. default:
  23873. object = new Object3D();
  23874. }
  23875. object.uuid = data.uuid;
  23876. if ( data.name !== undefined ) { object.name = data.name; }
  23877. if ( data.matrix !== undefined ) {
  23878. object.matrix.fromArray( data.matrix );
  23879. if ( data.matrixAutoUpdate !== undefined ) { object.matrixAutoUpdate = data.matrixAutoUpdate; }
  23880. if ( object.matrixAutoUpdate ) { object.matrix.decompose( object.position, object.quaternion, object.scale ); }
  23881. } else {
  23882. if ( data.position !== undefined ) { object.position.fromArray( data.position ); }
  23883. if ( data.rotation !== undefined ) { object.rotation.fromArray( data.rotation ); }
  23884. if ( data.quaternion !== undefined ) { object.quaternion.fromArray( data.quaternion ); }
  23885. if ( data.scale !== undefined ) { object.scale.fromArray( data.scale ); }
  23886. }
  23887. if ( data.castShadow !== undefined ) { object.castShadow = data.castShadow; }
  23888. if ( data.receiveShadow !== undefined ) { object.receiveShadow = data.receiveShadow; }
  23889. if ( data.shadow ) {
  23890. if ( data.shadow.bias !== undefined ) { object.shadow.bias = data.shadow.bias; }
  23891. if ( data.shadow.radius !== undefined ) { object.shadow.radius = data.shadow.radius; }
  23892. if ( data.shadow.mapSize !== undefined ) { object.shadow.mapSize.fromArray( data.shadow.mapSize ); }
  23893. if ( data.shadow.camera !== undefined ) { object.shadow.camera = this.parseObject( data.shadow.camera ); }
  23894. }
  23895. if ( data.visible !== undefined ) { object.visible = data.visible; }
  23896. if ( data.frustumCulled !== undefined ) { object.frustumCulled = data.frustumCulled; }
  23897. if ( data.renderOrder !== undefined ) { object.renderOrder = data.renderOrder; }
  23898. if ( data.userData !== undefined ) { object.userData = data.userData; }
  23899. if ( data.layers !== undefined ) { object.layers.mask = data.layers; }
  23900. if ( data.children !== undefined ) {
  23901. var children = data.children;
  23902. for ( var i = 0; i < children.length; i ++ ) {
  23903. object.add( this.parseObject( children[ i ], geometries, materials ) );
  23904. }
  23905. }
  23906. if ( data.type === 'LOD' ) {
  23907. var levels = data.levels;
  23908. for ( var l = 0; l < levels.length; l ++ ) {
  23909. var level = levels[ l ];
  23910. var child = object.getObjectByProperty( 'uuid', level.object );
  23911. if ( child !== undefined ) {
  23912. object.addLevel( child, level.distance );
  23913. }
  23914. }
  23915. }
  23916. return object;
  23917. }
  23918. } );
  23919. var TEXTURE_MAPPING = {
  23920. UVMapping: UVMapping,
  23921. CubeReflectionMapping: CubeReflectionMapping,
  23922. CubeRefractionMapping: CubeRefractionMapping,
  23923. EquirectangularReflectionMapping: EquirectangularReflectionMapping,
  23924. EquirectangularRefractionMapping: EquirectangularRefractionMapping,
  23925. SphericalReflectionMapping: SphericalReflectionMapping,
  23926. CubeUVReflectionMapping: CubeUVReflectionMapping,
  23927. CubeUVRefractionMapping: CubeUVRefractionMapping
  23928. };
  23929. var TEXTURE_WRAPPING = {
  23930. RepeatWrapping: RepeatWrapping,
  23931. ClampToEdgeWrapping: ClampToEdgeWrapping,
  23932. MirroredRepeatWrapping: MirroredRepeatWrapping
  23933. };
  23934. var TEXTURE_FILTER = {
  23935. NearestFilter: NearestFilter,
  23936. NearestMipmapNearestFilter: NearestMipmapNearestFilter,
  23937. NearestMipmapLinearFilter: NearestMipmapLinearFilter,
  23938. LinearFilter: LinearFilter,
  23939. LinearMipmapNearestFilter: LinearMipmapNearestFilter,
  23940. LinearMipmapLinearFilter: LinearMipmapLinearFilter
  23941. };
  23942. /**
  23943. * @author thespite / http://clicktorelease.com/
  23944. */
  23945. function ImageBitmapLoader( manager ) {
  23946. if ( typeof createImageBitmap === 'undefined' ) {
  23947. console.warn( 'THREE.ImageBitmapLoader: createImageBitmap() not supported.' );
  23948. }
  23949. if ( typeof fetch === 'undefined' ) {
  23950. console.warn( 'THREE.ImageBitmapLoader: fetch() not supported.' );
  23951. }
  23952. Loader.call( this, manager );
  23953. this.options = undefined;
  23954. }
  23955. ImageBitmapLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  23956. constructor: ImageBitmapLoader,
  23957. setOptions: function setOptions( options ) {
  23958. this.options = options;
  23959. return this;
  23960. },
  23961. load: function ( url, onLoad, onProgress, onError ) {
  23962. if ( url === undefined ) { url = ''; }
  23963. if ( this.path !== undefined ) { url = this.path + url; }
  23964. url = this.manager.resolveURL( url );
  23965. var scope = this;
  23966. var cached = Cache.get( url );
  23967. if ( cached !== undefined ) {
  23968. scope.manager.itemStart( url );
  23969. setTimeout( function () {
  23970. if ( onLoad ) { onLoad( cached ); }
  23971. scope.manager.itemEnd( url );
  23972. }, 0 );
  23973. return cached;
  23974. }
  23975. fetch( url ).then( function ( res ) {
  23976. return res.blob();
  23977. } ).then( function ( blob ) {
  23978. if ( scope.options === undefined ) {
  23979. // Workaround for FireFox. It causes an error if you pass options.
  23980. return createImageBitmap( blob );
  23981. } else {
  23982. return createImageBitmap( blob, scope.options );
  23983. }
  23984. } ).then( function ( imageBitmap ) {
  23985. Cache.add( url, imageBitmap );
  23986. if ( onLoad ) { onLoad( imageBitmap ); }
  23987. scope.manager.itemEnd( url );
  23988. } ).catch( function ( e ) {
  23989. if ( onError ) { onError( e ); }
  23990. scope.manager.itemError( url );
  23991. scope.manager.itemEnd( url );
  23992. } );
  23993. scope.manager.itemStart( url );
  23994. }
  23995. } );
  23996. /**
  23997. * @author zz85 / http://www.lab4games.net/zz85/blog
  23998. * minimal class for proxing functions to Path. Replaces old "extractSubpaths()"
  23999. **/
  24000. function ShapePath() {
  24001. this.type = 'ShapePath';
  24002. this.color = new Color();
  24003. this.subPaths = [];
  24004. this.currentPath = null;
  24005. }
  24006. Object.assign( ShapePath.prototype, {
  24007. moveTo: function ( x, y ) {
  24008. this.currentPath = new Path();
  24009. this.subPaths.push( this.currentPath );
  24010. this.currentPath.moveTo( x, y );
  24011. },
  24012. lineTo: function ( x, y ) {
  24013. this.currentPath.lineTo( x, y );
  24014. },
  24015. quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
  24016. this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );
  24017. },
  24018. bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  24019. this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );
  24020. },
  24021. splineThru: function ( pts ) {
  24022. this.currentPath.splineThru( pts );
  24023. },
  24024. toShapes: function ( isCCW, noHoles ) {
  24025. function toShapesNoHoles( inSubpaths ) {
  24026. var shapes = [];
  24027. for ( var i = 0, l = inSubpaths.length; i < l; i ++ ) {
  24028. var tmpPath = inSubpaths[ i ];
  24029. var tmpShape = new Shape();
  24030. tmpShape.curves = tmpPath.curves;
  24031. shapes.push( tmpShape );
  24032. }
  24033. return shapes;
  24034. }
  24035. function isPointInsidePolygon( inPt, inPolygon ) {
  24036. var polyLen = inPolygon.length;
  24037. // inPt on polygon contour => immediate success or
  24038. // toggling of inside/outside at every single! intersection point of an edge
  24039. // with the horizontal line through inPt, left of inPt
  24040. // not counting lowerY endpoints of edges and whole edges on that line
  24041. var inside = false;
  24042. for ( var p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {
  24043. var edgeLowPt = inPolygon[ p ];
  24044. var edgeHighPt = inPolygon[ q ];
  24045. var edgeDx = edgeHighPt.x - edgeLowPt.x;
  24046. var edgeDy = edgeHighPt.y - edgeLowPt.y;
  24047. if ( Math.abs( edgeDy ) > Number.EPSILON ) {
  24048. // not parallel
  24049. if ( edgeDy < 0 ) {
  24050. edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;
  24051. edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;
  24052. }
  24053. if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) { continue; }
  24054. if ( inPt.y === edgeLowPt.y ) {
  24055. if ( inPt.x === edgeLowPt.x ) { return true; } // inPt is on contour ?
  24056. // continue; // no intersection or edgeLowPt => doesn't count !!!
  24057. } else {
  24058. var perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );
  24059. if ( perpEdge === 0 ) { return true; } // inPt is on contour ?
  24060. if ( perpEdge < 0 ) { continue; }
  24061. inside = ! inside; // true intersection left of inPt
  24062. }
  24063. } else {
  24064. // parallel or collinear
  24065. if ( inPt.y !== edgeLowPt.y ) { continue; } // parallel
  24066. // edge lies on the same horizontal line as inPt
  24067. if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
  24068. ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) { return true; } // inPt: Point on contour !
  24069. // continue;
  24070. }
  24071. }
  24072. return inside;
  24073. }
  24074. var isClockWise = ShapeUtils.isClockWise;
  24075. var subPaths = this.subPaths;
  24076. if ( subPaths.length === 0 ) { return []; }
  24077. if ( noHoles === true ) { return toShapesNoHoles( subPaths ); }
  24078. var solid, tmpPath, tmpShape, shapes = [];
  24079. if ( subPaths.length === 1 ) {
  24080. tmpPath = subPaths[ 0 ];
  24081. tmpShape = new Shape();
  24082. tmpShape.curves = tmpPath.curves;
  24083. shapes.push( tmpShape );
  24084. return shapes;
  24085. }
  24086. var holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );
  24087. holesFirst = isCCW ? ! holesFirst : holesFirst;
  24088. // console.log("Holes first", holesFirst);
  24089. var betterShapeHoles = [];
  24090. var newShapes = [];
  24091. var newShapeHoles = [];
  24092. var mainIdx = 0;
  24093. var tmpPoints;
  24094. newShapes[ mainIdx ] = undefined;
  24095. newShapeHoles[ mainIdx ] = [];
  24096. for ( var i = 0, l = subPaths.length; i < l; i ++ ) {
  24097. tmpPath = subPaths[ i ];
  24098. tmpPoints = tmpPath.getPoints();
  24099. solid = isClockWise( tmpPoints );
  24100. solid = isCCW ? ! solid : solid;
  24101. if ( solid ) {
  24102. if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ) { mainIdx ++; }
  24103. newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints };
  24104. newShapes[ mainIdx ].s.curves = tmpPath.curves;
  24105. if ( holesFirst ) { mainIdx ++; }
  24106. newShapeHoles[ mainIdx ] = [];
  24107. //console.log('cw', i);
  24108. } else {
  24109. newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );
  24110. //console.log('ccw', i);
  24111. }
  24112. }
  24113. // only Holes? -> probably all Shapes with wrong orientation
  24114. if ( ! newShapes[ 0 ] ) { return toShapesNoHoles( subPaths ); }
  24115. if ( newShapes.length > 1 ) {
  24116. var ambiguous = false;
  24117. var toChange = [];
  24118. for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  24119. betterShapeHoles[ sIdx ] = [];
  24120. }
  24121. for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  24122. var sho = newShapeHoles[ sIdx ];
  24123. for ( var hIdx = 0; hIdx < sho.length; hIdx ++ ) {
  24124. var ho = sho[ hIdx ];
  24125. var hole_unassigned = true;
  24126. for ( var s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {
  24127. if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {
  24128. if ( sIdx !== s2Idx ) { toChange.push( { froms: sIdx, tos: s2Idx, hole: hIdx } ); }
  24129. if ( hole_unassigned ) {
  24130. hole_unassigned = false;
  24131. betterShapeHoles[ s2Idx ].push( ho );
  24132. } else {
  24133. ambiguous = true;
  24134. }
  24135. }
  24136. }
  24137. if ( hole_unassigned ) {
  24138. betterShapeHoles[ sIdx ].push( ho );
  24139. }
  24140. }
  24141. }
  24142. // console.log("ambiguous: ", ambiguous);
  24143. if ( toChange.length > 0 ) {
  24144. // console.log("to change: ", toChange);
  24145. if ( ! ambiguous ) { newShapeHoles = betterShapeHoles; }
  24146. }
  24147. }
  24148. var tmpHoles;
  24149. for ( var i = 0, il = newShapes.length; i < il; i ++ ) {
  24150. tmpShape = newShapes[ i ].s;
  24151. shapes.push( tmpShape );
  24152. tmpHoles = newShapeHoles[ i ];
  24153. for ( var j = 0, jl = tmpHoles.length; j < jl; j ++ ) {
  24154. tmpShape.holes.push( tmpHoles[ j ].h );
  24155. }
  24156. }
  24157. //console.log("shape", shapes);
  24158. return shapes;
  24159. }
  24160. } );
  24161. /**
  24162. * @author zz85 / http://www.lab4games.net/zz85/blog
  24163. * @author mrdoob / http://mrdoob.com/
  24164. */
  24165. function Font( data ) {
  24166. this.type = 'Font';
  24167. this.data = data;
  24168. }
  24169. Object.assign( Font.prototype, {
  24170. isFont: true,
  24171. generateShapes: function ( text, size ) {
  24172. if ( size === undefined ) { size = 100; }
  24173. var shapes = [];
  24174. var paths = createPaths( text, size, this.data );
  24175. for ( var p = 0, pl = paths.length; p < pl; p ++ ) {
  24176. Array.prototype.push.apply( shapes, paths[ p ].toShapes() );
  24177. }
  24178. return shapes;
  24179. }
  24180. } );
  24181. function createPaths( text, size, data ) {
  24182. var chars = Array.from ? Array.from( text ) : String( text ).split( '' ); // see #13988
  24183. var scale = size / data.resolution;
  24184. var line_height = ( data.boundingBox.yMax - data.boundingBox.yMin + data.underlineThickness ) * scale;
  24185. var paths = [];
  24186. var offsetX = 0, offsetY = 0;
  24187. for ( var i = 0; i < chars.length; i ++ ) {
  24188. var char = chars[ i ];
  24189. if ( char === '\n' ) {
  24190. offsetX = 0;
  24191. offsetY -= line_height;
  24192. } else {
  24193. var ret = createPath( char, scale, offsetX, offsetY, data );
  24194. offsetX += ret.offsetX;
  24195. paths.push( ret.path );
  24196. }
  24197. }
  24198. return paths;
  24199. }
  24200. function createPath( char, scale, offsetX, offsetY, data ) {
  24201. var glyph = data.glyphs[ char ] || data.glyphs[ '?' ];
  24202. if ( ! glyph ) {
  24203. console.error( 'THREE.Font: character "' + char + '" does not exists in font family ' + data.familyName + '.' );
  24204. return;
  24205. }
  24206. var path = new ShapePath();
  24207. var x, y, cpx, cpy, cpx1, cpy1, cpx2, cpy2;
  24208. if ( glyph.o ) {
  24209. var outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) );
  24210. for ( var i = 0, l = outline.length; i < l; ) {
  24211. var action = outline[ i ++ ];
  24212. switch ( action ) {
  24213. case 'm': // moveTo
  24214. x = outline[ i ++ ] * scale + offsetX;
  24215. y = outline[ i ++ ] * scale + offsetY;
  24216. path.moveTo( x, y );
  24217. break;
  24218. case 'l': // lineTo
  24219. x = outline[ i ++ ] * scale + offsetX;
  24220. y = outline[ i ++ ] * scale + offsetY;
  24221. path.lineTo( x, y );
  24222. break;
  24223. case 'q': // quadraticCurveTo
  24224. cpx = outline[ i ++ ] * scale + offsetX;
  24225. cpy = outline[ i ++ ] * scale + offsetY;
  24226. cpx1 = outline[ i ++ ] * scale + offsetX;
  24227. cpy1 = outline[ i ++ ] * scale + offsetY;
  24228. path.quadraticCurveTo( cpx1, cpy1, cpx, cpy );
  24229. break;
  24230. case 'b': // bezierCurveTo
  24231. cpx = outline[ i ++ ] * scale + offsetX;
  24232. cpy = outline[ i ++ ] * scale + offsetY;
  24233. cpx1 = outline[ i ++ ] * scale + offsetX;
  24234. cpy1 = outline[ i ++ ] * scale + offsetY;
  24235. cpx2 = outline[ i ++ ] * scale + offsetX;
  24236. cpy2 = outline[ i ++ ] * scale + offsetY;
  24237. path.bezierCurveTo( cpx1, cpy1, cpx2, cpy2, cpx, cpy );
  24238. break;
  24239. }
  24240. }
  24241. }
  24242. return { offsetX: glyph.ha * scale, path: path };
  24243. }
  24244. /**
  24245. * @author mrdoob / http://mrdoob.com/
  24246. */
  24247. function FontLoader( manager ) {
  24248. Loader.call( this, manager );
  24249. }
  24250. FontLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  24251. constructor: FontLoader,
  24252. load: function ( url, onLoad, onProgress, onError ) {
  24253. var scope = this;
  24254. var loader = new FileLoader( this.manager );
  24255. loader.setPath( this.path );
  24256. loader.load( url, function ( text ) {
  24257. var json;
  24258. try {
  24259. json = JSON.parse( text );
  24260. } catch ( e ) {
  24261. console.warn( 'THREE.FontLoader: typeface.js support is being deprecated. Use typeface.json instead.' );
  24262. json = JSON.parse( text.substring( 65, text.length - 2 ) );
  24263. }
  24264. var font = scope.parse( json );
  24265. if ( onLoad ) { onLoad( font ); }
  24266. }, onProgress, onError );
  24267. },
  24268. parse: function ( json ) {
  24269. return new Font( json );
  24270. }
  24271. } );
  24272. /**
  24273. * @author mrdoob / http://mrdoob.com/
  24274. */
  24275. var _context;
  24276. var AudioContext = {
  24277. getContext: function () {
  24278. if ( _context === undefined ) {
  24279. _context = new ( window.AudioContext || window.webkitAudioContext )();
  24280. }
  24281. return _context;
  24282. },
  24283. setContext: function ( value ) {
  24284. _context = value;
  24285. }
  24286. };
  24287. /**
  24288. * @author Reece Aaron Lecrivain / http://reecenotes.com/
  24289. */
  24290. function AudioLoader( manager ) {
  24291. Loader.call( this, manager );
  24292. }
  24293. AudioLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  24294. constructor: AudioLoader,
  24295. load: function ( url, onLoad, onProgress, onError ) {
  24296. var loader = new FileLoader( this.manager );
  24297. loader.setResponseType( 'arraybuffer' );
  24298. loader.setPath( this.path );
  24299. loader.load( url, function ( buffer ) {
  24300. // Create a copy of the buffer. The `decodeAudioData` method
  24301. // detaches the buffer when complete, preventing reuse.
  24302. var bufferCopy = buffer.slice( 0 );
  24303. var context = AudioContext.getContext();
  24304. context.decodeAudioData( bufferCopy, function ( audioBuffer ) {
  24305. onLoad( audioBuffer );
  24306. } );
  24307. }, onProgress, onError );
  24308. }
  24309. } );
  24310. /**
  24311. * @author bhouston / http://clara.io
  24312. * @author WestLangley / http://github.com/WestLangley
  24313. *
  24314. * Primary reference:
  24315. * https://graphics.stanford.edu/papers/envmap/envmap.pdf
  24316. *
  24317. * Secondary reference:
  24318. * https://www.ppsloan.org/publications/StupidSH36.pdf
  24319. */
  24320. // 3-band SH defined by 9 coefficients
  24321. function SphericalHarmonics3() {
  24322. this.coefficients = [];
  24323. for ( var i = 0; i < 9; i ++ ) {
  24324. this.coefficients.push( new Vector3() );
  24325. }
  24326. }
  24327. Object.assign( SphericalHarmonics3.prototype, {
  24328. isSphericalHarmonics3: true,
  24329. set: function ( coefficients ) {
  24330. for ( var i = 0; i < 9; i ++ ) {
  24331. this.coefficients[ i ].copy( coefficients[ i ] );
  24332. }
  24333. return this;
  24334. },
  24335. zero: function () {
  24336. for ( var i = 0; i < 9; i ++ ) {
  24337. this.coefficients[ i ].set( 0, 0, 0 );
  24338. }
  24339. return this;
  24340. },
  24341. // get the radiance in the direction of the normal
  24342. // target is a Vector3
  24343. getAt: function ( normal, target ) {
  24344. // normal is assumed to be unit length
  24345. var x = normal.x, y = normal.y, z = normal.z;
  24346. var coeff = this.coefficients;
  24347. // band 0
  24348. target.copy( coeff[ 0 ] ).multiplyScalar( 0.282095 );
  24349. // band 1
  24350. target.addScale( coeff[ 1 ], 0.488603 * y );
  24351. target.addScale( coeff[ 2 ], 0.488603 * z );
  24352. target.addScale( coeff[ 3 ], 0.488603 * x );
  24353. // band 2
  24354. target.addScale( coeff[ 4 ], 1.092548 * ( x * y ) );
  24355. target.addScale( coeff[ 5 ], 1.092548 * ( y * z ) );
  24356. target.addScale( coeff[ 6 ], 0.315392 * ( 3.0 * z * z - 1.0 ) );
  24357. target.addScale( coeff[ 7 ], 1.092548 * ( x * z ) );
  24358. target.addScale( coeff[ 8 ], 0.546274 * ( x * x - y * y ) );
  24359. return target;
  24360. },
  24361. // get the irradiance (radiance convolved with cosine lobe) in the direction of the normal
  24362. // target is a Vector3
  24363. // https://graphics.stanford.edu/papers/envmap/envmap.pdf
  24364. getIrradianceAt: function ( normal, target ) {
  24365. // normal is assumed to be unit length
  24366. var x = normal.x, y = normal.y, z = normal.z;
  24367. var coeff = this.coefficients;
  24368. // band 0
  24369. target.copy( coeff[ 0 ] ).multiplyScalar( 0.886227 ); // π * 0.282095
  24370. // band 1
  24371. target.addScale( coeff[ 1 ], 2.0 * 0.511664 * y ); // ( 2 * π / 3 ) * 0.488603
  24372. target.addScale( coeff[ 2 ], 2.0 * 0.511664 * z );
  24373. target.addScale( coeff[ 3 ], 2.0 * 0.511664 * x );
  24374. // band 2
  24375. target.addScale( coeff[ 4 ], 2.0 * 0.429043 * x * y ); // ( π / 4 ) * 1.092548
  24376. target.addScale( coeff[ 5 ], 2.0 * 0.429043 * y * z );
  24377. target.addScale( coeff[ 6 ], 0.743125 * z * z - 0.247708 ); // ( π / 4 ) * 0.315392 * 3
  24378. target.addScale( coeff[ 7 ], 2.0 * 0.429043 * x * z );
  24379. target.addScale( coeff[ 8 ], 0.429043 * ( x * x - y * y ) ); // ( π / 4 ) * 0.546274
  24380. return target;
  24381. },
  24382. add: function ( sh ) {
  24383. for ( var i = 0; i < 9; i ++ ) {
  24384. this.coefficients[ i ].add( sh.coefficients[ i ] );
  24385. }
  24386. return this;
  24387. },
  24388. scale: function ( s ) {
  24389. for ( var i = 0; i < 9; i ++ ) {
  24390. this.coefficients[ i ].multiplyScalar( s );
  24391. }
  24392. return this;
  24393. },
  24394. lerp: function ( sh, alpha ) {
  24395. for ( var i = 0; i < 9; i ++ ) {
  24396. this.coefficients[ i ].lerp( sh.coefficients[ i ], alpha );
  24397. }
  24398. return this;
  24399. },
  24400. equals: function ( sh ) {
  24401. for ( var i = 0; i < 9; i ++ ) {
  24402. if ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) {
  24403. return false;
  24404. }
  24405. }
  24406. return true;
  24407. },
  24408. copy: function ( sh ) {
  24409. return this.set( sh.coefficients );
  24410. },
  24411. clone: function () {
  24412. return new this.constructor().copy( this );
  24413. },
  24414. fromArray: function ( array, offset ) {
  24415. if ( offset === undefined ) { offset = 0; }
  24416. var coefficients = this.coefficients;
  24417. for ( var i = 0; i < 9; i ++ ) {
  24418. coefficients[ i ].fromArray( array, offset + ( i * 3 ) );
  24419. }
  24420. return this;
  24421. },
  24422. toArray: function ( array, offset ) {
  24423. if ( array === undefined ) { array = []; }
  24424. if ( offset === undefined ) { offset = 0; }
  24425. var coefficients = this.coefficients;
  24426. for ( var i = 0; i < 9; i ++ ) {
  24427. coefficients[ i ].toArray( array, offset + ( i * 3 ) );
  24428. }
  24429. return array;
  24430. }
  24431. } );
  24432. Object.assign( SphericalHarmonics3, {
  24433. // evaluate the basis functions
  24434. // shBasis is an Array[ 9 ]
  24435. getBasisAt: function ( normal, shBasis ) {
  24436. // normal is assumed to be unit length
  24437. var x = normal.x, y = normal.y, z = normal.z;
  24438. // band 0
  24439. shBasis[ 0 ] = 0.282095;
  24440. // band 1
  24441. shBasis[ 1 ] = 0.488603 * y;
  24442. shBasis[ 2 ] = 0.488603 * z;
  24443. shBasis[ 3 ] = 0.488603 * x;
  24444. // band 2
  24445. shBasis[ 4 ] = 1.092548 * x * y;
  24446. shBasis[ 5 ] = 1.092548 * y * z;
  24447. shBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 );
  24448. shBasis[ 7 ] = 1.092548 * x * z;
  24449. shBasis[ 8 ] = 0.546274 * ( x * x - y * y );
  24450. }
  24451. } );
  24452. /**
  24453. * @author WestLangley / http://github.com/WestLangley
  24454. *
  24455. * A LightProbe is a source of indirect-diffuse light
  24456. */
  24457. function LightProbe( sh, intensity ) {
  24458. Light.call( this, undefined, intensity );
  24459. this.sh = ( sh !== undefined ) ? sh : new SphericalHarmonics3();
  24460. }
  24461. LightProbe.prototype = Object.assign( Object.create( Light.prototype ), {
  24462. constructor: LightProbe,
  24463. isLightProbe: true,
  24464. copy: function ( source ) {
  24465. Light.prototype.copy.call( this, source );
  24466. this.sh.copy( source.sh );
  24467. this.intensity = source.intensity;
  24468. return this;
  24469. },
  24470. toJSON: function ( meta ) {
  24471. var data = Light.prototype.toJSON.call( this, meta );
  24472. // data.sh = this.sh.toArray(); // todo
  24473. return data;
  24474. }
  24475. } );
  24476. /**
  24477. * @author WestLangley / http://github.com/WestLangley
  24478. */
  24479. function HemisphereLightProbe( skyColor, groundColor, intensity ) {
  24480. LightProbe.call( this, undefined, intensity );
  24481. var color1 = new Color().set( skyColor );
  24482. var color2 = new Color().set( groundColor );
  24483. var sky = new Vector3( color1.r, color1.g, color1.b );
  24484. var ground = new Vector3( color2.r, color2.g, color2.b );
  24485. // without extra factor of PI in the shader, should = 1 / Math.sqrt( Math.PI );
  24486. var c0 = Math.sqrt( Math.PI );
  24487. var c1 = c0 * Math.sqrt( 0.75 );
  24488. this.sh.coefficients[ 0 ].copy( sky ).add( ground ).multiplyScalar( c0 );
  24489. this.sh.coefficients[ 1 ].copy( sky ).sub( ground ).multiplyScalar( c1 );
  24490. }
  24491. HemisphereLightProbe.prototype = Object.assign( Object.create( LightProbe.prototype ), {
  24492. constructor: HemisphereLightProbe,
  24493. isHemisphereLightProbe: true,
  24494. copy: function ( source ) { // modifying colors not currently supported
  24495. LightProbe.prototype.copy.call( this, source );
  24496. return this;
  24497. },
  24498. toJSON: function ( meta ) {
  24499. var data = LightProbe.prototype.toJSON.call( this, meta );
  24500. // data.sh = this.sh.toArray(); // todo
  24501. return data;
  24502. }
  24503. } );
  24504. /**
  24505. * @author WestLangley / http://github.com/WestLangley
  24506. */
  24507. function AmbientLightProbe( color, intensity ) {
  24508. LightProbe.call( this, undefined, intensity );
  24509. var color1 = new Color().set( color );
  24510. // without extra factor of PI in the shader, would be 2 / Math.sqrt( Math.PI );
  24511. this.sh.coefficients[ 0 ].set( color1.r, color1.g, color1.b ).multiplyScalar( 2 * Math.sqrt( Math.PI ) );
  24512. }
  24513. AmbientLightProbe.prototype = Object.assign( Object.create( LightProbe.prototype ), {
  24514. constructor: AmbientLightProbe,
  24515. isAmbientLightProbe: true,
  24516. copy: function ( source ) { // modifying color not currently supported
  24517. LightProbe.prototype.copy.call( this, source );
  24518. return this;
  24519. },
  24520. toJSON: function ( meta ) {
  24521. var data = LightProbe.prototype.toJSON.call( this, meta );
  24522. // data.sh = this.sh.toArray(); // todo
  24523. return data;
  24524. }
  24525. } );
  24526. var _eyeRight = new Matrix4();
  24527. var _eyeLeft = new Matrix4();
  24528. /**
  24529. * @author mrdoob / http://mrdoob.com/
  24530. */
  24531. function StereoCamera() {
  24532. this.type = 'StereoCamera';
  24533. this.aspect = 1;
  24534. this.eyeSep = 0.064;
  24535. this.cameraL = new PerspectiveCamera();
  24536. this.cameraL.layers.enable( 1 );
  24537. this.cameraL.matrixAutoUpdate = false;
  24538. this.cameraR = new PerspectiveCamera();
  24539. this.cameraR.layers.enable( 2 );
  24540. this.cameraR.matrixAutoUpdate = false;
  24541. this._cache = {
  24542. focus: null,
  24543. fov: null,
  24544. aspect: null,
  24545. near: null,
  24546. far: null,
  24547. zoom: null,
  24548. eyeSep: null
  24549. };
  24550. }
  24551. Object.assign( StereoCamera.prototype, {
  24552. update: function ( camera ) {
  24553. var cache = this._cache;
  24554. var needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov ||
  24555. cache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near ||
  24556. cache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep;
  24557. if ( needsUpdate ) {
  24558. cache.focus = camera.focus;
  24559. cache.fov = camera.fov;
  24560. cache.aspect = camera.aspect * this.aspect;
  24561. cache.near = camera.near;
  24562. cache.far = camera.far;
  24563. cache.zoom = camera.zoom;
  24564. cache.eyeSep = this.eyeSep;
  24565. // Off-axis stereoscopic effect based on
  24566. // http://paulbourke.net/stereographics/stereorender/
  24567. var projectionMatrix = camera.projectionMatrix.clone();
  24568. var eyeSepHalf = cache.eyeSep / 2;
  24569. var eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus;
  24570. var ymax = ( cache.near * Math.tan( _Math.DEG2RAD * cache.fov * 0.5 ) ) / cache.zoom;
  24571. var xmin, xmax;
  24572. // translate xOffset
  24573. _eyeLeft.elements[ 12 ] = - eyeSepHalf;
  24574. _eyeRight.elements[ 12 ] = eyeSepHalf;
  24575. // for left eye
  24576. xmin = - ymax * cache.aspect + eyeSepOnProjection;
  24577. xmax = ymax * cache.aspect + eyeSepOnProjection;
  24578. projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  24579. projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  24580. this.cameraL.projectionMatrix.copy( projectionMatrix );
  24581. // for right eye
  24582. xmin = - ymax * cache.aspect - eyeSepOnProjection;
  24583. xmax = ymax * cache.aspect - eyeSepOnProjection;
  24584. projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  24585. projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  24586. this.cameraR.projectionMatrix.copy( projectionMatrix );
  24587. }
  24588. this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeLeft );
  24589. this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeRight );
  24590. }
  24591. } );
  24592. /**
  24593. * @author alteredq / http://alteredqualia.com/
  24594. */
  24595. function Clock( autoStart ) {
  24596. this.autoStart = ( autoStart !== undefined ) ? autoStart : true;
  24597. this.startTime = 0;
  24598. this.oldTime = 0;
  24599. this.elapsedTime = 0;
  24600. this.running = false;
  24601. }
  24602. Object.assign( Clock.prototype, {
  24603. start: function () {
  24604. this.startTime = ( typeof performance === 'undefined' ? Date : performance ).now(); // see #10732
  24605. this.oldTime = this.startTime;
  24606. this.elapsedTime = 0;
  24607. this.running = true;
  24608. },
  24609. stop: function () {
  24610. this.getElapsedTime();
  24611. this.running = false;
  24612. this.autoStart = false;
  24613. },
  24614. getElapsedTime: function () {
  24615. this.getDelta();
  24616. return this.elapsedTime;
  24617. },
  24618. getDelta: function () {
  24619. var diff = 0;
  24620. if ( this.autoStart && ! this.running ) {
  24621. this.start();
  24622. return 0;
  24623. }
  24624. if ( this.running ) {
  24625. var newTime = ( typeof performance === 'undefined' ? Date : performance ).now();
  24626. diff = ( newTime - this.oldTime ) / 1000;
  24627. this.oldTime = newTime;
  24628. this.elapsedTime += diff;
  24629. }
  24630. return diff;
  24631. }
  24632. } );
  24633. /**
  24634. * @author mrdoob / http://mrdoob.com/
  24635. */
  24636. var _position$2 = new Vector3();
  24637. var _quaternion$3 = new Quaternion();
  24638. var _scale$1 = new Vector3();
  24639. var _orientation = new Vector3();
  24640. function AudioListener() {
  24641. Object3D.call( this );
  24642. this.type = 'AudioListener';
  24643. this.context = AudioContext.getContext();
  24644. this.gain = this.context.createGain();
  24645. this.gain.connect( this.context.destination );
  24646. this.filter = null;
  24647. this.timeDelta = 0;
  24648. // private
  24649. this._clock = new Clock();
  24650. }
  24651. AudioListener.prototype = Object.assign( Object.create( Object3D.prototype ), {
  24652. constructor: AudioListener,
  24653. getInput: function () {
  24654. return this.gain;
  24655. },
  24656. removeFilter: function ( ) {
  24657. if ( this.filter !== null ) {
  24658. this.gain.disconnect( this.filter );
  24659. this.filter.disconnect( this.context.destination );
  24660. this.gain.connect( this.context.destination );
  24661. this.filter = null;
  24662. }
  24663. return this;
  24664. },
  24665. getFilter: function () {
  24666. return this.filter;
  24667. },
  24668. setFilter: function ( value ) {
  24669. if ( this.filter !== null ) {
  24670. this.gain.disconnect( this.filter );
  24671. this.filter.disconnect( this.context.destination );
  24672. } else {
  24673. this.gain.disconnect( this.context.destination );
  24674. }
  24675. this.filter = value;
  24676. this.gain.connect( this.filter );
  24677. this.filter.connect( this.context.destination );
  24678. return this;
  24679. },
  24680. getMasterVolume: function () {
  24681. return this.gain.gain.value;
  24682. },
  24683. setMasterVolume: function ( value ) {
  24684. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  24685. return this;
  24686. },
  24687. updateMatrixWorld: function ( force ) {
  24688. Object3D.prototype.updateMatrixWorld.call( this, force );
  24689. var listener = this.context.listener;
  24690. var up = this.up;
  24691. this.timeDelta = this._clock.getDelta();
  24692. this.matrixWorld.decompose( _position$2, _quaternion$3, _scale$1 );
  24693. _orientation.set( 0, 0, - 1 ).applyQuaternion( _quaternion$3 );
  24694. if ( listener.positionX ) {
  24695. // code path for Chrome (see #14393)
  24696. var endTime = this.context.currentTime + this.timeDelta;
  24697. listener.positionX.linearRampToValueAtTime( _position$2.x, endTime );
  24698. listener.positionY.linearRampToValueAtTime( _position$2.y, endTime );
  24699. listener.positionZ.linearRampToValueAtTime( _position$2.z, endTime );
  24700. listener.forwardX.linearRampToValueAtTime( _orientation.x, endTime );
  24701. listener.forwardY.linearRampToValueAtTime( _orientation.y, endTime );
  24702. listener.forwardZ.linearRampToValueAtTime( _orientation.z, endTime );
  24703. listener.upX.linearRampToValueAtTime( up.x, endTime );
  24704. listener.upY.linearRampToValueAtTime( up.y, endTime );
  24705. listener.upZ.linearRampToValueAtTime( up.z, endTime );
  24706. } else {
  24707. listener.setPosition( _position$2.x, _position$2.y, _position$2.z );
  24708. listener.setOrientation( _orientation.x, _orientation.y, _orientation.z, up.x, up.y, up.z );
  24709. }
  24710. }
  24711. } );
  24712. /**
  24713. * @author mrdoob / http://mrdoob.com/
  24714. * @author Reece Aaron Lecrivain / http://reecenotes.com/
  24715. */
  24716. function Audio( listener ) {
  24717. Object3D.call( this );
  24718. this.type = 'Audio';
  24719. this.listener = listener;
  24720. this.context = listener.context;
  24721. this.gain = this.context.createGain();
  24722. this.gain.connect( listener.getInput() );
  24723. this.autoplay = false;
  24724. this.buffer = null;
  24725. this.detune = 0;
  24726. this.loop = false;
  24727. this.startTime = 0;
  24728. this.offset = 0;
  24729. this.duration = undefined;
  24730. this.playbackRate = 1;
  24731. this.isPlaying = false;
  24732. this.hasPlaybackControl = true;
  24733. this.sourceType = 'empty';
  24734. this.filters = [];
  24735. }
  24736. Audio.prototype = Object.assign( Object.create( Object3D.prototype ), {
  24737. constructor: Audio,
  24738. getOutput: function () {
  24739. return this.gain;
  24740. },
  24741. setNodeSource: function ( audioNode ) {
  24742. this.hasPlaybackControl = false;
  24743. this.sourceType = 'audioNode';
  24744. this.source = audioNode;
  24745. this.connect();
  24746. return this;
  24747. },
  24748. setMediaElementSource: function ( mediaElement ) {
  24749. this.hasPlaybackControl = false;
  24750. this.sourceType = 'mediaNode';
  24751. this.source = this.context.createMediaElementSource( mediaElement );
  24752. this.connect();
  24753. return this;
  24754. },
  24755. setMediaStreamSource: function ( mediaStream ) {
  24756. this.hasPlaybackControl = false;
  24757. this.sourceType = 'mediaStreamNode';
  24758. this.source = this.context.createMediaStreamSource( mediaStream );
  24759. this.connect();
  24760. return this;
  24761. },
  24762. setBuffer: function ( audioBuffer ) {
  24763. this.buffer = audioBuffer;
  24764. this.sourceType = 'buffer';
  24765. if ( this.autoplay ) { this.play(); }
  24766. return this;
  24767. },
  24768. play: function () {
  24769. if ( this.isPlaying === true ) {
  24770. console.warn( 'THREE.Audio: Audio is already playing.' );
  24771. return;
  24772. }
  24773. if ( this.hasPlaybackControl === false ) {
  24774. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24775. return;
  24776. }
  24777. var source = this.context.createBufferSource();
  24778. source.buffer = this.buffer;
  24779. source.loop = this.loop;
  24780. source.onended = this.onEnded.bind( this );
  24781. this.startTime = this.context.currentTime;
  24782. source.start( this.startTime, this.offset, this.duration );
  24783. this.isPlaying = true;
  24784. this.source = source;
  24785. this.setDetune( this.detune );
  24786. this.setPlaybackRate( this.playbackRate );
  24787. return this.connect();
  24788. },
  24789. pause: function () {
  24790. if ( this.hasPlaybackControl === false ) {
  24791. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24792. return;
  24793. }
  24794. if ( this.isPlaying === true ) {
  24795. this.source.stop();
  24796. this.source.onended = null;
  24797. this.offset += ( this.context.currentTime - this.startTime ) * this.playbackRate;
  24798. this.isPlaying = false;
  24799. }
  24800. return this;
  24801. },
  24802. stop: function () {
  24803. if ( this.hasPlaybackControl === false ) {
  24804. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24805. return;
  24806. }
  24807. this.source.stop();
  24808. this.source.onended = null;
  24809. this.offset = 0;
  24810. this.isPlaying = false;
  24811. return this;
  24812. },
  24813. connect: function () {
  24814. if ( this.filters.length > 0 ) {
  24815. this.source.connect( this.filters[ 0 ] );
  24816. for ( var i = 1, l = this.filters.length; i < l; i ++ ) {
  24817. this.filters[ i - 1 ].connect( this.filters[ i ] );
  24818. }
  24819. this.filters[ this.filters.length - 1 ].connect( this.getOutput() );
  24820. } else {
  24821. this.source.connect( this.getOutput() );
  24822. }
  24823. return this;
  24824. },
  24825. disconnect: function () {
  24826. if ( this.filters.length > 0 ) {
  24827. this.source.disconnect( this.filters[ 0 ] );
  24828. for ( var i = 1, l = this.filters.length; i < l; i ++ ) {
  24829. this.filters[ i - 1 ].disconnect( this.filters[ i ] );
  24830. }
  24831. this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );
  24832. } else {
  24833. this.source.disconnect( this.getOutput() );
  24834. }
  24835. return this;
  24836. },
  24837. getFilters: function () {
  24838. return this.filters;
  24839. },
  24840. setFilters: function ( value ) {
  24841. if ( ! value ) { value = []; }
  24842. if ( this.isPlaying === true ) {
  24843. this.disconnect();
  24844. this.filters = value;
  24845. this.connect();
  24846. } else {
  24847. this.filters = value;
  24848. }
  24849. return this;
  24850. },
  24851. setDetune: function ( value ) {
  24852. this.detune = value;
  24853. if ( this.source.detune === undefined ) { return; } // only set detune when available
  24854. if ( this.isPlaying === true ) {
  24855. this.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 );
  24856. }
  24857. return this;
  24858. },
  24859. getDetune: function () {
  24860. return this.detune;
  24861. },
  24862. getFilter: function () {
  24863. return this.getFilters()[ 0 ];
  24864. },
  24865. setFilter: function ( filter ) {
  24866. return this.setFilters( filter ? [ filter ] : [] );
  24867. },
  24868. setPlaybackRate: function ( value ) {
  24869. if ( this.hasPlaybackControl === false ) {
  24870. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24871. return;
  24872. }
  24873. this.playbackRate = value;
  24874. if ( this.isPlaying === true ) {
  24875. this.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 );
  24876. }
  24877. return this;
  24878. },
  24879. getPlaybackRate: function () {
  24880. return this.playbackRate;
  24881. },
  24882. onEnded: function () {
  24883. this.isPlaying = false;
  24884. },
  24885. getLoop: function () {
  24886. if ( this.hasPlaybackControl === false ) {
  24887. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24888. return false;
  24889. }
  24890. return this.loop;
  24891. },
  24892. setLoop: function ( value ) {
  24893. if ( this.hasPlaybackControl === false ) {
  24894. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24895. return;
  24896. }
  24897. this.loop = value;
  24898. if ( this.isPlaying === true ) {
  24899. this.source.loop = this.loop;
  24900. }
  24901. return this;
  24902. },
  24903. getVolume: function () {
  24904. return this.gain.gain.value;
  24905. },
  24906. setVolume: function ( value ) {
  24907. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  24908. return this;
  24909. }
  24910. } );
  24911. /**
  24912. * @author mrdoob / http://mrdoob.com/
  24913. */
  24914. var _position$3 = new Vector3();
  24915. var _quaternion$4 = new Quaternion();
  24916. var _scale$2 = new Vector3();
  24917. var _orientation$1 = new Vector3();
  24918. function PositionalAudio( listener ) {
  24919. Audio.call( this, listener );
  24920. this.panner = this.context.createPanner();
  24921. this.panner.panningModel = 'HRTF';
  24922. this.panner.connect( this.gain );
  24923. }
  24924. PositionalAudio.prototype = Object.assign( Object.create( Audio.prototype ), {
  24925. constructor: PositionalAudio,
  24926. getOutput: function () {
  24927. return this.panner;
  24928. },
  24929. getRefDistance: function () {
  24930. return this.panner.refDistance;
  24931. },
  24932. setRefDistance: function ( value ) {
  24933. this.panner.refDistance = value;
  24934. return this;
  24935. },
  24936. getRolloffFactor: function () {
  24937. return this.panner.rolloffFactor;
  24938. },
  24939. setRolloffFactor: function ( value ) {
  24940. this.panner.rolloffFactor = value;
  24941. return this;
  24942. },
  24943. getDistanceModel: function () {
  24944. return this.panner.distanceModel;
  24945. },
  24946. setDistanceModel: function ( value ) {
  24947. this.panner.distanceModel = value;
  24948. return this;
  24949. },
  24950. getMaxDistance: function () {
  24951. return this.panner.maxDistance;
  24952. },
  24953. setMaxDistance: function ( value ) {
  24954. this.panner.maxDistance = value;
  24955. return this;
  24956. },
  24957. setDirectionalCone: function ( coneInnerAngle, coneOuterAngle, coneOuterGain ) {
  24958. this.panner.coneInnerAngle = coneInnerAngle;
  24959. this.panner.coneOuterAngle = coneOuterAngle;
  24960. this.panner.coneOuterGain = coneOuterGain;
  24961. return this;
  24962. },
  24963. updateMatrixWorld: function ( force ) {
  24964. Object3D.prototype.updateMatrixWorld.call( this, force );
  24965. if ( this.hasPlaybackControl === true && this.isPlaying === false ) { return; }
  24966. this.matrixWorld.decompose( _position$3, _quaternion$4, _scale$2 );
  24967. _orientation$1.set( 0, 0, 1 ).applyQuaternion( _quaternion$4 );
  24968. var panner = this.panner;
  24969. if ( panner.positionX ) {
  24970. // code path for Chrome and Firefox (see #14393)
  24971. var endTime = this.context.currentTime + this.listener.timeDelta;
  24972. panner.positionX.linearRampToValueAtTime( _position$3.x, endTime );
  24973. panner.positionY.linearRampToValueAtTime( _position$3.y, endTime );
  24974. panner.positionZ.linearRampToValueAtTime( _position$3.z, endTime );
  24975. panner.orientationX.linearRampToValueAtTime( _orientation$1.x, endTime );
  24976. panner.orientationY.linearRampToValueAtTime( _orientation$1.y, endTime );
  24977. panner.orientationZ.linearRampToValueAtTime( _orientation$1.z, endTime );
  24978. } else {
  24979. panner.setPosition( _position$3.x, _position$3.y, _position$3.z );
  24980. panner.setOrientation( _orientation$1.x, _orientation$1.y, _orientation$1.z );
  24981. }
  24982. }
  24983. } );
  24984. /**
  24985. * @author mrdoob / http://mrdoob.com/
  24986. */
  24987. function AudioAnalyser( audio, fftSize ) {
  24988. this.analyser = audio.context.createAnalyser();
  24989. this.analyser.fftSize = fftSize !== undefined ? fftSize : 2048;
  24990. this.data = new Uint8Array( this.analyser.frequencyBinCount );
  24991. audio.getOutput().connect( this.analyser );
  24992. }
  24993. Object.assign( AudioAnalyser.prototype, {
  24994. getFrequencyData: function () {
  24995. this.analyser.getByteFrequencyData( this.data );
  24996. return this.data;
  24997. },
  24998. getAverageFrequency: function () {
  24999. var value = 0, data = this.getFrequencyData();
  25000. for ( var i = 0; i < data.length; i ++ ) {
  25001. value += data[ i ];
  25002. }
  25003. return value / data.length;
  25004. }
  25005. } );
  25006. /**
  25007. *
  25008. * Buffered scene graph property that allows weighted accumulation.
  25009. *
  25010. *
  25011. * @author Ben Houston / http://clara.io/
  25012. * @author David Sarno / http://lighthaus.us/
  25013. * @author tschw
  25014. */
  25015. function PropertyMixer( binding, typeName, valueSize ) {
  25016. this.binding = binding;
  25017. this.valueSize = valueSize;
  25018. var bufferType = Float64Array,
  25019. mixFunction;
  25020. switch ( typeName ) {
  25021. case 'quaternion':
  25022. mixFunction = this._slerp;
  25023. break;
  25024. case 'string':
  25025. case 'bool':
  25026. bufferType = Array;
  25027. mixFunction = this._select;
  25028. break;
  25029. default:
  25030. mixFunction = this._lerp;
  25031. }
  25032. this.buffer = new bufferType( valueSize * 4 );
  25033. // layout: [ incoming | accu0 | accu1 | orig ]
  25034. //
  25035. // interpolators can use .buffer as their .result
  25036. // the data then goes to 'incoming'
  25037. //
  25038. // 'accu0' and 'accu1' are used frame-interleaved for
  25039. // the cumulative result and are compared to detect
  25040. // changes
  25041. //
  25042. // 'orig' stores the original state of the property
  25043. this._mixBufferRegion = mixFunction;
  25044. this.cumulativeWeight = 0;
  25045. this.useCount = 0;
  25046. this.referenceCount = 0;
  25047. }
  25048. Object.assign( PropertyMixer.prototype, {
  25049. // accumulate data in the 'incoming' region into 'accu<i>'
  25050. accumulate: function ( accuIndex, weight ) {
  25051. // note: happily accumulating nothing when weight = 0, the caller knows
  25052. // the weight and shouldn't have made the call in the first place
  25053. var buffer = this.buffer,
  25054. stride = this.valueSize,
  25055. offset = accuIndex * stride + stride,
  25056. currentWeight = this.cumulativeWeight;
  25057. if ( currentWeight === 0 ) {
  25058. // accuN := incoming * weight
  25059. for ( var i = 0; i !== stride; ++ i ) {
  25060. buffer[ offset + i ] = buffer[ i ];
  25061. }
  25062. currentWeight = weight;
  25063. } else {
  25064. // accuN := accuN + incoming * weight
  25065. currentWeight += weight;
  25066. var mix = weight / currentWeight;
  25067. this._mixBufferRegion( buffer, offset, 0, mix, stride );
  25068. }
  25069. this.cumulativeWeight = currentWeight;
  25070. },
  25071. // apply the state of 'accu<i>' to the binding when accus differ
  25072. apply: function ( accuIndex ) {
  25073. var stride = this.valueSize,
  25074. buffer = this.buffer,
  25075. offset = accuIndex * stride + stride,
  25076. weight = this.cumulativeWeight,
  25077. binding = this.binding;
  25078. this.cumulativeWeight = 0;
  25079. if ( weight < 1 ) {
  25080. // accuN := accuN + original * ( 1 - cumulativeWeight )
  25081. var originalValueOffset = stride * 3;
  25082. this._mixBufferRegion(
  25083. buffer, offset, originalValueOffset, 1 - weight, stride );
  25084. }
  25085. for ( var i = stride, e = stride + stride; i !== e; ++ i ) {
  25086. if ( buffer[ i ] !== buffer[ i + stride ] ) {
  25087. // value has changed -> update scene graph
  25088. binding.setValue( buffer, offset );
  25089. break;
  25090. }
  25091. }
  25092. },
  25093. // remember the state of the bound property and copy it to both accus
  25094. saveOriginalState: function () {
  25095. var binding = this.binding;
  25096. var buffer = this.buffer,
  25097. stride = this.valueSize,
  25098. originalValueOffset = stride * 3;
  25099. binding.getValue( buffer, originalValueOffset );
  25100. // accu[0..1] := orig -- initially detect changes against the original
  25101. for ( var i = stride, e = originalValueOffset; i !== e; ++ i ) {
  25102. buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];
  25103. }
  25104. this.cumulativeWeight = 0;
  25105. },
  25106. // apply the state previously taken via 'saveOriginalState' to the binding
  25107. restoreOriginalState: function () {
  25108. var originalValueOffset = this.valueSize * 3;
  25109. this.binding.setValue( this.buffer, originalValueOffset );
  25110. },
  25111. // mix functions
  25112. _select: function ( buffer, dstOffset, srcOffset, t, stride ) {
  25113. if ( t >= 0.5 ) {
  25114. for ( var i = 0; i !== stride; ++ i ) {
  25115. buffer[ dstOffset + i ] = buffer[ srcOffset + i ];
  25116. }
  25117. }
  25118. },
  25119. _slerp: function ( buffer, dstOffset, srcOffset, t ) {
  25120. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t );
  25121. },
  25122. _lerp: function ( buffer, dstOffset, srcOffset, t, stride ) {
  25123. var s = 1 - t;
  25124. for ( var i = 0; i !== stride; ++ i ) {
  25125. var j = dstOffset + i;
  25126. buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;
  25127. }
  25128. }
  25129. } );
  25130. /**
  25131. *
  25132. * A reference to a real property in the scene graph.
  25133. *
  25134. *
  25135. * @author Ben Houston / http://clara.io/
  25136. * @author David Sarno / http://lighthaus.us/
  25137. * @author tschw
  25138. */
  25139. // Characters [].:/ are reserved for track binding syntax.
  25140. var _RESERVED_CHARS_RE = '\\[\\]\\.:\\/';
  25141. var _reservedRe = new RegExp( '[' + _RESERVED_CHARS_RE + ']', 'g' );
  25142. // Attempts to allow node names from any language. ES5's `\w` regexp matches
  25143. // only latin characters, and the unicode \p{L} is not yet supported. So
  25144. // instead, we exclude reserved characters and match everything else.
  25145. var _wordChar = '[^' + _RESERVED_CHARS_RE + ']';
  25146. var _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace( '\\.', '' ) + ']';
  25147. // Parent directories, delimited by '/' or ':'. Currently unused, but must
  25148. // be matched to parse the rest of the track name.
  25149. var _directoryRe = /((?:WC+[\/:])*)/.source.replace( 'WC', _wordChar );
  25150. // Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.
  25151. var _nodeRe = /(WCOD+)?/.source.replace( 'WCOD', _wordCharOrDot );
  25152. // Object on target node, and accessor. May not contain reserved
  25153. // characters. Accessor may contain any character except closing bracket.
  25154. var _objectRe = /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace( 'WC', _wordChar );
  25155. // Property and accessor. May not contain reserved characters. Accessor may
  25156. // contain any non-bracket characters.
  25157. var _propertyRe = /\.(WC+)(?:\[(.+)\])?/.source.replace( 'WC', _wordChar );
  25158. var _trackRe = new RegExp( ''
  25159. + '^'
  25160. + _directoryRe
  25161. + _nodeRe
  25162. + _objectRe
  25163. + _propertyRe
  25164. + '$'
  25165. );
  25166. var _supportedObjectNames = [ 'material', 'materials', 'bones' ];
  25167. function Composite( targetGroup, path, optionalParsedPath ) {
  25168. var parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );
  25169. this._targetGroup = targetGroup;
  25170. this._bindings = targetGroup.subscribe_( path, parsedPath );
  25171. }
  25172. Object.assign( Composite.prototype, {
  25173. getValue: function ( array, offset ) {
  25174. this.bind(); // bind all binding
  25175. var firstValidIndex = this._targetGroup.nCachedObjects_,
  25176. binding = this._bindings[ firstValidIndex ];
  25177. // and only call .getValue on the first
  25178. if ( binding !== undefined ) { binding.getValue( array, offset ); }
  25179. },
  25180. setValue: function ( array, offset ) {
  25181. var bindings = this._bindings;
  25182. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  25183. bindings[ i ].setValue( array, offset );
  25184. }
  25185. },
  25186. bind: function () {
  25187. var bindings = this._bindings;
  25188. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  25189. bindings[ i ].bind();
  25190. }
  25191. },
  25192. unbind: function () {
  25193. var bindings = this._bindings;
  25194. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  25195. bindings[ i ].unbind();
  25196. }
  25197. }
  25198. } );
  25199. function PropertyBinding( rootNode, path, parsedPath ) {
  25200. this.path = path;
  25201. this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );
  25202. this.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName ) || rootNode;
  25203. this.rootNode = rootNode;
  25204. }
  25205. Object.assign( PropertyBinding, {
  25206. Composite: Composite,
  25207. create: function ( root, path, parsedPath ) {
  25208. if ( ! ( root && root.isAnimationObjectGroup ) ) {
  25209. return new PropertyBinding( root, path, parsedPath );
  25210. } else {
  25211. return new PropertyBinding.Composite( root, path, parsedPath );
  25212. }
  25213. },
  25214. /**
  25215. * Replaces spaces with underscores and removes unsupported characters from
  25216. * node names, to ensure compatibility with parseTrackName().
  25217. *
  25218. * @param {string} name Node name to be sanitized.
  25219. * @return {string}
  25220. */
  25221. sanitizeNodeName: function ( name ) {
  25222. return name.replace( /\s/g, '_' ).replace( _reservedRe, '' );
  25223. },
  25224. parseTrackName: function ( trackName ) {
  25225. var matches = _trackRe.exec( trackName );
  25226. if ( ! matches ) {
  25227. throw new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName );
  25228. }
  25229. var results = {
  25230. // directoryName: matches[ 1 ], // (tschw) currently unused
  25231. nodeName: matches[ 2 ],
  25232. objectName: matches[ 3 ],
  25233. objectIndex: matches[ 4 ],
  25234. propertyName: matches[ 5 ], // required
  25235. propertyIndex: matches[ 6 ]
  25236. };
  25237. var lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );
  25238. if ( lastDot !== undefined && lastDot !== - 1 ) {
  25239. var objectName = results.nodeName.substring( lastDot + 1 );
  25240. // Object names must be checked against a whitelist. Otherwise, there
  25241. // is no way to parse 'foo.bar.baz': 'baz' must be a property, but
  25242. // 'bar' could be the objectName, or part of a nodeName (which can
  25243. // include '.' characters).
  25244. if ( _supportedObjectNames.indexOf( objectName ) !== - 1 ) {
  25245. results.nodeName = results.nodeName.substring( 0, lastDot );
  25246. results.objectName = objectName;
  25247. }
  25248. }
  25249. if ( results.propertyName === null || results.propertyName.length === 0 ) {
  25250. throw new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName );
  25251. }
  25252. return results;
  25253. },
  25254. findNode: function ( root, nodeName ) {
  25255. if ( ! nodeName || nodeName === "" || nodeName === "root" || nodeName === "." || nodeName === - 1 || nodeName === root.name || nodeName === root.uuid ) {
  25256. return root;
  25257. }
  25258. // search into skeleton bones.
  25259. if ( root.skeleton ) {
  25260. var bone = root.skeleton.getBoneByName( nodeName );
  25261. if ( bone !== undefined ) {
  25262. return bone;
  25263. }
  25264. }
  25265. // search into node subtree.
  25266. if ( root.children ) {
  25267. var searchNodeSubtree = function ( children ) {
  25268. for ( var i = 0; i < children.length; i ++ ) {
  25269. var childNode = children[ i ];
  25270. if ( childNode.name === nodeName || childNode.uuid === nodeName ) {
  25271. return childNode;
  25272. }
  25273. var result = searchNodeSubtree( childNode.children );
  25274. if ( result ) { return result; }
  25275. }
  25276. return null;
  25277. };
  25278. var subTreeNode = searchNodeSubtree( root.children );
  25279. if ( subTreeNode ) {
  25280. return subTreeNode;
  25281. }
  25282. }
  25283. return null;
  25284. }
  25285. } );
  25286. Object.assign( PropertyBinding.prototype, { // prototype, continued
  25287. // these are used to "bind" a nonexistent property
  25288. _getValue_unavailable: function () {},
  25289. _setValue_unavailable: function () {},
  25290. BindingType: {
  25291. Direct: 0,
  25292. EntireArray: 1,
  25293. ArrayElement: 2,
  25294. HasFromToArray: 3
  25295. },
  25296. Versioning: {
  25297. None: 0,
  25298. NeedsUpdate: 1,
  25299. MatrixWorldNeedsUpdate: 2
  25300. },
  25301. GetterByBindingType: [
  25302. function getValue_direct( buffer, offset ) {
  25303. buffer[ offset ] = this.node[ this.propertyName ];
  25304. },
  25305. function getValue_array( buffer, offset ) {
  25306. var source = this.resolvedProperty;
  25307. for ( var i = 0, n = source.length; i !== n; ++ i ) {
  25308. buffer[ offset ++ ] = source[ i ];
  25309. }
  25310. },
  25311. function getValue_arrayElement( buffer, offset ) {
  25312. buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];
  25313. },
  25314. function getValue_toArray( buffer, offset ) {
  25315. this.resolvedProperty.toArray( buffer, offset );
  25316. }
  25317. ],
  25318. SetterByBindingTypeAndVersioning: [
  25319. [
  25320. // Direct
  25321. function setValue_direct( buffer, offset ) {
  25322. this.targetObject[ this.propertyName ] = buffer[ offset ];
  25323. },
  25324. function setValue_direct_setNeedsUpdate( buffer, offset ) {
  25325. this.targetObject[ this.propertyName ] = buffer[ offset ];
  25326. this.targetObject.needsUpdate = true;
  25327. },
  25328. function setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25329. this.targetObject[ this.propertyName ] = buffer[ offset ];
  25330. this.targetObject.matrixWorldNeedsUpdate = true;
  25331. }
  25332. ], [
  25333. // EntireArray
  25334. function setValue_array( buffer, offset ) {
  25335. var dest = this.resolvedProperty;
  25336. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  25337. dest[ i ] = buffer[ offset ++ ];
  25338. }
  25339. },
  25340. function setValue_array_setNeedsUpdate( buffer, offset ) {
  25341. var dest = this.resolvedProperty;
  25342. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  25343. dest[ i ] = buffer[ offset ++ ];
  25344. }
  25345. this.targetObject.needsUpdate = true;
  25346. },
  25347. function setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25348. var dest = this.resolvedProperty;
  25349. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  25350. dest[ i ] = buffer[ offset ++ ];
  25351. }
  25352. this.targetObject.matrixWorldNeedsUpdate = true;
  25353. }
  25354. ], [
  25355. // ArrayElement
  25356. function setValue_arrayElement( buffer, offset ) {
  25357. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  25358. },
  25359. function setValue_arrayElement_setNeedsUpdate( buffer, offset ) {
  25360. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  25361. this.targetObject.needsUpdate = true;
  25362. },
  25363. function setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25364. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  25365. this.targetObject.matrixWorldNeedsUpdate = true;
  25366. }
  25367. ], [
  25368. // HasToFromArray
  25369. function setValue_fromArray( buffer, offset ) {
  25370. this.resolvedProperty.fromArray( buffer, offset );
  25371. },
  25372. function setValue_fromArray_setNeedsUpdate( buffer, offset ) {
  25373. this.resolvedProperty.fromArray( buffer, offset );
  25374. this.targetObject.needsUpdate = true;
  25375. },
  25376. function setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25377. this.resolvedProperty.fromArray( buffer, offset );
  25378. this.targetObject.matrixWorldNeedsUpdate = true;
  25379. }
  25380. ]
  25381. ],
  25382. getValue: function getValue_unbound( targetArray, offset ) {
  25383. this.bind();
  25384. this.getValue( targetArray, offset );
  25385. // Note: This class uses a State pattern on a per-method basis:
  25386. // 'bind' sets 'this.getValue' / 'setValue' and shadows the
  25387. // prototype version of these methods with one that represents
  25388. // the bound state. When the property is not found, the methods
  25389. // become no-ops.
  25390. },
  25391. setValue: function getValue_unbound( sourceArray, offset ) {
  25392. this.bind();
  25393. this.setValue( sourceArray, offset );
  25394. },
  25395. // create getter / setter pair for a property in the scene graph
  25396. bind: function () {
  25397. var targetObject = this.node,
  25398. parsedPath = this.parsedPath,
  25399. objectName = parsedPath.objectName,
  25400. propertyName = parsedPath.propertyName,
  25401. propertyIndex = parsedPath.propertyIndex;
  25402. if ( ! targetObject ) {
  25403. targetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName ) || this.rootNode;
  25404. this.node = targetObject;
  25405. }
  25406. // set fail state so we can just 'return' on error
  25407. this.getValue = this._getValue_unavailable;
  25408. this.setValue = this._setValue_unavailable;
  25409. // ensure there is a value node
  25410. if ( ! targetObject ) {
  25411. console.error( 'THREE.PropertyBinding: Trying to update node for track: ' + this.path + ' but it wasn\'t found.' );
  25412. return;
  25413. }
  25414. if ( objectName ) {
  25415. var objectIndex = parsedPath.objectIndex;
  25416. // special cases were we need to reach deeper into the hierarchy to get the face materials....
  25417. switch ( objectName ) {
  25418. case 'materials':
  25419. if ( ! targetObject.material ) {
  25420. console.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this );
  25421. return;
  25422. }
  25423. if ( ! targetObject.material.materials ) {
  25424. console.error( 'THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this );
  25425. return;
  25426. }
  25427. targetObject = targetObject.material.materials;
  25428. break;
  25429. case 'bones':
  25430. if ( ! targetObject.skeleton ) {
  25431. console.error( 'THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this );
  25432. return;
  25433. }
  25434. // potential future optimization: skip this if propertyIndex is already an integer
  25435. // and convert the integer string to a true integer.
  25436. targetObject = targetObject.skeleton.bones;
  25437. // support resolving morphTarget names into indices.
  25438. for ( var i = 0; i < targetObject.length; i ++ ) {
  25439. if ( targetObject[ i ].name === objectIndex ) {
  25440. objectIndex = i;
  25441. break;
  25442. }
  25443. }
  25444. break;
  25445. default:
  25446. if ( targetObject[ objectName ] === undefined ) {
  25447. console.error( 'THREE.PropertyBinding: Can not bind to objectName of node undefined.', this );
  25448. return;
  25449. }
  25450. targetObject = targetObject[ objectName ];
  25451. }
  25452. if ( objectIndex !== undefined ) {
  25453. if ( targetObject[ objectIndex ] === undefined ) {
  25454. console.error( 'THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject );
  25455. return;
  25456. }
  25457. targetObject = targetObject[ objectIndex ];
  25458. }
  25459. }
  25460. // resolve property
  25461. var nodeProperty = targetObject[ propertyName ];
  25462. if ( nodeProperty === undefined ) {
  25463. var nodeName = parsedPath.nodeName;
  25464. console.error( 'THREE.PropertyBinding: Trying to update property for track: ' + nodeName +
  25465. '.' + propertyName + ' but it wasn\'t found.', targetObject );
  25466. return;
  25467. }
  25468. // determine versioning scheme
  25469. var versioning = this.Versioning.None;
  25470. this.targetObject = targetObject;
  25471. if ( targetObject.needsUpdate !== undefined ) { // material
  25472. versioning = this.Versioning.NeedsUpdate;
  25473. } else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform
  25474. versioning = this.Versioning.MatrixWorldNeedsUpdate;
  25475. }
  25476. // determine how the property gets bound
  25477. var bindingType = this.BindingType.Direct;
  25478. if ( propertyIndex !== undefined ) {
  25479. // access a sub element of the property array (only primitives are supported right now)
  25480. if ( propertyName === "morphTargetInfluences" ) {
  25481. // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.
  25482. // support resolving morphTarget names into indices.
  25483. if ( ! targetObject.geometry ) {
  25484. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );
  25485. return;
  25486. }
  25487. if ( targetObject.geometry.isBufferGeometry ) {
  25488. if ( ! targetObject.geometry.morphAttributes ) {
  25489. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );
  25490. return;
  25491. }
  25492. for ( var i = 0; i < this.node.geometry.morphAttributes.position.length; i ++ ) {
  25493. if ( targetObject.geometry.morphAttributes.position[ i ].name === propertyIndex ) {
  25494. propertyIndex = i;
  25495. break;
  25496. }
  25497. }
  25498. } else {
  25499. if ( ! targetObject.geometry.morphTargets ) {
  25500. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphTargets.', this );
  25501. return;
  25502. }
  25503. for ( var i = 0; i < this.node.geometry.morphTargets.length; i ++ ) {
  25504. if ( targetObject.geometry.morphTargets[ i ].name === propertyIndex ) {
  25505. propertyIndex = i;
  25506. break;
  25507. }
  25508. }
  25509. }
  25510. }
  25511. bindingType = this.BindingType.ArrayElement;
  25512. this.resolvedProperty = nodeProperty;
  25513. this.propertyIndex = propertyIndex;
  25514. } else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {
  25515. // must use copy for Object3D.Euler/Quaternion
  25516. bindingType = this.BindingType.HasFromToArray;
  25517. this.resolvedProperty = nodeProperty;
  25518. } else if ( Array.isArray( nodeProperty ) ) {
  25519. bindingType = this.BindingType.EntireArray;
  25520. this.resolvedProperty = nodeProperty;
  25521. } else {
  25522. this.propertyName = propertyName;
  25523. }
  25524. // select getter / setter
  25525. this.getValue = this.GetterByBindingType[ bindingType ];
  25526. this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];
  25527. },
  25528. unbind: function () {
  25529. this.node = null;
  25530. // back to the prototype version of getValue / setValue
  25531. // note: avoiding to mutate the shape of 'this' via 'delete'
  25532. this.getValue = this._getValue_unbound;
  25533. this.setValue = this._setValue_unbound;
  25534. }
  25535. } );
  25536. //!\ DECLARE ALIAS AFTER assign prototype !
  25537. Object.assign( PropertyBinding.prototype, {
  25538. // initial state of these methods that calls 'bind'
  25539. _getValue_unbound: PropertyBinding.prototype.getValue,
  25540. _setValue_unbound: PropertyBinding.prototype.setValue,
  25541. } );
  25542. /**
  25543. *
  25544. * A group of objects that receives a shared animation state.
  25545. *
  25546. * Usage:
  25547. *
  25548. * - Add objects you would otherwise pass as 'root' to the
  25549. * constructor or the .clipAction method of AnimationMixer.
  25550. *
  25551. * - Instead pass this object as 'root'.
  25552. *
  25553. * - You can also add and remove objects later when the mixer
  25554. * is running.
  25555. *
  25556. * Note:
  25557. *
  25558. * Objects of this class appear as one object to the mixer,
  25559. * so cache control of the individual objects must be done
  25560. * on the group.
  25561. *
  25562. * Limitation:
  25563. *
  25564. * - The animated properties must be compatible among the
  25565. * all objects in the group.
  25566. *
  25567. * - A single property can either be controlled through a
  25568. * target group or directly, but not both.
  25569. *
  25570. * @author tschw
  25571. */
  25572. function AnimationObjectGroup() {
  25573. this.uuid = _Math.generateUUID();
  25574. // cached objects followed by the active ones
  25575. this._objects = Array.prototype.slice.call( arguments );
  25576. this.nCachedObjects_ = 0; // threshold
  25577. // note: read by PropertyBinding.Composite
  25578. var indices = {};
  25579. this._indicesByUUID = indices; // for bookkeeping
  25580. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  25581. indices[ arguments[ i ].uuid ] = i;
  25582. }
  25583. this._paths = []; // inside: string
  25584. this._parsedPaths = []; // inside: { we don't care, here }
  25585. this._bindings = []; // inside: Array< PropertyBinding >
  25586. this._bindingsIndicesByPath = {}; // inside: indices in these arrays
  25587. var scope = this;
  25588. this.stats = {
  25589. objects: {
  25590. get total() {
  25591. return scope._objects.length;
  25592. },
  25593. get inUse() {
  25594. return this.total - scope.nCachedObjects_;
  25595. }
  25596. },
  25597. get bindingsPerObject() {
  25598. return scope._bindings.length;
  25599. }
  25600. };
  25601. }
  25602. Object.assign( AnimationObjectGroup.prototype, {
  25603. isAnimationObjectGroup: true,
  25604. add: function () {
  25605. var objects = this._objects,
  25606. nObjects = objects.length,
  25607. nCachedObjects = this.nCachedObjects_,
  25608. indicesByUUID = this._indicesByUUID,
  25609. paths = this._paths,
  25610. parsedPaths = this._parsedPaths,
  25611. bindings = this._bindings,
  25612. nBindings = bindings.length,
  25613. knownObject = undefined;
  25614. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  25615. var object = arguments[ i ],
  25616. uuid = object.uuid,
  25617. index = indicesByUUID[ uuid ];
  25618. if ( index === undefined ) {
  25619. // unknown object -> add it to the ACTIVE region
  25620. index = nObjects ++;
  25621. indicesByUUID[ uuid ] = index;
  25622. objects.push( object );
  25623. // accounting is done, now do the same for all bindings
  25624. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  25625. bindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) );
  25626. }
  25627. } else if ( index < nCachedObjects ) {
  25628. knownObject = objects[ index ];
  25629. // move existing object to the ACTIVE region
  25630. var firstActiveIndex = -- nCachedObjects,
  25631. lastCachedObject = objects[ firstActiveIndex ];
  25632. indicesByUUID[ lastCachedObject.uuid ] = index;
  25633. objects[ index ] = lastCachedObject;
  25634. indicesByUUID[ uuid ] = firstActiveIndex;
  25635. objects[ firstActiveIndex ] = object;
  25636. // accounting is done, now do the same for all bindings
  25637. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  25638. var bindingsForPath = bindings[ j ],
  25639. lastCached = bindingsForPath[ firstActiveIndex ],
  25640. binding = bindingsForPath[ index ];
  25641. bindingsForPath[ index ] = lastCached;
  25642. if ( binding === undefined ) {
  25643. // since we do not bother to create new bindings
  25644. // for objects that are cached, the binding may
  25645. // or may not exist
  25646. binding = new PropertyBinding( object, paths[ j ], parsedPaths[ j ] );
  25647. }
  25648. bindingsForPath[ firstActiveIndex ] = binding;
  25649. }
  25650. } else if ( objects[ index ] !== knownObject ) {
  25651. console.error( 'THREE.AnimationObjectGroup: Different objects with the same UUID ' +
  25652. 'detected. Clean the caches or recreate your infrastructure when reloading scenes.' );
  25653. } // else the object is already where we want it to be
  25654. } // for arguments
  25655. this.nCachedObjects_ = nCachedObjects;
  25656. },
  25657. remove: function () {
  25658. var objects = this._objects,
  25659. nCachedObjects = this.nCachedObjects_,
  25660. indicesByUUID = this._indicesByUUID,
  25661. bindings = this._bindings,
  25662. nBindings = bindings.length;
  25663. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  25664. var object = arguments[ i ],
  25665. uuid = object.uuid,
  25666. index = indicesByUUID[ uuid ];
  25667. if ( index !== undefined && index >= nCachedObjects ) {
  25668. // move existing object into the CACHED region
  25669. var lastCachedIndex = nCachedObjects ++,
  25670. firstActiveObject = objects[ lastCachedIndex ];
  25671. indicesByUUID[ firstActiveObject.uuid ] = index;
  25672. objects[ index ] = firstActiveObject;
  25673. indicesByUUID[ uuid ] = lastCachedIndex;
  25674. objects[ lastCachedIndex ] = object;
  25675. // accounting is done, now do the same for all bindings
  25676. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  25677. var bindingsForPath = bindings[ j ],
  25678. firstActive = bindingsForPath[ lastCachedIndex ],
  25679. binding = bindingsForPath[ index ];
  25680. bindingsForPath[ index ] = firstActive;
  25681. bindingsForPath[ lastCachedIndex ] = binding;
  25682. }
  25683. }
  25684. } // for arguments
  25685. this.nCachedObjects_ = nCachedObjects;
  25686. },
  25687. // remove & forget
  25688. uncache: function () {
  25689. var objects = this._objects,
  25690. nObjects = objects.length,
  25691. nCachedObjects = this.nCachedObjects_,
  25692. indicesByUUID = this._indicesByUUID,
  25693. bindings = this._bindings,
  25694. nBindings = bindings.length;
  25695. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  25696. var object = arguments[ i ],
  25697. uuid = object.uuid,
  25698. index = indicesByUUID[ uuid ];
  25699. if ( index !== undefined ) {
  25700. delete indicesByUUID[ uuid ];
  25701. if ( index < nCachedObjects ) {
  25702. // object is cached, shrink the CACHED region
  25703. var firstActiveIndex = -- nCachedObjects,
  25704. lastCachedObject = objects[ firstActiveIndex ],
  25705. lastIndex = -- nObjects,
  25706. lastObject = objects[ lastIndex ];
  25707. // last cached object takes this object's place
  25708. indicesByUUID[ lastCachedObject.uuid ] = index;
  25709. objects[ index ] = lastCachedObject;
  25710. // last object goes to the activated slot and pop
  25711. indicesByUUID[ lastObject.uuid ] = firstActiveIndex;
  25712. objects[ firstActiveIndex ] = lastObject;
  25713. objects.pop();
  25714. // accounting is done, now do the same for all bindings
  25715. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  25716. var bindingsForPath = bindings[ j ],
  25717. lastCached = bindingsForPath[ firstActiveIndex ],
  25718. last = bindingsForPath[ lastIndex ];
  25719. bindingsForPath[ index ] = lastCached;
  25720. bindingsForPath[ firstActiveIndex ] = last;
  25721. bindingsForPath.pop();
  25722. }
  25723. } else {
  25724. // object is active, just swap with the last and pop
  25725. var lastIndex = -- nObjects,
  25726. lastObject = objects[ lastIndex ];
  25727. indicesByUUID[ lastObject.uuid ] = index;
  25728. objects[ index ] = lastObject;
  25729. objects.pop();
  25730. // accounting is done, now do the same for all bindings
  25731. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  25732. var bindingsForPath = bindings[ j ];
  25733. bindingsForPath[ index ] = bindingsForPath[ lastIndex ];
  25734. bindingsForPath.pop();
  25735. }
  25736. } // cached or active
  25737. } // if object is known
  25738. } // for arguments
  25739. this.nCachedObjects_ = nCachedObjects;
  25740. },
  25741. // Internal interface used by befriended PropertyBinding.Composite:
  25742. subscribe_: function ( path, parsedPath ) {
  25743. // returns an array of bindings for the given path that is changed
  25744. // according to the contained objects in the group
  25745. var indicesByPath = this._bindingsIndicesByPath,
  25746. index = indicesByPath[ path ],
  25747. bindings = this._bindings;
  25748. if ( index !== undefined ) { return bindings[ index ]; }
  25749. var paths = this._paths,
  25750. parsedPaths = this._parsedPaths,
  25751. objects = this._objects,
  25752. nObjects = objects.length,
  25753. nCachedObjects = this.nCachedObjects_,
  25754. bindingsForPath = new Array( nObjects );
  25755. index = bindings.length;
  25756. indicesByPath[ path ] = index;
  25757. paths.push( path );
  25758. parsedPaths.push( parsedPath );
  25759. bindings.push( bindingsForPath );
  25760. for ( var i = nCachedObjects, n = objects.length; i !== n; ++ i ) {
  25761. var object = objects[ i ];
  25762. bindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath );
  25763. }
  25764. return bindingsForPath;
  25765. },
  25766. unsubscribe_: function ( path ) {
  25767. // tells the group to forget about a property path and no longer
  25768. // update the array previously obtained with 'subscribe_'
  25769. var indicesByPath = this._bindingsIndicesByPath,
  25770. index = indicesByPath[ path ];
  25771. if ( index !== undefined ) {
  25772. var paths = this._paths,
  25773. parsedPaths = this._parsedPaths,
  25774. bindings = this._bindings,
  25775. lastBindingsIndex = bindings.length - 1,
  25776. lastBindings = bindings[ lastBindingsIndex ],
  25777. lastBindingsPath = path[ lastBindingsIndex ];
  25778. indicesByPath[ lastBindingsPath ] = index;
  25779. bindings[ index ] = lastBindings;
  25780. bindings.pop();
  25781. parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];
  25782. parsedPaths.pop();
  25783. paths[ index ] = paths[ lastBindingsIndex ];
  25784. paths.pop();
  25785. }
  25786. }
  25787. } );
  25788. /**
  25789. *
  25790. * Action provided by AnimationMixer for scheduling clip playback on specific
  25791. * objects.
  25792. *
  25793. * @author Ben Houston / http://clara.io/
  25794. * @author David Sarno / http://lighthaus.us/
  25795. * @author tschw
  25796. *
  25797. */
  25798. function AnimationAction( mixer, clip, localRoot ) {
  25799. this._mixer = mixer;
  25800. this._clip = clip;
  25801. this._localRoot = localRoot || null;
  25802. var tracks = clip.tracks,
  25803. nTracks = tracks.length,
  25804. interpolants = new Array( nTracks );
  25805. var interpolantSettings = {
  25806. endingStart: ZeroCurvatureEnding,
  25807. endingEnd: ZeroCurvatureEnding
  25808. };
  25809. for ( var i = 0; i !== nTracks; ++ i ) {
  25810. var interpolant = tracks[ i ].createInterpolant( null );
  25811. interpolants[ i ] = interpolant;
  25812. interpolant.settings = interpolantSettings;
  25813. }
  25814. this._interpolantSettings = interpolantSettings;
  25815. this._interpolants = interpolants; // bound by the mixer
  25816. // inside: PropertyMixer (managed by the mixer)
  25817. this._propertyBindings = new Array( nTracks );
  25818. this._cacheIndex = null; // for the memory manager
  25819. this._byClipCacheIndex = null; // for the memory manager
  25820. this._timeScaleInterpolant = null;
  25821. this._weightInterpolant = null;
  25822. this.loop = LoopRepeat;
  25823. this._loopCount = - 1;
  25824. // global mixer time when the action is to be started
  25825. // it's set back to 'null' upon start of the action
  25826. this._startTime = null;
  25827. // scaled local time of the action
  25828. // gets clamped or wrapped to 0..clip.duration according to loop
  25829. this.time = 0;
  25830. this.timeScale = 1;
  25831. this._effectiveTimeScale = 1;
  25832. this.weight = 1;
  25833. this._effectiveWeight = 1;
  25834. this.repetitions = Infinity; // no. of repetitions when looping
  25835. this.paused = false; // true -> zero effective time scale
  25836. this.enabled = true; // false -> zero effective weight
  25837. this.clampWhenFinished = false;// keep feeding the last frame?
  25838. this.zeroSlopeAtStart = true;// for smooth interpolation w/o separate
  25839. this.zeroSlopeAtEnd = true;// clips for start, loop and end
  25840. }
  25841. Object.assign( AnimationAction.prototype, {
  25842. // State & Scheduling
  25843. play: function () {
  25844. this._mixer._activateAction( this );
  25845. return this;
  25846. },
  25847. stop: function () {
  25848. this._mixer._deactivateAction( this );
  25849. return this.reset();
  25850. },
  25851. reset: function () {
  25852. this.paused = false;
  25853. this.enabled = true;
  25854. this.time = 0; // restart clip
  25855. this._loopCount = - 1;// forget previous loops
  25856. this._startTime = null;// forget scheduling
  25857. return this.stopFading().stopWarping();
  25858. },
  25859. isRunning: function () {
  25860. return this.enabled && ! this.paused && this.timeScale !== 0 &&
  25861. this._startTime === null && this._mixer._isActiveAction( this );
  25862. },
  25863. // return true when play has been called
  25864. isScheduled: function () {
  25865. return this._mixer._isActiveAction( this );
  25866. },
  25867. startAt: function ( time ) {
  25868. this._startTime = time;
  25869. return this;
  25870. },
  25871. setLoop: function ( mode, repetitions ) {
  25872. this.loop = mode;
  25873. this.repetitions = repetitions;
  25874. return this;
  25875. },
  25876. // Weight
  25877. // set the weight stopping any scheduled fading
  25878. // although .enabled = false yields an effective weight of zero, this
  25879. // method does *not* change .enabled, because it would be confusing
  25880. setEffectiveWeight: function ( weight ) {
  25881. this.weight = weight;
  25882. // note: same logic as when updated at runtime
  25883. this._effectiveWeight = this.enabled ? weight : 0;
  25884. return this.stopFading();
  25885. },
  25886. // return the weight considering fading and .enabled
  25887. getEffectiveWeight: function () {
  25888. return this._effectiveWeight;
  25889. },
  25890. fadeIn: function ( duration ) {
  25891. return this._scheduleFading( duration, 0, 1 );
  25892. },
  25893. fadeOut: function ( duration ) {
  25894. return this._scheduleFading( duration, 1, 0 );
  25895. },
  25896. crossFadeFrom: function ( fadeOutAction, duration, warp ) {
  25897. fadeOutAction.fadeOut( duration );
  25898. this.fadeIn( duration );
  25899. if ( warp ) {
  25900. var fadeInDuration = this._clip.duration,
  25901. fadeOutDuration = fadeOutAction._clip.duration,
  25902. startEndRatio = fadeOutDuration / fadeInDuration,
  25903. endStartRatio = fadeInDuration / fadeOutDuration;
  25904. fadeOutAction.warp( 1.0, startEndRatio, duration );
  25905. this.warp( endStartRatio, 1.0, duration );
  25906. }
  25907. return this;
  25908. },
  25909. crossFadeTo: function ( fadeInAction, duration, warp ) {
  25910. return fadeInAction.crossFadeFrom( this, duration, warp );
  25911. },
  25912. stopFading: function () {
  25913. var weightInterpolant = this._weightInterpolant;
  25914. if ( weightInterpolant !== null ) {
  25915. this._weightInterpolant = null;
  25916. this._mixer._takeBackControlInterpolant( weightInterpolant );
  25917. }
  25918. return this;
  25919. },
  25920. // Time Scale Control
  25921. // set the time scale stopping any scheduled warping
  25922. // although .paused = true yields an effective time scale of zero, this
  25923. // method does *not* change .paused, because it would be confusing
  25924. setEffectiveTimeScale: function ( timeScale ) {
  25925. this.timeScale = timeScale;
  25926. this._effectiveTimeScale = this.paused ? 0 : timeScale;
  25927. return this.stopWarping();
  25928. },
  25929. // return the time scale considering warping and .paused
  25930. getEffectiveTimeScale: function () {
  25931. return this._effectiveTimeScale;
  25932. },
  25933. setDuration: function ( duration ) {
  25934. this.timeScale = this._clip.duration / duration;
  25935. return this.stopWarping();
  25936. },
  25937. syncWith: function ( action ) {
  25938. this.time = action.time;
  25939. this.timeScale = action.timeScale;
  25940. return this.stopWarping();
  25941. },
  25942. halt: function ( duration ) {
  25943. return this.warp( this._effectiveTimeScale, 0, duration );
  25944. },
  25945. warp: function ( startTimeScale, endTimeScale, duration ) {
  25946. var mixer = this._mixer, now = mixer.time,
  25947. interpolant = this._timeScaleInterpolant,
  25948. timeScale = this.timeScale;
  25949. if ( interpolant === null ) {
  25950. interpolant = mixer._lendControlInterpolant();
  25951. this._timeScaleInterpolant = interpolant;
  25952. }
  25953. var times = interpolant.parameterPositions,
  25954. values = interpolant.sampleValues;
  25955. times[ 0 ] = now;
  25956. times[ 1 ] = now + duration;
  25957. values[ 0 ] = startTimeScale / timeScale;
  25958. values[ 1 ] = endTimeScale / timeScale;
  25959. return this;
  25960. },
  25961. stopWarping: function () {
  25962. var timeScaleInterpolant = this._timeScaleInterpolant;
  25963. if ( timeScaleInterpolant !== null ) {
  25964. this._timeScaleInterpolant = null;
  25965. this._mixer._takeBackControlInterpolant( timeScaleInterpolant );
  25966. }
  25967. return this;
  25968. },
  25969. // Object Accessors
  25970. getMixer: function () {
  25971. return this._mixer;
  25972. },
  25973. getClip: function () {
  25974. return this._clip;
  25975. },
  25976. getRoot: function () {
  25977. return this._localRoot || this._mixer._root;
  25978. },
  25979. // Interna
  25980. _update: function ( time, deltaTime, timeDirection, accuIndex ) {
  25981. // called by the mixer
  25982. if ( ! this.enabled ) {
  25983. // call ._updateWeight() to update ._effectiveWeight
  25984. this._updateWeight( time );
  25985. return;
  25986. }
  25987. var startTime = this._startTime;
  25988. if ( startTime !== null ) {
  25989. // check for scheduled start of action
  25990. var timeRunning = ( time - startTime ) * timeDirection;
  25991. if ( timeRunning < 0 || timeDirection === 0 ) {
  25992. return; // yet to come / don't decide when delta = 0
  25993. }
  25994. // start
  25995. this._startTime = null; // unschedule
  25996. deltaTime = timeDirection * timeRunning;
  25997. }
  25998. // apply time scale and advance time
  25999. deltaTime *= this._updateTimeScale( time );
  26000. var clipTime = this._updateTime( deltaTime );
  26001. // note: _updateTime may disable the action resulting in
  26002. // an effective weight of 0
  26003. var weight = this._updateWeight( time );
  26004. if ( weight > 0 ) {
  26005. var interpolants = this._interpolants;
  26006. var propertyMixers = this._propertyBindings;
  26007. for ( var j = 0, m = interpolants.length; j !== m; ++ j ) {
  26008. interpolants[ j ].evaluate( clipTime );
  26009. propertyMixers[ j ].accumulate( accuIndex, weight );
  26010. }
  26011. }
  26012. },
  26013. _updateWeight: function ( time ) {
  26014. var weight = 0;
  26015. if ( this.enabled ) {
  26016. weight = this.weight;
  26017. var interpolant = this._weightInterpolant;
  26018. if ( interpolant !== null ) {
  26019. var interpolantValue = interpolant.evaluate( time )[ 0 ];
  26020. weight *= interpolantValue;
  26021. if ( time > interpolant.parameterPositions[ 1 ] ) {
  26022. this.stopFading();
  26023. if ( interpolantValue === 0 ) {
  26024. // faded out, disable
  26025. this.enabled = false;
  26026. }
  26027. }
  26028. }
  26029. }
  26030. this._effectiveWeight = weight;
  26031. return weight;
  26032. },
  26033. _updateTimeScale: function ( time ) {
  26034. var timeScale = 0;
  26035. if ( ! this.paused ) {
  26036. timeScale = this.timeScale;
  26037. var interpolant = this._timeScaleInterpolant;
  26038. if ( interpolant !== null ) {
  26039. var interpolantValue = interpolant.evaluate( time )[ 0 ];
  26040. timeScale *= interpolantValue;
  26041. if ( time > interpolant.parameterPositions[ 1 ] ) {
  26042. this.stopWarping();
  26043. if ( timeScale === 0 ) {
  26044. // motion has halted, pause
  26045. this.paused = true;
  26046. } else {
  26047. // warp done - apply final time scale
  26048. this.timeScale = timeScale;
  26049. }
  26050. }
  26051. }
  26052. }
  26053. this._effectiveTimeScale = timeScale;
  26054. return timeScale;
  26055. },
  26056. _updateTime: function ( deltaTime ) {
  26057. var time = this.time + deltaTime;
  26058. var duration = this._clip.duration;
  26059. var loop = this.loop;
  26060. var loopCount = this._loopCount;
  26061. var pingPong = ( loop === LoopPingPong );
  26062. if ( deltaTime === 0 ) {
  26063. if ( loopCount === - 1 ) { return time; }
  26064. return ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time;
  26065. }
  26066. if ( loop === LoopOnce ) {
  26067. if ( loopCount === - 1 ) {
  26068. // just started
  26069. this._loopCount = 0;
  26070. this._setEndings( true, true, false );
  26071. }
  26072. handle_stop: {
  26073. if ( time >= duration ) {
  26074. time = duration;
  26075. } else if ( time < 0 ) {
  26076. time = 0;
  26077. } else {
  26078. this.time = time;
  26079. break handle_stop;
  26080. }
  26081. if ( this.clampWhenFinished ) { this.paused = true; }
  26082. else { this.enabled = false; }
  26083. this.time = time;
  26084. this._mixer.dispatchEvent( {
  26085. type: 'finished', action: this,
  26086. direction: deltaTime < 0 ? - 1 : 1
  26087. } );
  26088. }
  26089. } else { // repetitive Repeat or PingPong
  26090. if ( loopCount === - 1 ) {
  26091. // just started
  26092. if ( deltaTime >= 0 ) {
  26093. loopCount = 0;
  26094. this._setEndings( true, this.repetitions === 0, pingPong );
  26095. } else {
  26096. // when looping in reverse direction, the initial
  26097. // transition through zero counts as a repetition,
  26098. // so leave loopCount at -1
  26099. this._setEndings( this.repetitions === 0, true, pingPong );
  26100. }
  26101. }
  26102. if ( time >= duration || time < 0 ) {
  26103. // wrap around
  26104. var loopDelta = Math.floor( time / duration ); // signed
  26105. time -= duration * loopDelta;
  26106. loopCount += Math.abs( loopDelta );
  26107. var pending = this.repetitions - loopCount;
  26108. if ( pending <= 0 ) {
  26109. // have to stop (switch state, clamp time, fire event)
  26110. if ( this.clampWhenFinished ) { this.paused = true; }
  26111. else { this.enabled = false; }
  26112. time = deltaTime > 0 ? duration : 0;
  26113. this.time = time;
  26114. this._mixer.dispatchEvent( {
  26115. type: 'finished', action: this,
  26116. direction: deltaTime > 0 ? 1 : - 1
  26117. } );
  26118. } else {
  26119. // keep running
  26120. if ( pending === 1 ) {
  26121. // entering the last round
  26122. var atStart = deltaTime < 0;
  26123. this._setEndings( atStart, ! atStart, pingPong );
  26124. } else {
  26125. this._setEndings( false, false, pingPong );
  26126. }
  26127. this._loopCount = loopCount;
  26128. this.time = time;
  26129. this._mixer.dispatchEvent( {
  26130. type: 'loop', action: this, loopDelta: loopDelta
  26131. } );
  26132. }
  26133. } else {
  26134. this.time = time;
  26135. }
  26136. if ( pingPong && ( loopCount & 1 ) === 1 ) {
  26137. // invert time for the "pong round"
  26138. return duration - time;
  26139. }
  26140. }
  26141. return time;
  26142. },
  26143. _setEndings: function ( atStart, atEnd, pingPong ) {
  26144. var settings = this._interpolantSettings;
  26145. if ( pingPong ) {
  26146. settings.endingStart = ZeroSlopeEnding;
  26147. settings.endingEnd = ZeroSlopeEnding;
  26148. } else {
  26149. // assuming for LoopOnce atStart == atEnd == true
  26150. if ( atStart ) {
  26151. settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;
  26152. } else {
  26153. settings.endingStart = WrapAroundEnding;
  26154. }
  26155. if ( atEnd ) {
  26156. settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;
  26157. } else {
  26158. settings.endingEnd = WrapAroundEnding;
  26159. }
  26160. }
  26161. },
  26162. _scheduleFading: function ( duration, weightNow, weightThen ) {
  26163. var mixer = this._mixer, now = mixer.time,
  26164. interpolant = this._weightInterpolant;
  26165. if ( interpolant === null ) {
  26166. interpolant = mixer._lendControlInterpolant();
  26167. this._weightInterpolant = interpolant;
  26168. }
  26169. var times = interpolant.parameterPositions,
  26170. values = interpolant.sampleValues;
  26171. times[ 0 ] = now;
  26172. values[ 0 ] = weightNow;
  26173. times[ 1 ] = now + duration;
  26174. values[ 1 ] = weightThen;
  26175. return this;
  26176. }
  26177. } );
  26178. /**
  26179. *
  26180. * Player for AnimationClips.
  26181. *
  26182. *
  26183. * @author Ben Houston / http://clara.io/
  26184. * @author David Sarno / http://lighthaus.us/
  26185. * @author tschw
  26186. */
  26187. function AnimationMixer( root ) {
  26188. this._root = root;
  26189. this._initMemoryManager();
  26190. this._accuIndex = 0;
  26191. this.time = 0;
  26192. this.timeScale = 1.0;
  26193. }
  26194. AnimationMixer.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  26195. constructor: AnimationMixer,
  26196. _bindAction: function ( action, prototypeAction ) {
  26197. var root = action._localRoot || this._root,
  26198. tracks = action._clip.tracks,
  26199. nTracks = tracks.length,
  26200. bindings = action._propertyBindings,
  26201. interpolants = action._interpolants,
  26202. rootUuid = root.uuid,
  26203. bindingsByRoot = this._bindingsByRootAndName,
  26204. bindingsByName = bindingsByRoot[ rootUuid ];
  26205. if ( bindingsByName === undefined ) {
  26206. bindingsByName = {};
  26207. bindingsByRoot[ rootUuid ] = bindingsByName;
  26208. }
  26209. for ( var i = 0; i !== nTracks; ++ i ) {
  26210. var track = tracks[ i ],
  26211. trackName = track.name,
  26212. binding = bindingsByName[ trackName ];
  26213. if ( binding !== undefined ) {
  26214. bindings[ i ] = binding;
  26215. } else {
  26216. binding = bindings[ i ];
  26217. if ( binding !== undefined ) {
  26218. // existing binding, make sure the cache knows
  26219. if ( binding._cacheIndex === null ) {
  26220. ++ binding.referenceCount;
  26221. this._addInactiveBinding( binding, rootUuid, trackName );
  26222. }
  26223. continue;
  26224. }
  26225. var path = prototypeAction && prototypeAction.
  26226. _propertyBindings[ i ].binding.parsedPath;
  26227. binding = new PropertyMixer(
  26228. PropertyBinding.create( root, trackName, path ),
  26229. track.ValueTypeName, track.getValueSize() );
  26230. ++ binding.referenceCount;
  26231. this._addInactiveBinding( binding, rootUuid, trackName );
  26232. bindings[ i ] = binding;
  26233. }
  26234. interpolants[ i ].resultBuffer = binding.buffer;
  26235. }
  26236. },
  26237. _activateAction: function ( action ) {
  26238. if ( ! this._isActiveAction( action ) ) {
  26239. if ( action._cacheIndex === null ) {
  26240. // this action has been forgotten by the cache, but the user
  26241. // appears to be still using it -> rebind
  26242. var rootUuid = ( action._localRoot || this._root ).uuid,
  26243. clipUuid = action._clip.uuid,
  26244. actionsForClip = this._actionsByClip[ clipUuid ];
  26245. this._bindAction( action,
  26246. actionsForClip && actionsForClip.knownActions[ 0 ] );
  26247. this._addInactiveAction( action, clipUuid, rootUuid );
  26248. }
  26249. var bindings = action._propertyBindings;
  26250. // increment reference counts / sort out state
  26251. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  26252. var binding = bindings[ i ];
  26253. if ( binding.useCount ++ === 0 ) {
  26254. this._lendBinding( binding );
  26255. binding.saveOriginalState();
  26256. }
  26257. }
  26258. this._lendAction( action );
  26259. }
  26260. },
  26261. _deactivateAction: function ( action ) {
  26262. if ( this._isActiveAction( action ) ) {
  26263. var bindings = action._propertyBindings;
  26264. // decrement reference counts / sort out state
  26265. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  26266. var binding = bindings[ i ];
  26267. if ( -- binding.useCount === 0 ) {
  26268. binding.restoreOriginalState();
  26269. this._takeBackBinding( binding );
  26270. }
  26271. }
  26272. this._takeBackAction( action );
  26273. }
  26274. },
  26275. // Memory manager
  26276. _initMemoryManager: function () {
  26277. this._actions = []; // 'nActiveActions' followed by inactive ones
  26278. this._nActiveActions = 0;
  26279. this._actionsByClip = {};
  26280. // inside:
  26281. // {
  26282. // knownActions: Array< AnimationAction > - used as prototypes
  26283. // actionByRoot: AnimationAction - lookup
  26284. // }
  26285. this._bindings = []; // 'nActiveBindings' followed by inactive ones
  26286. this._nActiveBindings = 0;
  26287. this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >
  26288. this._controlInterpolants = []; // same game as above
  26289. this._nActiveControlInterpolants = 0;
  26290. var scope = this;
  26291. this.stats = {
  26292. actions: {
  26293. get total() {
  26294. return scope._actions.length;
  26295. },
  26296. get inUse() {
  26297. return scope._nActiveActions;
  26298. }
  26299. },
  26300. bindings: {
  26301. get total() {
  26302. return scope._bindings.length;
  26303. },
  26304. get inUse() {
  26305. return scope._nActiveBindings;
  26306. }
  26307. },
  26308. controlInterpolants: {
  26309. get total() {
  26310. return scope._controlInterpolants.length;
  26311. },
  26312. get inUse() {
  26313. return scope._nActiveControlInterpolants;
  26314. }
  26315. }
  26316. };
  26317. },
  26318. // Memory management for AnimationAction objects
  26319. _isActiveAction: function ( action ) {
  26320. var index = action._cacheIndex;
  26321. return index !== null && index < this._nActiveActions;
  26322. },
  26323. _addInactiveAction: function ( action, clipUuid, rootUuid ) {
  26324. var actions = this._actions,
  26325. actionsByClip = this._actionsByClip,
  26326. actionsForClip = actionsByClip[ clipUuid ];
  26327. if ( actionsForClip === undefined ) {
  26328. actionsForClip = {
  26329. knownActions: [ action ],
  26330. actionByRoot: {}
  26331. };
  26332. action._byClipCacheIndex = 0;
  26333. actionsByClip[ clipUuid ] = actionsForClip;
  26334. } else {
  26335. var knownActions = actionsForClip.knownActions;
  26336. action._byClipCacheIndex = knownActions.length;
  26337. knownActions.push( action );
  26338. }
  26339. action._cacheIndex = actions.length;
  26340. actions.push( action );
  26341. actionsForClip.actionByRoot[ rootUuid ] = action;
  26342. },
  26343. _removeInactiveAction: function ( action ) {
  26344. var actions = this._actions,
  26345. lastInactiveAction = actions[ actions.length - 1 ],
  26346. cacheIndex = action._cacheIndex;
  26347. lastInactiveAction._cacheIndex = cacheIndex;
  26348. actions[ cacheIndex ] = lastInactiveAction;
  26349. actions.pop();
  26350. action._cacheIndex = null;
  26351. var clipUuid = action._clip.uuid,
  26352. actionsByClip = this._actionsByClip,
  26353. actionsForClip = actionsByClip[ clipUuid ],
  26354. knownActionsForClip = actionsForClip.knownActions,
  26355. lastKnownAction =
  26356. knownActionsForClip[ knownActionsForClip.length - 1 ],
  26357. byClipCacheIndex = action._byClipCacheIndex;
  26358. lastKnownAction._byClipCacheIndex = byClipCacheIndex;
  26359. knownActionsForClip[ byClipCacheIndex ] = lastKnownAction;
  26360. knownActionsForClip.pop();
  26361. action._byClipCacheIndex = null;
  26362. var actionByRoot = actionsForClip.actionByRoot,
  26363. rootUuid = ( action._localRoot || this._root ).uuid;
  26364. delete actionByRoot[ rootUuid ];
  26365. if ( knownActionsForClip.length === 0 ) {
  26366. delete actionsByClip[ clipUuid ];
  26367. }
  26368. this._removeInactiveBindingsForAction( action );
  26369. },
  26370. _removeInactiveBindingsForAction: function ( action ) {
  26371. var bindings = action._propertyBindings;
  26372. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  26373. var binding = bindings[ i ];
  26374. if ( -- binding.referenceCount === 0 ) {
  26375. this._removeInactiveBinding( binding );
  26376. }
  26377. }
  26378. },
  26379. _lendAction: function ( action ) {
  26380. // [ active actions | inactive actions ]
  26381. // [ active actions >| inactive actions ]
  26382. // s a
  26383. // <-swap->
  26384. // a s
  26385. var actions = this._actions,
  26386. prevIndex = action._cacheIndex,
  26387. lastActiveIndex = this._nActiveActions ++,
  26388. firstInactiveAction = actions[ lastActiveIndex ];
  26389. action._cacheIndex = lastActiveIndex;
  26390. actions[ lastActiveIndex ] = action;
  26391. firstInactiveAction._cacheIndex = prevIndex;
  26392. actions[ prevIndex ] = firstInactiveAction;
  26393. },
  26394. _takeBackAction: function ( action ) {
  26395. // [ active actions | inactive actions ]
  26396. // [ active actions |< inactive actions ]
  26397. // a s
  26398. // <-swap->
  26399. // s a
  26400. var actions = this._actions,
  26401. prevIndex = action._cacheIndex,
  26402. firstInactiveIndex = -- this._nActiveActions,
  26403. lastActiveAction = actions[ firstInactiveIndex ];
  26404. action._cacheIndex = firstInactiveIndex;
  26405. actions[ firstInactiveIndex ] = action;
  26406. lastActiveAction._cacheIndex = prevIndex;
  26407. actions[ prevIndex ] = lastActiveAction;
  26408. },
  26409. // Memory management for PropertyMixer objects
  26410. _addInactiveBinding: function ( binding, rootUuid, trackName ) {
  26411. var bindingsByRoot = this._bindingsByRootAndName,
  26412. bindingByName = bindingsByRoot[ rootUuid ],
  26413. bindings = this._bindings;
  26414. if ( bindingByName === undefined ) {
  26415. bindingByName = {};
  26416. bindingsByRoot[ rootUuid ] = bindingByName;
  26417. }
  26418. bindingByName[ trackName ] = binding;
  26419. binding._cacheIndex = bindings.length;
  26420. bindings.push( binding );
  26421. },
  26422. _removeInactiveBinding: function ( binding ) {
  26423. var bindings = this._bindings,
  26424. propBinding = binding.binding,
  26425. rootUuid = propBinding.rootNode.uuid,
  26426. trackName = propBinding.path,
  26427. bindingsByRoot = this._bindingsByRootAndName,
  26428. bindingByName = bindingsByRoot[ rootUuid ],
  26429. lastInactiveBinding = bindings[ bindings.length - 1 ],
  26430. cacheIndex = binding._cacheIndex;
  26431. lastInactiveBinding._cacheIndex = cacheIndex;
  26432. bindings[ cacheIndex ] = lastInactiveBinding;
  26433. bindings.pop();
  26434. delete bindingByName[ trackName ];
  26435. if ( Object.keys( bindingByName ).length === 0 ) {
  26436. delete bindingsByRoot[ rootUuid ];
  26437. }
  26438. },
  26439. _lendBinding: function ( binding ) {
  26440. var bindings = this._bindings,
  26441. prevIndex = binding._cacheIndex,
  26442. lastActiveIndex = this._nActiveBindings ++,
  26443. firstInactiveBinding = bindings[ lastActiveIndex ];
  26444. binding._cacheIndex = lastActiveIndex;
  26445. bindings[ lastActiveIndex ] = binding;
  26446. firstInactiveBinding._cacheIndex = prevIndex;
  26447. bindings[ prevIndex ] = firstInactiveBinding;
  26448. },
  26449. _takeBackBinding: function ( binding ) {
  26450. var bindings = this._bindings,
  26451. prevIndex = binding._cacheIndex,
  26452. firstInactiveIndex = -- this._nActiveBindings,
  26453. lastActiveBinding = bindings[ firstInactiveIndex ];
  26454. binding._cacheIndex = firstInactiveIndex;
  26455. bindings[ firstInactiveIndex ] = binding;
  26456. lastActiveBinding._cacheIndex = prevIndex;
  26457. bindings[ prevIndex ] = lastActiveBinding;
  26458. },
  26459. // Memory management of Interpolants for weight and time scale
  26460. _lendControlInterpolant: function () {
  26461. var interpolants = this._controlInterpolants,
  26462. lastActiveIndex = this._nActiveControlInterpolants ++,
  26463. interpolant = interpolants[ lastActiveIndex ];
  26464. if ( interpolant === undefined ) {
  26465. interpolant = new LinearInterpolant(
  26466. new Float32Array( 2 ), new Float32Array( 2 ),
  26467. 1, this._controlInterpolantsResultBuffer );
  26468. interpolant.__cacheIndex = lastActiveIndex;
  26469. interpolants[ lastActiveIndex ] = interpolant;
  26470. }
  26471. return interpolant;
  26472. },
  26473. _takeBackControlInterpolant: function ( interpolant ) {
  26474. var interpolants = this._controlInterpolants,
  26475. prevIndex = interpolant.__cacheIndex,
  26476. firstInactiveIndex = -- this._nActiveControlInterpolants,
  26477. lastActiveInterpolant = interpolants[ firstInactiveIndex ];
  26478. interpolant.__cacheIndex = firstInactiveIndex;
  26479. interpolants[ firstInactiveIndex ] = interpolant;
  26480. lastActiveInterpolant.__cacheIndex = prevIndex;
  26481. interpolants[ prevIndex ] = lastActiveInterpolant;
  26482. },
  26483. _controlInterpolantsResultBuffer: new Float32Array( 1 ),
  26484. // return an action for a clip optionally using a custom root target
  26485. // object (this method allocates a lot of dynamic memory in case a
  26486. // previously unknown clip/root combination is specified)
  26487. clipAction: function ( clip, optionalRoot ) {
  26488. var root = optionalRoot || this._root,
  26489. rootUuid = root.uuid,
  26490. clipObject = typeof clip === 'string' ?
  26491. AnimationClip.findByName( root, clip ) : clip,
  26492. clipUuid = clipObject !== null ? clipObject.uuid : clip,
  26493. actionsForClip = this._actionsByClip[ clipUuid ],
  26494. prototypeAction = null;
  26495. if ( actionsForClip !== undefined ) {
  26496. var existingAction =
  26497. actionsForClip.actionByRoot[ rootUuid ];
  26498. if ( existingAction !== undefined ) {
  26499. return existingAction;
  26500. }
  26501. // we know the clip, so we don't have to parse all
  26502. // the bindings again but can just copy
  26503. prototypeAction = actionsForClip.knownActions[ 0 ];
  26504. // also, take the clip from the prototype action
  26505. if ( clipObject === null )
  26506. { clipObject = prototypeAction._clip; }
  26507. }
  26508. // clip must be known when specified via string
  26509. if ( clipObject === null ) { return null; }
  26510. // allocate all resources required to run it
  26511. var newAction = new AnimationAction( this, clipObject, optionalRoot );
  26512. this._bindAction( newAction, prototypeAction );
  26513. // and make the action known to the memory manager
  26514. this._addInactiveAction( newAction, clipUuid, rootUuid );
  26515. return newAction;
  26516. },
  26517. // get an existing action
  26518. existingAction: function ( clip, optionalRoot ) {
  26519. var root = optionalRoot || this._root,
  26520. rootUuid = root.uuid,
  26521. clipObject = typeof clip === 'string' ?
  26522. AnimationClip.findByName( root, clip ) : clip,
  26523. clipUuid = clipObject ? clipObject.uuid : clip,
  26524. actionsForClip = this._actionsByClip[ clipUuid ];
  26525. if ( actionsForClip !== undefined ) {
  26526. return actionsForClip.actionByRoot[ rootUuid ] || null;
  26527. }
  26528. return null;
  26529. },
  26530. // deactivates all previously scheduled actions
  26531. stopAllAction: function () {
  26532. var actions = this._actions,
  26533. nActions = this._nActiveActions,
  26534. bindings = this._bindings,
  26535. nBindings = this._nActiveBindings;
  26536. this._nActiveActions = 0;
  26537. this._nActiveBindings = 0;
  26538. for ( var i = 0; i !== nActions; ++ i ) {
  26539. actions[ i ].reset();
  26540. }
  26541. for ( var i = 0; i !== nBindings; ++ i ) {
  26542. bindings[ i ].useCount = 0;
  26543. }
  26544. return this;
  26545. },
  26546. // advance the time and update apply the animation
  26547. update: function ( deltaTime ) {
  26548. deltaTime *= this.timeScale;
  26549. var actions = this._actions,
  26550. nActions = this._nActiveActions,
  26551. time = this.time += deltaTime,
  26552. timeDirection = Math.sign( deltaTime ),
  26553. accuIndex = this._accuIndex ^= 1;
  26554. // run active actions
  26555. for ( var i = 0; i !== nActions; ++ i ) {
  26556. var action = actions[ i ];
  26557. action._update( time, deltaTime, timeDirection, accuIndex );
  26558. }
  26559. // update scene graph
  26560. var bindings = this._bindings,
  26561. nBindings = this._nActiveBindings;
  26562. for ( var i = 0; i !== nBindings; ++ i ) {
  26563. bindings[ i ].apply( accuIndex );
  26564. }
  26565. return this;
  26566. },
  26567. // return this mixer's root target object
  26568. getRoot: function () {
  26569. return this._root;
  26570. },
  26571. // free all resources specific to a particular clip
  26572. uncacheClip: function ( clip ) {
  26573. var actions = this._actions,
  26574. clipUuid = clip.uuid,
  26575. actionsByClip = this._actionsByClip,
  26576. actionsForClip = actionsByClip[ clipUuid ];
  26577. if ( actionsForClip !== undefined ) {
  26578. // note: just calling _removeInactiveAction would mess up the
  26579. // iteration state and also require updating the state we can
  26580. // just throw away
  26581. var actionsToRemove = actionsForClip.knownActions;
  26582. for ( var i = 0, n = actionsToRemove.length; i !== n; ++ i ) {
  26583. var action = actionsToRemove[ i ];
  26584. this._deactivateAction( action );
  26585. var cacheIndex = action._cacheIndex,
  26586. lastInactiveAction = actions[ actions.length - 1 ];
  26587. action._cacheIndex = null;
  26588. action._byClipCacheIndex = null;
  26589. lastInactiveAction._cacheIndex = cacheIndex;
  26590. actions[ cacheIndex ] = lastInactiveAction;
  26591. actions.pop();
  26592. this._removeInactiveBindingsForAction( action );
  26593. }
  26594. delete actionsByClip[ clipUuid ];
  26595. }
  26596. },
  26597. // free all resources specific to a particular root target object
  26598. uncacheRoot: function ( root ) {
  26599. var rootUuid = root.uuid,
  26600. actionsByClip = this._actionsByClip;
  26601. for ( var clipUuid in actionsByClip ) {
  26602. var actionByRoot = actionsByClip[ clipUuid ].actionByRoot,
  26603. action = actionByRoot[ rootUuid ];
  26604. if ( action !== undefined ) {
  26605. this._deactivateAction( action );
  26606. this._removeInactiveAction( action );
  26607. }
  26608. }
  26609. var bindingsByRoot = this._bindingsByRootAndName,
  26610. bindingByName = bindingsByRoot[ rootUuid ];
  26611. if ( bindingByName !== undefined ) {
  26612. for ( var trackName in bindingByName ) {
  26613. var binding = bindingByName[ trackName ];
  26614. binding.restoreOriginalState();
  26615. this._removeInactiveBinding( binding );
  26616. }
  26617. }
  26618. },
  26619. // remove a targeted clip from the cache
  26620. uncacheAction: function ( clip, optionalRoot ) {
  26621. var action = this.existingAction( clip, optionalRoot );
  26622. if ( action !== null ) {
  26623. this._deactivateAction( action );
  26624. this._removeInactiveAction( action );
  26625. }
  26626. }
  26627. } );
  26628. /**
  26629. * @author mrdoob / http://mrdoob.com/
  26630. */
  26631. function Uniform( value ) {
  26632. if ( typeof value === 'string' ) {
  26633. console.warn( 'THREE.Uniform: Type parameter is no longer needed.' );
  26634. value = arguments[ 1 ];
  26635. }
  26636. this.value = value;
  26637. }
  26638. Uniform.prototype.clone = function () {
  26639. return new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );
  26640. };
  26641. /**
  26642. * @author benaadams / https://twitter.com/ben_a_adams
  26643. */
  26644. function InstancedInterleavedBuffer( array, stride, meshPerAttribute ) {
  26645. InterleavedBuffer.call( this, array, stride );
  26646. this.meshPerAttribute = meshPerAttribute || 1;
  26647. }
  26648. InstancedInterleavedBuffer.prototype = Object.assign( Object.create( InterleavedBuffer.prototype ), {
  26649. constructor: InstancedInterleavedBuffer,
  26650. isInstancedInterleavedBuffer: true,
  26651. copy: function ( source ) {
  26652. InterleavedBuffer.prototype.copy.call( this, source );
  26653. this.meshPerAttribute = source.meshPerAttribute;
  26654. return this;
  26655. }
  26656. } );
  26657. /**
  26658. * @author mrdoob / http://mrdoob.com/
  26659. * @author bhouston / http://clara.io/
  26660. * @author stephomi / http://stephaneginier.com/
  26661. */
  26662. function Raycaster( origin, direction, near, far ) {
  26663. this.ray = new Ray( origin, direction );
  26664. // direction is assumed to be normalized (for accurate distance calculations)
  26665. this.near = near || 0;
  26666. this.far = far || Infinity;
  26667. this.camera = null;
  26668. this.params = {
  26669. Mesh: {},
  26670. Line: {},
  26671. LOD: {},
  26672. Points: { threshold: 1 },
  26673. Sprite: {}
  26674. };
  26675. Object.defineProperties( this.params, {
  26676. PointCloud: {
  26677. get: function () {
  26678. console.warn( 'THREE.Raycaster: params.PointCloud has been renamed to params.Points.' );
  26679. return this.Points;
  26680. }
  26681. }
  26682. } );
  26683. }
  26684. function ascSort( a, b ) {
  26685. return a.distance - b.distance;
  26686. }
  26687. function intersectObject( object, raycaster, intersects, recursive ) {
  26688. if ( object.visible === false ) { return; }
  26689. object.raycast( raycaster, intersects );
  26690. if ( recursive === true ) {
  26691. var children = object.children;
  26692. for ( var i = 0, l = children.length; i < l; i ++ ) {
  26693. intersectObject( children[ i ], raycaster, intersects, true );
  26694. }
  26695. }
  26696. }
  26697. Object.assign( Raycaster.prototype, {
  26698. linePrecision: 1,
  26699. set: function ( origin, direction ) {
  26700. // direction is assumed to be normalized (for accurate distance calculations)
  26701. this.ray.set( origin, direction );
  26702. },
  26703. setFromCamera: function ( coords, camera ) {
  26704. if ( ( camera && camera.isPerspectiveCamera ) ) {
  26705. this.ray.origin.setFromMatrixPosition( camera.matrixWorld );
  26706. this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();
  26707. this.camera = camera;
  26708. } else if ( ( camera && camera.isOrthographicCamera ) ) {
  26709. this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera
  26710. this.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld );
  26711. this.camera = camera;
  26712. } else {
  26713. console.error( 'THREE.Raycaster: Unsupported camera type.' );
  26714. }
  26715. },
  26716. intersectObject: function ( object, recursive, optionalTarget ) {
  26717. var intersects = optionalTarget || [];
  26718. intersectObject( object, this, intersects, recursive );
  26719. intersects.sort( ascSort );
  26720. return intersects;
  26721. },
  26722. intersectObjects: function ( objects, recursive, optionalTarget ) {
  26723. var intersects = optionalTarget || [];
  26724. if ( Array.isArray( objects ) === false ) {
  26725. console.warn( 'THREE.Raycaster.intersectObjects: objects is not an Array.' );
  26726. return intersects;
  26727. }
  26728. for ( var i = 0, l = objects.length; i < l; i ++ ) {
  26729. intersectObject( objects[ i ], this, intersects, recursive );
  26730. }
  26731. intersects.sort( ascSort );
  26732. return intersects;
  26733. }
  26734. } );
  26735. /**
  26736. * @author bhouston / http://clara.io
  26737. * @author WestLangley / http://github.com/WestLangley
  26738. *
  26739. * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system
  26740. *
  26741. * The polar angle (phi) is measured from the positive y-axis. The positive y-axis is up.
  26742. * The azimuthal angle (theta) is measured from the positive z-axiz.
  26743. */
  26744. function Spherical( radius, phi, theta ) {
  26745. this.radius = ( radius !== undefined ) ? radius : 1.0;
  26746. this.phi = ( phi !== undefined ) ? phi : 0; // polar angle
  26747. this.theta = ( theta !== undefined ) ? theta : 0; // azimuthal angle
  26748. return this;
  26749. }
  26750. Object.assign( Spherical.prototype, {
  26751. set: function ( radius, phi, theta ) {
  26752. this.radius = radius;
  26753. this.phi = phi;
  26754. this.theta = theta;
  26755. return this;
  26756. },
  26757. clone: function () {
  26758. return new this.constructor().copy( this );
  26759. },
  26760. copy: function ( other ) {
  26761. this.radius = other.radius;
  26762. this.phi = other.phi;
  26763. this.theta = other.theta;
  26764. return this;
  26765. },
  26766. // restrict phi to be betwee EPS and PI-EPS
  26767. makeSafe: function () {
  26768. var EPS = 0.000001;
  26769. this.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) );
  26770. return this;
  26771. },
  26772. setFromVector3: function ( v ) {
  26773. return this.setFromCartesianCoords( v.x, v.y, v.z );
  26774. },
  26775. setFromCartesianCoords: function ( x, y, z ) {
  26776. this.radius = Math.sqrt( x * x + y * y + z * z );
  26777. if ( this.radius === 0 ) {
  26778. this.theta = 0;
  26779. this.phi = 0;
  26780. } else {
  26781. this.theta = Math.atan2( x, z );
  26782. this.phi = Math.acos( _Math.clamp( y / this.radius, - 1, 1 ) );
  26783. }
  26784. return this;
  26785. }
  26786. } );
  26787. /**
  26788. * @author Mugen87 / https://github.com/Mugen87
  26789. *
  26790. * Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system
  26791. *
  26792. */
  26793. function Cylindrical( radius, theta, y ) {
  26794. this.radius = ( radius !== undefined ) ? radius : 1.0; // distance from the origin to a point in the x-z plane
  26795. this.theta = ( theta !== undefined ) ? theta : 0; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis
  26796. this.y = ( y !== undefined ) ? y : 0; // height above the x-z plane
  26797. return this;
  26798. }
  26799. Object.assign( Cylindrical.prototype, {
  26800. set: function ( radius, theta, y ) {
  26801. this.radius = radius;
  26802. this.theta = theta;
  26803. this.y = y;
  26804. return this;
  26805. },
  26806. clone: function () {
  26807. return new this.constructor().copy( this );
  26808. },
  26809. copy: function ( other ) {
  26810. this.radius = other.radius;
  26811. this.theta = other.theta;
  26812. this.y = other.y;
  26813. return this;
  26814. },
  26815. setFromVector3: function ( v ) {
  26816. return this.setFromCartesianCoords( v.x, v.y, v.z );
  26817. },
  26818. setFromCartesianCoords: function ( x, y, z ) {
  26819. this.radius = Math.sqrt( x * x + z * z );
  26820. this.theta = Math.atan2( x, z );
  26821. this.y = y;
  26822. return this;
  26823. }
  26824. } );
  26825. /**
  26826. * @author bhouston / http://clara.io
  26827. */
  26828. var _vector$6 = new Vector2();
  26829. function Box2( min, max ) {
  26830. this.min = ( min !== undefined ) ? min : new Vector2( + Infinity, + Infinity );
  26831. this.max = ( max !== undefined ) ? max : new Vector2( - Infinity, - Infinity );
  26832. }
  26833. Object.assign( Box2.prototype, {
  26834. set: function ( min, max ) {
  26835. this.min.copy( min );
  26836. this.max.copy( max );
  26837. return this;
  26838. },
  26839. setFromPoints: function ( points ) {
  26840. this.makeEmpty();
  26841. for ( var i = 0, il = points.length; i < il; i ++ ) {
  26842. this.expandByPoint( points[ i ] );
  26843. }
  26844. return this;
  26845. },
  26846. setFromCenterAndSize: function ( center, size ) {
  26847. var halfSize = _vector$6.copy( size ).multiplyScalar( 0.5 );
  26848. this.min.copy( center ).sub( halfSize );
  26849. this.max.copy( center ).add( halfSize );
  26850. return this;
  26851. },
  26852. clone: function () {
  26853. return new this.constructor().copy( this );
  26854. },
  26855. copy: function ( box ) {
  26856. this.min.copy( box.min );
  26857. this.max.copy( box.max );
  26858. return this;
  26859. },
  26860. makeEmpty: function () {
  26861. this.min.x = this.min.y = + Infinity;
  26862. this.max.x = this.max.y = - Infinity;
  26863. return this;
  26864. },
  26865. isEmpty: function () {
  26866. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  26867. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );
  26868. },
  26869. getCenter: function ( target ) {
  26870. if ( target === undefined ) {
  26871. console.warn( 'THREE.Box2: .getCenter() target is now required' );
  26872. target = new Vector2();
  26873. }
  26874. return this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  26875. },
  26876. getSize: function ( target ) {
  26877. if ( target === undefined ) {
  26878. console.warn( 'THREE.Box2: .getSize() target is now required' );
  26879. target = new Vector2();
  26880. }
  26881. return this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min );
  26882. },
  26883. expandByPoint: function ( point ) {
  26884. this.min.min( point );
  26885. this.max.max( point );
  26886. return this;
  26887. },
  26888. expandByVector: function ( vector ) {
  26889. this.min.sub( vector );
  26890. this.max.add( vector );
  26891. return this;
  26892. },
  26893. expandByScalar: function ( scalar ) {
  26894. this.min.addScalar( - scalar );
  26895. this.max.addScalar( scalar );
  26896. return this;
  26897. },
  26898. containsPoint: function ( point ) {
  26899. return point.x < this.min.x || point.x > this.max.x ||
  26900. point.y < this.min.y || point.y > this.max.y ? false : true;
  26901. },
  26902. containsBox: function ( box ) {
  26903. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  26904. this.min.y <= box.min.y && box.max.y <= this.max.y;
  26905. },
  26906. getParameter: function ( point, target ) {
  26907. // This can potentially have a divide by zero if the box
  26908. // has a size dimension of 0.
  26909. if ( target === undefined ) {
  26910. console.warn( 'THREE.Box2: .getParameter() target is now required' );
  26911. target = new Vector2();
  26912. }
  26913. return target.set(
  26914. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  26915. ( point.y - this.min.y ) / ( this.max.y - this.min.y )
  26916. );
  26917. },
  26918. intersectsBox: function ( box ) {
  26919. // using 4 splitting planes to rule out intersections
  26920. return box.max.x < this.min.x || box.min.x > this.max.x ||
  26921. box.max.y < this.min.y || box.min.y > this.max.y ? false : true;
  26922. },
  26923. clampPoint: function ( point, target ) {
  26924. if ( target === undefined ) {
  26925. console.warn( 'THREE.Box2: .clampPoint() target is now required' );
  26926. target = new Vector2();
  26927. }
  26928. return target.copy( point ).clamp( this.min, this.max );
  26929. },
  26930. distanceToPoint: function ( point ) {
  26931. var clampedPoint = _vector$6.copy( point ).clamp( this.min, this.max );
  26932. return clampedPoint.sub( point ).length();
  26933. },
  26934. intersect: function ( box ) {
  26935. this.min.max( box.min );
  26936. this.max.min( box.max );
  26937. return this;
  26938. },
  26939. union: function ( box ) {
  26940. this.min.min( box.min );
  26941. this.max.max( box.max );
  26942. return this;
  26943. },
  26944. translate: function ( offset ) {
  26945. this.min.add( offset );
  26946. this.max.add( offset );
  26947. return this;
  26948. },
  26949. equals: function ( box ) {
  26950. return box.min.equals( this.min ) && box.max.equals( this.max );
  26951. }
  26952. } );
  26953. /**
  26954. * @author bhouston / http://clara.io
  26955. */
  26956. var _startP = new Vector3();
  26957. var _startEnd = new Vector3();
  26958. function Line3( start, end ) {
  26959. this.start = ( start !== undefined ) ? start : new Vector3();
  26960. this.end = ( end !== undefined ) ? end : new Vector3();
  26961. }
  26962. Object.assign( Line3.prototype, {
  26963. set: function ( start, end ) {
  26964. this.start.copy( start );
  26965. this.end.copy( end );
  26966. return this;
  26967. },
  26968. clone: function () {
  26969. return new this.constructor().copy( this );
  26970. },
  26971. copy: function ( line ) {
  26972. this.start.copy( line.start );
  26973. this.end.copy( line.end );
  26974. return this;
  26975. },
  26976. getCenter: function ( target ) {
  26977. if ( target === undefined ) {
  26978. console.warn( 'THREE.Line3: .getCenter() target is now required' );
  26979. target = new Vector3();
  26980. }
  26981. return target.addVectors( this.start, this.end ).multiplyScalar( 0.5 );
  26982. },
  26983. delta: function ( target ) {
  26984. if ( target === undefined ) {
  26985. console.warn( 'THREE.Line3: .delta() target is now required' );
  26986. target = new Vector3();
  26987. }
  26988. return target.subVectors( this.end, this.start );
  26989. },
  26990. distanceSq: function () {
  26991. return this.start.distanceToSquared( this.end );
  26992. },
  26993. distance: function () {
  26994. return this.start.distanceTo( this.end );
  26995. },
  26996. at: function ( t, target ) {
  26997. if ( target === undefined ) {
  26998. console.warn( 'THREE.Line3: .at() target is now required' );
  26999. target = new Vector3();
  27000. }
  27001. return this.delta( target ).multiplyScalar( t ).add( this.start );
  27002. },
  27003. closestPointToPointParameter: function ( point, clampToLine ) {
  27004. _startP.subVectors( point, this.start );
  27005. _startEnd.subVectors( this.end, this.start );
  27006. var startEnd2 = _startEnd.dot( _startEnd );
  27007. var startEnd_startP = _startEnd.dot( _startP );
  27008. var t = startEnd_startP / startEnd2;
  27009. if ( clampToLine ) {
  27010. t = _Math.clamp( t, 0, 1 );
  27011. }
  27012. return t;
  27013. },
  27014. closestPointToPoint: function ( point, clampToLine, target ) {
  27015. var t = this.closestPointToPointParameter( point, clampToLine );
  27016. if ( target === undefined ) {
  27017. console.warn( 'THREE.Line3: .closestPointToPoint() target is now required' );
  27018. target = new Vector3();
  27019. }
  27020. return this.delta( target ).multiplyScalar( t ).add( this.start );
  27021. },
  27022. applyMatrix4: function ( matrix ) {
  27023. this.start.applyMatrix4( matrix );
  27024. this.end.applyMatrix4( matrix );
  27025. return this;
  27026. },
  27027. equals: function ( line ) {
  27028. return line.start.equals( this.start ) && line.end.equals( this.end );
  27029. }
  27030. } );
  27031. /**
  27032. * @author alteredq / http://alteredqualia.com/
  27033. */
  27034. function ImmediateRenderObject( material ) {
  27035. Object3D.call( this );
  27036. this.material = material;
  27037. this.render = function ( /* renderCallback */ ) {};
  27038. }
  27039. ImmediateRenderObject.prototype = Object.create( Object3D.prototype );
  27040. ImmediateRenderObject.prototype.constructor = ImmediateRenderObject;
  27041. ImmediateRenderObject.prototype.isImmediateRenderObject = true;
  27042. /**
  27043. * @author mrdoob / http://mrdoob.com/
  27044. * @author WestLangley / http://github.com/WestLangley
  27045. */
  27046. var _v1$5 = new Vector3();
  27047. var _v2$3 = new Vector3();
  27048. var _normalMatrix$1 = new Matrix3();
  27049. var _keys = [ 'a', 'b', 'c' ];
  27050. function VertexNormalsHelper( object, size, hex, linewidth ) {
  27051. this.object = object;
  27052. this.size = ( size !== undefined ) ? size : 1;
  27053. var color = ( hex !== undefined ) ? hex : 0xff0000;
  27054. var width = ( linewidth !== undefined ) ? linewidth : 1;
  27055. //
  27056. var nNormals = 0;
  27057. var objGeometry = this.object.geometry;
  27058. if ( objGeometry && objGeometry.isGeometry ) {
  27059. nNormals = objGeometry.faces.length * 3;
  27060. } else if ( objGeometry && objGeometry.isBufferGeometry ) {
  27061. nNormals = objGeometry.attributes.normal.count;
  27062. }
  27063. //
  27064. var geometry = new BufferGeometry();
  27065. var positions = new Float32BufferAttribute( nNormals * 2 * 3, 3 );
  27066. geometry.addAttribute( 'position', positions );
  27067. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, linewidth: width } ) );
  27068. //
  27069. this.matrixAutoUpdate = false;
  27070. this.update();
  27071. }
  27072. VertexNormalsHelper.prototype = Object.create( LineSegments.prototype );
  27073. VertexNormalsHelper.prototype.constructor = VertexNormalsHelper;
  27074. VertexNormalsHelper.prototype.update = function () {
  27075. this.object.updateMatrixWorld( true );
  27076. _normalMatrix$1.getNormalMatrix( this.object.matrixWorld );
  27077. var matrixWorld = this.object.matrixWorld;
  27078. var position = this.geometry.attributes.position;
  27079. //
  27080. var objGeometry = this.object.geometry;
  27081. if ( objGeometry && objGeometry.isGeometry ) {
  27082. var vertices = objGeometry.vertices;
  27083. var faces = objGeometry.faces;
  27084. var idx = 0;
  27085. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  27086. var face = faces[ i ];
  27087. for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
  27088. var vertex = vertices[ face[ _keys[ j ] ] ];
  27089. var normal = face.vertexNormals[ j ];
  27090. _v1$5.copy( vertex ).applyMatrix4( matrixWorld );
  27091. _v2$3.copy( normal ).applyMatrix3( _normalMatrix$1 ).normalize().multiplyScalar( this.size ).add( _v1$5 );
  27092. position.setXYZ( idx, _v1$5.x, _v1$5.y, _v1$5.z );
  27093. idx = idx + 1;
  27094. position.setXYZ( idx, _v2$3.x, _v2$3.y, _v2$3.z );
  27095. idx = idx + 1;
  27096. }
  27097. }
  27098. } else if ( objGeometry && objGeometry.isBufferGeometry ) {
  27099. var objPos = objGeometry.attributes.position;
  27100. var objNorm = objGeometry.attributes.normal;
  27101. var idx = 0;
  27102. // for simplicity, ignore index and drawcalls, and render every normal
  27103. for ( var j = 0, jl = objPos.count; j < jl; j ++ ) {
  27104. _v1$5.set( objPos.getX( j ), objPos.getY( j ), objPos.getZ( j ) ).applyMatrix4( matrixWorld );
  27105. _v2$3.set( objNorm.getX( j ), objNorm.getY( j ), objNorm.getZ( j ) );
  27106. _v2$3.applyMatrix3( _normalMatrix$1 ).normalize().multiplyScalar( this.size ).add( _v1$5 );
  27107. position.setXYZ( idx, _v1$5.x, _v1$5.y, _v1$5.z );
  27108. idx = idx + 1;
  27109. position.setXYZ( idx, _v2$3.x, _v2$3.y, _v2$3.z );
  27110. idx = idx + 1;
  27111. }
  27112. }
  27113. position.needsUpdate = true;
  27114. };
  27115. /**
  27116. * @author alteredq / http://alteredqualia.com/
  27117. * @author mrdoob / http://mrdoob.com/
  27118. * @author WestLangley / http://github.com/WestLangley
  27119. */
  27120. var _vector$7 = new Vector3();
  27121. function SpotLightHelper( light, color ) {
  27122. Object3D.call( this );
  27123. this.light = light;
  27124. this.light.updateMatrixWorld();
  27125. this.matrix = light.matrixWorld;
  27126. this.matrixAutoUpdate = false;
  27127. this.color = color;
  27128. var geometry = new BufferGeometry();
  27129. var positions = [
  27130. 0, 0, 0, 0, 0, 1,
  27131. 0, 0, 0, 1, 0, 1,
  27132. 0, 0, 0, - 1, 0, 1,
  27133. 0, 0, 0, 0, 1, 1,
  27134. 0, 0, 0, 0, - 1, 1
  27135. ];
  27136. for ( var i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {
  27137. var p1 = ( i / l ) * Math.PI * 2;
  27138. var p2 = ( j / l ) * Math.PI * 2;
  27139. positions.push(
  27140. Math.cos( p1 ), Math.sin( p1 ), 1,
  27141. Math.cos( p2 ), Math.sin( p2 ), 1
  27142. );
  27143. }
  27144. geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  27145. var material = new LineBasicMaterial( { fog: false } );
  27146. this.cone = new LineSegments( geometry, material );
  27147. this.add( this.cone );
  27148. this.update();
  27149. }
  27150. SpotLightHelper.prototype = Object.create( Object3D.prototype );
  27151. SpotLightHelper.prototype.constructor = SpotLightHelper;
  27152. SpotLightHelper.prototype.dispose = function () {
  27153. this.cone.geometry.dispose();
  27154. this.cone.material.dispose();
  27155. };
  27156. SpotLightHelper.prototype.update = function () {
  27157. this.light.updateMatrixWorld();
  27158. var coneLength = this.light.distance ? this.light.distance : 1000;
  27159. var coneWidth = coneLength * Math.tan( this.light.angle );
  27160. this.cone.scale.set( coneWidth, coneWidth, coneLength );
  27161. _vector$7.setFromMatrixPosition( this.light.target.matrixWorld );
  27162. this.cone.lookAt( _vector$7 );
  27163. if ( this.color !== undefined ) {
  27164. this.cone.material.color.set( this.color );
  27165. } else {
  27166. this.cone.material.color.copy( this.light.color );
  27167. }
  27168. };
  27169. /**
  27170. * @author Sean Griffin / http://twitter.com/sgrif
  27171. * @author Michael Guerrero / http://realitymeltdown.com
  27172. * @author mrdoob / http://mrdoob.com/
  27173. * @author ikerr / http://verold.com
  27174. * @author Mugen87 / https://github.com/Mugen87
  27175. */
  27176. var _vector$8 = new Vector3();
  27177. var _boneMatrix = new Matrix4();
  27178. var _matrixWorldInv = new Matrix4();
  27179. function getBoneList( object ) {
  27180. var boneList = [];
  27181. if ( object && object.isBone ) {
  27182. boneList.push( object );
  27183. }
  27184. for ( var i = 0; i < object.children.length; i ++ ) {
  27185. boneList.push.apply( boneList, getBoneList( object.children[ i ] ) );
  27186. }
  27187. return boneList;
  27188. }
  27189. function SkeletonHelper( object ) {
  27190. var bones = getBoneList( object );
  27191. var geometry = new BufferGeometry();
  27192. var vertices = [];
  27193. var colors = [];
  27194. var color1 = new Color( 0, 0, 1 );
  27195. var color2 = new Color( 0, 1, 0 );
  27196. for ( var i = 0; i < bones.length; i ++ ) {
  27197. var bone = bones[ i ];
  27198. if ( bone.parent && bone.parent.isBone ) {
  27199. vertices.push( 0, 0, 0 );
  27200. vertices.push( 0, 0, 0 );
  27201. colors.push( color1.r, color1.g, color1.b );
  27202. colors.push( color2.r, color2.g, color2.b );
  27203. }
  27204. }
  27205. geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27206. geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27207. var material = new LineBasicMaterial( { vertexColors: VertexColors, depthTest: false, depthWrite: false, transparent: true } );
  27208. LineSegments.call( this, geometry, material );
  27209. this.root = object;
  27210. this.bones = bones;
  27211. this.matrix = object.matrixWorld;
  27212. this.matrixAutoUpdate = false;
  27213. }
  27214. SkeletonHelper.prototype = Object.create( LineSegments.prototype );
  27215. SkeletonHelper.prototype.constructor = SkeletonHelper;
  27216. SkeletonHelper.prototype.updateMatrixWorld = function ( force ) {
  27217. var bones = this.bones;
  27218. var geometry = this.geometry;
  27219. var position = geometry.getAttribute( 'position' );
  27220. _matrixWorldInv.getInverse( this.root.matrixWorld );
  27221. for ( var i = 0, j = 0; i < bones.length; i ++ ) {
  27222. var bone = bones[ i ];
  27223. if ( bone.parent && bone.parent.isBone ) {
  27224. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.matrixWorld );
  27225. _vector$8.setFromMatrixPosition( _boneMatrix );
  27226. position.setXYZ( j, _vector$8.x, _vector$8.y, _vector$8.z );
  27227. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.parent.matrixWorld );
  27228. _vector$8.setFromMatrixPosition( _boneMatrix );
  27229. position.setXYZ( j + 1, _vector$8.x, _vector$8.y, _vector$8.z );
  27230. j += 2;
  27231. }
  27232. }
  27233. geometry.getAttribute( 'position' ).needsUpdate = true;
  27234. Object3D.prototype.updateMatrixWorld.call( this, force );
  27235. };
  27236. /**
  27237. * @author alteredq / http://alteredqualia.com/
  27238. * @author mrdoob / http://mrdoob.com/
  27239. */
  27240. function PointLightHelper( light, sphereSize, color ) {
  27241. this.light = light;
  27242. this.light.updateMatrixWorld();
  27243. this.color = color;
  27244. var geometry = new SphereBufferGeometry( sphereSize, 4, 2 );
  27245. var material = new MeshBasicMaterial( { wireframe: true, fog: false } );
  27246. Mesh.call( this, geometry, material );
  27247. this.matrix = this.light.matrixWorld;
  27248. this.matrixAutoUpdate = false;
  27249. this.update();
  27250. /*
  27251. var distanceGeometry = new THREE.IcosahedronBufferGeometry( 1, 2 );
  27252. var distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
  27253. this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
  27254. this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );
  27255. var d = light.distance;
  27256. if ( d === 0.0 ) {
  27257. this.lightDistance.visible = false;
  27258. } else {
  27259. this.lightDistance.scale.set( d, d, d );
  27260. }
  27261. this.add( this.lightDistance );
  27262. */
  27263. }
  27264. PointLightHelper.prototype = Object.create( Mesh.prototype );
  27265. PointLightHelper.prototype.constructor = PointLightHelper;
  27266. PointLightHelper.prototype.dispose = function () {
  27267. this.geometry.dispose();
  27268. this.material.dispose();
  27269. };
  27270. PointLightHelper.prototype.update = function () {
  27271. if ( this.color !== undefined ) {
  27272. this.material.color.set( this.color );
  27273. } else {
  27274. this.material.color.copy( this.light.color );
  27275. }
  27276. /*
  27277. var d = this.light.distance;
  27278. if ( d === 0.0 ) {
  27279. this.lightDistance.visible = false;
  27280. } else {
  27281. this.lightDistance.visible = true;
  27282. this.lightDistance.scale.set( d, d, d );
  27283. }
  27284. */
  27285. };
  27286. /**
  27287. * @author abelnation / http://github.com/abelnation
  27288. * @author Mugen87 / http://github.com/Mugen87
  27289. * @author WestLangley / http://github.com/WestLangley
  27290. *
  27291. * This helper must be added as a child of the light
  27292. */
  27293. function RectAreaLightHelper( light, color ) {
  27294. this.type = 'RectAreaLightHelper';
  27295. this.light = light;
  27296. this.color = color; // optional hardwired color for the helper
  27297. var positions = [ 1, 1, 0, - 1, 1, 0, - 1, - 1, 0, 1, - 1, 0, 1, 1, 0 ];
  27298. var geometry = new BufferGeometry();
  27299. geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  27300. geometry.computeBoundingSphere();
  27301. var material = new LineBasicMaterial( { fog: false } );
  27302. Line.call( this, geometry, material );
  27303. //
  27304. var positions2 = [ 1, 1, 0, - 1, 1, 0, - 1, - 1, 0, 1, 1, 0, - 1, - 1, 0, 1, - 1, 0 ];
  27305. var geometry2 = new BufferGeometry();
  27306. geometry2.addAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
  27307. geometry2.computeBoundingSphere();
  27308. this.add( new Mesh( geometry2, new MeshBasicMaterial( { side: BackSide, fog: false } ) ) );
  27309. this.update();
  27310. }
  27311. RectAreaLightHelper.prototype = Object.create( Line.prototype );
  27312. RectAreaLightHelper.prototype.constructor = RectAreaLightHelper;
  27313. RectAreaLightHelper.prototype.update = function () {
  27314. this.scale.set( 0.5 * this.light.width, 0.5 * this.light.height, 1 );
  27315. if ( this.color !== undefined ) {
  27316. this.material.color.set( this.color );
  27317. this.children[ 0 ].material.color.set( this.color );
  27318. } else {
  27319. this.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
  27320. // prevent hue shift
  27321. var c = this.material.color;
  27322. var max = Math.max( c.r, c.g, c.b );
  27323. if ( max > 1 ) { c.multiplyScalar( 1 / max ); }
  27324. this.children[ 0 ].material.color.copy( this.material.color );
  27325. }
  27326. };
  27327. RectAreaLightHelper.prototype.dispose = function () {
  27328. this.geometry.dispose();
  27329. this.material.dispose();
  27330. this.children[ 0 ].geometry.dispose();
  27331. this.children[ 0 ].material.dispose();
  27332. };
  27333. /**
  27334. * @author alteredq / http://alteredqualia.com/
  27335. * @author mrdoob / http://mrdoob.com/
  27336. * @author Mugen87 / https://github.com/Mugen87
  27337. */
  27338. var _vector$9 = new Vector3();
  27339. var _color1 = new Color();
  27340. var _color2 = new Color();
  27341. function HemisphereLightHelper( light, size, color ) {
  27342. Object3D.call( this );
  27343. this.light = light;
  27344. this.light.updateMatrixWorld();
  27345. this.matrix = light.matrixWorld;
  27346. this.matrixAutoUpdate = false;
  27347. this.color = color;
  27348. var geometry = new OctahedronBufferGeometry( size );
  27349. geometry.rotateY( Math.PI * 0.5 );
  27350. this.material = new MeshBasicMaterial( { wireframe: true, fog: false } );
  27351. if ( this.color === undefined ) { this.material.vertexColors = VertexColors; }
  27352. var position = geometry.getAttribute( 'position' );
  27353. var colors = new Float32Array( position.count * 3 );
  27354. geometry.addAttribute( 'color', new BufferAttribute( colors, 3 ) );
  27355. this.add( new Mesh( geometry, this.material ) );
  27356. this.update();
  27357. }
  27358. HemisphereLightHelper.prototype = Object.create( Object3D.prototype );
  27359. HemisphereLightHelper.prototype.constructor = HemisphereLightHelper;
  27360. HemisphereLightHelper.prototype.dispose = function () {
  27361. this.children[ 0 ].geometry.dispose();
  27362. this.children[ 0 ].material.dispose();
  27363. };
  27364. HemisphereLightHelper.prototype.update = function () {
  27365. var mesh = this.children[ 0 ];
  27366. if ( this.color !== undefined ) {
  27367. this.material.color.set( this.color );
  27368. } else {
  27369. var colors = mesh.geometry.getAttribute( 'color' );
  27370. _color1.copy( this.light.color );
  27371. _color2.copy( this.light.groundColor );
  27372. for ( var i = 0, l = colors.count; i < l; i ++ ) {
  27373. var color = ( i < ( l / 2 ) ) ? _color1 : _color2;
  27374. colors.setXYZ( i, color.r, color.g, color.b );
  27375. }
  27376. colors.needsUpdate = true;
  27377. }
  27378. mesh.lookAt( _vector$9.setFromMatrixPosition( this.light.matrixWorld ).negate() );
  27379. };
  27380. /**
  27381. * @author WestLangley / http://github.com/WestLangley
  27382. */
  27383. function LightProbeHelper( lightProbe, size ) {
  27384. this.lightProbe = lightProbe;
  27385. this.size = size;
  27386. var defines = {};
  27387. defines[ 'GAMMA_OUTPUT' ] = "";
  27388. // material
  27389. var material = new ShaderMaterial( {
  27390. defines: defines,
  27391. uniforms: {
  27392. sh: { value: this.lightProbe.sh.coefficients }, // by reference
  27393. intensity: { value: this.lightProbe.intensity }
  27394. },
  27395. vertexShader: [
  27396. 'varying vec3 vNormal;',
  27397. 'void main() {',
  27398. ' vNormal = normalize( normalMatrix * normal );',
  27399. ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
  27400. '}' ].join( '\n' ),
  27401. fragmentShader: [
  27402. '#define RECIPROCAL_PI 0.318309886',
  27403. 'vec3 inverseTransformDirection( in vec3 normal, in mat4 matrix ) {',
  27404. ' // matrix is assumed to be orthogonal',
  27405. ' return normalize( ( vec4( normal, 0.0 ) * matrix ).xyz );',
  27406. '}',
  27407. 'vec3 linearToOutput( in vec3 a ) {',
  27408. ' #ifdef GAMMA_OUTPUT',
  27409. ' return pow( a, vec3( 1.0 / float( GAMMA_FACTOR ) ) );',
  27410. ' #else',
  27411. ' return a;',
  27412. ' #endif',
  27413. '}',
  27414. '// source: https://graphics.stanford.edu/papers/envmap/envmap.pdf',
  27415. 'vec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {',
  27416. ' // normal is assumed to have unit length',
  27417. ' float x = normal.x, y = normal.y, z = normal.z;',
  27418. ' // band 0',
  27419. ' vec3 result = shCoefficients[ 0 ] * 0.886227;',
  27420. ' // band 1',
  27421. ' result += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;',
  27422. ' result += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;',
  27423. ' result += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;',
  27424. ' // band 2',
  27425. ' result += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;',
  27426. ' result += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;',
  27427. ' result += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );',
  27428. ' result += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;',
  27429. ' result += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );',
  27430. ' return result;',
  27431. '}',
  27432. 'uniform vec3 sh[ 9 ]; // sh coefficients',
  27433. 'uniform float intensity; // light probe intensity',
  27434. 'varying vec3 vNormal;',
  27435. 'void main() {',
  27436. ' vec3 normal = normalize( vNormal );',
  27437. ' vec3 worldNormal = inverseTransformDirection( normal, viewMatrix );',
  27438. ' vec3 irradiance = shGetIrradianceAt( worldNormal, sh );',
  27439. ' vec3 outgoingLight = RECIPROCAL_PI * irradiance * intensity;',
  27440. ' outgoingLight = linearToOutput( outgoingLight );',
  27441. ' gl_FragColor = vec4( outgoingLight, 1.0 );',
  27442. '}'
  27443. ].join( '\n' )
  27444. } );
  27445. var geometry = new SphereBufferGeometry( 1, 32, 16 );
  27446. Mesh.call( this, geometry, material );
  27447. this.onBeforeRender();
  27448. }
  27449. LightProbeHelper.prototype = Object.create( Mesh.prototype );
  27450. LightProbeHelper.prototype.constructor = LightProbeHelper;
  27451. LightProbeHelper.prototype.dispose = function () {
  27452. this.geometry.dispose();
  27453. this.material.dispose();
  27454. };
  27455. LightProbeHelper.prototype.onBeforeRender = function () {
  27456. this.position.copy( this.lightProbe.position );
  27457. this.scale.set( 1, 1, 1 ).multiplyScalar( this.size );
  27458. this.material.uniforms.intensity.value = this.lightProbe.intensity;
  27459. };
  27460. /**
  27461. * @author mrdoob / http://mrdoob.com/
  27462. */
  27463. function GridHelper( size, divisions, color1, color2 ) {
  27464. size = size || 10;
  27465. divisions = divisions || 10;
  27466. color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
  27467. color2 = new Color( color2 !== undefined ? color2 : 0x888888 );
  27468. var center = divisions / 2;
  27469. var step = size / divisions;
  27470. var halfSize = size / 2;
  27471. var vertices = [], colors = [];
  27472. for ( var i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) {
  27473. vertices.push( - halfSize, 0, k, halfSize, 0, k );
  27474. vertices.push( k, 0, - halfSize, k, 0, halfSize );
  27475. var color = i === center ? color1 : color2;
  27476. color.toArray( colors, j ); j += 3;
  27477. color.toArray( colors, j ); j += 3;
  27478. color.toArray( colors, j ); j += 3;
  27479. color.toArray( colors, j ); j += 3;
  27480. }
  27481. var geometry = new BufferGeometry();
  27482. geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27483. geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27484. var material = new LineBasicMaterial( { vertexColors: VertexColors } );
  27485. LineSegments.call( this, geometry, material );
  27486. }
  27487. GridHelper.prototype = Object.assign( Object.create( LineSegments.prototype ), {
  27488. constructor: GridHelper,
  27489. copy: function ( source ) {
  27490. LineSegments.prototype.copy.call( this, source );
  27491. this.geometry.copy( source.geometry );
  27492. this.material.copy( source.material );
  27493. return this;
  27494. },
  27495. clone: function () {
  27496. return new this.constructor().copy( this );
  27497. }
  27498. } );
  27499. /**
  27500. * @author mrdoob / http://mrdoob.com/
  27501. * @author Mugen87 / http://github.com/Mugen87
  27502. * @author Hectate / http://www.github.com/Hectate
  27503. */
  27504. function PolarGridHelper( radius, radials, circles, divisions, color1, color2 ) {
  27505. radius = radius || 10;
  27506. radials = radials || 16;
  27507. circles = circles || 8;
  27508. divisions = divisions || 64;
  27509. color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
  27510. color2 = new Color( color2 !== undefined ? color2 : 0x888888 );
  27511. var vertices = [];
  27512. var colors = [];
  27513. var x, z;
  27514. var v, i, j, r, color;
  27515. // create the radials
  27516. for ( i = 0; i <= radials; i ++ ) {
  27517. v = ( i / radials ) * ( Math.PI * 2 );
  27518. x = Math.sin( v ) * radius;
  27519. z = Math.cos( v ) * radius;
  27520. vertices.push( 0, 0, 0 );
  27521. vertices.push( x, 0, z );
  27522. color = ( i & 1 ) ? color1 : color2;
  27523. colors.push( color.r, color.g, color.b );
  27524. colors.push( color.r, color.g, color.b );
  27525. }
  27526. // create the circles
  27527. for ( i = 0; i <= circles; i ++ ) {
  27528. color = ( i & 1 ) ? color1 : color2;
  27529. r = radius - ( radius / circles * i );
  27530. for ( j = 0; j < divisions; j ++ ) {
  27531. // first vertex
  27532. v = ( j / divisions ) * ( Math.PI * 2 );
  27533. x = Math.sin( v ) * r;
  27534. z = Math.cos( v ) * r;
  27535. vertices.push( x, 0, z );
  27536. colors.push( color.r, color.g, color.b );
  27537. // second vertex
  27538. v = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );
  27539. x = Math.sin( v ) * r;
  27540. z = Math.cos( v ) * r;
  27541. vertices.push( x, 0, z );
  27542. colors.push( color.r, color.g, color.b );
  27543. }
  27544. }
  27545. var geometry = new BufferGeometry();
  27546. geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27547. geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27548. var material = new LineBasicMaterial( { vertexColors: VertexColors } );
  27549. LineSegments.call( this, geometry, material );
  27550. }
  27551. PolarGridHelper.prototype = Object.create( LineSegments.prototype );
  27552. PolarGridHelper.prototype.constructor = PolarGridHelper;
  27553. /**
  27554. * @author Mugen87 / http://github.com/Mugen87
  27555. */
  27556. function PositionalAudioHelper( audio, range, divisionsInnerAngle, divisionsOuterAngle ) {
  27557. this.audio = audio;
  27558. this.range = range || 1;
  27559. this.divisionsInnerAngle = divisionsInnerAngle || 16;
  27560. this.divisionsOuterAngle = divisionsOuterAngle || 2;
  27561. var geometry = new BufferGeometry();
  27562. var divisions = this.divisionsInnerAngle + this.divisionsOuterAngle * 2;
  27563. var positions = new Float32Array( ( divisions * 3 + 3 ) * 3 );
  27564. geometry.addAttribute( 'position', new BufferAttribute( positions, 3 ) );
  27565. var materialInnerAngle = new LineBasicMaterial( { color: 0x00ff00 } );
  27566. var materialOuterAngle = new LineBasicMaterial( { color: 0xffff00 } );
  27567. Line.call( this, geometry, [ materialOuterAngle, materialInnerAngle ] );
  27568. this.update();
  27569. }
  27570. PositionalAudioHelper.prototype = Object.create( Line.prototype );
  27571. PositionalAudioHelper.prototype.constructor = PositionalAudioHelper;
  27572. PositionalAudioHelper.prototype.update = function () {
  27573. var audio = this.audio;
  27574. var range = this.range;
  27575. var divisionsInnerAngle = this.divisionsInnerAngle;
  27576. var divisionsOuterAngle = this.divisionsOuterAngle;
  27577. var coneInnerAngle = _Math.degToRad( audio.panner.coneInnerAngle );
  27578. var coneOuterAngle = _Math.degToRad( audio.panner.coneOuterAngle );
  27579. var halfConeInnerAngle = coneInnerAngle / 2;
  27580. var halfConeOuterAngle = coneOuterAngle / 2;
  27581. var start = 0;
  27582. var count = 0;
  27583. var i, stride;
  27584. var geometry = this.geometry;
  27585. var positionAttribute = geometry.attributes.position;
  27586. geometry.clearGroups();
  27587. //
  27588. function generateSegment( from, to, divisions, materialIndex ) {
  27589. var step = ( to - from ) / divisions;
  27590. positionAttribute.setXYZ( start, 0, 0, 0 );
  27591. count ++;
  27592. for ( i = from; i < to; i += step ) {
  27593. stride = start + count;
  27594. positionAttribute.setXYZ( stride, Math.sin( i ) * range, 0, Math.cos( i ) * range );
  27595. positionAttribute.setXYZ( stride + 1, Math.sin( Math.min( i + step, to ) ) * range, 0, Math.cos( Math.min( i + step, to ) ) * range );
  27596. positionAttribute.setXYZ( stride + 2, 0, 0, 0 );
  27597. count += 3;
  27598. }
  27599. geometry.addGroup( start, count, materialIndex );
  27600. start += count;
  27601. count = 0;
  27602. }
  27603. //
  27604. generateSegment( - halfConeOuterAngle, - halfConeInnerAngle, divisionsOuterAngle, 0 );
  27605. generateSegment( - halfConeInnerAngle, halfConeInnerAngle, divisionsInnerAngle, 1 );
  27606. generateSegment( halfConeInnerAngle, halfConeOuterAngle, divisionsOuterAngle, 0 );
  27607. //
  27608. positionAttribute.needsUpdate = true;
  27609. if ( coneInnerAngle === coneOuterAngle ) { this.material[ 0 ].visible = false; }
  27610. };
  27611. PositionalAudioHelper.prototype.dispose = function () {
  27612. this.geometry.dispose();
  27613. this.material[ 0 ].dispose();
  27614. this.material[ 1 ].dispose();
  27615. };
  27616. /**
  27617. * @author mrdoob / http://mrdoob.com/
  27618. * @author WestLangley / http://github.com/WestLangley
  27619. */
  27620. var _v1$6 = new Vector3();
  27621. var _v2$4 = new Vector3();
  27622. var _normalMatrix$2 = new Matrix3();
  27623. function FaceNormalsHelper( object, size, hex, linewidth ) {
  27624. // FaceNormalsHelper only supports THREE.Geometry
  27625. this.object = object;
  27626. this.size = ( size !== undefined ) ? size : 1;
  27627. var color = ( hex !== undefined ) ? hex : 0xffff00;
  27628. var width = ( linewidth !== undefined ) ? linewidth : 1;
  27629. //
  27630. var nNormals = 0;
  27631. var objGeometry = this.object.geometry;
  27632. if ( objGeometry && objGeometry.isGeometry ) {
  27633. nNormals = objGeometry.faces.length;
  27634. } else {
  27635. console.warn( 'THREE.FaceNormalsHelper: only THREE.Geometry is supported. Use THREE.VertexNormalsHelper, instead.' );
  27636. }
  27637. //
  27638. var geometry = new BufferGeometry();
  27639. var positions = new Float32BufferAttribute( nNormals * 2 * 3, 3 );
  27640. geometry.addAttribute( 'position', positions );
  27641. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, linewidth: width } ) );
  27642. //
  27643. this.matrixAutoUpdate = false;
  27644. this.update();
  27645. }
  27646. FaceNormalsHelper.prototype = Object.create( LineSegments.prototype );
  27647. FaceNormalsHelper.prototype.constructor = FaceNormalsHelper;
  27648. FaceNormalsHelper.prototype.update = function () {
  27649. this.object.updateMatrixWorld( true );
  27650. _normalMatrix$2.getNormalMatrix( this.object.matrixWorld );
  27651. var matrixWorld = this.object.matrixWorld;
  27652. var position = this.geometry.attributes.position;
  27653. //
  27654. var objGeometry = this.object.geometry;
  27655. var vertices = objGeometry.vertices;
  27656. var faces = objGeometry.faces;
  27657. var idx = 0;
  27658. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  27659. var face = faces[ i ];
  27660. var normal = face.normal;
  27661. _v1$6.copy( vertices[ face.a ] )
  27662. .add( vertices[ face.b ] )
  27663. .add( vertices[ face.c ] )
  27664. .divideScalar( 3 )
  27665. .applyMatrix4( matrixWorld );
  27666. _v2$4.copy( normal ).applyMatrix3( _normalMatrix$2 ).normalize().multiplyScalar( this.size ).add( _v1$6 );
  27667. position.setXYZ( idx, _v1$6.x, _v1$6.y, _v1$6.z );
  27668. idx = idx + 1;
  27669. position.setXYZ( idx, _v2$4.x, _v2$4.y, _v2$4.z );
  27670. idx = idx + 1;
  27671. }
  27672. position.needsUpdate = true;
  27673. };
  27674. /**
  27675. * @author alteredq / http://alteredqualia.com/
  27676. * @author mrdoob / http://mrdoob.com/
  27677. * @author WestLangley / http://github.com/WestLangley
  27678. */
  27679. var _v1$7 = new Vector3();
  27680. var _v2$5 = new Vector3();
  27681. var _v3$1 = new Vector3();
  27682. function DirectionalLightHelper( light, size, color ) {
  27683. Object3D.call( this );
  27684. this.light = light;
  27685. this.light.updateMatrixWorld();
  27686. this.matrix = light.matrixWorld;
  27687. this.matrixAutoUpdate = false;
  27688. this.color = color;
  27689. if ( size === undefined ) { size = 1; }
  27690. var geometry = new BufferGeometry();
  27691. geometry.addAttribute( 'position', new Float32BufferAttribute( [
  27692. - size, size, 0,
  27693. size, size, 0,
  27694. size, - size, 0,
  27695. - size, - size, 0,
  27696. - size, size, 0
  27697. ], 3 ) );
  27698. var material = new LineBasicMaterial( { fog: false } );
  27699. this.lightPlane = new Line( geometry, material );
  27700. this.add( this.lightPlane );
  27701. geometry = new BufferGeometry();
  27702. geometry.addAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );
  27703. this.targetLine = new Line( geometry, material );
  27704. this.add( this.targetLine );
  27705. this.update();
  27706. }
  27707. DirectionalLightHelper.prototype = Object.create( Object3D.prototype );
  27708. DirectionalLightHelper.prototype.constructor = DirectionalLightHelper;
  27709. DirectionalLightHelper.prototype.dispose = function () {
  27710. this.lightPlane.geometry.dispose();
  27711. this.lightPlane.material.dispose();
  27712. this.targetLine.geometry.dispose();
  27713. this.targetLine.material.dispose();
  27714. };
  27715. DirectionalLightHelper.prototype.update = function () {
  27716. _v1$7.setFromMatrixPosition( this.light.matrixWorld );
  27717. _v2$5.setFromMatrixPosition( this.light.target.matrixWorld );
  27718. _v3$1.subVectors( _v2$5, _v1$7 );
  27719. this.lightPlane.lookAt( _v2$5 );
  27720. if ( this.color !== undefined ) {
  27721. this.lightPlane.material.color.set( this.color );
  27722. this.targetLine.material.color.set( this.color );
  27723. } else {
  27724. this.lightPlane.material.color.copy( this.light.color );
  27725. this.targetLine.material.color.copy( this.light.color );
  27726. }
  27727. this.targetLine.lookAt( _v2$5 );
  27728. this.targetLine.scale.z = _v3$1.length();
  27729. };
  27730. /**
  27731. * @author alteredq / http://alteredqualia.com/
  27732. * @author Mugen87 / https://github.com/Mugen87
  27733. *
  27734. * - shows frustum, line of sight and up of the camera
  27735. * - suitable for fast updates
  27736. * - based on frustum visualization in lightgl.js shadowmap example
  27737. * http://evanw.github.com/lightgl.js/tests/shadowmap.html
  27738. */
  27739. var _vector$a = new Vector3();
  27740. var _camera = new Camera();
  27741. function CameraHelper( camera ) {
  27742. var geometry = new BufferGeometry();
  27743. var material = new LineBasicMaterial( { color: 0xffffff, vertexColors: FaceColors } );
  27744. var vertices = [];
  27745. var colors = [];
  27746. var pointMap = {};
  27747. // colors
  27748. var colorFrustum = new Color( 0xffaa00 );
  27749. var colorCone = new Color( 0xff0000 );
  27750. var colorUp = new Color( 0x00aaff );
  27751. var colorTarget = new Color( 0xffffff );
  27752. var colorCross = new Color( 0x333333 );
  27753. // near
  27754. addLine( 'n1', 'n2', colorFrustum );
  27755. addLine( 'n2', 'n4', colorFrustum );
  27756. addLine( 'n4', 'n3', colorFrustum );
  27757. addLine( 'n3', 'n1', colorFrustum );
  27758. // far
  27759. addLine( 'f1', 'f2', colorFrustum );
  27760. addLine( 'f2', 'f4', colorFrustum );
  27761. addLine( 'f4', 'f3', colorFrustum );
  27762. addLine( 'f3', 'f1', colorFrustum );
  27763. // sides
  27764. addLine( 'n1', 'f1', colorFrustum );
  27765. addLine( 'n2', 'f2', colorFrustum );
  27766. addLine( 'n3', 'f3', colorFrustum );
  27767. addLine( 'n4', 'f4', colorFrustum );
  27768. // cone
  27769. addLine( 'p', 'n1', colorCone );
  27770. addLine( 'p', 'n2', colorCone );
  27771. addLine( 'p', 'n3', colorCone );
  27772. addLine( 'p', 'n4', colorCone );
  27773. // up
  27774. addLine( 'u1', 'u2', colorUp );
  27775. addLine( 'u2', 'u3', colorUp );
  27776. addLine( 'u3', 'u1', colorUp );
  27777. // target
  27778. addLine( 'c', 't', colorTarget );
  27779. addLine( 'p', 'c', colorCross );
  27780. // cross
  27781. addLine( 'cn1', 'cn2', colorCross );
  27782. addLine( 'cn3', 'cn4', colorCross );
  27783. addLine( 'cf1', 'cf2', colorCross );
  27784. addLine( 'cf3', 'cf4', colorCross );
  27785. function addLine( a, b, color ) {
  27786. addPoint( a, color );
  27787. addPoint( b, color );
  27788. }
  27789. function addPoint( id, color ) {
  27790. vertices.push( 0, 0, 0 );
  27791. colors.push( color.r, color.g, color.b );
  27792. if ( pointMap[ id ] === undefined ) {
  27793. pointMap[ id ] = [];
  27794. }
  27795. pointMap[ id ].push( ( vertices.length / 3 ) - 1 );
  27796. }
  27797. geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27798. geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27799. LineSegments.call( this, geometry, material );
  27800. this.camera = camera;
  27801. if ( this.camera.updateProjectionMatrix ) { this.camera.updateProjectionMatrix(); }
  27802. this.matrix = camera.matrixWorld;
  27803. this.matrixAutoUpdate = false;
  27804. this.pointMap = pointMap;
  27805. this.update();
  27806. }
  27807. CameraHelper.prototype = Object.create( LineSegments.prototype );
  27808. CameraHelper.prototype.constructor = CameraHelper;
  27809. CameraHelper.prototype.update = function () {
  27810. var geometry = this.geometry;
  27811. var pointMap = this.pointMap;
  27812. var w = 1, h = 1;
  27813. // we need just camera projection matrix inverse
  27814. // world matrix must be identity
  27815. _camera.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse );
  27816. // center / target
  27817. setPoint( 'c', pointMap, geometry, _camera, 0, 0, - 1 );
  27818. setPoint( 't', pointMap, geometry, _camera, 0, 0, 1 );
  27819. // near
  27820. setPoint( 'n1', pointMap, geometry, _camera, - w, - h, - 1 );
  27821. setPoint( 'n2', pointMap, geometry, _camera, w, - h, - 1 );
  27822. setPoint( 'n3', pointMap, geometry, _camera, - w, h, - 1 );
  27823. setPoint( 'n4', pointMap, geometry, _camera, w, h, - 1 );
  27824. // far
  27825. setPoint( 'f1', pointMap, geometry, _camera, - w, - h, 1 );
  27826. setPoint( 'f2', pointMap, geometry, _camera, w, - h, 1 );
  27827. setPoint( 'f3', pointMap, geometry, _camera, - w, h, 1 );
  27828. setPoint( 'f4', pointMap, geometry, _camera, w, h, 1 );
  27829. // up
  27830. setPoint( 'u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, - 1 );
  27831. setPoint( 'u2', pointMap, geometry, _camera, - w * 0.7, h * 1.1, - 1 );
  27832. setPoint( 'u3', pointMap, geometry, _camera, 0, h * 2, - 1 );
  27833. // cross
  27834. setPoint( 'cf1', pointMap, geometry, _camera, - w, 0, 1 );
  27835. setPoint( 'cf2', pointMap, geometry, _camera, w, 0, 1 );
  27836. setPoint( 'cf3', pointMap, geometry, _camera, 0, - h, 1 );
  27837. setPoint( 'cf4', pointMap, geometry, _camera, 0, h, 1 );
  27838. setPoint( 'cn1', pointMap, geometry, _camera, - w, 0, - 1 );
  27839. setPoint( 'cn2', pointMap, geometry, _camera, w, 0, - 1 );
  27840. setPoint( 'cn3', pointMap, geometry, _camera, 0, - h, - 1 );
  27841. setPoint( 'cn4', pointMap, geometry, _camera, 0, h, - 1 );
  27842. geometry.getAttribute( 'position' ).needsUpdate = true;
  27843. };
  27844. function setPoint( point, pointMap, geometry, camera, x, y, z ) {
  27845. _vector$a.set( x, y, z ).unproject( camera );
  27846. var points = pointMap[ point ];
  27847. if ( points !== undefined ) {
  27848. var position = geometry.getAttribute( 'position' );
  27849. for ( var i = 0, l = points.length; i < l; i ++ ) {
  27850. position.setXYZ( points[ i ], _vector$a.x, _vector$a.y, _vector$a.z );
  27851. }
  27852. }
  27853. }
  27854. /**
  27855. * @author mrdoob / http://mrdoob.com/
  27856. * @author Mugen87 / http://github.com/Mugen87
  27857. */
  27858. var _box$2 = new Box3();
  27859. function BoxHelper( object, color ) {
  27860. this.object = object;
  27861. if ( color === undefined ) { color = 0xffff00; }
  27862. 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 ] );
  27863. var positions = new Float32Array( 8 * 3 );
  27864. var geometry = new BufferGeometry();
  27865. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  27866. geometry.addAttribute( 'position', new BufferAttribute( positions, 3 ) );
  27867. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color } ) );
  27868. this.matrixAutoUpdate = false;
  27869. this.update();
  27870. }
  27871. BoxHelper.prototype = Object.create( LineSegments.prototype );
  27872. BoxHelper.prototype.constructor = BoxHelper;
  27873. BoxHelper.prototype.update = function ( object ) {
  27874. if ( object !== undefined ) {
  27875. console.warn( 'THREE.BoxHelper: .update() has no longer arguments.' );
  27876. }
  27877. if ( this.object !== undefined ) {
  27878. _box$2.setFromObject( this.object );
  27879. }
  27880. if ( _box$2.isEmpty() ) { return; }
  27881. var min = _box$2.min;
  27882. var max = _box$2.max;
  27883. /*
  27884. 5____4
  27885. 1/___0/|
  27886. | 6__|_7
  27887. 2/___3/
  27888. 0: max.x, max.y, max.z
  27889. 1: min.x, max.y, max.z
  27890. 2: min.x, min.y, max.z
  27891. 3: max.x, min.y, max.z
  27892. 4: max.x, max.y, min.z
  27893. 5: min.x, max.y, min.z
  27894. 6: min.x, min.y, min.z
  27895. 7: max.x, min.y, min.z
  27896. */
  27897. var position = this.geometry.attributes.position;
  27898. var array = position.array;
  27899. array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z;
  27900. array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z;
  27901. array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z;
  27902. array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;
  27903. array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;
  27904. array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;
  27905. array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;
  27906. array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;
  27907. position.needsUpdate = true;
  27908. this.geometry.computeBoundingSphere();
  27909. };
  27910. BoxHelper.prototype.setFromObject = function ( object ) {
  27911. this.object = object;
  27912. this.update();
  27913. return this;
  27914. };
  27915. BoxHelper.prototype.copy = function ( source ) {
  27916. LineSegments.prototype.copy.call( this, source );
  27917. this.object = source.object;
  27918. return this;
  27919. };
  27920. BoxHelper.prototype.clone = function () {
  27921. return new this.constructor().copy( this );
  27922. };
  27923. /**
  27924. * @author WestLangley / http://github.com/WestLangley
  27925. */
  27926. function Box3Helper( box, color ) {
  27927. this.type = 'Box3Helper';
  27928. this.box = box;
  27929. color = color || 0xffff00;
  27930. 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 ] );
  27931. 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 ];
  27932. var geometry = new BufferGeometry();
  27933. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  27934. geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  27935. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color } ) );
  27936. this.geometry.computeBoundingSphere();
  27937. }
  27938. Box3Helper.prototype = Object.create( LineSegments.prototype );
  27939. Box3Helper.prototype.constructor = Box3Helper;
  27940. Box3Helper.prototype.updateMatrixWorld = function ( force ) {
  27941. var box = this.box;
  27942. if ( box.isEmpty() ) { return; }
  27943. box.getCenter( this.position );
  27944. box.getSize( this.scale );
  27945. this.scale.multiplyScalar( 0.5 );
  27946. Object3D.prototype.updateMatrixWorld.call( this, force );
  27947. };
  27948. /**
  27949. * @author WestLangley / http://github.com/WestLangley
  27950. */
  27951. function PlaneHelper( plane, size, hex ) {
  27952. this.type = 'PlaneHelper';
  27953. this.plane = plane;
  27954. this.size = ( size === undefined ) ? 1 : size;
  27955. var color = ( hex !== undefined ) ? hex : 0xffff00;
  27956. 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 ];
  27957. var geometry = new BufferGeometry();
  27958. geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  27959. geometry.computeBoundingSphere();
  27960. Line.call( this, geometry, new LineBasicMaterial( { color: color } ) );
  27961. //
  27962. var positions2 = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, - 1, 1, 1, - 1, 1 ];
  27963. var geometry2 = new BufferGeometry();
  27964. geometry2.addAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
  27965. geometry2.computeBoundingSphere();
  27966. this.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false } ) ) );
  27967. }
  27968. PlaneHelper.prototype = Object.create( Line.prototype );
  27969. PlaneHelper.prototype.constructor = PlaneHelper;
  27970. PlaneHelper.prototype.updateMatrixWorld = function ( force ) {
  27971. var scale = - this.plane.constant;
  27972. if ( Math.abs( scale ) < 1e-8 ) { scale = 1e-8; } // sign does not matter
  27973. this.scale.set( 0.5 * this.size, 0.5 * this.size, scale );
  27974. this.children[ 0 ].material.side = ( scale < 0 ) ? BackSide : FrontSide; // renderer flips side when determinant < 0; flipping not wanted here
  27975. this.lookAt( this.plane.normal );
  27976. Object3D.prototype.updateMatrixWorld.call( this, force );
  27977. };
  27978. /**
  27979. * @author WestLangley / http://github.com/WestLangley
  27980. * @author zz85 / http://github.com/zz85
  27981. * @author bhouston / http://clara.io
  27982. *
  27983. * Creates an arrow for visualizing directions
  27984. *
  27985. * Parameters:
  27986. * dir - Vector3
  27987. * origin - Vector3
  27988. * length - Number
  27989. * color - color in hex value
  27990. * headLength - Number
  27991. * headWidth - Number
  27992. */
  27993. var _axis = new Vector3();
  27994. var _lineGeometry, _coneGeometry;
  27995. function ArrowHelper( dir, origin, length, color, headLength, headWidth ) {
  27996. // dir is assumed to be normalized
  27997. Object3D.call( this );
  27998. if ( dir === undefined ) { dir = new Vector3( 0, 0, 1 ); }
  27999. if ( origin === undefined ) { origin = new Vector3( 0, 0, 0 ); }
  28000. if ( length === undefined ) { length = 1; }
  28001. if ( color === undefined ) { color = 0xffff00; }
  28002. if ( headLength === undefined ) { headLength = 0.2 * length; }
  28003. if ( headWidth === undefined ) { headWidth = 0.2 * headLength; }
  28004. if ( _lineGeometry === undefined ) {
  28005. _lineGeometry = new BufferGeometry();
  28006. _lineGeometry.addAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );
  28007. _coneGeometry = new CylinderBufferGeometry( 0, 0.5, 1, 5, 1 );
  28008. _coneGeometry.translate( 0, - 0.5, 0 );
  28009. }
  28010. this.position.copy( origin );
  28011. this.line = new Line( _lineGeometry, new LineBasicMaterial( { color: color } ) );
  28012. this.line.matrixAutoUpdate = false;
  28013. this.add( this.line );
  28014. this.cone = new Mesh( _coneGeometry, new MeshBasicMaterial( { color: color } ) );
  28015. this.cone.matrixAutoUpdate = false;
  28016. this.add( this.cone );
  28017. this.setDirection( dir );
  28018. this.setLength( length, headLength, headWidth );
  28019. }
  28020. ArrowHelper.prototype = Object.create( Object3D.prototype );
  28021. ArrowHelper.prototype.constructor = ArrowHelper;
  28022. ArrowHelper.prototype.setDirection = function ( dir ) {
  28023. // dir is assumed to be normalized
  28024. if ( dir.y > 0.99999 ) {
  28025. this.quaternion.set( 0, 0, 0, 1 );
  28026. } else if ( dir.y < - 0.99999 ) {
  28027. this.quaternion.set( 1, 0, 0, 0 );
  28028. } else {
  28029. _axis.set( dir.z, 0, - dir.x ).normalize();
  28030. var radians = Math.acos( dir.y );
  28031. this.quaternion.setFromAxisAngle( _axis, radians );
  28032. }
  28033. };
  28034. ArrowHelper.prototype.setLength = function ( length, headLength, headWidth ) {
  28035. if ( headLength === undefined ) { headLength = 0.2 * length; }
  28036. if ( headWidth === undefined ) { headWidth = 0.2 * headLength; }
  28037. this.line.scale.set( 1, Math.max( 0.0001, length - headLength ), 1 ); // see #17458
  28038. this.line.updateMatrix();
  28039. this.cone.scale.set( headWidth, headLength, headWidth );
  28040. this.cone.position.y = length;
  28041. this.cone.updateMatrix();
  28042. };
  28043. ArrowHelper.prototype.setColor = function ( color ) {
  28044. this.line.material.color.set( color );
  28045. this.cone.material.color.set( color );
  28046. };
  28047. ArrowHelper.prototype.copy = function ( source ) {
  28048. Object3D.prototype.copy.call( this, source, false );
  28049. this.line.copy( source.line );
  28050. this.cone.copy( source.cone );
  28051. return this;
  28052. };
  28053. ArrowHelper.prototype.clone = function () {
  28054. return new this.constructor().copy( this );
  28055. };
  28056. /**
  28057. * @author sroucheray / http://sroucheray.org/
  28058. * @author mrdoob / http://mrdoob.com/
  28059. */
  28060. function AxesHelper( size ) {
  28061. size = size || 1;
  28062. var vertices = [
  28063. 0, 0, 0, size, 0, 0,
  28064. 0, 0, 0, 0, size, 0,
  28065. 0, 0, 0, 0, 0, size
  28066. ];
  28067. var colors = [
  28068. 1, 0, 0, 1, 0.6, 0,
  28069. 0, 1, 0, 0.6, 1, 0,
  28070. 0, 0, 1, 0, 0.6, 1
  28071. ];
  28072. var geometry = new BufferGeometry();
  28073. geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  28074. geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  28075. var material = new LineBasicMaterial( { vertexColors: VertexColors } );
  28076. LineSegments.call( this, geometry, material );
  28077. }
  28078. AxesHelper.prototype = Object.create( LineSegments.prototype );
  28079. AxesHelper.prototype.constructor = AxesHelper;
  28080. /**
  28081. * @author mrdoob / http://mrdoob.com/
  28082. */
  28083. function Face4( a, b, c, d, normal, color, materialIndex ) {
  28084. console.warn( 'THREE.Face4 has been removed. A THREE.Face3 will be created instead.' );
  28085. return new Face3( a, b, c, normal, color, materialIndex );
  28086. }
  28087. var LineStrip = 0;
  28088. var LinePieces = 1;
  28089. function MeshFaceMaterial( materials ) {
  28090. console.warn( 'THREE.MeshFaceMaterial has been removed. Use an Array instead.' );
  28091. return materials;
  28092. }
  28093. function MultiMaterial( materials ) {
  28094. if ( materials === undefined ) { materials = []; }
  28095. console.warn( 'THREE.MultiMaterial has been removed. Use an Array instead.' );
  28096. materials.isMultiMaterial = true;
  28097. materials.materials = materials;
  28098. materials.clone = function () {
  28099. return materials.slice();
  28100. };
  28101. return materials;
  28102. }
  28103. function PointCloud( geometry, material ) {
  28104. console.warn( 'THREE.PointCloud has been renamed to THREE.Points.' );
  28105. return new Points( geometry, material );
  28106. }
  28107. function Particle( material ) {
  28108. console.warn( 'THREE.Particle has been renamed to THREE.Sprite.' );
  28109. return new Sprite( material );
  28110. }
  28111. function ParticleSystem( geometry, material ) {
  28112. console.warn( 'THREE.ParticleSystem has been renamed to THREE.Points.' );
  28113. return new Points( geometry, material );
  28114. }
  28115. function PointCloudMaterial( parameters ) {
  28116. console.warn( 'THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.' );
  28117. return new PointsMaterial( parameters );
  28118. }
  28119. function ParticleBasicMaterial( parameters ) {
  28120. console.warn( 'THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.' );
  28121. return new PointsMaterial( parameters );
  28122. }
  28123. function ParticleSystemMaterial( parameters ) {
  28124. console.warn( 'THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.' );
  28125. return new PointsMaterial( parameters );
  28126. }
  28127. function Vertex( x, y, z ) {
  28128. console.warn( 'THREE.Vertex has been removed. Use THREE.Vector3 instead.' );
  28129. return new Vector3( x, y, z );
  28130. }
  28131. //
  28132. function DynamicBufferAttribute( array, itemSize ) {
  28133. console.warn( 'THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setDynamic( true ) instead.' );
  28134. return new BufferAttribute( array, itemSize ).setDynamic( true );
  28135. }
  28136. function Int8Attribute( array, itemSize ) {
  28137. console.warn( 'THREE.Int8Attribute has been removed. Use new THREE.Int8BufferAttribute() instead.' );
  28138. return new Int8BufferAttribute( array, itemSize );
  28139. }
  28140. function Uint8Attribute( array, itemSize ) {
  28141. console.warn( 'THREE.Uint8Attribute has been removed. Use new THREE.Uint8BufferAttribute() instead.' );
  28142. return new Uint8BufferAttribute( array, itemSize );
  28143. }
  28144. function Uint8ClampedAttribute( array, itemSize ) {
  28145. console.warn( 'THREE.Uint8ClampedAttribute has been removed. Use new THREE.Uint8ClampedBufferAttribute() instead.' );
  28146. return new Uint8ClampedBufferAttribute( array, itemSize );
  28147. }
  28148. function Int16Attribute( array, itemSize ) {
  28149. console.warn( 'THREE.Int16Attribute has been removed. Use new THREE.Int16BufferAttribute() instead.' );
  28150. return new Int16BufferAttribute( array, itemSize );
  28151. }
  28152. function Uint16Attribute( array, itemSize ) {
  28153. console.warn( 'THREE.Uint16Attribute has been removed. Use new THREE.Uint16BufferAttribute() instead.' );
  28154. return new Uint16BufferAttribute( array, itemSize );
  28155. }
  28156. function Int32Attribute( array, itemSize ) {
  28157. console.warn( 'THREE.Int32Attribute has been removed. Use new THREE.Int32BufferAttribute() instead.' );
  28158. return new Int32BufferAttribute( array, itemSize );
  28159. }
  28160. function Uint32Attribute( array, itemSize ) {
  28161. console.warn( 'THREE.Uint32Attribute has been removed. Use new THREE.Uint32BufferAttribute() instead.' );
  28162. return new Uint32BufferAttribute( array, itemSize );
  28163. }
  28164. function Float32Attribute( array, itemSize ) {
  28165. console.warn( 'THREE.Float32Attribute has been removed. Use new THREE.Float32BufferAttribute() instead.' );
  28166. return new Float32BufferAttribute( array, itemSize );
  28167. }
  28168. function Float64Attribute( array, itemSize ) {
  28169. console.warn( 'THREE.Float64Attribute has been removed. Use new THREE.Float64BufferAttribute() instead.' );
  28170. return new Float64BufferAttribute( array, itemSize );
  28171. }
  28172. //
  28173. Curve.create = function ( construct, getPoint ) {
  28174. console.log( 'THREE.Curve.create() has been deprecated' );
  28175. construct.prototype = Object.create( Curve.prototype );
  28176. construct.prototype.constructor = construct;
  28177. construct.prototype.getPoint = getPoint;
  28178. return construct;
  28179. };
  28180. //
  28181. Object.assign( CurvePath.prototype, {
  28182. createPointsGeometry: function ( divisions ) {
  28183. console.warn( 'THREE.CurvePath: .createPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  28184. // generate geometry from path points (for Line or Points objects)
  28185. var pts = this.getPoints( divisions );
  28186. return this.createGeometry( pts );
  28187. },
  28188. createSpacedPointsGeometry: function ( divisions ) {
  28189. console.warn( 'THREE.CurvePath: .createSpacedPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  28190. // generate geometry from equidistant sampling along the path
  28191. var pts = this.getSpacedPoints( divisions );
  28192. return this.createGeometry( pts );
  28193. },
  28194. createGeometry: function ( points ) {
  28195. console.warn( 'THREE.CurvePath: .createGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  28196. var geometry = new Geometry();
  28197. for ( var i = 0, l = points.length; i < l; i ++ ) {
  28198. var point = points[ i ];
  28199. geometry.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );
  28200. }
  28201. return geometry;
  28202. }
  28203. } );
  28204. //
  28205. Object.assign( Path.prototype, {
  28206. fromPoints: function ( points ) {
  28207. console.warn( 'THREE.Path: .fromPoints() has been renamed to .setFromPoints().' );
  28208. this.setFromPoints( points );
  28209. }
  28210. } );
  28211. //
  28212. function ClosedSplineCurve3( points ) {
  28213. console.warn( 'THREE.ClosedSplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
  28214. CatmullRomCurve3.call( this, points );
  28215. this.type = 'catmullrom';
  28216. this.closed = true;
  28217. }
  28218. ClosedSplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
  28219. //
  28220. function SplineCurve3( points ) {
  28221. console.warn( 'THREE.SplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
  28222. CatmullRomCurve3.call( this, points );
  28223. this.type = 'catmullrom';
  28224. }
  28225. SplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
  28226. //
  28227. function Spline( points ) {
  28228. console.warn( 'THREE.Spline has been removed. Use THREE.CatmullRomCurve3 instead.' );
  28229. CatmullRomCurve3.call( this, points );
  28230. this.type = 'catmullrom';
  28231. }
  28232. Spline.prototype = Object.create( CatmullRomCurve3.prototype );
  28233. Object.assign( Spline.prototype, {
  28234. initFromArray: function ( /* a */ ) {
  28235. console.error( 'THREE.Spline: .initFromArray() has been removed.' );
  28236. },
  28237. getControlPointsArray: function ( /* optionalTarget */ ) {
  28238. console.error( 'THREE.Spline: .getControlPointsArray() has been removed.' );
  28239. },
  28240. reparametrizeByArcLength: function ( /* samplingCoef */ ) {
  28241. console.error( 'THREE.Spline: .reparametrizeByArcLength() has been removed.' );
  28242. }
  28243. } );
  28244. //
  28245. function AxisHelper( size ) {
  28246. console.warn( 'THREE.AxisHelper has been renamed to THREE.AxesHelper.' );
  28247. return new AxesHelper( size );
  28248. }
  28249. function BoundingBoxHelper( object, color ) {
  28250. console.warn( 'THREE.BoundingBoxHelper has been deprecated. Creating a THREE.BoxHelper instead.' );
  28251. return new BoxHelper( object, color );
  28252. }
  28253. function EdgesHelper( object, hex ) {
  28254. console.warn( 'THREE.EdgesHelper has been removed. Use THREE.EdgesGeometry instead.' );
  28255. return new LineSegments( new EdgesGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );
  28256. }
  28257. GridHelper.prototype.setColors = function () {
  28258. console.error( 'THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.' );
  28259. };
  28260. SkeletonHelper.prototype.update = function () {
  28261. console.error( 'THREE.SkeletonHelper: update() no longer needs to be called.' );
  28262. };
  28263. function WireframeHelper( object, hex ) {
  28264. console.warn( 'THREE.WireframeHelper has been removed. Use THREE.WireframeGeometry instead.' );
  28265. return new LineSegments( new WireframeGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );
  28266. }
  28267. //
  28268. Object.assign( Loader.prototype, {
  28269. extractUrlBase: function ( url ) {
  28270. console.warn( 'THREE.Loader: .extractUrlBase() has been deprecated. Use THREE.LoaderUtils.extractUrlBase() instead.' );
  28271. return LoaderUtils.extractUrlBase( url );
  28272. }
  28273. } );
  28274. Loader.Handlers = {
  28275. add: function ( /* regex, loader */ ) {
  28276. console.error( 'THREE.Loader: Handlers.add() has been removed. Use LoadingManager.addHandler() instead.' );
  28277. },
  28278. get: function ( /* file */ ) {
  28279. console.error( 'THREE.Loader: Handlers.get() has been removed. Use LoadingManager.getHandler() instead.' );
  28280. }
  28281. };
  28282. function XHRLoader( manager ) {
  28283. console.warn( 'THREE.XHRLoader has been renamed to THREE.FileLoader.' );
  28284. return new FileLoader( manager );
  28285. }
  28286. function BinaryTextureLoader( manager ) {
  28287. console.warn( 'THREE.BinaryTextureLoader has been renamed to THREE.DataTextureLoader.' );
  28288. return new DataTextureLoader( manager );
  28289. }
  28290. Object.assign( ObjectLoader.prototype, {
  28291. setTexturePath: function ( value ) {
  28292. console.warn( 'THREE.ObjectLoader: .setTexturePath() has been renamed to .setResourcePath().' );
  28293. return this.setResourcePath( value );
  28294. }
  28295. } );
  28296. //
  28297. Object.assign( Box2.prototype, {
  28298. center: function ( optionalTarget ) {
  28299. console.warn( 'THREE.Box2: .center() has been renamed to .getCenter().' );
  28300. return this.getCenter( optionalTarget );
  28301. },
  28302. empty: function () {
  28303. console.warn( 'THREE.Box2: .empty() has been renamed to .isEmpty().' );
  28304. return this.isEmpty();
  28305. },
  28306. isIntersectionBox: function ( box ) {
  28307. console.warn( 'THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().' );
  28308. return this.intersectsBox( box );
  28309. },
  28310. size: function ( optionalTarget ) {
  28311. console.warn( 'THREE.Box2: .size() has been renamed to .getSize().' );
  28312. return this.getSize( optionalTarget );
  28313. }
  28314. } );
  28315. Object.assign( Box3.prototype, {
  28316. center: function ( optionalTarget ) {
  28317. console.warn( 'THREE.Box3: .center() has been renamed to .getCenter().' );
  28318. return this.getCenter( optionalTarget );
  28319. },
  28320. empty: function () {
  28321. console.warn( 'THREE.Box3: .empty() has been renamed to .isEmpty().' );
  28322. return this.isEmpty();
  28323. },
  28324. isIntersectionBox: function ( box ) {
  28325. console.warn( 'THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().' );
  28326. return this.intersectsBox( box );
  28327. },
  28328. isIntersectionSphere: function ( sphere ) {
  28329. console.warn( 'THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
  28330. return this.intersectsSphere( sphere );
  28331. },
  28332. size: function ( optionalTarget ) {
  28333. console.warn( 'THREE.Box3: .size() has been renamed to .getSize().' );
  28334. return this.getSize( optionalTarget );
  28335. }
  28336. } );
  28337. Line3.prototype.center = function ( optionalTarget ) {
  28338. console.warn( 'THREE.Line3: .center() has been renamed to .getCenter().' );
  28339. return this.getCenter( optionalTarget );
  28340. };
  28341. Object.assign( _Math, {
  28342. random16: function () {
  28343. console.warn( 'THREE.Math: .random16() has been deprecated. Use Math.random() instead.' );
  28344. return Math.random();
  28345. },
  28346. nearestPowerOfTwo: function ( value ) {
  28347. console.warn( 'THREE.Math: .nearestPowerOfTwo() has been renamed to .floorPowerOfTwo().' );
  28348. return _Math.floorPowerOfTwo( value );
  28349. },
  28350. nextPowerOfTwo: function ( value ) {
  28351. console.warn( 'THREE.Math: .nextPowerOfTwo() has been renamed to .ceilPowerOfTwo().' );
  28352. return _Math.ceilPowerOfTwo( value );
  28353. }
  28354. } );
  28355. Object.assign( Matrix3.prototype, {
  28356. flattenToArrayOffset: function ( array, offset ) {
  28357. console.warn( "THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
  28358. return this.toArray( array, offset );
  28359. },
  28360. multiplyVector3: function ( vector ) {
  28361. console.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' );
  28362. return vector.applyMatrix3( this );
  28363. },
  28364. multiplyVector3Array: function ( /* a */ ) {
  28365. console.error( 'THREE.Matrix3: .multiplyVector3Array() has been removed.' );
  28366. },
  28367. applyToBuffer: function ( buffer /*, offset, length */ ) {
  28368. console.warn( 'THREE.Matrix3: .applyToBuffer() has been removed. Use matrix.applyToBufferAttribute( attribute ) instead.' );
  28369. return this.applyToBufferAttribute( buffer );
  28370. },
  28371. applyToVector3Array: function ( /* array, offset, length */ ) {
  28372. console.error( 'THREE.Matrix3: .applyToVector3Array() has been removed.' );
  28373. }
  28374. } );
  28375. Object.assign( Matrix4.prototype, {
  28376. extractPosition: function ( m ) {
  28377. console.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' );
  28378. return this.copyPosition( m );
  28379. },
  28380. flattenToArrayOffset: function ( array, offset ) {
  28381. console.warn( "THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
  28382. return this.toArray( array, offset );
  28383. },
  28384. getPosition: function () {
  28385. console.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' );
  28386. return new Vector3().setFromMatrixColumn( this, 3 );
  28387. },
  28388. setRotationFromQuaternion: function ( q ) {
  28389. console.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' );
  28390. return this.makeRotationFromQuaternion( q );
  28391. },
  28392. multiplyToArray: function () {
  28393. console.warn( 'THREE.Matrix4: .multiplyToArray() has been removed.' );
  28394. },
  28395. multiplyVector3: function ( vector ) {
  28396. console.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  28397. return vector.applyMatrix4( this );
  28398. },
  28399. multiplyVector4: function ( vector ) {
  28400. console.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  28401. return vector.applyMatrix4( this );
  28402. },
  28403. multiplyVector3Array: function ( /* a */ ) {
  28404. console.error( 'THREE.Matrix4: .multiplyVector3Array() has been removed.' );
  28405. },
  28406. rotateAxis: function ( v ) {
  28407. console.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' );
  28408. v.transformDirection( this );
  28409. },
  28410. crossVector: function ( vector ) {
  28411. console.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  28412. return vector.applyMatrix4( this );
  28413. },
  28414. translate: function () {
  28415. console.error( 'THREE.Matrix4: .translate() has been removed.' );
  28416. },
  28417. rotateX: function () {
  28418. console.error( 'THREE.Matrix4: .rotateX() has been removed.' );
  28419. },
  28420. rotateY: function () {
  28421. console.error( 'THREE.Matrix4: .rotateY() has been removed.' );
  28422. },
  28423. rotateZ: function () {
  28424. console.error( 'THREE.Matrix4: .rotateZ() has been removed.' );
  28425. },
  28426. rotateByAxis: function () {
  28427. console.error( 'THREE.Matrix4: .rotateByAxis() has been removed.' );
  28428. },
  28429. applyToBuffer: function ( buffer /*, offset, length */ ) {
  28430. console.warn( 'THREE.Matrix4: .applyToBuffer() has been removed. Use matrix.applyToBufferAttribute( attribute ) instead.' );
  28431. return this.applyToBufferAttribute( buffer );
  28432. },
  28433. applyToVector3Array: function ( /* array, offset, length */ ) {
  28434. console.error( 'THREE.Matrix4: .applyToVector3Array() has been removed.' );
  28435. },
  28436. makeFrustum: function ( left, right, bottom, top, near, far ) {
  28437. console.warn( 'THREE.Matrix4: .makeFrustum() has been removed. Use .makePerspective( left, right, top, bottom, near, far ) instead.' );
  28438. return this.makePerspective( left, right, top, bottom, near, far );
  28439. }
  28440. } );
  28441. Plane.prototype.isIntersectionLine = function ( line ) {
  28442. console.warn( 'THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().' );
  28443. return this.intersectsLine( line );
  28444. };
  28445. Quaternion.prototype.multiplyVector3 = function ( vector ) {
  28446. console.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );
  28447. return vector.applyQuaternion( this );
  28448. };
  28449. Object.assign( Ray.prototype, {
  28450. isIntersectionBox: function ( box ) {
  28451. console.warn( 'THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().' );
  28452. return this.intersectsBox( box );
  28453. },
  28454. isIntersectionPlane: function ( plane ) {
  28455. console.warn( 'THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().' );
  28456. return this.intersectsPlane( plane );
  28457. },
  28458. isIntersectionSphere: function ( sphere ) {
  28459. console.warn( 'THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
  28460. return this.intersectsSphere( sphere );
  28461. }
  28462. } );
  28463. Object.assign( Triangle.prototype, {
  28464. area: function () {
  28465. console.warn( 'THREE.Triangle: .area() has been renamed to .getArea().' );
  28466. return this.getArea();
  28467. },
  28468. barycoordFromPoint: function ( point, target ) {
  28469. console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
  28470. return this.getBarycoord( point, target );
  28471. },
  28472. midpoint: function ( target ) {
  28473. console.warn( 'THREE.Triangle: .midpoint() has been renamed to .getMidpoint().' );
  28474. return this.getMidpoint( target );
  28475. },
  28476. normal: function ( target ) {
  28477. console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
  28478. return this.getNormal( target );
  28479. },
  28480. plane: function ( target ) {
  28481. console.warn( 'THREE.Triangle: .plane() has been renamed to .getPlane().' );
  28482. return this.getPlane( target );
  28483. }
  28484. } );
  28485. Object.assign( Triangle, {
  28486. barycoordFromPoint: function ( point, a, b, c, target ) {
  28487. console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
  28488. return Triangle.getBarycoord( point, a, b, c, target );
  28489. },
  28490. normal: function ( a, b, c, target ) {
  28491. console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
  28492. return Triangle.getNormal( a, b, c, target );
  28493. }
  28494. } );
  28495. Object.assign( Shape.prototype, {
  28496. extractAllPoints: function ( divisions ) {
  28497. console.warn( 'THREE.Shape: .extractAllPoints() has been removed. Use .extractPoints() instead.' );
  28498. return this.extractPoints( divisions );
  28499. },
  28500. extrude: function ( options ) {
  28501. console.warn( 'THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead.' );
  28502. return new ExtrudeGeometry( this, options );
  28503. },
  28504. makeGeometry: function ( options ) {
  28505. console.warn( 'THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead.' );
  28506. return new ShapeGeometry( this, options );
  28507. }
  28508. } );
  28509. Object.assign( Vector2.prototype, {
  28510. fromAttribute: function ( attribute, index, offset ) {
  28511. console.warn( 'THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  28512. return this.fromBufferAttribute( attribute, index, offset );
  28513. },
  28514. distanceToManhattan: function ( v ) {
  28515. console.warn( 'THREE.Vector2: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
  28516. return this.manhattanDistanceTo( v );
  28517. },
  28518. lengthManhattan: function () {
  28519. console.warn( 'THREE.Vector2: .lengthManhattan() has been renamed to .manhattanLength().' );
  28520. return this.manhattanLength();
  28521. }
  28522. } );
  28523. Object.assign( Vector3.prototype, {
  28524. setEulerFromRotationMatrix: function () {
  28525. console.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' );
  28526. },
  28527. setEulerFromQuaternion: function () {
  28528. console.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' );
  28529. },
  28530. getPositionFromMatrix: function ( m ) {
  28531. console.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' );
  28532. return this.setFromMatrixPosition( m );
  28533. },
  28534. getScaleFromMatrix: function ( m ) {
  28535. console.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' );
  28536. return this.setFromMatrixScale( m );
  28537. },
  28538. getColumnFromMatrix: function ( index, matrix ) {
  28539. console.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' );
  28540. return this.setFromMatrixColumn( matrix, index );
  28541. },
  28542. applyProjection: function ( m ) {
  28543. console.warn( 'THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead.' );
  28544. return this.applyMatrix4( m );
  28545. },
  28546. fromAttribute: function ( attribute, index, offset ) {
  28547. console.warn( 'THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  28548. return this.fromBufferAttribute( attribute, index, offset );
  28549. },
  28550. distanceToManhattan: function ( v ) {
  28551. console.warn( 'THREE.Vector3: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
  28552. return this.manhattanDistanceTo( v );
  28553. },
  28554. lengthManhattan: function () {
  28555. console.warn( 'THREE.Vector3: .lengthManhattan() has been renamed to .manhattanLength().' );
  28556. return this.manhattanLength();
  28557. }
  28558. } );
  28559. Object.assign( Vector4.prototype, {
  28560. fromAttribute: function ( attribute, index, offset ) {
  28561. console.warn( 'THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  28562. return this.fromBufferAttribute( attribute, index, offset );
  28563. },
  28564. lengthManhattan: function () {
  28565. console.warn( 'THREE.Vector4: .lengthManhattan() has been renamed to .manhattanLength().' );
  28566. return this.manhattanLength();
  28567. }
  28568. } );
  28569. //
  28570. Object.assign( Geometry.prototype, {
  28571. computeTangents: function () {
  28572. console.error( 'THREE.Geometry: .computeTangents() has been removed.' );
  28573. },
  28574. computeLineDistances: function () {
  28575. console.error( 'THREE.Geometry: .computeLineDistances() has been removed. Use THREE.Line.computeLineDistances() instead.' );
  28576. }
  28577. } );
  28578. Object.assign( Object3D.prototype, {
  28579. getChildByName: function ( name ) {
  28580. console.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' );
  28581. return this.getObjectByName( name );
  28582. },
  28583. renderDepth: function () {
  28584. console.warn( 'THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.' );
  28585. },
  28586. translate: function ( distance, axis ) {
  28587. console.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' );
  28588. return this.translateOnAxis( axis, distance );
  28589. },
  28590. getWorldRotation: function () {
  28591. console.error( 'THREE.Object3D: .getWorldRotation() has been removed. Use THREE.Object3D.getWorldQuaternion( target ) instead.' );
  28592. }
  28593. } );
  28594. Object.defineProperties( Object3D.prototype, {
  28595. eulerOrder: {
  28596. get: function () {
  28597. console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
  28598. return this.rotation.order;
  28599. },
  28600. set: function ( value ) {
  28601. console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
  28602. this.rotation.order = value;
  28603. }
  28604. },
  28605. useQuaternion: {
  28606. get: function () {
  28607. console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  28608. },
  28609. set: function () {
  28610. console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  28611. }
  28612. }
  28613. } );
  28614. Object.defineProperties( LOD.prototype, {
  28615. objects: {
  28616. get: function () {
  28617. console.warn( 'THREE.LOD: .objects has been renamed to .levels.' );
  28618. return this.levels;
  28619. }
  28620. }
  28621. } );
  28622. Object.defineProperty( Skeleton.prototype, 'useVertexTexture', {
  28623. get: function () {
  28624. console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );
  28625. },
  28626. set: function () {
  28627. console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );
  28628. }
  28629. } );
  28630. SkinnedMesh.prototype.initBones = function () {
  28631. console.error( 'THREE.SkinnedMesh: initBones() has been removed.' );
  28632. };
  28633. Object.defineProperty( Curve.prototype, '__arcLengthDivisions', {
  28634. get: function () {
  28635. console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
  28636. return this.arcLengthDivisions;
  28637. },
  28638. set: function ( value ) {
  28639. console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
  28640. this.arcLengthDivisions = value;
  28641. }
  28642. } );
  28643. //
  28644. PerspectiveCamera.prototype.setLens = function ( focalLength, filmGauge ) {
  28645. console.warn( "THREE.PerspectiveCamera.setLens is deprecated. " +
  28646. "Use .setFocalLength and .filmGauge for a photographic setup." );
  28647. if ( filmGauge !== undefined ) { this.filmGauge = filmGauge; }
  28648. this.setFocalLength( focalLength );
  28649. };
  28650. //
  28651. Object.defineProperties( Light.prototype, {
  28652. onlyShadow: {
  28653. set: function () {
  28654. console.warn( 'THREE.Light: .onlyShadow has been removed.' );
  28655. }
  28656. },
  28657. shadowCameraFov: {
  28658. set: function ( value ) {
  28659. console.warn( 'THREE.Light: .shadowCameraFov is now .shadow.camera.fov.' );
  28660. this.shadow.camera.fov = value;
  28661. }
  28662. },
  28663. shadowCameraLeft: {
  28664. set: function ( value ) {
  28665. console.warn( 'THREE.Light: .shadowCameraLeft is now .shadow.camera.left.' );
  28666. this.shadow.camera.left = value;
  28667. }
  28668. },
  28669. shadowCameraRight: {
  28670. set: function ( value ) {
  28671. console.warn( 'THREE.Light: .shadowCameraRight is now .shadow.camera.right.' );
  28672. this.shadow.camera.right = value;
  28673. }
  28674. },
  28675. shadowCameraTop: {
  28676. set: function ( value ) {
  28677. console.warn( 'THREE.Light: .shadowCameraTop is now .shadow.camera.top.' );
  28678. this.shadow.camera.top = value;
  28679. }
  28680. },
  28681. shadowCameraBottom: {
  28682. set: function ( value ) {
  28683. console.warn( 'THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom.' );
  28684. this.shadow.camera.bottom = value;
  28685. }
  28686. },
  28687. shadowCameraNear: {
  28688. set: function ( value ) {
  28689. console.warn( 'THREE.Light: .shadowCameraNear is now .shadow.camera.near.' );
  28690. this.shadow.camera.near = value;
  28691. }
  28692. },
  28693. shadowCameraFar: {
  28694. set: function ( value ) {
  28695. console.warn( 'THREE.Light: .shadowCameraFar is now .shadow.camera.far.' );
  28696. this.shadow.camera.far = value;
  28697. }
  28698. },
  28699. shadowCameraVisible: {
  28700. set: function () {
  28701. console.warn( 'THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.' );
  28702. }
  28703. },
  28704. shadowBias: {
  28705. set: function ( value ) {
  28706. console.warn( 'THREE.Light: .shadowBias is now .shadow.bias.' );
  28707. this.shadow.bias = value;
  28708. }
  28709. },
  28710. shadowDarkness: {
  28711. set: function () {
  28712. console.warn( 'THREE.Light: .shadowDarkness has been removed.' );
  28713. }
  28714. },
  28715. shadowMapWidth: {
  28716. set: function ( value ) {
  28717. console.warn( 'THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.' );
  28718. this.shadow.mapSize.width = value;
  28719. }
  28720. },
  28721. shadowMapHeight: {
  28722. set: function ( value ) {
  28723. console.warn( 'THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.' );
  28724. this.shadow.mapSize.height = value;
  28725. }
  28726. }
  28727. } );
  28728. //
  28729. Object.defineProperties( BufferAttribute.prototype, {
  28730. length: {
  28731. get: function () {
  28732. console.warn( 'THREE.BufferAttribute: .length has been deprecated. Use .count instead.' );
  28733. return this.array.length;
  28734. }
  28735. }
  28736. } );
  28737. Object.assign( BufferAttribute.prototype, {
  28738. copyIndicesArray: function ( /* indices */ ) {
  28739. console.error( 'THREE.BufferAttribute: .copyIndicesArray() has been removed.' );
  28740. },
  28741. setArray: function ( array ) {
  28742. console.warn( 'THREE.BufferAttribute: .setArray has been deprecated. Use BufferGeometry .setAttribute to replace/resize attribute buffers' );
  28743. this.count = array !== undefined ? array.length / this.itemSize : 0;
  28744. this.array = array;
  28745. return this;
  28746. }
  28747. } );
  28748. Object.assign( BufferGeometry.prototype, {
  28749. addIndex: function ( index ) {
  28750. console.warn( 'THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().' );
  28751. this.setIndex( index );
  28752. },
  28753. addDrawCall: function ( start, count, indexOffset ) {
  28754. if ( indexOffset !== undefined ) {
  28755. console.warn( 'THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.' );
  28756. }
  28757. console.warn( 'THREE.BufferGeometry: .addDrawCall() is now .addGroup().' );
  28758. this.addGroup( start, count );
  28759. },
  28760. clearDrawCalls: function () {
  28761. console.warn( 'THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().' );
  28762. this.clearGroups();
  28763. },
  28764. computeTangents: function () {
  28765. console.warn( 'THREE.BufferGeometry: .computeTangents() has been removed.' );
  28766. },
  28767. computeOffsets: function () {
  28768. console.warn( 'THREE.BufferGeometry: .computeOffsets() has been removed.' );
  28769. }
  28770. } );
  28771. Object.defineProperties( BufferGeometry.prototype, {
  28772. drawcalls: {
  28773. get: function () {
  28774. console.error( 'THREE.BufferGeometry: .drawcalls has been renamed to .groups.' );
  28775. return this.groups;
  28776. }
  28777. },
  28778. offsets: {
  28779. get: function () {
  28780. console.warn( 'THREE.BufferGeometry: .offsets has been renamed to .groups.' );
  28781. return this.groups;
  28782. }
  28783. }
  28784. } );
  28785. Object.assign( InterleavedBuffer.prototype, {
  28786. setArray: function ( array ) {
  28787. console.warn( 'THREE.InterleavedBuffer: .setArray has been deprecated. Use BufferGeometry .setAttribute to replace/resize attribute buffers' );
  28788. this.count = array !== undefined ? array.length / this.stride : 0;
  28789. this.array = array;
  28790. return this;
  28791. }
  28792. } );
  28793. //
  28794. Object.assign( ExtrudeBufferGeometry.prototype, {
  28795. getArrays: function () {
  28796. console.error( 'THREE.ExtrudeBufferGeometry: .getArrays() has been removed.' );
  28797. },
  28798. addShapeList: function () {
  28799. console.error( 'THREE.ExtrudeBufferGeometry: .addShapeList() has been removed.' );
  28800. },
  28801. addShape: function () {
  28802. console.error( 'THREE.ExtrudeBufferGeometry: .addShape() has been removed.' );
  28803. }
  28804. } );
  28805. //
  28806. Object.defineProperties( Uniform.prototype, {
  28807. dynamic: {
  28808. set: function () {
  28809. console.warn( 'THREE.Uniform: .dynamic has been removed. Use object.onBeforeRender() instead.' );
  28810. }
  28811. },
  28812. onUpdate: {
  28813. value: function () {
  28814. console.warn( 'THREE.Uniform: .onUpdate() has been removed. Use object.onBeforeRender() instead.' );
  28815. return this;
  28816. }
  28817. }
  28818. } );
  28819. //
  28820. Object.defineProperties( Material.prototype, {
  28821. wrapAround: {
  28822. get: function () {
  28823. console.warn( 'THREE.Material: .wrapAround has been removed.' );
  28824. },
  28825. set: function () {
  28826. console.warn( 'THREE.Material: .wrapAround has been removed.' );
  28827. }
  28828. },
  28829. overdraw: {
  28830. get: function () {
  28831. console.warn( 'THREE.Material: .overdraw has been removed.' );
  28832. },
  28833. set: function () {
  28834. console.warn( 'THREE.Material: .overdraw has been removed.' );
  28835. }
  28836. },
  28837. wrapRGB: {
  28838. get: function () {
  28839. console.warn( 'THREE.Material: .wrapRGB has been removed.' );
  28840. return new Color();
  28841. }
  28842. },
  28843. shading: {
  28844. get: function () {
  28845. console.error( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  28846. },
  28847. set: function ( value ) {
  28848. console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  28849. this.flatShading = ( value === FlatShading );
  28850. }
  28851. },
  28852. stencilMask: {
  28853. get: function () {
  28854. console.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' );
  28855. return this.stencilFuncMask;
  28856. },
  28857. set: function ( value ) {
  28858. console.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' );
  28859. this.stencilFuncMask = value;
  28860. }
  28861. }
  28862. } );
  28863. Object.defineProperties( MeshPhongMaterial.prototype, {
  28864. metal: {
  28865. get: function () {
  28866. console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead.' );
  28867. return false;
  28868. },
  28869. set: function () {
  28870. console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead' );
  28871. }
  28872. }
  28873. } );
  28874. Object.defineProperties( ShaderMaterial.prototype, {
  28875. derivatives: {
  28876. get: function () {
  28877. console.warn( 'THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
  28878. return this.extensions.derivatives;
  28879. },
  28880. set: function ( value ) {
  28881. console.warn( 'THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
  28882. this.extensions.derivatives = value;
  28883. }
  28884. }
  28885. } );
  28886. //
  28887. Object.assign( WebGLRenderer.prototype, {
  28888. clearTarget: function ( renderTarget, color, depth, stencil ) {
  28889. console.warn( 'THREE.WebGLRenderer: .clearTarget() has been deprecated. Use .setRenderTarget() and .clear() instead.' );
  28890. this.setRenderTarget( renderTarget );
  28891. this.clear( color, depth, stencil );
  28892. },
  28893. animate: function ( callback ) {
  28894. console.warn( 'THREE.WebGLRenderer: .animate() is now .setAnimationLoop().' );
  28895. this.setAnimationLoop( callback );
  28896. },
  28897. getCurrentRenderTarget: function () {
  28898. console.warn( 'THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget().' );
  28899. return this.getRenderTarget();
  28900. },
  28901. getMaxAnisotropy: function () {
  28902. console.warn( 'THREE.WebGLRenderer: .getMaxAnisotropy() is now .capabilities.getMaxAnisotropy().' );
  28903. return this.capabilities.getMaxAnisotropy();
  28904. },
  28905. getPrecision: function () {
  28906. console.warn( 'THREE.WebGLRenderer: .getPrecision() is now .capabilities.precision.' );
  28907. return this.capabilities.precision;
  28908. },
  28909. resetGLState: function () {
  28910. console.warn( 'THREE.WebGLRenderer: .resetGLState() is now .state.reset().' );
  28911. return this.state.reset();
  28912. },
  28913. supportsFloatTextures: function () {
  28914. console.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).' );
  28915. return this.extensions.get( 'OES_texture_float' );
  28916. },
  28917. supportsHalfFloatTextures: function () {
  28918. console.warn( 'THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \'OES_texture_half_float\' ).' );
  28919. return this.extensions.get( 'OES_texture_half_float' );
  28920. },
  28921. supportsStandardDerivatives: function () {
  28922. console.warn( 'THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \'OES_standard_derivatives\' ).' );
  28923. return this.extensions.get( 'OES_standard_derivatives' );
  28924. },
  28925. supportsCompressedTextureS3TC: function () {
  28926. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \'WEBGL_compressed_texture_s3tc\' ).' );
  28927. return this.extensions.get( 'WEBGL_compressed_texture_s3tc' );
  28928. },
  28929. supportsCompressedTexturePVRTC: function () {
  28930. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \'WEBGL_compressed_texture_pvrtc\' ).' );
  28931. return this.extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  28932. },
  28933. supportsBlendMinMax: function () {
  28934. console.warn( 'THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \'EXT_blend_minmax\' ).' );
  28935. return this.extensions.get( 'EXT_blend_minmax' );
  28936. },
  28937. supportsVertexTextures: function () {
  28938. console.warn( 'THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures.' );
  28939. return this.capabilities.vertexTextures;
  28940. },
  28941. supportsInstancedArrays: function () {
  28942. console.warn( 'THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \'ANGLE_instanced_arrays\' ).' );
  28943. return this.extensions.get( 'ANGLE_instanced_arrays' );
  28944. },
  28945. enableScissorTest: function ( boolean ) {
  28946. console.warn( 'THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().' );
  28947. this.setScissorTest( boolean );
  28948. },
  28949. initMaterial: function () {
  28950. console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );
  28951. },
  28952. addPrePlugin: function () {
  28953. console.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );
  28954. },
  28955. addPostPlugin: function () {
  28956. console.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );
  28957. },
  28958. updateShadowMap: function () {
  28959. console.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );
  28960. },
  28961. setFaceCulling: function () {
  28962. console.warn( 'THREE.WebGLRenderer: .setFaceCulling() has been removed.' );
  28963. },
  28964. allocTextureUnit: function () {
  28965. console.warn( 'THREE.WebGLRenderer: .allocTextureUnit() has been removed.' );
  28966. },
  28967. setTexture: function () {
  28968. console.warn( 'THREE.WebGLRenderer: .setTexture() has been removed.' );
  28969. },
  28970. setTexture2D: function () {
  28971. console.warn( 'THREE.WebGLRenderer: .setTexture2D() has been removed.' );
  28972. },
  28973. setTextureCube: function () {
  28974. console.warn( 'THREE.WebGLRenderer: .setTextureCube() has been removed.' );
  28975. },
  28976. getActiveMipMapLevel: function () {
  28977. console.warn( 'THREE.WebGLRenderer: .getActiveMipMapLevel() is now .getActiveMipmapLevel().' );
  28978. return this.getActiveMipmapLevel();
  28979. }
  28980. } );
  28981. Object.defineProperties( WebGLRenderer.prototype, {
  28982. shadowMapEnabled: {
  28983. get: function () {
  28984. return this.shadowMap.enabled;
  28985. },
  28986. set: function ( value ) {
  28987. console.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' );
  28988. this.shadowMap.enabled = value;
  28989. }
  28990. },
  28991. shadowMapType: {
  28992. get: function () {
  28993. return this.shadowMap.type;
  28994. },
  28995. set: function ( value ) {
  28996. console.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' );
  28997. this.shadowMap.type = value;
  28998. }
  28999. },
  29000. shadowMapCullFace: {
  29001. get: function () {
  29002. console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
  29003. return undefined;
  29004. },
  29005. set: function ( /* value */ ) {
  29006. console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
  29007. }
  29008. },
  29009. context: {
  29010. get: function () {
  29011. console.warn( 'THREE.WebGLRenderer: .context has been removed. Use .getContext() instead.' );
  29012. return this.getContext();
  29013. }
  29014. }
  29015. } );
  29016. Object.defineProperties( WebGLShadowMap.prototype, {
  29017. cullFace: {
  29018. get: function () {
  29019. console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
  29020. return undefined;
  29021. },
  29022. set: function ( /* cullFace */ ) {
  29023. console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
  29024. }
  29025. },
  29026. renderReverseSided: {
  29027. get: function () {
  29028. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
  29029. return undefined;
  29030. },
  29031. set: function () {
  29032. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
  29033. }
  29034. },
  29035. renderSingleSided: {
  29036. get: function () {
  29037. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
  29038. return undefined;
  29039. },
  29040. set: function () {
  29041. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
  29042. }
  29043. }
  29044. } );
  29045. //
  29046. Object.defineProperties( WebGLRenderTargetCube.prototype, {
  29047. activeCubeFace: {
  29048. set: function ( /* value */ ) {
  29049. console.warn( 'THREE.WebGLRenderTargetCube: .activeCubeFace has been removed. It is now the second parameter of WebGLRenderer.setRenderTarget().' );
  29050. }
  29051. },
  29052. activeMipMapLevel: {
  29053. set: function ( /* value */ ) {
  29054. console.warn( 'THREE.WebGLRenderTargetCube: .activeMipMapLevel has been removed. It is now the third parameter of WebGLRenderer.setRenderTarget().' );
  29055. }
  29056. }
  29057. } );
  29058. //
  29059. Object.defineProperties( WebGLRenderTarget.prototype, {
  29060. wrapS: {
  29061. get: function () {
  29062. console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
  29063. return this.texture.wrapS;
  29064. },
  29065. set: function ( value ) {
  29066. console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
  29067. this.texture.wrapS = value;
  29068. }
  29069. },
  29070. wrapT: {
  29071. get: function () {
  29072. console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
  29073. return this.texture.wrapT;
  29074. },
  29075. set: function ( value ) {
  29076. console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
  29077. this.texture.wrapT = value;
  29078. }
  29079. },
  29080. magFilter: {
  29081. get: function () {
  29082. console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
  29083. return this.texture.magFilter;
  29084. },
  29085. set: function ( value ) {
  29086. console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
  29087. this.texture.magFilter = value;
  29088. }
  29089. },
  29090. minFilter: {
  29091. get: function () {
  29092. console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
  29093. return this.texture.minFilter;
  29094. },
  29095. set: function ( value ) {
  29096. console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
  29097. this.texture.minFilter = value;
  29098. }
  29099. },
  29100. anisotropy: {
  29101. get: function () {
  29102. console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
  29103. return this.texture.anisotropy;
  29104. },
  29105. set: function ( value ) {
  29106. console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
  29107. this.texture.anisotropy = value;
  29108. }
  29109. },
  29110. offset: {
  29111. get: function () {
  29112. console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
  29113. return this.texture.offset;
  29114. },
  29115. set: function ( value ) {
  29116. console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
  29117. this.texture.offset = value;
  29118. }
  29119. },
  29120. repeat: {
  29121. get: function () {
  29122. console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
  29123. return this.texture.repeat;
  29124. },
  29125. set: function ( value ) {
  29126. console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
  29127. this.texture.repeat = value;
  29128. }
  29129. },
  29130. format: {
  29131. get: function () {
  29132. console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
  29133. return this.texture.format;
  29134. },
  29135. set: function ( value ) {
  29136. console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
  29137. this.texture.format = value;
  29138. }
  29139. },
  29140. type: {
  29141. get: function () {
  29142. console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
  29143. return this.texture.type;
  29144. },
  29145. set: function ( value ) {
  29146. console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
  29147. this.texture.type = value;
  29148. }
  29149. },
  29150. generateMipmaps: {
  29151. get: function () {
  29152. console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
  29153. return this.texture.generateMipmaps;
  29154. },
  29155. set: function ( value ) {
  29156. console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
  29157. this.texture.generateMipmaps = value;
  29158. }
  29159. }
  29160. } );
  29161. //
  29162. Object.defineProperties( WebVRManager.prototype, {
  29163. standing: {
  29164. set: function ( /* value */ ) {
  29165. console.warn( 'THREE.WebVRManager: .standing has been removed.' );
  29166. }
  29167. },
  29168. userHeight: {
  29169. set: function ( /* value */ ) {
  29170. console.warn( 'THREE.WebVRManager: .userHeight has been removed.' );
  29171. }
  29172. }
  29173. } );
  29174. //
  29175. Audio.prototype.load = function ( file ) {
  29176. console.warn( 'THREE.Audio: .load has been deprecated. Use THREE.AudioLoader instead.' );
  29177. var scope = this;
  29178. var audioLoader = new AudioLoader();
  29179. audioLoader.load( file, function ( buffer ) {
  29180. scope.setBuffer( buffer );
  29181. } );
  29182. return this;
  29183. };
  29184. AudioAnalyser.prototype.getData = function () {
  29185. console.warn( 'THREE.AudioAnalyser: .getData() is now .getFrequencyData().' );
  29186. return this.getFrequencyData();
  29187. };
  29188. //
  29189. CubeCamera.prototype.updateCubeMap = function ( renderer, scene ) {
  29190. console.warn( 'THREE.CubeCamera: .updateCubeMap() is now .update().' );
  29191. return this.update( renderer, scene );
  29192. };
  29193. //
  29194. var GeometryUtils = {
  29195. merge: function ( geometry1, geometry2, materialIndexOffset ) {
  29196. console.warn( 'THREE.GeometryUtils: .merge() has been moved to Geometry. Use geometry.merge( geometry2, matrix, materialIndexOffset ) instead.' );
  29197. var matrix;
  29198. if ( geometry2.isMesh ) {
  29199. geometry2.matrixAutoUpdate && geometry2.updateMatrix();
  29200. matrix = geometry2.matrix;
  29201. geometry2 = geometry2.geometry;
  29202. }
  29203. geometry1.merge( geometry2, matrix, materialIndexOffset );
  29204. },
  29205. center: function ( geometry ) {
  29206. console.warn( 'THREE.GeometryUtils: .center() has been moved to Geometry. Use geometry.center() instead.' );
  29207. return geometry.center();
  29208. }
  29209. };
  29210. ImageUtils.crossOrigin = undefined;
  29211. ImageUtils.loadTexture = function ( url, mapping, onLoad, onError ) {
  29212. console.warn( 'THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.' );
  29213. var loader = new TextureLoader();
  29214. loader.setCrossOrigin( this.crossOrigin );
  29215. var texture = loader.load( url, onLoad, undefined, onError );
  29216. if ( mapping ) { texture.mapping = mapping; }
  29217. return texture;
  29218. };
  29219. ImageUtils.loadTextureCube = function ( urls, mapping, onLoad, onError ) {
  29220. console.warn( 'THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.' );
  29221. var loader = new CubeTextureLoader();
  29222. loader.setCrossOrigin( this.crossOrigin );
  29223. var texture = loader.load( urls, onLoad, undefined, onError );
  29224. if ( mapping ) { texture.mapping = mapping; }
  29225. return texture;
  29226. };
  29227. ImageUtils.loadCompressedTexture = function () {
  29228. console.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' );
  29229. };
  29230. ImageUtils.loadCompressedTextureCube = function () {
  29231. console.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' );
  29232. };
  29233. //
  29234. function CanvasRenderer() {
  29235. console.error( 'THREE.CanvasRenderer has been removed' );
  29236. }
  29237. //
  29238. function JSONLoader() {
  29239. console.error( 'THREE.JSONLoader has been removed.' );
  29240. }
  29241. //
  29242. var SceneUtils = {
  29243. createMultiMaterialObject: function ( /* geometry, materials */ ) {
  29244. console.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' );
  29245. },
  29246. detach: function ( /* child, parent, scene */ ) {
  29247. console.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' );
  29248. },
  29249. attach: function ( /* child, scene, parent */ ) {
  29250. console.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' );
  29251. }
  29252. };
  29253. //
  29254. function LensFlare() {
  29255. console.error( 'THREE.LensFlare has been moved to /examples/js/objects/Lensflare.js' );
  29256. }
  29257. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  29258. /* eslint-disable no-undef */
  29259. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'register', { detail: {
  29260. revision: REVISION,
  29261. } } ) );
  29262. /* eslint-enable no-undef */
  29263. }
  29264. exports.ACESFilmicToneMapping = ACESFilmicToneMapping;
  29265. exports.AddEquation = AddEquation;
  29266. exports.AddOperation = AddOperation;
  29267. exports.AdditiveBlending = AdditiveBlending;
  29268. exports.AlphaFormat = AlphaFormat;
  29269. exports.AlwaysDepth = AlwaysDepth;
  29270. exports.AlwaysStencilFunc = AlwaysStencilFunc;
  29271. exports.AmbientLight = AmbientLight;
  29272. exports.AmbientLightProbe = AmbientLightProbe;
  29273. exports.AnimationClip = AnimationClip;
  29274. exports.AnimationLoader = AnimationLoader;
  29275. exports.AnimationMixer = AnimationMixer;
  29276. exports.AnimationObjectGroup = AnimationObjectGroup;
  29277. exports.AnimationUtils = AnimationUtils;
  29278. exports.ArcCurve = ArcCurve;
  29279. exports.ArrayCamera = ArrayCamera;
  29280. exports.ArrowHelper = ArrowHelper;
  29281. exports.Audio = Audio;
  29282. exports.AudioAnalyser = AudioAnalyser;
  29283. exports.AudioContext = AudioContext;
  29284. exports.AudioListener = AudioListener;
  29285. exports.AudioLoader = AudioLoader;
  29286. exports.AxesHelper = AxesHelper;
  29287. exports.AxisHelper = AxisHelper;
  29288. exports.BackSide = BackSide;
  29289. exports.BasicDepthPacking = BasicDepthPacking;
  29290. exports.BasicShadowMap = BasicShadowMap;
  29291. exports.BinaryTextureLoader = BinaryTextureLoader;
  29292. exports.Bone = Bone;
  29293. exports.BooleanKeyframeTrack = BooleanKeyframeTrack;
  29294. exports.BoundingBoxHelper = BoundingBoxHelper;
  29295. exports.Box2 = Box2;
  29296. exports.Box3 = Box3;
  29297. exports.Box3Helper = Box3Helper;
  29298. exports.BoxBufferGeometry = BoxBufferGeometry;
  29299. exports.BoxGeometry = BoxGeometry;
  29300. exports.BoxHelper = BoxHelper;
  29301. exports.BufferAttribute = BufferAttribute;
  29302. exports.BufferGeometry = BufferGeometry;
  29303. exports.BufferGeometryLoader = BufferGeometryLoader;
  29304. exports.ByteType = ByteType;
  29305. exports.Cache = Cache;
  29306. exports.Camera = Camera;
  29307. exports.CameraHelper = CameraHelper;
  29308. exports.CanvasRenderer = CanvasRenderer;
  29309. exports.CanvasTexture = CanvasTexture;
  29310. exports.CatmullRomCurve3 = CatmullRomCurve3;
  29311. exports.CineonToneMapping = CineonToneMapping;
  29312. exports.CircleBufferGeometry = CircleBufferGeometry;
  29313. exports.CircleGeometry = CircleGeometry;
  29314. exports.ClampToEdgeWrapping = ClampToEdgeWrapping;
  29315. exports.Clock = Clock;
  29316. exports.ClosedSplineCurve3 = ClosedSplineCurve3;
  29317. exports.Color = Color;
  29318. exports.ColorKeyframeTrack = ColorKeyframeTrack;
  29319. exports.CompressedTexture = CompressedTexture;
  29320. exports.CompressedTextureLoader = CompressedTextureLoader;
  29321. exports.ConeBufferGeometry = ConeBufferGeometry;
  29322. exports.ConeGeometry = ConeGeometry;
  29323. exports.CubeCamera = CubeCamera;
  29324. exports.CubeGeometry = BoxGeometry;
  29325. exports.CubeReflectionMapping = CubeReflectionMapping;
  29326. exports.CubeRefractionMapping = CubeRefractionMapping;
  29327. exports.CubeTexture = CubeTexture;
  29328. exports.CubeTextureLoader = CubeTextureLoader;
  29329. exports.CubeUVReflectionMapping = CubeUVReflectionMapping;
  29330. exports.CubeUVRefractionMapping = CubeUVRefractionMapping;
  29331. exports.CubicBezierCurve = CubicBezierCurve;
  29332. exports.CubicBezierCurve3 = CubicBezierCurve3;
  29333. exports.CubicInterpolant = CubicInterpolant;
  29334. exports.CullFaceBack = CullFaceBack;
  29335. exports.CullFaceFront = CullFaceFront;
  29336. exports.CullFaceFrontBack = CullFaceFrontBack;
  29337. exports.CullFaceNone = CullFaceNone;
  29338. exports.Curve = Curve;
  29339. exports.CurvePath = CurvePath;
  29340. exports.CustomBlending = CustomBlending;
  29341. exports.CylinderBufferGeometry = CylinderBufferGeometry;
  29342. exports.CylinderGeometry = CylinderGeometry;
  29343. exports.Cylindrical = Cylindrical;
  29344. exports.DataTexture = DataTexture;
  29345. exports.DataTexture2DArray = DataTexture2DArray;
  29346. exports.DataTexture3D = DataTexture3D;
  29347. exports.DataTextureLoader = DataTextureLoader;
  29348. exports.DecrementStencilOp = DecrementStencilOp;
  29349. exports.DecrementWrapStencilOp = DecrementWrapStencilOp;
  29350. exports.DefaultLoadingManager = DefaultLoadingManager;
  29351. exports.DepthFormat = DepthFormat;
  29352. exports.DepthStencilFormat = DepthStencilFormat;
  29353. exports.DepthTexture = DepthTexture;
  29354. exports.DirectionalLight = DirectionalLight;
  29355. exports.DirectionalLightHelper = DirectionalLightHelper;
  29356. exports.DirectionalLightShadow = DirectionalLightShadow;
  29357. exports.DiscreteInterpolant = DiscreteInterpolant;
  29358. exports.DodecahedronBufferGeometry = DodecahedronBufferGeometry;
  29359. exports.DodecahedronGeometry = DodecahedronGeometry;
  29360. exports.DoubleSide = DoubleSide;
  29361. exports.DstAlphaFactor = DstAlphaFactor;
  29362. exports.DstColorFactor = DstColorFactor;
  29363. exports.DynamicBufferAttribute = DynamicBufferAttribute;
  29364. exports.EdgesGeometry = EdgesGeometry;
  29365. exports.EdgesHelper = EdgesHelper;
  29366. exports.EllipseCurve = EllipseCurve;
  29367. exports.EqualDepth = EqualDepth;
  29368. exports.EqualStencilFunc = EqualStencilFunc;
  29369. exports.EquirectangularReflectionMapping = EquirectangularReflectionMapping;
  29370. exports.EquirectangularRefractionMapping = EquirectangularRefractionMapping;
  29371. exports.Euler = Euler;
  29372. exports.EventDispatcher = EventDispatcher;
  29373. exports.ExtrudeBufferGeometry = ExtrudeBufferGeometry;
  29374. exports.ExtrudeGeometry = ExtrudeGeometry;
  29375. exports.Face3 = Face3;
  29376. exports.Face4 = Face4;
  29377. exports.FaceColors = FaceColors;
  29378. exports.FaceNormalsHelper = FaceNormalsHelper;
  29379. exports.FileLoader = FileLoader;
  29380. exports.FlatShading = FlatShading;
  29381. exports.Float32Attribute = Float32Attribute;
  29382. exports.Float32BufferAttribute = Float32BufferAttribute;
  29383. exports.Float64Attribute = Float64Attribute;
  29384. exports.Float64BufferAttribute = Float64BufferAttribute;
  29385. exports.FloatType = FloatType;
  29386. exports.Fog = Fog;
  29387. exports.FogExp2 = FogExp2;
  29388. exports.Font = Font;
  29389. exports.FontLoader = FontLoader;
  29390. exports.FrontFaceDirectionCCW = FrontFaceDirectionCCW;
  29391. exports.FrontFaceDirectionCW = FrontFaceDirectionCW;
  29392. exports.FrontSide = FrontSide;
  29393. exports.Frustum = Frustum;
  29394. exports.GammaEncoding = GammaEncoding;
  29395. exports.Geometry = Geometry;
  29396. exports.GeometryUtils = GeometryUtils;
  29397. exports.GreaterDepth = GreaterDepth;
  29398. exports.GreaterEqualDepth = GreaterEqualDepth;
  29399. exports.GreaterEqualStencilFunc = GreaterEqualStencilFunc;
  29400. exports.GreaterStencilFunc = GreaterStencilFunc;
  29401. exports.GridHelper = GridHelper;
  29402. exports.Group = Group;
  29403. exports.HalfFloatType = HalfFloatType;
  29404. exports.HemisphereLight = HemisphereLight;
  29405. exports.HemisphereLightHelper = HemisphereLightHelper;
  29406. exports.HemisphereLightProbe = HemisphereLightProbe;
  29407. exports.IcosahedronBufferGeometry = IcosahedronBufferGeometry;
  29408. exports.IcosahedronGeometry = IcosahedronGeometry;
  29409. exports.ImageBitmapLoader = ImageBitmapLoader;
  29410. exports.ImageLoader = ImageLoader;
  29411. exports.ImageUtils = ImageUtils;
  29412. exports.ImmediateRenderObject = ImmediateRenderObject;
  29413. exports.IncrementStencilOp = IncrementStencilOp;
  29414. exports.IncrementWrapStencilOp = IncrementWrapStencilOp;
  29415. exports.InstancedBufferAttribute = InstancedBufferAttribute;
  29416. exports.InstancedBufferGeometry = InstancedBufferGeometry;
  29417. exports.InstancedInterleavedBuffer = InstancedInterleavedBuffer;
  29418. exports.Int16Attribute = Int16Attribute;
  29419. exports.Int16BufferAttribute = Int16BufferAttribute;
  29420. exports.Int32Attribute = Int32Attribute;
  29421. exports.Int32BufferAttribute = Int32BufferAttribute;
  29422. exports.Int8Attribute = Int8Attribute;
  29423. exports.Int8BufferAttribute = Int8BufferAttribute;
  29424. exports.IntType = IntType;
  29425. exports.InterleavedBuffer = InterleavedBuffer;
  29426. exports.InterleavedBufferAttribute = InterleavedBufferAttribute;
  29427. exports.Interpolant = Interpolant;
  29428. exports.InterpolateDiscrete = InterpolateDiscrete;
  29429. exports.InterpolateLinear = InterpolateLinear;
  29430. exports.InterpolateSmooth = InterpolateSmooth;
  29431. exports.InvertStencilOp = InvertStencilOp;
  29432. exports.JSONLoader = JSONLoader;
  29433. exports.KeepStencilOp = KeepStencilOp;
  29434. exports.KeyframeTrack = KeyframeTrack;
  29435. exports.LOD = LOD;
  29436. exports.LatheBufferGeometry = LatheBufferGeometry;
  29437. exports.LatheGeometry = LatheGeometry;
  29438. exports.Layers = Layers;
  29439. exports.LensFlare = LensFlare;
  29440. exports.LessDepth = LessDepth;
  29441. exports.LessEqualDepth = LessEqualDepth;
  29442. exports.LessEqualStencilFunc = LessEqualStencilFunc;
  29443. exports.LessStencilFunc = LessStencilFunc;
  29444. exports.Light = Light;
  29445. exports.LightProbe = LightProbe;
  29446. exports.LightProbeHelper = LightProbeHelper;
  29447. exports.LightShadow = LightShadow;
  29448. exports.Line = Line;
  29449. exports.Line3 = Line3;
  29450. exports.LineBasicMaterial = LineBasicMaterial;
  29451. exports.LineCurve = LineCurve;
  29452. exports.LineCurve3 = LineCurve3;
  29453. exports.LineDashedMaterial = LineDashedMaterial;
  29454. exports.LineLoop = LineLoop;
  29455. exports.LinePieces = LinePieces;
  29456. exports.LineSegments = LineSegments;
  29457. exports.LineStrip = LineStrip;
  29458. exports.LinearEncoding = LinearEncoding;
  29459. exports.LinearFilter = LinearFilter;
  29460. exports.LinearInterpolant = LinearInterpolant;
  29461. exports.LinearMipMapLinearFilter = LinearMipMapLinearFilter;
  29462. exports.LinearMipMapNearestFilter = LinearMipMapNearestFilter;
  29463. exports.LinearMipmapLinearFilter = LinearMipmapLinearFilter;
  29464. exports.LinearMipmapNearestFilter = LinearMipmapNearestFilter;
  29465. exports.LinearToneMapping = LinearToneMapping;
  29466. exports.Loader = Loader;
  29467. exports.LoaderUtils = LoaderUtils;
  29468. exports.LoadingManager = LoadingManager;
  29469. exports.LogLuvEncoding = LogLuvEncoding;
  29470. exports.LoopOnce = LoopOnce;
  29471. exports.LoopPingPong = LoopPingPong;
  29472. exports.LoopRepeat = LoopRepeat;
  29473. exports.LuminanceAlphaFormat = LuminanceAlphaFormat;
  29474. exports.LuminanceFormat = LuminanceFormat;
  29475. exports.MOUSE = MOUSE;
  29476. exports.Material = Material;
  29477. exports.MaterialLoader = MaterialLoader;
  29478. exports.Math = _Math;
  29479. exports.Matrix3 = Matrix3;
  29480. exports.Matrix4 = Matrix4;
  29481. exports.MaxEquation = MaxEquation;
  29482. exports.Mesh = Mesh;
  29483. exports.MeshBasicMaterial = MeshBasicMaterial;
  29484. exports.MeshDepthMaterial = MeshDepthMaterial;
  29485. exports.MeshDistanceMaterial = MeshDistanceMaterial;
  29486. exports.MeshFaceMaterial = MeshFaceMaterial;
  29487. exports.MeshLambertMaterial = MeshLambertMaterial;
  29488. exports.MeshMatcapMaterial = MeshMatcapMaterial;
  29489. exports.MeshNormalMaterial = MeshNormalMaterial;
  29490. exports.MeshPhongMaterial = MeshPhongMaterial;
  29491. exports.MeshPhysicalMaterial = MeshPhysicalMaterial;
  29492. exports.MeshStandardMaterial = MeshStandardMaterial;
  29493. exports.MeshToonMaterial = MeshToonMaterial;
  29494. exports.MinEquation = MinEquation;
  29495. exports.MirroredRepeatWrapping = MirroredRepeatWrapping;
  29496. exports.MixOperation = MixOperation;
  29497. exports.MultiMaterial = MultiMaterial;
  29498. exports.MultiplyBlending = MultiplyBlending;
  29499. exports.MultiplyOperation = MultiplyOperation;
  29500. exports.NearestFilter = NearestFilter;
  29501. exports.NearestMipMapLinearFilter = NearestMipMapLinearFilter;
  29502. exports.NearestMipMapNearestFilter = NearestMipMapNearestFilter;
  29503. exports.NearestMipmapLinearFilter = NearestMipmapLinearFilter;
  29504. exports.NearestMipmapNearestFilter = NearestMipmapNearestFilter;
  29505. exports.NeverDepth = NeverDepth;
  29506. exports.NeverStencilFunc = NeverStencilFunc;
  29507. exports.NoBlending = NoBlending;
  29508. exports.NoColors = NoColors;
  29509. exports.NoToneMapping = NoToneMapping;
  29510. exports.NormalBlending = NormalBlending;
  29511. exports.NotEqualDepth = NotEqualDepth;
  29512. exports.NotEqualStencilFunc = NotEqualStencilFunc;
  29513. exports.NumberKeyframeTrack = NumberKeyframeTrack;
  29514. exports.Object3D = Object3D;
  29515. exports.ObjectLoader = ObjectLoader;
  29516. exports.ObjectSpaceNormalMap = ObjectSpaceNormalMap;
  29517. exports.OctahedronBufferGeometry = OctahedronBufferGeometry;
  29518. exports.OctahedronGeometry = OctahedronGeometry;
  29519. exports.OneFactor = OneFactor;
  29520. exports.OneMinusDstAlphaFactor = OneMinusDstAlphaFactor;
  29521. exports.OneMinusDstColorFactor = OneMinusDstColorFactor;
  29522. exports.OneMinusSrcAlphaFactor = OneMinusSrcAlphaFactor;
  29523. exports.OneMinusSrcColorFactor = OneMinusSrcColorFactor;
  29524. exports.OrthographicCamera = OrthographicCamera;
  29525. exports.PCFShadowMap = PCFShadowMap;
  29526. exports.PCFSoftShadowMap = PCFSoftShadowMap;
  29527. exports.ParametricBufferGeometry = ParametricBufferGeometry;
  29528. exports.ParametricGeometry = ParametricGeometry;
  29529. exports.Particle = Particle;
  29530. exports.ParticleBasicMaterial = ParticleBasicMaterial;
  29531. exports.ParticleSystem = ParticleSystem;
  29532. exports.ParticleSystemMaterial = ParticleSystemMaterial;
  29533. exports.Path = Path;
  29534. exports.PerspectiveCamera = PerspectiveCamera;
  29535. exports.Plane = Plane;
  29536. exports.PlaneBufferGeometry = PlaneBufferGeometry;
  29537. exports.PlaneGeometry = PlaneGeometry;
  29538. exports.PlaneHelper = PlaneHelper;
  29539. exports.PointCloud = PointCloud;
  29540. exports.PointCloudMaterial = PointCloudMaterial;
  29541. exports.PointLight = PointLight;
  29542. exports.PointLightHelper = PointLightHelper;
  29543. exports.Points = Points;
  29544. exports.PointsMaterial = PointsMaterial;
  29545. exports.PolarGridHelper = PolarGridHelper;
  29546. exports.PolyhedronBufferGeometry = PolyhedronBufferGeometry;
  29547. exports.PolyhedronGeometry = PolyhedronGeometry;
  29548. exports.PositionalAudio = PositionalAudio;
  29549. exports.PositionalAudioHelper = PositionalAudioHelper;
  29550. exports.PropertyBinding = PropertyBinding;
  29551. exports.PropertyMixer = PropertyMixer;
  29552. exports.QuadraticBezierCurve = QuadraticBezierCurve;
  29553. exports.QuadraticBezierCurve3 = QuadraticBezierCurve3;
  29554. exports.Quaternion = Quaternion;
  29555. exports.QuaternionKeyframeTrack = QuaternionKeyframeTrack;
  29556. exports.QuaternionLinearInterpolant = QuaternionLinearInterpolant;
  29557. exports.REVISION = REVISION;
  29558. exports.RGBADepthPacking = RGBADepthPacking;
  29559. exports.RGBAFormat = RGBAFormat;
  29560. exports.RGBA_ASTC_10x10_Format = RGBA_ASTC_10x10_Format;
  29561. exports.RGBA_ASTC_10x5_Format = RGBA_ASTC_10x5_Format;
  29562. exports.RGBA_ASTC_10x6_Format = RGBA_ASTC_10x6_Format;
  29563. exports.RGBA_ASTC_10x8_Format = RGBA_ASTC_10x8_Format;
  29564. exports.RGBA_ASTC_12x10_Format = RGBA_ASTC_12x10_Format;
  29565. exports.RGBA_ASTC_12x12_Format = RGBA_ASTC_12x12_Format;
  29566. exports.RGBA_ASTC_4x4_Format = RGBA_ASTC_4x4_Format;
  29567. exports.RGBA_ASTC_5x4_Format = RGBA_ASTC_5x4_Format;
  29568. exports.RGBA_ASTC_5x5_Format = RGBA_ASTC_5x5_Format;
  29569. exports.RGBA_ASTC_6x5_Format = RGBA_ASTC_6x5_Format;
  29570. exports.RGBA_ASTC_6x6_Format = RGBA_ASTC_6x6_Format;
  29571. exports.RGBA_ASTC_8x5_Format = RGBA_ASTC_8x5_Format;
  29572. exports.RGBA_ASTC_8x6_Format = RGBA_ASTC_8x6_Format;
  29573. exports.RGBA_ASTC_8x8_Format = RGBA_ASTC_8x8_Format;
  29574. exports.RGBA_PVRTC_2BPPV1_Format = RGBA_PVRTC_2BPPV1_Format;
  29575. exports.RGBA_PVRTC_4BPPV1_Format = RGBA_PVRTC_4BPPV1_Format;
  29576. exports.RGBA_S3TC_DXT1_Format = RGBA_S3TC_DXT1_Format;
  29577. exports.RGBA_S3TC_DXT3_Format = RGBA_S3TC_DXT3_Format;
  29578. exports.RGBA_S3TC_DXT5_Format = RGBA_S3TC_DXT5_Format;
  29579. exports.RGBDEncoding = RGBDEncoding;
  29580. exports.RGBEEncoding = RGBEEncoding;
  29581. exports.RGBEFormat = RGBEFormat;
  29582. exports.RGBFormat = RGBFormat;
  29583. exports.RGBM16Encoding = RGBM16Encoding;
  29584. exports.RGBM7Encoding = RGBM7Encoding;
  29585. exports.RGB_ETC1_Format = RGB_ETC1_Format;
  29586. exports.RGB_PVRTC_2BPPV1_Format = RGB_PVRTC_2BPPV1_Format;
  29587. exports.RGB_PVRTC_4BPPV1_Format = RGB_PVRTC_4BPPV1_Format;
  29588. exports.RGB_S3TC_DXT1_Format = RGB_S3TC_DXT1_Format;
  29589. exports.RawShaderMaterial = RawShaderMaterial;
  29590. exports.Ray = Ray;
  29591. exports.Raycaster = Raycaster;
  29592. exports.RectAreaLight = RectAreaLight;
  29593. exports.RectAreaLightHelper = RectAreaLightHelper;
  29594. exports.RedFormat = RedFormat;
  29595. exports.ReinhardToneMapping = ReinhardToneMapping;
  29596. exports.RepeatWrapping = RepeatWrapping;
  29597. exports.ReplaceStencilOp = ReplaceStencilOp;
  29598. exports.ReverseSubtractEquation = ReverseSubtractEquation;
  29599. exports.RingBufferGeometry = RingBufferGeometry;
  29600. exports.RingGeometry = RingGeometry;
  29601. exports.Scene = Scene;
  29602. exports.SceneUtils = SceneUtils;
  29603. exports.ShaderChunk = ShaderChunk;
  29604. exports.ShaderLib = ShaderLib;
  29605. exports.ShaderMaterial = ShaderMaterial;
  29606. exports.ShadowMaterial = ShadowMaterial;
  29607. exports.Shape = Shape;
  29608. exports.ShapeBufferGeometry = ShapeBufferGeometry;
  29609. exports.ShapeGeometry = ShapeGeometry;
  29610. exports.ShapePath = ShapePath;
  29611. exports.ShapeUtils = ShapeUtils;
  29612. exports.ShortType = ShortType;
  29613. exports.Skeleton = Skeleton;
  29614. exports.SkeletonHelper = SkeletonHelper;
  29615. exports.SkinnedMesh = SkinnedMesh;
  29616. exports.SmoothShading = SmoothShading;
  29617. exports.Sphere = Sphere;
  29618. exports.SphereBufferGeometry = SphereBufferGeometry;
  29619. exports.SphereGeometry = SphereGeometry;
  29620. exports.Spherical = Spherical;
  29621. exports.SphericalHarmonics3 = SphericalHarmonics3;
  29622. exports.SphericalReflectionMapping = SphericalReflectionMapping;
  29623. exports.Spline = Spline;
  29624. exports.SplineCurve = SplineCurve;
  29625. exports.SplineCurve3 = SplineCurve3;
  29626. exports.SpotLight = SpotLight;
  29627. exports.SpotLightHelper = SpotLightHelper;
  29628. exports.SpotLightShadow = SpotLightShadow;
  29629. exports.Sprite = Sprite;
  29630. exports.SpriteMaterial = SpriteMaterial;
  29631. exports.SrcAlphaFactor = SrcAlphaFactor;
  29632. exports.SrcAlphaSaturateFactor = SrcAlphaSaturateFactor;
  29633. exports.SrcColorFactor = SrcColorFactor;
  29634. exports.StereoCamera = StereoCamera;
  29635. exports.StringKeyframeTrack = StringKeyframeTrack;
  29636. exports.SubtractEquation = SubtractEquation;
  29637. exports.SubtractiveBlending = SubtractiveBlending;
  29638. exports.TOUCH = TOUCH;
  29639. exports.TangentSpaceNormalMap = TangentSpaceNormalMap;
  29640. exports.TetrahedronBufferGeometry = TetrahedronBufferGeometry;
  29641. exports.TetrahedronGeometry = TetrahedronGeometry;
  29642. exports.TextBufferGeometry = TextBufferGeometry;
  29643. exports.TextGeometry = TextGeometry;
  29644. exports.Texture = Texture;
  29645. exports.TextureLoader = TextureLoader;
  29646. exports.TorusBufferGeometry = TorusBufferGeometry;
  29647. exports.TorusGeometry = TorusGeometry;
  29648. exports.TorusKnotBufferGeometry = TorusKnotBufferGeometry;
  29649. exports.TorusKnotGeometry = TorusKnotGeometry;
  29650. exports.Triangle = Triangle;
  29651. exports.TriangleFanDrawMode = TriangleFanDrawMode;
  29652. exports.TriangleStripDrawMode = TriangleStripDrawMode;
  29653. exports.TrianglesDrawMode = TrianglesDrawMode;
  29654. exports.TubeBufferGeometry = TubeBufferGeometry;
  29655. exports.TubeGeometry = TubeGeometry;
  29656. exports.UVMapping = UVMapping;
  29657. exports.Uint16Attribute = Uint16Attribute;
  29658. exports.Uint16BufferAttribute = Uint16BufferAttribute;
  29659. exports.Uint32Attribute = Uint32Attribute;
  29660. exports.Uint32BufferAttribute = Uint32BufferAttribute;
  29661. exports.Uint8Attribute = Uint8Attribute;
  29662. exports.Uint8BufferAttribute = Uint8BufferAttribute;
  29663. exports.Uint8ClampedAttribute = Uint8ClampedAttribute;
  29664. exports.Uint8ClampedBufferAttribute = Uint8ClampedBufferAttribute;
  29665. exports.Uncharted2ToneMapping = Uncharted2ToneMapping;
  29666. exports.Uniform = Uniform;
  29667. exports.UniformsLib = UniformsLib;
  29668. exports.UniformsUtils = UniformsUtils;
  29669. exports.UnsignedByteType = UnsignedByteType;
  29670. exports.UnsignedInt248Type = UnsignedInt248Type;
  29671. exports.UnsignedIntType = UnsignedIntType;
  29672. exports.UnsignedShort4444Type = UnsignedShort4444Type;
  29673. exports.UnsignedShort5551Type = UnsignedShort5551Type;
  29674. exports.UnsignedShort565Type = UnsignedShort565Type;
  29675. exports.UnsignedShortType = UnsignedShortType;
  29676. exports.VSMShadowMap = VSMShadowMap;
  29677. exports.Vector2 = Vector2;
  29678. exports.Vector3 = Vector3;
  29679. exports.Vector4 = Vector4;
  29680. exports.VectorKeyframeTrack = VectorKeyframeTrack;
  29681. exports.Vertex = Vertex;
  29682. exports.VertexColors = VertexColors;
  29683. exports.VertexNormalsHelper = VertexNormalsHelper;
  29684. exports.VideoTexture = VideoTexture;
  29685. exports.WebGLMultisampleRenderTarget = WebGLMultisampleRenderTarget;
  29686. exports.WebGLRenderTarget = WebGLRenderTarget;
  29687. exports.WebGLRenderTargetCube = WebGLRenderTargetCube;
  29688. exports.WebGLRenderer = WebGLRenderer;
  29689. exports.WebGLUtils = WebGLUtils;
  29690. exports.WireframeGeometry = WireframeGeometry;
  29691. exports.WireframeHelper = WireframeHelper;
  29692. exports.WrapAroundEnding = WrapAroundEnding;
  29693. exports.XHRLoader = XHRLoader;
  29694. exports.ZeroCurvatureEnding = ZeroCurvatureEnding;
  29695. exports.ZeroFactor = ZeroFactor;
  29696. exports.ZeroSlopeEnding = ZeroSlopeEnding;
  29697. exports.ZeroStencilOp = ZeroStencilOp;
  29698. exports.sRGBEncoding = sRGBEncoding;
  29699. Object.defineProperty(exports, '__esModule', { value: true });
  29700. }));