three.js 1.2 MB

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  1. (function (global, factory) {
  2. typeof exports === 'object' && typeof module !== 'undefined' ? factory(exports) :
  3. typeof define === 'function' && define.amd ? define(['exports'], factory) :
  4. (global = global || self, factory(global.THREE = {}));
  5. }(this, (function (exports) { 'use strict';
  6. // Polyfills
  7. if ( Number.EPSILON === undefined ) {
  8. Number.EPSILON = Math.pow( 2, - 52 );
  9. }
  10. if ( Number.isInteger === undefined ) {
  11. // Missing in IE
  12. // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number/isInteger
  13. Number.isInteger = function ( value ) {
  14. return typeof value === 'number' && isFinite( value ) && Math.floor( value ) === value;
  15. };
  16. }
  17. //
  18. if ( Math.sign === undefined ) {
  19. // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/sign
  20. Math.sign = function ( x ) {
  21. return ( x < 0 ) ? - 1 : ( x > 0 ) ? 1 : + x;
  22. };
  23. }
  24. if ( 'name' in Function.prototype === false ) {
  25. // Missing in IE
  26. // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Function/name
  27. Object.defineProperty( Function.prototype, 'name', {
  28. get: function () {
  29. return this.toString().match( /^\s*function\s*([^\(\s]*)/ )[ 1 ];
  30. }
  31. } );
  32. }
  33. if ( Object.assign === undefined ) {
  34. // Missing in IE
  35. // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/assign
  36. Object.assign = function ( target ) {
  37. if ( target === undefined || target === null ) {
  38. throw new TypeError( 'Cannot convert undefined or null to object' );
  39. }
  40. var output = Object( target );
  41. for ( var index = 1; index < arguments.length; index ++ ) {
  42. var source = arguments[ index ];
  43. if ( source !== undefined && source !== null ) {
  44. for ( var nextKey in source ) {
  45. if ( Object.prototype.hasOwnProperty.call( source, nextKey ) ) {
  46. output[ nextKey ] = source[ nextKey ];
  47. }
  48. }
  49. }
  50. }
  51. return output;
  52. };
  53. }
  54. var REVISION = '113dev';
  55. var MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2, ROTATE: 0, DOLLY: 1, PAN: 2 };
  56. var TOUCH = { ROTATE: 0, PAN: 1, DOLLY_PAN: 2, DOLLY_ROTATE: 3 };
  57. var CullFaceNone = 0;
  58. var CullFaceBack = 1;
  59. var CullFaceFront = 2;
  60. var CullFaceFrontBack = 3;
  61. var FrontFaceDirectionCW = 0;
  62. var FrontFaceDirectionCCW = 1;
  63. var BasicShadowMap = 0;
  64. var PCFShadowMap = 1;
  65. var PCFSoftShadowMap = 2;
  66. var VSMShadowMap = 3;
  67. var FrontSide = 0;
  68. var BackSide = 1;
  69. var DoubleSide = 2;
  70. var FlatShading = 1;
  71. var SmoothShading = 2;
  72. var NoColors = 0;
  73. var FaceColors = 1;
  74. var VertexColors = 2;
  75. var NoBlending = 0;
  76. var NormalBlending = 1;
  77. var AdditiveBlending = 2;
  78. var SubtractiveBlending = 3;
  79. var MultiplyBlending = 4;
  80. var CustomBlending = 5;
  81. var AddEquation = 100;
  82. var SubtractEquation = 101;
  83. var ReverseSubtractEquation = 102;
  84. var MinEquation = 103;
  85. var MaxEquation = 104;
  86. var ZeroFactor = 200;
  87. var OneFactor = 201;
  88. var SrcColorFactor = 202;
  89. var OneMinusSrcColorFactor = 203;
  90. var SrcAlphaFactor = 204;
  91. var OneMinusSrcAlphaFactor = 205;
  92. var DstAlphaFactor = 206;
  93. var OneMinusDstAlphaFactor = 207;
  94. var DstColorFactor = 208;
  95. var OneMinusDstColorFactor = 209;
  96. var SrcAlphaSaturateFactor = 210;
  97. var NeverDepth = 0;
  98. var AlwaysDepth = 1;
  99. var LessDepth = 2;
  100. var LessEqualDepth = 3;
  101. var EqualDepth = 4;
  102. var GreaterEqualDepth = 5;
  103. var GreaterDepth = 6;
  104. var NotEqualDepth = 7;
  105. var MultiplyOperation = 0;
  106. var MixOperation = 1;
  107. var AddOperation = 2;
  108. var NoToneMapping = 0;
  109. var LinearToneMapping = 1;
  110. var ReinhardToneMapping = 2;
  111. var Uncharted2ToneMapping = 3;
  112. var CineonToneMapping = 4;
  113. var ACESFilmicToneMapping = 5;
  114. var UVMapping = 300;
  115. var CubeReflectionMapping = 301;
  116. var CubeRefractionMapping = 302;
  117. var EquirectangularReflectionMapping = 303;
  118. var EquirectangularRefractionMapping = 304;
  119. var SphericalReflectionMapping = 305;
  120. var CubeUVReflectionMapping = 306;
  121. var CubeUVRefractionMapping = 307;
  122. var RepeatWrapping = 1000;
  123. var ClampToEdgeWrapping = 1001;
  124. var MirroredRepeatWrapping = 1002;
  125. var NearestFilter = 1003;
  126. var NearestMipmapNearestFilter = 1004;
  127. var NearestMipMapNearestFilter = 1004;
  128. var NearestMipmapLinearFilter = 1005;
  129. var NearestMipMapLinearFilter = 1005;
  130. var LinearFilter = 1006;
  131. var LinearMipmapNearestFilter = 1007;
  132. var LinearMipMapNearestFilter = 1007;
  133. var LinearMipmapLinearFilter = 1008;
  134. var LinearMipMapLinearFilter = 1008;
  135. var UnsignedByteType = 1009;
  136. var ByteType = 1010;
  137. var ShortType = 1011;
  138. var UnsignedShortType = 1012;
  139. var IntType = 1013;
  140. var UnsignedIntType = 1014;
  141. var FloatType = 1015;
  142. var HalfFloatType = 1016;
  143. var UnsignedShort4444Type = 1017;
  144. var UnsignedShort5551Type = 1018;
  145. var UnsignedShort565Type = 1019;
  146. var UnsignedInt248Type = 1020;
  147. var AlphaFormat = 1021;
  148. var RGBFormat = 1022;
  149. var RGBAFormat = 1023;
  150. var LuminanceFormat = 1024;
  151. var LuminanceAlphaFormat = 1025;
  152. var RGBEFormat = RGBAFormat;
  153. var DepthFormat = 1026;
  154. var DepthStencilFormat = 1027;
  155. var RedFormat = 1028;
  156. var RedIntegerFormat = 1029;
  157. var RGFormat = 1030;
  158. var RGIntegerFormat = 1031;
  159. var RGBIntegerFormat = 1032;
  160. var RGBAIntegerFormat = 1033;
  161. var RGB_S3TC_DXT1_Format = 33776;
  162. var RGBA_S3TC_DXT1_Format = 33777;
  163. var RGBA_S3TC_DXT3_Format = 33778;
  164. var RGBA_S3TC_DXT5_Format = 33779;
  165. var RGB_PVRTC_4BPPV1_Format = 35840;
  166. var RGB_PVRTC_2BPPV1_Format = 35841;
  167. var RGBA_PVRTC_4BPPV1_Format = 35842;
  168. var RGBA_PVRTC_2BPPV1_Format = 35843;
  169. var RGB_ETC1_Format = 36196;
  170. var RGBA_ASTC_4x4_Format = 37808;
  171. var RGBA_ASTC_5x4_Format = 37809;
  172. var RGBA_ASTC_5x5_Format = 37810;
  173. var RGBA_ASTC_6x5_Format = 37811;
  174. var RGBA_ASTC_6x6_Format = 37812;
  175. var RGBA_ASTC_8x5_Format = 37813;
  176. var RGBA_ASTC_8x6_Format = 37814;
  177. var RGBA_ASTC_8x8_Format = 37815;
  178. var RGBA_ASTC_10x5_Format = 37816;
  179. var RGBA_ASTC_10x6_Format = 37817;
  180. var RGBA_ASTC_10x8_Format = 37818;
  181. var RGBA_ASTC_10x10_Format = 37819;
  182. var RGBA_ASTC_12x10_Format = 37820;
  183. var RGBA_ASTC_12x12_Format = 37821;
  184. var LoopOnce = 2200;
  185. var LoopRepeat = 2201;
  186. var LoopPingPong = 2202;
  187. var InterpolateDiscrete = 2300;
  188. var InterpolateLinear = 2301;
  189. var InterpolateSmooth = 2302;
  190. var ZeroCurvatureEnding = 2400;
  191. var ZeroSlopeEnding = 2401;
  192. var WrapAroundEnding = 2402;
  193. var TrianglesDrawMode = 0;
  194. var TriangleStripDrawMode = 1;
  195. var TriangleFanDrawMode = 2;
  196. var LinearEncoding = 3000;
  197. var sRGBEncoding = 3001;
  198. var GammaEncoding = 3007;
  199. var RGBEEncoding = 3002;
  200. var LogLuvEncoding = 3003;
  201. var RGBM7Encoding = 3004;
  202. var RGBM16Encoding = 3005;
  203. var RGBDEncoding = 3006;
  204. var BasicDepthPacking = 3200;
  205. var RGBADepthPacking = 3201;
  206. var TangentSpaceNormalMap = 0;
  207. var ObjectSpaceNormalMap = 1;
  208. var ZeroStencilOp = 0;
  209. var KeepStencilOp = 7680;
  210. var ReplaceStencilOp = 7681;
  211. var IncrementStencilOp = 7682;
  212. var DecrementStencilOp = 7683;
  213. var IncrementWrapStencilOp = 34055;
  214. var DecrementWrapStencilOp = 34056;
  215. var InvertStencilOp = 5386;
  216. var NeverStencilFunc = 512;
  217. var LessStencilFunc = 513;
  218. var EqualStencilFunc = 514;
  219. var LessEqualStencilFunc = 515;
  220. var GreaterStencilFunc = 516;
  221. var NotEqualStencilFunc = 517;
  222. var GreaterEqualStencilFunc = 518;
  223. var AlwaysStencilFunc = 519;
  224. var StaticDrawUsage = 35044;
  225. var DynamicDrawUsage = 35048;
  226. var StreamDrawUsage = 35040;
  227. var StaticReadUsage = 35045;
  228. var DynamicReadUsage = 35049;
  229. var StreamReadUsage = 35041;
  230. var StaticCopyUsage = 35046;
  231. var DynamicCopyUsage = 35050;
  232. var StreamCopyUsage = 35042;
  233. /**
  234. * https://github.com/mrdoob/eventdispatcher.js/
  235. */
  236. function EventDispatcher() {}
  237. Object.assign( EventDispatcher.prototype, {
  238. addEventListener: function ( type, listener ) {
  239. if ( this._listeners === undefined ) { this._listeners = {}; }
  240. var listeners = this._listeners;
  241. if ( listeners[ type ] === undefined ) {
  242. listeners[ type ] = [];
  243. }
  244. if ( listeners[ type ].indexOf( listener ) === - 1 ) {
  245. listeners[ type ].push( listener );
  246. }
  247. },
  248. hasEventListener: function ( type, listener ) {
  249. if ( this._listeners === undefined ) { return false; }
  250. var listeners = this._listeners;
  251. return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1;
  252. },
  253. removeEventListener: function ( type, listener ) {
  254. if ( this._listeners === undefined ) { return; }
  255. var listeners = this._listeners;
  256. var listenerArray = listeners[ type ];
  257. if ( listenerArray !== undefined ) {
  258. var index = listenerArray.indexOf( listener );
  259. if ( index !== - 1 ) {
  260. listenerArray.splice( index, 1 );
  261. }
  262. }
  263. },
  264. dispatchEvent: function ( event ) {
  265. if ( this._listeners === undefined ) { return; }
  266. var listeners = this._listeners;
  267. var listenerArray = listeners[ event.type ];
  268. if ( listenerArray !== undefined ) {
  269. event.target = this;
  270. var array = listenerArray.slice( 0 );
  271. for ( var i = 0, l = array.length; i < l; i ++ ) {
  272. array[ i ].call( this, event );
  273. }
  274. }
  275. }
  276. } );
  277. /**
  278. * @author alteredq / http://alteredqualia.com/
  279. * @author mrdoob / http://mrdoob.com/
  280. * @author WestLangley / http://github.com/WestLangley
  281. * @author thezwap
  282. */
  283. var _lut = [];
  284. for ( var i = 0; i < 256; i ++ ) {
  285. _lut[ i ] = ( i < 16 ? '0' : '' ) + ( i ).toString( 16 );
  286. }
  287. var MathUtils = {
  288. DEG2RAD: Math.PI / 180,
  289. RAD2DEG: 180 / Math.PI,
  290. generateUUID: function () {
  291. // http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136
  292. var d0 = Math.random() * 0xffffffff | 0;
  293. var d1 = Math.random() * 0xffffffff | 0;
  294. var d2 = Math.random() * 0xffffffff | 0;
  295. var d3 = Math.random() * 0xffffffff | 0;
  296. var uuid = _lut[ d0 & 0xff ] + _lut[ d0 >> 8 & 0xff ] + _lut[ d0 >> 16 & 0xff ] + _lut[ d0 >> 24 & 0xff ] + '-' +
  297. _lut[ d1 & 0xff ] + _lut[ d1 >> 8 & 0xff ] + '-' + _lut[ d1 >> 16 & 0x0f | 0x40 ] + _lut[ d1 >> 24 & 0xff ] + '-' +
  298. _lut[ d2 & 0x3f | 0x80 ] + _lut[ d2 >> 8 & 0xff ] + '-' + _lut[ d2 >> 16 & 0xff ] + _lut[ d2 >> 24 & 0xff ] +
  299. _lut[ d3 & 0xff ] + _lut[ d3 >> 8 & 0xff ] + _lut[ d3 >> 16 & 0xff ] + _lut[ d3 >> 24 & 0xff ];
  300. // .toUpperCase() here flattens concatenated strings to save heap memory space.
  301. return uuid.toUpperCase();
  302. },
  303. clamp: function ( value, min, max ) {
  304. return Math.max( min, Math.min( max, value ) );
  305. },
  306. // compute euclidian modulo of m % n
  307. // https://en.wikipedia.org/wiki/Modulo_operation
  308. euclideanModulo: function ( n, m ) {
  309. return ( ( n % m ) + m ) % m;
  310. },
  311. // Linear mapping from range <a1, a2> to range <b1, b2>
  312. mapLinear: function ( x, a1, a2, b1, b2 ) {
  313. return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
  314. },
  315. // https://en.wikipedia.org/wiki/Linear_interpolation
  316. lerp: function ( x, y, t ) {
  317. return ( 1 - t ) * x + t * y;
  318. },
  319. // http://en.wikipedia.org/wiki/Smoothstep
  320. smoothstep: function ( x, min, max ) {
  321. if ( x <= min ) { return 0; }
  322. if ( x >= max ) { return 1; }
  323. x = ( x - min ) / ( max - min );
  324. return x * x * ( 3 - 2 * x );
  325. },
  326. smootherstep: function ( x, min, max ) {
  327. if ( x <= min ) { return 0; }
  328. if ( x >= max ) { return 1; }
  329. x = ( x - min ) / ( max - min );
  330. return x * x * x * ( x * ( x * 6 - 15 ) + 10 );
  331. },
  332. // Random integer from <low, high> interval
  333. randInt: function ( low, high ) {
  334. return low + Math.floor( Math.random() * ( high - low + 1 ) );
  335. },
  336. // Random float from <low, high> interval
  337. randFloat: function ( low, high ) {
  338. return low + Math.random() * ( high - low );
  339. },
  340. // Random float from <-range/2, range/2> interval
  341. randFloatSpread: function ( range ) {
  342. return range * ( 0.5 - Math.random() );
  343. },
  344. degToRad: function ( degrees ) {
  345. return degrees * MathUtils.DEG2RAD;
  346. },
  347. radToDeg: function ( radians ) {
  348. return radians * MathUtils.RAD2DEG;
  349. },
  350. isPowerOfTwo: function ( value ) {
  351. return ( value & ( value - 1 ) ) === 0 && value !== 0;
  352. },
  353. ceilPowerOfTwo: function ( value ) {
  354. return Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) );
  355. },
  356. floorPowerOfTwo: function ( value ) {
  357. return Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );
  358. },
  359. setQuaternionFromProperEuler: function ( q, a, b, c, order ) {
  360. // Intrinsic Proper Euler Angles - see https://en.wikipedia.org/wiki/Euler_angles
  361. // rotations are applied to the axes in the order specified by 'order'
  362. // rotation by angle 'a' is applied first, then by angle 'b', then by angle 'c'
  363. // angles are in radians
  364. var cos = Math.cos;
  365. var sin = Math.sin;
  366. var c2 = cos( b / 2 );
  367. var s2 = sin( b / 2 );
  368. var c13 = cos( ( a + c ) / 2 );
  369. var s13 = sin( ( a + c ) / 2 );
  370. var c1_3 = cos( ( a - c ) / 2 );
  371. var s1_3 = sin( ( a - c ) / 2 );
  372. var c3_1 = cos( ( c - a ) / 2 );
  373. var s3_1 = sin( ( c - a ) / 2 );
  374. if ( order === 'XYX' ) {
  375. q.set( c2 * s13, s2 * c1_3, s2 * s1_3, c2 * c13 );
  376. } else if ( order === 'YZY' ) {
  377. q.set( s2 * s1_3, c2 * s13, s2 * c1_3, c2 * c13 );
  378. } else if ( order === 'ZXZ' ) {
  379. q.set( s2 * c1_3, s2 * s1_3, c2 * s13, c2 * c13 );
  380. } else if ( order === 'XZX' ) {
  381. q.set( c2 * s13, s2 * s3_1, s2 * c3_1, c2 * c13 );
  382. } else if ( order === 'YXY' ) {
  383. q.set( s2 * c3_1, c2 * s13, s2 * s3_1, c2 * c13 );
  384. } else if ( order === 'ZYZ' ) {
  385. q.set( s2 * s3_1, s2 * c3_1, c2 * s13, c2 * c13 );
  386. } else {
  387. console.warn( 'THREE.MathUtils: .setQuaternionFromProperEuler() encountered an unknown order.' );
  388. }
  389. }
  390. };
  391. /**
  392. * @author mrdoob / http://mrdoob.com/
  393. * @author philogb / http://blog.thejit.org/
  394. * @author egraether / http://egraether.com/
  395. * @author zz85 / http://www.lab4games.net/zz85/blog
  396. */
  397. function Vector2( x, y ) {
  398. this.x = x || 0;
  399. this.y = y || 0;
  400. }
  401. Object.defineProperties( Vector2.prototype, {
  402. "width": {
  403. get: function () {
  404. return this.x;
  405. },
  406. set: function ( value ) {
  407. this.x = value;
  408. }
  409. },
  410. "height": {
  411. get: function () {
  412. return this.y;
  413. },
  414. set: function ( value ) {
  415. this.y = value;
  416. }
  417. }
  418. } );
  419. Object.assign( Vector2.prototype, {
  420. isVector2: true,
  421. set: function ( x, y ) {
  422. this.x = x;
  423. this.y = y;
  424. return this;
  425. },
  426. setScalar: function ( scalar ) {
  427. this.x = scalar;
  428. this.y = scalar;
  429. return this;
  430. },
  431. setX: function ( x ) {
  432. this.x = x;
  433. return this;
  434. },
  435. setY: function ( y ) {
  436. this.y = y;
  437. return this;
  438. },
  439. setComponent: function ( index, value ) {
  440. switch ( index ) {
  441. case 0: this.x = value; break;
  442. case 1: this.y = value; break;
  443. default: throw new Error( 'index is out of range: ' + index );
  444. }
  445. return this;
  446. },
  447. getComponent: function ( index ) {
  448. switch ( index ) {
  449. case 0: return this.x;
  450. case 1: return this.y;
  451. default: throw new Error( 'index is out of range: ' + index );
  452. }
  453. },
  454. clone: function () {
  455. return new this.constructor( this.x, this.y );
  456. },
  457. copy: function ( v ) {
  458. this.x = v.x;
  459. this.y = v.y;
  460. return this;
  461. },
  462. add: function ( v, w ) {
  463. if ( w !== undefined ) {
  464. console.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  465. return this.addVectors( v, w );
  466. }
  467. this.x += v.x;
  468. this.y += v.y;
  469. return this;
  470. },
  471. addScalar: function ( s ) {
  472. this.x += s;
  473. this.y += s;
  474. return this;
  475. },
  476. addVectors: function ( a, b ) {
  477. this.x = a.x + b.x;
  478. this.y = a.y + b.y;
  479. return this;
  480. },
  481. addScaledVector: function ( v, s ) {
  482. this.x += v.x * s;
  483. this.y += v.y * s;
  484. return this;
  485. },
  486. sub: function ( v, w ) {
  487. if ( w !== undefined ) {
  488. console.warn( 'THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  489. return this.subVectors( v, w );
  490. }
  491. this.x -= v.x;
  492. this.y -= v.y;
  493. return this;
  494. },
  495. subScalar: function ( s ) {
  496. this.x -= s;
  497. this.y -= s;
  498. return this;
  499. },
  500. subVectors: function ( a, b ) {
  501. this.x = a.x - b.x;
  502. this.y = a.y - b.y;
  503. return this;
  504. },
  505. multiply: function ( v ) {
  506. this.x *= v.x;
  507. this.y *= v.y;
  508. return this;
  509. },
  510. multiplyScalar: function ( scalar ) {
  511. this.x *= scalar;
  512. this.y *= scalar;
  513. return this;
  514. },
  515. divide: function ( v ) {
  516. this.x /= v.x;
  517. this.y /= v.y;
  518. return this;
  519. },
  520. divideScalar: function ( scalar ) {
  521. return this.multiplyScalar( 1 / scalar );
  522. },
  523. applyMatrix3: function ( m ) {
  524. var x = this.x, y = this.y;
  525. var e = m.elements;
  526. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ];
  527. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ];
  528. return this;
  529. },
  530. min: function ( v ) {
  531. this.x = Math.min( this.x, v.x );
  532. this.y = Math.min( this.y, v.y );
  533. return this;
  534. },
  535. max: function ( v ) {
  536. this.x = Math.max( this.x, v.x );
  537. this.y = Math.max( this.y, v.y );
  538. return this;
  539. },
  540. clamp: function ( min, max ) {
  541. // assumes min < max, componentwise
  542. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  543. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  544. return this;
  545. },
  546. clampScalar: function ( minVal, maxVal ) {
  547. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  548. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  549. return this;
  550. },
  551. clampLength: function ( min, max ) {
  552. var length = this.length();
  553. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  554. },
  555. floor: function () {
  556. this.x = Math.floor( this.x );
  557. this.y = Math.floor( this.y );
  558. return this;
  559. },
  560. ceil: function () {
  561. this.x = Math.ceil( this.x );
  562. this.y = Math.ceil( this.y );
  563. return this;
  564. },
  565. round: function () {
  566. this.x = Math.round( this.x );
  567. this.y = Math.round( this.y );
  568. return this;
  569. },
  570. roundToZero: function () {
  571. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  572. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  573. return this;
  574. },
  575. negate: function () {
  576. this.x = - this.x;
  577. this.y = - this.y;
  578. return this;
  579. },
  580. dot: function ( v ) {
  581. return this.x * v.x + this.y * v.y;
  582. },
  583. cross: function ( v ) {
  584. return this.x * v.y - this.y * v.x;
  585. },
  586. lengthSq: function () {
  587. return this.x * this.x + this.y * this.y;
  588. },
  589. length: function () {
  590. return Math.sqrt( this.x * this.x + this.y * this.y );
  591. },
  592. manhattanLength: function () {
  593. return Math.abs( this.x ) + Math.abs( this.y );
  594. },
  595. normalize: function () {
  596. return this.divideScalar( this.length() || 1 );
  597. },
  598. angle: function () {
  599. // computes the angle in radians with respect to the positive x-axis
  600. var angle = Math.atan2( this.y, this.x );
  601. if ( angle < 0 ) { angle += 2 * Math.PI; }
  602. return angle;
  603. },
  604. distanceTo: function ( v ) {
  605. return Math.sqrt( this.distanceToSquared( v ) );
  606. },
  607. distanceToSquared: function ( v ) {
  608. var dx = this.x - v.x, dy = this.y - v.y;
  609. return dx * dx + dy * dy;
  610. },
  611. manhattanDistanceTo: function ( v ) {
  612. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );
  613. },
  614. setLength: function ( length ) {
  615. return this.normalize().multiplyScalar( length );
  616. },
  617. lerp: function ( v, alpha ) {
  618. this.x += ( v.x - this.x ) * alpha;
  619. this.y += ( v.y - this.y ) * alpha;
  620. return this;
  621. },
  622. lerpVectors: function ( v1, v2, alpha ) {
  623. return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
  624. },
  625. equals: function ( v ) {
  626. return ( ( v.x === this.x ) && ( v.y === this.y ) );
  627. },
  628. fromArray: function ( array, offset ) {
  629. if ( offset === undefined ) { offset = 0; }
  630. this.x = array[ offset ];
  631. this.y = array[ offset + 1 ];
  632. return this;
  633. },
  634. toArray: function ( array, offset ) {
  635. if ( array === undefined ) { array = []; }
  636. if ( offset === undefined ) { offset = 0; }
  637. array[ offset ] = this.x;
  638. array[ offset + 1 ] = this.y;
  639. return array;
  640. },
  641. fromBufferAttribute: function ( attribute, index, offset ) {
  642. if ( offset !== undefined ) {
  643. console.warn( 'THREE.Vector2: offset has been removed from .fromBufferAttribute().' );
  644. }
  645. this.x = attribute.getX( index );
  646. this.y = attribute.getY( index );
  647. return this;
  648. },
  649. rotateAround: function ( center, angle ) {
  650. var c = Math.cos( angle ), s = Math.sin( angle );
  651. var x = this.x - center.x;
  652. var y = this.y - center.y;
  653. this.x = x * c - y * s + center.x;
  654. this.y = x * s + y * c + center.y;
  655. return this;
  656. }
  657. } );
  658. /**
  659. * @author alteredq / http://alteredqualia.com/
  660. * @author WestLangley / http://github.com/WestLangley
  661. * @author bhouston / http://clara.io
  662. * @author tschw
  663. */
  664. function Matrix3() {
  665. this.elements = [
  666. 1, 0, 0,
  667. 0, 1, 0,
  668. 0, 0, 1
  669. ];
  670. if ( arguments.length > 0 ) {
  671. console.error( 'THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.' );
  672. }
  673. }
  674. Object.assign( Matrix3.prototype, {
  675. isMatrix3: true,
  676. set: function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  677. var te = this.elements;
  678. te[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;
  679. te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;
  680. te[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;
  681. return this;
  682. },
  683. identity: function () {
  684. this.set(
  685. 1, 0, 0,
  686. 0, 1, 0,
  687. 0, 0, 1
  688. );
  689. return this;
  690. },
  691. clone: function () {
  692. return new this.constructor().fromArray( this.elements );
  693. },
  694. copy: function ( m ) {
  695. var te = this.elements;
  696. var me = m.elements;
  697. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ];
  698. te[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ];
  699. te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ];
  700. return this;
  701. },
  702. setFromMatrix4: function ( m ) {
  703. var me = m.elements;
  704. this.set(
  705. me[ 0 ], me[ 4 ], me[ 8 ],
  706. me[ 1 ], me[ 5 ], me[ 9 ],
  707. me[ 2 ], me[ 6 ], me[ 10 ]
  708. );
  709. return this;
  710. },
  711. multiply: function ( m ) {
  712. return this.multiplyMatrices( this, m );
  713. },
  714. premultiply: function ( m ) {
  715. return this.multiplyMatrices( m, this );
  716. },
  717. multiplyMatrices: function ( a, b ) {
  718. var ae = a.elements;
  719. var be = b.elements;
  720. var te = this.elements;
  721. var a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ];
  722. var a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ];
  723. var a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ];
  724. var b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ];
  725. var b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ];
  726. var b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ];
  727. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31;
  728. te[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32;
  729. te[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33;
  730. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31;
  731. te[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32;
  732. te[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33;
  733. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31;
  734. te[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32;
  735. te[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33;
  736. return this;
  737. },
  738. multiplyScalar: function ( s ) {
  739. var te = this.elements;
  740. te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;
  741. te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;
  742. te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;
  743. return this;
  744. },
  745. determinant: function () {
  746. var te = this.elements;
  747. var a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],
  748. d = te[ 3 ], e = te[ 4 ], f = te[ 5 ],
  749. g = te[ 6 ], h = te[ 7 ], i = te[ 8 ];
  750. return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
  751. },
  752. getInverse: function ( matrix, throwOnDegenerate ) {
  753. if ( matrix && matrix.isMatrix4 ) {
  754. console.error( "THREE.Matrix3: .getInverse() no longer takes a Matrix4 argument." );
  755. }
  756. var me = matrix.elements,
  757. te = this.elements,
  758. n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ],
  759. n12 = me[ 3 ], n22 = me[ 4 ], n32 = me[ 5 ],
  760. n13 = me[ 6 ], n23 = me[ 7 ], n33 = me[ 8 ],
  761. t11 = n33 * n22 - n32 * n23,
  762. t12 = n32 * n13 - n33 * n12,
  763. t13 = n23 * n12 - n22 * n13,
  764. det = n11 * t11 + n21 * t12 + n31 * t13;
  765. if ( det === 0 ) {
  766. var msg = "THREE.Matrix3: .getInverse() can't invert matrix, determinant is 0";
  767. if ( throwOnDegenerate === true ) {
  768. throw new Error( msg );
  769. } else {
  770. console.warn( msg );
  771. }
  772. return this.identity();
  773. }
  774. var detInv = 1 / det;
  775. te[ 0 ] = t11 * detInv;
  776. te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;
  777. te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;
  778. te[ 3 ] = t12 * detInv;
  779. te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;
  780. te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;
  781. te[ 6 ] = t13 * detInv;
  782. te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;
  783. te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;
  784. return this;
  785. },
  786. transpose: function () {
  787. var tmp, m = this.elements;
  788. tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;
  789. tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;
  790. tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;
  791. return this;
  792. },
  793. getNormalMatrix: function ( matrix4 ) {
  794. return this.setFromMatrix4( matrix4 ).getInverse( this ).transpose();
  795. },
  796. transposeIntoArray: function ( r ) {
  797. var m = this.elements;
  798. r[ 0 ] = m[ 0 ];
  799. r[ 1 ] = m[ 3 ];
  800. r[ 2 ] = m[ 6 ];
  801. r[ 3 ] = m[ 1 ];
  802. r[ 4 ] = m[ 4 ];
  803. r[ 5 ] = m[ 7 ];
  804. r[ 6 ] = m[ 2 ];
  805. r[ 7 ] = m[ 5 ];
  806. r[ 8 ] = m[ 8 ];
  807. return this;
  808. },
  809. setUvTransform: function ( tx, ty, sx, sy, rotation, cx, cy ) {
  810. var c = Math.cos( rotation );
  811. var s = Math.sin( rotation );
  812. this.set(
  813. sx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx,
  814. - sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty,
  815. 0, 0, 1
  816. );
  817. },
  818. scale: function ( sx, sy ) {
  819. var te = this.elements;
  820. te[ 0 ] *= sx; te[ 3 ] *= sx; te[ 6 ] *= sx;
  821. te[ 1 ] *= sy; te[ 4 ] *= sy; te[ 7 ] *= sy;
  822. return this;
  823. },
  824. rotate: function ( theta ) {
  825. var c = Math.cos( theta );
  826. var s = Math.sin( theta );
  827. var te = this.elements;
  828. var a11 = te[ 0 ], a12 = te[ 3 ], a13 = te[ 6 ];
  829. var a21 = te[ 1 ], a22 = te[ 4 ], a23 = te[ 7 ];
  830. te[ 0 ] = c * a11 + s * a21;
  831. te[ 3 ] = c * a12 + s * a22;
  832. te[ 6 ] = c * a13 + s * a23;
  833. te[ 1 ] = - s * a11 + c * a21;
  834. te[ 4 ] = - s * a12 + c * a22;
  835. te[ 7 ] = - s * a13 + c * a23;
  836. return this;
  837. },
  838. translate: function ( tx, ty ) {
  839. var te = this.elements;
  840. te[ 0 ] += tx * te[ 2 ]; te[ 3 ] += tx * te[ 5 ]; te[ 6 ] += tx * te[ 8 ];
  841. te[ 1 ] += ty * te[ 2 ]; te[ 4 ] += ty * te[ 5 ]; te[ 7 ] += ty * te[ 8 ];
  842. return this;
  843. },
  844. equals: function ( matrix ) {
  845. var te = this.elements;
  846. var me = matrix.elements;
  847. for ( var i = 0; i < 9; i ++ ) {
  848. if ( te[ i ] !== me[ i ] ) { return false; }
  849. }
  850. return true;
  851. },
  852. fromArray: function ( array, offset ) {
  853. if ( offset === undefined ) { offset = 0; }
  854. for ( var i = 0; i < 9; i ++ ) {
  855. this.elements[ i ] = array[ i + offset ];
  856. }
  857. return this;
  858. },
  859. toArray: function ( array, offset ) {
  860. if ( array === undefined ) { array = []; }
  861. if ( offset === undefined ) { offset = 0; }
  862. var te = this.elements;
  863. array[ offset ] = te[ 0 ];
  864. array[ offset + 1 ] = te[ 1 ];
  865. array[ offset + 2 ] = te[ 2 ];
  866. array[ offset + 3 ] = te[ 3 ];
  867. array[ offset + 4 ] = te[ 4 ];
  868. array[ offset + 5 ] = te[ 5 ];
  869. array[ offset + 6 ] = te[ 6 ];
  870. array[ offset + 7 ] = te[ 7 ];
  871. array[ offset + 8 ] = te[ 8 ];
  872. return array;
  873. }
  874. } );
  875. /**
  876. * @author mrdoob / http://mrdoob.com/
  877. * @author alteredq / http://alteredqualia.com/
  878. * @author szimek / https://github.com/szimek/
  879. */
  880. var _canvas;
  881. var ImageUtils = {
  882. getDataURL: function ( image ) {
  883. var canvas;
  884. if ( typeof HTMLCanvasElement == 'undefined' ) {
  885. return image.src;
  886. } else if ( image instanceof HTMLCanvasElement ) {
  887. canvas = image;
  888. } else {
  889. if ( _canvas === undefined ) { _canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ); }
  890. _canvas.width = image.width;
  891. _canvas.height = image.height;
  892. var context = _canvas.getContext( '2d' );
  893. if ( image instanceof ImageData ) {
  894. context.putImageData( image, 0, 0 );
  895. } else {
  896. context.drawImage( image, 0, 0, image.width, image.height );
  897. }
  898. canvas = _canvas;
  899. }
  900. if ( canvas.width > 2048 || canvas.height > 2048 ) {
  901. return canvas.toDataURL( 'image/jpeg', 0.6 );
  902. } else {
  903. return canvas.toDataURL( 'image/png' );
  904. }
  905. }
  906. };
  907. /**
  908. * @author mrdoob / http://mrdoob.com/
  909. * @author alteredq / http://alteredqualia.com/
  910. * @author szimek / https://github.com/szimek/
  911. */
  912. var textureId = 0;
  913. function Texture( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
  914. Object.defineProperty( this, 'id', { value: textureId ++ } );
  915. this.uuid = MathUtils.generateUUID();
  916. this.name = '';
  917. this.image = image !== undefined ? image : Texture.DEFAULT_IMAGE;
  918. this.mipmaps = [];
  919. this.mapping = mapping !== undefined ? mapping : Texture.DEFAULT_MAPPING;
  920. this.wrapS = wrapS !== undefined ? wrapS : ClampToEdgeWrapping;
  921. this.wrapT = wrapT !== undefined ? wrapT : ClampToEdgeWrapping;
  922. this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
  923. this.minFilter = minFilter !== undefined ? minFilter : LinearMipmapLinearFilter;
  924. this.anisotropy = anisotropy !== undefined ? anisotropy : 1;
  925. this.format = format !== undefined ? format : RGBAFormat;
  926. this.internalFormat = null;
  927. this.type = type !== undefined ? type : UnsignedByteType;
  928. this.offset = new Vector2( 0, 0 );
  929. this.repeat = new Vector2( 1, 1 );
  930. this.center = new Vector2( 0, 0 );
  931. this.rotation = 0;
  932. this.matrixAutoUpdate = true;
  933. this.matrix = new Matrix3();
  934. this.generateMipmaps = true;
  935. this.premultiplyAlpha = false;
  936. this.flipY = true;
  937. this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
  938. // Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap.
  939. //
  940. // Also changing the encoding after already used by a Material will not automatically make the Material
  941. // update. You need to explicitly call Material.needsUpdate to trigger it to recompile.
  942. this.encoding = encoding !== undefined ? encoding : LinearEncoding;
  943. this.version = 0;
  944. this.onUpdate = null;
  945. }
  946. Texture.DEFAULT_IMAGE = undefined;
  947. Texture.DEFAULT_MAPPING = UVMapping;
  948. Texture.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  949. constructor: Texture,
  950. isTexture: true,
  951. updateMatrix: function () {
  952. this.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y );
  953. },
  954. clone: function () {
  955. return new this.constructor().copy( this );
  956. },
  957. copy: function ( source ) {
  958. this.name = source.name;
  959. this.image = source.image;
  960. this.mipmaps = source.mipmaps.slice( 0 );
  961. this.mapping = source.mapping;
  962. this.wrapS = source.wrapS;
  963. this.wrapT = source.wrapT;
  964. this.magFilter = source.magFilter;
  965. this.minFilter = source.minFilter;
  966. this.anisotropy = source.anisotropy;
  967. this.format = source.format;
  968. this.internalFormat = source.internalFormat;
  969. this.type = source.type;
  970. this.offset.copy( source.offset );
  971. this.repeat.copy( source.repeat );
  972. this.center.copy( source.center );
  973. this.rotation = source.rotation;
  974. this.matrixAutoUpdate = source.matrixAutoUpdate;
  975. this.matrix.copy( source.matrix );
  976. this.generateMipmaps = source.generateMipmaps;
  977. this.premultiplyAlpha = source.premultiplyAlpha;
  978. this.flipY = source.flipY;
  979. this.unpackAlignment = source.unpackAlignment;
  980. this.encoding = source.encoding;
  981. return this;
  982. },
  983. toJSON: function ( meta ) {
  984. var isRootObject = ( meta === undefined || typeof meta === 'string' );
  985. if ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) {
  986. return meta.textures[ this.uuid ];
  987. }
  988. var output = {
  989. metadata: {
  990. version: 4.5,
  991. type: 'Texture',
  992. generator: 'Texture.toJSON'
  993. },
  994. uuid: this.uuid,
  995. name: this.name,
  996. mapping: this.mapping,
  997. repeat: [ this.repeat.x, this.repeat.y ],
  998. offset: [ this.offset.x, this.offset.y ],
  999. center: [ this.center.x, this.center.y ],
  1000. rotation: this.rotation,
  1001. wrap: [ this.wrapS, this.wrapT ],
  1002. format: this.format,
  1003. type: this.type,
  1004. encoding: this.encoding,
  1005. minFilter: this.minFilter,
  1006. magFilter: this.magFilter,
  1007. anisotropy: this.anisotropy,
  1008. flipY: this.flipY,
  1009. premultiplyAlpha: this.premultiplyAlpha,
  1010. unpackAlignment: this.unpackAlignment
  1011. };
  1012. if ( this.image !== undefined ) {
  1013. // TODO: Move to THREE.Image
  1014. var image = this.image;
  1015. if ( image.uuid === undefined ) {
  1016. image.uuid = MathUtils.generateUUID(); // UGH
  1017. }
  1018. if ( ! isRootObject && meta.images[ image.uuid ] === undefined ) {
  1019. var url;
  1020. if ( Array.isArray( image ) ) {
  1021. // process array of images e.g. CubeTexture
  1022. url = [];
  1023. for ( var i = 0, l = image.length; i < l; i ++ ) {
  1024. url.push( ImageUtils.getDataURL( image[ i ] ) );
  1025. }
  1026. } else {
  1027. // process single image
  1028. url = ImageUtils.getDataURL( image );
  1029. }
  1030. meta.images[ image.uuid ] = {
  1031. uuid: image.uuid,
  1032. url: url
  1033. };
  1034. }
  1035. output.image = image.uuid;
  1036. }
  1037. if ( ! isRootObject ) {
  1038. meta.textures[ this.uuid ] = output;
  1039. }
  1040. return output;
  1041. },
  1042. dispose: function () {
  1043. this.dispatchEvent( { type: 'dispose' } );
  1044. },
  1045. transformUv: function ( uv ) {
  1046. if ( this.mapping !== UVMapping ) { return uv; }
  1047. uv.applyMatrix3( this.matrix );
  1048. if ( uv.x < 0 || uv.x > 1 ) {
  1049. switch ( this.wrapS ) {
  1050. case RepeatWrapping:
  1051. uv.x = uv.x - Math.floor( uv.x );
  1052. break;
  1053. case ClampToEdgeWrapping:
  1054. uv.x = uv.x < 0 ? 0 : 1;
  1055. break;
  1056. case MirroredRepeatWrapping:
  1057. if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {
  1058. uv.x = Math.ceil( uv.x ) - uv.x;
  1059. } else {
  1060. uv.x = uv.x - Math.floor( uv.x );
  1061. }
  1062. break;
  1063. }
  1064. }
  1065. if ( uv.y < 0 || uv.y > 1 ) {
  1066. switch ( this.wrapT ) {
  1067. case RepeatWrapping:
  1068. uv.y = uv.y - Math.floor( uv.y );
  1069. break;
  1070. case ClampToEdgeWrapping:
  1071. uv.y = uv.y < 0 ? 0 : 1;
  1072. break;
  1073. case MirroredRepeatWrapping:
  1074. if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {
  1075. uv.y = Math.ceil( uv.y ) - uv.y;
  1076. } else {
  1077. uv.y = uv.y - Math.floor( uv.y );
  1078. }
  1079. break;
  1080. }
  1081. }
  1082. if ( this.flipY ) {
  1083. uv.y = 1 - uv.y;
  1084. }
  1085. return uv;
  1086. }
  1087. } );
  1088. Object.defineProperty( Texture.prototype, "needsUpdate", {
  1089. set: function ( value ) {
  1090. if ( value === true ) { this.version ++; }
  1091. }
  1092. } );
  1093. /**
  1094. * @author supereggbert / http://www.paulbrunt.co.uk/
  1095. * @author philogb / http://blog.thejit.org/
  1096. * @author mikael emtinger / http://gomo.se/
  1097. * @author egraether / http://egraether.com/
  1098. * @author WestLangley / http://github.com/WestLangley
  1099. */
  1100. function Vector4( x, y, z, w ) {
  1101. this.x = x || 0;
  1102. this.y = y || 0;
  1103. this.z = z || 0;
  1104. this.w = ( w !== undefined ) ? w : 1;
  1105. }
  1106. Object.defineProperties( Vector4.prototype, {
  1107. "width": {
  1108. get: function () {
  1109. return this.z;
  1110. },
  1111. set: function ( value ) {
  1112. this.z = value;
  1113. }
  1114. },
  1115. "height": {
  1116. get: function () {
  1117. return this.w;
  1118. },
  1119. set: function ( value ) {
  1120. this.w = value;
  1121. }
  1122. }
  1123. } );
  1124. Object.assign( Vector4.prototype, {
  1125. isVector4: true,
  1126. set: function ( x, y, z, w ) {
  1127. this.x = x;
  1128. this.y = y;
  1129. this.z = z;
  1130. this.w = w;
  1131. return this;
  1132. },
  1133. setScalar: function ( scalar ) {
  1134. this.x = scalar;
  1135. this.y = scalar;
  1136. this.z = scalar;
  1137. this.w = scalar;
  1138. return this;
  1139. },
  1140. setX: function ( x ) {
  1141. this.x = x;
  1142. return this;
  1143. },
  1144. setY: function ( y ) {
  1145. this.y = y;
  1146. return this;
  1147. },
  1148. setZ: function ( z ) {
  1149. this.z = z;
  1150. return this;
  1151. },
  1152. setW: function ( w ) {
  1153. this.w = w;
  1154. return this;
  1155. },
  1156. setComponent: function ( index, value ) {
  1157. switch ( index ) {
  1158. case 0: this.x = value; break;
  1159. case 1: this.y = value; break;
  1160. case 2: this.z = value; break;
  1161. case 3: this.w = value; break;
  1162. default: throw new Error( 'index is out of range: ' + index );
  1163. }
  1164. return this;
  1165. },
  1166. getComponent: function ( index ) {
  1167. switch ( index ) {
  1168. case 0: return this.x;
  1169. case 1: return this.y;
  1170. case 2: return this.z;
  1171. case 3: return this.w;
  1172. default: throw new Error( 'index is out of range: ' + index );
  1173. }
  1174. },
  1175. clone: function () {
  1176. return new this.constructor( this.x, this.y, this.z, this.w );
  1177. },
  1178. copy: function ( v ) {
  1179. this.x = v.x;
  1180. this.y = v.y;
  1181. this.z = v.z;
  1182. this.w = ( v.w !== undefined ) ? v.w : 1;
  1183. return this;
  1184. },
  1185. add: function ( v, w ) {
  1186. if ( w !== undefined ) {
  1187. console.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  1188. return this.addVectors( v, w );
  1189. }
  1190. this.x += v.x;
  1191. this.y += v.y;
  1192. this.z += v.z;
  1193. this.w += v.w;
  1194. return this;
  1195. },
  1196. addScalar: function ( s ) {
  1197. this.x += s;
  1198. this.y += s;
  1199. this.z += s;
  1200. this.w += s;
  1201. return this;
  1202. },
  1203. addVectors: function ( a, b ) {
  1204. this.x = a.x + b.x;
  1205. this.y = a.y + b.y;
  1206. this.z = a.z + b.z;
  1207. this.w = a.w + b.w;
  1208. return this;
  1209. },
  1210. addScaledVector: function ( v, s ) {
  1211. this.x += v.x * s;
  1212. this.y += v.y * s;
  1213. this.z += v.z * s;
  1214. this.w += v.w * s;
  1215. return this;
  1216. },
  1217. sub: function ( v, w ) {
  1218. if ( w !== undefined ) {
  1219. console.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  1220. return this.subVectors( v, w );
  1221. }
  1222. this.x -= v.x;
  1223. this.y -= v.y;
  1224. this.z -= v.z;
  1225. this.w -= v.w;
  1226. return this;
  1227. },
  1228. subScalar: function ( s ) {
  1229. this.x -= s;
  1230. this.y -= s;
  1231. this.z -= s;
  1232. this.w -= s;
  1233. return this;
  1234. },
  1235. subVectors: function ( a, b ) {
  1236. this.x = a.x - b.x;
  1237. this.y = a.y - b.y;
  1238. this.z = a.z - b.z;
  1239. this.w = a.w - b.w;
  1240. return this;
  1241. },
  1242. multiplyScalar: function ( scalar ) {
  1243. this.x *= scalar;
  1244. this.y *= scalar;
  1245. this.z *= scalar;
  1246. this.w *= scalar;
  1247. return this;
  1248. },
  1249. applyMatrix4: function ( m ) {
  1250. var x = this.x, y = this.y, z = this.z, w = this.w;
  1251. var e = m.elements;
  1252. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;
  1253. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;
  1254. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;
  1255. this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;
  1256. return this;
  1257. },
  1258. divideScalar: function ( scalar ) {
  1259. return this.multiplyScalar( 1 / scalar );
  1260. },
  1261. setAxisAngleFromQuaternion: function ( q ) {
  1262. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
  1263. // q is assumed to be normalized
  1264. this.w = 2 * Math.acos( q.w );
  1265. var s = Math.sqrt( 1 - q.w * q.w );
  1266. if ( s < 0.0001 ) {
  1267. this.x = 1;
  1268. this.y = 0;
  1269. this.z = 0;
  1270. } else {
  1271. this.x = q.x / s;
  1272. this.y = q.y / s;
  1273. this.z = q.z / s;
  1274. }
  1275. return this;
  1276. },
  1277. setAxisAngleFromRotationMatrix: function ( m ) {
  1278. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
  1279. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  1280. var angle, x, y, z, // variables for result
  1281. epsilon = 0.01, // margin to allow for rounding errors
  1282. epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees
  1283. te = m.elements,
  1284. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  1285. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  1286. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  1287. if ( ( Math.abs( m12 - m21 ) < epsilon ) &&
  1288. ( Math.abs( m13 - m31 ) < epsilon ) &&
  1289. ( Math.abs( m23 - m32 ) < epsilon ) ) {
  1290. // singularity found
  1291. // first check for identity matrix which must have +1 for all terms
  1292. // in leading diagonal and zero in other terms
  1293. if ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&
  1294. ( Math.abs( m13 + m31 ) < epsilon2 ) &&
  1295. ( Math.abs( m23 + m32 ) < epsilon2 ) &&
  1296. ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
  1297. // this singularity is identity matrix so angle = 0
  1298. this.set( 1, 0, 0, 0 );
  1299. return this; // zero angle, arbitrary axis
  1300. }
  1301. // otherwise this singularity is angle = 180
  1302. angle = Math.PI;
  1303. var xx = ( m11 + 1 ) / 2;
  1304. var yy = ( m22 + 1 ) / 2;
  1305. var zz = ( m33 + 1 ) / 2;
  1306. var xy = ( m12 + m21 ) / 4;
  1307. var xz = ( m13 + m31 ) / 4;
  1308. var yz = ( m23 + m32 ) / 4;
  1309. if ( ( xx > yy ) && ( xx > zz ) ) {
  1310. // m11 is the largest diagonal term
  1311. if ( xx < epsilon ) {
  1312. x = 0;
  1313. y = 0.707106781;
  1314. z = 0.707106781;
  1315. } else {
  1316. x = Math.sqrt( xx );
  1317. y = xy / x;
  1318. z = xz / x;
  1319. }
  1320. } else if ( yy > zz ) {
  1321. // m22 is the largest diagonal term
  1322. if ( yy < epsilon ) {
  1323. x = 0.707106781;
  1324. y = 0;
  1325. z = 0.707106781;
  1326. } else {
  1327. y = Math.sqrt( yy );
  1328. x = xy / y;
  1329. z = yz / y;
  1330. }
  1331. } else {
  1332. // m33 is the largest diagonal term so base result on this
  1333. if ( zz < epsilon ) {
  1334. x = 0.707106781;
  1335. y = 0.707106781;
  1336. z = 0;
  1337. } else {
  1338. z = Math.sqrt( zz );
  1339. x = xz / z;
  1340. y = yz / z;
  1341. }
  1342. }
  1343. this.set( x, y, z, angle );
  1344. return this; // return 180 deg rotation
  1345. }
  1346. // as we have reached here there are no singularities so we can handle normally
  1347. var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +
  1348. ( m13 - m31 ) * ( m13 - m31 ) +
  1349. ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
  1350. if ( Math.abs( s ) < 0.001 ) { s = 1; }
  1351. // prevent divide by zero, should not happen if matrix is orthogonal and should be
  1352. // caught by singularity test above, but I've left it in just in case
  1353. this.x = ( m32 - m23 ) / s;
  1354. this.y = ( m13 - m31 ) / s;
  1355. this.z = ( m21 - m12 ) / s;
  1356. this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
  1357. return this;
  1358. },
  1359. min: function ( v ) {
  1360. this.x = Math.min( this.x, v.x );
  1361. this.y = Math.min( this.y, v.y );
  1362. this.z = Math.min( this.z, v.z );
  1363. this.w = Math.min( this.w, v.w );
  1364. return this;
  1365. },
  1366. max: function ( v ) {
  1367. this.x = Math.max( this.x, v.x );
  1368. this.y = Math.max( this.y, v.y );
  1369. this.z = Math.max( this.z, v.z );
  1370. this.w = Math.max( this.w, v.w );
  1371. return this;
  1372. },
  1373. clamp: function ( min, max ) {
  1374. // assumes min < max, componentwise
  1375. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  1376. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  1377. this.z = Math.max( min.z, Math.min( max.z, this.z ) );
  1378. this.w = Math.max( min.w, Math.min( max.w, this.w ) );
  1379. return this;
  1380. },
  1381. clampScalar: function ( minVal, maxVal ) {
  1382. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  1383. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  1384. this.z = Math.max( minVal, Math.min( maxVal, this.z ) );
  1385. this.w = Math.max( minVal, Math.min( maxVal, this.w ) );
  1386. return this;
  1387. },
  1388. clampLength: function ( min, max ) {
  1389. var length = this.length();
  1390. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  1391. },
  1392. floor: function () {
  1393. this.x = Math.floor( this.x );
  1394. this.y = Math.floor( this.y );
  1395. this.z = Math.floor( this.z );
  1396. this.w = Math.floor( this.w );
  1397. return this;
  1398. },
  1399. ceil: function () {
  1400. this.x = Math.ceil( this.x );
  1401. this.y = Math.ceil( this.y );
  1402. this.z = Math.ceil( this.z );
  1403. this.w = Math.ceil( this.w );
  1404. return this;
  1405. },
  1406. round: function () {
  1407. this.x = Math.round( this.x );
  1408. this.y = Math.round( this.y );
  1409. this.z = Math.round( this.z );
  1410. this.w = Math.round( this.w );
  1411. return this;
  1412. },
  1413. roundToZero: function () {
  1414. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  1415. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  1416. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  1417. this.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w );
  1418. return this;
  1419. },
  1420. negate: function () {
  1421. this.x = - this.x;
  1422. this.y = - this.y;
  1423. this.z = - this.z;
  1424. this.w = - this.w;
  1425. return this;
  1426. },
  1427. dot: function ( v ) {
  1428. return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
  1429. },
  1430. lengthSq: function () {
  1431. return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
  1432. },
  1433. length: function () {
  1434. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
  1435. },
  1436. manhattanLength: function () {
  1437. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
  1438. },
  1439. normalize: function () {
  1440. return this.divideScalar( this.length() || 1 );
  1441. },
  1442. setLength: function ( length ) {
  1443. return this.normalize().multiplyScalar( length );
  1444. },
  1445. lerp: function ( v, alpha ) {
  1446. this.x += ( v.x - this.x ) * alpha;
  1447. this.y += ( v.y - this.y ) * alpha;
  1448. this.z += ( v.z - this.z ) * alpha;
  1449. this.w += ( v.w - this.w ) * alpha;
  1450. return this;
  1451. },
  1452. lerpVectors: function ( v1, v2, alpha ) {
  1453. return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
  1454. },
  1455. equals: function ( v ) {
  1456. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
  1457. },
  1458. fromArray: function ( array, offset ) {
  1459. if ( offset === undefined ) { offset = 0; }
  1460. this.x = array[ offset ];
  1461. this.y = array[ offset + 1 ];
  1462. this.z = array[ offset + 2 ];
  1463. this.w = array[ offset + 3 ];
  1464. return this;
  1465. },
  1466. toArray: function ( array, offset ) {
  1467. if ( array === undefined ) { array = []; }
  1468. if ( offset === undefined ) { offset = 0; }
  1469. array[ offset ] = this.x;
  1470. array[ offset + 1 ] = this.y;
  1471. array[ offset + 2 ] = this.z;
  1472. array[ offset + 3 ] = this.w;
  1473. return array;
  1474. },
  1475. fromBufferAttribute: function ( attribute, index, offset ) {
  1476. if ( offset !== undefined ) {
  1477. console.warn( 'THREE.Vector4: offset has been removed from .fromBufferAttribute().' );
  1478. }
  1479. this.x = attribute.getX( index );
  1480. this.y = attribute.getY( index );
  1481. this.z = attribute.getZ( index );
  1482. this.w = attribute.getW( index );
  1483. return this;
  1484. }
  1485. } );
  1486. /**
  1487. * @author szimek / https://github.com/szimek/
  1488. * @author alteredq / http://alteredqualia.com/
  1489. * @author Marius Kintel / https://github.com/kintel
  1490. */
  1491. /*
  1492. In options, we can specify:
  1493. * Texture parameters for an auto-generated target texture
  1494. * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers
  1495. */
  1496. function WebGLRenderTarget( width, height, options ) {
  1497. this.width = width;
  1498. this.height = height;
  1499. this.scissor = new Vector4( 0, 0, width, height );
  1500. this.scissorTest = false;
  1501. this.viewport = new Vector4( 0, 0, width, height );
  1502. options = options || {};
  1503. this.texture = new Texture( undefined, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding );
  1504. this.texture.image = {};
  1505. this.texture.image.width = width;
  1506. this.texture.image.height = height;
  1507. this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;
  1508. this.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;
  1509. this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;
  1510. this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true;
  1511. this.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null;
  1512. }
  1513. WebGLRenderTarget.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  1514. constructor: WebGLRenderTarget,
  1515. isWebGLRenderTarget: true,
  1516. setSize: function ( width, height ) {
  1517. if ( this.width !== width || this.height !== height ) {
  1518. this.width = width;
  1519. this.height = height;
  1520. this.texture.image.width = width;
  1521. this.texture.image.height = height;
  1522. this.dispose();
  1523. }
  1524. this.viewport.set( 0, 0, width, height );
  1525. this.scissor.set( 0, 0, width, height );
  1526. },
  1527. clone: function () {
  1528. return new this.constructor().copy( this );
  1529. },
  1530. copy: function ( source ) {
  1531. this.width = source.width;
  1532. this.height = source.height;
  1533. this.viewport.copy( source.viewport );
  1534. this.texture = source.texture.clone();
  1535. this.depthBuffer = source.depthBuffer;
  1536. this.stencilBuffer = source.stencilBuffer;
  1537. this.depthTexture = source.depthTexture;
  1538. return this;
  1539. },
  1540. dispose: function () {
  1541. this.dispatchEvent( { type: 'dispose' } );
  1542. }
  1543. } );
  1544. /**
  1545. * @author Mugen87 / https://github.com/Mugen87
  1546. * @author Matt DesLauriers / @mattdesl
  1547. */
  1548. function WebGLMultisampleRenderTarget( width, height, options ) {
  1549. WebGLRenderTarget.call( this, width, height, options );
  1550. this.samples = 4;
  1551. }
  1552. WebGLMultisampleRenderTarget.prototype = Object.assign( Object.create( WebGLRenderTarget.prototype ), {
  1553. constructor: WebGLMultisampleRenderTarget,
  1554. isWebGLMultisampleRenderTarget: true,
  1555. copy: function ( source ) {
  1556. WebGLRenderTarget.prototype.copy.call( this, source );
  1557. this.samples = source.samples;
  1558. return this;
  1559. }
  1560. } );
  1561. /**
  1562. * @author mikael emtinger / http://gomo.se/
  1563. * @author alteredq / http://alteredqualia.com/
  1564. * @author WestLangley / http://github.com/WestLangley
  1565. * @author bhouston / http://clara.io
  1566. */
  1567. function Quaternion( x, y, z, w ) {
  1568. this._x = x || 0;
  1569. this._y = y || 0;
  1570. this._z = z || 0;
  1571. this._w = ( w !== undefined ) ? w : 1;
  1572. }
  1573. Object.assign( Quaternion, {
  1574. slerp: function ( qa, qb, qm, t ) {
  1575. return qm.copy( qa ).slerp( qb, t );
  1576. },
  1577. slerpFlat: function ( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {
  1578. // fuzz-free, array-based Quaternion SLERP operation
  1579. var x0 = src0[ srcOffset0 + 0 ],
  1580. y0 = src0[ srcOffset0 + 1 ],
  1581. z0 = src0[ srcOffset0 + 2 ],
  1582. w0 = src0[ srcOffset0 + 3 ],
  1583. x1 = src1[ srcOffset1 + 0 ],
  1584. y1 = src1[ srcOffset1 + 1 ],
  1585. z1 = src1[ srcOffset1 + 2 ],
  1586. w1 = src1[ srcOffset1 + 3 ];
  1587. if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {
  1588. var s = 1 - t,
  1589. cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1,
  1590. dir = ( cos >= 0 ? 1 : - 1 ),
  1591. sqrSin = 1 - cos * cos;
  1592. // Skip the Slerp for tiny steps to avoid numeric problems:
  1593. if ( sqrSin > Number.EPSILON ) {
  1594. var sin = Math.sqrt( sqrSin ),
  1595. len = Math.atan2( sin, cos * dir );
  1596. s = Math.sin( s * len ) / sin;
  1597. t = Math.sin( t * len ) / sin;
  1598. }
  1599. var tDir = t * dir;
  1600. x0 = x0 * s + x1 * tDir;
  1601. y0 = y0 * s + y1 * tDir;
  1602. z0 = z0 * s + z1 * tDir;
  1603. w0 = w0 * s + w1 * tDir;
  1604. // Normalize in case we just did a lerp:
  1605. if ( s === 1 - t ) {
  1606. var f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );
  1607. x0 *= f;
  1608. y0 *= f;
  1609. z0 *= f;
  1610. w0 *= f;
  1611. }
  1612. }
  1613. dst[ dstOffset ] = x0;
  1614. dst[ dstOffset + 1 ] = y0;
  1615. dst[ dstOffset + 2 ] = z0;
  1616. dst[ dstOffset + 3 ] = w0;
  1617. }
  1618. } );
  1619. Object.defineProperties( Quaternion.prototype, {
  1620. x: {
  1621. get: function () {
  1622. return this._x;
  1623. },
  1624. set: function ( value ) {
  1625. this._x = value;
  1626. this._onChangeCallback();
  1627. }
  1628. },
  1629. y: {
  1630. get: function () {
  1631. return this._y;
  1632. },
  1633. set: function ( value ) {
  1634. this._y = value;
  1635. this._onChangeCallback();
  1636. }
  1637. },
  1638. z: {
  1639. get: function () {
  1640. return this._z;
  1641. },
  1642. set: function ( value ) {
  1643. this._z = value;
  1644. this._onChangeCallback();
  1645. }
  1646. },
  1647. w: {
  1648. get: function () {
  1649. return this._w;
  1650. },
  1651. set: function ( value ) {
  1652. this._w = value;
  1653. this._onChangeCallback();
  1654. }
  1655. }
  1656. } );
  1657. Object.assign( Quaternion.prototype, {
  1658. isQuaternion: true,
  1659. set: function ( x, y, z, w ) {
  1660. this._x = x;
  1661. this._y = y;
  1662. this._z = z;
  1663. this._w = w;
  1664. this._onChangeCallback();
  1665. return this;
  1666. },
  1667. clone: function () {
  1668. return new this.constructor( this._x, this._y, this._z, this._w );
  1669. },
  1670. copy: function ( quaternion ) {
  1671. this._x = quaternion.x;
  1672. this._y = quaternion.y;
  1673. this._z = quaternion.z;
  1674. this._w = quaternion.w;
  1675. this._onChangeCallback();
  1676. return this;
  1677. },
  1678. setFromEuler: function ( euler, update ) {
  1679. if ( ! ( euler && euler.isEuler ) ) {
  1680. throw new Error( 'THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.' );
  1681. }
  1682. var x = euler._x, y = euler._y, z = euler._z, order = euler.order;
  1683. // http://www.mathworks.com/matlabcentral/fileexchange/
  1684. // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
  1685. // content/SpinCalc.m
  1686. var cos = Math.cos;
  1687. var sin = Math.sin;
  1688. var c1 = cos( x / 2 );
  1689. var c2 = cos( y / 2 );
  1690. var c3 = cos( z / 2 );
  1691. var s1 = sin( x / 2 );
  1692. var s2 = sin( y / 2 );
  1693. var s3 = sin( z / 2 );
  1694. if ( order === 'XYZ' ) {
  1695. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  1696. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  1697. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  1698. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  1699. } else if ( order === 'YXZ' ) {
  1700. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  1701. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  1702. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  1703. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  1704. } else if ( order === 'ZXY' ) {
  1705. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  1706. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  1707. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  1708. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  1709. } else if ( order === 'ZYX' ) {
  1710. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  1711. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  1712. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  1713. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  1714. } else if ( order === 'YZX' ) {
  1715. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  1716. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  1717. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  1718. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  1719. } else if ( order === 'XZY' ) {
  1720. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  1721. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  1722. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  1723. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  1724. }
  1725. if ( update !== false ) { this._onChangeCallback(); }
  1726. return this;
  1727. },
  1728. setFromAxisAngle: function ( axis, angle ) {
  1729. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
  1730. // assumes axis is normalized
  1731. var halfAngle = angle / 2, s = Math.sin( halfAngle );
  1732. this._x = axis.x * s;
  1733. this._y = axis.y * s;
  1734. this._z = axis.z * s;
  1735. this._w = Math.cos( halfAngle );
  1736. this._onChangeCallback();
  1737. return this;
  1738. },
  1739. setFromRotationMatrix: function ( m ) {
  1740. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
  1741. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  1742. var te = m.elements,
  1743. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  1744. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  1745. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],
  1746. trace = m11 + m22 + m33,
  1747. s;
  1748. if ( trace > 0 ) {
  1749. s = 0.5 / Math.sqrt( trace + 1.0 );
  1750. this._w = 0.25 / s;
  1751. this._x = ( m32 - m23 ) * s;
  1752. this._y = ( m13 - m31 ) * s;
  1753. this._z = ( m21 - m12 ) * s;
  1754. } else if ( m11 > m22 && m11 > m33 ) {
  1755. s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
  1756. this._w = ( m32 - m23 ) / s;
  1757. this._x = 0.25 * s;
  1758. this._y = ( m12 + m21 ) / s;
  1759. this._z = ( m13 + m31 ) / s;
  1760. } else if ( m22 > m33 ) {
  1761. s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
  1762. this._w = ( m13 - m31 ) / s;
  1763. this._x = ( m12 + m21 ) / s;
  1764. this._y = 0.25 * s;
  1765. this._z = ( m23 + m32 ) / s;
  1766. } else {
  1767. s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
  1768. this._w = ( m21 - m12 ) / s;
  1769. this._x = ( m13 + m31 ) / s;
  1770. this._y = ( m23 + m32 ) / s;
  1771. this._z = 0.25 * s;
  1772. }
  1773. this._onChangeCallback();
  1774. return this;
  1775. },
  1776. setFromUnitVectors: function ( vFrom, vTo ) {
  1777. // assumes direction vectors vFrom and vTo are normalized
  1778. var EPS = 0.000001;
  1779. var r = vFrom.dot( vTo ) + 1;
  1780. if ( r < EPS ) {
  1781. r = 0;
  1782. if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {
  1783. this._x = - vFrom.y;
  1784. this._y = vFrom.x;
  1785. this._z = 0;
  1786. this._w = r;
  1787. } else {
  1788. this._x = 0;
  1789. this._y = - vFrom.z;
  1790. this._z = vFrom.y;
  1791. this._w = r;
  1792. }
  1793. } else {
  1794. // crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3
  1795. this._x = vFrom.y * vTo.z - vFrom.z * vTo.y;
  1796. this._y = vFrom.z * vTo.x - vFrom.x * vTo.z;
  1797. this._z = vFrom.x * vTo.y - vFrom.y * vTo.x;
  1798. this._w = r;
  1799. }
  1800. return this.normalize();
  1801. },
  1802. angleTo: function ( q ) {
  1803. return 2 * Math.acos( Math.abs( MathUtils.clamp( this.dot( q ), - 1, 1 ) ) );
  1804. },
  1805. rotateTowards: function ( q, step ) {
  1806. var angle = this.angleTo( q );
  1807. if ( angle === 0 ) { return this; }
  1808. var t = Math.min( 1, step / angle );
  1809. this.slerp( q, t );
  1810. return this;
  1811. },
  1812. inverse: function () {
  1813. // quaternion is assumed to have unit length
  1814. return this.conjugate();
  1815. },
  1816. conjugate: function () {
  1817. this._x *= - 1;
  1818. this._y *= - 1;
  1819. this._z *= - 1;
  1820. this._onChangeCallback();
  1821. return this;
  1822. },
  1823. dot: function ( v ) {
  1824. return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
  1825. },
  1826. lengthSq: function () {
  1827. return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
  1828. },
  1829. length: function () {
  1830. return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );
  1831. },
  1832. normalize: function () {
  1833. var l = this.length();
  1834. if ( l === 0 ) {
  1835. this._x = 0;
  1836. this._y = 0;
  1837. this._z = 0;
  1838. this._w = 1;
  1839. } else {
  1840. l = 1 / l;
  1841. this._x = this._x * l;
  1842. this._y = this._y * l;
  1843. this._z = this._z * l;
  1844. this._w = this._w * l;
  1845. }
  1846. this._onChangeCallback();
  1847. return this;
  1848. },
  1849. multiply: function ( q, p ) {
  1850. if ( p !== undefined ) {
  1851. console.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' );
  1852. return this.multiplyQuaternions( q, p );
  1853. }
  1854. return this.multiplyQuaternions( this, q );
  1855. },
  1856. premultiply: function ( q ) {
  1857. return this.multiplyQuaternions( q, this );
  1858. },
  1859. multiplyQuaternions: function ( a, b ) {
  1860. // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
  1861. var qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
  1862. var qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;
  1863. this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
  1864. this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
  1865. this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
  1866. this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
  1867. this._onChangeCallback();
  1868. return this;
  1869. },
  1870. slerp: function ( qb, t ) {
  1871. if ( t === 0 ) { return this; }
  1872. if ( t === 1 ) { return this.copy( qb ); }
  1873. var x = this._x, y = this._y, z = this._z, w = this._w;
  1874. // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
  1875. var cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;
  1876. if ( cosHalfTheta < 0 ) {
  1877. this._w = - qb._w;
  1878. this._x = - qb._x;
  1879. this._y = - qb._y;
  1880. this._z = - qb._z;
  1881. cosHalfTheta = - cosHalfTheta;
  1882. } else {
  1883. this.copy( qb );
  1884. }
  1885. if ( cosHalfTheta >= 1.0 ) {
  1886. this._w = w;
  1887. this._x = x;
  1888. this._y = y;
  1889. this._z = z;
  1890. return this;
  1891. }
  1892. var sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta;
  1893. if ( sqrSinHalfTheta <= Number.EPSILON ) {
  1894. var s = 1 - t;
  1895. this._w = s * w + t * this._w;
  1896. this._x = s * x + t * this._x;
  1897. this._y = s * y + t * this._y;
  1898. this._z = s * z + t * this._z;
  1899. this.normalize();
  1900. this._onChangeCallback();
  1901. return this;
  1902. }
  1903. var sinHalfTheta = Math.sqrt( sqrSinHalfTheta );
  1904. var halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta );
  1905. var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,
  1906. ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;
  1907. this._w = ( w * ratioA + this._w * ratioB );
  1908. this._x = ( x * ratioA + this._x * ratioB );
  1909. this._y = ( y * ratioA + this._y * ratioB );
  1910. this._z = ( z * ratioA + this._z * ratioB );
  1911. this._onChangeCallback();
  1912. return this;
  1913. },
  1914. equals: function ( quaternion ) {
  1915. return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
  1916. },
  1917. fromArray: function ( array, offset ) {
  1918. if ( offset === undefined ) { offset = 0; }
  1919. this._x = array[ offset ];
  1920. this._y = array[ offset + 1 ];
  1921. this._z = array[ offset + 2 ];
  1922. this._w = array[ offset + 3 ];
  1923. this._onChangeCallback();
  1924. return this;
  1925. },
  1926. toArray: function ( array, offset ) {
  1927. if ( array === undefined ) { array = []; }
  1928. if ( offset === undefined ) { offset = 0; }
  1929. array[ offset ] = this._x;
  1930. array[ offset + 1 ] = this._y;
  1931. array[ offset + 2 ] = this._z;
  1932. array[ offset + 3 ] = this._w;
  1933. return array;
  1934. },
  1935. _onChange: function ( callback ) {
  1936. this._onChangeCallback = callback;
  1937. return this;
  1938. },
  1939. _onChangeCallback: function () {}
  1940. } );
  1941. /**
  1942. * @author mrdoob / http://mrdoob.com/
  1943. * @author kile / http://kile.stravaganza.org/
  1944. * @author philogb / http://blog.thejit.org/
  1945. * @author mikael emtinger / http://gomo.se/
  1946. * @author egraether / http://egraether.com/
  1947. * @author WestLangley / http://github.com/WestLangley
  1948. */
  1949. var _vector = new Vector3();
  1950. var _quaternion = new Quaternion();
  1951. function Vector3( x, y, z ) {
  1952. this.x = x || 0;
  1953. this.y = y || 0;
  1954. this.z = z || 0;
  1955. }
  1956. Object.assign( Vector3.prototype, {
  1957. isVector3: true,
  1958. set: function ( x, y, z ) {
  1959. this.x = x;
  1960. this.y = y;
  1961. this.z = z;
  1962. return this;
  1963. },
  1964. setScalar: function ( scalar ) {
  1965. this.x = scalar;
  1966. this.y = scalar;
  1967. this.z = scalar;
  1968. return this;
  1969. },
  1970. setX: function ( x ) {
  1971. this.x = x;
  1972. return this;
  1973. },
  1974. setY: function ( y ) {
  1975. this.y = y;
  1976. return this;
  1977. },
  1978. setZ: function ( z ) {
  1979. this.z = z;
  1980. return this;
  1981. },
  1982. setComponent: function ( index, value ) {
  1983. switch ( index ) {
  1984. case 0: this.x = value; break;
  1985. case 1: this.y = value; break;
  1986. case 2: this.z = value; break;
  1987. default: throw new Error( 'index is out of range: ' + index );
  1988. }
  1989. return this;
  1990. },
  1991. getComponent: function ( index ) {
  1992. switch ( index ) {
  1993. case 0: return this.x;
  1994. case 1: return this.y;
  1995. case 2: return this.z;
  1996. default: throw new Error( 'index is out of range: ' + index );
  1997. }
  1998. },
  1999. clone: function () {
  2000. return new this.constructor( this.x, this.y, this.z );
  2001. },
  2002. copy: function ( v ) {
  2003. this.x = v.x;
  2004. this.y = v.y;
  2005. this.z = v.z;
  2006. return this;
  2007. },
  2008. add: function ( v, w ) {
  2009. if ( w !== undefined ) {
  2010. console.warn( 'THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  2011. return this.addVectors( v, w );
  2012. }
  2013. this.x += v.x;
  2014. this.y += v.y;
  2015. this.z += v.z;
  2016. return this;
  2017. },
  2018. addScalar: function ( s ) {
  2019. this.x += s;
  2020. this.y += s;
  2021. this.z += s;
  2022. return this;
  2023. },
  2024. addVectors: function ( a, b ) {
  2025. this.x = a.x + b.x;
  2026. this.y = a.y + b.y;
  2027. this.z = a.z + b.z;
  2028. return this;
  2029. },
  2030. addScaledVector: function ( v, s ) {
  2031. this.x += v.x * s;
  2032. this.y += v.y * s;
  2033. this.z += v.z * s;
  2034. return this;
  2035. },
  2036. sub: function ( v, w ) {
  2037. if ( w !== undefined ) {
  2038. console.warn( 'THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  2039. return this.subVectors( v, w );
  2040. }
  2041. this.x -= v.x;
  2042. this.y -= v.y;
  2043. this.z -= v.z;
  2044. return this;
  2045. },
  2046. subScalar: function ( s ) {
  2047. this.x -= s;
  2048. this.y -= s;
  2049. this.z -= s;
  2050. return this;
  2051. },
  2052. subVectors: function ( a, b ) {
  2053. this.x = a.x - b.x;
  2054. this.y = a.y - b.y;
  2055. this.z = a.z - b.z;
  2056. return this;
  2057. },
  2058. multiply: function ( v, w ) {
  2059. if ( w !== undefined ) {
  2060. console.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' );
  2061. return this.multiplyVectors( v, w );
  2062. }
  2063. this.x *= v.x;
  2064. this.y *= v.y;
  2065. this.z *= v.z;
  2066. return this;
  2067. },
  2068. multiplyScalar: function ( scalar ) {
  2069. this.x *= scalar;
  2070. this.y *= scalar;
  2071. this.z *= scalar;
  2072. return this;
  2073. },
  2074. multiplyVectors: function ( a, b ) {
  2075. this.x = a.x * b.x;
  2076. this.y = a.y * b.y;
  2077. this.z = a.z * b.z;
  2078. return this;
  2079. },
  2080. applyEuler: function ( euler ) {
  2081. if ( ! ( euler && euler.isEuler ) ) {
  2082. console.error( 'THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.' );
  2083. }
  2084. return this.applyQuaternion( _quaternion.setFromEuler( euler ) );
  2085. },
  2086. applyAxisAngle: function ( axis, angle ) {
  2087. return this.applyQuaternion( _quaternion.setFromAxisAngle( axis, angle ) );
  2088. },
  2089. applyMatrix3: function ( m ) {
  2090. var x = this.x, y = this.y, z = this.z;
  2091. var e = m.elements;
  2092. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;
  2093. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;
  2094. this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;
  2095. return this;
  2096. },
  2097. applyNormalMatrix: function ( m ) {
  2098. return this.applyMatrix3( m ).normalize();
  2099. },
  2100. applyMatrix4: function ( m ) {
  2101. var x = this.x, y = this.y, z = this.z;
  2102. var e = m.elements;
  2103. var w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );
  2104. this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w;
  2105. this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w;
  2106. this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w;
  2107. return this;
  2108. },
  2109. applyQuaternion: function ( q ) {
  2110. var x = this.x, y = this.y, z = this.z;
  2111. var qx = q.x, qy = q.y, qz = q.z, qw = q.w;
  2112. // calculate quat * vector
  2113. var ix = qw * x + qy * z - qz * y;
  2114. var iy = qw * y + qz * x - qx * z;
  2115. var iz = qw * z + qx * y - qy * x;
  2116. var iw = - qx * x - qy * y - qz * z;
  2117. // calculate result * inverse quat
  2118. this.x = ix * qw + iw * - qx + iy * - qz - iz * - qy;
  2119. this.y = iy * qw + iw * - qy + iz * - qx - ix * - qz;
  2120. this.z = iz * qw + iw * - qz + ix * - qy - iy * - qx;
  2121. return this;
  2122. },
  2123. project: function ( camera ) {
  2124. return this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );
  2125. },
  2126. unproject: function ( camera ) {
  2127. return this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld );
  2128. },
  2129. transformDirection: function ( m ) {
  2130. // input: THREE.Matrix4 affine matrix
  2131. // vector interpreted as a direction
  2132. var x = this.x, y = this.y, z = this.z;
  2133. var e = m.elements;
  2134. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;
  2135. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;
  2136. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;
  2137. return this.normalize();
  2138. },
  2139. divide: function ( v ) {
  2140. this.x /= v.x;
  2141. this.y /= v.y;
  2142. this.z /= v.z;
  2143. return this;
  2144. },
  2145. divideScalar: function ( scalar ) {
  2146. return this.multiplyScalar( 1 / scalar );
  2147. },
  2148. min: function ( v ) {
  2149. this.x = Math.min( this.x, v.x );
  2150. this.y = Math.min( this.y, v.y );
  2151. this.z = Math.min( this.z, v.z );
  2152. return this;
  2153. },
  2154. max: function ( v ) {
  2155. this.x = Math.max( this.x, v.x );
  2156. this.y = Math.max( this.y, v.y );
  2157. this.z = Math.max( this.z, v.z );
  2158. return this;
  2159. },
  2160. clamp: function ( min, max ) {
  2161. // assumes min < max, componentwise
  2162. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  2163. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  2164. this.z = Math.max( min.z, Math.min( max.z, this.z ) );
  2165. return this;
  2166. },
  2167. clampScalar: function ( minVal, maxVal ) {
  2168. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  2169. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  2170. this.z = Math.max( minVal, Math.min( maxVal, this.z ) );
  2171. return this;
  2172. },
  2173. clampLength: function ( min, max ) {
  2174. var length = this.length();
  2175. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  2176. },
  2177. floor: function () {
  2178. this.x = Math.floor( this.x );
  2179. this.y = Math.floor( this.y );
  2180. this.z = Math.floor( this.z );
  2181. return this;
  2182. },
  2183. ceil: function () {
  2184. this.x = Math.ceil( this.x );
  2185. this.y = Math.ceil( this.y );
  2186. this.z = Math.ceil( this.z );
  2187. return this;
  2188. },
  2189. round: function () {
  2190. this.x = Math.round( this.x );
  2191. this.y = Math.round( this.y );
  2192. this.z = Math.round( this.z );
  2193. return this;
  2194. },
  2195. roundToZero: function () {
  2196. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  2197. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  2198. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  2199. return this;
  2200. },
  2201. negate: function () {
  2202. this.x = - this.x;
  2203. this.y = - this.y;
  2204. this.z = - this.z;
  2205. return this;
  2206. },
  2207. dot: function ( v ) {
  2208. return this.x * v.x + this.y * v.y + this.z * v.z;
  2209. },
  2210. // TODO lengthSquared?
  2211. lengthSq: function () {
  2212. return this.x * this.x + this.y * this.y + this.z * this.z;
  2213. },
  2214. length: function () {
  2215. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
  2216. },
  2217. manhattanLength: function () {
  2218. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
  2219. },
  2220. normalize: function () {
  2221. return this.divideScalar( this.length() || 1 );
  2222. },
  2223. setLength: function ( length ) {
  2224. return this.normalize().multiplyScalar( length );
  2225. },
  2226. lerp: function ( v, alpha ) {
  2227. this.x += ( v.x - this.x ) * alpha;
  2228. this.y += ( v.y - this.y ) * alpha;
  2229. this.z += ( v.z - this.z ) * alpha;
  2230. return this;
  2231. },
  2232. lerpVectors: function ( v1, v2, alpha ) {
  2233. return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
  2234. },
  2235. cross: function ( v, w ) {
  2236. if ( w !== undefined ) {
  2237. console.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );
  2238. return this.crossVectors( v, w );
  2239. }
  2240. return this.crossVectors( this, v );
  2241. },
  2242. crossVectors: function ( a, b ) {
  2243. var ax = a.x, ay = a.y, az = a.z;
  2244. var bx = b.x, by = b.y, bz = b.z;
  2245. this.x = ay * bz - az * by;
  2246. this.y = az * bx - ax * bz;
  2247. this.z = ax * by - ay * bx;
  2248. return this;
  2249. },
  2250. projectOnVector: function ( v ) {
  2251. // v cannot be the zero v
  2252. var scalar = v.dot( this ) / v.lengthSq();
  2253. return this.copy( v ).multiplyScalar( scalar );
  2254. },
  2255. projectOnPlane: function ( planeNormal ) {
  2256. _vector.copy( this ).projectOnVector( planeNormal );
  2257. return this.sub( _vector );
  2258. },
  2259. reflect: function ( normal ) {
  2260. // reflect incident vector off plane orthogonal to normal
  2261. // normal is assumed to have unit length
  2262. return this.sub( _vector.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
  2263. },
  2264. angleTo: function ( v ) {
  2265. var denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );
  2266. if ( denominator === 0 ) { console.error( 'THREE.Vector3: angleTo() can\'t handle zero length vectors.' ); }
  2267. var theta = this.dot( v ) / denominator;
  2268. // clamp, to handle numerical problems
  2269. return Math.acos( MathUtils.clamp( theta, - 1, 1 ) );
  2270. },
  2271. distanceTo: function ( v ) {
  2272. return Math.sqrt( this.distanceToSquared( v ) );
  2273. },
  2274. distanceToSquared: function ( v ) {
  2275. var dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;
  2276. return dx * dx + dy * dy + dz * dz;
  2277. },
  2278. manhattanDistanceTo: function ( v ) {
  2279. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );
  2280. },
  2281. setFromSpherical: function ( s ) {
  2282. return this.setFromSphericalCoords( s.radius, s.phi, s.theta );
  2283. },
  2284. setFromSphericalCoords: function ( radius, phi, theta ) {
  2285. var sinPhiRadius = Math.sin( phi ) * radius;
  2286. this.x = sinPhiRadius * Math.sin( theta );
  2287. this.y = Math.cos( phi ) * radius;
  2288. this.z = sinPhiRadius * Math.cos( theta );
  2289. return this;
  2290. },
  2291. setFromCylindrical: function ( c ) {
  2292. return this.setFromCylindricalCoords( c.radius, c.theta, c.y );
  2293. },
  2294. setFromCylindricalCoords: function ( radius, theta, y ) {
  2295. this.x = radius * Math.sin( theta );
  2296. this.y = y;
  2297. this.z = radius * Math.cos( theta );
  2298. return this;
  2299. },
  2300. setFromMatrixPosition: function ( m ) {
  2301. var e = m.elements;
  2302. this.x = e[ 12 ];
  2303. this.y = e[ 13 ];
  2304. this.z = e[ 14 ];
  2305. return this;
  2306. },
  2307. setFromMatrixScale: function ( m ) {
  2308. var sx = this.setFromMatrixColumn( m, 0 ).length();
  2309. var sy = this.setFromMatrixColumn( m, 1 ).length();
  2310. var sz = this.setFromMatrixColumn( m, 2 ).length();
  2311. this.x = sx;
  2312. this.y = sy;
  2313. this.z = sz;
  2314. return this;
  2315. },
  2316. setFromMatrixColumn: function ( m, index ) {
  2317. return this.fromArray( m.elements, index * 4 );
  2318. },
  2319. setFromMatrix3Column: function ( m, index ) {
  2320. return this.fromArray( m.elements, index * 3 );
  2321. },
  2322. equals: function ( v ) {
  2323. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
  2324. },
  2325. fromArray: function ( array, offset ) {
  2326. if ( offset === undefined ) { offset = 0; }
  2327. this.x = array[ offset ];
  2328. this.y = array[ offset + 1 ];
  2329. this.z = array[ offset + 2 ];
  2330. return this;
  2331. },
  2332. toArray: function ( array, offset ) {
  2333. if ( array === undefined ) { array = []; }
  2334. if ( offset === undefined ) { offset = 0; }
  2335. array[ offset ] = this.x;
  2336. array[ offset + 1 ] = this.y;
  2337. array[ offset + 2 ] = this.z;
  2338. return array;
  2339. },
  2340. fromBufferAttribute: function ( attribute, index, offset ) {
  2341. if ( offset !== undefined ) {
  2342. console.warn( 'THREE.Vector3: offset has been removed from .fromBufferAttribute().' );
  2343. }
  2344. this.x = attribute.getX( index );
  2345. this.y = attribute.getY( index );
  2346. this.z = attribute.getZ( index );
  2347. return this;
  2348. }
  2349. } );
  2350. var _v1 = new Vector3();
  2351. var _m1 = new Matrix4();
  2352. var _zero = new Vector3( 0, 0, 0 );
  2353. var _one = new Vector3( 1, 1, 1 );
  2354. var _x = new Vector3();
  2355. var _y = new Vector3();
  2356. var _z = new Vector3();
  2357. /**
  2358. * @author mrdoob / http://mrdoob.com/
  2359. * @author supereggbert / http://www.paulbrunt.co.uk/
  2360. * @author philogb / http://blog.thejit.org/
  2361. * @author jordi_ros / http://plattsoft.com
  2362. * @author D1plo1d / http://github.com/D1plo1d
  2363. * @author alteredq / http://alteredqualia.com/
  2364. * @author mikael emtinger / http://gomo.se/
  2365. * @author timknip / http://www.floorplanner.com/
  2366. * @author bhouston / http://clara.io
  2367. * @author WestLangley / http://github.com/WestLangley
  2368. */
  2369. function Matrix4() {
  2370. this.elements = [
  2371. 1, 0, 0, 0,
  2372. 0, 1, 0, 0,
  2373. 0, 0, 1, 0,
  2374. 0, 0, 0, 1
  2375. ];
  2376. if ( arguments.length > 0 ) {
  2377. console.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' );
  2378. }
  2379. }
  2380. Object.assign( Matrix4.prototype, {
  2381. isMatrix4: true,
  2382. set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  2383. var te = this.elements;
  2384. te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;
  2385. te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;
  2386. te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;
  2387. te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;
  2388. return this;
  2389. },
  2390. identity: function () {
  2391. this.set(
  2392. 1, 0, 0, 0,
  2393. 0, 1, 0, 0,
  2394. 0, 0, 1, 0,
  2395. 0, 0, 0, 1
  2396. );
  2397. return this;
  2398. },
  2399. clone: function () {
  2400. return new Matrix4().fromArray( this.elements );
  2401. },
  2402. copy: function ( m ) {
  2403. var te = this.elements;
  2404. var me = m.elements;
  2405. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];
  2406. te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];
  2407. te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];
  2408. te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];
  2409. return this;
  2410. },
  2411. copyPosition: function ( m ) {
  2412. var te = this.elements, me = m.elements;
  2413. te[ 12 ] = me[ 12 ];
  2414. te[ 13 ] = me[ 13 ];
  2415. te[ 14 ] = me[ 14 ];
  2416. return this;
  2417. },
  2418. extractBasis: function ( xAxis, yAxis, zAxis ) {
  2419. xAxis.setFromMatrixColumn( this, 0 );
  2420. yAxis.setFromMatrixColumn( this, 1 );
  2421. zAxis.setFromMatrixColumn( this, 2 );
  2422. return this;
  2423. },
  2424. makeBasis: function ( xAxis, yAxis, zAxis ) {
  2425. this.set(
  2426. xAxis.x, yAxis.x, zAxis.x, 0,
  2427. xAxis.y, yAxis.y, zAxis.y, 0,
  2428. xAxis.z, yAxis.z, zAxis.z, 0,
  2429. 0, 0, 0, 1
  2430. );
  2431. return this;
  2432. },
  2433. extractRotation: function ( m ) {
  2434. // this method does not support reflection matrices
  2435. var te = this.elements;
  2436. var me = m.elements;
  2437. var scaleX = 1 / _v1.setFromMatrixColumn( m, 0 ).length();
  2438. var scaleY = 1 / _v1.setFromMatrixColumn( m, 1 ).length();
  2439. var scaleZ = 1 / _v1.setFromMatrixColumn( m, 2 ).length();
  2440. te[ 0 ] = me[ 0 ] * scaleX;
  2441. te[ 1 ] = me[ 1 ] * scaleX;
  2442. te[ 2 ] = me[ 2 ] * scaleX;
  2443. te[ 3 ] = 0;
  2444. te[ 4 ] = me[ 4 ] * scaleY;
  2445. te[ 5 ] = me[ 5 ] * scaleY;
  2446. te[ 6 ] = me[ 6 ] * scaleY;
  2447. te[ 7 ] = 0;
  2448. te[ 8 ] = me[ 8 ] * scaleZ;
  2449. te[ 9 ] = me[ 9 ] * scaleZ;
  2450. te[ 10 ] = me[ 10 ] * scaleZ;
  2451. te[ 11 ] = 0;
  2452. te[ 12 ] = 0;
  2453. te[ 13 ] = 0;
  2454. te[ 14 ] = 0;
  2455. te[ 15 ] = 1;
  2456. return this;
  2457. },
  2458. makeRotationFromEuler: function ( euler ) {
  2459. if ( ! ( euler && euler.isEuler ) ) {
  2460. console.error( 'THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );
  2461. }
  2462. var te = this.elements;
  2463. var x = euler.x, y = euler.y, z = euler.z;
  2464. var a = Math.cos( x ), b = Math.sin( x );
  2465. var c = Math.cos( y ), d = Math.sin( y );
  2466. var e = Math.cos( z ), f = Math.sin( z );
  2467. if ( euler.order === 'XYZ' ) {
  2468. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  2469. te[ 0 ] = c * e;
  2470. te[ 4 ] = - c * f;
  2471. te[ 8 ] = d;
  2472. te[ 1 ] = af + be * d;
  2473. te[ 5 ] = ae - bf * d;
  2474. te[ 9 ] = - b * c;
  2475. te[ 2 ] = bf - ae * d;
  2476. te[ 6 ] = be + af * d;
  2477. te[ 10 ] = a * c;
  2478. } else if ( euler.order === 'YXZ' ) {
  2479. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  2480. te[ 0 ] = ce + df * b;
  2481. te[ 4 ] = de * b - cf;
  2482. te[ 8 ] = a * d;
  2483. te[ 1 ] = a * f;
  2484. te[ 5 ] = a * e;
  2485. te[ 9 ] = - b;
  2486. te[ 2 ] = cf * b - de;
  2487. te[ 6 ] = df + ce * b;
  2488. te[ 10 ] = a * c;
  2489. } else if ( euler.order === 'ZXY' ) {
  2490. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  2491. te[ 0 ] = ce - df * b;
  2492. te[ 4 ] = - a * f;
  2493. te[ 8 ] = de + cf * b;
  2494. te[ 1 ] = cf + de * b;
  2495. te[ 5 ] = a * e;
  2496. te[ 9 ] = df - ce * b;
  2497. te[ 2 ] = - a * d;
  2498. te[ 6 ] = b;
  2499. te[ 10 ] = a * c;
  2500. } else if ( euler.order === 'ZYX' ) {
  2501. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  2502. te[ 0 ] = c * e;
  2503. te[ 4 ] = be * d - af;
  2504. te[ 8 ] = ae * d + bf;
  2505. te[ 1 ] = c * f;
  2506. te[ 5 ] = bf * d + ae;
  2507. te[ 9 ] = af * d - be;
  2508. te[ 2 ] = - d;
  2509. te[ 6 ] = b * c;
  2510. te[ 10 ] = a * c;
  2511. } else if ( euler.order === 'YZX' ) {
  2512. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  2513. te[ 0 ] = c * e;
  2514. te[ 4 ] = bd - ac * f;
  2515. te[ 8 ] = bc * f + ad;
  2516. te[ 1 ] = f;
  2517. te[ 5 ] = a * e;
  2518. te[ 9 ] = - b * e;
  2519. te[ 2 ] = - d * e;
  2520. te[ 6 ] = ad * f + bc;
  2521. te[ 10 ] = ac - bd * f;
  2522. } else if ( euler.order === 'XZY' ) {
  2523. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  2524. te[ 0 ] = c * e;
  2525. te[ 4 ] = - f;
  2526. te[ 8 ] = d * e;
  2527. te[ 1 ] = ac * f + bd;
  2528. te[ 5 ] = a * e;
  2529. te[ 9 ] = ad * f - bc;
  2530. te[ 2 ] = bc * f - ad;
  2531. te[ 6 ] = b * e;
  2532. te[ 10 ] = bd * f + ac;
  2533. }
  2534. // bottom row
  2535. te[ 3 ] = 0;
  2536. te[ 7 ] = 0;
  2537. te[ 11 ] = 0;
  2538. // last column
  2539. te[ 12 ] = 0;
  2540. te[ 13 ] = 0;
  2541. te[ 14 ] = 0;
  2542. te[ 15 ] = 1;
  2543. return this;
  2544. },
  2545. makeRotationFromQuaternion: function ( q ) {
  2546. return this.compose( _zero, q, _one );
  2547. },
  2548. lookAt: function ( eye, target, up ) {
  2549. var te = this.elements;
  2550. _z.subVectors( eye, target );
  2551. if ( _z.lengthSq() === 0 ) {
  2552. // eye and target are in the same position
  2553. _z.z = 1;
  2554. }
  2555. _z.normalize();
  2556. _x.crossVectors( up, _z );
  2557. if ( _x.lengthSq() === 0 ) {
  2558. // up and z are parallel
  2559. if ( Math.abs( up.z ) === 1 ) {
  2560. _z.x += 0.0001;
  2561. } else {
  2562. _z.z += 0.0001;
  2563. }
  2564. _z.normalize();
  2565. _x.crossVectors( up, _z );
  2566. }
  2567. _x.normalize();
  2568. _y.crossVectors( _z, _x );
  2569. te[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x;
  2570. te[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y;
  2571. te[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z;
  2572. return this;
  2573. },
  2574. multiply: function ( m, n ) {
  2575. if ( n !== undefined ) {
  2576. console.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );
  2577. return this.multiplyMatrices( m, n );
  2578. }
  2579. return this.multiplyMatrices( this, m );
  2580. },
  2581. premultiply: function ( m ) {
  2582. return this.multiplyMatrices( m, this );
  2583. },
  2584. multiplyMatrices: function ( a, b ) {
  2585. var ae = a.elements;
  2586. var be = b.elements;
  2587. var te = this.elements;
  2588. var a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
  2589. var a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
  2590. var a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
  2591. var a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];
  2592. var b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
  2593. var b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
  2594. var b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
  2595. var b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];
  2596. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
  2597. te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
  2598. te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
  2599. te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
  2600. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
  2601. te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
  2602. te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
  2603. te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
  2604. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
  2605. te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
  2606. te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
  2607. te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
  2608. te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
  2609. te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
  2610. te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
  2611. te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
  2612. return this;
  2613. },
  2614. multiplyScalar: function ( s ) {
  2615. var te = this.elements;
  2616. te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
  2617. te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
  2618. te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;
  2619. te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;
  2620. return this;
  2621. },
  2622. determinant: function () {
  2623. var te = this.elements;
  2624. var n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
  2625. var n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
  2626. var n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
  2627. var n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];
  2628. //TODO: make this more efficient
  2629. //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
  2630. return (
  2631. n41 * (
  2632. + n14 * n23 * n32
  2633. - n13 * n24 * n32
  2634. - n14 * n22 * n33
  2635. + n12 * n24 * n33
  2636. + n13 * n22 * n34
  2637. - n12 * n23 * n34
  2638. ) +
  2639. n42 * (
  2640. + n11 * n23 * n34
  2641. - n11 * n24 * n33
  2642. + n14 * n21 * n33
  2643. - n13 * n21 * n34
  2644. + n13 * n24 * n31
  2645. - n14 * n23 * n31
  2646. ) +
  2647. n43 * (
  2648. + n11 * n24 * n32
  2649. - n11 * n22 * n34
  2650. - n14 * n21 * n32
  2651. + n12 * n21 * n34
  2652. + n14 * n22 * n31
  2653. - n12 * n24 * n31
  2654. ) +
  2655. n44 * (
  2656. - n13 * n22 * n31
  2657. - n11 * n23 * n32
  2658. + n11 * n22 * n33
  2659. + n13 * n21 * n32
  2660. - n12 * n21 * n33
  2661. + n12 * n23 * n31
  2662. )
  2663. );
  2664. },
  2665. transpose: function () {
  2666. var te = this.elements;
  2667. var tmp;
  2668. tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
  2669. tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
  2670. tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;
  2671. tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
  2672. tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
  2673. tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;
  2674. return this;
  2675. },
  2676. setPosition: function ( x, y, z ) {
  2677. var te = this.elements;
  2678. if ( x.isVector3 ) {
  2679. te[ 12 ] = x.x;
  2680. te[ 13 ] = x.y;
  2681. te[ 14 ] = x.z;
  2682. } else {
  2683. te[ 12 ] = x;
  2684. te[ 13 ] = y;
  2685. te[ 14 ] = z;
  2686. }
  2687. return this;
  2688. },
  2689. getInverse: function ( m, throwOnDegenerate ) {
  2690. // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
  2691. var te = this.elements,
  2692. me = m.elements,
  2693. n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ], n41 = me[ 3 ],
  2694. n12 = me[ 4 ], n22 = me[ 5 ], n32 = me[ 6 ], n42 = me[ 7 ],
  2695. n13 = me[ 8 ], n23 = me[ 9 ], n33 = me[ 10 ], n43 = me[ 11 ],
  2696. n14 = me[ 12 ], n24 = me[ 13 ], n34 = me[ 14 ], n44 = me[ 15 ],
  2697. t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,
  2698. t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,
  2699. t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,
  2700. t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
  2701. var det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;
  2702. if ( det === 0 ) {
  2703. var msg = "THREE.Matrix4: .getInverse() can't invert matrix, determinant is 0";
  2704. if ( throwOnDegenerate === true ) {
  2705. throw new Error( msg );
  2706. } else {
  2707. console.warn( msg );
  2708. }
  2709. return this.identity();
  2710. }
  2711. var detInv = 1 / det;
  2712. te[ 0 ] = t11 * detInv;
  2713. te[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv;
  2714. te[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv;
  2715. te[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;
  2716. te[ 4 ] = t12 * detInv;
  2717. te[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv;
  2718. te[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv;
  2719. te[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv;
  2720. te[ 8 ] = t13 * detInv;
  2721. te[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv;
  2722. te[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv;
  2723. te[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv;
  2724. te[ 12 ] = t14 * detInv;
  2725. te[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv;
  2726. te[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv;
  2727. te[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv;
  2728. return this;
  2729. },
  2730. scale: function ( v ) {
  2731. var te = this.elements;
  2732. var x = v.x, y = v.y, z = v.z;
  2733. te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;
  2734. te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;
  2735. te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;
  2736. te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;
  2737. return this;
  2738. },
  2739. getMaxScaleOnAxis: function () {
  2740. var te = this.elements;
  2741. var scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];
  2742. var scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];
  2743. var scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];
  2744. return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );
  2745. },
  2746. makeTranslation: function ( x, y, z ) {
  2747. this.set(
  2748. 1, 0, 0, x,
  2749. 0, 1, 0, y,
  2750. 0, 0, 1, z,
  2751. 0, 0, 0, 1
  2752. );
  2753. return this;
  2754. },
  2755. makeRotationX: function ( theta ) {
  2756. var c = Math.cos( theta ), s = Math.sin( theta );
  2757. this.set(
  2758. 1, 0, 0, 0,
  2759. 0, c, - s, 0,
  2760. 0, s, c, 0,
  2761. 0, 0, 0, 1
  2762. );
  2763. return this;
  2764. },
  2765. makeRotationY: function ( theta ) {
  2766. var c = Math.cos( theta ), s = Math.sin( theta );
  2767. this.set(
  2768. c, 0, s, 0,
  2769. 0, 1, 0, 0,
  2770. - s, 0, c, 0,
  2771. 0, 0, 0, 1
  2772. );
  2773. return this;
  2774. },
  2775. makeRotationZ: function ( theta ) {
  2776. var c = Math.cos( theta ), s = Math.sin( theta );
  2777. this.set(
  2778. c, - s, 0, 0,
  2779. s, c, 0, 0,
  2780. 0, 0, 1, 0,
  2781. 0, 0, 0, 1
  2782. );
  2783. return this;
  2784. },
  2785. makeRotationAxis: function ( axis, angle ) {
  2786. // Based on http://www.gamedev.net/reference/articles/article1199.asp
  2787. var c = Math.cos( angle );
  2788. var s = Math.sin( angle );
  2789. var t = 1 - c;
  2790. var x = axis.x, y = axis.y, z = axis.z;
  2791. var tx = t * x, ty = t * y;
  2792. this.set(
  2793. tx * x + c, tx * y - s * z, tx * z + s * y, 0,
  2794. tx * y + s * z, ty * y + c, ty * z - s * x, 0,
  2795. tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
  2796. 0, 0, 0, 1
  2797. );
  2798. return this;
  2799. },
  2800. makeScale: function ( x, y, z ) {
  2801. this.set(
  2802. x, 0, 0, 0,
  2803. 0, y, 0, 0,
  2804. 0, 0, z, 0,
  2805. 0, 0, 0, 1
  2806. );
  2807. return this;
  2808. },
  2809. makeShear: function ( x, y, z ) {
  2810. this.set(
  2811. 1, y, z, 0,
  2812. x, 1, z, 0,
  2813. x, y, 1, 0,
  2814. 0, 0, 0, 1
  2815. );
  2816. return this;
  2817. },
  2818. compose: function ( position, quaternion, scale ) {
  2819. var te = this.elements;
  2820. var x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;
  2821. var x2 = x + x, y2 = y + y, z2 = z + z;
  2822. var xx = x * x2, xy = x * y2, xz = x * z2;
  2823. var yy = y * y2, yz = y * z2, zz = z * z2;
  2824. var wx = w * x2, wy = w * y2, wz = w * z2;
  2825. var sx = scale.x, sy = scale.y, sz = scale.z;
  2826. te[ 0 ] = ( 1 - ( yy + zz ) ) * sx;
  2827. te[ 1 ] = ( xy + wz ) * sx;
  2828. te[ 2 ] = ( xz - wy ) * sx;
  2829. te[ 3 ] = 0;
  2830. te[ 4 ] = ( xy - wz ) * sy;
  2831. te[ 5 ] = ( 1 - ( xx + zz ) ) * sy;
  2832. te[ 6 ] = ( yz + wx ) * sy;
  2833. te[ 7 ] = 0;
  2834. te[ 8 ] = ( xz + wy ) * sz;
  2835. te[ 9 ] = ( yz - wx ) * sz;
  2836. te[ 10 ] = ( 1 - ( xx + yy ) ) * sz;
  2837. te[ 11 ] = 0;
  2838. te[ 12 ] = position.x;
  2839. te[ 13 ] = position.y;
  2840. te[ 14 ] = position.z;
  2841. te[ 15 ] = 1;
  2842. return this;
  2843. },
  2844. decompose: function ( position, quaternion, scale ) {
  2845. var te = this.elements;
  2846. var sx = _v1.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
  2847. var sy = _v1.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
  2848. var sz = _v1.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
  2849. // if determine is negative, we need to invert one scale
  2850. var det = this.determinant();
  2851. if ( det < 0 ) { sx = - sx; }
  2852. position.x = te[ 12 ];
  2853. position.y = te[ 13 ];
  2854. position.z = te[ 14 ];
  2855. // scale the rotation part
  2856. _m1.copy( this );
  2857. var invSX = 1 / sx;
  2858. var invSY = 1 / sy;
  2859. var invSZ = 1 / sz;
  2860. _m1.elements[ 0 ] *= invSX;
  2861. _m1.elements[ 1 ] *= invSX;
  2862. _m1.elements[ 2 ] *= invSX;
  2863. _m1.elements[ 4 ] *= invSY;
  2864. _m1.elements[ 5 ] *= invSY;
  2865. _m1.elements[ 6 ] *= invSY;
  2866. _m1.elements[ 8 ] *= invSZ;
  2867. _m1.elements[ 9 ] *= invSZ;
  2868. _m1.elements[ 10 ] *= invSZ;
  2869. quaternion.setFromRotationMatrix( _m1 );
  2870. scale.x = sx;
  2871. scale.y = sy;
  2872. scale.z = sz;
  2873. return this;
  2874. },
  2875. makePerspective: function ( left, right, top, bottom, near, far ) {
  2876. if ( far === undefined ) {
  2877. console.warn( 'THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.' );
  2878. }
  2879. var te = this.elements;
  2880. var x = 2 * near / ( right - left );
  2881. var y = 2 * near / ( top - bottom );
  2882. var a = ( right + left ) / ( right - left );
  2883. var b = ( top + bottom ) / ( top - bottom );
  2884. var c = - ( far + near ) / ( far - near );
  2885. var d = - 2 * far * near / ( far - near );
  2886. te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0;
  2887. te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0;
  2888. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
  2889. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = - 1; te[ 15 ] = 0;
  2890. return this;
  2891. },
  2892. makeOrthographic: function ( left, right, top, bottom, near, far ) {
  2893. var te = this.elements;
  2894. var w = 1.0 / ( right - left );
  2895. var h = 1.0 / ( top - bottom );
  2896. var p = 1.0 / ( far - near );
  2897. var x = ( right + left ) * w;
  2898. var y = ( top + bottom ) * h;
  2899. var z = ( far + near ) * p;
  2900. te[ 0 ] = 2 * w; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = - x;
  2901. te[ 1 ] = 0; te[ 5 ] = 2 * h; te[ 9 ] = 0; te[ 13 ] = - y;
  2902. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = - 2 * p; te[ 14 ] = - z;
  2903. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1;
  2904. return this;
  2905. },
  2906. equals: function ( matrix ) {
  2907. var te = this.elements;
  2908. var me = matrix.elements;
  2909. for ( var i = 0; i < 16; i ++ ) {
  2910. if ( te[ i ] !== me[ i ] ) { return false; }
  2911. }
  2912. return true;
  2913. },
  2914. fromArray: function ( array, offset ) {
  2915. if ( offset === undefined ) { offset = 0; }
  2916. for ( var i = 0; i < 16; i ++ ) {
  2917. this.elements[ i ] = array[ i + offset ];
  2918. }
  2919. return this;
  2920. },
  2921. toArray: function ( array, offset ) {
  2922. if ( array === undefined ) { array = []; }
  2923. if ( offset === undefined ) { offset = 0; }
  2924. var te = this.elements;
  2925. array[ offset ] = te[ 0 ];
  2926. array[ offset + 1 ] = te[ 1 ];
  2927. array[ offset + 2 ] = te[ 2 ];
  2928. array[ offset + 3 ] = te[ 3 ];
  2929. array[ offset + 4 ] = te[ 4 ];
  2930. array[ offset + 5 ] = te[ 5 ];
  2931. array[ offset + 6 ] = te[ 6 ];
  2932. array[ offset + 7 ] = te[ 7 ];
  2933. array[ offset + 8 ] = te[ 8 ];
  2934. array[ offset + 9 ] = te[ 9 ];
  2935. array[ offset + 10 ] = te[ 10 ];
  2936. array[ offset + 11 ] = te[ 11 ];
  2937. array[ offset + 12 ] = te[ 12 ];
  2938. array[ offset + 13 ] = te[ 13 ];
  2939. array[ offset + 14 ] = te[ 14 ];
  2940. array[ offset + 15 ] = te[ 15 ];
  2941. return array;
  2942. }
  2943. } );
  2944. /**
  2945. * @author mrdoob / http://mrdoob.com/
  2946. * @author WestLangley / http://github.com/WestLangley
  2947. * @author bhouston / http://clara.io
  2948. */
  2949. var _matrix = new Matrix4();
  2950. var _quaternion$1 = new Quaternion();
  2951. function Euler( x, y, z, order ) {
  2952. this._x = x || 0;
  2953. this._y = y || 0;
  2954. this._z = z || 0;
  2955. this._order = order || Euler.DefaultOrder;
  2956. }
  2957. Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ];
  2958. Euler.DefaultOrder = 'XYZ';
  2959. Object.defineProperties( Euler.prototype, {
  2960. x: {
  2961. get: function () {
  2962. return this._x;
  2963. },
  2964. set: function ( value ) {
  2965. this._x = value;
  2966. this._onChangeCallback();
  2967. }
  2968. },
  2969. y: {
  2970. get: function () {
  2971. return this._y;
  2972. },
  2973. set: function ( value ) {
  2974. this._y = value;
  2975. this._onChangeCallback();
  2976. }
  2977. },
  2978. z: {
  2979. get: function () {
  2980. return this._z;
  2981. },
  2982. set: function ( value ) {
  2983. this._z = value;
  2984. this._onChangeCallback();
  2985. }
  2986. },
  2987. order: {
  2988. get: function () {
  2989. return this._order;
  2990. },
  2991. set: function ( value ) {
  2992. this._order = value;
  2993. this._onChangeCallback();
  2994. }
  2995. }
  2996. } );
  2997. Object.assign( Euler.prototype, {
  2998. isEuler: true,
  2999. set: function ( x, y, z, order ) {
  3000. this._x = x;
  3001. this._y = y;
  3002. this._z = z;
  3003. this._order = order || this._order;
  3004. this._onChangeCallback();
  3005. return this;
  3006. },
  3007. clone: function () {
  3008. return new this.constructor( this._x, this._y, this._z, this._order );
  3009. },
  3010. copy: function ( euler ) {
  3011. this._x = euler._x;
  3012. this._y = euler._y;
  3013. this._z = euler._z;
  3014. this._order = euler._order;
  3015. this._onChangeCallback();
  3016. return this;
  3017. },
  3018. setFromRotationMatrix: function ( m, order, update ) {
  3019. var clamp = MathUtils.clamp;
  3020. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  3021. var te = m.elements;
  3022. var m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];
  3023. var m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];
  3024. var m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  3025. order = order || this._order;
  3026. if ( order === 'XYZ' ) {
  3027. this._y = Math.asin( clamp( m13, - 1, 1 ) );
  3028. if ( Math.abs( m13 ) < 0.9999999 ) {
  3029. this._x = Math.atan2( - m23, m33 );
  3030. this._z = Math.atan2( - m12, m11 );
  3031. } else {
  3032. this._x = Math.atan2( m32, m22 );
  3033. this._z = 0;
  3034. }
  3035. } else if ( order === 'YXZ' ) {
  3036. this._x = Math.asin( - clamp( m23, - 1, 1 ) );
  3037. if ( Math.abs( m23 ) < 0.9999999 ) {
  3038. this._y = Math.atan2( m13, m33 );
  3039. this._z = Math.atan2( m21, m22 );
  3040. } else {
  3041. this._y = Math.atan2( - m31, m11 );
  3042. this._z = 0;
  3043. }
  3044. } else if ( order === 'ZXY' ) {
  3045. this._x = Math.asin( clamp( m32, - 1, 1 ) );
  3046. if ( Math.abs( m32 ) < 0.9999999 ) {
  3047. this._y = Math.atan2( - m31, m33 );
  3048. this._z = Math.atan2( - m12, m22 );
  3049. } else {
  3050. this._y = 0;
  3051. this._z = Math.atan2( m21, m11 );
  3052. }
  3053. } else if ( order === 'ZYX' ) {
  3054. this._y = Math.asin( - clamp( m31, - 1, 1 ) );
  3055. if ( Math.abs( m31 ) < 0.9999999 ) {
  3056. this._x = Math.atan2( m32, m33 );
  3057. this._z = Math.atan2( m21, m11 );
  3058. } else {
  3059. this._x = 0;
  3060. this._z = Math.atan2( - m12, m22 );
  3061. }
  3062. } else if ( order === 'YZX' ) {
  3063. this._z = Math.asin( clamp( m21, - 1, 1 ) );
  3064. if ( Math.abs( m21 ) < 0.9999999 ) {
  3065. this._x = Math.atan2( - m23, m22 );
  3066. this._y = Math.atan2( - m31, m11 );
  3067. } else {
  3068. this._x = 0;
  3069. this._y = Math.atan2( m13, m33 );
  3070. }
  3071. } else if ( order === 'XZY' ) {
  3072. this._z = Math.asin( - clamp( m12, - 1, 1 ) );
  3073. if ( Math.abs( m12 ) < 0.9999999 ) {
  3074. this._x = Math.atan2( m32, m22 );
  3075. this._y = Math.atan2( m13, m11 );
  3076. } else {
  3077. this._x = Math.atan2( - m23, m33 );
  3078. this._y = 0;
  3079. }
  3080. } else {
  3081. console.warn( 'THREE.Euler: .setFromRotationMatrix() given unsupported order: ' + order );
  3082. }
  3083. this._order = order;
  3084. if ( update !== false ) { this._onChangeCallback(); }
  3085. return this;
  3086. },
  3087. setFromQuaternion: function ( q, order, update ) {
  3088. _matrix.makeRotationFromQuaternion( q );
  3089. return this.setFromRotationMatrix( _matrix, order, update );
  3090. },
  3091. setFromVector3: function ( v, order ) {
  3092. return this.set( v.x, v.y, v.z, order || this._order );
  3093. },
  3094. reorder: function ( newOrder ) {
  3095. // WARNING: this discards revolution information -bhouston
  3096. _quaternion$1.setFromEuler( this );
  3097. return this.setFromQuaternion( _quaternion$1, newOrder );
  3098. },
  3099. equals: function ( euler ) {
  3100. return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
  3101. },
  3102. fromArray: function ( array ) {
  3103. this._x = array[ 0 ];
  3104. this._y = array[ 1 ];
  3105. this._z = array[ 2 ];
  3106. if ( array[ 3 ] !== undefined ) { this._order = array[ 3 ]; }
  3107. this._onChangeCallback();
  3108. return this;
  3109. },
  3110. toArray: function ( array, offset ) {
  3111. if ( array === undefined ) { array = []; }
  3112. if ( offset === undefined ) { offset = 0; }
  3113. array[ offset ] = this._x;
  3114. array[ offset + 1 ] = this._y;
  3115. array[ offset + 2 ] = this._z;
  3116. array[ offset + 3 ] = this._order;
  3117. return array;
  3118. },
  3119. toVector3: function ( optionalResult ) {
  3120. if ( optionalResult ) {
  3121. return optionalResult.set( this._x, this._y, this._z );
  3122. } else {
  3123. return new Vector3( this._x, this._y, this._z );
  3124. }
  3125. },
  3126. _onChange: function ( callback ) {
  3127. this._onChangeCallback = callback;
  3128. return this;
  3129. },
  3130. _onChangeCallback: function () {}
  3131. } );
  3132. /**
  3133. * @author mrdoob / http://mrdoob.com/
  3134. */
  3135. function Layers() {
  3136. this.mask = 1 | 0;
  3137. }
  3138. Object.assign( Layers.prototype, {
  3139. set: function ( channel ) {
  3140. this.mask = 1 << channel | 0;
  3141. },
  3142. enable: function ( channel ) {
  3143. this.mask |= 1 << channel | 0;
  3144. },
  3145. enableAll: function () {
  3146. this.mask = 0xffffffff | 0;
  3147. },
  3148. toggle: function ( channel ) {
  3149. this.mask ^= 1 << channel | 0;
  3150. },
  3151. disable: function ( channel ) {
  3152. this.mask &= ~ ( 1 << channel | 0 );
  3153. },
  3154. disableAll: function () {
  3155. this.mask = 0;
  3156. },
  3157. test: function ( layers ) {
  3158. return ( this.mask & layers.mask ) !== 0;
  3159. }
  3160. } );
  3161. var _object3DId = 0;
  3162. var _v1$1 = new Vector3();
  3163. var _q1 = new Quaternion();
  3164. var _m1$1 = new Matrix4();
  3165. var _target = new Vector3();
  3166. var _position = new Vector3();
  3167. var _scale = new Vector3();
  3168. var _quaternion$2 = new Quaternion();
  3169. var _xAxis = new Vector3( 1, 0, 0 );
  3170. var _yAxis = new Vector3( 0, 1, 0 );
  3171. var _zAxis = new Vector3( 0, 0, 1 );
  3172. var _addedEvent = { type: 'added' };
  3173. var _removedEvent = { type: 'removed' };
  3174. /**
  3175. * @author mrdoob / http://mrdoob.com/
  3176. * @author mikael emtinger / http://gomo.se/
  3177. * @author alteredq / http://alteredqualia.com/
  3178. * @author WestLangley / http://github.com/WestLangley
  3179. * @author elephantatwork / www.elephantatwork.ch
  3180. */
  3181. function Object3D() {
  3182. Object.defineProperty( this, 'id', { value: _object3DId ++ } );
  3183. this.uuid = MathUtils.generateUUID();
  3184. this.name = '';
  3185. this.type = 'Object3D';
  3186. this.parent = null;
  3187. this.children = [];
  3188. this.up = Object3D.DefaultUp.clone();
  3189. var position = new Vector3();
  3190. var rotation = new Euler();
  3191. var quaternion = new Quaternion();
  3192. var scale = new Vector3( 1, 1, 1 );
  3193. function onRotationChange() {
  3194. quaternion.setFromEuler( rotation, false );
  3195. }
  3196. function onQuaternionChange() {
  3197. rotation.setFromQuaternion( quaternion, undefined, false );
  3198. }
  3199. rotation._onChange( onRotationChange );
  3200. quaternion._onChange( onQuaternionChange );
  3201. Object.defineProperties( this, {
  3202. position: {
  3203. configurable: true,
  3204. enumerable: true,
  3205. value: position
  3206. },
  3207. rotation: {
  3208. configurable: true,
  3209. enumerable: true,
  3210. value: rotation
  3211. },
  3212. quaternion: {
  3213. configurable: true,
  3214. enumerable: true,
  3215. value: quaternion
  3216. },
  3217. scale: {
  3218. configurable: true,
  3219. enumerable: true,
  3220. value: scale
  3221. },
  3222. modelViewMatrix: {
  3223. value: new Matrix4()
  3224. },
  3225. normalMatrix: {
  3226. value: new Matrix3()
  3227. }
  3228. } );
  3229. this.matrix = new Matrix4();
  3230. this.matrixWorld = new Matrix4();
  3231. this.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate;
  3232. this.matrixWorldNeedsUpdate = false;
  3233. this.layers = new Layers();
  3234. this.visible = true;
  3235. this.castShadow = false;
  3236. this.receiveShadow = false;
  3237. this.frustumCulled = true;
  3238. this.renderOrder = 0;
  3239. this.userData = {};
  3240. }
  3241. Object3D.DefaultUp = new Vector3( 0, 1, 0 );
  3242. Object3D.DefaultMatrixAutoUpdate = true;
  3243. Object3D.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  3244. constructor: Object3D,
  3245. isObject3D: true,
  3246. onBeforeRender: function () {},
  3247. onAfterRender: function () {},
  3248. applyMatrix4: function ( matrix ) {
  3249. if ( this.matrixAutoUpdate ) { this.updateMatrix(); }
  3250. this.matrix.premultiply( matrix );
  3251. this.matrix.decompose( this.position, this.quaternion, this.scale );
  3252. },
  3253. applyQuaternion: function ( q ) {
  3254. this.quaternion.premultiply( q );
  3255. return this;
  3256. },
  3257. setRotationFromAxisAngle: function ( axis, angle ) {
  3258. // assumes axis is normalized
  3259. this.quaternion.setFromAxisAngle( axis, angle );
  3260. },
  3261. setRotationFromEuler: function ( euler ) {
  3262. this.quaternion.setFromEuler( euler, true );
  3263. },
  3264. setRotationFromMatrix: function ( m ) {
  3265. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  3266. this.quaternion.setFromRotationMatrix( m );
  3267. },
  3268. setRotationFromQuaternion: function ( q ) {
  3269. // assumes q is normalized
  3270. this.quaternion.copy( q );
  3271. },
  3272. rotateOnAxis: function ( axis, angle ) {
  3273. // rotate object on axis in object space
  3274. // axis is assumed to be normalized
  3275. _q1.setFromAxisAngle( axis, angle );
  3276. this.quaternion.multiply( _q1 );
  3277. return this;
  3278. },
  3279. rotateOnWorldAxis: function ( axis, angle ) {
  3280. // rotate object on axis in world space
  3281. // axis is assumed to be normalized
  3282. // method assumes no rotated parent
  3283. _q1.setFromAxisAngle( axis, angle );
  3284. this.quaternion.premultiply( _q1 );
  3285. return this;
  3286. },
  3287. rotateX: function ( angle ) {
  3288. return this.rotateOnAxis( _xAxis, angle );
  3289. },
  3290. rotateY: function ( angle ) {
  3291. return this.rotateOnAxis( _yAxis, angle );
  3292. },
  3293. rotateZ: function ( angle ) {
  3294. return this.rotateOnAxis( _zAxis, angle );
  3295. },
  3296. translateOnAxis: function ( axis, distance ) {
  3297. // translate object by distance along axis in object space
  3298. // axis is assumed to be normalized
  3299. _v1$1.copy( axis ).applyQuaternion( this.quaternion );
  3300. this.position.add( _v1$1.multiplyScalar( distance ) );
  3301. return this;
  3302. },
  3303. translateX: function ( distance ) {
  3304. return this.translateOnAxis( _xAxis, distance );
  3305. },
  3306. translateY: function ( distance ) {
  3307. return this.translateOnAxis( _yAxis, distance );
  3308. },
  3309. translateZ: function ( distance ) {
  3310. return this.translateOnAxis( _zAxis, distance );
  3311. },
  3312. localToWorld: function ( vector ) {
  3313. return vector.applyMatrix4( this.matrixWorld );
  3314. },
  3315. worldToLocal: function ( vector ) {
  3316. return vector.applyMatrix4( _m1$1.getInverse( this.matrixWorld ) );
  3317. },
  3318. lookAt: function ( x, y, z ) {
  3319. // This method does not support objects having non-uniformly-scaled parent(s)
  3320. if ( x.isVector3 ) {
  3321. _target.copy( x );
  3322. } else {
  3323. _target.set( x, y, z );
  3324. }
  3325. var parent = this.parent;
  3326. this.updateWorldMatrix( true, false );
  3327. _position.setFromMatrixPosition( this.matrixWorld );
  3328. if ( this.isCamera || this.isLight ) {
  3329. _m1$1.lookAt( _position, _target, this.up );
  3330. } else {
  3331. _m1$1.lookAt( _target, _position, this.up );
  3332. }
  3333. this.quaternion.setFromRotationMatrix( _m1$1 );
  3334. if ( parent ) {
  3335. _m1$1.extractRotation( parent.matrixWorld );
  3336. _q1.setFromRotationMatrix( _m1$1 );
  3337. this.quaternion.premultiply( _q1.inverse() );
  3338. }
  3339. },
  3340. add: function ( object ) {
  3341. if ( arguments.length > 1 ) {
  3342. for ( var i = 0; i < arguments.length; i ++ ) {
  3343. this.add( arguments[ i ] );
  3344. }
  3345. return this;
  3346. }
  3347. if ( object === this ) {
  3348. console.error( "THREE.Object3D.add: object can't be added as a child of itself.", object );
  3349. return this;
  3350. }
  3351. if ( ( object && object.isObject3D ) ) {
  3352. if ( object.parent !== null ) {
  3353. object.parent.remove( object );
  3354. }
  3355. object.parent = this;
  3356. this.children.push( object );
  3357. object.dispatchEvent( _addedEvent );
  3358. } else {
  3359. console.error( "THREE.Object3D.add: object not an instance of THREE.Object3D.", object );
  3360. }
  3361. return this;
  3362. },
  3363. remove: function ( object ) {
  3364. if ( arguments.length > 1 ) {
  3365. for ( var i = 0; i < arguments.length; i ++ ) {
  3366. this.remove( arguments[ i ] );
  3367. }
  3368. return this;
  3369. }
  3370. var index = this.children.indexOf( object );
  3371. if ( index !== - 1 ) {
  3372. object.parent = null;
  3373. this.children.splice( index, 1 );
  3374. object.dispatchEvent( _removedEvent );
  3375. }
  3376. return this;
  3377. },
  3378. attach: function ( object ) {
  3379. // adds object as a child of this, while maintaining the object's world transform
  3380. this.updateWorldMatrix( true, false );
  3381. _m1$1.getInverse( this.matrixWorld );
  3382. if ( object.parent !== null ) {
  3383. object.parent.updateWorldMatrix( true, false );
  3384. _m1$1.multiply( object.parent.matrixWorld );
  3385. }
  3386. object.applyMatrix4( _m1$1 );
  3387. object.updateWorldMatrix( false, false );
  3388. this.add( object );
  3389. return this;
  3390. },
  3391. getObjectById: function ( id ) {
  3392. return this.getObjectByProperty( 'id', id );
  3393. },
  3394. getObjectByName: function ( name ) {
  3395. return this.getObjectByProperty( 'name', name );
  3396. },
  3397. getObjectByProperty: function ( name, value ) {
  3398. if ( this[ name ] === value ) { return this; }
  3399. for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  3400. var child = this.children[ i ];
  3401. var object = child.getObjectByProperty( name, value );
  3402. if ( object !== undefined ) {
  3403. return object;
  3404. }
  3405. }
  3406. return undefined;
  3407. },
  3408. getWorldPosition: function ( target ) {
  3409. if ( target === undefined ) {
  3410. console.warn( 'THREE.Object3D: .getWorldPosition() target is now required' );
  3411. target = new Vector3();
  3412. }
  3413. this.updateMatrixWorld( true );
  3414. return target.setFromMatrixPosition( this.matrixWorld );
  3415. },
  3416. getWorldQuaternion: function ( target ) {
  3417. if ( target === undefined ) {
  3418. console.warn( 'THREE.Object3D: .getWorldQuaternion() target is now required' );
  3419. target = new Quaternion();
  3420. }
  3421. this.updateMatrixWorld( true );
  3422. this.matrixWorld.decompose( _position, target, _scale );
  3423. return target;
  3424. },
  3425. getWorldScale: function ( target ) {
  3426. if ( target === undefined ) {
  3427. console.warn( 'THREE.Object3D: .getWorldScale() target is now required' );
  3428. target = new Vector3();
  3429. }
  3430. this.updateMatrixWorld( true );
  3431. this.matrixWorld.decompose( _position, _quaternion$2, target );
  3432. return target;
  3433. },
  3434. getWorldDirection: function ( target ) {
  3435. if ( target === undefined ) {
  3436. console.warn( 'THREE.Object3D: .getWorldDirection() target is now required' );
  3437. target = new Vector3();
  3438. }
  3439. this.updateMatrixWorld( true );
  3440. var e = this.matrixWorld.elements;
  3441. return target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize();
  3442. },
  3443. raycast: function () {},
  3444. traverse: function ( callback ) {
  3445. callback( this );
  3446. var children = this.children;
  3447. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3448. children[ i ].traverse( callback );
  3449. }
  3450. },
  3451. traverseVisible: function ( callback ) {
  3452. if ( this.visible === false ) { return; }
  3453. callback( this );
  3454. var children = this.children;
  3455. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3456. children[ i ].traverseVisible( callback );
  3457. }
  3458. },
  3459. traverseAncestors: function ( callback ) {
  3460. var parent = this.parent;
  3461. if ( parent !== null ) {
  3462. callback( parent );
  3463. parent.traverseAncestors( callback );
  3464. }
  3465. },
  3466. updateMatrix: function () {
  3467. this.matrix.compose( this.position, this.quaternion, this.scale );
  3468. this.matrixWorldNeedsUpdate = true;
  3469. },
  3470. updateMatrixWorld: function ( force ) {
  3471. if ( this.matrixAutoUpdate ) { this.updateMatrix(); }
  3472. if ( this.matrixWorldNeedsUpdate || force ) {
  3473. if ( this.parent === null ) {
  3474. this.matrixWorld.copy( this.matrix );
  3475. } else {
  3476. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  3477. }
  3478. this.matrixWorldNeedsUpdate = false;
  3479. force = true;
  3480. }
  3481. // update children
  3482. var children = this.children;
  3483. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3484. children[ i ].updateMatrixWorld( force );
  3485. }
  3486. },
  3487. updateWorldMatrix: function ( updateParents, updateChildren ) {
  3488. var parent = this.parent;
  3489. if ( updateParents === true && parent !== null ) {
  3490. parent.updateWorldMatrix( true, false );
  3491. }
  3492. if ( this.matrixAutoUpdate ) { this.updateMatrix(); }
  3493. if ( this.parent === null ) {
  3494. this.matrixWorld.copy( this.matrix );
  3495. } else {
  3496. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  3497. }
  3498. // update children
  3499. if ( updateChildren === true ) {
  3500. var children = this.children;
  3501. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3502. children[ i ].updateWorldMatrix( false, true );
  3503. }
  3504. }
  3505. },
  3506. toJSON: function ( meta ) {
  3507. // meta is a string when called from JSON.stringify
  3508. var isRootObject = ( meta === undefined || typeof meta === 'string' );
  3509. var output = {};
  3510. // meta is a hash used to collect geometries, materials.
  3511. // not providing it implies that this is the root object
  3512. // being serialized.
  3513. if ( isRootObject ) {
  3514. // initialize meta obj
  3515. meta = {
  3516. geometries: {},
  3517. materials: {},
  3518. textures: {},
  3519. images: {},
  3520. shapes: {}
  3521. };
  3522. output.metadata = {
  3523. version: 4.5,
  3524. type: 'Object',
  3525. generator: 'Object3D.toJSON'
  3526. };
  3527. }
  3528. // standard Object3D serialization
  3529. var object = {};
  3530. object.uuid = this.uuid;
  3531. object.type = this.type;
  3532. if ( this.name !== '' ) { object.name = this.name; }
  3533. if ( this.castShadow === true ) { object.castShadow = true; }
  3534. if ( this.receiveShadow === true ) { object.receiveShadow = true; }
  3535. if ( this.visible === false ) { object.visible = false; }
  3536. if ( this.frustumCulled === false ) { object.frustumCulled = false; }
  3537. if ( this.renderOrder !== 0 ) { object.renderOrder = this.renderOrder; }
  3538. if ( JSON.stringify( this.userData ) !== '{}' ) { object.userData = this.userData; }
  3539. object.layers = this.layers.mask;
  3540. object.matrix = this.matrix.toArray();
  3541. if ( this.matrixAutoUpdate === false ) { object.matrixAutoUpdate = false; }
  3542. // object specific properties
  3543. if ( this.isInstancedMesh ) {
  3544. object.type = 'InstancedMesh';
  3545. object.count = this.count;
  3546. object.instanceMatrix = this.instanceMatrix.toJSON();
  3547. }
  3548. //
  3549. function serialize( library, element ) {
  3550. if ( library[ element.uuid ] === undefined ) {
  3551. library[ element.uuid ] = element.toJSON( meta );
  3552. }
  3553. return element.uuid;
  3554. }
  3555. if ( this.isMesh || this.isLine || this.isPoints ) {
  3556. object.geometry = serialize( meta.geometries, this.geometry );
  3557. var parameters = this.geometry.parameters;
  3558. if ( parameters !== undefined && parameters.shapes !== undefined ) {
  3559. var shapes = parameters.shapes;
  3560. if ( Array.isArray( shapes ) ) {
  3561. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  3562. var shape = shapes[ i ];
  3563. serialize( meta.shapes, shape );
  3564. }
  3565. } else {
  3566. serialize( meta.shapes, shapes );
  3567. }
  3568. }
  3569. }
  3570. if ( this.material !== undefined ) {
  3571. if ( Array.isArray( this.material ) ) {
  3572. var uuids = [];
  3573. for ( var i = 0, l = this.material.length; i < l; i ++ ) {
  3574. uuids.push( serialize( meta.materials, this.material[ i ] ) );
  3575. }
  3576. object.material = uuids;
  3577. } else {
  3578. object.material = serialize( meta.materials, this.material );
  3579. }
  3580. }
  3581. //
  3582. if ( this.children.length > 0 ) {
  3583. object.children = [];
  3584. for ( var i = 0; i < this.children.length; i ++ ) {
  3585. object.children.push( this.children[ i ].toJSON( meta ).object );
  3586. }
  3587. }
  3588. if ( isRootObject ) {
  3589. var geometries = extractFromCache( meta.geometries );
  3590. var materials = extractFromCache( meta.materials );
  3591. var textures = extractFromCache( meta.textures );
  3592. var images = extractFromCache( meta.images );
  3593. var shapes = extractFromCache( meta.shapes );
  3594. if ( geometries.length > 0 ) { output.geometries = geometries; }
  3595. if ( materials.length > 0 ) { output.materials = materials; }
  3596. if ( textures.length > 0 ) { output.textures = textures; }
  3597. if ( images.length > 0 ) { output.images = images; }
  3598. if ( shapes.length > 0 ) { output.shapes = shapes; }
  3599. }
  3600. output.object = object;
  3601. return output;
  3602. // extract data from the cache hash
  3603. // remove metadata on each item
  3604. // and return as array
  3605. function extractFromCache( cache ) {
  3606. var values = [];
  3607. for ( var key in cache ) {
  3608. var data = cache[ key ];
  3609. delete data.metadata;
  3610. values.push( data );
  3611. }
  3612. return values;
  3613. }
  3614. },
  3615. clone: function ( recursive ) {
  3616. return new this.constructor().copy( this, recursive );
  3617. },
  3618. copy: function ( source, recursive ) {
  3619. if ( recursive === undefined ) { recursive = true; }
  3620. this.name = source.name;
  3621. this.up.copy( source.up );
  3622. this.position.copy( source.position );
  3623. this.quaternion.copy( source.quaternion );
  3624. this.scale.copy( source.scale );
  3625. this.matrix.copy( source.matrix );
  3626. this.matrixWorld.copy( source.matrixWorld );
  3627. this.matrixAutoUpdate = source.matrixAutoUpdate;
  3628. this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;
  3629. this.layers.mask = source.layers.mask;
  3630. this.visible = source.visible;
  3631. this.castShadow = source.castShadow;
  3632. this.receiveShadow = source.receiveShadow;
  3633. this.frustumCulled = source.frustumCulled;
  3634. this.renderOrder = source.renderOrder;
  3635. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  3636. if ( recursive === true ) {
  3637. for ( var i = 0; i < source.children.length; i ++ ) {
  3638. var child = source.children[ i ];
  3639. this.add( child.clone() );
  3640. }
  3641. }
  3642. return this;
  3643. }
  3644. } );
  3645. /**
  3646. * @author mrdoob / http://mrdoob.com/
  3647. */
  3648. function Scene() {
  3649. Object3D.call( this );
  3650. this.type = 'Scene';
  3651. this.background = null;
  3652. this.environment = null;
  3653. this.fog = null;
  3654. this.overrideMaterial = null;
  3655. this.autoUpdate = true; // checked by the renderer
  3656. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  3657. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef
  3658. }
  3659. }
  3660. Scene.prototype = Object.assign( Object.create( Object3D.prototype ), {
  3661. constructor: Scene,
  3662. isScene: true,
  3663. copy: function ( source, recursive ) {
  3664. Object3D.prototype.copy.call( this, source, recursive );
  3665. if ( source.background !== null ) { this.background = source.background.clone(); }
  3666. if ( source.environment !== null ) { this.environment = source.environment.clone(); }
  3667. if ( source.fog !== null ) { this.fog = source.fog.clone(); }
  3668. if ( source.overrideMaterial !== null ) { this.overrideMaterial = source.overrideMaterial.clone(); }
  3669. this.autoUpdate = source.autoUpdate;
  3670. this.matrixAutoUpdate = source.matrixAutoUpdate;
  3671. return this;
  3672. },
  3673. toJSON: function ( meta ) {
  3674. var data = Object3D.prototype.toJSON.call( this, meta );
  3675. if ( this.background !== null ) { data.object.background = this.background.toJSON( meta ); }
  3676. if ( this.environment !== null ) { data.object.environment = this.environment.toJSON( meta ); }
  3677. if ( this.fog !== null ) { data.object.fog = this.fog.toJSON(); }
  3678. return data;
  3679. },
  3680. dispose: function () {
  3681. this.dispatchEvent( { type: 'dispose' } );
  3682. }
  3683. } );
  3684. var _points = [
  3685. new Vector3(),
  3686. new Vector3(),
  3687. new Vector3(),
  3688. new Vector3(),
  3689. new Vector3(),
  3690. new Vector3(),
  3691. new Vector3(),
  3692. new Vector3()
  3693. ];
  3694. var _vector$1 = new Vector3();
  3695. var _box = new Box3();
  3696. // triangle centered vertices
  3697. var _v0 = new Vector3();
  3698. var _v1$2 = new Vector3();
  3699. var _v2 = new Vector3();
  3700. // triangle edge vectors
  3701. var _f0 = new Vector3();
  3702. var _f1 = new Vector3();
  3703. var _f2 = new Vector3();
  3704. var _center = new Vector3();
  3705. var _extents = new Vector3();
  3706. var _triangleNormal = new Vector3();
  3707. var _testAxis = new Vector3();
  3708. /**
  3709. * @author bhouston / http://clara.io
  3710. * @author WestLangley / http://github.com/WestLangley
  3711. */
  3712. function Box3( min, max ) {
  3713. this.min = ( min !== undefined ) ? min : new Vector3( + Infinity, + Infinity, + Infinity );
  3714. this.max = ( max !== undefined ) ? max : new Vector3( - Infinity, - Infinity, - Infinity );
  3715. }
  3716. Object.assign( Box3.prototype, {
  3717. isBox3: true,
  3718. set: function ( min, max ) {
  3719. this.min.copy( min );
  3720. this.max.copy( max );
  3721. return this;
  3722. },
  3723. setFromArray: function ( array ) {
  3724. var minX = + Infinity;
  3725. var minY = + Infinity;
  3726. var minZ = + Infinity;
  3727. var maxX = - Infinity;
  3728. var maxY = - Infinity;
  3729. var maxZ = - Infinity;
  3730. for ( var i = 0, l = array.length; i < l; i += 3 ) {
  3731. var x = array[ i ];
  3732. var y = array[ i + 1 ];
  3733. var z = array[ i + 2 ];
  3734. if ( x < minX ) { minX = x; }
  3735. if ( y < minY ) { minY = y; }
  3736. if ( z < minZ ) { minZ = z; }
  3737. if ( x > maxX ) { maxX = x; }
  3738. if ( y > maxY ) { maxY = y; }
  3739. if ( z > maxZ ) { maxZ = z; }
  3740. }
  3741. this.min.set( minX, minY, minZ );
  3742. this.max.set( maxX, maxY, maxZ );
  3743. return this;
  3744. },
  3745. setFromBufferAttribute: function ( attribute ) {
  3746. var minX = + Infinity;
  3747. var minY = + Infinity;
  3748. var minZ = + Infinity;
  3749. var maxX = - Infinity;
  3750. var maxY = - Infinity;
  3751. var maxZ = - Infinity;
  3752. for ( var i = 0, l = attribute.count; i < l; i ++ ) {
  3753. var x = attribute.getX( i );
  3754. var y = attribute.getY( i );
  3755. var z = attribute.getZ( i );
  3756. if ( x < minX ) { minX = x; }
  3757. if ( y < minY ) { minY = y; }
  3758. if ( z < minZ ) { minZ = z; }
  3759. if ( x > maxX ) { maxX = x; }
  3760. if ( y > maxY ) { maxY = y; }
  3761. if ( z > maxZ ) { maxZ = z; }
  3762. }
  3763. this.min.set( minX, minY, minZ );
  3764. this.max.set( maxX, maxY, maxZ );
  3765. return this;
  3766. },
  3767. setFromPoints: function ( points ) {
  3768. this.makeEmpty();
  3769. for ( var i = 0, il = points.length; i < il; i ++ ) {
  3770. this.expandByPoint( points[ i ] );
  3771. }
  3772. return this;
  3773. },
  3774. setFromCenterAndSize: function ( center, size ) {
  3775. var halfSize = _vector$1.copy( size ).multiplyScalar( 0.5 );
  3776. this.min.copy( center ).sub( halfSize );
  3777. this.max.copy( center ).add( halfSize );
  3778. return this;
  3779. },
  3780. setFromObject: function ( object ) {
  3781. this.makeEmpty();
  3782. return this.expandByObject( object );
  3783. },
  3784. clone: function () {
  3785. return new this.constructor().copy( this );
  3786. },
  3787. copy: function ( box ) {
  3788. this.min.copy( box.min );
  3789. this.max.copy( box.max );
  3790. return this;
  3791. },
  3792. makeEmpty: function () {
  3793. this.min.x = this.min.y = this.min.z = + Infinity;
  3794. this.max.x = this.max.y = this.max.z = - Infinity;
  3795. return this;
  3796. },
  3797. isEmpty: function () {
  3798. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  3799. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
  3800. },
  3801. getCenter: function ( target ) {
  3802. if ( target === undefined ) {
  3803. console.warn( 'THREE.Box3: .getCenter() target is now required' );
  3804. target = new Vector3();
  3805. }
  3806. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  3807. },
  3808. getSize: function ( target ) {
  3809. if ( target === undefined ) {
  3810. console.warn( 'THREE.Box3: .getSize() target is now required' );
  3811. target = new Vector3();
  3812. }
  3813. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );
  3814. },
  3815. expandByPoint: function ( point ) {
  3816. this.min.min( point );
  3817. this.max.max( point );
  3818. return this;
  3819. },
  3820. expandByVector: function ( vector ) {
  3821. this.min.sub( vector );
  3822. this.max.add( vector );
  3823. return this;
  3824. },
  3825. expandByScalar: function ( scalar ) {
  3826. this.min.addScalar( - scalar );
  3827. this.max.addScalar( scalar );
  3828. return this;
  3829. },
  3830. expandByObject: function ( object ) {
  3831. // Computes the world-axis-aligned bounding box of an object (including its children),
  3832. // accounting for both the object's, and children's, world transforms
  3833. object.updateWorldMatrix( false, false );
  3834. var geometry = object.geometry;
  3835. if ( geometry !== undefined ) {
  3836. if ( geometry.boundingBox === null ) {
  3837. geometry.computeBoundingBox();
  3838. }
  3839. _box.copy( geometry.boundingBox );
  3840. _box.applyMatrix4( object.matrixWorld );
  3841. this.expandByPoint( _box.min );
  3842. this.expandByPoint( _box.max );
  3843. }
  3844. var children = object.children;
  3845. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3846. this.expandByObject( children[ i ] );
  3847. }
  3848. return this;
  3849. },
  3850. containsPoint: function ( point ) {
  3851. return point.x < this.min.x || point.x > this.max.x ||
  3852. point.y < this.min.y || point.y > this.max.y ||
  3853. point.z < this.min.z || point.z > this.max.z ? false : true;
  3854. },
  3855. containsBox: function ( box ) {
  3856. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  3857. this.min.y <= box.min.y && box.max.y <= this.max.y &&
  3858. this.min.z <= box.min.z && box.max.z <= this.max.z;
  3859. },
  3860. getParameter: function ( point, target ) {
  3861. // This can potentially have a divide by zero if the box
  3862. // has a size dimension of 0.
  3863. if ( target === undefined ) {
  3864. console.warn( 'THREE.Box3: .getParameter() target is now required' );
  3865. target = new Vector3();
  3866. }
  3867. return target.set(
  3868. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  3869. ( point.y - this.min.y ) / ( this.max.y - this.min.y ),
  3870. ( point.z - this.min.z ) / ( this.max.z - this.min.z )
  3871. );
  3872. },
  3873. intersectsBox: function ( box ) {
  3874. // using 6 splitting planes to rule out intersections.
  3875. return box.max.x < this.min.x || box.min.x > this.max.x ||
  3876. box.max.y < this.min.y || box.min.y > this.max.y ||
  3877. box.max.z < this.min.z || box.min.z > this.max.z ? false : true;
  3878. },
  3879. intersectsSphere: function ( sphere ) {
  3880. // Find the point on the AABB closest to the sphere center.
  3881. this.clampPoint( sphere.center, _vector$1 );
  3882. // If that point is inside the sphere, the AABB and sphere intersect.
  3883. return _vector$1.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );
  3884. },
  3885. intersectsPlane: function ( plane ) {
  3886. // We compute the minimum and maximum dot product values. If those values
  3887. // are on the same side (back or front) of the plane, then there is no intersection.
  3888. var min, max;
  3889. if ( plane.normal.x > 0 ) {
  3890. min = plane.normal.x * this.min.x;
  3891. max = plane.normal.x * this.max.x;
  3892. } else {
  3893. min = plane.normal.x * this.max.x;
  3894. max = plane.normal.x * this.min.x;
  3895. }
  3896. if ( plane.normal.y > 0 ) {
  3897. min += plane.normal.y * this.min.y;
  3898. max += plane.normal.y * this.max.y;
  3899. } else {
  3900. min += plane.normal.y * this.max.y;
  3901. max += plane.normal.y * this.min.y;
  3902. }
  3903. if ( plane.normal.z > 0 ) {
  3904. min += plane.normal.z * this.min.z;
  3905. max += plane.normal.z * this.max.z;
  3906. } else {
  3907. min += plane.normal.z * this.max.z;
  3908. max += plane.normal.z * this.min.z;
  3909. }
  3910. return ( min <= - plane.constant && max >= - plane.constant );
  3911. },
  3912. intersectsTriangle: function ( triangle ) {
  3913. if ( this.isEmpty() ) {
  3914. return false;
  3915. }
  3916. // compute box center and extents
  3917. this.getCenter( _center );
  3918. _extents.subVectors( this.max, _center );
  3919. // translate triangle to aabb origin
  3920. _v0.subVectors( triangle.a, _center );
  3921. _v1$2.subVectors( triangle.b, _center );
  3922. _v2.subVectors( triangle.c, _center );
  3923. // compute edge vectors for triangle
  3924. _f0.subVectors( _v1$2, _v0 );
  3925. _f1.subVectors( _v2, _v1$2 );
  3926. _f2.subVectors( _v0, _v2 );
  3927. // test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb
  3928. // 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
  3929. // axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)
  3930. var axes = [
  3931. 0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y,
  3932. _f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x,
  3933. - _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0
  3934. ];
  3935. if ( ! satForAxes( axes, _v0, _v1$2, _v2, _extents ) ) {
  3936. return false;
  3937. }
  3938. // test 3 face normals from the aabb
  3939. axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];
  3940. if ( ! satForAxes( axes, _v0, _v1$2, _v2, _extents ) ) {
  3941. return false;
  3942. }
  3943. // finally testing the face normal of the triangle
  3944. // use already existing triangle edge vectors here
  3945. _triangleNormal.crossVectors( _f0, _f1 );
  3946. axes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ];
  3947. return satForAxes( axes, _v0, _v1$2, _v2, _extents );
  3948. },
  3949. clampPoint: function ( point, target ) {
  3950. if ( target === undefined ) {
  3951. console.warn( 'THREE.Box3: .clampPoint() target is now required' );
  3952. target = new Vector3();
  3953. }
  3954. return target.copy( point ).clamp( this.min, this.max );
  3955. },
  3956. distanceToPoint: function ( point ) {
  3957. var clampedPoint = _vector$1.copy( point ).clamp( this.min, this.max );
  3958. return clampedPoint.sub( point ).length();
  3959. },
  3960. getBoundingSphere: function ( target ) {
  3961. if ( target === undefined ) {
  3962. console.error( 'THREE.Box3: .getBoundingSphere() target is now required' );
  3963. //target = new Sphere(); // removed to avoid cyclic dependency
  3964. }
  3965. this.getCenter( target.center );
  3966. target.radius = this.getSize( _vector$1 ).length() * 0.5;
  3967. return target;
  3968. },
  3969. intersect: function ( box ) {
  3970. this.min.max( box.min );
  3971. this.max.min( box.max );
  3972. // 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.
  3973. if ( this.isEmpty() ) { this.makeEmpty(); }
  3974. return this;
  3975. },
  3976. union: function ( box ) {
  3977. this.min.min( box.min );
  3978. this.max.max( box.max );
  3979. return this;
  3980. },
  3981. applyMatrix4: function ( matrix ) {
  3982. // transform of empty box is an empty box.
  3983. if ( this.isEmpty() ) { return this; }
  3984. // NOTE: I am using a binary pattern to specify all 2^3 combinations below
  3985. _points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
  3986. _points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
  3987. _points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
  3988. _points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
  3989. _points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
  3990. _points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
  3991. _points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
  3992. _points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
  3993. this.setFromPoints( _points );
  3994. return this;
  3995. },
  3996. translate: function ( offset ) {
  3997. this.min.add( offset );
  3998. this.max.add( offset );
  3999. return this;
  4000. },
  4001. equals: function ( box ) {
  4002. return box.min.equals( this.min ) && box.max.equals( this.max );
  4003. }
  4004. } );
  4005. function satForAxes( axes, v0, v1, v2, extents ) {
  4006. var i, j;
  4007. for ( i = 0, j = axes.length - 3; i <= j; i += 3 ) {
  4008. _testAxis.fromArray( axes, i );
  4009. // project the aabb onto the seperating axis
  4010. var r = extents.x * Math.abs( _testAxis.x ) + extents.y * Math.abs( _testAxis.y ) + extents.z * Math.abs( _testAxis.z );
  4011. // project all 3 vertices of the triangle onto the seperating axis
  4012. var p0 = v0.dot( _testAxis );
  4013. var p1 = v1.dot( _testAxis );
  4014. var p2 = v2.dot( _testAxis );
  4015. // actual test, basically see if either of the most extreme of the triangle points intersects r
  4016. if ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {
  4017. // points of the projected triangle are outside the projected half-length of the aabb
  4018. // the axis is seperating and we can exit
  4019. return false;
  4020. }
  4021. }
  4022. return true;
  4023. }
  4024. var _box$1 = new Box3();
  4025. /**
  4026. * @author bhouston / http://clara.io
  4027. * @author mrdoob / http://mrdoob.com/
  4028. */
  4029. function Sphere( center, radius ) {
  4030. this.center = ( center !== undefined ) ? center : new Vector3();
  4031. this.radius = ( radius !== undefined ) ? radius : 0;
  4032. }
  4033. Object.assign( Sphere.prototype, {
  4034. set: function ( center, radius ) {
  4035. this.center.copy( center );
  4036. this.radius = radius;
  4037. return this;
  4038. },
  4039. setFromPoints: function ( points, optionalCenter ) {
  4040. var center = this.center;
  4041. if ( optionalCenter !== undefined ) {
  4042. center.copy( optionalCenter );
  4043. } else {
  4044. _box$1.setFromPoints( points ).getCenter( center );
  4045. }
  4046. var maxRadiusSq = 0;
  4047. for ( var i = 0, il = points.length; i < il; i ++ ) {
  4048. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );
  4049. }
  4050. this.radius = Math.sqrt( maxRadiusSq );
  4051. return this;
  4052. },
  4053. clone: function () {
  4054. return new this.constructor().copy( this );
  4055. },
  4056. copy: function ( sphere ) {
  4057. this.center.copy( sphere.center );
  4058. this.radius = sphere.radius;
  4059. return this;
  4060. },
  4061. empty: function () {
  4062. return ( this.radius <= 0 );
  4063. },
  4064. containsPoint: function ( point ) {
  4065. return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
  4066. },
  4067. distanceToPoint: function ( point ) {
  4068. return ( point.distanceTo( this.center ) - this.radius );
  4069. },
  4070. intersectsSphere: function ( sphere ) {
  4071. var radiusSum = this.radius + sphere.radius;
  4072. return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
  4073. },
  4074. intersectsBox: function ( box ) {
  4075. return box.intersectsSphere( this );
  4076. },
  4077. intersectsPlane: function ( plane ) {
  4078. return Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius;
  4079. },
  4080. clampPoint: function ( point, target ) {
  4081. var deltaLengthSq = this.center.distanceToSquared( point );
  4082. if ( target === undefined ) {
  4083. console.warn( 'THREE.Sphere: .clampPoint() target is now required' );
  4084. target = new Vector3();
  4085. }
  4086. target.copy( point );
  4087. if ( deltaLengthSq > ( this.radius * this.radius ) ) {
  4088. target.sub( this.center ).normalize();
  4089. target.multiplyScalar( this.radius ).add( this.center );
  4090. }
  4091. return target;
  4092. },
  4093. getBoundingBox: function ( target ) {
  4094. if ( target === undefined ) {
  4095. console.warn( 'THREE.Sphere: .getBoundingBox() target is now required' );
  4096. target = new Box3();
  4097. }
  4098. target.set( this.center, this.center );
  4099. target.expandByScalar( this.radius );
  4100. return target;
  4101. },
  4102. applyMatrix4: function ( matrix ) {
  4103. this.center.applyMatrix4( matrix );
  4104. this.radius = this.radius * matrix.getMaxScaleOnAxis();
  4105. return this;
  4106. },
  4107. translate: function ( offset ) {
  4108. this.center.add( offset );
  4109. return this;
  4110. },
  4111. equals: function ( sphere ) {
  4112. return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
  4113. }
  4114. } );
  4115. var _vector$2 = new Vector3();
  4116. var _segCenter = new Vector3();
  4117. var _segDir = new Vector3();
  4118. var _diff = new Vector3();
  4119. var _edge1 = new Vector3();
  4120. var _edge2 = new Vector3();
  4121. var _normal = new Vector3();
  4122. /**
  4123. * @author bhouston / http://clara.io
  4124. */
  4125. function Ray( origin, direction ) {
  4126. this.origin = ( origin !== undefined ) ? origin : new Vector3();
  4127. this.direction = ( direction !== undefined ) ? direction : new Vector3( 0, 0, - 1 );
  4128. }
  4129. Object.assign( Ray.prototype, {
  4130. set: function ( origin, direction ) {
  4131. this.origin.copy( origin );
  4132. this.direction.copy( direction );
  4133. return this;
  4134. },
  4135. clone: function () {
  4136. return new this.constructor().copy( this );
  4137. },
  4138. copy: function ( ray ) {
  4139. this.origin.copy( ray.origin );
  4140. this.direction.copy( ray.direction );
  4141. return this;
  4142. },
  4143. at: function ( t, target ) {
  4144. if ( target === undefined ) {
  4145. console.warn( 'THREE.Ray: .at() target is now required' );
  4146. target = new Vector3();
  4147. }
  4148. return target.copy( this.direction ).multiplyScalar( t ).add( this.origin );
  4149. },
  4150. lookAt: function ( v ) {
  4151. this.direction.copy( v ).sub( this.origin ).normalize();
  4152. return this;
  4153. },
  4154. recast: function ( t ) {
  4155. this.origin.copy( this.at( t, _vector$2 ) );
  4156. return this;
  4157. },
  4158. closestPointToPoint: function ( point, target ) {
  4159. if ( target === undefined ) {
  4160. console.warn( 'THREE.Ray: .closestPointToPoint() target is now required' );
  4161. target = new Vector3();
  4162. }
  4163. target.subVectors( point, this.origin );
  4164. var directionDistance = target.dot( this.direction );
  4165. if ( directionDistance < 0 ) {
  4166. return target.copy( this.origin );
  4167. }
  4168. return target.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  4169. },
  4170. distanceToPoint: function ( point ) {
  4171. return Math.sqrt( this.distanceSqToPoint( point ) );
  4172. },
  4173. distanceSqToPoint: function ( point ) {
  4174. var directionDistance = _vector$2.subVectors( point, this.origin ).dot( this.direction );
  4175. // point behind the ray
  4176. if ( directionDistance < 0 ) {
  4177. return this.origin.distanceToSquared( point );
  4178. }
  4179. _vector$2.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  4180. return _vector$2.distanceToSquared( point );
  4181. },
  4182. distanceSqToSegment: function ( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
  4183. // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteDistRaySegment.h
  4184. // It returns the min distance between the ray and the segment
  4185. // defined by v0 and v1
  4186. // It can also set two optional targets :
  4187. // - The closest point on the ray
  4188. // - The closest point on the segment
  4189. _segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );
  4190. _segDir.copy( v1 ).sub( v0 ).normalize();
  4191. _diff.copy( this.origin ).sub( _segCenter );
  4192. var segExtent = v0.distanceTo( v1 ) * 0.5;
  4193. var a01 = - this.direction.dot( _segDir );
  4194. var b0 = _diff.dot( this.direction );
  4195. var b1 = - _diff.dot( _segDir );
  4196. var c = _diff.lengthSq();
  4197. var det = Math.abs( 1 - a01 * a01 );
  4198. var s0, s1, sqrDist, extDet;
  4199. if ( det > 0 ) {
  4200. // The ray and segment are not parallel.
  4201. s0 = a01 * b1 - b0;
  4202. s1 = a01 * b0 - b1;
  4203. extDet = segExtent * det;
  4204. if ( s0 >= 0 ) {
  4205. if ( s1 >= - extDet ) {
  4206. if ( s1 <= extDet ) {
  4207. // region 0
  4208. // Minimum at interior points of ray and segment.
  4209. var invDet = 1 / det;
  4210. s0 *= invDet;
  4211. s1 *= invDet;
  4212. sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
  4213. } else {
  4214. // region 1
  4215. s1 = segExtent;
  4216. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4217. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4218. }
  4219. } else {
  4220. // region 5
  4221. s1 = - segExtent;
  4222. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4223. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4224. }
  4225. } else {
  4226. if ( s1 <= - extDet ) {
  4227. // region 4
  4228. s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
  4229. s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4230. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4231. } else if ( s1 <= extDet ) {
  4232. // region 3
  4233. s0 = 0;
  4234. s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4235. sqrDist = s1 * ( s1 + 2 * b1 ) + c;
  4236. } else {
  4237. // region 2
  4238. s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
  4239. s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4240. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4241. }
  4242. }
  4243. } else {
  4244. // Ray and segment are parallel.
  4245. s1 = ( a01 > 0 ) ? - segExtent : segExtent;
  4246. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4247. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4248. }
  4249. if ( optionalPointOnRay ) {
  4250. optionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin );
  4251. }
  4252. if ( optionalPointOnSegment ) {
  4253. optionalPointOnSegment.copy( _segDir ).multiplyScalar( s1 ).add( _segCenter );
  4254. }
  4255. return sqrDist;
  4256. },
  4257. intersectSphere: function ( sphere, target ) {
  4258. _vector$2.subVectors( sphere.center, this.origin );
  4259. var tca = _vector$2.dot( this.direction );
  4260. var d2 = _vector$2.dot( _vector$2 ) - tca * tca;
  4261. var radius2 = sphere.radius * sphere.radius;
  4262. if ( d2 > radius2 ) { return null; }
  4263. var thc = Math.sqrt( radius2 - d2 );
  4264. // t0 = first intersect point - entrance on front of sphere
  4265. var t0 = tca - thc;
  4266. // t1 = second intersect point - exit point on back of sphere
  4267. var t1 = tca + thc;
  4268. // test to see if both t0 and t1 are behind the ray - if so, return null
  4269. if ( t0 < 0 && t1 < 0 ) { return null; }
  4270. // test to see if t0 is behind the ray:
  4271. // if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
  4272. // in order to always return an intersect point that is in front of the ray.
  4273. if ( t0 < 0 ) { return this.at( t1, target ); }
  4274. // else t0 is in front of the ray, so return the first collision point scaled by t0
  4275. return this.at( t0, target );
  4276. },
  4277. intersectsSphere: function ( sphere ) {
  4278. return this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius );
  4279. },
  4280. distanceToPlane: function ( plane ) {
  4281. var denominator = plane.normal.dot( this.direction );
  4282. if ( denominator === 0 ) {
  4283. // line is coplanar, return origin
  4284. if ( plane.distanceToPoint( this.origin ) === 0 ) {
  4285. return 0;
  4286. }
  4287. // Null is preferable to undefined since undefined means.... it is undefined
  4288. return null;
  4289. }
  4290. var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
  4291. // Return if the ray never intersects the plane
  4292. return t >= 0 ? t : null;
  4293. },
  4294. intersectPlane: function ( plane, target ) {
  4295. var t = this.distanceToPlane( plane );
  4296. if ( t === null ) {
  4297. return null;
  4298. }
  4299. return this.at( t, target );
  4300. },
  4301. intersectsPlane: function ( plane ) {
  4302. // check if the ray lies on the plane first
  4303. var distToPoint = plane.distanceToPoint( this.origin );
  4304. if ( distToPoint === 0 ) {
  4305. return true;
  4306. }
  4307. var denominator = plane.normal.dot( this.direction );
  4308. if ( denominator * distToPoint < 0 ) {
  4309. return true;
  4310. }
  4311. // ray origin is behind the plane (and is pointing behind it)
  4312. return false;
  4313. },
  4314. intersectBox: function ( box, target ) {
  4315. var tmin, tmax, tymin, tymax, tzmin, tzmax;
  4316. var invdirx = 1 / this.direction.x,
  4317. invdiry = 1 / this.direction.y,
  4318. invdirz = 1 / this.direction.z;
  4319. var origin = this.origin;
  4320. if ( invdirx >= 0 ) {
  4321. tmin = ( box.min.x - origin.x ) * invdirx;
  4322. tmax = ( box.max.x - origin.x ) * invdirx;
  4323. } else {
  4324. tmin = ( box.max.x - origin.x ) * invdirx;
  4325. tmax = ( box.min.x - origin.x ) * invdirx;
  4326. }
  4327. if ( invdiry >= 0 ) {
  4328. tymin = ( box.min.y - origin.y ) * invdiry;
  4329. tymax = ( box.max.y - origin.y ) * invdiry;
  4330. } else {
  4331. tymin = ( box.max.y - origin.y ) * invdiry;
  4332. tymax = ( box.min.y - origin.y ) * invdiry;
  4333. }
  4334. if ( ( tmin > tymax ) || ( tymin > tmax ) ) { return null; }
  4335. // These lines also handle the case where tmin or tmax is NaN
  4336. // (result of 0 * Infinity). x !== x returns true if x is NaN
  4337. if ( tymin > tmin || tmin !== tmin ) { tmin = tymin; }
  4338. if ( tymax < tmax || tmax !== tmax ) { tmax = tymax; }
  4339. if ( invdirz >= 0 ) {
  4340. tzmin = ( box.min.z - origin.z ) * invdirz;
  4341. tzmax = ( box.max.z - origin.z ) * invdirz;
  4342. } else {
  4343. tzmin = ( box.max.z - origin.z ) * invdirz;
  4344. tzmax = ( box.min.z - origin.z ) * invdirz;
  4345. }
  4346. if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) { return null; }
  4347. if ( tzmin > tmin || tmin !== tmin ) { tmin = tzmin; }
  4348. if ( tzmax < tmax || tmax !== tmax ) { tmax = tzmax; }
  4349. //return point closest to the ray (positive side)
  4350. if ( tmax < 0 ) { return null; }
  4351. return this.at( tmin >= 0 ? tmin : tmax, target );
  4352. },
  4353. intersectsBox: function ( box ) {
  4354. return this.intersectBox( box, _vector$2 ) !== null;
  4355. },
  4356. intersectTriangle: function ( a, b, c, backfaceCulling, target ) {
  4357. // Compute the offset origin, edges, and normal.
  4358. // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h
  4359. _edge1.subVectors( b, a );
  4360. _edge2.subVectors( c, a );
  4361. _normal.crossVectors( _edge1, _edge2 );
  4362. // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
  4363. // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
  4364. // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
  4365. // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
  4366. // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
  4367. var DdN = this.direction.dot( _normal );
  4368. var sign;
  4369. if ( DdN > 0 ) {
  4370. if ( backfaceCulling ) { return null; }
  4371. sign = 1;
  4372. } else if ( DdN < 0 ) {
  4373. sign = - 1;
  4374. DdN = - DdN;
  4375. } else {
  4376. return null;
  4377. }
  4378. _diff.subVectors( this.origin, a );
  4379. var DdQxE2 = sign * this.direction.dot( _edge2.crossVectors( _diff, _edge2 ) );
  4380. // b1 < 0, no intersection
  4381. if ( DdQxE2 < 0 ) {
  4382. return null;
  4383. }
  4384. var DdE1xQ = sign * this.direction.dot( _edge1.cross( _diff ) );
  4385. // b2 < 0, no intersection
  4386. if ( DdE1xQ < 0 ) {
  4387. return null;
  4388. }
  4389. // b1+b2 > 1, no intersection
  4390. if ( DdQxE2 + DdE1xQ > DdN ) {
  4391. return null;
  4392. }
  4393. // Line intersects triangle, check if ray does.
  4394. var QdN = - sign * _diff.dot( _normal );
  4395. // t < 0, no intersection
  4396. if ( QdN < 0 ) {
  4397. return null;
  4398. }
  4399. // Ray intersects triangle.
  4400. return this.at( QdN / DdN, target );
  4401. },
  4402. applyMatrix4: function ( matrix4 ) {
  4403. this.origin.applyMatrix4( matrix4 );
  4404. this.direction.transformDirection( matrix4 );
  4405. return this;
  4406. },
  4407. equals: function ( ray ) {
  4408. return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
  4409. }
  4410. } );
  4411. /**
  4412. * @author bhouston / http://clara.io
  4413. */
  4414. var _vector1 = new Vector3();
  4415. var _vector2 = new Vector3();
  4416. var _normalMatrix = new Matrix3();
  4417. function Plane( normal, constant ) {
  4418. // normal is assumed to be normalized
  4419. this.normal = ( normal !== undefined ) ? normal : new Vector3( 1, 0, 0 );
  4420. this.constant = ( constant !== undefined ) ? constant : 0;
  4421. }
  4422. Object.assign( Plane.prototype, {
  4423. isPlane: true,
  4424. set: function ( normal, constant ) {
  4425. this.normal.copy( normal );
  4426. this.constant = constant;
  4427. return this;
  4428. },
  4429. setComponents: function ( x, y, z, w ) {
  4430. this.normal.set( x, y, z );
  4431. this.constant = w;
  4432. return this;
  4433. },
  4434. setFromNormalAndCoplanarPoint: function ( normal, point ) {
  4435. this.normal.copy( normal );
  4436. this.constant = - point.dot( this.normal );
  4437. return this;
  4438. },
  4439. setFromCoplanarPoints: function ( a, b, c ) {
  4440. var normal = _vector1.subVectors( c, b ).cross( _vector2.subVectors( a, b ) ).normalize();
  4441. // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
  4442. this.setFromNormalAndCoplanarPoint( normal, a );
  4443. return this;
  4444. },
  4445. clone: function () {
  4446. return new this.constructor().copy( this );
  4447. },
  4448. copy: function ( plane ) {
  4449. this.normal.copy( plane.normal );
  4450. this.constant = plane.constant;
  4451. return this;
  4452. },
  4453. normalize: function () {
  4454. // Note: will lead to a divide by zero if the plane is invalid.
  4455. var inverseNormalLength = 1.0 / this.normal.length();
  4456. this.normal.multiplyScalar( inverseNormalLength );
  4457. this.constant *= inverseNormalLength;
  4458. return this;
  4459. },
  4460. negate: function () {
  4461. this.constant *= - 1;
  4462. this.normal.negate();
  4463. return this;
  4464. },
  4465. distanceToPoint: function ( point ) {
  4466. return this.normal.dot( point ) + this.constant;
  4467. },
  4468. distanceToSphere: function ( sphere ) {
  4469. return this.distanceToPoint( sphere.center ) - sphere.radius;
  4470. },
  4471. projectPoint: function ( point, target ) {
  4472. if ( target === undefined ) {
  4473. console.warn( 'THREE.Plane: .projectPoint() target is now required' );
  4474. target = new Vector3();
  4475. }
  4476. return target.copy( this.normal ).multiplyScalar( - this.distanceToPoint( point ) ).add( point );
  4477. },
  4478. intersectLine: function ( line, target ) {
  4479. if ( target === undefined ) {
  4480. console.warn( 'THREE.Plane: .intersectLine() target is now required' );
  4481. target = new Vector3();
  4482. }
  4483. var direction = line.delta( _vector1 );
  4484. var denominator = this.normal.dot( direction );
  4485. if ( denominator === 0 ) {
  4486. // line is coplanar, return origin
  4487. if ( this.distanceToPoint( line.start ) === 0 ) {
  4488. return target.copy( line.start );
  4489. }
  4490. // Unsure if this is the correct method to handle this case.
  4491. return undefined;
  4492. }
  4493. var t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
  4494. if ( t < 0 || t > 1 ) {
  4495. return undefined;
  4496. }
  4497. return target.copy( direction ).multiplyScalar( t ).add( line.start );
  4498. },
  4499. intersectsLine: function ( line ) {
  4500. // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
  4501. var startSign = this.distanceToPoint( line.start );
  4502. var endSign = this.distanceToPoint( line.end );
  4503. return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
  4504. },
  4505. intersectsBox: function ( box ) {
  4506. return box.intersectsPlane( this );
  4507. },
  4508. intersectsSphere: function ( sphere ) {
  4509. return sphere.intersectsPlane( this );
  4510. },
  4511. coplanarPoint: function ( target ) {
  4512. if ( target === undefined ) {
  4513. console.warn( 'THREE.Plane: .coplanarPoint() target is now required' );
  4514. target = new Vector3();
  4515. }
  4516. return target.copy( this.normal ).multiplyScalar( - this.constant );
  4517. },
  4518. applyMatrix4: function ( matrix, optionalNormalMatrix ) {
  4519. var normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix );
  4520. var referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix );
  4521. var normal = this.normal.applyMatrix3( normalMatrix ).normalize();
  4522. this.constant = - referencePoint.dot( normal );
  4523. return this;
  4524. },
  4525. translate: function ( offset ) {
  4526. this.constant -= offset.dot( this.normal );
  4527. return this;
  4528. },
  4529. equals: function ( plane ) {
  4530. return plane.normal.equals( this.normal ) && ( plane.constant === this.constant );
  4531. }
  4532. } );
  4533. /**
  4534. * @author bhouston / http://clara.io
  4535. * @author mrdoob / http://mrdoob.com/
  4536. */
  4537. var _v0$1 = new Vector3();
  4538. var _v1$3 = new Vector3();
  4539. var _v2$1 = new Vector3();
  4540. var _v3 = new Vector3();
  4541. var _vab = new Vector3();
  4542. var _vac = new Vector3();
  4543. var _vbc = new Vector3();
  4544. var _vap = new Vector3();
  4545. var _vbp = new Vector3();
  4546. var _vcp = new Vector3();
  4547. function Triangle( a, b, c ) {
  4548. this.a = ( a !== undefined ) ? a : new Vector3();
  4549. this.b = ( b !== undefined ) ? b : new Vector3();
  4550. this.c = ( c !== undefined ) ? c : new Vector3();
  4551. }
  4552. Object.assign( Triangle, {
  4553. getNormal: function ( a, b, c, target ) {
  4554. if ( target === undefined ) {
  4555. console.warn( 'THREE.Triangle: .getNormal() target is now required' );
  4556. target = new Vector3();
  4557. }
  4558. target.subVectors( c, b );
  4559. _v0$1.subVectors( a, b );
  4560. target.cross( _v0$1 );
  4561. var targetLengthSq = target.lengthSq();
  4562. if ( targetLengthSq > 0 ) {
  4563. return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );
  4564. }
  4565. return target.set( 0, 0, 0 );
  4566. },
  4567. // static/instance method to calculate barycentric coordinates
  4568. // based on: http://www.blackpawn.com/texts/pointinpoly/default.html
  4569. getBarycoord: function ( point, a, b, c, target ) {
  4570. _v0$1.subVectors( c, a );
  4571. _v1$3.subVectors( b, a );
  4572. _v2$1.subVectors( point, a );
  4573. var dot00 = _v0$1.dot( _v0$1 );
  4574. var dot01 = _v0$1.dot( _v1$3 );
  4575. var dot02 = _v0$1.dot( _v2$1 );
  4576. var dot11 = _v1$3.dot( _v1$3 );
  4577. var dot12 = _v1$3.dot( _v2$1 );
  4578. var denom = ( dot00 * dot11 - dot01 * dot01 );
  4579. if ( target === undefined ) {
  4580. console.warn( 'THREE.Triangle: .getBarycoord() target is now required' );
  4581. target = new Vector3();
  4582. }
  4583. // collinear or singular triangle
  4584. if ( denom === 0 ) {
  4585. // arbitrary location outside of triangle?
  4586. // not sure if this is the best idea, maybe should be returning undefined
  4587. return target.set( - 2, - 1, - 1 );
  4588. }
  4589. var invDenom = 1 / denom;
  4590. var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
  4591. var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
  4592. // barycentric coordinates must always sum to 1
  4593. return target.set( 1 - u - v, v, u );
  4594. },
  4595. containsPoint: function ( point, a, b, c ) {
  4596. Triangle.getBarycoord( point, a, b, c, _v3 );
  4597. return ( _v3.x >= 0 ) && ( _v3.y >= 0 ) && ( ( _v3.x + _v3.y ) <= 1 );
  4598. },
  4599. getUV: function ( point, p1, p2, p3, uv1, uv2, uv3, target ) {
  4600. this.getBarycoord( point, p1, p2, p3, _v3 );
  4601. target.set( 0, 0 );
  4602. target.addScaledVector( uv1, _v3.x );
  4603. target.addScaledVector( uv2, _v3.y );
  4604. target.addScaledVector( uv3, _v3.z );
  4605. return target;
  4606. },
  4607. isFrontFacing: function ( a, b, c, direction ) {
  4608. _v0$1.subVectors( c, b );
  4609. _v1$3.subVectors( a, b );
  4610. // strictly front facing
  4611. return ( _v0$1.cross( _v1$3 ).dot( direction ) < 0 ) ? true : false;
  4612. }
  4613. } );
  4614. Object.assign( Triangle.prototype, {
  4615. set: function ( a, b, c ) {
  4616. this.a.copy( a );
  4617. this.b.copy( b );
  4618. this.c.copy( c );
  4619. return this;
  4620. },
  4621. setFromPointsAndIndices: function ( points, i0, i1, i2 ) {
  4622. this.a.copy( points[ i0 ] );
  4623. this.b.copy( points[ i1 ] );
  4624. this.c.copy( points[ i2 ] );
  4625. return this;
  4626. },
  4627. clone: function () {
  4628. return new this.constructor().copy( this );
  4629. },
  4630. copy: function ( triangle ) {
  4631. this.a.copy( triangle.a );
  4632. this.b.copy( triangle.b );
  4633. this.c.copy( triangle.c );
  4634. return this;
  4635. },
  4636. getArea: function () {
  4637. _v0$1.subVectors( this.c, this.b );
  4638. _v1$3.subVectors( this.a, this.b );
  4639. return _v0$1.cross( _v1$3 ).length() * 0.5;
  4640. },
  4641. getMidpoint: function ( target ) {
  4642. if ( target === undefined ) {
  4643. console.warn( 'THREE.Triangle: .getMidpoint() target is now required' );
  4644. target = new Vector3();
  4645. }
  4646. return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
  4647. },
  4648. getNormal: function ( target ) {
  4649. return Triangle.getNormal( this.a, this.b, this.c, target );
  4650. },
  4651. getPlane: function ( target ) {
  4652. if ( target === undefined ) {
  4653. console.warn( 'THREE.Triangle: .getPlane() target is now required' );
  4654. target = new Plane();
  4655. }
  4656. return target.setFromCoplanarPoints( this.a, this.b, this.c );
  4657. },
  4658. getBarycoord: function ( point, target ) {
  4659. return Triangle.getBarycoord( point, this.a, this.b, this.c, target );
  4660. },
  4661. getUV: function ( point, uv1, uv2, uv3, target ) {
  4662. return Triangle.getUV( point, this.a, this.b, this.c, uv1, uv2, uv3, target );
  4663. },
  4664. containsPoint: function ( point ) {
  4665. return Triangle.containsPoint( point, this.a, this.b, this.c );
  4666. },
  4667. isFrontFacing: function ( direction ) {
  4668. return Triangle.isFrontFacing( this.a, this.b, this.c, direction );
  4669. },
  4670. intersectsBox: function ( box ) {
  4671. return box.intersectsTriangle( this );
  4672. },
  4673. closestPointToPoint: function ( p, target ) {
  4674. if ( target === undefined ) {
  4675. console.warn( 'THREE.Triangle: .closestPointToPoint() target is now required' );
  4676. target = new Vector3();
  4677. }
  4678. var a = this.a, b = this.b, c = this.c;
  4679. var v, w;
  4680. // algorithm thanks to Real-Time Collision Detection by Christer Ericson,
  4681. // published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,
  4682. // under the accompanying license; see chapter 5.1.5 for detailed explanation.
  4683. // basically, we're distinguishing which of the voronoi regions of the triangle
  4684. // the point lies in with the minimum amount of redundant computation.
  4685. _vab.subVectors( b, a );
  4686. _vac.subVectors( c, a );
  4687. _vap.subVectors( p, a );
  4688. var d1 = _vab.dot( _vap );
  4689. var d2 = _vac.dot( _vap );
  4690. if ( d1 <= 0 && d2 <= 0 ) {
  4691. // vertex region of A; barycentric coords (1, 0, 0)
  4692. return target.copy( a );
  4693. }
  4694. _vbp.subVectors( p, b );
  4695. var d3 = _vab.dot( _vbp );
  4696. var d4 = _vac.dot( _vbp );
  4697. if ( d3 >= 0 && d4 <= d3 ) {
  4698. // vertex region of B; barycentric coords (0, 1, 0)
  4699. return target.copy( b );
  4700. }
  4701. var vc = d1 * d4 - d3 * d2;
  4702. if ( vc <= 0 && d1 >= 0 && d3 <= 0 ) {
  4703. v = d1 / ( d1 - d3 );
  4704. // edge region of AB; barycentric coords (1-v, v, 0)
  4705. return target.copy( a ).addScaledVector( _vab, v );
  4706. }
  4707. _vcp.subVectors( p, c );
  4708. var d5 = _vab.dot( _vcp );
  4709. var d6 = _vac.dot( _vcp );
  4710. if ( d6 >= 0 && d5 <= d6 ) {
  4711. // vertex region of C; barycentric coords (0, 0, 1)
  4712. return target.copy( c );
  4713. }
  4714. var vb = d5 * d2 - d1 * d6;
  4715. if ( vb <= 0 && d2 >= 0 && d6 <= 0 ) {
  4716. w = d2 / ( d2 - d6 );
  4717. // edge region of AC; barycentric coords (1-w, 0, w)
  4718. return target.copy( a ).addScaledVector( _vac, w );
  4719. }
  4720. var va = d3 * d6 - d5 * d4;
  4721. if ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) {
  4722. _vbc.subVectors( c, b );
  4723. w = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) );
  4724. // edge region of BC; barycentric coords (0, 1-w, w)
  4725. return target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC
  4726. }
  4727. // face region
  4728. var denom = 1 / ( va + vb + vc );
  4729. // u = va * denom
  4730. v = vb * denom;
  4731. w = vc * denom;
  4732. return target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w );
  4733. },
  4734. equals: function ( triangle ) {
  4735. return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
  4736. }
  4737. } );
  4738. /**
  4739. * @author mrdoob / http://mrdoob.com/
  4740. */
  4741. var _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,
  4742. 'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,
  4743. 'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,
  4744. 'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,
  4745. 'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,
  4746. 'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,
  4747. 'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,
  4748. 'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,
  4749. 'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,
  4750. 'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,
  4751. 'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,
  4752. 'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,
  4753. 'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,
  4754. 'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,
  4755. 'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,
  4756. 'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,
  4757. 'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,
  4758. 'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,
  4759. 'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,
  4760. 'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,
  4761. 'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,
  4762. 'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,
  4763. 'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,
  4764. 'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };
  4765. var _hslA = { h: 0, s: 0, l: 0 };
  4766. var _hslB = { h: 0, s: 0, l: 0 };
  4767. function Color( r, g, b ) {
  4768. if ( g === undefined && b === undefined ) {
  4769. // r is THREE.Color, hex or string
  4770. return this.set( r );
  4771. }
  4772. return this.setRGB( r, g, b );
  4773. }
  4774. function hue2rgb( p, q, t ) {
  4775. if ( t < 0 ) { t += 1; }
  4776. if ( t > 1 ) { t -= 1; }
  4777. if ( t < 1 / 6 ) { return p + ( q - p ) * 6 * t; }
  4778. if ( t < 1 / 2 ) { return q; }
  4779. if ( t < 2 / 3 ) { return p + ( q - p ) * 6 * ( 2 / 3 - t ); }
  4780. return p;
  4781. }
  4782. function SRGBToLinear( c ) {
  4783. return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );
  4784. }
  4785. function LinearToSRGB( c ) {
  4786. return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;
  4787. }
  4788. Object.assign( Color.prototype, {
  4789. isColor: true,
  4790. r: 1, g: 1, b: 1,
  4791. set: function ( value ) {
  4792. if ( value && value.isColor ) {
  4793. this.copy( value );
  4794. } else if ( typeof value === 'number' ) {
  4795. this.setHex( value );
  4796. } else if ( typeof value === 'string' ) {
  4797. this.setStyle( value );
  4798. }
  4799. return this;
  4800. },
  4801. setScalar: function ( scalar ) {
  4802. this.r = scalar;
  4803. this.g = scalar;
  4804. this.b = scalar;
  4805. return this;
  4806. },
  4807. setHex: function ( hex ) {
  4808. hex = Math.floor( hex );
  4809. this.r = ( hex >> 16 & 255 ) / 255;
  4810. this.g = ( hex >> 8 & 255 ) / 255;
  4811. this.b = ( hex & 255 ) / 255;
  4812. return this;
  4813. },
  4814. setRGB: function ( r, g, b ) {
  4815. this.r = r;
  4816. this.g = g;
  4817. this.b = b;
  4818. return this;
  4819. },
  4820. setHSL: function ( h, s, l ) {
  4821. // h,s,l ranges are in 0.0 - 1.0
  4822. h = MathUtils.euclideanModulo( h, 1 );
  4823. s = MathUtils.clamp( s, 0, 1 );
  4824. l = MathUtils.clamp( l, 0, 1 );
  4825. if ( s === 0 ) {
  4826. this.r = this.g = this.b = l;
  4827. } else {
  4828. var p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
  4829. var q = ( 2 * l ) - p;
  4830. this.r = hue2rgb( q, p, h + 1 / 3 );
  4831. this.g = hue2rgb( q, p, h );
  4832. this.b = hue2rgb( q, p, h - 1 / 3 );
  4833. }
  4834. return this;
  4835. },
  4836. setStyle: function ( style ) {
  4837. function handleAlpha( string ) {
  4838. if ( string === undefined ) { return; }
  4839. if ( parseFloat( string ) < 1 ) {
  4840. console.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' );
  4841. }
  4842. }
  4843. var m;
  4844. if ( m = /^((?:rgb|hsl)a?)\(\s*([^\)]*)\)/.exec( style ) ) {
  4845. // rgb / hsl
  4846. var color;
  4847. var name = m[ 1 ];
  4848. var components = m[ 2 ];
  4849. switch ( name ) {
  4850. case 'rgb':
  4851. case 'rgba':
  4852. if ( color = /^(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4853. // rgb(255,0,0) rgba(255,0,0,0.5)
  4854. this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255;
  4855. this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255;
  4856. this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255;
  4857. handleAlpha( color[ 5 ] );
  4858. return this;
  4859. }
  4860. if ( color = /^(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4861. // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)
  4862. this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;
  4863. this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;
  4864. this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;
  4865. handleAlpha( color[ 5 ] );
  4866. return this;
  4867. }
  4868. break;
  4869. case 'hsl':
  4870. case 'hsla':
  4871. if ( color = /^([0-9]*\.?[0-9]+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4872. // hsl(120,50%,50%) hsla(120,50%,50%,0.5)
  4873. var h = parseFloat( color[ 1 ] ) / 360;
  4874. var s = parseInt( color[ 2 ], 10 ) / 100;
  4875. var l = parseInt( color[ 3 ], 10 ) / 100;
  4876. handleAlpha( color[ 5 ] );
  4877. return this.setHSL( h, s, l );
  4878. }
  4879. break;
  4880. }
  4881. } else if ( m = /^\#([A-Fa-f0-9]+)$/.exec( style ) ) {
  4882. // hex color
  4883. var hex = m[ 1 ];
  4884. var size = hex.length;
  4885. if ( size === 3 ) {
  4886. // #ff0
  4887. this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 0 ), 16 ) / 255;
  4888. this.g = parseInt( hex.charAt( 1 ) + hex.charAt( 1 ), 16 ) / 255;
  4889. this.b = parseInt( hex.charAt( 2 ) + hex.charAt( 2 ), 16 ) / 255;
  4890. return this;
  4891. } else if ( size === 6 ) {
  4892. // #ff0000
  4893. this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 1 ), 16 ) / 255;
  4894. this.g = parseInt( hex.charAt( 2 ) + hex.charAt( 3 ), 16 ) / 255;
  4895. this.b = parseInt( hex.charAt( 4 ) + hex.charAt( 5 ), 16 ) / 255;
  4896. return this;
  4897. }
  4898. }
  4899. if ( style && style.length > 0 ) {
  4900. return this.setColorName( style );
  4901. }
  4902. return this;
  4903. },
  4904. setColorName: function ( style ) {
  4905. // color keywords
  4906. var hex = _colorKeywords[ style ];
  4907. if ( hex !== undefined ) {
  4908. // red
  4909. this.setHex( hex );
  4910. } else {
  4911. // unknown color
  4912. console.warn( 'THREE.Color: Unknown color ' + style );
  4913. }
  4914. return this;
  4915. },
  4916. clone: function () {
  4917. return new this.constructor( this.r, this.g, this.b );
  4918. },
  4919. copy: function ( color ) {
  4920. this.r = color.r;
  4921. this.g = color.g;
  4922. this.b = color.b;
  4923. return this;
  4924. },
  4925. copyGammaToLinear: function ( color, gammaFactor ) {
  4926. if ( gammaFactor === undefined ) { gammaFactor = 2.0; }
  4927. this.r = Math.pow( color.r, gammaFactor );
  4928. this.g = Math.pow( color.g, gammaFactor );
  4929. this.b = Math.pow( color.b, gammaFactor );
  4930. return this;
  4931. },
  4932. copyLinearToGamma: function ( color, gammaFactor ) {
  4933. if ( gammaFactor === undefined ) { gammaFactor = 2.0; }
  4934. var safeInverse = ( gammaFactor > 0 ) ? ( 1.0 / gammaFactor ) : 1.0;
  4935. this.r = Math.pow( color.r, safeInverse );
  4936. this.g = Math.pow( color.g, safeInverse );
  4937. this.b = Math.pow( color.b, safeInverse );
  4938. return this;
  4939. },
  4940. convertGammaToLinear: function ( gammaFactor ) {
  4941. this.copyGammaToLinear( this, gammaFactor );
  4942. return this;
  4943. },
  4944. convertLinearToGamma: function ( gammaFactor ) {
  4945. this.copyLinearToGamma( this, gammaFactor );
  4946. return this;
  4947. },
  4948. copySRGBToLinear: function ( color ) {
  4949. this.r = SRGBToLinear( color.r );
  4950. this.g = SRGBToLinear( color.g );
  4951. this.b = SRGBToLinear( color.b );
  4952. return this;
  4953. },
  4954. copyLinearToSRGB: function ( color ) {
  4955. this.r = LinearToSRGB( color.r );
  4956. this.g = LinearToSRGB( color.g );
  4957. this.b = LinearToSRGB( color.b );
  4958. return this;
  4959. },
  4960. convertSRGBToLinear: function () {
  4961. this.copySRGBToLinear( this );
  4962. return this;
  4963. },
  4964. convertLinearToSRGB: function () {
  4965. this.copyLinearToSRGB( this );
  4966. return this;
  4967. },
  4968. getHex: function () {
  4969. return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;
  4970. },
  4971. getHexString: function () {
  4972. return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );
  4973. },
  4974. getHSL: function ( target ) {
  4975. // h,s,l ranges are in 0.0 - 1.0
  4976. if ( target === undefined ) {
  4977. console.warn( 'THREE.Color: .getHSL() target is now required' );
  4978. target = { h: 0, s: 0, l: 0 };
  4979. }
  4980. var r = this.r, g = this.g, b = this.b;
  4981. var max = Math.max( r, g, b );
  4982. var min = Math.min( r, g, b );
  4983. var hue, saturation;
  4984. var lightness = ( min + max ) / 2.0;
  4985. if ( min === max ) {
  4986. hue = 0;
  4987. saturation = 0;
  4988. } else {
  4989. var delta = max - min;
  4990. saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
  4991. switch ( max ) {
  4992. case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
  4993. case g: hue = ( b - r ) / delta + 2; break;
  4994. case b: hue = ( r - g ) / delta + 4; break;
  4995. }
  4996. hue /= 6;
  4997. }
  4998. target.h = hue;
  4999. target.s = saturation;
  5000. target.l = lightness;
  5001. return target;
  5002. },
  5003. getStyle: function () {
  5004. return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';
  5005. },
  5006. offsetHSL: function ( h, s, l ) {
  5007. this.getHSL( _hslA );
  5008. _hslA.h += h; _hslA.s += s; _hslA.l += l;
  5009. this.setHSL( _hslA.h, _hslA.s, _hslA.l );
  5010. return this;
  5011. },
  5012. add: function ( color ) {
  5013. this.r += color.r;
  5014. this.g += color.g;
  5015. this.b += color.b;
  5016. return this;
  5017. },
  5018. addColors: function ( color1, color2 ) {
  5019. this.r = color1.r + color2.r;
  5020. this.g = color1.g + color2.g;
  5021. this.b = color1.b + color2.b;
  5022. return this;
  5023. },
  5024. addScalar: function ( s ) {
  5025. this.r += s;
  5026. this.g += s;
  5027. this.b += s;
  5028. return this;
  5029. },
  5030. sub: function ( color ) {
  5031. this.r = Math.max( 0, this.r - color.r );
  5032. this.g = Math.max( 0, this.g - color.g );
  5033. this.b = Math.max( 0, this.b - color.b );
  5034. return this;
  5035. },
  5036. multiply: function ( color ) {
  5037. this.r *= color.r;
  5038. this.g *= color.g;
  5039. this.b *= color.b;
  5040. return this;
  5041. },
  5042. multiplyScalar: function ( s ) {
  5043. this.r *= s;
  5044. this.g *= s;
  5045. this.b *= s;
  5046. return this;
  5047. },
  5048. lerp: function ( color, alpha ) {
  5049. this.r += ( color.r - this.r ) * alpha;
  5050. this.g += ( color.g - this.g ) * alpha;
  5051. this.b += ( color.b - this.b ) * alpha;
  5052. return this;
  5053. },
  5054. lerpHSL: function ( color, alpha ) {
  5055. this.getHSL( _hslA );
  5056. color.getHSL( _hslB );
  5057. var h = MathUtils.lerp( _hslA.h, _hslB.h, alpha );
  5058. var s = MathUtils.lerp( _hslA.s, _hslB.s, alpha );
  5059. var l = MathUtils.lerp( _hslA.l, _hslB.l, alpha );
  5060. this.setHSL( h, s, l );
  5061. return this;
  5062. },
  5063. equals: function ( c ) {
  5064. return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
  5065. },
  5066. fromArray: function ( array, offset ) {
  5067. if ( offset === undefined ) { offset = 0; }
  5068. this.r = array[ offset ];
  5069. this.g = array[ offset + 1 ];
  5070. this.b = array[ offset + 2 ];
  5071. return this;
  5072. },
  5073. toArray: function ( array, offset ) {
  5074. if ( array === undefined ) { array = []; }
  5075. if ( offset === undefined ) { offset = 0; }
  5076. array[ offset ] = this.r;
  5077. array[ offset + 1 ] = this.g;
  5078. array[ offset + 2 ] = this.b;
  5079. return array;
  5080. },
  5081. toJSON: function () {
  5082. return this.getHex();
  5083. }
  5084. } );
  5085. Color.NAMES = _colorKeywords;
  5086. /**
  5087. * @author mrdoob / http://mrdoob.com/
  5088. * @author alteredq / http://alteredqualia.com/
  5089. */
  5090. function Face3( a, b, c, normal, color, materialIndex ) {
  5091. this.a = a;
  5092. this.b = b;
  5093. this.c = c;
  5094. this.normal = ( normal && normal.isVector3 ) ? normal : new Vector3();
  5095. this.vertexNormals = Array.isArray( normal ) ? normal : [];
  5096. this.color = ( color && color.isColor ) ? color : new Color();
  5097. this.vertexColors = Array.isArray( color ) ? color : [];
  5098. this.materialIndex = materialIndex !== undefined ? materialIndex : 0;
  5099. }
  5100. Object.assign( Face3.prototype, {
  5101. clone: function () {
  5102. return new this.constructor().copy( this );
  5103. },
  5104. copy: function ( source ) {
  5105. this.a = source.a;
  5106. this.b = source.b;
  5107. this.c = source.c;
  5108. this.normal.copy( source.normal );
  5109. this.color.copy( source.color );
  5110. this.materialIndex = source.materialIndex;
  5111. for ( var i = 0, il = source.vertexNormals.length; i < il; i ++ ) {
  5112. this.vertexNormals[ i ] = source.vertexNormals[ i ].clone();
  5113. }
  5114. for ( var i = 0, il = source.vertexColors.length; i < il; i ++ ) {
  5115. this.vertexColors[ i ] = source.vertexColors[ i ].clone();
  5116. }
  5117. return this;
  5118. }
  5119. } );
  5120. /**
  5121. * @author mrdoob / http://mrdoob.com/
  5122. * @author alteredq / http://alteredqualia.com/
  5123. */
  5124. var materialId = 0;
  5125. function Material() {
  5126. Object.defineProperty( this, 'id', { value: materialId ++ } );
  5127. this.uuid = MathUtils.generateUUID();
  5128. this.name = '';
  5129. this.type = 'Material';
  5130. this.fog = true;
  5131. this.blending = NormalBlending;
  5132. this.side = FrontSide;
  5133. this.flatShading = false;
  5134. this.vertexTangents = false;
  5135. this.vertexColors = NoColors; // THREE.NoColors, THREE.VertexColors, THREE.FaceColors
  5136. this.opacity = 1;
  5137. this.transparent = false;
  5138. this.blendSrc = SrcAlphaFactor;
  5139. this.blendDst = OneMinusSrcAlphaFactor;
  5140. this.blendEquation = AddEquation;
  5141. this.blendSrcAlpha = null;
  5142. this.blendDstAlpha = null;
  5143. this.blendEquationAlpha = null;
  5144. this.depthFunc = LessEqualDepth;
  5145. this.depthTest = true;
  5146. this.depthWrite = true;
  5147. this.stencilWriteMask = 0xff;
  5148. this.stencilFunc = AlwaysStencilFunc;
  5149. this.stencilRef = 0;
  5150. this.stencilFuncMask = 0xff;
  5151. this.stencilFail = KeepStencilOp;
  5152. this.stencilZFail = KeepStencilOp;
  5153. this.stencilZPass = KeepStencilOp;
  5154. this.stencilWrite = false;
  5155. this.clippingPlanes = null;
  5156. this.clipIntersection = false;
  5157. this.clipShadows = false;
  5158. this.shadowSide = null;
  5159. this.colorWrite = true;
  5160. this.precision = null; // override the renderer's default precision for this material
  5161. this.polygonOffset = false;
  5162. this.polygonOffsetFactor = 0;
  5163. this.polygonOffsetUnits = 0;
  5164. this.dithering = false;
  5165. this.alphaTest = 0;
  5166. this.premultipliedAlpha = false;
  5167. this.visible = true;
  5168. this.toneMapped = true;
  5169. this.userData = {};
  5170. this.version = 0;
  5171. }
  5172. Material.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  5173. constructor: Material,
  5174. isMaterial: true,
  5175. onBeforeCompile: function () {},
  5176. setValues: function ( values ) {
  5177. if ( values === undefined ) { return; }
  5178. for ( var key in values ) {
  5179. var newValue = values[ key ];
  5180. if ( newValue === undefined ) {
  5181. console.warn( "THREE.Material: '" + key + "' parameter is undefined." );
  5182. continue;
  5183. }
  5184. // for backward compatability if shading is set in the constructor
  5185. if ( key === 'shading' ) {
  5186. console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  5187. this.flatShading = ( newValue === FlatShading ) ? true : false;
  5188. continue;
  5189. }
  5190. var currentValue = this[ key ];
  5191. if ( currentValue === undefined ) {
  5192. console.warn( "THREE." + this.type + ": '" + key + "' is not a property of this material." );
  5193. continue;
  5194. }
  5195. if ( currentValue && currentValue.isColor ) {
  5196. currentValue.set( newValue );
  5197. } else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {
  5198. currentValue.copy( newValue );
  5199. } else {
  5200. this[ key ] = newValue;
  5201. }
  5202. }
  5203. },
  5204. toJSON: function ( meta ) {
  5205. var isRoot = ( meta === undefined || typeof meta === 'string' );
  5206. if ( isRoot ) {
  5207. meta = {
  5208. textures: {},
  5209. images: {}
  5210. };
  5211. }
  5212. var data = {
  5213. metadata: {
  5214. version: 4.5,
  5215. type: 'Material',
  5216. generator: 'Material.toJSON'
  5217. }
  5218. };
  5219. // standard Material serialization
  5220. data.uuid = this.uuid;
  5221. data.type = this.type;
  5222. if ( this.name !== '' ) { data.name = this.name; }
  5223. if ( this.color && this.color.isColor ) { data.color = this.color.getHex(); }
  5224. if ( this.roughness !== undefined ) { data.roughness = this.roughness; }
  5225. if ( this.metalness !== undefined ) { data.metalness = this.metalness; }
  5226. if ( this.sheen && this.sheen.isColor ) { data.sheen = this.sheen.getHex(); }
  5227. if ( this.emissive && this.emissive.isColor ) { data.emissive = this.emissive.getHex(); }
  5228. if ( this.emissiveIntensity && this.emissiveIntensity !== 1 ) { data.emissiveIntensity = this.emissiveIntensity; }
  5229. if ( this.specular && this.specular.isColor ) { data.specular = this.specular.getHex(); }
  5230. if ( this.shininess !== undefined ) { data.shininess = this.shininess; }
  5231. if ( this.clearcoat !== undefined ) { data.clearcoat = this.clearcoat; }
  5232. if ( this.clearcoatRoughness !== undefined ) { data.clearcoatRoughness = this.clearcoatRoughness; }
  5233. if ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) {
  5234. data.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid;
  5235. data.clearcoatNormalScale = this.clearcoatNormalScale.toArray();
  5236. }
  5237. if ( this.map && this.map.isTexture ) { data.map = this.map.toJSON( meta ).uuid; }
  5238. if ( this.matcap && this.matcap.isTexture ) { data.matcap = this.matcap.toJSON( meta ).uuid; }
  5239. if ( this.alphaMap && this.alphaMap.isTexture ) { data.alphaMap = this.alphaMap.toJSON( meta ).uuid; }
  5240. if ( this.lightMap && this.lightMap.isTexture ) { data.lightMap = this.lightMap.toJSON( meta ).uuid; }
  5241. if ( this.aoMap && this.aoMap.isTexture ) {
  5242. data.aoMap = this.aoMap.toJSON( meta ).uuid;
  5243. data.aoMapIntensity = this.aoMapIntensity;
  5244. }
  5245. if ( this.bumpMap && this.bumpMap.isTexture ) {
  5246. data.bumpMap = this.bumpMap.toJSON( meta ).uuid;
  5247. data.bumpScale = this.bumpScale;
  5248. }
  5249. if ( this.normalMap && this.normalMap.isTexture ) {
  5250. data.normalMap = this.normalMap.toJSON( meta ).uuid;
  5251. data.normalMapType = this.normalMapType;
  5252. data.normalScale = this.normalScale.toArray();
  5253. }
  5254. if ( this.displacementMap && this.displacementMap.isTexture ) {
  5255. data.displacementMap = this.displacementMap.toJSON( meta ).uuid;
  5256. data.displacementScale = this.displacementScale;
  5257. data.displacementBias = this.displacementBias;
  5258. }
  5259. if ( this.roughnessMap && this.roughnessMap.isTexture ) { data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid; }
  5260. if ( this.metalnessMap && this.metalnessMap.isTexture ) { data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid; }
  5261. if ( this.emissiveMap && this.emissiveMap.isTexture ) { data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid; }
  5262. if ( this.specularMap && this.specularMap.isTexture ) { data.specularMap = this.specularMap.toJSON( meta ).uuid; }
  5263. if ( this.envMap && this.envMap.isTexture ) {
  5264. data.envMap = this.envMap.toJSON( meta ).uuid;
  5265. data.reflectivity = this.reflectivity; // Scale behind envMap
  5266. data.refractionRatio = this.refractionRatio;
  5267. if ( this.combine !== undefined ) { data.combine = this.combine; }
  5268. if ( this.envMapIntensity !== undefined ) { data.envMapIntensity = this.envMapIntensity; }
  5269. }
  5270. if ( this.gradientMap && this.gradientMap.isTexture ) {
  5271. data.gradientMap = this.gradientMap.toJSON( meta ).uuid;
  5272. }
  5273. if ( this.size !== undefined ) { data.size = this.size; }
  5274. if ( this.sizeAttenuation !== undefined ) { data.sizeAttenuation = this.sizeAttenuation; }
  5275. if ( this.blending !== NormalBlending ) { data.blending = this.blending; }
  5276. if ( this.flatShading === true ) { data.flatShading = this.flatShading; }
  5277. if ( this.side !== FrontSide ) { data.side = this.side; }
  5278. if ( this.vertexColors !== NoColors ) { data.vertexColors = this.vertexColors; }
  5279. if ( this.opacity < 1 ) { data.opacity = this.opacity; }
  5280. if ( this.transparent === true ) { data.transparent = this.transparent; }
  5281. data.depthFunc = this.depthFunc;
  5282. data.depthTest = this.depthTest;
  5283. data.depthWrite = this.depthWrite;
  5284. data.stencilWrite = this.stencilWrite;
  5285. data.stencilWriteMask = this.stencilWriteMask;
  5286. data.stencilFunc = this.stencilFunc;
  5287. data.stencilRef = this.stencilRef;
  5288. data.stencilFuncMask = this.stencilFuncMask;
  5289. data.stencilFail = this.stencilFail;
  5290. data.stencilZFail = this.stencilZFail;
  5291. data.stencilZPass = this.stencilZPass;
  5292. // rotation (SpriteMaterial)
  5293. if ( this.rotation && this.rotation !== 0 ) { data.rotation = this.rotation; }
  5294. if ( this.polygonOffset === true ) { data.polygonOffset = true; }
  5295. if ( this.polygonOffsetFactor !== 0 ) { data.polygonOffsetFactor = this.polygonOffsetFactor; }
  5296. if ( this.polygonOffsetUnits !== 0 ) { data.polygonOffsetUnits = this.polygonOffsetUnits; }
  5297. if ( this.linewidth && this.linewidth !== 1 ) { data.linewidth = this.linewidth; }
  5298. if ( this.dashSize !== undefined ) { data.dashSize = this.dashSize; }
  5299. if ( this.gapSize !== undefined ) { data.gapSize = this.gapSize; }
  5300. if ( this.scale !== undefined ) { data.scale = this.scale; }
  5301. if ( this.dithering === true ) { data.dithering = true; }
  5302. if ( this.alphaTest > 0 ) { data.alphaTest = this.alphaTest; }
  5303. if ( this.premultipliedAlpha === true ) { data.premultipliedAlpha = this.premultipliedAlpha; }
  5304. if ( this.wireframe === true ) { data.wireframe = this.wireframe; }
  5305. if ( this.wireframeLinewidth > 1 ) { data.wireframeLinewidth = this.wireframeLinewidth; }
  5306. if ( this.wireframeLinecap !== 'round' ) { data.wireframeLinecap = this.wireframeLinecap; }
  5307. if ( this.wireframeLinejoin !== 'round' ) { data.wireframeLinejoin = this.wireframeLinejoin; }
  5308. if ( this.morphTargets === true ) { data.morphTargets = true; }
  5309. if ( this.morphNormals === true ) { data.morphNormals = true; }
  5310. if ( this.skinning === true ) { data.skinning = true; }
  5311. if ( this.visible === false ) { data.visible = false; }
  5312. if ( this.toneMapped === false ) { data.toneMapped = false; }
  5313. if ( JSON.stringify( this.userData ) !== '{}' ) { data.userData = this.userData; }
  5314. // TODO: Copied from Object3D.toJSON
  5315. function extractFromCache( cache ) {
  5316. var values = [];
  5317. for ( var key in cache ) {
  5318. var data = cache[ key ];
  5319. delete data.metadata;
  5320. values.push( data );
  5321. }
  5322. return values;
  5323. }
  5324. if ( isRoot ) {
  5325. var textures = extractFromCache( meta.textures );
  5326. var images = extractFromCache( meta.images );
  5327. if ( textures.length > 0 ) { data.textures = textures; }
  5328. if ( images.length > 0 ) { data.images = images; }
  5329. }
  5330. return data;
  5331. },
  5332. clone: function () {
  5333. return new this.constructor().copy( this );
  5334. },
  5335. copy: function ( source ) {
  5336. this.name = source.name;
  5337. this.fog = source.fog;
  5338. this.blending = source.blending;
  5339. this.side = source.side;
  5340. this.flatShading = source.flatShading;
  5341. this.vertexTangents = source.vertexTangents;
  5342. this.vertexColors = source.vertexColors;
  5343. this.opacity = source.opacity;
  5344. this.transparent = source.transparent;
  5345. this.blendSrc = source.blendSrc;
  5346. this.blendDst = source.blendDst;
  5347. this.blendEquation = source.blendEquation;
  5348. this.blendSrcAlpha = source.blendSrcAlpha;
  5349. this.blendDstAlpha = source.blendDstAlpha;
  5350. this.blendEquationAlpha = source.blendEquationAlpha;
  5351. this.depthFunc = source.depthFunc;
  5352. this.depthTest = source.depthTest;
  5353. this.depthWrite = source.depthWrite;
  5354. this.stencilWriteMask = source.stencilWriteMask;
  5355. this.stencilFunc = source.stencilFunc;
  5356. this.stencilRef = source.stencilRef;
  5357. this.stencilFuncMask = source.stencilFuncMask;
  5358. this.stencilFail = source.stencilFail;
  5359. this.stencilZFail = source.stencilZFail;
  5360. this.stencilZPass = source.stencilZPass;
  5361. this.stencilWrite = source.stencilWrite;
  5362. var srcPlanes = source.clippingPlanes,
  5363. dstPlanes = null;
  5364. if ( srcPlanes !== null ) {
  5365. var n = srcPlanes.length;
  5366. dstPlanes = new Array( n );
  5367. for ( var i = 0; i !== n; ++ i )
  5368. { dstPlanes[ i ] = srcPlanes[ i ].clone(); }
  5369. }
  5370. this.clippingPlanes = dstPlanes;
  5371. this.clipIntersection = source.clipIntersection;
  5372. this.clipShadows = source.clipShadows;
  5373. this.shadowSide = source.shadowSide;
  5374. this.colorWrite = source.colorWrite;
  5375. this.precision = source.precision;
  5376. this.polygonOffset = source.polygonOffset;
  5377. this.polygonOffsetFactor = source.polygonOffsetFactor;
  5378. this.polygonOffsetUnits = source.polygonOffsetUnits;
  5379. this.dithering = source.dithering;
  5380. this.alphaTest = source.alphaTest;
  5381. this.premultipliedAlpha = source.premultipliedAlpha;
  5382. this.visible = source.visible;
  5383. this.toneMapped = source.toneMapped;
  5384. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  5385. return this;
  5386. },
  5387. dispose: function () {
  5388. this.dispatchEvent( { type: 'dispose' } );
  5389. }
  5390. } );
  5391. Object.defineProperty( Material.prototype, 'needsUpdate', {
  5392. set: function ( value ) {
  5393. if ( value === true ) { this.version ++; }
  5394. }
  5395. } );
  5396. /**
  5397. * @author mrdoob / http://mrdoob.com/
  5398. * @author alteredq / http://alteredqualia.com/
  5399. *
  5400. * parameters = {
  5401. * color: <hex>,
  5402. * opacity: <float>,
  5403. * map: new THREE.Texture( <Image> ),
  5404. *
  5405. * lightMap: new THREE.Texture( <Image> ),
  5406. * lightMapIntensity: <float>
  5407. *
  5408. * aoMap: new THREE.Texture( <Image> ),
  5409. * aoMapIntensity: <float>
  5410. *
  5411. * specularMap: new THREE.Texture( <Image> ),
  5412. *
  5413. * alphaMap: new THREE.Texture( <Image> ),
  5414. *
  5415. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  5416. * combine: THREE.Multiply,
  5417. * reflectivity: <float>,
  5418. * refractionRatio: <float>,
  5419. *
  5420. * depthTest: <bool>,
  5421. * depthWrite: <bool>,
  5422. *
  5423. * wireframe: <boolean>,
  5424. * wireframeLinewidth: <float>,
  5425. *
  5426. * skinning: <bool>,
  5427. * morphTargets: <bool>
  5428. * }
  5429. */
  5430. function MeshBasicMaterial( parameters ) {
  5431. Material.call( this );
  5432. this.type = 'MeshBasicMaterial';
  5433. this.color = new Color( 0xffffff ); // emissive
  5434. this.map = null;
  5435. this.lightMap = null;
  5436. this.lightMapIntensity = 1.0;
  5437. this.aoMap = null;
  5438. this.aoMapIntensity = 1.0;
  5439. this.specularMap = null;
  5440. this.alphaMap = null;
  5441. this.envMap = null;
  5442. this.combine = MultiplyOperation;
  5443. this.reflectivity = 1;
  5444. this.refractionRatio = 0.98;
  5445. this.wireframe = false;
  5446. this.wireframeLinewidth = 1;
  5447. this.wireframeLinecap = 'round';
  5448. this.wireframeLinejoin = 'round';
  5449. this.skinning = false;
  5450. this.morphTargets = false;
  5451. this.setValues( parameters );
  5452. }
  5453. MeshBasicMaterial.prototype = Object.create( Material.prototype );
  5454. MeshBasicMaterial.prototype.constructor = MeshBasicMaterial;
  5455. MeshBasicMaterial.prototype.isMeshBasicMaterial = true;
  5456. MeshBasicMaterial.prototype.copy = function ( source ) {
  5457. Material.prototype.copy.call( this, source );
  5458. this.color.copy( source.color );
  5459. this.map = source.map;
  5460. this.lightMap = source.lightMap;
  5461. this.lightMapIntensity = source.lightMapIntensity;
  5462. this.aoMap = source.aoMap;
  5463. this.aoMapIntensity = source.aoMapIntensity;
  5464. this.specularMap = source.specularMap;
  5465. this.alphaMap = source.alphaMap;
  5466. this.envMap = source.envMap;
  5467. this.combine = source.combine;
  5468. this.reflectivity = source.reflectivity;
  5469. this.refractionRatio = source.refractionRatio;
  5470. this.wireframe = source.wireframe;
  5471. this.wireframeLinewidth = source.wireframeLinewidth;
  5472. this.wireframeLinecap = source.wireframeLinecap;
  5473. this.wireframeLinejoin = source.wireframeLinejoin;
  5474. this.skinning = source.skinning;
  5475. this.morphTargets = source.morphTargets;
  5476. return this;
  5477. };
  5478. /**
  5479. * @author mrdoob / http://mrdoob.com/
  5480. */
  5481. var _vector$3 = new Vector3();
  5482. function BufferAttribute( array, itemSize, normalized ) {
  5483. if ( Array.isArray( array ) ) {
  5484. throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
  5485. }
  5486. this.name = '';
  5487. this.array = array;
  5488. this.itemSize = itemSize;
  5489. this.count = array !== undefined ? array.length / itemSize : 0;
  5490. this.normalized = normalized === true;
  5491. this.usage = StaticDrawUsage;
  5492. this.updateRange = { offset: 0, count: - 1 };
  5493. this.version = 0;
  5494. }
  5495. Object.defineProperty( BufferAttribute.prototype, 'needsUpdate', {
  5496. set: function ( value ) {
  5497. if ( value === true ) { this.version ++; }
  5498. }
  5499. } );
  5500. Object.assign( BufferAttribute.prototype, {
  5501. isBufferAttribute: true,
  5502. onUploadCallback: function () {},
  5503. setUsage: function ( value ) {
  5504. this.usage = value;
  5505. return this;
  5506. },
  5507. copy: function ( source ) {
  5508. this.name = source.name;
  5509. this.array = new source.array.constructor( source.array );
  5510. this.itemSize = source.itemSize;
  5511. this.count = source.count;
  5512. this.normalized = source.normalized;
  5513. this.usage = source.usage;
  5514. return this;
  5515. },
  5516. copyAt: function ( index1, attribute, index2 ) {
  5517. index1 *= this.itemSize;
  5518. index2 *= attribute.itemSize;
  5519. for ( var i = 0, l = this.itemSize; i < l; i ++ ) {
  5520. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  5521. }
  5522. return this;
  5523. },
  5524. copyArray: function ( array ) {
  5525. this.array.set( array );
  5526. return this;
  5527. },
  5528. copyColorsArray: function ( colors ) {
  5529. var array = this.array, offset = 0;
  5530. for ( var i = 0, l = colors.length; i < l; i ++ ) {
  5531. var color = colors[ i ];
  5532. if ( color === undefined ) {
  5533. console.warn( 'THREE.BufferAttribute.copyColorsArray(): color is undefined', i );
  5534. color = new Color();
  5535. }
  5536. array[ offset ++ ] = color.r;
  5537. array[ offset ++ ] = color.g;
  5538. array[ offset ++ ] = color.b;
  5539. }
  5540. return this;
  5541. },
  5542. copyVector2sArray: function ( vectors ) {
  5543. var array = this.array, offset = 0;
  5544. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5545. var vector = vectors[ i ];
  5546. if ( vector === undefined ) {
  5547. console.warn( 'THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i );
  5548. vector = new Vector2();
  5549. }
  5550. array[ offset ++ ] = vector.x;
  5551. array[ offset ++ ] = vector.y;
  5552. }
  5553. return this;
  5554. },
  5555. copyVector3sArray: function ( vectors ) {
  5556. var array = this.array, offset = 0;
  5557. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5558. var vector = vectors[ i ];
  5559. if ( vector === undefined ) {
  5560. console.warn( 'THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i );
  5561. vector = new Vector3();
  5562. }
  5563. array[ offset ++ ] = vector.x;
  5564. array[ offset ++ ] = vector.y;
  5565. array[ offset ++ ] = vector.z;
  5566. }
  5567. return this;
  5568. },
  5569. copyVector4sArray: function ( vectors ) {
  5570. var array = this.array, offset = 0;
  5571. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5572. var vector = vectors[ i ];
  5573. if ( vector === undefined ) {
  5574. console.warn( 'THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i );
  5575. vector = new Vector4();
  5576. }
  5577. array[ offset ++ ] = vector.x;
  5578. array[ offset ++ ] = vector.y;
  5579. array[ offset ++ ] = vector.z;
  5580. array[ offset ++ ] = vector.w;
  5581. }
  5582. return this;
  5583. },
  5584. applyMatrix3: function ( m ) {
  5585. for ( var i = 0, l = this.count; i < l; i ++ ) {
  5586. _vector$3.x = this.getX( i );
  5587. _vector$3.y = this.getY( i );
  5588. _vector$3.z = this.getZ( i );
  5589. _vector$3.applyMatrix3( m );
  5590. this.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );
  5591. }
  5592. return this;
  5593. },
  5594. applyMatrix4: function ( m ) {
  5595. for ( var i = 0, l = this.count; i < l; i ++ ) {
  5596. _vector$3.x = this.getX( i );
  5597. _vector$3.y = this.getY( i );
  5598. _vector$3.z = this.getZ( i );
  5599. _vector$3.applyMatrix4( m );
  5600. this.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );
  5601. }
  5602. return this;
  5603. },
  5604. applyNormalMatrix: function ( m ) {
  5605. for ( var i = 0, l = this.count; i < l; i ++ ) {
  5606. _vector$3.x = this.getX( i );
  5607. _vector$3.y = this.getY( i );
  5608. _vector$3.z = this.getZ( i );
  5609. _vector$3.applyNormalMatrix( m );
  5610. this.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );
  5611. }
  5612. return this;
  5613. },
  5614. transformDirection: function ( m ) {
  5615. for ( var i = 0, l = this.count; i < l; i ++ ) {
  5616. _vector$3.x = this.getX( i );
  5617. _vector$3.y = this.getY( i );
  5618. _vector$3.z = this.getZ( i );
  5619. _vector$3.transformDirection( m );
  5620. this.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );
  5621. }
  5622. return this;
  5623. },
  5624. set: function ( value, offset ) {
  5625. if ( offset === undefined ) { offset = 0; }
  5626. this.array.set( value, offset );
  5627. return this;
  5628. },
  5629. getX: function ( index ) {
  5630. return this.array[ index * this.itemSize ];
  5631. },
  5632. setX: function ( index, x ) {
  5633. this.array[ index * this.itemSize ] = x;
  5634. return this;
  5635. },
  5636. getY: function ( index ) {
  5637. return this.array[ index * this.itemSize + 1 ];
  5638. },
  5639. setY: function ( index, y ) {
  5640. this.array[ index * this.itemSize + 1 ] = y;
  5641. return this;
  5642. },
  5643. getZ: function ( index ) {
  5644. return this.array[ index * this.itemSize + 2 ];
  5645. },
  5646. setZ: function ( index, z ) {
  5647. this.array[ index * this.itemSize + 2 ] = z;
  5648. return this;
  5649. },
  5650. getW: function ( index ) {
  5651. return this.array[ index * this.itemSize + 3 ];
  5652. },
  5653. setW: function ( index, w ) {
  5654. this.array[ index * this.itemSize + 3 ] = w;
  5655. return this;
  5656. },
  5657. setXY: function ( index, x, y ) {
  5658. index *= this.itemSize;
  5659. this.array[ index + 0 ] = x;
  5660. this.array[ index + 1 ] = y;
  5661. return this;
  5662. },
  5663. setXYZ: function ( index, x, y, z ) {
  5664. index *= this.itemSize;
  5665. this.array[ index + 0 ] = x;
  5666. this.array[ index + 1 ] = y;
  5667. this.array[ index + 2 ] = z;
  5668. return this;
  5669. },
  5670. setXYZW: function ( index, x, y, z, w ) {
  5671. index *= this.itemSize;
  5672. this.array[ index + 0 ] = x;
  5673. this.array[ index + 1 ] = y;
  5674. this.array[ index + 2 ] = z;
  5675. this.array[ index + 3 ] = w;
  5676. return this;
  5677. },
  5678. onUpload: function ( callback ) {
  5679. this.onUploadCallback = callback;
  5680. return this;
  5681. },
  5682. clone: function () {
  5683. return new this.constructor( this.array, this.itemSize ).copy( this );
  5684. },
  5685. toJSON: function () {
  5686. return {
  5687. itemSize: this.itemSize,
  5688. type: this.array.constructor.name,
  5689. array: Array.prototype.slice.call( this.array ),
  5690. normalized: this.normalized
  5691. };
  5692. }
  5693. } );
  5694. //
  5695. function Int8BufferAttribute( array, itemSize, normalized ) {
  5696. BufferAttribute.call( this, new Int8Array( array ), itemSize, normalized );
  5697. }
  5698. Int8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5699. Int8BufferAttribute.prototype.constructor = Int8BufferAttribute;
  5700. function Uint8BufferAttribute( array, itemSize, normalized ) {
  5701. BufferAttribute.call( this, new Uint8Array( array ), itemSize, normalized );
  5702. }
  5703. Uint8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5704. Uint8BufferAttribute.prototype.constructor = Uint8BufferAttribute;
  5705. function Uint8ClampedBufferAttribute( array, itemSize, normalized ) {
  5706. BufferAttribute.call( this, new Uint8ClampedArray( array ), itemSize, normalized );
  5707. }
  5708. Uint8ClampedBufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5709. Uint8ClampedBufferAttribute.prototype.constructor = Uint8ClampedBufferAttribute;
  5710. function Int16BufferAttribute( array, itemSize, normalized ) {
  5711. BufferAttribute.call( this, new Int16Array( array ), itemSize, normalized );
  5712. }
  5713. Int16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5714. Int16BufferAttribute.prototype.constructor = Int16BufferAttribute;
  5715. function Uint16BufferAttribute( array, itemSize, normalized ) {
  5716. BufferAttribute.call( this, new Uint16Array( array ), itemSize, normalized );
  5717. }
  5718. Uint16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5719. Uint16BufferAttribute.prototype.constructor = Uint16BufferAttribute;
  5720. function Int32BufferAttribute( array, itemSize, normalized ) {
  5721. BufferAttribute.call( this, new Int32Array( array ), itemSize, normalized );
  5722. }
  5723. Int32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5724. Int32BufferAttribute.prototype.constructor = Int32BufferAttribute;
  5725. function Uint32BufferAttribute( array, itemSize, normalized ) {
  5726. BufferAttribute.call( this, new Uint32Array( array ), itemSize, normalized );
  5727. }
  5728. Uint32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5729. Uint32BufferAttribute.prototype.constructor = Uint32BufferAttribute;
  5730. function Float32BufferAttribute( array, itemSize, normalized ) {
  5731. BufferAttribute.call( this, new Float32Array( array ), itemSize, normalized );
  5732. }
  5733. Float32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5734. Float32BufferAttribute.prototype.constructor = Float32BufferAttribute;
  5735. function Float64BufferAttribute( array, itemSize, normalized ) {
  5736. BufferAttribute.call( this, new Float64Array( array ), itemSize, normalized );
  5737. }
  5738. Float64BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5739. Float64BufferAttribute.prototype.constructor = Float64BufferAttribute;
  5740. /**
  5741. * @author mrdoob / http://mrdoob.com/
  5742. */
  5743. function DirectGeometry() {
  5744. this.vertices = [];
  5745. this.normals = [];
  5746. this.colors = [];
  5747. this.uvs = [];
  5748. this.uvs2 = [];
  5749. this.groups = [];
  5750. this.morphTargets = {};
  5751. this.skinWeights = [];
  5752. this.skinIndices = [];
  5753. // this.lineDistances = [];
  5754. this.boundingBox = null;
  5755. this.boundingSphere = null;
  5756. // update flags
  5757. this.verticesNeedUpdate = false;
  5758. this.normalsNeedUpdate = false;
  5759. this.colorsNeedUpdate = false;
  5760. this.uvsNeedUpdate = false;
  5761. this.groupsNeedUpdate = false;
  5762. }
  5763. Object.assign( DirectGeometry.prototype, {
  5764. computeGroups: function ( geometry ) {
  5765. var group;
  5766. var groups = [];
  5767. var materialIndex = undefined;
  5768. var faces = geometry.faces;
  5769. for ( var i = 0; i < faces.length; i ++ ) {
  5770. var face = faces[ i ];
  5771. // materials
  5772. if ( face.materialIndex !== materialIndex ) {
  5773. materialIndex = face.materialIndex;
  5774. if ( group !== undefined ) {
  5775. group.count = ( i * 3 ) - group.start;
  5776. groups.push( group );
  5777. }
  5778. group = {
  5779. start: i * 3,
  5780. materialIndex: materialIndex
  5781. };
  5782. }
  5783. }
  5784. if ( group !== undefined ) {
  5785. group.count = ( i * 3 ) - group.start;
  5786. groups.push( group );
  5787. }
  5788. this.groups = groups;
  5789. },
  5790. fromGeometry: function ( geometry ) {
  5791. var faces = geometry.faces;
  5792. var vertices = geometry.vertices;
  5793. var faceVertexUvs = geometry.faceVertexUvs;
  5794. var hasFaceVertexUv = faceVertexUvs[ 0 ] && faceVertexUvs[ 0 ].length > 0;
  5795. var hasFaceVertexUv2 = faceVertexUvs[ 1 ] && faceVertexUvs[ 1 ].length > 0;
  5796. // morphs
  5797. var morphTargets = geometry.morphTargets;
  5798. var morphTargetsLength = morphTargets.length;
  5799. var morphTargetsPosition;
  5800. if ( morphTargetsLength > 0 ) {
  5801. morphTargetsPosition = [];
  5802. for ( var i = 0; i < morphTargetsLength; i ++ ) {
  5803. morphTargetsPosition[ i ] = {
  5804. name: morphTargets[ i ].name,
  5805. data: []
  5806. };
  5807. }
  5808. this.morphTargets.position = morphTargetsPosition;
  5809. }
  5810. var morphNormals = geometry.morphNormals;
  5811. var morphNormalsLength = morphNormals.length;
  5812. var morphTargetsNormal;
  5813. if ( morphNormalsLength > 0 ) {
  5814. morphTargetsNormal = [];
  5815. for ( var i = 0; i < morphNormalsLength; i ++ ) {
  5816. morphTargetsNormal[ i ] = {
  5817. name: morphNormals[ i ].name,
  5818. data: []
  5819. };
  5820. }
  5821. this.morphTargets.normal = morphTargetsNormal;
  5822. }
  5823. // skins
  5824. var skinIndices = geometry.skinIndices;
  5825. var skinWeights = geometry.skinWeights;
  5826. var hasSkinIndices = skinIndices.length === vertices.length;
  5827. var hasSkinWeights = skinWeights.length === vertices.length;
  5828. //
  5829. if ( vertices.length > 0 && faces.length === 0 ) {
  5830. console.error( 'THREE.DirectGeometry: Faceless geometries are not supported.' );
  5831. }
  5832. for ( var i = 0; i < faces.length; i ++ ) {
  5833. var face = faces[ i ];
  5834. this.vertices.push( vertices[ face.a ], vertices[ face.b ], vertices[ face.c ] );
  5835. var vertexNormals = face.vertexNormals;
  5836. if ( vertexNormals.length === 3 ) {
  5837. this.normals.push( vertexNormals[ 0 ], vertexNormals[ 1 ], vertexNormals[ 2 ] );
  5838. } else {
  5839. var normal = face.normal;
  5840. this.normals.push( normal, normal, normal );
  5841. }
  5842. var vertexColors = face.vertexColors;
  5843. if ( vertexColors.length === 3 ) {
  5844. this.colors.push( vertexColors[ 0 ], vertexColors[ 1 ], vertexColors[ 2 ] );
  5845. } else {
  5846. var color = face.color;
  5847. this.colors.push( color, color, color );
  5848. }
  5849. if ( hasFaceVertexUv === true ) {
  5850. var vertexUvs = faceVertexUvs[ 0 ][ i ];
  5851. if ( vertexUvs !== undefined ) {
  5852. this.uvs.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
  5853. } else {
  5854. console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv ', i );
  5855. this.uvs.push( new Vector2(), new Vector2(), new Vector2() );
  5856. }
  5857. }
  5858. if ( hasFaceVertexUv2 === true ) {
  5859. var vertexUvs = faceVertexUvs[ 1 ][ i ];
  5860. if ( vertexUvs !== undefined ) {
  5861. this.uvs2.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
  5862. } else {
  5863. console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv2 ', i );
  5864. this.uvs2.push( new Vector2(), new Vector2(), new Vector2() );
  5865. }
  5866. }
  5867. // morphs
  5868. for ( var j = 0; j < morphTargetsLength; j ++ ) {
  5869. var morphTarget = morphTargets[ j ].vertices;
  5870. morphTargetsPosition[ j ].data.push( morphTarget[ face.a ], morphTarget[ face.b ], morphTarget[ face.c ] );
  5871. }
  5872. for ( var j = 0; j < morphNormalsLength; j ++ ) {
  5873. var morphNormal = morphNormals[ j ].vertexNormals[ i ];
  5874. morphTargetsNormal[ j ].data.push( morphNormal.a, morphNormal.b, morphNormal.c );
  5875. }
  5876. // skins
  5877. if ( hasSkinIndices ) {
  5878. this.skinIndices.push( skinIndices[ face.a ], skinIndices[ face.b ], skinIndices[ face.c ] );
  5879. }
  5880. if ( hasSkinWeights ) {
  5881. this.skinWeights.push( skinWeights[ face.a ], skinWeights[ face.b ], skinWeights[ face.c ] );
  5882. }
  5883. }
  5884. this.computeGroups( geometry );
  5885. this.verticesNeedUpdate = geometry.verticesNeedUpdate;
  5886. this.normalsNeedUpdate = geometry.normalsNeedUpdate;
  5887. this.colorsNeedUpdate = geometry.colorsNeedUpdate;
  5888. this.uvsNeedUpdate = geometry.uvsNeedUpdate;
  5889. this.groupsNeedUpdate = geometry.groupsNeedUpdate;
  5890. if ( geometry.boundingSphere !== null ) {
  5891. this.boundingSphere = geometry.boundingSphere.clone();
  5892. }
  5893. if ( geometry.boundingBox !== null ) {
  5894. this.boundingBox = geometry.boundingBox.clone();
  5895. }
  5896. return this;
  5897. }
  5898. } );
  5899. /**
  5900. * @author mrdoob / http://mrdoob.com/
  5901. */
  5902. function arrayMax( array ) {
  5903. if ( array.length === 0 ) { return - Infinity; }
  5904. var max = array[ 0 ];
  5905. for ( var i = 1, l = array.length; i < l; ++ i ) {
  5906. if ( array[ i ] > max ) { max = array[ i ]; }
  5907. }
  5908. return max;
  5909. }
  5910. /**
  5911. * @author alteredq / http://alteredqualia.com/
  5912. * @author mrdoob / http://mrdoob.com/
  5913. */
  5914. var _bufferGeometryId = 1; // BufferGeometry uses odd numbers as Id
  5915. var _m1$2 = new Matrix4();
  5916. var _obj = new Object3D();
  5917. var _offset = new Vector3();
  5918. var _box$2 = new Box3();
  5919. var _boxMorphTargets = new Box3();
  5920. var _vector$4 = new Vector3();
  5921. function BufferGeometry() {
  5922. Object.defineProperty( this, 'id', { value: _bufferGeometryId += 2 } );
  5923. this.uuid = MathUtils.generateUUID();
  5924. this.name = '';
  5925. this.type = 'BufferGeometry';
  5926. this.index = null;
  5927. this.attributes = {};
  5928. this.morphAttributes = {};
  5929. this.morphTargetsRelative = false;
  5930. this.groups = [];
  5931. this.boundingBox = null;
  5932. this.boundingSphere = null;
  5933. this.drawRange = { start: 0, count: Infinity };
  5934. this.userData = {};
  5935. }
  5936. BufferGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  5937. constructor: BufferGeometry,
  5938. isBufferGeometry: true,
  5939. getIndex: function () {
  5940. return this.index;
  5941. },
  5942. setIndex: function ( index ) {
  5943. if ( Array.isArray( index ) ) {
  5944. this.index = new ( arrayMax( index ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );
  5945. } else {
  5946. this.index = index;
  5947. }
  5948. },
  5949. getAttribute: function ( name ) {
  5950. return this.attributes[ name ];
  5951. },
  5952. setAttribute: function ( name, attribute ) {
  5953. this.attributes[ name ] = attribute;
  5954. return this;
  5955. },
  5956. deleteAttribute: function ( name ) {
  5957. delete this.attributes[ name ];
  5958. return this;
  5959. },
  5960. addGroup: function ( start, count, materialIndex ) {
  5961. this.groups.push( {
  5962. start: start,
  5963. count: count,
  5964. materialIndex: materialIndex !== undefined ? materialIndex : 0
  5965. } );
  5966. },
  5967. clearGroups: function () {
  5968. this.groups = [];
  5969. },
  5970. setDrawRange: function ( start, count ) {
  5971. this.drawRange.start = start;
  5972. this.drawRange.count = count;
  5973. },
  5974. applyMatrix4: function ( matrix ) {
  5975. var position = this.attributes.position;
  5976. if ( position !== undefined ) {
  5977. position.applyMatrix4( matrix );
  5978. position.needsUpdate = true;
  5979. }
  5980. var normal = this.attributes.normal;
  5981. if ( normal !== undefined ) {
  5982. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  5983. normal.applyNormalMatrix( normalMatrix );
  5984. normal.needsUpdate = true;
  5985. }
  5986. var tangent = this.attributes.tangent;
  5987. if ( tangent !== undefined ) {
  5988. tangent.transformDirection( matrix );
  5989. tangent.needsUpdate = true;
  5990. }
  5991. if ( this.boundingBox !== null ) {
  5992. this.computeBoundingBox();
  5993. }
  5994. if ( this.boundingSphere !== null ) {
  5995. this.computeBoundingSphere();
  5996. }
  5997. return this;
  5998. },
  5999. rotateX: function ( angle ) {
  6000. // rotate geometry around world x-axis
  6001. _m1$2.makeRotationX( angle );
  6002. this.applyMatrix4( _m1$2 );
  6003. return this;
  6004. },
  6005. rotateY: function ( angle ) {
  6006. // rotate geometry around world y-axis
  6007. _m1$2.makeRotationY( angle );
  6008. this.applyMatrix4( _m1$2 );
  6009. return this;
  6010. },
  6011. rotateZ: function ( angle ) {
  6012. // rotate geometry around world z-axis
  6013. _m1$2.makeRotationZ( angle );
  6014. this.applyMatrix4( _m1$2 );
  6015. return this;
  6016. },
  6017. translate: function ( x, y, z ) {
  6018. // translate geometry
  6019. _m1$2.makeTranslation( x, y, z );
  6020. this.applyMatrix4( _m1$2 );
  6021. return this;
  6022. },
  6023. scale: function ( x, y, z ) {
  6024. // scale geometry
  6025. _m1$2.makeScale( x, y, z );
  6026. this.applyMatrix4( _m1$2 );
  6027. return this;
  6028. },
  6029. lookAt: function ( vector ) {
  6030. _obj.lookAt( vector );
  6031. _obj.updateMatrix();
  6032. this.applyMatrix4( _obj.matrix );
  6033. return this;
  6034. },
  6035. center: function () {
  6036. this.computeBoundingBox();
  6037. this.boundingBox.getCenter( _offset ).negate();
  6038. this.translate( _offset.x, _offset.y, _offset.z );
  6039. return this;
  6040. },
  6041. setFromObject: function ( object ) {
  6042. // console.log( 'THREE.BufferGeometry.setFromObject(). Converting', object, this );
  6043. var geometry = object.geometry;
  6044. if ( object.isPoints || object.isLine ) {
  6045. var positions = new Float32BufferAttribute( geometry.vertices.length * 3, 3 );
  6046. var colors = new Float32BufferAttribute( geometry.colors.length * 3, 3 );
  6047. this.setAttribute( 'position', positions.copyVector3sArray( geometry.vertices ) );
  6048. this.setAttribute( 'color', colors.copyColorsArray( geometry.colors ) );
  6049. if ( geometry.lineDistances && geometry.lineDistances.length === geometry.vertices.length ) {
  6050. var lineDistances = new Float32BufferAttribute( geometry.lineDistances.length, 1 );
  6051. this.setAttribute( 'lineDistance', lineDistances.copyArray( geometry.lineDistances ) );
  6052. }
  6053. if ( geometry.boundingSphere !== null ) {
  6054. this.boundingSphere = geometry.boundingSphere.clone();
  6055. }
  6056. if ( geometry.boundingBox !== null ) {
  6057. this.boundingBox = geometry.boundingBox.clone();
  6058. }
  6059. } else if ( object.isMesh ) {
  6060. if ( geometry && geometry.isGeometry ) {
  6061. this.fromGeometry( geometry );
  6062. }
  6063. }
  6064. return this;
  6065. },
  6066. setFromPoints: function ( points ) {
  6067. var position = [];
  6068. for ( var i = 0, l = points.length; i < l; i ++ ) {
  6069. var point = points[ i ];
  6070. position.push( point.x, point.y, point.z || 0 );
  6071. }
  6072. this.setAttribute( 'position', new Float32BufferAttribute( position, 3 ) );
  6073. return this;
  6074. },
  6075. updateFromObject: function ( object ) {
  6076. var geometry = object.geometry;
  6077. if ( object.isMesh ) {
  6078. var direct = geometry.__directGeometry;
  6079. if ( geometry.elementsNeedUpdate === true ) {
  6080. direct = undefined;
  6081. geometry.elementsNeedUpdate = false;
  6082. }
  6083. if ( direct === undefined ) {
  6084. return this.fromGeometry( geometry );
  6085. }
  6086. direct.verticesNeedUpdate = geometry.verticesNeedUpdate;
  6087. direct.normalsNeedUpdate = geometry.normalsNeedUpdate;
  6088. direct.colorsNeedUpdate = geometry.colorsNeedUpdate;
  6089. direct.uvsNeedUpdate = geometry.uvsNeedUpdate;
  6090. direct.groupsNeedUpdate = geometry.groupsNeedUpdate;
  6091. geometry.verticesNeedUpdate = false;
  6092. geometry.normalsNeedUpdate = false;
  6093. geometry.colorsNeedUpdate = false;
  6094. geometry.uvsNeedUpdate = false;
  6095. geometry.groupsNeedUpdate = false;
  6096. geometry = direct;
  6097. }
  6098. var attribute;
  6099. if ( geometry.verticesNeedUpdate === true ) {
  6100. attribute = this.attributes.position;
  6101. if ( attribute !== undefined ) {
  6102. attribute.copyVector3sArray( geometry.vertices );
  6103. attribute.needsUpdate = true;
  6104. }
  6105. geometry.verticesNeedUpdate = false;
  6106. }
  6107. if ( geometry.normalsNeedUpdate === true ) {
  6108. attribute = this.attributes.normal;
  6109. if ( attribute !== undefined ) {
  6110. attribute.copyVector3sArray( geometry.normals );
  6111. attribute.needsUpdate = true;
  6112. }
  6113. geometry.normalsNeedUpdate = false;
  6114. }
  6115. if ( geometry.colorsNeedUpdate === true ) {
  6116. attribute = this.attributes.color;
  6117. if ( attribute !== undefined ) {
  6118. attribute.copyColorsArray( geometry.colors );
  6119. attribute.needsUpdate = true;
  6120. }
  6121. geometry.colorsNeedUpdate = false;
  6122. }
  6123. if ( geometry.uvsNeedUpdate ) {
  6124. attribute = this.attributes.uv;
  6125. if ( attribute !== undefined ) {
  6126. attribute.copyVector2sArray( geometry.uvs );
  6127. attribute.needsUpdate = true;
  6128. }
  6129. geometry.uvsNeedUpdate = false;
  6130. }
  6131. if ( geometry.lineDistancesNeedUpdate ) {
  6132. attribute = this.attributes.lineDistance;
  6133. if ( attribute !== undefined ) {
  6134. attribute.copyArray( geometry.lineDistances );
  6135. attribute.needsUpdate = true;
  6136. }
  6137. geometry.lineDistancesNeedUpdate = false;
  6138. }
  6139. if ( geometry.groupsNeedUpdate ) {
  6140. geometry.computeGroups( object.geometry );
  6141. this.groups = geometry.groups;
  6142. geometry.groupsNeedUpdate = false;
  6143. }
  6144. return this;
  6145. },
  6146. fromGeometry: function ( geometry ) {
  6147. geometry.__directGeometry = new DirectGeometry().fromGeometry( geometry );
  6148. return this.fromDirectGeometry( geometry.__directGeometry );
  6149. },
  6150. fromDirectGeometry: function ( geometry ) {
  6151. var positions = new Float32Array( geometry.vertices.length * 3 );
  6152. this.setAttribute( 'position', new BufferAttribute( positions, 3 ).copyVector3sArray( geometry.vertices ) );
  6153. if ( geometry.normals.length > 0 ) {
  6154. var normals = new Float32Array( geometry.normals.length * 3 );
  6155. this.setAttribute( 'normal', new BufferAttribute( normals, 3 ).copyVector3sArray( geometry.normals ) );
  6156. }
  6157. if ( geometry.colors.length > 0 ) {
  6158. var colors = new Float32Array( geometry.colors.length * 3 );
  6159. this.setAttribute( 'color', new BufferAttribute( colors, 3 ).copyColorsArray( geometry.colors ) );
  6160. }
  6161. if ( geometry.uvs.length > 0 ) {
  6162. var uvs = new Float32Array( geometry.uvs.length * 2 );
  6163. this.setAttribute( 'uv', new BufferAttribute( uvs, 2 ).copyVector2sArray( geometry.uvs ) );
  6164. }
  6165. if ( geometry.uvs2.length > 0 ) {
  6166. var uvs2 = new Float32Array( geometry.uvs2.length * 2 );
  6167. this.setAttribute( 'uv2', new BufferAttribute( uvs2, 2 ).copyVector2sArray( geometry.uvs2 ) );
  6168. }
  6169. // groups
  6170. this.groups = geometry.groups;
  6171. // morphs
  6172. for ( var name in geometry.morphTargets ) {
  6173. var array = [];
  6174. var morphTargets = geometry.morphTargets[ name ];
  6175. for ( var i = 0, l = morphTargets.length; i < l; i ++ ) {
  6176. var morphTarget = morphTargets[ i ];
  6177. var attribute = new Float32BufferAttribute( morphTarget.data.length * 3, 3 );
  6178. attribute.name = morphTarget.name;
  6179. array.push( attribute.copyVector3sArray( morphTarget.data ) );
  6180. }
  6181. this.morphAttributes[ name ] = array;
  6182. }
  6183. // skinning
  6184. if ( geometry.skinIndices.length > 0 ) {
  6185. var skinIndices = new Float32BufferAttribute( geometry.skinIndices.length * 4, 4 );
  6186. this.setAttribute( 'skinIndex', skinIndices.copyVector4sArray( geometry.skinIndices ) );
  6187. }
  6188. if ( geometry.skinWeights.length > 0 ) {
  6189. var skinWeights = new Float32BufferAttribute( geometry.skinWeights.length * 4, 4 );
  6190. this.setAttribute( 'skinWeight', skinWeights.copyVector4sArray( geometry.skinWeights ) );
  6191. }
  6192. //
  6193. if ( geometry.boundingSphere !== null ) {
  6194. this.boundingSphere = geometry.boundingSphere.clone();
  6195. }
  6196. if ( geometry.boundingBox !== null ) {
  6197. this.boundingBox = geometry.boundingBox.clone();
  6198. }
  6199. return this;
  6200. },
  6201. computeBoundingBox: function () {
  6202. if ( this.boundingBox === null ) {
  6203. this.boundingBox = new Box3();
  6204. }
  6205. var position = this.attributes.position;
  6206. var morphAttributesPosition = this.morphAttributes.position;
  6207. if ( position !== undefined ) {
  6208. this.boundingBox.setFromBufferAttribute( position );
  6209. // process morph attributes if present
  6210. if ( morphAttributesPosition ) {
  6211. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6212. var morphAttribute = morphAttributesPosition[ i ];
  6213. _box$2.setFromBufferAttribute( morphAttribute );
  6214. if ( this.morphTargetsRelative ) {
  6215. _vector$4.addVectors( this.boundingBox.min, _box$2.min );
  6216. this.boundingBox.expandByPoint( _vector$4 );
  6217. _vector$4.addVectors( this.boundingBox.max, _box$2.max );
  6218. this.boundingBox.expandByPoint( _vector$4 );
  6219. } else {
  6220. this.boundingBox.expandByPoint( _box$2.min );
  6221. this.boundingBox.expandByPoint( _box$2.max );
  6222. }
  6223. }
  6224. }
  6225. } else {
  6226. this.boundingBox.makeEmpty();
  6227. }
  6228. if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
  6229. console.error( 'THREE.BufferGeometry.computeBoundingBox: Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this );
  6230. }
  6231. },
  6232. computeBoundingSphere: function () {
  6233. if ( this.boundingSphere === null ) {
  6234. this.boundingSphere = new Sphere();
  6235. }
  6236. var position = this.attributes.position;
  6237. var morphAttributesPosition = this.morphAttributes.position;
  6238. if ( position ) {
  6239. // first, find the center of the bounding sphere
  6240. var center = this.boundingSphere.center;
  6241. _box$2.setFromBufferAttribute( position );
  6242. // process morph attributes if present
  6243. if ( morphAttributesPosition ) {
  6244. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6245. var morphAttribute = morphAttributesPosition[ i ];
  6246. _boxMorphTargets.setFromBufferAttribute( morphAttribute );
  6247. if ( this.morphTargetsRelative ) {
  6248. _vector$4.addVectors( _box$2.min, _boxMorphTargets.min );
  6249. _box$2.expandByPoint( _vector$4 );
  6250. _vector$4.addVectors( _box$2.max, _boxMorphTargets.max );
  6251. _box$2.expandByPoint( _vector$4 );
  6252. } else {
  6253. _box$2.expandByPoint( _boxMorphTargets.min );
  6254. _box$2.expandByPoint( _boxMorphTargets.max );
  6255. }
  6256. }
  6257. }
  6258. _box$2.getCenter( center );
  6259. // second, try to find a boundingSphere with a radius smaller than the
  6260. // boundingSphere of the boundingBox: sqrt(3) smaller in the best case
  6261. var maxRadiusSq = 0;
  6262. for ( var i = 0, il = position.count; i < il; i ++ ) {
  6263. _vector$4.fromBufferAttribute( position, i );
  6264. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$4 ) );
  6265. }
  6266. // process morph attributes if present
  6267. if ( morphAttributesPosition ) {
  6268. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6269. var morphAttribute = morphAttributesPosition[ i ];
  6270. var morphTargetsRelative = this.morphTargetsRelative;
  6271. for ( var j = 0, jl = morphAttribute.count; j < jl; j ++ ) {
  6272. _vector$4.fromBufferAttribute( morphAttribute, j );
  6273. if ( morphTargetsRelative ) {
  6274. _offset.fromBufferAttribute( position, j );
  6275. _vector$4.add( _offset );
  6276. }
  6277. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$4 ) );
  6278. }
  6279. }
  6280. }
  6281. this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
  6282. if ( isNaN( this.boundingSphere.radius ) ) {
  6283. console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this );
  6284. }
  6285. }
  6286. },
  6287. computeFaceNormals: function () {
  6288. // backwards compatibility
  6289. },
  6290. computeVertexNormals: function () {
  6291. var index = this.index;
  6292. var attributes = this.attributes;
  6293. if ( attributes.position ) {
  6294. var positions = attributes.position.array;
  6295. if ( attributes.normal === undefined ) {
  6296. this.setAttribute( 'normal', new BufferAttribute( new Float32Array( positions.length ), 3 ) );
  6297. } else {
  6298. // reset existing normals to zero
  6299. var array = attributes.normal.array;
  6300. for ( var i = 0, il = array.length; i < il; i ++ ) {
  6301. array[ i ] = 0;
  6302. }
  6303. }
  6304. var normals = attributes.normal.array;
  6305. var vA, vB, vC;
  6306. var pA = new Vector3(), pB = new Vector3(), pC = new Vector3();
  6307. var cb = new Vector3(), ab = new Vector3();
  6308. // indexed elements
  6309. if ( index ) {
  6310. var indices = index.array;
  6311. for ( var i = 0, il = index.count; i < il; i += 3 ) {
  6312. vA = indices[ i + 0 ] * 3;
  6313. vB = indices[ i + 1 ] * 3;
  6314. vC = indices[ i + 2 ] * 3;
  6315. pA.fromArray( positions, vA );
  6316. pB.fromArray( positions, vB );
  6317. pC.fromArray( positions, vC );
  6318. cb.subVectors( pC, pB );
  6319. ab.subVectors( pA, pB );
  6320. cb.cross( ab );
  6321. normals[ vA ] += cb.x;
  6322. normals[ vA + 1 ] += cb.y;
  6323. normals[ vA + 2 ] += cb.z;
  6324. normals[ vB ] += cb.x;
  6325. normals[ vB + 1 ] += cb.y;
  6326. normals[ vB + 2 ] += cb.z;
  6327. normals[ vC ] += cb.x;
  6328. normals[ vC + 1 ] += cb.y;
  6329. normals[ vC + 2 ] += cb.z;
  6330. }
  6331. } else {
  6332. // non-indexed elements (unconnected triangle soup)
  6333. for ( var i = 0, il = positions.length; i < il; i += 9 ) {
  6334. pA.fromArray( positions, i );
  6335. pB.fromArray( positions, i + 3 );
  6336. pC.fromArray( positions, i + 6 );
  6337. cb.subVectors( pC, pB );
  6338. ab.subVectors( pA, pB );
  6339. cb.cross( ab );
  6340. normals[ i ] = cb.x;
  6341. normals[ i + 1 ] = cb.y;
  6342. normals[ i + 2 ] = cb.z;
  6343. normals[ i + 3 ] = cb.x;
  6344. normals[ i + 4 ] = cb.y;
  6345. normals[ i + 5 ] = cb.z;
  6346. normals[ i + 6 ] = cb.x;
  6347. normals[ i + 7 ] = cb.y;
  6348. normals[ i + 8 ] = cb.z;
  6349. }
  6350. }
  6351. this.normalizeNormals();
  6352. attributes.normal.needsUpdate = true;
  6353. }
  6354. },
  6355. merge: function ( geometry, offset ) {
  6356. if ( ! ( geometry && geometry.isBufferGeometry ) ) {
  6357. console.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry );
  6358. return;
  6359. }
  6360. if ( offset === undefined ) {
  6361. offset = 0;
  6362. console.warn(
  6363. 'THREE.BufferGeometry.merge(): Overwriting original geometry, starting at offset=0. '
  6364. + 'Use BufferGeometryUtils.mergeBufferGeometries() for lossless merge.'
  6365. );
  6366. }
  6367. var attributes = this.attributes;
  6368. for ( var key in attributes ) {
  6369. if ( geometry.attributes[ key ] === undefined ) { continue; }
  6370. var attribute1 = attributes[ key ];
  6371. var attributeArray1 = attribute1.array;
  6372. var attribute2 = geometry.attributes[ key ];
  6373. var attributeArray2 = attribute2.array;
  6374. var attributeOffset = attribute2.itemSize * offset;
  6375. var length = Math.min( attributeArray2.length, attributeArray1.length - attributeOffset );
  6376. for ( var i = 0, j = attributeOffset; i < length; i ++, j ++ ) {
  6377. attributeArray1[ j ] = attributeArray2[ i ];
  6378. }
  6379. }
  6380. return this;
  6381. },
  6382. normalizeNormals: function () {
  6383. var normals = this.attributes.normal;
  6384. for ( var i = 0, il = normals.count; i < il; i ++ ) {
  6385. _vector$4.x = normals.getX( i );
  6386. _vector$4.y = normals.getY( i );
  6387. _vector$4.z = normals.getZ( i );
  6388. _vector$4.normalize();
  6389. normals.setXYZ( i, _vector$4.x, _vector$4.y, _vector$4.z );
  6390. }
  6391. },
  6392. toNonIndexed: function () {
  6393. function convertBufferAttribute( attribute, indices ) {
  6394. var array = attribute.array;
  6395. var itemSize = attribute.itemSize;
  6396. var array2 = new array.constructor( indices.length * itemSize );
  6397. var index = 0, index2 = 0;
  6398. for ( var i = 0, l = indices.length; i < l; i ++ ) {
  6399. index = indices[ i ] * itemSize;
  6400. for ( var j = 0; j < itemSize; j ++ ) {
  6401. array2[ index2 ++ ] = array[ index ++ ];
  6402. }
  6403. }
  6404. return new BufferAttribute( array2, itemSize );
  6405. }
  6406. //
  6407. if ( this.index === null ) {
  6408. console.warn( 'THREE.BufferGeometry.toNonIndexed(): Geometry is already non-indexed.' );
  6409. return this;
  6410. }
  6411. var geometry2 = new BufferGeometry();
  6412. var indices = this.index.array;
  6413. var attributes = this.attributes;
  6414. // attributes
  6415. for ( var name in attributes ) {
  6416. var attribute = attributes[ name ];
  6417. var newAttribute = convertBufferAttribute( attribute, indices );
  6418. geometry2.setAttribute( name, newAttribute );
  6419. }
  6420. // morph attributes
  6421. var morphAttributes = this.morphAttributes;
  6422. for ( name in morphAttributes ) {
  6423. var morphArray = [];
  6424. var morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  6425. for ( var i = 0, il = morphAttribute.length; i < il; i ++ ) {
  6426. var attribute = morphAttribute[ i ];
  6427. var newAttribute = convertBufferAttribute( attribute, indices );
  6428. morphArray.push( newAttribute );
  6429. }
  6430. geometry2.morphAttributes[ name ] = morphArray;
  6431. }
  6432. geometry2.morphTargetsRelative = this.morphTargetsRelative;
  6433. // groups
  6434. var groups = this.groups;
  6435. for ( var i = 0, l = groups.length; i < l; i ++ ) {
  6436. var group = groups[ i ];
  6437. geometry2.addGroup( group.start, group.count, group.materialIndex );
  6438. }
  6439. return geometry2;
  6440. },
  6441. toJSON: function () {
  6442. var data = {
  6443. metadata: {
  6444. version: 4.5,
  6445. type: 'BufferGeometry',
  6446. generator: 'BufferGeometry.toJSON'
  6447. }
  6448. };
  6449. // standard BufferGeometry serialization
  6450. data.uuid = this.uuid;
  6451. data.type = this.type;
  6452. if ( this.name !== '' ) { data.name = this.name; }
  6453. if ( Object.keys( this.userData ).length > 0 ) { data.userData = this.userData; }
  6454. if ( this.parameters !== undefined ) {
  6455. var parameters = this.parameters;
  6456. for ( var key in parameters ) {
  6457. if ( parameters[ key ] !== undefined ) { data[ key ] = parameters[ key ]; }
  6458. }
  6459. return data;
  6460. }
  6461. data.data = { attributes: {} };
  6462. var index = this.index;
  6463. if ( index !== null ) {
  6464. data.data.index = {
  6465. type: index.array.constructor.name,
  6466. array: Array.prototype.slice.call( index.array )
  6467. };
  6468. }
  6469. var attributes = this.attributes;
  6470. for ( var key in attributes ) {
  6471. var attribute = attributes[ key ];
  6472. var attributeData = attribute.toJSON();
  6473. if ( attribute.name !== '' ) { attributeData.name = attribute.name; }
  6474. data.data.attributes[ key ] = attributeData;
  6475. }
  6476. var morphAttributes = {};
  6477. var hasMorphAttributes = false;
  6478. for ( var key in this.morphAttributes ) {
  6479. var attributeArray = this.morphAttributes[ key ];
  6480. var array = [];
  6481. for ( var i = 0, il = attributeArray.length; i < il; i ++ ) {
  6482. var attribute = attributeArray[ i ];
  6483. var attributeData = attribute.toJSON();
  6484. if ( attribute.name !== '' ) { attributeData.name = attribute.name; }
  6485. array.push( attributeData );
  6486. }
  6487. if ( array.length > 0 ) {
  6488. morphAttributes[ key ] = array;
  6489. hasMorphAttributes = true;
  6490. }
  6491. }
  6492. if ( hasMorphAttributes ) {
  6493. data.data.morphAttributes = morphAttributes;
  6494. data.data.morphTargetsRelative = this.morphTargetsRelative;
  6495. }
  6496. var groups = this.groups;
  6497. if ( groups.length > 0 ) {
  6498. data.data.groups = JSON.parse( JSON.stringify( groups ) );
  6499. }
  6500. var boundingSphere = this.boundingSphere;
  6501. if ( boundingSphere !== null ) {
  6502. data.data.boundingSphere = {
  6503. center: boundingSphere.center.toArray(),
  6504. radius: boundingSphere.radius
  6505. };
  6506. }
  6507. return data;
  6508. },
  6509. clone: function () {
  6510. /*
  6511. // Handle primitives
  6512. var parameters = this.parameters;
  6513. if ( parameters !== undefined ) {
  6514. var values = [];
  6515. for ( var key in parameters ) {
  6516. values.push( parameters[ key ] );
  6517. }
  6518. var geometry = Object.create( this.constructor.prototype );
  6519. this.constructor.apply( geometry, values );
  6520. return geometry;
  6521. }
  6522. return new this.constructor().copy( this );
  6523. */
  6524. return new BufferGeometry().copy( this );
  6525. },
  6526. copy: function ( source ) {
  6527. var name, i, l;
  6528. // reset
  6529. this.index = null;
  6530. this.attributes = {};
  6531. this.morphAttributes = {};
  6532. this.groups = [];
  6533. this.boundingBox = null;
  6534. this.boundingSphere = null;
  6535. // name
  6536. this.name = source.name;
  6537. // index
  6538. var index = source.index;
  6539. if ( index !== null ) {
  6540. this.setIndex( index.clone() );
  6541. }
  6542. // attributes
  6543. var attributes = source.attributes;
  6544. for ( name in attributes ) {
  6545. var attribute = attributes[ name ];
  6546. this.setAttribute( name, attribute.clone() );
  6547. }
  6548. // morph attributes
  6549. var morphAttributes = source.morphAttributes;
  6550. for ( name in morphAttributes ) {
  6551. var array = [];
  6552. var morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  6553. for ( i = 0, l = morphAttribute.length; i < l; i ++ ) {
  6554. array.push( morphAttribute[ i ].clone() );
  6555. }
  6556. this.morphAttributes[ name ] = array;
  6557. }
  6558. this.morphTargetsRelative = source.morphTargetsRelative;
  6559. // groups
  6560. var groups = source.groups;
  6561. for ( i = 0, l = groups.length; i < l; i ++ ) {
  6562. var group = groups[ i ];
  6563. this.addGroup( group.start, group.count, group.materialIndex );
  6564. }
  6565. // bounding box
  6566. var boundingBox = source.boundingBox;
  6567. if ( boundingBox !== null ) {
  6568. this.boundingBox = boundingBox.clone();
  6569. }
  6570. // bounding sphere
  6571. var boundingSphere = source.boundingSphere;
  6572. if ( boundingSphere !== null ) {
  6573. this.boundingSphere = boundingSphere.clone();
  6574. }
  6575. // draw range
  6576. this.drawRange.start = source.drawRange.start;
  6577. this.drawRange.count = source.drawRange.count;
  6578. // user data
  6579. this.userData = source.userData;
  6580. return this;
  6581. },
  6582. dispose: function () {
  6583. this.dispatchEvent( { type: 'dispose' } );
  6584. }
  6585. } );
  6586. /**
  6587. * @author mrdoob / http://mrdoob.com/
  6588. * @author alteredq / http://alteredqualia.com/
  6589. * @author mikael emtinger / http://gomo.se/
  6590. * @author jonobr1 / http://jonobr1.com/
  6591. */
  6592. var _inverseMatrix = new Matrix4();
  6593. var _ray = new Ray();
  6594. var _sphere = new Sphere();
  6595. var _vA = new Vector3();
  6596. var _vB = new Vector3();
  6597. var _vC = new Vector3();
  6598. var _tempA = new Vector3();
  6599. var _tempB = new Vector3();
  6600. var _tempC = new Vector3();
  6601. var _morphA = new Vector3();
  6602. var _morphB = new Vector3();
  6603. var _morphC = new Vector3();
  6604. var _uvA = new Vector2();
  6605. var _uvB = new Vector2();
  6606. var _uvC = new Vector2();
  6607. var _intersectionPoint = new Vector3();
  6608. var _intersectionPointWorld = new Vector3();
  6609. function Mesh( geometry, material ) {
  6610. Object3D.call( this );
  6611. this.type = 'Mesh';
  6612. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  6613. this.material = material !== undefined ? material : new MeshBasicMaterial();
  6614. this.updateMorphTargets();
  6615. }
  6616. Mesh.prototype = Object.assign( Object.create( Object3D.prototype ), {
  6617. constructor: Mesh,
  6618. isMesh: true,
  6619. copy: function ( source ) {
  6620. Object3D.prototype.copy.call( this, source );
  6621. if ( source.morphTargetInfluences !== undefined ) {
  6622. this.morphTargetInfluences = source.morphTargetInfluences.slice();
  6623. }
  6624. if ( source.morphTargetDictionary !== undefined ) {
  6625. this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );
  6626. }
  6627. return this;
  6628. },
  6629. updateMorphTargets: function () {
  6630. var geometry = this.geometry;
  6631. var m, ml, name;
  6632. if ( geometry.isBufferGeometry ) {
  6633. var morphAttributes = geometry.morphAttributes;
  6634. var keys = Object.keys( morphAttributes );
  6635. if ( keys.length > 0 ) {
  6636. var morphAttribute = morphAttributes[ keys[ 0 ] ];
  6637. if ( morphAttribute !== undefined ) {
  6638. this.morphTargetInfluences = [];
  6639. this.morphTargetDictionary = {};
  6640. for ( m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  6641. name = morphAttribute[ m ].name || String( m );
  6642. this.morphTargetInfluences.push( 0 );
  6643. this.morphTargetDictionary[ name ] = m;
  6644. }
  6645. }
  6646. }
  6647. } else {
  6648. var morphTargets = geometry.morphTargets;
  6649. if ( morphTargets !== undefined && morphTargets.length > 0 ) {
  6650. console.error( 'THREE.Mesh.updateMorphTargets() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
  6651. }
  6652. }
  6653. },
  6654. raycast: function ( raycaster, intersects ) {
  6655. var geometry = this.geometry;
  6656. var material = this.material;
  6657. var matrixWorld = this.matrixWorld;
  6658. if ( material === undefined ) { return; }
  6659. // Checking boundingSphere distance to ray
  6660. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  6661. _sphere.copy( geometry.boundingSphere );
  6662. _sphere.applyMatrix4( matrixWorld );
  6663. if ( raycaster.ray.intersectsSphere( _sphere ) === false ) { return; }
  6664. //
  6665. _inverseMatrix.getInverse( matrixWorld );
  6666. _ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix );
  6667. // Check boundingBox before continuing
  6668. if ( geometry.boundingBox !== null ) {
  6669. if ( _ray.intersectsBox( geometry.boundingBox ) === false ) { return; }
  6670. }
  6671. var intersection;
  6672. if ( geometry.isBufferGeometry ) {
  6673. var a, b, c;
  6674. var index = geometry.index;
  6675. var position = geometry.attributes.position;
  6676. var morphPosition = geometry.morphAttributes.position;
  6677. var morphTargetsRelative = geometry.morphTargetsRelative;
  6678. var uv = geometry.attributes.uv;
  6679. var uv2 = geometry.attributes.uv2;
  6680. var groups = geometry.groups;
  6681. var drawRange = geometry.drawRange;
  6682. var i, j, il, jl;
  6683. var group, groupMaterial;
  6684. var start, end;
  6685. if ( index !== null ) {
  6686. // indexed buffer geometry
  6687. if ( Array.isArray( material ) ) {
  6688. for ( i = 0, il = groups.length; i < il; i ++ ) {
  6689. group = groups[ i ];
  6690. groupMaterial = material[ group.materialIndex ];
  6691. start = Math.max( group.start, drawRange.start );
  6692. end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );
  6693. for ( j = start, jl = end; j < jl; j += 3 ) {
  6694. a = index.getX( j );
  6695. b = index.getX( j + 1 );
  6696. c = index.getX( j + 2 );
  6697. intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );
  6698. if ( intersection ) {
  6699. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics
  6700. intersection.face.materialIndex = group.materialIndex;
  6701. intersects.push( intersection );
  6702. }
  6703. }
  6704. }
  6705. } else {
  6706. start = Math.max( 0, drawRange.start );
  6707. end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  6708. for ( i = start, il = end; i < il; i += 3 ) {
  6709. a = index.getX( i );
  6710. b = index.getX( i + 1 );
  6711. c = index.getX( i + 2 );
  6712. intersection = checkBufferGeometryIntersection( this, material, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );
  6713. if ( intersection ) {
  6714. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics
  6715. intersects.push( intersection );
  6716. }
  6717. }
  6718. }
  6719. } else if ( position !== undefined ) {
  6720. // non-indexed buffer geometry
  6721. if ( Array.isArray( material ) ) {
  6722. for ( i = 0, il = groups.length; i < il; i ++ ) {
  6723. group = groups[ i ];
  6724. groupMaterial = material[ group.materialIndex ];
  6725. start = Math.max( group.start, drawRange.start );
  6726. end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );
  6727. for ( j = start, jl = end; j < jl; j += 3 ) {
  6728. a = j;
  6729. b = j + 1;
  6730. c = j + 2;
  6731. intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );
  6732. if ( intersection ) {
  6733. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics
  6734. intersection.face.materialIndex = group.materialIndex;
  6735. intersects.push( intersection );
  6736. }
  6737. }
  6738. }
  6739. } else {
  6740. start = Math.max( 0, drawRange.start );
  6741. end = Math.min( position.count, ( drawRange.start + drawRange.count ) );
  6742. for ( i = start, il = end; i < il; i += 3 ) {
  6743. a = i;
  6744. b = i + 1;
  6745. c = i + 2;
  6746. intersection = checkBufferGeometryIntersection( this, material, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );
  6747. if ( intersection ) {
  6748. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics
  6749. intersects.push( intersection );
  6750. }
  6751. }
  6752. }
  6753. }
  6754. } else if ( geometry.isGeometry ) {
  6755. var fvA, fvB, fvC;
  6756. var isMultiMaterial = Array.isArray( material );
  6757. var vertices = geometry.vertices;
  6758. var faces = geometry.faces;
  6759. var uvs;
  6760. var faceVertexUvs = geometry.faceVertexUvs[ 0 ];
  6761. if ( faceVertexUvs.length > 0 ) { uvs = faceVertexUvs; }
  6762. for ( var f = 0, fl = faces.length; f < fl; f ++ ) {
  6763. var face = faces[ f ];
  6764. var faceMaterial = isMultiMaterial ? material[ face.materialIndex ] : material;
  6765. if ( faceMaterial === undefined ) { continue; }
  6766. fvA = vertices[ face.a ];
  6767. fvB = vertices[ face.b ];
  6768. fvC = vertices[ face.c ];
  6769. intersection = checkIntersection( this, faceMaterial, raycaster, _ray, fvA, fvB, fvC, _intersectionPoint );
  6770. if ( intersection ) {
  6771. if ( uvs && uvs[ f ] ) {
  6772. var uvs_f = uvs[ f ];
  6773. _uvA.copy( uvs_f[ 0 ] );
  6774. _uvB.copy( uvs_f[ 1 ] );
  6775. _uvC.copy( uvs_f[ 2 ] );
  6776. intersection.uv = Triangle.getUV( _intersectionPoint, fvA, fvB, fvC, _uvA, _uvB, _uvC, new Vector2() );
  6777. }
  6778. intersection.face = face;
  6779. intersection.faceIndex = f;
  6780. intersects.push( intersection );
  6781. }
  6782. }
  6783. }
  6784. },
  6785. clone: function () {
  6786. return new this.constructor( this.geometry, this.material ).copy( this );
  6787. }
  6788. } );
  6789. function checkIntersection( object, material, raycaster, ray, pA, pB, pC, point ) {
  6790. var intersect;
  6791. if ( material.side === BackSide ) {
  6792. intersect = ray.intersectTriangle( pC, pB, pA, true, point );
  6793. } else {
  6794. intersect = ray.intersectTriangle( pA, pB, pC, material.side !== DoubleSide, point );
  6795. }
  6796. if ( intersect === null ) { return null; }
  6797. _intersectionPointWorld.copy( point );
  6798. _intersectionPointWorld.applyMatrix4( object.matrixWorld );
  6799. var distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld );
  6800. if ( distance < raycaster.near || distance > raycaster.far ) { return null; }
  6801. return {
  6802. distance: distance,
  6803. point: _intersectionPointWorld.clone(),
  6804. object: object
  6805. };
  6806. }
  6807. function checkBufferGeometryIntersection( object, material, raycaster, ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c ) {
  6808. _vA.fromBufferAttribute( position, a );
  6809. _vB.fromBufferAttribute( position, b );
  6810. _vC.fromBufferAttribute( position, c );
  6811. var morphInfluences = object.morphTargetInfluences;
  6812. if ( material.morphTargets && morphPosition && morphInfluences ) {
  6813. _morphA.set( 0, 0, 0 );
  6814. _morphB.set( 0, 0, 0 );
  6815. _morphC.set( 0, 0, 0 );
  6816. for ( var i = 0, il = morphPosition.length; i < il; i ++ ) {
  6817. var influence = morphInfluences[ i ];
  6818. var morphAttribute = morphPosition[ i ];
  6819. if ( influence === 0 ) { continue; }
  6820. _tempA.fromBufferAttribute( morphAttribute, a );
  6821. _tempB.fromBufferAttribute( morphAttribute, b );
  6822. _tempC.fromBufferAttribute( morphAttribute, c );
  6823. if ( morphTargetsRelative ) {
  6824. _morphA.addScaledVector( _tempA, influence );
  6825. _morphB.addScaledVector( _tempB, influence );
  6826. _morphC.addScaledVector( _tempC, influence );
  6827. } else {
  6828. _morphA.addScaledVector( _tempA.sub( _vA ), influence );
  6829. _morphB.addScaledVector( _tempB.sub( _vB ), influence );
  6830. _morphC.addScaledVector( _tempC.sub( _vC ), influence );
  6831. }
  6832. }
  6833. _vA.add( _morphA );
  6834. _vB.add( _morphB );
  6835. _vC.add( _morphC );
  6836. }
  6837. var intersection = checkIntersection( object, material, raycaster, ray, _vA, _vB, _vC, _intersectionPoint );
  6838. if ( intersection ) {
  6839. if ( uv ) {
  6840. _uvA.fromBufferAttribute( uv, a );
  6841. _uvB.fromBufferAttribute( uv, b );
  6842. _uvC.fromBufferAttribute( uv, c );
  6843. intersection.uv = Triangle.getUV( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() );
  6844. }
  6845. if ( uv2 ) {
  6846. _uvA.fromBufferAttribute( uv2, a );
  6847. _uvB.fromBufferAttribute( uv2, b );
  6848. _uvC.fromBufferAttribute( uv2, c );
  6849. intersection.uv2 = Triangle.getUV( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() );
  6850. }
  6851. var face = new Face3( a, b, c );
  6852. Triangle.getNormal( _vA, _vB, _vC, face.normal );
  6853. intersection.face = face;
  6854. }
  6855. return intersection;
  6856. }
  6857. /**
  6858. * @author mrdoob / http://mrdoob.com/
  6859. * @author kile / http://kile.stravaganza.org/
  6860. * @author alteredq / http://alteredqualia.com/
  6861. * @author mikael emtinger / http://gomo.se/
  6862. * @author zz85 / http://www.lab4games.net/zz85/blog
  6863. * @author bhouston / http://clara.io
  6864. */
  6865. var _geometryId = 0; // Geometry uses even numbers as Id
  6866. var _m1$3 = new Matrix4();
  6867. var _obj$1 = new Object3D();
  6868. var _offset$1 = new Vector3();
  6869. function Geometry() {
  6870. Object.defineProperty( this, 'id', { value: _geometryId += 2 } );
  6871. this.uuid = MathUtils.generateUUID();
  6872. this.name = '';
  6873. this.type = 'Geometry';
  6874. this.vertices = [];
  6875. this.colors = [];
  6876. this.faces = [];
  6877. this.faceVertexUvs = [[]];
  6878. this.morphTargets = [];
  6879. this.morphNormals = [];
  6880. this.skinWeights = [];
  6881. this.skinIndices = [];
  6882. this.lineDistances = [];
  6883. this.boundingBox = null;
  6884. this.boundingSphere = null;
  6885. // update flags
  6886. this.elementsNeedUpdate = false;
  6887. this.verticesNeedUpdate = false;
  6888. this.uvsNeedUpdate = false;
  6889. this.normalsNeedUpdate = false;
  6890. this.colorsNeedUpdate = false;
  6891. this.lineDistancesNeedUpdate = false;
  6892. this.groupsNeedUpdate = false;
  6893. }
  6894. Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  6895. constructor: Geometry,
  6896. isGeometry: true,
  6897. applyMatrix4: function ( matrix ) {
  6898. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  6899. for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {
  6900. var vertex = this.vertices[ i ];
  6901. vertex.applyMatrix4( matrix );
  6902. }
  6903. for ( var i = 0, il = this.faces.length; i < il; i ++ ) {
  6904. var face = this.faces[ i ];
  6905. face.normal.applyMatrix3( normalMatrix ).normalize();
  6906. for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
  6907. face.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize();
  6908. }
  6909. }
  6910. if ( this.boundingBox !== null ) {
  6911. this.computeBoundingBox();
  6912. }
  6913. if ( this.boundingSphere !== null ) {
  6914. this.computeBoundingSphere();
  6915. }
  6916. this.verticesNeedUpdate = true;
  6917. this.normalsNeedUpdate = true;
  6918. return this;
  6919. },
  6920. rotateX: function ( angle ) {
  6921. // rotate geometry around world x-axis
  6922. _m1$3.makeRotationX( angle );
  6923. this.applyMatrix4( _m1$3 );
  6924. return this;
  6925. },
  6926. rotateY: function ( angle ) {
  6927. // rotate geometry around world y-axis
  6928. _m1$3.makeRotationY( angle );
  6929. this.applyMatrix4( _m1$3 );
  6930. return this;
  6931. },
  6932. rotateZ: function ( angle ) {
  6933. // rotate geometry around world z-axis
  6934. _m1$3.makeRotationZ( angle );
  6935. this.applyMatrix4( _m1$3 );
  6936. return this;
  6937. },
  6938. translate: function ( x, y, z ) {
  6939. // translate geometry
  6940. _m1$3.makeTranslation( x, y, z );
  6941. this.applyMatrix4( _m1$3 );
  6942. return this;
  6943. },
  6944. scale: function ( x, y, z ) {
  6945. // scale geometry
  6946. _m1$3.makeScale( x, y, z );
  6947. this.applyMatrix4( _m1$3 );
  6948. return this;
  6949. },
  6950. lookAt: function ( vector ) {
  6951. _obj$1.lookAt( vector );
  6952. _obj$1.updateMatrix();
  6953. this.applyMatrix4( _obj$1.matrix );
  6954. return this;
  6955. },
  6956. fromBufferGeometry: function ( geometry ) {
  6957. var scope = this;
  6958. var indices = geometry.index !== null ? geometry.index.array : undefined;
  6959. var attributes = geometry.attributes;
  6960. if ( attributes.position === undefined ) {
  6961. console.error( 'THREE.Geometry.fromBufferGeometry(): Position attribute required for conversion.' );
  6962. return this;
  6963. }
  6964. var positions = attributes.position.array;
  6965. var normals = attributes.normal !== undefined ? attributes.normal.array : undefined;
  6966. var colors = attributes.color !== undefined ? attributes.color.array : undefined;
  6967. var uvs = attributes.uv !== undefined ? attributes.uv.array : undefined;
  6968. var uvs2 = attributes.uv2 !== undefined ? attributes.uv2.array : undefined;
  6969. if ( uvs2 !== undefined ) { this.faceVertexUvs[ 1 ] = []; }
  6970. for ( var i = 0; i < positions.length; i += 3 ) {
  6971. scope.vertices.push( new Vector3().fromArray( positions, i ) );
  6972. if ( colors !== undefined ) {
  6973. scope.colors.push( new Color().fromArray( colors, i ) );
  6974. }
  6975. }
  6976. function addFace( a, b, c, materialIndex ) {
  6977. var vertexColors = ( colors === undefined ) ? [] : [
  6978. scope.colors[ a ].clone(),
  6979. scope.colors[ b ].clone(),
  6980. scope.colors[ c ].clone() ];
  6981. var vertexNormals = ( normals === undefined ) ? [] : [
  6982. new Vector3().fromArray( normals, a * 3 ),
  6983. new Vector3().fromArray( normals, b * 3 ),
  6984. new Vector3().fromArray( normals, c * 3 )
  6985. ];
  6986. var face = new Face3( a, b, c, vertexNormals, vertexColors, materialIndex );
  6987. scope.faces.push( face );
  6988. if ( uvs !== undefined ) {
  6989. scope.faceVertexUvs[ 0 ].push( [
  6990. new Vector2().fromArray( uvs, a * 2 ),
  6991. new Vector2().fromArray( uvs, b * 2 ),
  6992. new Vector2().fromArray( uvs, c * 2 )
  6993. ] );
  6994. }
  6995. if ( uvs2 !== undefined ) {
  6996. scope.faceVertexUvs[ 1 ].push( [
  6997. new Vector2().fromArray( uvs2, a * 2 ),
  6998. new Vector2().fromArray( uvs2, b * 2 ),
  6999. new Vector2().fromArray( uvs2, c * 2 )
  7000. ] );
  7001. }
  7002. }
  7003. var groups = geometry.groups;
  7004. if ( groups.length > 0 ) {
  7005. for ( var i = 0; i < groups.length; i ++ ) {
  7006. var group = groups[ i ];
  7007. var start = group.start;
  7008. var count = group.count;
  7009. for ( var j = start, jl = start + count; j < jl; j += 3 ) {
  7010. if ( indices !== undefined ) {
  7011. addFace( indices[ j ], indices[ j + 1 ], indices[ j + 2 ], group.materialIndex );
  7012. } else {
  7013. addFace( j, j + 1, j + 2, group.materialIndex );
  7014. }
  7015. }
  7016. }
  7017. } else {
  7018. if ( indices !== undefined ) {
  7019. for ( var i = 0; i < indices.length; i += 3 ) {
  7020. addFace( indices[ i ], indices[ i + 1 ], indices[ i + 2 ] );
  7021. }
  7022. } else {
  7023. for ( var i = 0; i < positions.length / 3; i += 3 ) {
  7024. addFace( i, i + 1, i + 2 );
  7025. }
  7026. }
  7027. }
  7028. this.computeFaceNormals();
  7029. if ( geometry.boundingBox !== null ) {
  7030. this.boundingBox = geometry.boundingBox.clone();
  7031. }
  7032. if ( geometry.boundingSphere !== null ) {
  7033. this.boundingSphere = geometry.boundingSphere.clone();
  7034. }
  7035. return this;
  7036. },
  7037. center: function () {
  7038. this.computeBoundingBox();
  7039. this.boundingBox.getCenter( _offset$1 ).negate();
  7040. this.translate( _offset$1.x, _offset$1.y, _offset$1.z );
  7041. return this;
  7042. },
  7043. normalize: function () {
  7044. this.computeBoundingSphere();
  7045. var center = this.boundingSphere.center;
  7046. var radius = this.boundingSphere.radius;
  7047. var s = radius === 0 ? 1 : 1.0 / radius;
  7048. var matrix = new Matrix4();
  7049. matrix.set(
  7050. s, 0, 0, - s * center.x,
  7051. 0, s, 0, - s * center.y,
  7052. 0, 0, s, - s * center.z,
  7053. 0, 0, 0, 1
  7054. );
  7055. this.applyMatrix4( matrix );
  7056. return this;
  7057. },
  7058. computeFaceNormals: function () {
  7059. var cb = new Vector3(), ab = new Vector3();
  7060. for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7061. var face = this.faces[ f ];
  7062. var vA = this.vertices[ face.a ];
  7063. var vB = this.vertices[ face.b ];
  7064. var vC = this.vertices[ face.c ];
  7065. cb.subVectors( vC, vB );
  7066. ab.subVectors( vA, vB );
  7067. cb.cross( ab );
  7068. cb.normalize();
  7069. face.normal.copy( cb );
  7070. }
  7071. },
  7072. computeVertexNormals: function ( areaWeighted ) {
  7073. if ( areaWeighted === undefined ) { areaWeighted = true; }
  7074. var v, vl, f, fl, face, vertices;
  7075. vertices = new Array( this.vertices.length );
  7076. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  7077. vertices[ v ] = new Vector3();
  7078. }
  7079. if ( areaWeighted ) {
  7080. // vertex normals weighted by triangle areas
  7081. // http://www.iquilezles.org/www/articles/normals/normals.htm
  7082. var vA, vB, vC;
  7083. var cb = new Vector3(), ab = new Vector3();
  7084. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7085. face = this.faces[ f ];
  7086. vA = this.vertices[ face.a ];
  7087. vB = this.vertices[ face.b ];
  7088. vC = this.vertices[ face.c ];
  7089. cb.subVectors( vC, vB );
  7090. ab.subVectors( vA, vB );
  7091. cb.cross( ab );
  7092. vertices[ face.a ].add( cb );
  7093. vertices[ face.b ].add( cb );
  7094. vertices[ face.c ].add( cb );
  7095. }
  7096. } else {
  7097. this.computeFaceNormals();
  7098. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7099. face = this.faces[ f ];
  7100. vertices[ face.a ].add( face.normal );
  7101. vertices[ face.b ].add( face.normal );
  7102. vertices[ face.c ].add( face.normal );
  7103. }
  7104. }
  7105. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  7106. vertices[ v ].normalize();
  7107. }
  7108. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7109. face = this.faces[ f ];
  7110. var vertexNormals = face.vertexNormals;
  7111. if ( vertexNormals.length === 3 ) {
  7112. vertexNormals[ 0 ].copy( vertices[ face.a ] );
  7113. vertexNormals[ 1 ].copy( vertices[ face.b ] );
  7114. vertexNormals[ 2 ].copy( vertices[ face.c ] );
  7115. } else {
  7116. vertexNormals[ 0 ] = vertices[ face.a ].clone();
  7117. vertexNormals[ 1 ] = vertices[ face.b ].clone();
  7118. vertexNormals[ 2 ] = vertices[ face.c ].clone();
  7119. }
  7120. }
  7121. if ( this.faces.length > 0 ) {
  7122. this.normalsNeedUpdate = true;
  7123. }
  7124. },
  7125. computeFlatVertexNormals: function () {
  7126. var f, fl, face;
  7127. this.computeFaceNormals();
  7128. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7129. face = this.faces[ f ];
  7130. var vertexNormals = face.vertexNormals;
  7131. if ( vertexNormals.length === 3 ) {
  7132. vertexNormals[ 0 ].copy( face.normal );
  7133. vertexNormals[ 1 ].copy( face.normal );
  7134. vertexNormals[ 2 ].copy( face.normal );
  7135. } else {
  7136. vertexNormals[ 0 ] = face.normal.clone();
  7137. vertexNormals[ 1 ] = face.normal.clone();
  7138. vertexNormals[ 2 ] = face.normal.clone();
  7139. }
  7140. }
  7141. if ( this.faces.length > 0 ) {
  7142. this.normalsNeedUpdate = true;
  7143. }
  7144. },
  7145. computeMorphNormals: function () {
  7146. var i, il, f, fl, face;
  7147. // save original normals
  7148. // - create temp variables on first access
  7149. // otherwise just copy (for faster repeated calls)
  7150. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7151. face = this.faces[ f ];
  7152. if ( ! face.__originalFaceNormal ) {
  7153. face.__originalFaceNormal = face.normal.clone();
  7154. } else {
  7155. face.__originalFaceNormal.copy( face.normal );
  7156. }
  7157. if ( ! face.__originalVertexNormals ) { face.__originalVertexNormals = []; }
  7158. for ( i = 0, il = face.vertexNormals.length; i < il; i ++ ) {
  7159. if ( ! face.__originalVertexNormals[ i ] ) {
  7160. face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone();
  7161. } else {
  7162. face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] );
  7163. }
  7164. }
  7165. }
  7166. // use temp geometry to compute face and vertex normals for each morph
  7167. var tmpGeo = new Geometry();
  7168. tmpGeo.faces = this.faces;
  7169. for ( i = 0, il = this.morphTargets.length; i < il; i ++ ) {
  7170. // create on first access
  7171. if ( ! this.morphNormals[ i ] ) {
  7172. this.morphNormals[ i ] = {};
  7173. this.morphNormals[ i ].faceNormals = [];
  7174. this.morphNormals[ i ].vertexNormals = [];
  7175. var dstNormalsFace = this.morphNormals[ i ].faceNormals;
  7176. var dstNormalsVertex = this.morphNormals[ i ].vertexNormals;
  7177. var faceNormal, vertexNormals;
  7178. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7179. faceNormal = new Vector3();
  7180. vertexNormals = { a: new Vector3(), b: new Vector3(), c: new Vector3() };
  7181. dstNormalsFace.push( faceNormal );
  7182. dstNormalsVertex.push( vertexNormals );
  7183. }
  7184. }
  7185. var morphNormals = this.morphNormals[ i ];
  7186. // set vertices to morph target
  7187. tmpGeo.vertices = this.morphTargets[ i ].vertices;
  7188. // compute morph normals
  7189. tmpGeo.computeFaceNormals();
  7190. tmpGeo.computeVertexNormals();
  7191. // store morph normals
  7192. var faceNormal, vertexNormals;
  7193. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7194. face = this.faces[ f ];
  7195. faceNormal = morphNormals.faceNormals[ f ];
  7196. vertexNormals = morphNormals.vertexNormals[ f ];
  7197. faceNormal.copy( face.normal );
  7198. vertexNormals.a.copy( face.vertexNormals[ 0 ] );
  7199. vertexNormals.b.copy( face.vertexNormals[ 1 ] );
  7200. vertexNormals.c.copy( face.vertexNormals[ 2 ] );
  7201. }
  7202. }
  7203. // restore original normals
  7204. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7205. face = this.faces[ f ];
  7206. face.normal = face.__originalFaceNormal;
  7207. face.vertexNormals = face.__originalVertexNormals;
  7208. }
  7209. },
  7210. computeBoundingBox: function () {
  7211. if ( this.boundingBox === null ) {
  7212. this.boundingBox = new Box3();
  7213. }
  7214. this.boundingBox.setFromPoints( this.vertices );
  7215. },
  7216. computeBoundingSphere: function () {
  7217. if ( this.boundingSphere === null ) {
  7218. this.boundingSphere = new Sphere();
  7219. }
  7220. this.boundingSphere.setFromPoints( this.vertices );
  7221. },
  7222. merge: function ( geometry, matrix, materialIndexOffset ) {
  7223. if ( ! ( geometry && geometry.isGeometry ) ) {
  7224. console.error( 'THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.', geometry );
  7225. return;
  7226. }
  7227. var normalMatrix,
  7228. vertexOffset = this.vertices.length,
  7229. vertices1 = this.vertices,
  7230. vertices2 = geometry.vertices,
  7231. faces1 = this.faces,
  7232. faces2 = geometry.faces,
  7233. colors1 = this.colors,
  7234. colors2 = geometry.colors;
  7235. if ( materialIndexOffset === undefined ) { materialIndexOffset = 0; }
  7236. if ( matrix !== undefined ) {
  7237. normalMatrix = new Matrix3().getNormalMatrix( matrix );
  7238. }
  7239. // vertices
  7240. for ( var i = 0, il = vertices2.length; i < il; i ++ ) {
  7241. var vertex = vertices2[ i ];
  7242. var vertexCopy = vertex.clone();
  7243. if ( matrix !== undefined ) { vertexCopy.applyMatrix4( matrix ); }
  7244. vertices1.push( vertexCopy );
  7245. }
  7246. // colors
  7247. for ( var i = 0, il = colors2.length; i < il; i ++ ) {
  7248. colors1.push( colors2[ i ].clone() );
  7249. }
  7250. // faces
  7251. for ( i = 0, il = faces2.length; i < il; i ++ ) {
  7252. var face = faces2[ i ], faceCopy, normal, color,
  7253. faceVertexNormals = face.vertexNormals,
  7254. faceVertexColors = face.vertexColors;
  7255. faceCopy = new Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset );
  7256. faceCopy.normal.copy( face.normal );
  7257. if ( normalMatrix !== undefined ) {
  7258. faceCopy.normal.applyMatrix3( normalMatrix ).normalize();
  7259. }
  7260. for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) {
  7261. normal = faceVertexNormals[ j ].clone();
  7262. if ( normalMatrix !== undefined ) {
  7263. normal.applyMatrix3( normalMatrix ).normalize();
  7264. }
  7265. faceCopy.vertexNormals.push( normal );
  7266. }
  7267. faceCopy.color.copy( face.color );
  7268. for ( var j = 0, jl = faceVertexColors.length; j < jl; j ++ ) {
  7269. color = faceVertexColors[ j ];
  7270. faceCopy.vertexColors.push( color.clone() );
  7271. }
  7272. faceCopy.materialIndex = face.materialIndex + materialIndexOffset;
  7273. faces1.push( faceCopy );
  7274. }
  7275. // uvs
  7276. for ( var i = 0, il = geometry.faceVertexUvs.length; i < il; i ++ ) {
  7277. var faceVertexUvs2 = geometry.faceVertexUvs[ i ];
  7278. if ( this.faceVertexUvs[ i ] === undefined ) { this.faceVertexUvs[ i ] = []; }
  7279. for ( var j = 0, jl = faceVertexUvs2.length; j < jl; j ++ ) {
  7280. var uvs2 = faceVertexUvs2[ j ], uvsCopy = [];
  7281. for ( var k = 0, kl = uvs2.length; k < kl; k ++ ) {
  7282. uvsCopy.push( uvs2[ k ].clone() );
  7283. }
  7284. this.faceVertexUvs[ i ].push( uvsCopy );
  7285. }
  7286. }
  7287. },
  7288. mergeMesh: function ( mesh ) {
  7289. if ( ! ( mesh && mesh.isMesh ) ) {
  7290. console.error( 'THREE.Geometry.mergeMesh(): mesh not an instance of THREE.Mesh.', mesh );
  7291. return;
  7292. }
  7293. if ( mesh.matrixAutoUpdate ) { mesh.updateMatrix(); }
  7294. this.merge( mesh.geometry, mesh.matrix );
  7295. },
  7296. /*
  7297. * Checks for duplicate vertices with hashmap.
  7298. * Duplicated vertices are removed
  7299. * and faces' vertices are updated.
  7300. */
  7301. mergeVertices: function () {
  7302. var verticesMap = {}; // Hashmap for looking up vertices by position coordinates (and making sure they are unique)
  7303. var unique = [], changes = [];
  7304. var v, key;
  7305. var precisionPoints = 4; // number of decimal points, e.g. 4 for epsilon of 0.0001
  7306. var precision = Math.pow( 10, precisionPoints );
  7307. var i, il, face;
  7308. var indices, j, jl;
  7309. for ( i = 0, il = this.vertices.length; i < il; i ++ ) {
  7310. v = this.vertices[ i ];
  7311. key = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision );
  7312. if ( verticesMap[ key ] === undefined ) {
  7313. verticesMap[ key ] = i;
  7314. unique.push( this.vertices[ i ] );
  7315. changes[ i ] = unique.length - 1;
  7316. } else {
  7317. //console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);
  7318. changes[ i ] = changes[ verticesMap[ key ] ];
  7319. }
  7320. }
  7321. // if faces are completely degenerate after merging vertices, we
  7322. // have to remove them from the geometry.
  7323. var faceIndicesToRemove = [];
  7324. for ( i = 0, il = this.faces.length; i < il; i ++ ) {
  7325. face = this.faces[ i ];
  7326. face.a = changes[ face.a ];
  7327. face.b = changes[ face.b ];
  7328. face.c = changes[ face.c ];
  7329. indices = [ face.a, face.b, face.c ];
  7330. // if any duplicate vertices are found in a Face3
  7331. // we have to remove the face as nothing can be saved
  7332. for ( var n = 0; n < 3; n ++ ) {
  7333. if ( indices[ n ] === indices[ ( n + 1 ) % 3 ] ) {
  7334. faceIndicesToRemove.push( i );
  7335. break;
  7336. }
  7337. }
  7338. }
  7339. for ( i = faceIndicesToRemove.length - 1; i >= 0; i -- ) {
  7340. var idx = faceIndicesToRemove[ i ];
  7341. this.faces.splice( idx, 1 );
  7342. for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {
  7343. this.faceVertexUvs[ j ].splice( idx, 1 );
  7344. }
  7345. }
  7346. // Use unique set of vertices
  7347. var diff = this.vertices.length - unique.length;
  7348. this.vertices = unique;
  7349. return diff;
  7350. },
  7351. setFromPoints: function ( points ) {
  7352. this.vertices = [];
  7353. for ( var i = 0, l = points.length; i < l; i ++ ) {
  7354. var point = points[ i ];
  7355. this.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );
  7356. }
  7357. return this;
  7358. },
  7359. sortFacesByMaterialIndex: function () {
  7360. var faces = this.faces;
  7361. var length = faces.length;
  7362. // tag faces
  7363. for ( var i = 0; i < length; i ++ ) {
  7364. faces[ i ]._id = i;
  7365. }
  7366. // sort faces
  7367. function materialIndexSort( a, b ) {
  7368. return a.materialIndex - b.materialIndex;
  7369. }
  7370. faces.sort( materialIndexSort );
  7371. // sort uvs
  7372. var uvs1 = this.faceVertexUvs[ 0 ];
  7373. var uvs2 = this.faceVertexUvs[ 1 ];
  7374. var newUvs1, newUvs2;
  7375. if ( uvs1 && uvs1.length === length ) { newUvs1 = []; }
  7376. if ( uvs2 && uvs2.length === length ) { newUvs2 = []; }
  7377. for ( var i = 0; i < length; i ++ ) {
  7378. var id = faces[ i ]._id;
  7379. if ( newUvs1 ) { newUvs1.push( uvs1[ id ] ); }
  7380. if ( newUvs2 ) { newUvs2.push( uvs2[ id ] ); }
  7381. }
  7382. if ( newUvs1 ) { this.faceVertexUvs[ 0 ] = newUvs1; }
  7383. if ( newUvs2 ) { this.faceVertexUvs[ 1 ] = newUvs2; }
  7384. },
  7385. toJSON: function () {
  7386. var data = {
  7387. metadata: {
  7388. version: 4.5,
  7389. type: 'Geometry',
  7390. generator: 'Geometry.toJSON'
  7391. }
  7392. };
  7393. // standard Geometry serialization
  7394. data.uuid = this.uuid;
  7395. data.type = this.type;
  7396. if ( this.name !== '' ) { data.name = this.name; }
  7397. if ( this.parameters !== undefined ) {
  7398. var parameters = this.parameters;
  7399. for ( var key in parameters ) {
  7400. if ( parameters[ key ] !== undefined ) { data[ key ] = parameters[ key ]; }
  7401. }
  7402. return data;
  7403. }
  7404. var vertices = [];
  7405. for ( var i = 0; i < this.vertices.length; i ++ ) {
  7406. var vertex = this.vertices[ i ];
  7407. vertices.push( vertex.x, vertex.y, vertex.z );
  7408. }
  7409. var faces = [];
  7410. var normals = [];
  7411. var normalsHash = {};
  7412. var colors = [];
  7413. var colorsHash = {};
  7414. var uvs = [];
  7415. var uvsHash = {};
  7416. for ( var i = 0; i < this.faces.length; i ++ ) {
  7417. var face = this.faces[ i ];
  7418. var hasMaterial = true;
  7419. var hasFaceUv = false; // deprecated
  7420. var hasFaceVertexUv = this.faceVertexUvs[ 0 ][ i ] !== undefined;
  7421. var hasFaceNormal = face.normal.length() > 0;
  7422. var hasFaceVertexNormal = face.vertexNormals.length > 0;
  7423. var hasFaceColor = face.color.r !== 1 || face.color.g !== 1 || face.color.b !== 1;
  7424. var hasFaceVertexColor = face.vertexColors.length > 0;
  7425. var faceType = 0;
  7426. faceType = setBit( faceType, 0, 0 ); // isQuad
  7427. faceType = setBit( faceType, 1, hasMaterial );
  7428. faceType = setBit( faceType, 2, hasFaceUv );
  7429. faceType = setBit( faceType, 3, hasFaceVertexUv );
  7430. faceType = setBit( faceType, 4, hasFaceNormal );
  7431. faceType = setBit( faceType, 5, hasFaceVertexNormal );
  7432. faceType = setBit( faceType, 6, hasFaceColor );
  7433. faceType = setBit( faceType, 7, hasFaceVertexColor );
  7434. faces.push( faceType );
  7435. faces.push( face.a, face.b, face.c );
  7436. faces.push( face.materialIndex );
  7437. if ( hasFaceVertexUv ) {
  7438. var faceVertexUvs = this.faceVertexUvs[ 0 ][ i ];
  7439. faces.push(
  7440. getUvIndex( faceVertexUvs[ 0 ] ),
  7441. getUvIndex( faceVertexUvs[ 1 ] ),
  7442. getUvIndex( faceVertexUvs[ 2 ] )
  7443. );
  7444. }
  7445. if ( hasFaceNormal ) {
  7446. faces.push( getNormalIndex( face.normal ) );
  7447. }
  7448. if ( hasFaceVertexNormal ) {
  7449. var vertexNormals = face.vertexNormals;
  7450. faces.push(
  7451. getNormalIndex( vertexNormals[ 0 ] ),
  7452. getNormalIndex( vertexNormals[ 1 ] ),
  7453. getNormalIndex( vertexNormals[ 2 ] )
  7454. );
  7455. }
  7456. if ( hasFaceColor ) {
  7457. faces.push( getColorIndex( face.color ) );
  7458. }
  7459. if ( hasFaceVertexColor ) {
  7460. var vertexColors = face.vertexColors;
  7461. faces.push(
  7462. getColorIndex( vertexColors[ 0 ] ),
  7463. getColorIndex( vertexColors[ 1 ] ),
  7464. getColorIndex( vertexColors[ 2 ] )
  7465. );
  7466. }
  7467. }
  7468. function setBit( value, position, enabled ) {
  7469. return enabled ? value | ( 1 << position ) : value & ( ~ ( 1 << position ) );
  7470. }
  7471. function getNormalIndex( normal ) {
  7472. var hash = normal.x.toString() + normal.y.toString() + normal.z.toString();
  7473. if ( normalsHash[ hash ] !== undefined ) {
  7474. return normalsHash[ hash ];
  7475. }
  7476. normalsHash[ hash ] = normals.length / 3;
  7477. normals.push( normal.x, normal.y, normal.z );
  7478. return normalsHash[ hash ];
  7479. }
  7480. function getColorIndex( color ) {
  7481. var hash = color.r.toString() + color.g.toString() + color.b.toString();
  7482. if ( colorsHash[ hash ] !== undefined ) {
  7483. return colorsHash[ hash ];
  7484. }
  7485. colorsHash[ hash ] = colors.length;
  7486. colors.push( color.getHex() );
  7487. return colorsHash[ hash ];
  7488. }
  7489. function getUvIndex( uv ) {
  7490. var hash = uv.x.toString() + uv.y.toString();
  7491. if ( uvsHash[ hash ] !== undefined ) {
  7492. return uvsHash[ hash ];
  7493. }
  7494. uvsHash[ hash ] = uvs.length / 2;
  7495. uvs.push( uv.x, uv.y );
  7496. return uvsHash[ hash ];
  7497. }
  7498. data.data = {};
  7499. data.data.vertices = vertices;
  7500. data.data.normals = normals;
  7501. if ( colors.length > 0 ) { data.data.colors = colors; }
  7502. if ( uvs.length > 0 ) { data.data.uvs = [ uvs ]; } // temporal backward compatibility
  7503. data.data.faces = faces;
  7504. return data;
  7505. },
  7506. clone: function () {
  7507. /*
  7508. // Handle primitives
  7509. var parameters = this.parameters;
  7510. if ( parameters !== undefined ) {
  7511. var values = [];
  7512. for ( var key in parameters ) {
  7513. values.push( parameters[ key ] );
  7514. }
  7515. var geometry = Object.create( this.constructor.prototype );
  7516. this.constructor.apply( geometry, values );
  7517. return geometry;
  7518. }
  7519. return new this.constructor().copy( this );
  7520. */
  7521. return new Geometry().copy( this );
  7522. },
  7523. copy: function ( source ) {
  7524. var i, il, j, jl, k, kl;
  7525. // reset
  7526. this.vertices = [];
  7527. this.colors = [];
  7528. this.faces = [];
  7529. this.faceVertexUvs = [[]];
  7530. this.morphTargets = [];
  7531. this.morphNormals = [];
  7532. this.skinWeights = [];
  7533. this.skinIndices = [];
  7534. this.lineDistances = [];
  7535. this.boundingBox = null;
  7536. this.boundingSphere = null;
  7537. // name
  7538. this.name = source.name;
  7539. // vertices
  7540. var vertices = source.vertices;
  7541. for ( i = 0, il = vertices.length; i < il; i ++ ) {
  7542. this.vertices.push( vertices[ i ].clone() );
  7543. }
  7544. // colors
  7545. var colors = source.colors;
  7546. for ( i = 0, il = colors.length; i < il; i ++ ) {
  7547. this.colors.push( colors[ i ].clone() );
  7548. }
  7549. // faces
  7550. var faces = source.faces;
  7551. for ( i = 0, il = faces.length; i < il; i ++ ) {
  7552. this.faces.push( faces[ i ].clone() );
  7553. }
  7554. // face vertex uvs
  7555. for ( i = 0, il = source.faceVertexUvs.length; i < il; i ++ ) {
  7556. var faceVertexUvs = source.faceVertexUvs[ i ];
  7557. if ( this.faceVertexUvs[ i ] === undefined ) {
  7558. this.faceVertexUvs[ i ] = [];
  7559. }
  7560. for ( j = 0, jl = faceVertexUvs.length; j < jl; j ++ ) {
  7561. var uvs = faceVertexUvs[ j ], uvsCopy = [];
  7562. for ( k = 0, kl = uvs.length; k < kl; k ++ ) {
  7563. var uv = uvs[ k ];
  7564. uvsCopy.push( uv.clone() );
  7565. }
  7566. this.faceVertexUvs[ i ].push( uvsCopy );
  7567. }
  7568. }
  7569. // morph targets
  7570. var morphTargets = source.morphTargets;
  7571. for ( i = 0, il = morphTargets.length; i < il; i ++ ) {
  7572. var morphTarget = {};
  7573. morphTarget.name = morphTargets[ i ].name;
  7574. // vertices
  7575. if ( morphTargets[ i ].vertices !== undefined ) {
  7576. morphTarget.vertices = [];
  7577. for ( j = 0, jl = morphTargets[ i ].vertices.length; j < jl; j ++ ) {
  7578. morphTarget.vertices.push( morphTargets[ i ].vertices[ j ].clone() );
  7579. }
  7580. }
  7581. // normals
  7582. if ( morphTargets[ i ].normals !== undefined ) {
  7583. morphTarget.normals = [];
  7584. for ( j = 0, jl = morphTargets[ i ].normals.length; j < jl; j ++ ) {
  7585. morphTarget.normals.push( morphTargets[ i ].normals[ j ].clone() );
  7586. }
  7587. }
  7588. this.morphTargets.push( morphTarget );
  7589. }
  7590. // morph normals
  7591. var morphNormals = source.morphNormals;
  7592. for ( i = 0, il = morphNormals.length; i < il; i ++ ) {
  7593. var morphNormal = {};
  7594. // vertex normals
  7595. if ( morphNormals[ i ].vertexNormals !== undefined ) {
  7596. morphNormal.vertexNormals = [];
  7597. for ( j = 0, jl = morphNormals[ i ].vertexNormals.length; j < jl; j ++ ) {
  7598. var srcVertexNormal = morphNormals[ i ].vertexNormals[ j ];
  7599. var destVertexNormal = {};
  7600. destVertexNormal.a = srcVertexNormal.a.clone();
  7601. destVertexNormal.b = srcVertexNormal.b.clone();
  7602. destVertexNormal.c = srcVertexNormal.c.clone();
  7603. morphNormal.vertexNormals.push( destVertexNormal );
  7604. }
  7605. }
  7606. // face normals
  7607. if ( morphNormals[ i ].faceNormals !== undefined ) {
  7608. morphNormal.faceNormals = [];
  7609. for ( j = 0, jl = morphNormals[ i ].faceNormals.length; j < jl; j ++ ) {
  7610. morphNormal.faceNormals.push( morphNormals[ i ].faceNormals[ j ].clone() );
  7611. }
  7612. }
  7613. this.morphNormals.push( morphNormal );
  7614. }
  7615. // skin weights
  7616. var skinWeights = source.skinWeights;
  7617. for ( i = 0, il = skinWeights.length; i < il; i ++ ) {
  7618. this.skinWeights.push( skinWeights[ i ].clone() );
  7619. }
  7620. // skin indices
  7621. var skinIndices = source.skinIndices;
  7622. for ( i = 0, il = skinIndices.length; i < il; i ++ ) {
  7623. this.skinIndices.push( skinIndices[ i ].clone() );
  7624. }
  7625. // line distances
  7626. var lineDistances = source.lineDistances;
  7627. for ( i = 0, il = lineDistances.length; i < il; i ++ ) {
  7628. this.lineDistances.push( lineDistances[ i ] );
  7629. }
  7630. // bounding box
  7631. var boundingBox = source.boundingBox;
  7632. if ( boundingBox !== null ) {
  7633. this.boundingBox = boundingBox.clone();
  7634. }
  7635. // bounding sphere
  7636. var boundingSphere = source.boundingSphere;
  7637. if ( boundingSphere !== null ) {
  7638. this.boundingSphere = boundingSphere.clone();
  7639. }
  7640. // update flags
  7641. this.elementsNeedUpdate = source.elementsNeedUpdate;
  7642. this.verticesNeedUpdate = source.verticesNeedUpdate;
  7643. this.uvsNeedUpdate = source.uvsNeedUpdate;
  7644. this.normalsNeedUpdate = source.normalsNeedUpdate;
  7645. this.colorsNeedUpdate = source.colorsNeedUpdate;
  7646. this.lineDistancesNeedUpdate = source.lineDistancesNeedUpdate;
  7647. this.groupsNeedUpdate = source.groupsNeedUpdate;
  7648. return this;
  7649. },
  7650. dispose: function () {
  7651. this.dispatchEvent( { type: 'dispose' } );
  7652. }
  7653. } );
  7654. /**
  7655. * @author mrdoob / http://mrdoob.com/
  7656. * @author Mugen87 / https://github.com/Mugen87
  7657. */
  7658. // BoxGeometry
  7659. var BoxGeometry = /*@__PURE__*/(function (Geometry) {
  7660. function BoxGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  7661. Geometry.call(this);
  7662. this.type = 'BoxGeometry';
  7663. this.parameters = {
  7664. width: width,
  7665. height: height,
  7666. depth: depth,
  7667. widthSegments: widthSegments,
  7668. heightSegments: heightSegments,
  7669. depthSegments: depthSegments
  7670. };
  7671. this.fromBufferGeometry( new BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) );
  7672. this.mergeVertices();
  7673. }
  7674. if ( Geometry ) BoxGeometry.__proto__ = Geometry;
  7675. BoxGeometry.prototype = Object.create( Geometry && Geometry.prototype );
  7676. BoxGeometry.prototype.constructor = BoxGeometry;
  7677. return BoxGeometry;
  7678. }(Geometry));
  7679. // BoxBufferGeometry
  7680. var BoxBufferGeometry = /*@__PURE__*/(function (BufferGeometry) {
  7681. function BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  7682. BufferGeometry.call(this);
  7683. this.type = 'BoxBufferGeometry';
  7684. this.parameters = {
  7685. width: width,
  7686. height: height,
  7687. depth: depth,
  7688. widthSegments: widthSegments,
  7689. heightSegments: heightSegments,
  7690. depthSegments: depthSegments
  7691. };
  7692. var scope = this;
  7693. width = width || 1;
  7694. height = height || 1;
  7695. depth = depth || 1;
  7696. // segments
  7697. widthSegments = Math.floor( widthSegments ) || 1;
  7698. heightSegments = Math.floor( heightSegments ) || 1;
  7699. depthSegments = Math.floor( depthSegments ) || 1;
  7700. // buffers
  7701. var indices = [];
  7702. var vertices = [];
  7703. var normals = [];
  7704. var uvs = [];
  7705. // helper variables
  7706. var numberOfVertices = 0;
  7707. var groupStart = 0;
  7708. // build each side of the box geometry
  7709. buildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px
  7710. buildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx
  7711. buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py
  7712. buildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny
  7713. buildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz
  7714. buildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz
  7715. // build geometry
  7716. this.setIndex( indices );
  7717. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  7718. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  7719. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  7720. function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {
  7721. var segmentWidth = width / gridX;
  7722. var segmentHeight = height / gridY;
  7723. var widthHalf = width / 2;
  7724. var heightHalf = height / 2;
  7725. var depthHalf = depth / 2;
  7726. var gridX1 = gridX + 1;
  7727. var gridY1 = gridY + 1;
  7728. var vertexCounter = 0;
  7729. var groupCount = 0;
  7730. var ix, iy;
  7731. var vector = new Vector3();
  7732. // generate vertices, normals and uvs
  7733. for ( iy = 0; iy < gridY1; iy ++ ) {
  7734. var y = iy * segmentHeight - heightHalf;
  7735. for ( ix = 0; ix < gridX1; ix ++ ) {
  7736. var x = ix * segmentWidth - widthHalf;
  7737. // set values to correct vector component
  7738. vector[ u ] = x * udir;
  7739. vector[ v ] = y * vdir;
  7740. vector[ w ] = depthHalf;
  7741. // now apply vector to vertex buffer
  7742. vertices.push( vector.x, vector.y, vector.z );
  7743. // set values to correct vector component
  7744. vector[ u ] = 0;
  7745. vector[ v ] = 0;
  7746. vector[ w ] = depth > 0 ? 1 : - 1;
  7747. // now apply vector to normal buffer
  7748. normals.push( vector.x, vector.y, vector.z );
  7749. // uvs
  7750. uvs.push( ix / gridX );
  7751. uvs.push( 1 - ( iy / gridY ) );
  7752. // counters
  7753. vertexCounter += 1;
  7754. }
  7755. }
  7756. // indices
  7757. // 1. you need three indices to draw a single face
  7758. // 2. a single segment consists of two faces
  7759. // 3. so we need to generate six (2*3) indices per segment
  7760. for ( iy = 0; iy < gridY; iy ++ ) {
  7761. for ( ix = 0; ix < gridX; ix ++ ) {
  7762. var a = numberOfVertices + ix + gridX1 * iy;
  7763. var b = numberOfVertices + ix + gridX1 * ( iy + 1 );
  7764. var c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 );
  7765. var d = numberOfVertices + ( ix + 1 ) + gridX1 * iy;
  7766. // faces
  7767. indices.push( a, b, d );
  7768. indices.push( b, c, d );
  7769. // increase counter
  7770. groupCount += 6;
  7771. }
  7772. }
  7773. // add a group to the geometry. this will ensure multi material support
  7774. scope.addGroup( groupStart, groupCount, materialIndex );
  7775. // calculate new start value for groups
  7776. groupStart += groupCount;
  7777. // update total number of vertices
  7778. numberOfVertices += vertexCounter;
  7779. }
  7780. }
  7781. if ( BufferGeometry ) BoxBufferGeometry.__proto__ = BufferGeometry;
  7782. BoxBufferGeometry.prototype = Object.create( BufferGeometry && BufferGeometry.prototype );
  7783. BoxBufferGeometry.prototype.constructor = BoxBufferGeometry;
  7784. return BoxBufferGeometry;
  7785. }(BufferGeometry));
  7786. /**
  7787. * Uniform Utilities
  7788. */
  7789. function cloneUniforms( src ) {
  7790. var dst = {};
  7791. for ( var u in src ) {
  7792. dst[ u ] = {};
  7793. for ( var p in src[ u ] ) {
  7794. var property = src[ u ][ p ];
  7795. if ( property && ( property.isColor ||
  7796. property.isMatrix3 || property.isMatrix4 ||
  7797. property.isVector2 || property.isVector3 || property.isVector4 ||
  7798. property.isTexture ) ) {
  7799. dst[ u ][ p ] = property.clone();
  7800. } else if ( Array.isArray( property ) ) {
  7801. dst[ u ][ p ] = property.slice();
  7802. } else {
  7803. dst[ u ][ p ] = property;
  7804. }
  7805. }
  7806. }
  7807. return dst;
  7808. }
  7809. function mergeUniforms( uniforms ) {
  7810. var merged = {};
  7811. for ( var u = 0; u < uniforms.length; u ++ ) {
  7812. var tmp = cloneUniforms( uniforms[ u ] );
  7813. for ( var p in tmp ) {
  7814. merged[ p ] = tmp[ p ];
  7815. }
  7816. }
  7817. return merged;
  7818. }
  7819. // Legacy
  7820. var UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms };
  7821. var default_vertex = "void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}";
  7822. var default_fragment = "void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}";
  7823. /**
  7824. * @author alteredq / http://alteredqualia.com/
  7825. *
  7826. * parameters = {
  7827. * defines: { "label" : "value" },
  7828. * uniforms: { "parameter1": { value: 1.0 }, "parameter2": { value2: 2 } },
  7829. *
  7830. * fragmentShader: <string>,
  7831. * vertexShader: <string>,
  7832. *
  7833. * wireframe: <boolean>,
  7834. * wireframeLinewidth: <float>,
  7835. *
  7836. * lights: <bool>,
  7837. *
  7838. * skinning: <bool>,
  7839. * morphTargets: <bool>,
  7840. * morphNormals: <bool>
  7841. * }
  7842. */
  7843. function ShaderMaterial( parameters ) {
  7844. Material.call( this );
  7845. this.type = 'ShaderMaterial';
  7846. this.defines = {};
  7847. this.uniforms = {};
  7848. this.vertexShader = default_vertex;
  7849. this.fragmentShader = default_fragment;
  7850. this.linewidth = 1;
  7851. this.wireframe = false;
  7852. this.wireframeLinewidth = 1;
  7853. this.fog = false; // set to use scene fog
  7854. this.lights = false; // set to use scene lights
  7855. this.clipping = false; // set to use user-defined clipping planes
  7856. this.skinning = false; // set to use skinning attribute streams
  7857. this.morphTargets = false; // set to use morph targets
  7858. this.morphNormals = false; // set to use morph normals
  7859. this.extensions = {
  7860. derivatives: false, // set to use derivatives
  7861. fragDepth: false, // set to use fragment depth values
  7862. drawBuffers: false, // set to use draw buffers
  7863. shaderTextureLOD: false // set to use shader texture LOD
  7864. };
  7865. // When rendered geometry doesn't include these attributes but the material does,
  7866. // use these default values in WebGL. This avoids errors when buffer data is missing.
  7867. this.defaultAttributeValues = {
  7868. 'color': [ 1, 1, 1 ],
  7869. 'uv': [ 0, 0 ],
  7870. 'uv2': [ 0, 0 ]
  7871. };
  7872. this.index0AttributeName = undefined;
  7873. this.uniformsNeedUpdate = false;
  7874. if ( parameters !== undefined ) {
  7875. if ( parameters.attributes !== undefined ) {
  7876. console.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' );
  7877. }
  7878. this.setValues( parameters );
  7879. }
  7880. }
  7881. ShaderMaterial.prototype = Object.create( Material.prototype );
  7882. ShaderMaterial.prototype.constructor = ShaderMaterial;
  7883. ShaderMaterial.prototype.isShaderMaterial = true;
  7884. ShaderMaterial.prototype.copy = function ( source ) {
  7885. Material.prototype.copy.call( this, source );
  7886. this.fragmentShader = source.fragmentShader;
  7887. this.vertexShader = source.vertexShader;
  7888. this.uniforms = cloneUniforms( source.uniforms );
  7889. this.defines = Object.assign( {}, source.defines );
  7890. this.wireframe = source.wireframe;
  7891. this.wireframeLinewidth = source.wireframeLinewidth;
  7892. this.lights = source.lights;
  7893. this.clipping = source.clipping;
  7894. this.skinning = source.skinning;
  7895. this.morphTargets = source.morphTargets;
  7896. this.morphNormals = source.morphNormals;
  7897. this.extensions = source.extensions;
  7898. return this;
  7899. };
  7900. ShaderMaterial.prototype.toJSON = function ( meta ) {
  7901. var data = Material.prototype.toJSON.call( this, meta );
  7902. data.uniforms = {};
  7903. for ( var name in this.uniforms ) {
  7904. var uniform = this.uniforms[ name ];
  7905. var value = uniform.value;
  7906. if ( value && value.isTexture ) {
  7907. data.uniforms[ name ] = {
  7908. type: 't',
  7909. value: value.toJSON( meta ).uuid
  7910. };
  7911. } else if ( value && value.isColor ) {
  7912. data.uniforms[ name ] = {
  7913. type: 'c',
  7914. value: value.getHex()
  7915. };
  7916. } else if ( value && value.isVector2 ) {
  7917. data.uniforms[ name ] = {
  7918. type: 'v2',
  7919. value: value.toArray()
  7920. };
  7921. } else if ( value && value.isVector3 ) {
  7922. data.uniforms[ name ] = {
  7923. type: 'v3',
  7924. value: value.toArray()
  7925. };
  7926. } else if ( value && value.isVector4 ) {
  7927. data.uniforms[ name ] = {
  7928. type: 'v4',
  7929. value: value.toArray()
  7930. };
  7931. } else if ( value && value.isMatrix3 ) {
  7932. data.uniforms[ name ] = {
  7933. type: 'm3',
  7934. value: value.toArray()
  7935. };
  7936. } else if ( value && value.isMatrix4 ) {
  7937. data.uniforms[ name ] = {
  7938. type: 'm4',
  7939. value: value.toArray()
  7940. };
  7941. } else {
  7942. data.uniforms[ name ] = {
  7943. value: value
  7944. };
  7945. // note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far
  7946. }
  7947. }
  7948. if ( Object.keys( this.defines ).length > 0 ) { data.defines = this.defines; }
  7949. data.vertexShader = this.vertexShader;
  7950. data.fragmentShader = this.fragmentShader;
  7951. var extensions = {};
  7952. for ( var key in this.extensions ) {
  7953. if ( this.extensions[ key ] === true ) { extensions[ key ] = true; }
  7954. }
  7955. if ( Object.keys( extensions ).length > 0 ) { data.extensions = extensions; }
  7956. return data;
  7957. };
  7958. /**
  7959. * @author mrdoob / http://mrdoob.com/
  7960. * @author mikael emtinger / http://gomo.se/
  7961. * @author WestLangley / http://github.com/WestLangley
  7962. */
  7963. function Camera() {
  7964. Object3D.call( this );
  7965. this.type = 'Camera';
  7966. this.matrixWorldInverse = new Matrix4();
  7967. this.projectionMatrix = new Matrix4();
  7968. this.projectionMatrixInverse = new Matrix4();
  7969. }
  7970. Camera.prototype = Object.assign( Object.create( Object3D.prototype ), {
  7971. constructor: Camera,
  7972. isCamera: true,
  7973. copy: function ( source, recursive ) {
  7974. Object3D.prototype.copy.call( this, source, recursive );
  7975. this.matrixWorldInverse.copy( source.matrixWorldInverse );
  7976. this.projectionMatrix.copy( source.projectionMatrix );
  7977. this.projectionMatrixInverse.copy( source.projectionMatrixInverse );
  7978. return this;
  7979. },
  7980. getWorldDirection: function ( target ) {
  7981. if ( target === undefined ) {
  7982. console.warn( 'THREE.Camera: .getWorldDirection() target is now required' );
  7983. target = new Vector3();
  7984. }
  7985. this.updateMatrixWorld( true );
  7986. var e = this.matrixWorld.elements;
  7987. return target.set( - e[ 8 ], - e[ 9 ], - e[ 10 ] ).normalize();
  7988. },
  7989. updateMatrixWorld: function ( force ) {
  7990. Object3D.prototype.updateMatrixWorld.call( this, force );
  7991. this.matrixWorldInverse.getInverse( this.matrixWorld );
  7992. },
  7993. updateWorldMatrix: function ( updateParents, updateChildren ) {
  7994. Object3D.prototype.updateWorldMatrix.call( this, updateParents, updateChildren );
  7995. this.matrixWorldInverse.getInverse( this.matrixWorld );
  7996. },
  7997. clone: function () {
  7998. return new this.constructor().copy( this );
  7999. }
  8000. } );
  8001. /**
  8002. * @author mrdoob / http://mrdoob.com/
  8003. * @author greggman / http://games.greggman.com/
  8004. * @author zz85 / http://www.lab4games.net/zz85/blog
  8005. * @author tschw
  8006. */
  8007. function PerspectiveCamera( fov, aspect, near, far ) {
  8008. Camera.call( this );
  8009. this.type = 'PerspectiveCamera';
  8010. this.fov = fov !== undefined ? fov : 50;
  8011. this.zoom = 1;
  8012. this.near = near !== undefined ? near : 0.1;
  8013. this.far = far !== undefined ? far : 2000;
  8014. this.focus = 10;
  8015. this.aspect = aspect !== undefined ? aspect : 1;
  8016. this.view = null;
  8017. this.filmGauge = 35; // width of the film (default in millimeters)
  8018. this.filmOffset = 0; // horizontal film offset (same unit as gauge)
  8019. this.updateProjectionMatrix();
  8020. }
  8021. PerspectiveCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
  8022. constructor: PerspectiveCamera,
  8023. isPerspectiveCamera: true,
  8024. copy: function ( source, recursive ) {
  8025. Camera.prototype.copy.call( this, source, recursive );
  8026. this.fov = source.fov;
  8027. this.zoom = source.zoom;
  8028. this.near = source.near;
  8029. this.far = source.far;
  8030. this.focus = source.focus;
  8031. this.aspect = source.aspect;
  8032. this.view = source.view === null ? null : Object.assign( {}, source.view );
  8033. this.filmGauge = source.filmGauge;
  8034. this.filmOffset = source.filmOffset;
  8035. return this;
  8036. },
  8037. /**
  8038. * Sets the FOV by focal length in respect to the current .filmGauge.
  8039. *
  8040. * The default film gauge is 35, so that the focal length can be specified for
  8041. * a 35mm (full frame) camera.
  8042. *
  8043. * Values for focal length and film gauge must have the same unit.
  8044. */
  8045. setFocalLength: function ( focalLength ) {
  8046. // see http://www.bobatkins.com/photography/technical/field_of_view.html
  8047. var vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;
  8048. this.fov = MathUtils.RAD2DEG * 2 * Math.atan( vExtentSlope );
  8049. this.updateProjectionMatrix();
  8050. },
  8051. /**
  8052. * Calculates the focal length from the current .fov and .filmGauge.
  8053. */
  8054. getFocalLength: function () {
  8055. var vExtentSlope = Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov );
  8056. return 0.5 * this.getFilmHeight() / vExtentSlope;
  8057. },
  8058. getEffectiveFOV: function () {
  8059. return MathUtils.RAD2DEG * 2 * Math.atan(
  8060. Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov ) / this.zoom );
  8061. },
  8062. getFilmWidth: function () {
  8063. // film not completely covered in portrait format (aspect < 1)
  8064. return this.filmGauge * Math.min( this.aspect, 1 );
  8065. },
  8066. getFilmHeight: function () {
  8067. // film not completely covered in landscape format (aspect > 1)
  8068. return this.filmGauge / Math.max( this.aspect, 1 );
  8069. },
  8070. /**
  8071. * Sets an offset in a larger frustum. This is useful for multi-window or
  8072. * multi-monitor/multi-machine setups.
  8073. *
  8074. * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
  8075. * the monitors are in grid like this
  8076. *
  8077. * +---+---+---+
  8078. * | A | B | C |
  8079. * +---+---+---+
  8080. * | D | E | F |
  8081. * +---+---+---+
  8082. *
  8083. * then for each monitor you would call it like this
  8084. *
  8085. * var w = 1920;
  8086. * var h = 1080;
  8087. * var fullWidth = w * 3;
  8088. * var fullHeight = h * 2;
  8089. *
  8090. * --A--
  8091. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
  8092. * --B--
  8093. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
  8094. * --C--
  8095. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
  8096. * --D--
  8097. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
  8098. * --E--
  8099. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
  8100. * --F--
  8101. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
  8102. *
  8103. * Note there is no reason monitors have to be the same size or in a grid.
  8104. */
  8105. setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
  8106. this.aspect = fullWidth / fullHeight;
  8107. if ( this.view === null ) {
  8108. this.view = {
  8109. enabled: true,
  8110. fullWidth: 1,
  8111. fullHeight: 1,
  8112. offsetX: 0,
  8113. offsetY: 0,
  8114. width: 1,
  8115. height: 1
  8116. };
  8117. }
  8118. this.view.enabled = true;
  8119. this.view.fullWidth = fullWidth;
  8120. this.view.fullHeight = fullHeight;
  8121. this.view.offsetX = x;
  8122. this.view.offsetY = y;
  8123. this.view.width = width;
  8124. this.view.height = height;
  8125. this.updateProjectionMatrix();
  8126. },
  8127. clearViewOffset: function () {
  8128. if ( this.view !== null ) {
  8129. this.view.enabled = false;
  8130. }
  8131. this.updateProjectionMatrix();
  8132. },
  8133. updateProjectionMatrix: function () {
  8134. var near = this.near,
  8135. top = near * Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov ) / this.zoom,
  8136. height = 2 * top,
  8137. width = this.aspect * height,
  8138. left = - 0.5 * width,
  8139. view = this.view;
  8140. if ( this.view !== null && this.view.enabled ) {
  8141. var fullWidth = view.fullWidth,
  8142. fullHeight = view.fullHeight;
  8143. left += view.offsetX * width / fullWidth;
  8144. top -= view.offsetY * height / fullHeight;
  8145. width *= view.width / fullWidth;
  8146. height *= view.height / fullHeight;
  8147. }
  8148. var skew = this.filmOffset;
  8149. if ( skew !== 0 ) { left += near * skew / this.getFilmWidth(); }
  8150. this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far );
  8151. this.projectionMatrixInverse.getInverse( this.projectionMatrix );
  8152. },
  8153. toJSON: function ( meta ) {
  8154. var data = Object3D.prototype.toJSON.call( this, meta );
  8155. data.object.fov = this.fov;
  8156. data.object.zoom = this.zoom;
  8157. data.object.near = this.near;
  8158. data.object.far = this.far;
  8159. data.object.focus = this.focus;
  8160. data.object.aspect = this.aspect;
  8161. if ( this.view !== null ) { data.object.view = Object.assign( {}, this.view ); }
  8162. data.object.filmGauge = this.filmGauge;
  8163. data.object.filmOffset = this.filmOffset;
  8164. return data;
  8165. }
  8166. } );
  8167. /**
  8168. * Camera for rendering cube maps
  8169. * - renders scene into axis-aligned cube
  8170. *
  8171. * @author alteredq / http://alteredqualia.com/
  8172. */
  8173. var fov = 90, aspect = 1;
  8174. function CubeCamera( near, far, cubeResolution, options ) {
  8175. Object3D.call( this );
  8176. this.type = 'CubeCamera';
  8177. var cameraPX = new PerspectiveCamera( fov, aspect, near, far );
  8178. cameraPX.up.set( 0, - 1, 0 );
  8179. cameraPX.lookAt( new Vector3( 1, 0, 0 ) );
  8180. this.add( cameraPX );
  8181. var cameraNX = new PerspectiveCamera( fov, aspect, near, far );
  8182. cameraNX.up.set( 0, - 1, 0 );
  8183. cameraNX.lookAt( new Vector3( - 1, 0, 0 ) );
  8184. this.add( cameraNX );
  8185. var cameraPY = new PerspectiveCamera( fov, aspect, near, far );
  8186. cameraPY.up.set( 0, 0, 1 );
  8187. cameraPY.lookAt( new Vector3( 0, 1, 0 ) );
  8188. this.add( cameraPY );
  8189. var cameraNY = new PerspectiveCamera( fov, aspect, near, far );
  8190. cameraNY.up.set( 0, 0, - 1 );
  8191. cameraNY.lookAt( new Vector3( 0, - 1, 0 ) );
  8192. this.add( cameraNY );
  8193. var cameraPZ = new PerspectiveCamera( fov, aspect, near, far );
  8194. cameraPZ.up.set( 0, - 1, 0 );
  8195. cameraPZ.lookAt( new Vector3( 0, 0, 1 ) );
  8196. this.add( cameraPZ );
  8197. var cameraNZ = new PerspectiveCamera( fov, aspect, near, far );
  8198. cameraNZ.up.set( 0, - 1, 0 );
  8199. cameraNZ.lookAt( new Vector3( 0, 0, - 1 ) );
  8200. this.add( cameraNZ );
  8201. options = options || { format: RGBFormat, magFilter: LinearFilter, minFilter: LinearFilter };
  8202. this.renderTarget = new WebGLCubeRenderTarget( cubeResolution, options );
  8203. this.renderTarget.texture.name = "CubeCamera";
  8204. this.update = function ( renderer, scene ) {
  8205. if ( this.parent === null ) { this.updateMatrixWorld(); }
  8206. var currentRenderTarget = renderer.getRenderTarget();
  8207. var renderTarget = this.renderTarget;
  8208. var generateMipmaps = renderTarget.texture.generateMipmaps;
  8209. renderTarget.texture.generateMipmaps = false;
  8210. renderer.setRenderTarget( renderTarget, 0 );
  8211. renderer.render( scene, cameraPX );
  8212. renderer.setRenderTarget( renderTarget, 1 );
  8213. renderer.render( scene, cameraNX );
  8214. renderer.setRenderTarget( renderTarget, 2 );
  8215. renderer.render( scene, cameraPY );
  8216. renderer.setRenderTarget( renderTarget, 3 );
  8217. renderer.render( scene, cameraNY );
  8218. renderer.setRenderTarget( renderTarget, 4 );
  8219. renderer.render( scene, cameraPZ );
  8220. renderTarget.texture.generateMipmaps = generateMipmaps;
  8221. renderer.setRenderTarget( renderTarget, 5 );
  8222. renderer.render( scene, cameraNZ );
  8223. renderer.setRenderTarget( currentRenderTarget );
  8224. };
  8225. this.clear = function ( renderer, color, depth, stencil ) {
  8226. var currentRenderTarget = renderer.getRenderTarget();
  8227. var renderTarget = this.renderTarget;
  8228. for ( var i = 0; i < 6; i ++ ) {
  8229. renderer.setRenderTarget( renderTarget, i );
  8230. renderer.clear( color, depth, stencil );
  8231. }
  8232. renderer.setRenderTarget( currentRenderTarget );
  8233. };
  8234. }
  8235. CubeCamera.prototype = Object.create( Object3D.prototype );
  8236. CubeCamera.prototype.constructor = CubeCamera;
  8237. /**
  8238. * @author alteredq / http://alteredqualia.com
  8239. * @author WestLangley / http://github.com/WestLangley
  8240. */
  8241. function WebGLCubeRenderTarget( size, options, dummy ) {
  8242. if ( Number.isInteger( options ) ) {
  8243. console.warn( 'THREE.WebGLCubeRenderTarget: constructor signature is now WebGLCubeRenderTarget( size, options )' );
  8244. options = dummy;
  8245. }
  8246. WebGLRenderTarget.call( this, size, size, options );
  8247. }
  8248. WebGLCubeRenderTarget.prototype = Object.create( WebGLRenderTarget.prototype );
  8249. WebGLCubeRenderTarget.prototype.constructor = WebGLCubeRenderTarget;
  8250. WebGLCubeRenderTarget.prototype.isWebGLCubeRenderTarget = true;
  8251. WebGLCubeRenderTarget.prototype.fromEquirectangularTexture = function ( renderer, texture ) {
  8252. this.texture.type = texture.type;
  8253. this.texture.format = texture.format;
  8254. this.texture.encoding = texture.encoding;
  8255. var scene = new Scene();
  8256. var shader = {
  8257. uniforms: {
  8258. tEquirect: { value: null },
  8259. },
  8260. vertexShader: [
  8261. "varying vec3 vWorldDirection;",
  8262. "vec3 transformDirection( in vec3 dir, in mat4 matrix ) {",
  8263. " return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );",
  8264. "}",
  8265. "void main() {",
  8266. " vWorldDirection = transformDirection( position, modelMatrix );",
  8267. " #include <begin_vertex>",
  8268. " #include <project_vertex>",
  8269. "}"
  8270. ].join( '\n' ),
  8271. fragmentShader: [
  8272. "uniform sampler2D tEquirect;",
  8273. "varying vec3 vWorldDirection;",
  8274. "#define RECIPROCAL_PI 0.31830988618",
  8275. "#define RECIPROCAL_PI2 0.15915494",
  8276. "void main() {",
  8277. " vec3 direction = normalize( vWorldDirection );",
  8278. " vec2 sampleUV;",
  8279. " sampleUV.y = asin( clamp( direction.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;",
  8280. " sampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;",
  8281. " gl_FragColor = texture2D( tEquirect, sampleUV );",
  8282. "}"
  8283. ].join( '\n' ),
  8284. };
  8285. var material = new ShaderMaterial( {
  8286. type: 'CubemapFromEquirect',
  8287. uniforms: cloneUniforms( shader.uniforms ),
  8288. vertexShader: shader.vertexShader,
  8289. fragmentShader: shader.fragmentShader,
  8290. side: BackSide,
  8291. blending: NoBlending
  8292. } );
  8293. material.uniforms.tEquirect.value = texture;
  8294. var mesh = new Mesh( new BoxBufferGeometry( 5, 5, 5 ), material );
  8295. scene.add( mesh );
  8296. var camera = new CubeCamera( 1, 10, 1 );
  8297. camera.renderTarget = this;
  8298. camera.renderTarget.texture.name = 'CubeCameraTexture';
  8299. camera.update( renderer, scene );
  8300. mesh.geometry.dispose();
  8301. mesh.material.dispose();
  8302. return this;
  8303. };
  8304. /**
  8305. * @author alteredq / http://alteredqualia.com/
  8306. */
  8307. function DataTexture( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
  8308. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  8309. this.image = { data: data || null, width: width || 1, height: height || 1 };
  8310. this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
  8311. this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
  8312. this.generateMipmaps = false;
  8313. this.flipY = false;
  8314. this.unpackAlignment = 1;
  8315. this.needsUpdate = true;
  8316. }
  8317. DataTexture.prototype = Object.create( Texture.prototype );
  8318. DataTexture.prototype.constructor = DataTexture;
  8319. DataTexture.prototype.isDataTexture = true;
  8320. /**
  8321. * @author mrdoob / http://mrdoob.com/
  8322. * @author alteredq / http://alteredqualia.com/
  8323. * @author bhouston / http://clara.io
  8324. */
  8325. var _sphere$1 = new Sphere();
  8326. var _vector$5 = new Vector3();
  8327. function Frustum( p0, p1, p2, p3, p4, p5 ) {
  8328. this.planes = [
  8329. ( p0 !== undefined ) ? p0 : new Plane(),
  8330. ( p1 !== undefined ) ? p1 : new Plane(),
  8331. ( p2 !== undefined ) ? p2 : new Plane(),
  8332. ( p3 !== undefined ) ? p3 : new Plane(),
  8333. ( p4 !== undefined ) ? p4 : new Plane(),
  8334. ( p5 !== undefined ) ? p5 : new Plane()
  8335. ];
  8336. }
  8337. Object.assign( Frustum.prototype, {
  8338. set: function ( p0, p1, p2, p3, p4, p5 ) {
  8339. var planes = this.planes;
  8340. planes[ 0 ].copy( p0 );
  8341. planes[ 1 ].copy( p1 );
  8342. planes[ 2 ].copy( p2 );
  8343. planes[ 3 ].copy( p3 );
  8344. planes[ 4 ].copy( p4 );
  8345. planes[ 5 ].copy( p5 );
  8346. return this;
  8347. },
  8348. clone: function () {
  8349. return new this.constructor().copy( this );
  8350. },
  8351. copy: function ( frustum ) {
  8352. var planes = this.planes;
  8353. for ( var i = 0; i < 6; i ++ ) {
  8354. planes[ i ].copy( frustum.planes[ i ] );
  8355. }
  8356. return this;
  8357. },
  8358. setFromMatrix: function ( m ) {
  8359. var planes = this.planes;
  8360. var me = m.elements;
  8361. var me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
  8362. var me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
  8363. var me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
  8364. var me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];
  8365. planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
  8366. planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
  8367. planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
  8368. planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
  8369. planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();
  8370. planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();
  8371. return this;
  8372. },
  8373. intersectsObject: function ( object ) {
  8374. var geometry = object.geometry;
  8375. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  8376. _sphere$1.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld );
  8377. return this.intersectsSphere( _sphere$1 );
  8378. },
  8379. intersectsSprite: function ( sprite ) {
  8380. _sphere$1.center.set( 0, 0, 0 );
  8381. _sphere$1.radius = 0.7071067811865476;
  8382. _sphere$1.applyMatrix4( sprite.matrixWorld );
  8383. return this.intersectsSphere( _sphere$1 );
  8384. },
  8385. intersectsSphere: function ( sphere ) {
  8386. var planes = this.planes;
  8387. var center = sphere.center;
  8388. var negRadius = - sphere.radius;
  8389. for ( var i = 0; i < 6; i ++ ) {
  8390. var distance = planes[ i ].distanceToPoint( center );
  8391. if ( distance < negRadius ) {
  8392. return false;
  8393. }
  8394. }
  8395. return true;
  8396. },
  8397. intersectsBox: function ( box ) {
  8398. var planes = this.planes;
  8399. for ( var i = 0; i < 6; i ++ ) {
  8400. var plane = planes[ i ];
  8401. // corner at max distance
  8402. _vector$5.x = plane.normal.x > 0 ? box.max.x : box.min.x;
  8403. _vector$5.y = plane.normal.y > 0 ? box.max.y : box.min.y;
  8404. _vector$5.z = plane.normal.z > 0 ? box.max.z : box.min.z;
  8405. if ( plane.distanceToPoint( _vector$5 ) < 0 ) {
  8406. return false;
  8407. }
  8408. }
  8409. return true;
  8410. },
  8411. containsPoint: function ( point ) {
  8412. var planes = this.planes;
  8413. for ( var i = 0; i < 6; i ++ ) {
  8414. if ( planes[ i ].distanceToPoint( point ) < 0 ) {
  8415. return false;
  8416. }
  8417. }
  8418. return true;
  8419. }
  8420. } );
  8421. /**
  8422. * Uniforms library for shared webgl shaders
  8423. */
  8424. var UniformsLib = {
  8425. common: {
  8426. diffuse: { value: new Color( 0xeeeeee ) },
  8427. opacity: { value: 1.0 },
  8428. map: { value: null },
  8429. uvTransform: { value: new Matrix3() },
  8430. uv2Transform: { value: new Matrix3() },
  8431. alphaMap: { value: null },
  8432. },
  8433. specularmap: {
  8434. specularMap: { value: null },
  8435. },
  8436. envmap: {
  8437. envMap: { value: null },
  8438. flipEnvMap: { value: - 1 },
  8439. reflectivity: { value: 1.0 },
  8440. refractionRatio: { value: 0.98 },
  8441. maxMipLevel: { value: 0 }
  8442. },
  8443. aomap: {
  8444. aoMap: { value: null },
  8445. aoMapIntensity: { value: 1 }
  8446. },
  8447. lightmap: {
  8448. lightMap: { value: null },
  8449. lightMapIntensity: { value: 1 }
  8450. },
  8451. emissivemap: {
  8452. emissiveMap: { value: null }
  8453. },
  8454. bumpmap: {
  8455. bumpMap: { value: null },
  8456. bumpScale: { value: 1 }
  8457. },
  8458. normalmap: {
  8459. normalMap: { value: null },
  8460. normalScale: { value: new Vector2( 1, 1 ) }
  8461. },
  8462. displacementmap: {
  8463. displacementMap: { value: null },
  8464. displacementScale: { value: 1 },
  8465. displacementBias: { value: 0 }
  8466. },
  8467. roughnessmap: {
  8468. roughnessMap: { value: null }
  8469. },
  8470. metalnessmap: {
  8471. metalnessMap: { value: null }
  8472. },
  8473. gradientmap: {
  8474. gradientMap: { value: null }
  8475. },
  8476. fog: {
  8477. fogDensity: { value: 0.00025 },
  8478. fogNear: { value: 1 },
  8479. fogFar: { value: 2000 },
  8480. fogColor: { value: new Color( 0xffffff ) }
  8481. },
  8482. lights: {
  8483. ambientLightColor: { value: [] },
  8484. lightProbe: { value: [] },
  8485. directionalLights: { value: [], properties: {
  8486. direction: {},
  8487. color: {},
  8488. shadow: {},
  8489. shadowBias: {},
  8490. shadowRadius: {},
  8491. shadowMapSize: {}
  8492. } },
  8493. directionalShadowMap: { value: [] },
  8494. directionalShadowMatrix: { value: [] },
  8495. spotLights: { value: [], properties: {
  8496. color: {},
  8497. position: {},
  8498. direction: {},
  8499. distance: {},
  8500. coneCos: {},
  8501. penumbraCos: {},
  8502. decay: {},
  8503. shadow: {},
  8504. shadowBias: {},
  8505. shadowRadius: {},
  8506. shadowMapSize: {}
  8507. } },
  8508. spotShadowMap: { value: [] },
  8509. spotShadowMatrix: { value: [] },
  8510. pointLights: { value: [], properties: {
  8511. color: {},
  8512. position: {},
  8513. decay: {},
  8514. distance: {},
  8515. shadow: {},
  8516. shadowBias: {},
  8517. shadowRadius: {},
  8518. shadowMapSize: {},
  8519. shadowCameraNear: {},
  8520. shadowCameraFar: {}
  8521. } },
  8522. pointShadowMap: { value: [] },
  8523. pointShadowMatrix: { value: [] },
  8524. hemisphereLights: { value: [], properties: {
  8525. direction: {},
  8526. skyColor: {},
  8527. groundColor: {}
  8528. } },
  8529. // TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src
  8530. rectAreaLights: { value: [], properties: {
  8531. color: {},
  8532. position: {},
  8533. width: {},
  8534. height: {}
  8535. } }
  8536. },
  8537. points: {
  8538. diffuse: { value: new Color( 0xeeeeee ) },
  8539. opacity: { value: 1.0 },
  8540. size: { value: 1.0 },
  8541. scale: { value: 1.0 },
  8542. map: { value: null },
  8543. alphaMap: { value: null },
  8544. uvTransform: { value: new Matrix3() }
  8545. },
  8546. sprite: {
  8547. diffuse: { value: new Color( 0xeeeeee ) },
  8548. opacity: { value: 1.0 },
  8549. center: { value: new Vector2( 0.5, 0.5 ) },
  8550. rotation: { value: 0.0 },
  8551. map: { value: null },
  8552. alphaMap: { value: null },
  8553. uvTransform: { value: new Matrix3() }
  8554. }
  8555. };
  8556. /**
  8557. * @author mrdoob / http://mrdoob.com/
  8558. */
  8559. function WebGLAnimation() {
  8560. var context = null;
  8561. var isAnimating = false;
  8562. var animationLoop = null;
  8563. function onAnimationFrame( time, frame ) {
  8564. if ( isAnimating === false ) { return; }
  8565. animationLoop( time, frame );
  8566. context.requestAnimationFrame( onAnimationFrame );
  8567. }
  8568. return {
  8569. start: function () {
  8570. if ( isAnimating === true ) { return; }
  8571. if ( animationLoop === null ) { return; }
  8572. context.requestAnimationFrame( onAnimationFrame );
  8573. isAnimating = true;
  8574. },
  8575. stop: function () {
  8576. isAnimating = false;
  8577. },
  8578. setAnimationLoop: function ( callback ) {
  8579. animationLoop = callback;
  8580. },
  8581. setContext: function ( value ) {
  8582. context = value;
  8583. }
  8584. };
  8585. }
  8586. /**
  8587. * @author mrdoob / http://mrdoob.com/
  8588. */
  8589. function WebGLAttributes( gl, capabilities ) {
  8590. var buffers = new WeakMap();
  8591. function createBuffer( attribute, bufferType ) {
  8592. var array = attribute.array;
  8593. var usage = attribute.usage;
  8594. var buffer = gl.createBuffer();
  8595. gl.bindBuffer( bufferType, buffer );
  8596. gl.bufferData( bufferType, array, usage );
  8597. attribute.onUploadCallback();
  8598. var type = 5126;
  8599. if ( array instanceof Float32Array ) {
  8600. type = 5126;
  8601. } else if ( array instanceof Float64Array ) {
  8602. console.warn( 'THREE.WebGLAttributes: Unsupported data buffer format: Float64Array.' );
  8603. } else if ( array instanceof Uint16Array ) {
  8604. type = 5123;
  8605. } else if ( array instanceof Int16Array ) {
  8606. type = 5122;
  8607. } else if ( array instanceof Uint32Array ) {
  8608. type = 5125;
  8609. } else if ( array instanceof Int32Array ) {
  8610. type = 5124;
  8611. } else if ( array instanceof Int8Array ) {
  8612. type = 5120;
  8613. } else if ( array instanceof Uint8Array ) {
  8614. type = 5121;
  8615. }
  8616. return {
  8617. buffer: buffer,
  8618. type: type,
  8619. bytesPerElement: array.BYTES_PER_ELEMENT,
  8620. version: attribute.version
  8621. };
  8622. }
  8623. function updateBuffer( buffer, attribute, bufferType ) {
  8624. var array = attribute.array;
  8625. var updateRange = attribute.updateRange;
  8626. gl.bindBuffer( bufferType, buffer );
  8627. if ( updateRange.count === - 1 ) {
  8628. // Not using update ranges
  8629. gl.bufferSubData( bufferType, 0, array );
  8630. } else {
  8631. if ( capabilities.isWebGL2 ) {
  8632. gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,
  8633. array, updateRange.offset, updateRange.count );
  8634. } else {
  8635. gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,
  8636. array.subarray( updateRange.offset, updateRange.offset + updateRange.count ) );
  8637. }
  8638. updateRange.count = - 1; // reset range
  8639. }
  8640. }
  8641. //
  8642. function get( attribute ) {
  8643. if ( attribute.isInterleavedBufferAttribute ) { attribute = attribute.data; }
  8644. return buffers.get( attribute );
  8645. }
  8646. function remove( attribute ) {
  8647. if ( attribute.isInterleavedBufferAttribute ) { attribute = attribute.data; }
  8648. var data = buffers.get( attribute );
  8649. if ( data ) {
  8650. gl.deleteBuffer( data.buffer );
  8651. buffers.delete( attribute );
  8652. }
  8653. }
  8654. function update( attribute, bufferType ) {
  8655. if ( attribute.isInterleavedBufferAttribute ) { attribute = attribute.data; }
  8656. var data = buffers.get( attribute );
  8657. if ( data === undefined ) {
  8658. buffers.set( attribute, createBuffer( attribute, bufferType ) );
  8659. } else if ( data.version < attribute.version ) {
  8660. updateBuffer( data.buffer, attribute, bufferType );
  8661. data.version = attribute.version;
  8662. }
  8663. }
  8664. return {
  8665. get: get,
  8666. remove: remove,
  8667. update: update
  8668. };
  8669. }
  8670. /**
  8671. * @author mrdoob / http://mrdoob.com/
  8672. * @author Mugen87 / https://github.com/Mugen87
  8673. */
  8674. // PlaneGeometry
  8675. function PlaneGeometry( width, height, widthSegments, heightSegments ) {
  8676. Geometry.call( this );
  8677. this.type = 'PlaneGeometry';
  8678. this.parameters = {
  8679. width: width,
  8680. height: height,
  8681. widthSegments: widthSegments,
  8682. heightSegments: heightSegments
  8683. };
  8684. this.fromBufferGeometry( new PlaneBufferGeometry( width, height, widthSegments, heightSegments ) );
  8685. this.mergeVertices();
  8686. }
  8687. PlaneGeometry.prototype = Object.create( Geometry.prototype );
  8688. PlaneGeometry.prototype.constructor = PlaneGeometry;
  8689. // PlaneBufferGeometry
  8690. function PlaneBufferGeometry( width, height, widthSegments, heightSegments ) {
  8691. BufferGeometry.call( this );
  8692. this.type = 'PlaneBufferGeometry';
  8693. this.parameters = {
  8694. width: width,
  8695. height: height,
  8696. widthSegments: widthSegments,
  8697. heightSegments: heightSegments
  8698. };
  8699. width = width || 1;
  8700. height = height || 1;
  8701. var width_half = width / 2;
  8702. var height_half = height / 2;
  8703. var gridX = Math.floor( widthSegments ) || 1;
  8704. var gridY = Math.floor( heightSegments ) || 1;
  8705. var gridX1 = gridX + 1;
  8706. var gridY1 = gridY + 1;
  8707. var segment_width = width / gridX;
  8708. var segment_height = height / gridY;
  8709. var ix, iy;
  8710. // buffers
  8711. var indices = [];
  8712. var vertices = [];
  8713. var normals = [];
  8714. var uvs = [];
  8715. // generate vertices, normals and uvs
  8716. for ( iy = 0; iy < gridY1; iy ++ ) {
  8717. var y = iy * segment_height - height_half;
  8718. for ( ix = 0; ix < gridX1; ix ++ ) {
  8719. var x = ix * segment_width - width_half;
  8720. vertices.push( x, - y, 0 );
  8721. normals.push( 0, 0, 1 );
  8722. uvs.push( ix / gridX );
  8723. uvs.push( 1 - ( iy / gridY ) );
  8724. }
  8725. }
  8726. // indices
  8727. for ( iy = 0; iy < gridY; iy ++ ) {
  8728. for ( ix = 0; ix < gridX; ix ++ ) {
  8729. var a = ix + gridX1 * iy;
  8730. var b = ix + gridX1 * ( iy + 1 );
  8731. var c = ( ix + 1 ) + gridX1 * ( iy + 1 );
  8732. var d = ( ix + 1 ) + gridX1 * iy;
  8733. // faces
  8734. indices.push( a, b, d );
  8735. indices.push( b, c, d );
  8736. }
  8737. }
  8738. // build geometry
  8739. this.setIndex( indices );
  8740. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  8741. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  8742. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  8743. }
  8744. PlaneBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  8745. PlaneBufferGeometry.prototype.constructor = PlaneBufferGeometry;
  8746. var alphamap_fragment = "#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif";
  8747. var alphamap_pars_fragment = "#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif";
  8748. var alphatest_fragment = "#ifdef ALPHATEST\n\tif ( diffuseColor.a < ALPHATEST ) discard;\n#endif";
  8749. 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";
  8750. var aomap_pars_fragment = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif";
  8751. var begin_vertex = "vec3 transformed = vec3( position );";
  8752. var beginnormal_vertex = "vec3 objectNormal = vec3( normal );\n#ifdef USE_TANGENT\n\tvec3 objectTangent = vec3( tangent.xyz );\n#endif";
  8753. 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";
  8754. 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";
  8755. 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";
  8756. 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";
  8757. var clipping_planes_pars_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( STANDARD ) && ! defined( PHONG ) && ! defined( MATCAP )\n\tvarying vec3 vViewPosition;\n#endif";
  8758. var clipping_planes_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( STANDARD ) && ! defined( PHONG ) && ! defined( MATCAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif";
  8759. var color_fragment = "#ifdef USE_COLOR\n\tdiffuseColor.rgb *= vColor;\n#endif";
  8760. var color_pars_fragment = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";
  8761. var color_pars_vertex = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";
  8762. var color_vertex = "#ifdef USE_COLOR\n\tvColor.xyz = color.xyz;\n#endif";
  8763. var common = "#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI_HALF 1.5707963267949\n#define RECIPROCAL_PI 0.31830988618\n#define RECIPROCAL_PI2 0.15915494\n#define LOG2 1.442695\n#define EPSILON 1e-6\n#ifndef saturate\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\n#define whiteComplement(a) ( 1.0 - saturate( a ) )\nfloat pow2( const in float x ) { return x*x; }\nfloat pow3( const in float x ) { return x*x*x; }\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\nfloat average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\nhighp float rand( const in vec2 uv ) {\n\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\n\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\n\treturn fract(sin(sn) * c);\n}\n#ifdef HIGH_PRECISION\n\tfloat precisionSafeLength( vec3 v ) { return length( v ); }\n#else\n\tfloat max3( vec3 v ) { return max( max( v.x, v.y ), v.z ); }\n\tfloat precisionSafeLength( vec3 v ) {\n\t\tfloat maxComponent = max3( abs( v ) );\n\t\treturn length( v / maxComponent ) * maxComponent;\n\t}\n#endif\nstruct IncidentLight {\n\tvec3 color;\n\tvec3 direction;\n\tbool visible;\n};\nstruct ReflectedLight {\n\tvec3 directDiffuse;\n\tvec3 directSpecular;\n\tvec3 indirectDiffuse;\n\tvec3 indirectSpecular;\n};\nstruct GeometricContext {\n\tvec3 position;\n\tvec3 normal;\n\tvec3 viewDir;\n#ifdef CLEARCOAT\n\tvec3 clearcoatNormal;\n#endif\n};\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n}\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\n}\nvec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\tfloat distance = dot( planeNormal, point - pointOnPlane );\n\treturn - distance * planeNormal + point;\n}\nfloat sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn sign( dot( point - pointOnPlane, planeNormal ) );\n}\nvec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;\n}\nmat3 transposeMat3( const in mat3 m ) {\n\tmat3 tmp;\n\ttmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );\n\ttmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );\n\ttmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );\n\treturn tmp;\n}\nfloat linearToRelativeLuminance( const in vec3 color ) {\n\tvec3 weights = vec3( 0.2126, 0.7152, 0.0722 );\n\treturn dot( weights, color.rgb );\n}\nbool isPerspectiveMatrix( mat4 m ) {\n return m[ 2 ][ 3 ] == - 1.0;\n}";
  8764. var cube_uv_reflection_fragment = "#ifdef ENVMAP_TYPE_CUBE_UV\n#define cubeUV_maxMipLevel 8.0\n#define cubeUV_minMipLevel 4.0\n#define cubeUV_maxTileSize 256.0\n#define cubeUV_minTileSize 16.0\nfloat getFace(vec3 direction) {\n vec3 absDirection = abs(direction);\n float face = -1.0;\n if (absDirection.x > absDirection.z) {\n if (absDirection.x > absDirection.y)\n face = direction.x > 0.0 ? 0.0 : 3.0;\n else\n face = direction.y > 0.0 ? 1.0 : 4.0;\n } else {\n if (absDirection.z > absDirection.y)\n face = direction.z > 0.0 ? 2.0 : 5.0;\n else\n face = direction.y > 0.0 ? 1.0 : 4.0;\n }\n return face;\n}\nvec2 getUV(vec3 direction, float face) {\n vec2 uv;\n if (face == 0.0) {\n uv = vec2(-direction.z, direction.y) / abs(direction.x);\n } else if (face == 1.0) {\n uv = vec2(direction.x, -direction.z) / abs(direction.y);\n } else if (face == 2.0) {\n uv = direction.xy / abs(direction.z);\n } else if (face == 3.0) {\n uv = vec2(direction.z, direction.y) / abs(direction.x);\n } else if (face == 4.0) {\n uv = direction.xz / abs(direction.y);\n } else {\n uv = vec2(-direction.x, direction.y) / abs(direction.z);\n }\n return 0.5 * (uv + 1.0);\n}\nvec3 bilinearCubeUV(sampler2D envMap, vec3 direction, float mipInt) {\n float face = getFace(direction);\n float filterInt = max(cubeUV_minMipLevel - mipInt, 0.0);\n mipInt = max(mipInt, cubeUV_minMipLevel);\n float faceSize = exp2(mipInt);\n float texelSize = 1.0 / (3.0 * cubeUV_maxTileSize);\n vec2 uv = getUV(direction, face) * (faceSize - 1.0);\n vec2 f = fract(uv);\n uv += 0.5 - f;\n if (face > 2.0) {\n uv.y += faceSize;\n face -= 3.0;\n }\n uv.x += face * faceSize;\n if(mipInt < cubeUV_maxMipLevel){\n uv.y += 2.0 * cubeUV_maxTileSize;\n }\n uv.y += filterInt * 2.0 * cubeUV_minTileSize;\n uv.x += 3.0 * max(0.0, cubeUV_maxTileSize - 2.0 * faceSize);\n uv *= texelSize;\n vec3 tl = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n uv.x += texelSize;\n vec3 tr = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n uv.y += texelSize;\n vec3 br = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n uv.x -= texelSize;\n vec3 bl = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n vec3 tm = mix(tl, tr, f.x);\n vec3 bm = mix(bl, br, f.x);\n return mix(tm, bm, f.y);\n}\n#define r0 1.0\n#define v0 0.339\n#define m0 -2.0\n#define r1 0.8\n#define v1 0.276\n#define m1 -1.0\n#define r4 0.4\n#define v4 0.046\n#define m4 2.0\n#define r5 0.305\n#define v5 0.016\n#define m5 3.0\n#define r6 0.21\n#define v6 0.0038\n#define m6 4.0\nfloat roughnessToMip(float roughness) {\n float mip = 0.0;\n if (roughness >= r1) {\n mip = (r0 - roughness) * (m1 - m0) / (r0 - r1) + m0;\n } else if (roughness >= r4) {\n mip = (r1 - roughness) * (m4 - m1) / (r1 - r4) + m1;\n } else if (roughness >= r5) {\n mip = (r4 - roughness) * (m5 - m4) / (r4 - r5) + m4;\n } else if (roughness >= r6) {\n mip = (r5 - roughness) * (m6 - m5) / (r5 - r6) + m5;\n } else {\n mip = -2.0 * log2(1.16 * roughness); }\n return mip;\n}\nvec4 textureCubeUV(sampler2D envMap, vec3 sampleDir, float roughness) {\n float mip = clamp(roughnessToMip(roughness), m0, cubeUV_maxMipLevel);\n float mipF = fract(mip);\n float mipInt = floor(mip);\n vec3 color0 = bilinearCubeUV(envMap, sampleDir, mipInt);\n if (mipF == 0.0) {\n return vec4(color0, 1.0);\n } else {\n vec3 color1 = bilinearCubeUV(envMap, sampleDir, mipInt + 1.0);\n return vec4(mix(color0, color1, mipF), 1.0);\n }\n}\n#endif";
  8765. var defaultnormal_vertex = "vec3 transformedNormal = objectNormal;\n#ifdef USE_INSTANCING\n\ttransformedNormal = mat3( instanceMatrix ) * transformedNormal;\n#endif\ntransformedNormal = normalMatrix * transformedNormal;\n#ifdef FLIP_SIDED\n\ttransformedNormal = - transformedNormal;\n#endif\n#ifdef USE_TANGENT\n\tvec3 transformedTangent = ( modelViewMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n\t#ifdef FLIP_SIDED\n\t\ttransformedTangent = - transformedTangent;\n\t#endif\n#endif";
  8766. var displacementmap_pars_vertex = "#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif";
  8767. var displacementmap_vertex = "#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vUv ).x * displacementScale + displacementBias );\n#endif";
  8768. var emissivemap_fragment = "#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif";
  8769. var emissivemap_pars_fragment = "#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif";
  8770. var encodings_fragment = "gl_FragColor = linearToOutputTexel( gl_FragColor );";
  8771. var encodings_pars_fragment = "\nvec4 LinearToLinear( in vec4 value ) {\n\treturn value;\n}\nvec4 GammaToLinear( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.rgb, vec3( gammaFactor ) ), value.a );\n}\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.rgb, vec3( 1.0 / gammaFactor ) ), value.a );\n}\nvec4 sRGBToLinear( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.a );\n}\nvec4 LinearTosRGB( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );\n}\nvec4 RGBEToLinear( in vec4 value ) {\n\treturn vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 );\n}\nvec4 LinearToRGBE( in vec4 value ) {\n\tfloat maxComponent = max( max( value.r, value.g ), value.b );\n\tfloat fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 );\n\treturn vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 );\n}\nvec4 RGBMToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * value.a * maxRange, 1.0 );\n}\nvec4 LinearToRGBM( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\n\tfloat M = clamp( maxRGB / maxRange, 0.0, 1.0 );\n\tM = ceil( M * 255.0 ) / 255.0;\n\treturn vec4( value.rgb / ( M * maxRange ), M );\n}\nvec4 RGBDToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 );\n}\nvec4 LinearToRGBD( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\n\tfloat D = max( maxRange / maxRGB, 1.0 );\n\tD = clamp( floor( D ) / 255.0, 0.0, 1.0 );\n\treturn vec4( value.rgb * ( D * ( 255.0 / maxRange ) ), D );\n}\nconst mat3 cLogLuvM = mat3( 0.2209, 0.3390, 0.4184, 0.1138, 0.6780, 0.7319, 0.0102, 0.1130, 0.2969 );\nvec4 LinearToLogLuv( in vec4 value ) {\n\tvec3 Xp_Y_XYZp = cLogLuvM * value.rgb;\n\tXp_Y_XYZp = max( Xp_Y_XYZp, vec3( 1e-6, 1e-6, 1e-6 ) );\n\tvec4 vResult;\n\tvResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;\n\tfloat Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;\n\tvResult.w = fract( Le );\n\tvResult.z = ( Le - ( floor( vResult.w * 255.0 ) ) / 255.0 ) / 255.0;\n\treturn vResult;\n}\nconst mat3 cLogLuvInverseM = mat3( 6.0014, -2.7008, -1.7996, -1.3320, 3.1029, -5.7721, 0.3008, -1.0882, 5.6268 );\nvec4 LogLuvToLinear( in vec4 value ) {\n\tfloat Le = value.z * 255.0 + value.w;\n\tvec3 Xp_Y_XYZp;\n\tXp_Y_XYZp.y = exp2( ( Le - 127.0 ) / 2.0 );\n\tXp_Y_XYZp.z = Xp_Y_XYZp.y / value.y;\n\tXp_Y_XYZp.x = value.x * Xp_Y_XYZp.z;\n\tvec3 vRGB = cLogLuvInverseM * Xp_Y_XYZp.rgb;\n\treturn vec4( max( vRGB, 0.0 ), 1.0 );\n}";
  8772. var envmap_fragment = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvec3 cameraToFrag;\n\t\t\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToFrag = normalize( vWorldPosition - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToFrag, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\tvec4 envColor = textureCubeUV( envMap, reflectVec, 0.0 );\n\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\tvec2 sampleUV;\n\t\treflectVec = normalize( reflectVec );\n\t\tsampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\t\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\tvec4 envColor = texture2D( envMap, sampleUV );\n\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\treflectVec = normalize( reflectVec );\n\t\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0, 0.0, 1.0 ) );\n\t\tvec4 envColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5 );\n\t#else\n\t\tvec4 envColor = vec4( 0.0 );\n\t#endif\n\t#ifndef ENVMAP_TYPE_CUBE_UV\n\t\tenvColor = envMapTexelToLinear( envColor );\n\t#endif\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_MIX )\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_ADD )\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\t#endif\n#endif";
  8773. 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";
  8774. 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";
  8775. 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";
  8776. var envmap_vertex = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvWorldPosition = worldPosition.xyz;\n\t#else\n\t\tvec3 cameraToVertex;\n\t\tif ( isOrthographic ) { \n\t\t\tcameraToVertex = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvReflect = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#endif\n#endif";
  8777. var fog_vertex = "#ifdef USE_FOG\n\tfogDepth = -mvPosition.z;\n#endif";
  8778. var fog_pars_vertex = "#ifdef USE_FOG\n\tvarying float fogDepth;\n#endif";
  8779. 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";
  8780. 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";
  8781. var gradientmap_pars_fragment = "#ifdef USE_GRADIENTMAP\n\tuniform sampler2D gradientMap;\n#endif\nvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\n\tfloat dotNL = dot( normal, lightDirection );\n\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\n\t#ifdef USE_GRADIENTMAP\n\t\treturn texture2D( gradientMap, coord ).rgb;\n\t#else\n\t\treturn ( coord.x < 0.7 ) ? vec3( 0.7 ) : vec3( 1.0 );\n\t#endif\n}";
  8782. var lightmap_fragment = "#ifdef USE_LIGHTMAP\n\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\treflectedLight.indirectDiffuse += PI * lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n#endif";
  8783. var lightmap_pars_fragment = "#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif";
  8784. var lights_lambert_vertex = "vec3 diffuse = vec3( 1.0 );\nGeometricContext geometry;\ngeometry.position = mvPosition.xyz;\ngeometry.normal = normalize( transformedNormal );\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( -mvPosition.xyz );\nGeometricContext backGeometry;\nbackGeometry.position = geometry.position;\nbackGeometry.normal = -geometry.normal;\nbackGeometry.viewDir = geometry.viewDir;\nvLightFront = vec3( 0.0 );\nvIndirectFront = vec3( 0.0 );\n#ifdef DOUBLE_SIDED\n\tvLightBack = vec3( 0.0 );\n\tvIndirectBack = vec3( 0.0 );\n#endif\nIncidentLight directLight;\nfloat dotNL;\nvec3 directLightColor_Diffuse;\n#if NUM_POINT_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tgetPointDirectLightIrradiance( pointLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tgetSpotDirectLightIrradiance( spotLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_DIR_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tgetDirectionalDirectLightIrradiance( directionalLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\tvIndirectFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvIndirectBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );\n\t\t#endif\n\t}\n#endif";
  8785. 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";
  8786. var envmap_physical_pars_fragment = "#if defined( USE_ENVMAP )\n\t#ifdef ENVMAP_MODE_REFRACTION\n\t\tuniform float refractionRatio;\n\t#endif\n\tvec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {\n\t\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, worldNormal, 1.0 );\n\t\t#else\n\t\t\tvec4 envMapColor = vec4( 0.0 );\n\t\t#endif\n\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t}\n\tfloat getSpecularMIPLevel( const in float roughness, const in int maxMIPLevel ) {\n\t\tfloat maxMIPLevelScalar = float( maxMIPLevel );\n\t\tfloat sigma = PI * roughness * roughness / ( 1.0 + roughness );\n\t\tfloat desiredMIPLevel = maxMIPLevelScalar + log2( sigma );\n\t\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\n\t}\n\tvec3 getLightProbeIndirectRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness, const in int maxMIPLevel ) {\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t vec3 reflectVec = reflect( -viewDir, normal );\n\t\t reflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );\n\t\t#else\n\t\t vec3 reflectVec = refract( -viewDir, normal, refractionRatio );\n\t\t#endif\n\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\tfloat specularMIPLevel = getSpecularMIPLevel( roughness, maxMIPLevel );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, reflectVec, roughness );\n\t\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\t\tvec2 sampleUV;\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";
  8787. var lights_toon_fragment = "ToonMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;";
  8788. var lights_toon_pars_fragment = "varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct ToonMaterial {\n\tvec3\tdiffuseColor;\n\tvec3\tspecularColor;\n\tfloat\tspecularShininess;\n\tfloat\tspecularStrength;\n};\nvoid RE_Direct_Toon( const in IncidentLight directLight, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_Toon( const in vec3 irradiance, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_Toon\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Toon\n#define Material_LightProbeLOD( material )\t(0)";
  8789. var lights_phong_fragment = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;";
  8790. var lights_phong_pars_fragment = "varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct BlinnPhongMaterial {\n\tvec3\tdiffuseColor;\n\tvec3\tspecularColor;\n\tfloat\tspecularShininess;\n\tfloat\tspecularStrength;\n};\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_BlinnPhong\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_BlinnPhong\n#define Material_LightProbeLOD( material )\t(0)";
  8791. var lights_physical_fragment = "PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nvec3 dxy = max( abs( dFdx( geometryNormal ) ), abs( dFdy( geometryNormal ) ) );\nfloat geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );\nmaterial.specularRoughness = max( roughnessFactor, 0.0525 );material.specularRoughness += geometryRoughness;\nmaterial.specularRoughness = min( material.specularRoughness, 1.0 );\n#ifdef REFLECTIVITY\n\tmaterial.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor );\n#endif\n#ifdef CLEARCOAT\n\tmaterial.clearcoat = saturate( clearcoat );\tmaterial.clearcoatRoughness = max( clearcoatRoughness, 0.0525 );\n\tmaterial.clearcoatRoughness += geometryRoughness;\n\tmaterial.clearcoatRoughness = min( material.clearcoatRoughness, 1.0 );\n#endif\n#ifdef USE_SHEEN\n\tmaterial.sheenColor = sheen;\n#endif";
  8792. 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}";
  8793. var lights_fragment_begin = "\nGeometricContext geometry;\ngeometry.position = - vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\n#ifdef CLEARCOAT\n\tgeometry.clearcoatNormal = clearcoatNormal;\n#endif\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\tPointLight pointLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tgetPointDirectLightIrradiance( pointLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )\n\t\tdirectLight.color *= all( bvec3( pointLight.shadow, directLight.visible, receiveShadow ) ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tgetSpotDirectLightIrradiance( spotLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\tdirectLight.color *= all( bvec3( spotLight.shadow, directLight.visible, receiveShadow ) ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\n\t\tdirectLight.color *= all( bvec3( directionalLight.shadow, directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\tRectAreaLight rectAreaLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\t\trectAreaLight = rectAreaLights[ i ];\n\t\tRE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if defined( RE_IndirectDiffuse )\n\tvec3 iblIrradiance = vec3( 0.0 );\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\tirradiance += getLightProbeIrradiance( lightProbe, geometry );\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\t#pragma unroll_loop\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t}\n\t#endif\n#endif\n#if defined( RE_IndirectSpecular )\n\tvec3 radiance = vec3( 0.0 );\n\tvec3 clearcoatRadiance = vec3( 0.0 );\n#endif";
  8794. var lights_fragment_maps = "#if defined( RE_IndirectDiffuse )\n\t#ifdef USE_LIGHTMAP\n\t\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\t\tvec3 lightMapIrradiance = lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tlightMapIrradiance *= PI;\n\t\t#endif\n\t\tirradiance += lightMapIrradiance;\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t\tiblIrradiance += getLightProbeIndirectIrradiance( geometry, maxMipLevel );\n\t#endif\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\tradiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.normal, material.specularRoughness, maxMipLevel );\n\t#ifdef CLEARCOAT\n\t\tclearcoatRadiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.clearcoatNormal, material.clearcoatRoughness, maxMipLevel );\n\t#endif\n#endif";
  8795. 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";
  8796. var logdepthbuf_fragment = "#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tgl_FragDepthEXT = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;\n#endif";
  8797. 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";
  8798. 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";
  8799. 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";
  8800. var map_fragment = "#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif";
  8801. var map_pars_fragment = "#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif";
  8802. var map_particle_fragment = "#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\n#endif\n#ifdef USE_MAP\n\tvec4 mapTexel = texture2D( map, uv );\n\tdiffuseColor *= mapTexelToLinear( mapTexel );\n#endif\n#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, uv ).g;\n#endif";
  8803. var map_particle_pars_fragment = "#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\tuniform mat3 uvTransform;\n#endif\n#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif\n#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif";
  8804. var metalnessmap_fragment = "float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif";
  8805. var metalnessmap_pars_fragment = "#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif";
  8806. var morphnormal_vertex = "#ifdef USE_MORPHNORMALS\n\tobjectNormal *= morphTargetBaseInfluence;\n\tobjectNormal += morphNormal0 * morphTargetInfluences[ 0 ];\n\tobjectNormal += morphNormal1 * morphTargetInfluences[ 1 ];\n\tobjectNormal += morphNormal2 * morphTargetInfluences[ 2 ];\n\tobjectNormal += morphNormal3 * morphTargetInfluences[ 3 ];\n#endif";
  8807. var morphtarget_pars_vertex = "#ifdef USE_MORPHTARGETS\n\tuniform float morphTargetBaseInfluence;\n\t#ifndef USE_MORPHNORMALS\n\tuniform float morphTargetInfluences[ 8 ];\n\t#else\n\tuniform float morphTargetInfluences[ 4 ];\n\t#endif\n#endif";
  8808. var morphtarget_vertex = "#ifdef USE_MORPHTARGETS\n\ttransformed *= morphTargetBaseInfluence;\n\ttransformed += morphTarget0 * morphTargetInfluences[ 0 ];\n\ttransformed += morphTarget1 * morphTargetInfluences[ 1 ];\n\ttransformed += morphTarget2 * morphTargetInfluences[ 2 ];\n\ttransformed += morphTarget3 * morphTargetInfluences[ 3 ];\n\t#ifndef USE_MORPHNORMALS\n\ttransformed += morphTarget4 * morphTargetInfluences[ 4 ];\n\ttransformed += morphTarget5 * morphTargetInfluences[ 5 ];\n\ttransformed += morphTarget6 * morphTargetInfluences[ 6 ];\n\ttransformed += morphTarget7 * morphTargetInfluences[ 7 ];\n\t#endif\n#endif";
  8809. var normal_fragment_begin = "#ifdef FLAT_SHADED\n\tvec3 fdx = vec3( dFdx( vViewPosition.x ), dFdx( vViewPosition.y ), dFdx( vViewPosition.z ) );\n\tvec3 fdy = vec3( dFdy( vViewPosition.x ), dFdy( vViewPosition.y ), dFdy( vViewPosition.z ) );\n\tvec3 normal = normalize( cross( fdx, fdy ) );\n#else\n\tvec3 normal = normalize( vNormal );\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t#endif\n\t#ifdef USE_TANGENT\n\t\tvec3 tangent = normalize( vTangent );\n\t\tvec3 bitangent = normalize( vBitangent );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\ttangent = tangent * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t\tbitangent = bitangent * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t#endif\n\t\t#if defined( TANGENTSPACE_NORMALMAP ) || defined( USE_CLEARCOAT_NORMALMAP )\n\t\t\tmat3 vTBN = mat3( tangent, bitangent, normal );\n\t\t#endif\n\t#endif\n#endif\nvec3 geometryNormal = normal;";
  8810. var normal_fragment_maps = "#ifdef OBJECTSPACE_NORMALMAP\n\tnormal = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t#ifdef FLIP_SIDED\n\t\tnormal = - normal;\n\t#endif\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t#endif\n\tnormal = normalize( normalMatrix * normal );\n#elif defined( TANGENTSPACE_NORMALMAP )\n\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\tmapN.xy *= normalScale;\n\t#ifdef USE_TANGENT\n\t\tnormal = normalize( vTBN * mapN );\n\t#else\n\t\tnormal = perturbNormal2Arb( -vViewPosition, normal, mapN );\n\t#endif\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\n#endif";
  8811. var normalmap_pars_fragment = "#ifdef USE_NORMALMAP\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n#endif\n#ifdef OBJECTSPACE_NORMALMAP\n\tuniform mat3 normalMatrix;\n#endif\n#if ! defined ( USE_TANGENT ) && ( defined ( TANGENTSPACE_NORMALMAP ) || defined ( USE_CLEARCOAT_NORMALMAP ) )\n\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm, vec3 mapN ) {\n\t\tvec3 q0 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) );\n\t\tvec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) );\n\t\tvec2 st0 = dFdx( vUv.st );\n\t\tvec2 st1 = dFdy( vUv.st );\n\t\tfloat scale = sign( st1.t * st0.s - st0.t * st1.s );\n\t\tvec3 S = normalize( ( q0 * st1.t - q1 * st0.t ) * scale );\n\t\tvec3 T = normalize( ( - q0 * st1.s + q1 * st0.s ) * scale );\n\t\tvec3 N = normalize( surf_norm );\n\t\tmat3 tsn = mat3( S, T, N );\n\t\tmapN.xy *= ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\treturn normalize( tsn * mapN );\n\t}\n#endif";
  8812. var clearcoat_normal_fragment_begin = "#ifdef CLEARCOAT\n\tvec3 clearcoatNormal = geometryNormal;\n#endif";
  8813. var clearcoat_normal_fragment_maps = "#ifdef USE_CLEARCOAT_NORMALMAP\n\tvec3 clearcoatMapN = texture2D( clearcoatNormalMap, vUv ).xyz * 2.0 - 1.0;\n\tclearcoatMapN.xy *= clearcoatNormalScale;\n\t#ifdef USE_TANGENT\n\t\tclearcoatNormal = normalize( vTBN * clearcoatMapN );\n\t#else\n\t\tclearcoatNormal = perturbNormal2Arb( - vViewPosition, clearcoatNormal, clearcoatMapN );\n\t#endif\n#endif";
  8814. var clearcoat_normalmap_pars_fragment = "#ifdef USE_CLEARCOAT_NORMALMAP\n\tuniform sampler2D clearcoatNormalMap;\n\tuniform vec2 clearcoatNormalScale;\n#endif";
  8815. var packing = "vec3 packNormalToRGB( const in vec3 normal ) {\n\treturn normalize( normal ) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n\treturn 2.0 * rgb.xyz - 1.0;\n}\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\nconst float ShiftRight8 = 1. / 256.;\nvec4 packDepthToRGBA( const in float v ) {\n\tvec4 r = vec4( fract( v * PackFactors ), v );\n\tr.yzw -= r.xyz * ShiftRight8;\treturn r * PackUpscale;\n}\nfloat unpackRGBAToDepth( const in vec4 v ) {\n\treturn dot( v, UnpackFactors );\n}\nvec4 pack2HalfToRGBA( vec2 v ) {\n\tvec4 r = vec4( v.x, fract( v.x * 255.0 ), v.y, fract( v.y * 255.0 ));\n\treturn vec4( r.x - r.y / 255.0, r.y, r.z - r.w / 255.0, r.w);\n}\nvec2 unpackRGBATo2Half( vec4 v ) {\n\treturn vec2( v.x + ( v.y / 255.0 ), v.z + ( v.w / 255.0 ) );\n}\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( viewZ + near ) / ( near - far );\n}\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\n\treturn linearClipZ * ( near - far ) - near;\n}\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn (( near + viewZ ) * far ) / (( far - near ) * viewZ );\n}\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\n\treturn ( near * far ) / ( ( far - near ) * invClipZ - far );\n}";
  8816. var premultiplied_alpha_fragment = "#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif";
  8817. var project_vertex = "vec4 mvPosition = vec4( transformed, 1.0 );\n#ifdef USE_INSTANCING\n\tmvPosition = instanceMatrix * mvPosition;\n#endif\nmvPosition = modelViewMatrix * mvPosition;\ngl_Position = projectionMatrix * mvPosition;";
  8818. var dithering_fragment = "#ifdef DITHERING\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif";
  8819. 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";
  8820. var roughnessmap_fragment = "float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif";
  8821. var roughnessmap_pars_fragment = "#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif";
  8822. var shadowmap_pars_fragment = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n\t}\n\tvec2 texture2DDistribution( sampler2D shadow, vec2 uv ) {\n\t\treturn unpackRGBATo2Half( texture2D( shadow, uv ) );\n\t}\n\tfloat VSMShadow (sampler2D shadow, vec2 uv, float compare ){\n\t\tfloat occlusion = 1.0;\n\t\tvec2 distribution = texture2DDistribution( shadow, uv );\n\t\tfloat hard_shadow = step( compare , distribution.x );\n\t\tif (hard_shadow != 1.0 ) {\n\t\t\tfloat distance = compare - distribution.x ;\n\t\t\tfloat variance = max( 0.00000, distribution.y * distribution.y );\n\t\t\tfloat softness_probability = variance / (variance + distance * distance );\t\t\tsoftness_probability = clamp( ( softness_probability - 0.3 ) / ( 0.95 - 0.3 ), 0.0, 1.0 );\t\t\tocclusion = clamp( max( hard_shadow, softness_probability ), 0.0, 1.0 );\n\t\t}\n\t\treturn occlusion;\n\t}\n\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\tfloat shadow = 1.0;\n\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\tshadowCoord.z += shadowBias;\n\t\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\n\t\tbool inFrustum = all( inFrustumVec );\n\t\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n\t\tbool frustumTest = all( frustumTestVec );\n\t\tif ( frustumTest ) {\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tfloat dx2 = dx0 / 2.0;\n\t\t\tfloat dy2 = dy0 / 2.0;\n\t\t\tfloat dx3 = dx1 / 2.0;\n\t\t\tfloat dy3 = dy1 / 2.0;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 17.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx = texelSize.x;\n\t\t\tfloat dy = texelSize.y;\n\t\t\tvec2 uv = shadowCoord.xy;\n\t\t\tvec2 f = fract( uv * shadowMapSize + 0.5 );\n\t\t\tuv -= f * texelSize;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, uv, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( dx, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( 0.0, dy ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + texelSize, shadowCoord.z ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, 0.0 ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 0.0 ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, dy ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( 0.0, -dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 0.0, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( dx, -dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( mix( texture2DCompare( shadowMap, uv + vec2( -dx, -dy ), shadowCoord.z ), \n\t\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, -dy ), shadowCoord.z ),\n\t\t\t\t\t\t f.x ),\n\t\t\t\t\t mix( texture2DCompare( shadowMap, uv + vec2( -dx, 2.0 * dy ), shadowCoord.z ), \n\t\t\t\t\t\t texture2DCompare( shadowMap, uv + + vec2( 2.0 * dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t\t f.x ),\n\t\t\t\t\t f.y )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_VSM )\n\t\t\tshadow = VSMShadow( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#else\n\t\t\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#endif\n\t\t}\n\t\treturn shadow;\n\t}\n\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\n\t\tvec3 absV = abs( v );\n\t\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n\t\tabsV *= scaleToCube;\n\t\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n\t\tvec2 planar = v.xy;\n\t\tfloat almostATexel = 1.5 * texelSizeY;\n\t\tfloat almostOne = 1.0 - almostATexel;\n\t\tif ( absV.z >= almostOne ) {\n\t\t\tif ( v.z > 0.0 )\n\t\t\t\tplanar.x = 4.0 - v.x;\n\t\t} else if ( absV.x >= almostOne ) {\n\t\t\tfloat signX = sign( v.x );\n\t\t\tplanar.x = v.z * signX + 2.0 * signX;\n\t\t} else if ( absV.y >= almostOne ) {\n\t\t\tfloat signY = sign( v.y );\n\t\t\tplanar.x = v.x + 2.0 * signY + 2.0;\n\t\t\tplanar.y = v.z * signY - 2.0;\n\t\t}\n\t\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n\t}\n\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tfloat dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\t\tdp += shadowBias;\n\t\tvec3 bd3D = normalize( lightToPosition );\n\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM )\n\t\t\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n\t\t\treturn (\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n\t\t#endif\n\t}\n#endif";
  8823. 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";
  8824. 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";
  8825. 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}";
  8826. 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";
  8827. 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";
  8828. 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";
  8829. 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";
  8830. 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";
  8831. var specularmap_pars_fragment = "#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif";
  8832. var tonemapping_fragment = "#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif";
  8833. var tonemapping_pars_fragment = "#ifndef saturate\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\nuniform float toneMappingWhitePoint;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn toneMappingExposure * color;\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\n#define Uncharted2Helper( x ) max( ( ( x * ( 0.15 * x + 0.10 * 0.50 ) + 0.20 * 0.02 ) / ( x * ( 0.15 * x + 0.50 ) + 0.20 * 0.30 ) ) - 0.02 / 0.30, vec3( 0.0 ) )\nvec3 Uncharted2ToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( Uncharted2Helper( color ) / Uncharted2Helper( vec3( toneMappingWhitePoint ) ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\nvec3 ACESFilmicToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( ( color * ( 2.51 * color + 0.03 ) ) / ( color * ( 2.43 * color + 0.59 ) + 0.14 ) );\n}";
  8834. var uv_pars_fragment = "#if ( defined( USE_UV ) && ! defined( UVS_VERTEX_ONLY ) )\n\tvarying vec2 vUv;\n#endif";
  8835. var uv_pars_vertex = "#ifdef USE_UV\n\t#ifdef UVS_VERTEX_ONLY\n\t\tvec2 vUv;\n\t#else\n\t\tvarying vec2 vUv;\n\t#endif\n\tuniform mat3 uvTransform;\n#endif";
  8836. var uv_vertex = "#ifdef USE_UV\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n#endif";
  8837. var uv2_pars_fragment = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif";
  8838. var uv2_pars_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n\tuniform mat3 uv2Transform;\n#endif";
  8839. var uv2_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = ( uv2Transform * vec3( uv2, 1 ) ).xy;\n#endif";
  8840. var worldpos_vertex = "#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP )\n\tvec4 worldPosition = vec4( transformed, 1.0 );\n\t#ifdef USE_INSTANCING\n\t\tworldPosition = instanceMatrix * worldPosition;\n\t#endif\n\tworldPosition = modelMatrix * worldPosition;\n#endif";
  8841. 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}";
  8842. 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}";
  8843. var cube_frag = "#include <envmap_common_pars_fragment>\nuniform float opacity;\nvarying vec3 vWorldDirection;\n#include <cube_uv_reflection_fragment>\nvoid main() {\n\tvec3 vReflect = vWorldDirection;\n\t#include <envmap_fragment>\n\tgl_FragColor = envColor;\n\tgl_FragColor.a *= opacity;\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n}";
  8844. 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}";
  8845. 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}";
  8846. 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}";
  8847. 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}";
  8848. 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}";
  8849. 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}";
  8850. 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}";
  8851. var linedashed_frag = "uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\n\t\tdiscard;\n\t}\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <color_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n}";
  8852. 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}";
  8853. var meshbasic_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <cube_uv_reflection_fragment>\n#include <fog_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\t#ifdef USE_LIGHTMAP\n\t\n\t\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\t\treflectedLight.indirectDiffuse += lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n\t#else\n\t\treflectedLight.indirectDiffuse += vec3( 1.0 );\n\t#endif\n\t#include <aomap_fragment>\n\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n}";
  8854. 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}";
  8855. var meshlambert_frag = "uniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\nvarying vec3 vLightFront;\nvarying vec3 vIndirectFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n\tvarying vec3 vIndirectBack;\n#endif\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <cube_uv_reflection_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <fog_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <emissivemap_fragment>\n\treflectedLight.indirectDiffuse = getAmbientLightIrradiance( ambientLightColor );\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.indirectDiffuse += ( gl_FrontFacing ) ? vIndirectFront : vIndirectBack;\n\t#else\n\t\treflectedLight.indirectDiffuse += vIndirectFront;\n\t#endif\n\t#include <lightmap_fragment>\n\treflectedLight.indirectDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb );\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;\n\t#else\n\t\treflectedLight.directDiffuse = vLightFront;\n\t#endif\n\treflectedLight.directDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ) * getShadowMask();\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  8856. 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}";
  8857. 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 <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n}";
  8858. 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}";
  8859. var meshtoon_frag = "#define TOON\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <gradientmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <lights_toon_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_toon_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  8860. var meshtoon_vert = "#define TOON\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";
  8861. var meshphong_frag = "#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <cube_uv_reflection_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <lights_phong_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_phong_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  8862. 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}";
  8863. 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}";
  8864. 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}";
  8865. 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}";
  8866. var normal_vert = "#define NORMAL\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t#endif\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n}";
  8867. var points_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#include <common>\n#include <color_pars_fragment>\n#include <map_particle_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_particle_fragment>\n\t#include <color_fragment>\n\t#include <alphatest_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n}";
  8868. 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}";
  8869. var shadow_frag = "uniform vec3 color;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\nvoid main() {\n\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
  8870. 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}";
  8871. var sprite_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#include <common>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
  8872. 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}";
  8873. var ShaderChunk = {
  8874. alphamap_fragment: alphamap_fragment,
  8875. alphamap_pars_fragment: alphamap_pars_fragment,
  8876. alphatest_fragment: alphatest_fragment,
  8877. aomap_fragment: aomap_fragment,
  8878. aomap_pars_fragment: aomap_pars_fragment,
  8879. begin_vertex: begin_vertex,
  8880. beginnormal_vertex: beginnormal_vertex,
  8881. bsdfs: bsdfs,
  8882. bumpmap_pars_fragment: bumpmap_pars_fragment,
  8883. clipping_planes_fragment: clipping_planes_fragment,
  8884. clipping_planes_pars_fragment: clipping_planes_pars_fragment,
  8885. clipping_planes_pars_vertex: clipping_planes_pars_vertex,
  8886. clipping_planes_vertex: clipping_planes_vertex,
  8887. color_fragment: color_fragment,
  8888. color_pars_fragment: color_pars_fragment,
  8889. color_pars_vertex: color_pars_vertex,
  8890. color_vertex: color_vertex,
  8891. common: common,
  8892. cube_uv_reflection_fragment: cube_uv_reflection_fragment,
  8893. defaultnormal_vertex: defaultnormal_vertex,
  8894. displacementmap_pars_vertex: displacementmap_pars_vertex,
  8895. displacementmap_vertex: displacementmap_vertex,
  8896. emissivemap_fragment: emissivemap_fragment,
  8897. emissivemap_pars_fragment: emissivemap_pars_fragment,
  8898. encodings_fragment: encodings_fragment,
  8899. encodings_pars_fragment: encodings_pars_fragment,
  8900. envmap_fragment: envmap_fragment,
  8901. envmap_common_pars_fragment: envmap_common_pars_fragment,
  8902. envmap_pars_fragment: envmap_pars_fragment,
  8903. envmap_pars_vertex: envmap_pars_vertex,
  8904. envmap_physical_pars_fragment: envmap_physical_pars_fragment,
  8905. envmap_vertex: envmap_vertex,
  8906. fog_vertex: fog_vertex,
  8907. fog_pars_vertex: fog_pars_vertex,
  8908. fog_fragment: fog_fragment,
  8909. fog_pars_fragment: fog_pars_fragment,
  8910. gradientmap_pars_fragment: gradientmap_pars_fragment,
  8911. lightmap_fragment: lightmap_fragment,
  8912. lightmap_pars_fragment: lightmap_pars_fragment,
  8913. lights_lambert_vertex: lights_lambert_vertex,
  8914. lights_pars_begin: lights_pars_begin,
  8915. lights_toon_fragment: lights_toon_fragment,
  8916. lights_toon_pars_fragment: lights_toon_pars_fragment,
  8917. lights_phong_fragment: lights_phong_fragment,
  8918. lights_phong_pars_fragment: lights_phong_pars_fragment,
  8919. lights_physical_fragment: lights_physical_fragment,
  8920. lights_physical_pars_fragment: lights_physical_pars_fragment,
  8921. lights_fragment_begin: lights_fragment_begin,
  8922. lights_fragment_maps: lights_fragment_maps,
  8923. lights_fragment_end: lights_fragment_end,
  8924. logdepthbuf_fragment: logdepthbuf_fragment,
  8925. logdepthbuf_pars_fragment: logdepthbuf_pars_fragment,
  8926. logdepthbuf_pars_vertex: logdepthbuf_pars_vertex,
  8927. logdepthbuf_vertex: logdepthbuf_vertex,
  8928. map_fragment: map_fragment,
  8929. map_pars_fragment: map_pars_fragment,
  8930. map_particle_fragment: map_particle_fragment,
  8931. map_particle_pars_fragment: map_particle_pars_fragment,
  8932. metalnessmap_fragment: metalnessmap_fragment,
  8933. metalnessmap_pars_fragment: metalnessmap_pars_fragment,
  8934. morphnormal_vertex: morphnormal_vertex,
  8935. morphtarget_pars_vertex: morphtarget_pars_vertex,
  8936. morphtarget_vertex: morphtarget_vertex,
  8937. normal_fragment_begin: normal_fragment_begin,
  8938. normal_fragment_maps: normal_fragment_maps,
  8939. normalmap_pars_fragment: normalmap_pars_fragment,
  8940. clearcoat_normal_fragment_begin: clearcoat_normal_fragment_begin,
  8941. clearcoat_normal_fragment_maps: clearcoat_normal_fragment_maps,
  8942. clearcoat_normalmap_pars_fragment: clearcoat_normalmap_pars_fragment,
  8943. packing: packing,
  8944. premultiplied_alpha_fragment: premultiplied_alpha_fragment,
  8945. project_vertex: project_vertex,
  8946. dithering_fragment: dithering_fragment,
  8947. dithering_pars_fragment: dithering_pars_fragment,
  8948. roughnessmap_fragment: roughnessmap_fragment,
  8949. roughnessmap_pars_fragment: roughnessmap_pars_fragment,
  8950. shadowmap_pars_fragment: shadowmap_pars_fragment,
  8951. shadowmap_pars_vertex: shadowmap_pars_vertex,
  8952. shadowmap_vertex: shadowmap_vertex,
  8953. shadowmask_pars_fragment: shadowmask_pars_fragment,
  8954. skinbase_vertex: skinbase_vertex,
  8955. skinning_pars_vertex: skinning_pars_vertex,
  8956. skinning_vertex: skinning_vertex,
  8957. skinnormal_vertex: skinnormal_vertex,
  8958. specularmap_fragment: specularmap_fragment,
  8959. specularmap_pars_fragment: specularmap_pars_fragment,
  8960. tonemapping_fragment: tonemapping_fragment,
  8961. tonemapping_pars_fragment: tonemapping_pars_fragment,
  8962. uv_pars_fragment: uv_pars_fragment,
  8963. uv_pars_vertex: uv_pars_vertex,
  8964. uv_vertex: uv_vertex,
  8965. uv2_pars_fragment: uv2_pars_fragment,
  8966. uv2_pars_vertex: uv2_pars_vertex,
  8967. uv2_vertex: uv2_vertex,
  8968. worldpos_vertex: worldpos_vertex,
  8969. background_frag: background_frag,
  8970. background_vert: background_vert,
  8971. cube_frag: cube_frag,
  8972. cube_vert: cube_vert,
  8973. depth_frag: depth_frag,
  8974. depth_vert: depth_vert,
  8975. distanceRGBA_frag: distanceRGBA_frag,
  8976. distanceRGBA_vert: distanceRGBA_vert,
  8977. equirect_frag: equirect_frag,
  8978. equirect_vert: equirect_vert,
  8979. linedashed_frag: linedashed_frag,
  8980. linedashed_vert: linedashed_vert,
  8981. meshbasic_frag: meshbasic_frag,
  8982. meshbasic_vert: meshbasic_vert,
  8983. meshlambert_frag: meshlambert_frag,
  8984. meshlambert_vert: meshlambert_vert,
  8985. meshmatcap_frag: meshmatcap_frag,
  8986. meshmatcap_vert: meshmatcap_vert,
  8987. meshtoon_frag: meshtoon_frag,
  8988. meshtoon_vert: meshtoon_vert,
  8989. meshphong_frag: meshphong_frag,
  8990. meshphong_vert: meshphong_vert,
  8991. meshphysical_frag: meshphysical_frag,
  8992. meshphysical_vert: meshphysical_vert,
  8993. normal_frag: normal_frag,
  8994. normal_vert: normal_vert,
  8995. points_frag: points_frag,
  8996. points_vert: points_vert,
  8997. shadow_frag: shadow_frag,
  8998. shadow_vert: shadow_vert,
  8999. sprite_frag: sprite_frag,
  9000. sprite_vert: sprite_vert
  9001. };
  9002. /**
  9003. * @author alteredq / http://alteredqualia.com/
  9004. * @author mrdoob / http://mrdoob.com/
  9005. * @author mikael emtinger / http://gomo.se/
  9006. */
  9007. var ShaderLib = {
  9008. basic: {
  9009. uniforms: mergeUniforms( [
  9010. UniformsLib.common,
  9011. UniformsLib.specularmap,
  9012. UniformsLib.envmap,
  9013. UniformsLib.aomap,
  9014. UniformsLib.lightmap,
  9015. UniformsLib.fog
  9016. ] ),
  9017. vertexShader: ShaderChunk.meshbasic_vert,
  9018. fragmentShader: ShaderChunk.meshbasic_frag
  9019. },
  9020. lambert: {
  9021. uniforms: mergeUniforms( [
  9022. UniformsLib.common,
  9023. UniformsLib.specularmap,
  9024. UniformsLib.envmap,
  9025. UniformsLib.aomap,
  9026. UniformsLib.lightmap,
  9027. UniformsLib.emissivemap,
  9028. UniformsLib.fog,
  9029. UniformsLib.lights,
  9030. {
  9031. emissive: { value: new Color( 0x000000 ) }
  9032. }
  9033. ] ),
  9034. vertexShader: ShaderChunk.meshlambert_vert,
  9035. fragmentShader: ShaderChunk.meshlambert_frag
  9036. },
  9037. phong: {
  9038. uniforms: mergeUniforms( [
  9039. UniformsLib.common,
  9040. UniformsLib.specularmap,
  9041. UniformsLib.envmap,
  9042. UniformsLib.aomap,
  9043. UniformsLib.lightmap,
  9044. UniformsLib.emissivemap,
  9045. UniformsLib.bumpmap,
  9046. UniformsLib.normalmap,
  9047. UniformsLib.displacementmap,
  9048. UniformsLib.fog,
  9049. UniformsLib.lights,
  9050. {
  9051. emissive: { value: new Color( 0x000000 ) },
  9052. specular: { value: new Color( 0x111111 ) },
  9053. shininess: { value: 30 }
  9054. }
  9055. ] ),
  9056. vertexShader: ShaderChunk.meshphong_vert,
  9057. fragmentShader: ShaderChunk.meshphong_frag
  9058. },
  9059. standard: {
  9060. uniforms: mergeUniforms( [
  9061. UniformsLib.common,
  9062. UniformsLib.envmap,
  9063. UniformsLib.aomap,
  9064. UniformsLib.lightmap,
  9065. UniformsLib.emissivemap,
  9066. UniformsLib.bumpmap,
  9067. UniformsLib.normalmap,
  9068. UniformsLib.displacementmap,
  9069. UniformsLib.roughnessmap,
  9070. UniformsLib.metalnessmap,
  9071. UniformsLib.fog,
  9072. UniformsLib.lights,
  9073. {
  9074. emissive: { value: new Color( 0x000000 ) },
  9075. roughness: { value: 0.5 },
  9076. metalness: { value: 0.5 },
  9077. envMapIntensity: { value: 1 } // temporary
  9078. }
  9079. ] ),
  9080. vertexShader: ShaderChunk.meshphysical_vert,
  9081. fragmentShader: ShaderChunk.meshphysical_frag
  9082. },
  9083. toon: {
  9084. uniforms: mergeUniforms( [
  9085. UniformsLib.common,
  9086. UniformsLib.specularmap,
  9087. UniformsLib.aomap,
  9088. UniformsLib.lightmap,
  9089. UniformsLib.emissivemap,
  9090. UniformsLib.bumpmap,
  9091. UniformsLib.normalmap,
  9092. UniformsLib.displacementmap,
  9093. UniformsLib.gradientmap,
  9094. UniformsLib.fog,
  9095. UniformsLib.lights,
  9096. {
  9097. emissive: { value: new Color( 0x000000 ) },
  9098. specular: { value: new Color( 0x111111 ) },
  9099. shininess: { value: 30 }
  9100. }
  9101. ] ),
  9102. vertexShader: ShaderChunk.meshtoon_vert,
  9103. fragmentShader: ShaderChunk.meshtoon_frag
  9104. },
  9105. matcap: {
  9106. uniforms: mergeUniforms( [
  9107. UniformsLib.common,
  9108. UniformsLib.bumpmap,
  9109. UniformsLib.normalmap,
  9110. UniformsLib.displacementmap,
  9111. UniformsLib.fog,
  9112. {
  9113. matcap: { value: null }
  9114. }
  9115. ] ),
  9116. vertexShader: ShaderChunk.meshmatcap_vert,
  9117. fragmentShader: ShaderChunk.meshmatcap_frag
  9118. },
  9119. points: {
  9120. uniforms: mergeUniforms( [
  9121. UniformsLib.points,
  9122. UniformsLib.fog
  9123. ] ),
  9124. vertexShader: ShaderChunk.points_vert,
  9125. fragmentShader: ShaderChunk.points_frag
  9126. },
  9127. dashed: {
  9128. uniforms: mergeUniforms( [
  9129. UniformsLib.common,
  9130. UniformsLib.fog,
  9131. {
  9132. scale: { value: 1 },
  9133. dashSize: { value: 1 },
  9134. totalSize: { value: 2 }
  9135. }
  9136. ] ),
  9137. vertexShader: ShaderChunk.linedashed_vert,
  9138. fragmentShader: ShaderChunk.linedashed_frag
  9139. },
  9140. depth: {
  9141. uniforms: mergeUniforms( [
  9142. UniformsLib.common,
  9143. UniformsLib.displacementmap
  9144. ] ),
  9145. vertexShader: ShaderChunk.depth_vert,
  9146. fragmentShader: ShaderChunk.depth_frag
  9147. },
  9148. normal: {
  9149. uniforms: mergeUniforms( [
  9150. UniformsLib.common,
  9151. UniformsLib.bumpmap,
  9152. UniformsLib.normalmap,
  9153. UniformsLib.displacementmap,
  9154. {
  9155. opacity: { value: 1.0 }
  9156. }
  9157. ] ),
  9158. vertexShader: ShaderChunk.normal_vert,
  9159. fragmentShader: ShaderChunk.normal_frag
  9160. },
  9161. sprite: {
  9162. uniforms: mergeUniforms( [
  9163. UniformsLib.sprite,
  9164. UniformsLib.fog
  9165. ] ),
  9166. vertexShader: ShaderChunk.sprite_vert,
  9167. fragmentShader: ShaderChunk.sprite_frag
  9168. },
  9169. background: {
  9170. uniforms: {
  9171. uvTransform: { value: new Matrix3() },
  9172. t2D: { value: null },
  9173. },
  9174. vertexShader: ShaderChunk.background_vert,
  9175. fragmentShader: ShaderChunk.background_frag
  9176. },
  9177. /* -------------------------------------------------------------------------
  9178. // Cube map shader
  9179. ------------------------------------------------------------------------- */
  9180. cube: {
  9181. uniforms: mergeUniforms( [
  9182. UniformsLib.envmap,
  9183. {
  9184. opacity: { value: 1.0 }
  9185. }
  9186. ] ),
  9187. vertexShader: ShaderChunk.cube_vert,
  9188. fragmentShader: ShaderChunk.cube_frag
  9189. },
  9190. equirect: {
  9191. uniforms: {
  9192. tEquirect: { value: null },
  9193. },
  9194. vertexShader: ShaderChunk.equirect_vert,
  9195. fragmentShader: ShaderChunk.equirect_frag
  9196. },
  9197. distanceRGBA: {
  9198. uniforms: mergeUniforms( [
  9199. UniformsLib.common,
  9200. UniformsLib.displacementmap,
  9201. {
  9202. referencePosition: { value: new Vector3() },
  9203. nearDistance: { value: 1 },
  9204. farDistance: { value: 1000 }
  9205. }
  9206. ] ),
  9207. vertexShader: ShaderChunk.distanceRGBA_vert,
  9208. fragmentShader: ShaderChunk.distanceRGBA_frag
  9209. },
  9210. shadow: {
  9211. uniforms: mergeUniforms( [
  9212. UniformsLib.lights,
  9213. UniformsLib.fog,
  9214. {
  9215. color: { value: new Color( 0x00000 ) },
  9216. opacity: { value: 1.0 }
  9217. } ] ),
  9218. vertexShader: ShaderChunk.shadow_vert,
  9219. fragmentShader: ShaderChunk.shadow_frag
  9220. }
  9221. };
  9222. ShaderLib.physical = {
  9223. uniforms: mergeUniforms( [
  9224. ShaderLib.standard.uniforms,
  9225. {
  9226. transparency: { value: 0 },
  9227. clearcoat: { value: 0 },
  9228. clearcoatRoughness: { value: 0 },
  9229. sheen: { value: new Color( 0x000000 ) },
  9230. clearcoatNormalScale: { value: new Vector2( 1, 1 ) },
  9231. clearcoatNormalMap: { value: null },
  9232. }
  9233. ] ),
  9234. vertexShader: ShaderChunk.meshphysical_vert,
  9235. fragmentShader: ShaderChunk.meshphysical_frag
  9236. };
  9237. /**
  9238. * @author mrdoob / http://mrdoob.com/
  9239. */
  9240. function WebGLBackground( renderer, state, objects, premultipliedAlpha ) {
  9241. var clearColor = new Color( 0x000000 );
  9242. var clearAlpha = 0;
  9243. var planeMesh;
  9244. var boxMesh;
  9245. var currentBackground = null;
  9246. var currentBackgroundVersion = 0;
  9247. var currentTonemapping = null;
  9248. function render( renderList, scene, camera, forceClear ) {
  9249. var background = scene.background;
  9250. // Ignore background in AR
  9251. // TODO: Reconsider this.
  9252. var xr = renderer.xr;
  9253. var session = xr.getSession && xr.getSession();
  9254. if ( session && session.environmentBlendMode === 'additive' ) {
  9255. background = null;
  9256. }
  9257. if ( background === null ) {
  9258. setClear( clearColor, clearAlpha );
  9259. } else if ( background && background.isColor ) {
  9260. setClear( background, 1 );
  9261. forceClear = true;
  9262. }
  9263. if ( renderer.autoClear || forceClear ) {
  9264. renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
  9265. }
  9266. if ( background && ( background.isCubeTexture || background.isWebGLCubeRenderTarget || background.mapping === CubeUVReflectionMapping ) ) {
  9267. if ( boxMesh === undefined ) {
  9268. boxMesh = new Mesh(
  9269. new BoxBufferGeometry( 1, 1, 1 ),
  9270. new ShaderMaterial( {
  9271. type: 'BackgroundCubeMaterial',
  9272. uniforms: cloneUniforms( ShaderLib.cube.uniforms ),
  9273. vertexShader: ShaderLib.cube.vertexShader,
  9274. fragmentShader: ShaderLib.cube.fragmentShader,
  9275. side: BackSide,
  9276. depthTest: false,
  9277. depthWrite: false,
  9278. fog: false
  9279. } )
  9280. );
  9281. boxMesh.geometry.deleteAttribute( 'normal' );
  9282. boxMesh.geometry.deleteAttribute( 'uv' );
  9283. boxMesh.onBeforeRender = function ( renderer, scene, camera ) {
  9284. this.matrixWorld.copyPosition( camera.matrixWorld );
  9285. };
  9286. // enable code injection for non-built-in material
  9287. Object.defineProperty( boxMesh.material, 'envMap', {
  9288. get: function () {
  9289. return this.uniforms.envMap.value;
  9290. }
  9291. } );
  9292. objects.update( boxMesh );
  9293. }
  9294. var texture = background.isWebGLCubeRenderTarget ? background.texture : background;
  9295. boxMesh.material.uniforms.envMap.value = texture;
  9296. boxMesh.material.uniforms.flipEnvMap.value = texture.isCubeTexture ? - 1 : 1;
  9297. if ( currentBackground !== background ||
  9298. currentBackgroundVersion !== texture.version ||
  9299. currentTonemapping !== renderer.toneMapping ) {
  9300. boxMesh.material.needsUpdate = true;
  9301. currentBackground = background;
  9302. currentBackgroundVersion = texture.version;
  9303. currentTonemapping = renderer.toneMapping;
  9304. }
  9305. // push to the pre-sorted opaque render list
  9306. renderList.unshift( boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null );
  9307. } else if ( background && background.isTexture ) {
  9308. if ( planeMesh === undefined ) {
  9309. planeMesh = new Mesh(
  9310. new PlaneBufferGeometry( 2, 2 ),
  9311. new ShaderMaterial( {
  9312. type: 'BackgroundMaterial',
  9313. uniforms: cloneUniforms( ShaderLib.background.uniforms ),
  9314. vertexShader: ShaderLib.background.vertexShader,
  9315. fragmentShader: ShaderLib.background.fragmentShader,
  9316. side: FrontSide,
  9317. depthTest: false,
  9318. depthWrite: false,
  9319. fog: false
  9320. } )
  9321. );
  9322. planeMesh.geometry.deleteAttribute( 'normal' );
  9323. // enable code injection for non-built-in material
  9324. Object.defineProperty( planeMesh.material, 'map', {
  9325. get: function () {
  9326. return this.uniforms.t2D.value;
  9327. }
  9328. } );
  9329. objects.update( planeMesh );
  9330. }
  9331. planeMesh.material.uniforms.t2D.value = background;
  9332. if ( background.matrixAutoUpdate === true ) {
  9333. background.updateMatrix();
  9334. }
  9335. planeMesh.material.uniforms.uvTransform.value.copy( background.matrix );
  9336. if ( currentBackground !== background ||
  9337. currentBackgroundVersion !== background.version ||
  9338. currentTonemapping !== renderer.toneMapping ) {
  9339. planeMesh.material.needsUpdate = true;
  9340. currentBackground = background;
  9341. currentBackgroundVersion = background.version;
  9342. currentTonemapping = renderer.toneMapping;
  9343. }
  9344. // push to the pre-sorted opaque render list
  9345. renderList.unshift( planeMesh, planeMesh.geometry, planeMesh.material, 0, 0, null );
  9346. }
  9347. }
  9348. function setClear( color, alpha ) {
  9349. state.buffers.color.setClear( color.r, color.g, color.b, alpha, premultipliedAlpha );
  9350. }
  9351. return {
  9352. getClearColor: function () {
  9353. return clearColor;
  9354. },
  9355. setClearColor: function ( color, alpha ) {
  9356. clearColor.set( color );
  9357. clearAlpha = alpha !== undefined ? alpha : 1;
  9358. setClear( clearColor, clearAlpha );
  9359. },
  9360. getClearAlpha: function () {
  9361. return clearAlpha;
  9362. },
  9363. setClearAlpha: function ( alpha ) {
  9364. clearAlpha = alpha;
  9365. setClear( clearColor, clearAlpha );
  9366. },
  9367. render: render
  9368. };
  9369. }
  9370. /**
  9371. * @author mrdoob / http://mrdoob.com/
  9372. */
  9373. function WebGLBufferRenderer( gl, extensions, info, capabilities ) {
  9374. var isWebGL2 = capabilities.isWebGL2;
  9375. var mode;
  9376. function setMode( value ) {
  9377. mode = value;
  9378. }
  9379. function render( start, count ) {
  9380. gl.drawArrays( mode, start, count );
  9381. info.update( count, mode );
  9382. }
  9383. function renderInstances( geometry, start, count, primcount ) {
  9384. if ( primcount === 0 ) { return; }
  9385. var extension, methodName;
  9386. if ( isWebGL2 ) {
  9387. extension = gl;
  9388. methodName = 'drawArraysInstanced';
  9389. } else {
  9390. extension = extensions.get( 'ANGLE_instanced_arrays' );
  9391. methodName = 'drawArraysInstancedANGLE';
  9392. if ( extension === null ) {
  9393. console.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  9394. return;
  9395. }
  9396. }
  9397. extension[ methodName ]( mode, start, count, primcount );
  9398. info.update( count, mode, primcount );
  9399. }
  9400. //
  9401. this.setMode = setMode;
  9402. this.render = render;
  9403. this.renderInstances = renderInstances;
  9404. }
  9405. /**
  9406. * @author mrdoob / http://mrdoob.com/
  9407. */
  9408. function WebGLCapabilities( gl, extensions, parameters ) {
  9409. var maxAnisotropy;
  9410. function getMaxAnisotropy() {
  9411. if ( maxAnisotropy !== undefined ) { return maxAnisotropy; }
  9412. var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  9413. if ( extension !== null ) {
  9414. maxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );
  9415. } else {
  9416. maxAnisotropy = 0;
  9417. }
  9418. return maxAnisotropy;
  9419. }
  9420. function getMaxPrecision( precision ) {
  9421. if ( precision === 'highp' ) {
  9422. if ( gl.getShaderPrecisionFormat( 35633, 36338 ).precision > 0 &&
  9423. gl.getShaderPrecisionFormat( 35632, 36338 ).precision > 0 ) {
  9424. return 'highp';
  9425. }
  9426. precision = 'mediump';
  9427. }
  9428. if ( precision === 'mediump' ) {
  9429. if ( gl.getShaderPrecisionFormat( 35633, 36337 ).precision > 0 &&
  9430. gl.getShaderPrecisionFormat( 35632, 36337 ).precision > 0 ) {
  9431. return 'mediump';
  9432. }
  9433. }
  9434. return 'lowp';
  9435. }
  9436. /* eslint-disable no-undef */
  9437. var isWebGL2 = ( typeof WebGL2RenderingContext !== 'undefined' && gl instanceof WebGL2RenderingContext ) ||
  9438. ( typeof WebGL2ComputeRenderingContext !== 'undefined' && gl instanceof WebGL2ComputeRenderingContext );
  9439. /* eslint-enable no-undef */
  9440. var precision = parameters.precision !== undefined ? parameters.precision : 'highp';
  9441. var maxPrecision = getMaxPrecision( precision );
  9442. if ( maxPrecision !== precision ) {
  9443. console.warn( 'THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' );
  9444. precision = maxPrecision;
  9445. }
  9446. var logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true;
  9447. var maxTextures = gl.getParameter( 34930 );
  9448. var maxVertexTextures = gl.getParameter( 35660 );
  9449. var maxTextureSize = gl.getParameter( 3379 );
  9450. var maxCubemapSize = gl.getParameter( 34076 );
  9451. var maxAttributes = gl.getParameter( 34921 );
  9452. var maxVertexUniforms = gl.getParameter( 36347 );
  9453. var maxVaryings = gl.getParameter( 36348 );
  9454. var maxFragmentUniforms = gl.getParameter( 36349 );
  9455. var vertexTextures = maxVertexTextures > 0;
  9456. var floatFragmentTextures = isWebGL2 || !! extensions.get( 'OES_texture_float' );
  9457. var floatVertexTextures = vertexTextures && floatFragmentTextures;
  9458. var maxSamples = isWebGL2 ? gl.getParameter( 36183 ) : 0;
  9459. return {
  9460. isWebGL2: isWebGL2,
  9461. getMaxAnisotropy: getMaxAnisotropy,
  9462. getMaxPrecision: getMaxPrecision,
  9463. precision: precision,
  9464. logarithmicDepthBuffer: logarithmicDepthBuffer,
  9465. maxTextures: maxTextures,
  9466. maxVertexTextures: maxVertexTextures,
  9467. maxTextureSize: maxTextureSize,
  9468. maxCubemapSize: maxCubemapSize,
  9469. maxAttributes: maxAttributes,
  9470. maxVertexUniforms: maxVertexUniforms,
  9471. maxVaryings: maxVaryings,
  9472. maxFragmentUniforms: maxFragmentUniforms,
  9473. vertexTextures: vertexTextures,
  9474. floatFragmentTextures: floatFragmentTextures,
  9475. floatVertexTextures: floatVertexTextures,
  9476. maxSamples: maxSamples
  9477. };
  9478. }
  9479. /**
  9480. * @author tschw
  9481. */
  9482. function WebGLClipping() {
  9483. var scope = this,
  9484. globalState = null,
  9485. numGlobalPlanes = 0,
  9486. localClippingEnabled = false,
  9487. renderingShadows = false,
  9488. plane = new Plane(),
  9489. viewNormalMatrix = new Matrix3(),
  9490. uniform = { value: null, needsUpdate: false };
  9491. this.uniform = uniform;
  9492. this.numPlanes = 0;
  9493. this.numIntersection = 0;
  9494. this.init = function ( planes, enableLocalClipping, camera ) {
  9495. var enabled =
  9496. planes.length !== 0 ||
  9497. enableLocalClipping ||
  9498. // enable state of previous frame - the clipping code has to
  9499. // run another frame in order to reset the state:
  9500. numGlobalPlanes !== 0 ||
  9501. localClippingEnabled;
  9502. localClippingEnabled = enableLocalClipping;
  9503. globalState = projectPlanes( planes, camera, 0 );
  9504. numGlobalPlanes = planes.length;
  9505. return enabled;
  9506. };
  9507. this.beginShadows = function () {
  9508. renderingShadows = true;
  9509. projectPlanes( null );
  9510. };
  9511. this.endShadows = function () {
  9512. renderingShadows = false;
  9513. resetGlobalState();
  9514. };
  9515. this.setState = function ( planes, clipIntersection, clipShadows, camera, cache, fromCache ) {
  9516. if ( ! localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && ! clipShadows ) {
  9517. // there's no local clipping
  9518. if ( renderingShadows ) {
  9519. // there's no global clipping
  9520. projectPlanes( null );
  9521. } else {
  9522. resetGlobalState();
  9523. }
  9524. } else {
  9525. var nGlobal = renderingShadows ? 0 : numGlobalPlanes,
  9526. lGlobal = nGlobal * 4,
  9527. dstArray = cache.clippingState || null;
  9528. uniform.value = dstArray; // ensure unique state
  9529. dstArray = projectPlanes( planes, camera, lGlobal, fromCache );
  9530. for ( var i = 0; i !== lGlobal; ++ i ) {
  9531. dstArray[ i ] = globalState[ i ];
  9532. }
  9533. cache.clippingState = dstArray;
  9534. this.numIntersection = clipIntersection ? this.numPlanes : 0;
  9535. this.numPlanes += nGlobal;
  9536. }
  9537. };
  9538. function resetGlobalState() {
  9539. if ( uniform.value !== globalState ) {
  9540. uniform.value = globalState;
  9541. uniform.needsUpdate = numGlobalPlanes > 0;
  9542. }
  9543. scope.numPlanes = numGlobalPlanes;
  9544. scope.numIntersection = 0;
  9545. }
  9546. function projectPlanes( planes, camera, dstOffset, skipTransform ) {
  9547. var nPlanes = planes !== null ? planes.length : 0,
  9548. dstArray = null;
  9549. if ( nPlanes !== 0 ) {
  9550. dstArray = uniform.value;
  9551. if ( skipTransform !== true || dstArray === null ) {
  9552. var flatSize = dstOffset + nPlanes * 4,
  9553. viewMatrix = camera.matrixWorldInverse;
  9554. viewNormalMatrix.getNormalMatrix( viewMatrix );
  9555. if ( dstArray === null || dstArray.length < flatSize ) {
  9556. dstArray = new Float32Array( flatSize );
  9557. }
  9558. for ( var i = 0, i4 = dstOffset; i !== nPlanes; ++ i, i4 += 4 ) {
  9559. plane.copy( planes[ i ] ).applyMatrix4( viewMatrix, viewNormalMatrix );
  9560. plane.normal.toArray( dstArray, i4 );
  9561. dstArray[ i4 + 3 ] = plane.constant;
  9562. }
  9563. }
  9564. uniform.value = dstArray;
  9565. uniform.needsUpdate = true;
  9566. }
  9567. scope.numPlanes = nPlanes;
  9568. return dstArray;
  9569. }
  9570. }
  9571. /**
  9572. * @author mrdoob / http://mrdoob.com/
  9573. */
  9574. function WebGLExtensions( gl ) {
  9575. var extensions = {};
  9576. return {
  9577. get: function ( name ) {
  9578. if ( extensions[ name ] !== undefined ) {
  9579. return extensions[ name ];
  9580. }
  9581. var extension;
  9582. switch ( name ) {
  9583. case 'WEBGL_depth_texture':
  9584. extension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' );
  9585. break;
  9586. case 'EXT_texture_filter_anisotropic':
  9587. extension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
  9588. break;
  9589. case 'WEBGL_compressed_texture_s3tc':
  9590. extension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
  9591. break;
  9592. case 'WEBGL_compressed_texture_pvrtc':
  9593. extension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' );
  9594. break;
  9595. default:
  9596. extension = gl.getExtension( name );
  9597. }
  9598. if ( extension === null ) {
  9599. console.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' );
  9600. }
  9601. extensions[ name ] = extension;
  9602. return extension;
  9603. }
  9604. };
  9605. }
  9606. /**
  9607. * @author mrdoob / http://mrdoob.com/
  9608. */
  9609. function WebGLGeometries( gl, attributes, info ) {
  9610. var geometries = new WeakMap();
  9611. var wireframeAttributes = new WeakMap();
  9612. function onGeometryDispose( event ) {
  9613. var geometry = event.target;
  9614. var buffergeometry = geometries.get( geometry );
  9615. if ( buffergeometry.index !== null ) {
  9616. attributes.remove( buffergeometry.index );
  9617. }
  9618. for ( var name in buffergeometry.attributes ) {
  9619. attributes.remove( buffergeometry.attributes[ name ] );
  9620. }
  9621. geometry.removeEventListener( 'dispose', onGeometryDispose );
  9622. geometries.delete( geometry );
  9623. var attribute = wireframeAttributes.get( buffergeometry );
  9624. if ( attribute ) {
  9625. attributes.remove( attribute );
  9626. wireframeAttributes.delete( buffergeometry );
  9627. }
  9628. //
  9629. info.memory.geometries --;
  9630. }
  9631. function get( object, geometry ) {
  9632. var buffergeometry = geometries.get( geometry );
  9633. if ( buffergeometry ) { return buffergeometry; }
  9634. geometry.addEventListener( 'dispose', onGeometryDispose );
  9635. if ( geometry.isBufferGeometry ) {
  9636. buffergeometry = geometry;
  9637. } else if ( geometry.isGeometry ) {
  9638. if ( geometry._bufferGeometry === undefined ) {
  9639. geometry._bufferGeometry = new BufferGeometry().setFromObject( object );
  9640. }
  9641. buffergeometry = geometry._bufferGeometry;
  9642. }
  9643. geometries.set( geometry, buffergeometry );
  9644. info.memory.geometries ++;
  9645. return buffergeometry;
  9646. }
  9647. function update( geometry ) {
  9648. var index = geometry.index;
  9649. var geometryAttributes = geometry.attributes;
  9650. if ( index !== null ) {
  9651. attributes.update( index, 34963 );
  9652. }
  9653. for ( var name in geometryAttributes ) {
  9654. attributes.update( geometryAttributes[ name ], 34962 );
  9655. }
  9656. // morph targets
  9657. var morphAttributes = geometry.morphAttributes;
  9658. for ( var name in morphAttributes ) {
  9659. var array = morphAttributes[ name ];
  9660. for ( var i = 0, l = array.length; i < l; i ++ ) {
  9661. attributes.update( array[ i ], 34962 );
  9662. }
  9663. }
  9664. }
  9665. function updateWireframeAttribute( geometry ) {
  9666. var indices = [];
  9667. var geometryIndex = geometry.index;
  9668. var geometryPosition = geometry.attributes.position;
  9669. var version = 0;
  9670. if ( geometryIndex !== null ) {
  9671. var array = geometryIndex.array;
  9672. version = geometryIndex.version;
  9673. for ( var i = 0, l = array.length; i < l; i += 3 ) {
  9674. var a = array[ i + 0 ];
  9675. var b = array[ i + 1 ];
  9676. var c = array[ i + 2 ];
  9677. indices.push( a, b, b, c, c, a );
  9678. }
  9679. } else {
  9680. var array = geometryPosition.array;
  9681. version = geometryPosition.version;
  9682. for ( var i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) {
  9683. var a = i + 0;
  9684. var b = i + 1;
  9685. var c = i + 2;
  9686. indices.push( a, b, b, c, c, a );
  9687. }
  9688. }
  9689. var attribute = new ( arrayMax( indices ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 );
  9690. attribute.version = version;
  9691. attributes.update( attribute, 34963 );
  9692. //
  9693. var previousAttribute = wireframeAttributes.get( geometry );
  9694. if ( previousAttribute ) { attributes.remove( previousAttribute ); }
  9695. //
  9696. wireframeAttributes.set( geometry, attribute );
  9697. }
  9698. function getWireframeAttribute( geometry ) {
  9699. var currentAttribute = wireframeAttributes.get( geometry );
  9700. if ( currentAttribute ) {
  9701. var geometryIndex = geometry.index;
  9702. if ( geometryIndex !== null ) {
  9703. // if the attribute is obsolete, create a new one
  9704. if ( currentAttribute.version < geometryIndex.version ) {
  9705. updateWireframeAttribute( geometry );
  9706. }
  9707. }
  9708. } else {
  9709. updateWireframeAttribute( geometry );
  9710. }
  9711. return wireframeAttributes.get( geometry );
  9712. }
  9713. return {
  9714. get: get,
  9715. update: update,
  9716. getWireframeAttribute: getWireframeAttribute
  9717. };
  9718. }
  9719. /**
  9720. * @author mrdoob / http://mrdoob.com/
  9721. */
  9722. function WebGLIndexedBufferRenderer( gl, extensions, info, capabilities ) {
  9723. var isWebGL2 = capabilities.isWebGL2;
  9724. var mode;
  9725. function setMode( value ) {
  9726. mode = value;
  9727. }
  9728. var type, bytesPerElement;
  9729. function setIndex( value ) {
  9730. type = value.type;
  9731. bytesPerElement = value.bytesPerElement;
  9732. }
  9733. function render( start, count ) {
  9734. gl.drawElements( mode, count, type, start * bytesPerElement );
  9735. info.update( count, mode );
  9736. }
  9737. function renderInstances( geometry, start, count, primcount ) {
  9738. if ( primcount === 0 ) { return; }
  9739. var extension, methodName;
  9740. if ( isWebGL2 ) {
  9741. extension = gl;
  9742. methodName = 'drawElementsInstanced';
  9743. } else {
  9744. extension = extensions.get( 'ANGLE_instanced_arrays' );
  9745. methodName = 'drawElementsInstancedANGLE';
  9746. if ( extension === null ) {
  9747. console.error( 'THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  9748. return;
  9749. }
  9750. }
  9751. extension[ methodName ]( mode, count, type, start * bytesPerElement, primcount );
  9752. info.update( count, mode, primcount );
  9753. }
  9754. //
  9755. this.setMode = setMode;
  9756. this.setIndex = setIndex;
  9757. this.render = render;
  9758. this.renderInstances = renderInstances;
  9759. }
  9760. /**
  9761. * @author Mugen87 / https://github.com/Mugen87
  9762. */
  9763. function WebGLInfo( gl ) {
  9764. var memory = {
  9765. geometries: 0,
  9766. textures: 0
  9767. };
  9768. var render = {
  9769. frame: 0,
  9770. calls: 0,
  9771. triangles: 0,
  9772. points: 0,
  9773. lines: 0
  9774. };
  9775. function update( count, mode, instanceCount ) {
  9776. instanceCount = instanceCount || 1;
  9777. render.calls ++;
  9778. switch ( mode ) {
  9779. case 4:
  9780. render.triangles += instanceCount * ( count / 3 );
  9781. break;
  9782. case 1:
  9783. render.lines += instanceCount * ( count / 2 );
  9784. break;
  9785. case 3:
  9786. render.lines += instanceCount * ( count - 1 );
  9787. break;
  9788. case 2:
  9789. render.lines += instanceCount * count;
  9790. break;
  9791. case 0:
  9792. render.points += instanceCount * count;
  9793. break;
  9794. default:
  9795. console.error( 'THREE.WebGLInfo: Unknown draw mode:', mode );
  9796. break;
  9797. }
  9798. }
  9799. function reset() {
  9800. render.frame ++;
  9801. render.calls = 0;
  9802. render.triangles = 0;
  9803. render.points = 0;
  9804. render.lines = 0;
  9805. }
  9806. return {
  9807. memory: memory,
  9808. render: render,
  9809. programs: null,
  9810. autoReset: true,
  9811. reset: reset,
  9812. update: update
  9813. };
  9814. }
  9815. /**
  9816. * @author mrdoob / http://mrdoob.com/
  9817. */
  9818. function absNumericalSort( a, b ) {
  9819. return Math.abs( b[ 1 ] ) - Math.abs( a[ 1 ] );
  9820. }
  9821. function WebGLMorphtargets( gl ) {
  9822. var influencesList = {};
  9823. var morphInfluences = new Float32Array( 8 );
  9824. function update( object, geometry, material, program ) {
  9825. var objectInfluences = object.morphTargetInfluences;
  9826. // When object doesn't have morph target influences defined, we treat it as a 0-length array
  9827. // This is important to make sure we set up morphTargetBaseInfluence / morphTargetInfluences
  9828. var length = objectInfluences === undefined ? 0 : objectInfluences.length;
  9829. var influences = influencesList[ geometry.id ];
  9830. if ( influences === undefined ) {
  9831. // initialise list
  9832. influences = [];
  9833. for ( var i = 0; i < length; i ++ ) {
  9834. influences[ i ] = [ i, 0 ];
  9835. }
  9836. influencesList[ geometry.id ] = influences;
  9837. }
  9838. var morphTargets = material.morphTargets && geometry.morphAttributes.position;
  9839. var morphNormals = material.morphNormals && geometry.morphAttributes.normal;
  9840. // Remove current morphAttributes
  9841. for ( var i = 0; i < length; i ++ ) {
  9842. var influence = influences[ i ];
  9843. if ( influence[ 1 ] !== 0 ) {
  9844. if ( morphTargets ) { geometry.deleteAttribute( 'morphTarget' + i ); }
  9845. if ( morphNormals ) { geometry.deleteAttribute( 'morphNormal' + i ); }
  9846. }
  9847. }
  9848. // Collect influences
  9849. for ( var i = 0; i < length; i ++ ) {
  9850. var influence = influences[ i ];
  9851. influence[ 0 ] = i;
  9852. influence[ 1 ] = objectInfluences[ i ];
  9853. }
  9854. influences.sort( absNumericalSort );
  9855. // Add morphAttributes
  9856. var morphInfluencesSum = 0;
  9857. for ( var i = 0; i < 8; i ++ ) {
  9858. var influence = influences[ i ];
  9859. if ( influence ) {
  9860. var index = influence[ 0 ];
  9861. var value = influence[ 1 ];
  9862. if ( value ) {
  9863. if ( morphTargets ) { geometry.setAttribute( 'morphTarget' + i, morphTargets[ index ] ); }
  9864. if ( morphNormals ) { geometry.setAttribute( 'morphNormal' + i, morphNormals[ index ] ); }
  9865. morphInfluences[ i ] = value;
  9866. morphInfluencesSum += value;
  9867. continue;
  9868. }
  9869. }
  9870. morphInfluences[ i ] = 0;
  9871. }
  9872. // GLSL shader uses formula baseinfluence * base + sum(target * influence)
  9873. // This allows us to switch between absolute morphs and relative morphs without changing shader code
  9874. // When baseinfluence = 1 - sum(influence), the above is equivalent to sum((target - base) * influence)
  9875. var morphBaseInfluence = geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;
  9876. program.getUniforms().setValue( gl, 'morphTargetBaseInfluence', morphBaseInfluence );
  9877. program.getUniforms().setValue( gl, 'morphTargetInfluences', morphInfluences );
  9878. }
  9879. return {
  9880. update: update
  9881. };
  9882. }
  9883. /**
  9884. * @author mrdoob / http://mrdoob.com/
  9885. */
  9886. function WebGLObjects( gl, geometries, attributes, info ) {
  9887. var updateList = {};
  9888. function update( object ) {
  9889. var frame = info.render.frame;
  9890. var geometry = object.geometry;
  9891. var buffergeometry = geometries.get( object, geometry );
  9892. // Update once per frame
  9893. if ( updateList[ buffergeometry.id ] !== frame ) {
  9894. if ( geometry.isGeometry ) {
  9895. buffergeometry.updateFromObject( object );
  9896. }
  9897. geometries.update( buffergeometry );
  9898. updateList[ buffergeometry.id ] = frame;
  9899. }
  9900. if ( object.isInstancedMesh ) {
  9901. attributes.update( object.instanceMatrix, 34962 );
  9902. }
  9903. return buffergeometry;
  9904. }
  9905. function dispose() {
  9906. updateList = {};
  9907. }
  9908. return {
  9909. update: update,
  9910. dispose: dispose
  9911. };
  9912. }
  9913. /**
  9914. * @author mrdoob / http://mrdoob.com/
  9915. */
  9916. function CubeTexture( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
  9917. images = images !== undefined ? images : [];
  9918. mapping = mapping !== undefined ? mapping : CubeReflectionMapping;
  9919. format = format !== undefined ? format : RGBFormat;
  9920. Texture.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  9921. this.flipY = false;
  9922. }
  9923. CubeTexture.prototype = Object.create( Texture.prototype );
  9924. CubeTexture.prototype.constructor = CubeTexture;
  9925. CubeTexture.prototype.isCubeTexture = true;
  9926. Object.defineProperty( CubeTexture.prototype, 'images', {
  9927. get: function () {
  9928. return this.image;
  9929. },
  9930. set: function ( value ) {
  9931. this.image = value;
  9932. }
  9933. } );
  9934. /**
  9935. * @author Takahiro https://github.com/takahirox
  9936. */
  9937. function DataTexture2DArray( data, width, height, depth ) {
  9938. Texture.call( this, null );
  9939. this.image = { data: data || null, width: width || 1, height: height || 1, depth: depth || 1 };
  9940. this.magFilter = NearestFilter;
  9941. this.minFilter = NearestFilter;
  9942. this.wrapR = ClampToEdgeWrapping;
  9943. this.generateMipmaps = false;
  9944. this.flipY = false;
  9945. this.needsUpdate = true;
  9946. }
  9947. DataTexture2DArray.prototype = Object.create( Texture.prototype );
  9948. DataTexture2DArray.prototype.constructor = DataTexture2DArray;
  9949. DataTexture2DArray.prototype.isDataTexture2DArray = true;
  9950. /**
  9951. * @author Artur Trzesiok
  9952. */
  9953. function DataTexture3D( data, width, height, depth ) {
  9954. // We're going to add .setXXX() methods for setting properties later.
  9955. // Users can still set in DataTexture3D directly.
  9956. //
  9957. // var texture = new THREE.DataTexture3D( data, width, height, depth );
  9958. // texture.anisotropy = 16;
  9959. //
  9960. // See #14839
  9961. Texture.call( this, null );
  9962. this.image = { data: data || null, width: width || 1, height: height || 1, depth: depth || 1 };
  9963. this.magFilter = NearestFilter;
  9964. this.minFilter = NearestFilter;
  9965. this.wrapR = ClampToEdgeWrapping;
  9966. this.generateMipmaps = false;
  9967. this.flipY = false;
  9968. this.needsUpdate = true;
  9969. }
  9970. DataTexture3D.prototype = Object.create( Texture.prototype );
  9971. DataTexture3D.prototype.constructor = DataTexture3D;
  9972. DataTexture3D.prototype.isDataTexture3D = true;
  9973. /**
  9974. * @author tschw
  9975. * @author Mugen87 / https://github.com/Mugen87
  9976. * @author mrdoob / http://mrdoob.com/
  9977. *
  9978. * Uniforms of a program.
  9979. * Those form a tree structure with a special top-level container for the root,
  9980. * which you get by calling 'new WebGLUniforms( gl, program )'.
  9981. *
  9982. *
  9983. * Properties of inner nodes including the top-level container:
  9984. *
  9985. * .seq - array of nested uniforms
  9986. * .map - nested uniforms by name
  9987. *
  9988. *
  9989. * Methods of all nodes except the top-level container:
  9990. *
  9991. * .setValue( gl, value, [textures] )
  9992. *
  9993. * uploads a uniform value(s)
  9994. * the 'textures' parameter is needed for sampler uniforms
  9995. *
  9996. *
  9997. * Static methods of the top-level container (textures factorizations):
  9998. *
  9999. * .upload( gl, seq, values, textures )
  10000. *
  10001. * sets uniforms in 'seq' to 'values[id].value'
  10002. *
  10003. * .seqWithValue( seq, values ) : filteredSeq
  10004. *
  10005. * filters 'seq' entries with corresponding entry in values
  10006. *
  10007. *
  10008. * Methods of the top-level container (textures factorizations):
  10009. *
  10010. * .setValue( gl, name, value, textures )
  10011. *
  10012. * sets uniform with name 'name' to 'value'
  10013. *
  10014. * .setOptional( gl, obj, prop )
  10015. *
  10016. * like .set for an optional property of the object
  10017. *
  10018. */
  10019. var emptyTexture = new Texture();
  10020. var emptyTexture2dArray = new DataTexture2DArray();
  10021. var emptyTexture3d = new DataTexture3D();
  10022. var emptyCubeTexture = new CubeTexture();
  10023. // --- Utilities ---
  10024. // Array Caches (provide typed arrays for temporary by size)
  10025. var arrayCacheF32 = [];
  10026. var arrayCacheI32 = [];
  10027. // Float32Array caches used for uploading Matrix uniforms
  10028. var mat4array = new Float32Array( 16 );
  10029. var mat3array = new Float32Array( 9 );
  10030. var mat2array = new Float32Array( 4 );
  10031. // Flattening for arrays of vectors and matrices
  10032. function flatten( array, nBlocks, blockSize ) {
  10033. var firstElem = array[ 0 ];
  10034. if ( firstElem <= 0 || firstElem > 0 ) { return array; }
  10035. // unoptimized: ! isNaN( firstElem )
  10036. // see http://jacksondunstan.com/articles/983
  10037. var n = nBlocks * blockSize,
  10038. r = arrayCacheF32[ n ];
  10039. if ( r === undefined ) {
  10040. r = new Float32Array( n );
  10041. arrayCacheF32[ n ] = r;
  10042. }
  10043. if ( nBlocks !== 0 ) {
  10044. firstElem.toArray( r, 0 );
  10045. for ( var i = 1, offset = 0; i !== nBlocks; ++ i ) {
  10046. offset += blockSize;
  10047. array[ i ].toArray( r, offset );
  10048. }
  10049. }
  10050. return r;
  10051. }
  10052. function arraysEqual( a, b ) {
  10053. if ( a.length !== b.length ) { return false; }
  10054. for ( var i = 0, l = a.length; i < l; i ++ ) {
  10055. if ( a[ i ] !== b[ i ] ) { return false; }
  10056. }
  10057. return true;
  10058. }
  10059. function copyArray( a, b ) {
  10060. for ( var i = 0, l = b.length; i < l; i ++ ) {
  10061. a[ i ] = b[ i ];
  10062. }
  10063. }
  10064. // Texture unit allocation
  10065. function allocTexUnits( textures, n ) {
  10066. var r = arrayCacheI32[ n ];
  10067. if ( r === undefined ) {
  10068. r = new Int32Array( n );
  10069. arrayCacheI32[ n ] = r;
  10070. }
  10071. for ( var i = 0; i !== n; ++ i )
  10072. { r[ i ] = textures.allocateTextureUnit(); }
  10073. return r;
  10074. }
  10075. // --- Setters ---
  10076. // Note: Defining these methods externally, because they come in a bunch
  10077. // and this way their names minify.
  10078. // Single scalar
  10079. function setValueV1f( gl, v ) {
  10080. var cache = this.cache;
  10081. if ( cache[ 0 ] === v ) { return; }
  10082. gl.uniform1f( this.addr, v );
  10083. cache[ 0 ] = v;
  10084. }
  10085. // Single float vector (from flat array or THREE.VectorN)
  10086. function setValueV2f( gl, v ) {
  10087. var cache = this.cache;
  10088. if ( v.x !== undefined ) {
  10089. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) {
  10090. gl.uniform2f( this.addr, v.x, v.y );
  10091. cache[ 0 ] = v.x;
  10092. cache[ 1 ] = v.y;
  10093. }
  10094. } else {
  10095. if ( arraysEqual( cache, v ) ) { return; }
  10096. gl.uniform2fv( this.addr, v );
  10097. copyArray( cache, v );
  10098. }
  10099. }
  10100. function setValueV3f( gl, v ) {
  10101. var cache = this.cache;
  10102. if ( v.x !== undefined ) {
  10103. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) {
  10104. gl.uniform3f( this.addr, v.x, v.y, v.z );
  10105. cache[ 0 ] = v.x;
  10106. cache[ 1 ] = v.y;
  10107. cache[ 2 ] = v.z;
  10108. }
  10109. } else if ( v.r !== undefined ) {
  10110. if ( cache[ 0 ] !== v.r || cache[ 1 ] !== v.g || cache[ 2 ] !== v.b ) {
  10111. gl.uniform3f( this.addr, v.r, v.g, v.b );
  10112. cache[ 0 ] = v.r;
  10113. cache[ 1 ] = v.g;
  10114. cache[ 2 ] = v.b;
  10115. }
  10116. } else {
  10117. if ( arraysEqual( cache, v ) ) { return; }
  10118. gl.uniform3fv( this.addr, v );
  10119. copyArray( cache, v );
  10120. }
  10121. }
  10122. function setValueV4f( gl, v ) {
  10123. var cache = this.cache;
  10124. if ( v.x !== undefined ) {
  10125. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) {
  10126. gl.uniform4f( this.addr, v.x, v.y, v.z, v.w );
  10127. cache[ 0 ] = v.x;
  10128. cache[ 1 ] = v.y;
  10129. cache[ 2 ] = v.z;
  10130. cache[ 3 ] = v.w;
  10131. }
  10132. } else {
  10133. if ( arraysEqual( cache, v ) ) { return; }
  10134. gl.uniform4fv( this.addr, v );
  10135. copyArray( cache, v );
  10136. }
  10137. }
  10138. // Single matrix (from flat array or MatrixN)
  10139. function setValueM2( gl, v ) {
  10140. var cache = this.cache;
  10141. var elements = v.elements;
  10142. if ( elements === undefined ) {
  10143. if ( arraysEqual( cache, v ) ) { return; }
  10144. gl.uniformMatrix2fv( this.addr, false, v );
  10145. copyArray( cache, v );
  10146. } else {
  10147. if ( arraysEqual( cache, elements ) ) { return; }
  10148. mat2array.set( elements );
  10149. gl.uniformMatrix2fv( this.addr, false, mat2array );
  10150. copyArray( cache, elements );
  10151. }
  10152. }
  10153. function setValueM3( gl, v ) {
  10154. var cache = this.cache;
  10155. var elements = v.elements;
  10156. if ( elements === undefined ) {
  10157. if ( arraysEqual( cache, v ) ) { return; }
  10158. gl.uniformMatrix3fv( this.addr, false, v );
  10159. copyArray( cache, v );
  10160. } else {
  10161. if ( arraysEqual( cache, elements ) ) { return; }
  10162. mat3array.set( elements );
  10163. gl.uniformMatrix3fv( this.addr, false, mat3array );
  10164. copyArray( cache, elements );
  10165. }
  10166. }
  10167. function setValueM4( gl, v ) {
  10168. var cache = this.cache;
  10169. var elements = v.elements;
  10170. if ( elements === undefined ) {
  10171. if ( arraysEqual( cache, v ) ) { return; }
  10172. gl.uniformMatrix4fv( this.addr, false, v );
  10173. copyArray( cache, v );
  10174. } else {
  10175. if ( arraysEqual( cache, elements ) ) { return; }
  10176. mat4array.set( elements );
  10177. gl.uniformMatrix4fv( this.addr, false, mat4array );
  10178. copyArray( cache, elements );
  10179. }
  10180. }
  10181. // Single texture (2D / Cube)
  10182. function setValueT1( gl, v, textures ) {
  10183. var cache = this.cache;
  10184. var unit = textures.allocateTextureUnit();
  10185. if ( cache[ 0 ] !== unit ) {
  10186. gl.uniform1i( this.addr, unit );
  10187. cache[ 0 ] = unit;
  10188. }
  10189. textures.safeSetTexture2D( v || emptyTexture, unit );
  10190. }
  10191. function setValueT2DArray1( gl, v, textures ) {
  10192. var cache = this.cache;
  10193. var unit = textures.allocateTextureUnit();
  10194. if ( cache[ 0 ] !== unit ) {
  10195. gl.uniform1i( this.addr, unit );
  10196. cache[ 0 ] = unit;
  10197. }
  10198. textures.setTexture2DArray( v || emptyTexture2dArray, unit );
  10199. }
  10200. function setValueT3D1( gl, v, textures ) {
  10201. var cache = this.cache;
  10202. var unit = textures.allocateTextureUnit();
  10203. if ( cache[ 0 ] !== unit ) {
  10204. gl.uniform1i( this.addr, unit );
  10205. cache[ 0 ] = unit;
  10206. }
  10207. textures.setTexture3D( v || emptyTexture3d, unit );
  10208. }
  10209. function setValueT6( gl, v, textures ) {
  10210. var cache = this.cache;
  10211. var unit = textures.allocateTextureUnit();
  10212. if ( cache[ 0 ] !== unit ) {
  10213. gl.uniform1i( this.addr, unit );
  10214. cache[ 0 ] = unit;
  10215. }
  10216. textures.safeSetTextureCube( v || emptyCubeTexture, unit );
  10217. }
  10218. // Integer / Boolean vectors or arrays thereof (always flat arrays)
  10219. function setValueV1i( gl, v ) {
  10220. var cache = this.cache;
  10221. if ( cache[ 0 ] === v ) { return; }
  10222. gl.uniform1i( this.addr, v );
  10223. cache[ 0 ] = v;
  10224. }
  10225. function setValueV2i( gl, v ) {
  10226. var cache = this.cache;
  10227. if ( arraysEqual( cache, v ) ) { return; }
  10228. gl.uniform2iv( this.addr, v );
  10229. copyArray( cache, v );
  10230. }
  10231. function setValueV3i( gl, v ) {
  10232. var cache = this.cache;
  10233. if ( arraysEqual( cache, v ) ) { return; }
  10234. gl.uniform3iv( this.addr, v );
  10235. copyArray( cache, v );
  10236. }
  10237. function setValueV4i( gl, v ) {
  10238. var cache = this.cache;
  10239. if ( arraysEqual( cache, v ) ) { return; }
  10240. gl.uniform4iv( this.addr, v );
  10241. copyArray( cache, v );
  10242. }
  10243. // uint
  10244. function setValueV1ui( gl, v ) {
  10245. var cache = this.cache;
  10246. if ( cache[ 0 ] === v ) { return; }
  10247. gl.uniform1ui( this.addr, v );
  10248. cache[ 0 ] = v;
  10249. }
  10250. // Helper to pick the right setter for the singular case
  10251. function getSingularSetter( type ) {
  10252. switch ( type ) {
  10253. case 0x1406: return setValueV1f; // FLOAT
  10254. case 0x8b50: return setValueV2f; // _VEC2
  10255. case 0x8b51: return setValueV3f; // _VEC3
  10256. case 0x8b52: return setValueV4f; // _VEC4
  10257. case 0x8b5a: return setValueM2; // _MAT2
  10258. case 0x8b5b: return setValueM3; // _MAT3
  10259. case 0x8b5c: return setValueM4; // _MAT4
  10260. case 0x1404: case 0x8b56: return setValueV1i; // INT, BOOL
  10261. case 0x8b53: case 0x8b57: return setValueV2i; // _VEC2
  10262. case 0x8b54: case 0x8b58: return setValueV3i; // _VEC3
  10263. case 0x8b55: case 0x8b59: return setValueV4i; // _VEC4
  10264. case 0x1405: return setValueV1ui; // UINT
  10265. case 0x8b5e: // SAMPLER_2D
  10266. case 0x8d66: // SAMPLER_EXTERNAL_OES
  10267. case 0x8dca: // INT_SAMPLER_2D
  10268. case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D
  10269. case 0x8b62: // SAMPLER_2D_SHADOW
  10270. return setValueT1;
  10271. case 0x8b5f: // SAMPLER_3D
  10272. case 0x8dcb: // INT_SAMPLER_3D
  10273. case 0x8dd3: // UNSIGNED_INT_SAMPLER_3D
  10274. return setValueT3D1;
  10275. case 0x8b60: // SAMPLER_CUBE
  10276. case 0x8dcc: // INT_SAMPLER_CUBE
  10277. case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE
  10278. case 0x8dc5: // SAMPLER_CUBE_SHADOW
  10279. return setValueT6;
  10280. case 0x8dc1: // SAMPLER_2D_ARRAY
  10281. case 0x8dcf: // INT_SAMPLER_2D_ARRAY
  10282. case 0x8dd7: // UNSIGNED_INT_SAMPLER_2D_ARRAY
  10283. case 0x8dc4: // SAMPLER_2D_ARRAY_SHADOW
  10284. return setValueT2DArray1;
  10285. }
  10286. }
  10287. // Array of scalars
  10288. function setValueV1fArray( gl, v ) {
  10289. gl.uniform1fv( this.addr, v );
  10290. }
  10291. // Integer / Boolean vectors or arrays thereof (always flat arrays)
  10292. function setValueV1iArray( gl, v ) {
  10293. gl.uniform1iv( this.addr, v );
  10294. }
  10295. function setValueV2iArray( gl, v ) {
  10296. gl.uniform2iv( this.addr, v );
  10297. }
  10298. function setValueV3iArray( gl, v ) {
  10299. gl.uniform3iv( this.addr, v );
  10300. }
  10301. function setValueV4iArray( gl, v ) {
  10302. gl.uniform4iv( this.addr, v );
  10303. }
  10304. // Array of vectors (flat or from THREE classes)
  10305. function setValueV2fArray( gl, v ) {
  10306. var data = flatten( v, this.size, 2 );
  10307. gl.uniform2fv( this.addr, data );
  10308. }
  10309. function setValueV3fArray( gl, v ) {
  10310. var data = flatten( v, this.size, 3 );
  10311. gl.uniform3fv( this.addr, data );
  10312. }
  10313. function setValueV4fArray( gl, v ) {
  10314. var data = flatten( v, this.size, 4 );
  10315. gl.uniform4fv( this.addr, data );
  10316. }
  10317. // Array of matrices (flat or from THREE clases)
  10318. function setValueM2Array( gl, v ) {
  10319. var data = flatten( v, this.size, 4 );
  10320. gl.uniformMatrix2fv( this.addr, false, data );
  10321. }
  10322. function setValueM3Array( gl, v ) {
  10323. var data = flatten( v, this.size, 9 );
  10324. gl.uniformMatrix3fv( this.addr, false, data );
  10325. }
  10326. function setValueM4Array( gl, v ) {
  10327. var data = flatten( v, this.size, 16 );
  10328. gl.uniformMatrix4fv( this.addr, false, data );
  10329. }
  10330. // Array of textures (2D / Cube)
  10331. function setValueT1Array( gl, v, textures ) {
  10332. var n = v.length;
  10333. var units = allocTexUnits( textures, n );
  10334. gl.uniform1iv( this.addr, units );
  10335. for ( var i = 0; i !== n; ++ i ) {
  10336. textures.safeSetTexture2D( v[ i ] || emptyTexture, units[ i ] );
  10337. }
  10338. }
  10339. function setValueT6Array( gl, v, textures ) {
  10340. var n = v.length;
  10341. var units = allocTexUnits( textures, n );
  10342. gl.uniform1iv( this.addr, units );
  10343. for ( var i = 0; i !== n; ++ i ) {
  10344. textures.safeSetTextureCube( v[ i ] || emptyCubeTexture, units[ i ] );
  10345. }
  10346. }
  10347. // Helper to pick the right setter for a pure (bottom-level) array
  10348. function getPureArraySetter( type ) {
  10349. switch ( type ) {
  10350. case 0x1406: return setValueV1fArray; // FLOAT
  10351. case 0x8b50: return setValueV2fArray; // _VEC2
  10352. case 0x8b51: return setValueV3fArray; // _VEC3
  10353. case 0x8b52: return setValueV4fArray; // _VEC4
  10354. case 0x8b5a: return setValueM2Array; // _MAT2
  10355. case 0x8b5b: return setValueM3Array; // _MAT3
  10356. case 0x8b5c: return setValueM4Array; // _MAT4
  10357. case 0x1404: case 0x8b56: return setValueV1iArray; // INT, BOOL
  10358. case 0x8b53: case 0x8b57: return setValueV2iArray; // _VEC2
  10359. case 0x8b54: case 0x8b58: return setValueV3iArray; // _VEC3
  10360. case 0x8b55: case 0x8b59: return setValueV4iArray; // _VEC4
  10361. case 0x8b5e: // SAMPLER_2D
  10362. case 0x8d66: // SAMPLER_EXTERNAL_OES
  10363. case 0x8dca: // INT_SAMPLER_2D
  10364. case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D
  10365. case 0x8b62: // SAMPLER_2D_SHADOW
  10366. return setValueT1Array;
  10367. case 0x8b60: // SAMPLER_CUBE
  10368. case 0x8dcc: // INT_SAMPLER_CUBE
  10369. case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE
  10370. case 0x8dc5: // SAMPLER_CUBE_SHADOW
  10371. return setValueT6Array;
  10372. }
  10373. }
  10374. // --- Uniform Classes ---
  10375. function SingleUniform( id, activeInfo, addr ) {
  10376. this.id = id;
  10377. this.addr = addr;
  10378. this.cache = [];
  10379. this.setValue = getSingularSetter( activeInfo.type );
  10380. // this.path = activeInfo.name; // DEBUG
  10381. }
  10382. function PureArrayUniform( id, activeInfo, addr ) {
  10383. this.id = id;
  10384. this.addr = addr;
  10385. this.cache = [];
  10386. this.size = activeInfo.size;
  10387. this.setValue = getPureArraySetter( activeInfo.type );
  10388. // this.path = activeInfo.name; // DEBUG
  10389. }
  10390. PureArrayUniform.prototype.updateCache = function ( data ) {
  10391. var cache = this.cache;
  10392. if ( data instanceof Float32Array && cache.length !== data.length ) {
  10393. this.cache = new Float32Array( data.length );
  10394. }
  10395. copyArray( cache, data );
  10396. };
  10397. function StructuredUniform( id ) {
  10398. this.id = id;
  10399. this.seq = [];
  10400. this.map = {};
  10401. }
  10402. StructuredUniform.prototype.setValue = function ( gl, value, textures ) {
  10403. var seq = this.seq;
  10404. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10405. var u = seq[ i ];
  10406. u.setValue( gl, value[ u.id ], textures );
  10407. }
  10408. };
  10409. // --- Top-level ---
  10410. // Parser - builds up the property tree from the path strings
  10411. var RePathPart = /([\w\d_]+)(\])?(\[|\.)?/g;
  10412. // extracts
  10413. // - the identifier (member name or array index)
  10414. // - followed by an optional right bracket (found when array index)
  10415. // - followed by an optional left bracket or dot (type of subscript)
  10416. //
  10417. // Note: These portions can be read in a non-overlapping fashion and
  10418. // allow straightforward parsing of the hierarchy that WebGL encodes
  10419. // in the uniform names.
  10420. function addUniform( container, uniformObject ) {
  10421. container.seq.push( uniformObject );
  10422. container.map[ uniformObject.id ] = uniformObject;
  10423. }
  10424. function parseUniform( activeInfo, addr, container ) {
  10425. var path = activeInfo.name,
  10426. pathLength = path.length;
  10427. // reset RegExp object, because of the early exit of a previous run
  10428. RePathPart.lastIndex = 0;
  10429. while ( true ) {
  10430. var match = RePathPart.exec( path ),
  10431. matchEnd = RePathPart.lastIndex,
  10432. id = match[ 1 ],
  10433. idIsIndex = match[ 2 ] === ']',
  10434. subscript = match[ 3 ];
  10435. if ( idIsIndex ) { id = id | 0; } // convert to integer
  10436. if ( subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength ) {
  10437. // bare name or "pure" bottom-level array "[0]" suffix
  10438. addUniform( container, subscript === undefined ?
  10439. new SingleUniform( id, activeInfo, addr ) :
  10440. new PureArrayUniform( id, activeInfo, addr ) );
  10441. break;
  10442. } else {
  10443. // step into inner node / create it in case it doesn't exist
  10444. var map = container.map, next = map[ id ];
  10445. if ( next === undefined ) {
  10446. next = new StructuredUniform( id );
  10447. addUniform( container, next );
  10448. }
  10449. container = next;
  10450. }
  10451. }
  10452. }
  10453. // Root Container
  10454. function WebGLUniforms( gl, program ) {
  10455. this.seq = [];
  10456. this.map = {};
  10457. var n = gl.getProgramParameter( program, 35718 );
  10458. for ( var i = 0; i < n; ++ i ) {
  10459. var info = gl.getActiveUniform( program, i ),
  10460. addr = gl.getUniformLocation( program, info.name );
  10461. parseUniform( info, addr, this );
  10462. }
  10463. }
  10464. WebGLUniforms.prototype.setValue = function ( gl, name, value, textures ) {
  10465. var u = this.map[ name ];
  10466. if ( u !== undefined ) { u.setValue( gl, value, textures ); }
  10467. };
  10468. WebGLUniforms.prototype.setOptional = function ( gl, object, name ) {
  10469. var v = object[ name ];
  10470. if ( v !== undefined ) { this.setValue( gl, name, v ); }
  10471. };
  10472. // Static interface
  10473. WebGLUniforms.upload = function ( gl, seq, values, textures ) {
  10474. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10475. var u = seq[ i ],
  10476. v = values[ u.id ];
  10477. if ( v.needsUpdate !== false ) {
  10478. // note: always updating when .needsUpdate is undefined
  10479. u.setValue( gl, v.value, textures );
  10480. }
  10481. }
  10482. };
  10483. WebGLUniforms.seqWithValue = function ( seq, values ) {
  10484. var r = [];
  10485. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10486. var u = seq[ i ];
  10487. if ( u.id in values ) { r.push( u ); }
  10488. }
  10489. return r;
  10490. };
  10491. /**
  10492. * @author mrdoob / http://mrdoob.com/
  10493. */
  10494. function WebGLShader( gl, type, string ) {
  10495. var shader = gl.createShader( type );
  10496. gl.shaderSource( shader, string );
  10497. gl.compileShader( shader );
  10498. return shader;
  10499. }
  10500. /**
  10501. * @author mrdoob / http://mrdoob.com/
  10502. */
  10503. var programIdCount = 0;
  10504. function addLineNumbers( string ) {
  10505. var lines = string.split( '\n' );
  10506. for ( var i = 0; i < lines.length; i ++ ) {
  10507. lines[ i ] = ( i + 1 ) + ': ' + lines[ i ];
  10508. }
  10509. return lines.join( '\n' );
  10510. }
  10511. function getEncodingComponents( encoding ) {
  10512. switch ( encoding ) {
  10513. case LinearEncoding:
  10514. return [ 'Linear', '( value )' ];
  10515. case sRGBEncoding:
  10516. return [ 'sRGB', '( value )' ];
  10517. case RGBEEncoding:
  10518. return [ 'RGBE', '( value )' ];
  10519. case RGBM7Encoding:
  10520. return [ 'RGBM', '( value, 7.0 )' ];
  10521. case RGBM16Encoding:
  10522. return [ 'RGBM', '( value, 16.0 )' ];
  10523. case RGBDEncoding:
  10524. return [ 'RGBD', '( value, 256.0 )' ];
  10525. case GammaEncoding:
  10526. return [ 'Gamma', '( value, float( GAMMA_FACTOR ) )' ];
  10527. case LogLuvEncoding:
  10528. return [ 'LogLuv', '( value )' ];
  10529. default:
  10530. throw new Error( 'unsupported encoding: ' + encoding );
  10531. }
  10532. }
  10533. function getShaderErrors( gl, shader, type ) {
  10534. var status = gl.getShaderParameter( shader, 35713 );
  10535. var log = gl.getShaderInfoLog( shader ).trim();
  10536. if ( status && log === '' ) { return ''; }
  10537. // --enable-privileged-webgl-extension
  10538. // console.log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );
  10539. var source = gl.getShaderSource( shader );
  10540. return 'THREE.WebGLShader: gl.getShaderInfoLog() ' + type + '\n' + log + addLineNumbers( source );
  10541. }
  10542. function getTexelDecodingFunction( functionName, encoding ) {
  10543. var components = getEncodingComponents( encoding );
  10544. return 'vec4 ' + functionName + '( vec4 value ) { return ' + components[ 0 ] + 'ToLinear' + components[ 1 ] + '; }';
  10545. }
  10546. function getTexelEncodingFunction( functionName, encoding ) {
  10547. var components = getEncodingComponents( encoding );
  10548. return 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[ 0 ] + components[ 1 ] + '; }';
  10549. }
  10550. function getToneMappingFunction( functionName, toneMapping ) {
  10551. var toneMappingName;
  10552. switch ( toneMapping ) {
  10553. case LinearToneMapping:
  10554. toneMappingName = 'Linear';
  10555. break;
  10556. case ReinhardToneMapping:
  10557. toneMappingName = 'Reinhard';
  10558. break;
  10559. case Uncharted2ToneMapping:
  10560. toneMappingName = 'Uncharted2';
  10561. break;
  10562. case CineonToneMapping:
  10563. toneMappingName = 'OptimizedCineon';
  10564. break;
  10565. case ACESFilmicToneMapping:
  10566. toneMappingName = 'ACESFilmic';
  10567. break;
  10568. default:
  10569. throw new Error( 'unsupported toneMapping: ' + toneMapping );
  10570. }
  10571. return 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }';
  10572. }
  10573. function generateExtensions( parameters ) {
  10574. var chunks = [
  10575. ( parameters.extensionDerivatives || parameters.envMapCubeUV || parameters.bumpMap || parameters.tangentSpaceNormalMap || parameters.clearcoatNormalMap || parameters.flatShading || parameters.shaderID === 'physical' ) ? '#extension GL_OES_standard_derivatives : enable' : '',
  10576. ( parameters.extensionFragDepth || parameters.logarithmicDepthBuffer ) && parameters.rendererExtensionFragDepth ? '#extension GL_EXT_frag_depth : enable' : '',
  10577. ( parameters.extensionDrawBuffers && parameters.rendererExtensionDrawBuffers ) ? '#extension GL_EXT_draw_buffers : require' : '',
  10578. ( parameters.extensionShaderTextureLOD || parameters.envMap ) && parameters.rendererExtensionShaderTextureLod ? '#extension GL_EXT_shader_texture_lod : enable' : ''
  10579. ];
  10580. return chunks.filter( filterEmptyLine ).join( '\n' );
  10581. }
  10582. function generateDefines( defines ) {
  10583. var chunks = [];
  10584. for ( var name in defines ) {
  10585. var value = defines[ name ];
  10586. if ( value === false ) { continue; }
  10587. chunks.push( '#define ' + name + ' ' + value );
  10588. }
  10589. return chunks.join( '\n' );
  10590. }
  10591. function fetchAttributeLocations( gl, program ) {
  10592. var attributes = {};
  10593. var n = gl.getProgramParameter( program, 35721 );
  10594. for ( var i = 0; i < n; i ++ ) {
  10595. var info = gl.getActiveAttrib( program, i );
  10596. var name = info.name;
  10597. // console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i );
  10598. attributes[ name ] = gl.getAttribLocation( program, name );
  10599. }
  10600. return attributes;
  10601. }
  10602. function filterEmptyLine( string ) {
  10603. return string !== '';
  10604. }
  10605. function replaceLightNums( string, parameters ) {
  10606. return string
  10607. .replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights )
  10608. .replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights )
  10609. .replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights )
  10610. .replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights )
  10611. .replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights )
  10612. .replace( /NUM_DIR_LIGHT_SHADOWS/g, parameters.numDirLightShadows )
  10613. .replace( /NUM_SPOT_LIGHT_SHADOWS/g, parameters.numSpotLightShadows )
  10614. .replace( /NUM_POINT_LIGHT_SHADOWS/g, parameters.numPointLightShadows );
  10615. }
  10616. function replaceClippingPlaneNums( string, parameters ) {
  10617. return string
  10618. .replace( /NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes )
  10619. .replace( /UNION_CLIPPING_PLANES/g, ( parameters.numClippingPlanes - parameters.numClipIntersection ) );
  10620. }
  10621. // Resolve Includes
  10622. var includePattern = /^[ \t]*#include +<([\w\d./]+)>/gm;
  10623. function resolveIncludes( string ) {
  10624. return string.replace( includePattern, includeReplacer );
  10625. }
  10626. function includeReplacer( match, include ) {
  10627. var string = ShaderChunk[ include ];
  10628. if ( string === undefined ) {
  10629. throw new Error( 'Can not resolve #include <' + include + '>' );
  10630. }
  10631. return resolveIncludes( string );
  10632. }
  10633. // Unroll Loops
  10634. var loopPattern = /#pragma unroll_loop[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g;
  10635. function unrollLoops( string ) {
  10636. return string.replace( loopPattern, loopReplacer );
  10637. }
  10638. function loopReplacer( match, start, end, snippet ) {
  10639. var string = '';
  10640. for ( var i = parseInt( start ); i < parseInt( end ); i ++ ) {
  10641. string += snippet
  10642. .replace( /\[ i \]/g, '[ ' + i + ' ]' )
  10643. .replace( /UNROLLED_LOOP_INDEX/g, i );
  10644. }
  10645. return string;
  10646. }
  10647. //
  10648. function generatePrecision( parameters ) {
  10649. var precisionstring = "precision " + parameters.precision + " float;\nprecision " + parameters.precision + " int;";
  10650. if ( parameters.precision === "highp" ) {
  10651. precisionstring += "\n#define HIGH_PRECISION";
  10652. } else if ( parameters.precision === "mediump" ) {
  10653. precisionstring += "\n#define MEDIUM_PRECISION";
  10654. } else if ( parameters.precision === "lowp" ) {
  10655. precisionstring += "\n#define LOW_PRECISION";
  10656. }
  10657. return precisionstring;
  10658. }
  10659. function generateShadowMapTypeDefine( parameters ) {
  10660. var shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';
  10661. if ( parameters.shadowMapType === PCFShadowMap ) {
  10662. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';
  10663. } else if ( parameters.shadowMapType === PCFSoftShadowMap ) {
  10664. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';
  10665. } else if ( parameters.shadowMapType === VSMShadowMap ) {
  10666. shadowMapTypeDefine = 'SHADOWMAP_TYPE_VSM';
  10667. }
  10668. return shadowMapTypeDefine;
  10669. }
  10670. function generateEnvMapTypeDefine( parameters ) {
  10671. var envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  10672. if ( parameters.envMap ) {
  10673. switch ( parameters.envMapMode ) {
  10674. case CubeReflectionMapping:
  10675. case CubeRefractionMapping:
  10676. envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  10677. break;
  10678. case CubeUVReflectionMapping:
  10679. case CubeUVRefractionMapping:
  10680. envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';
  10681. break;
  10682. case EquirectangularReflectionMapping:
  10683. case EquirectangularRefractionMapping:
  10684. envMapTypeDefine = 'ENVMAP_TYPE_EQUIREC';
  10685. break;
  10686. case SphericalReflectionMapping:
  10687. envMapTypeDefine = 'ENVMAP_TYPE_SPHERE';
  10688. break;
  10689. }
  10690. }
  10691. return envMapTypeDefine;
  10692. }
  10693. function generateEnvMapModeDefine( parameters ) {
  10694. var envMapModeDefine = 'ENVMAP_MODE_REFLECTION';
  10695. if ( parameters.envMap ) {
  10696. switch ( parameters.envMapMode ) {
  10697. case CubeRefractionMapping:
  10698. case EquirectangularRefractionMapping:
  10699. envMapModeDefine = 'ENVMAP_MODE_REFRACTION';
  10700. break;
  10701. }
  10702. }
  10703. return envMapModeDefine;
  10704. }
  10705. function generateEnvMapBlendingDefine( parameters ) {
  10706. var envMapBlendingDefine = 'ENVMAP_BLENDING_NONE';
  10707. if ( parameters.envMap ) {
  10708. switch ( parameters.combine ) {
  10709. case MultiplyOperation:
  10710. envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  10711. break;
  10712. case MixOperation:
  10713. envMapBlendingDefine = 'ENVMAP_BLENDING_MIX';
  10714. break;
  10715. case AddOperation:
  10716. envMapBlendingDefine = 'ENVMAP_BLENDING_ADD';
  10717. break;
  10718. }
  10719. }
  10720. return envMapBlendingDefine;
  10721. }
  10722. function WebGLProgram( renderer, cacheKey, parameters ) {
  10723. var gl = renderer.getContext();
  10724. var defines = parameters.defines;
  10725. var vertexShader = parameters.vertexShader;
  10726. var fragmentShader = parameters.fragmentShader;
  10727. var shadowMapTypeDefine = generateShadowMapTypeDefine( parameters );
  10728. var envMapTypeDefine = generateEnvMapTypeDefine( parameters );
  10729. var envMapModeDefine = generateEnvMapModeDefine( parameters );
  10730. var envMapBlendingDefine = generateEnvMapBlendingDefine( parameters );
  10731. var gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0;
  10732. var customExtensions = parameters.isWebGL2 ? '' : generateExtensions( parameters );
  10733. var customDefines = generateDefines( defines );
  10734. var program = gl.createProgram();
  10735. var prefixVertex, prefixFragment;
  10736. var numMultiviewViews = parameters.numMultiviewViews;
  10737. if ( parameters.isRawShaderMaterial ) {
  10738. prefixVertex = [
  10739. customDefines
  10740. ].filter( filterEmptyLine ).join( '\n' );
  10741. if ( prefixVertex.length > 0 ) {
  10742. prefixVertex += '\n';
  10743. }
  10744. prefixFragment = [
  10745. customExtensions,
  10746. customDefines
  10747. ].filter( filterEmptyLine ).join( '\n' );
  10748. if ( prefixFragment.length > 0 ) {
  10749. prefixFragment += '\n';
  10750. }
  10751. } else {
  10752. prefixVertex = [
  10753. generatePrecision( parameters ),
  10754. '#define SHADER_NAME ' + parameters.shaderName,
  10755. customDefines,
  10756. parameters.instancing ? '#define USE_INSTANCING' : '',
  10757. parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',
  10758. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  10759. '#define MAX_BONES ' + parameters.maxBones,
  10760. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  10761. ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',
  10762. parameters.map ? '#define USE_MAP' : '',
  10763. parameters.envMap ? '#define USE_ENVMAP' : '',
  10764. parameters.envMap ? '#define ' + envMapModeDefine : '',
  10765. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  10766. parameters.aoMap ? '#define USE_AOMAP' : '',
  10767. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  10768. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  10769. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  10770. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  10771. ( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',
  10772. parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
  10773. parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '',
  10774. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  10775. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  10776. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  10777. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  10778. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  10779. parameters.vertexColors ? '#define USE_COLOR' : '',
  10780. parameters.vertexUvs ? '#define USE_UV' : '',
  10781. parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',
  10782. parameters.flatShading ? '#define FLAT_SHADED' : '',
  10783. parameters.skinning ? '#define USE_SKINNING' : '',
  10784. parameters.useVertexTexture ? '#define BONE_TEXTURE' : '',
  10785. parameters.morphTargets ? '#define USE_MORPHTARGETS' : '',
  10786. parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',
  10787. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  10788. parameters.flipSided ? '#define FLIP_SIDED' : '',
  10789. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  10790. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  10791. parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',
  10792. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  10793. ( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  10794. 'uniform mat4 modelMatrix;',
  10795. 'uniform mat4 modelViewMatrix;',
  10796. 'uniform mat4 projectionMatrix;',
  10797. 'uniform mat4 viewMatrix;',
  10798. 'uniform mat3 normalMatrix;',
  10799. 'uniform vec3 cameraPosition;',
  10800. 'uniform bool isOrthographic;',
  10801. '#ifdef USE_INSTANCING',
  10802. ' attribute mat4 instanceMatrix;',
  10803. '#endif',
  10804. 'attribute vec3 position;',
  10805. 'attribute vec3 normal;',
  10806. 'attribute vec2 uv;',
  10807. '#ifdef USE_TANGENT',
  10808. ' attribute vec4 tangent;',
  10809. '#endif',
  10810. '#ifdef USE_COLOR',
  10811. ' attribute vec3 color;',
  10812. '#endif',
  10813. '#ifdef USE_MORPHTARGETS',
  10814. ' attribute vec3 morphTarget0;',
  10815. ' attribute vec3 morphTarget1;',
  10816. ' attribute vec3 morphTarget2;',
  10817. ' attribute vec3 morphTarget3;',
  10818. ' #ifdef USE_MORPHNORMALS',
  10819. ' attribute vec3 morphNormal0;',
  10820. ' attribute vec3 morphNormal1;',
  10821. ' attribute vec3 morphNormal2;',
  10822. ' attribute vec3 morphNormal3;',
  10823. ' #else',
  10824. ' attribute vec3 morphTarget4;',
  10825. ' attribute vec3 morphTarget5;',
  10826. ' attribute vec3 morphTarget6;',
  10827. ' attribute vec3 morphTarget7;',
  10828. ' #endif',
  10829. '#endif',
  10830. '#ifdef USE_SKINNING',
  10831. ' attribute vec4 skinIndex;',
  10832. ' attribute vec4 skinWeight;',
  10833. '#endif',
  10834. '\n'
  10835. ].filter( filterEmptyLine ).join( '\n' );
  10836. prefixFragment = [
  10837. customExtensions,
  10838. generatePrecision( parameters ),
  10839. '#define SHADER_NAME ' + parameters.shaderName,
  10840. customDefines,
  10841. parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest + ( parameters.alphaTest % 1 ? '' : '.0' ) : '', // add '.0' if integer
  10842. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  10843. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  10844. ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',
  10845. parameters.map ? '#define USE_MAP' : '',
  10846. parameters.matcap ? '#define USE_MATCAP' : '',
  10847. parameters.envMap ? '#define USE_ENVMAP' : '',
  10848. parameters.envMap ? '#define ' + envMapTypeDefine : '',
  10849. parameters.envMap ? '#define ' + envMapModeDefine : '',
  10850. parameters.envMap ? '#define ' + envMapBlendingDefine : '',
  10851. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  10852. parameters.aoMap ? '#define USE_AOMAP' : '',
  10853. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  10854. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  10855. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  10856. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  10857. ( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',
  10858. parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
  10859. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  10860. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  10861. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  10862. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  10863. parameters.sheen ? '#define USE_SHEEN' : '',
  10864. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  10865. parameters.vertexColors ? '#define USE_COLOR' : '',
  10866. parameters.vertexUvs ? '#define USE_UV' : '',
  10867. parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',
  10868. parameters.gradientMap ? '#define USE_GRADIENTMAP' : '',
  10869. parameters.flatShading ? '#define FLAT_SHADED' : '',
  10870. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  10871. parameters.flipSided ? '#define FLIP_SIDED' : '',
  10872. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  10873. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  10874. parameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '',
  10875. parameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '',
  10876. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  10877. ( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  10878. ( ( parameters.extensionShaderTextureLOD || parameters.envMap ) && parameters.rendererExtensionShaderTextureLod ) ? '#define TEXTURE_LOD_EXT' : '',
  10879. 'uniform mat4 viewMatrix;',
  10880. 'uniform vec3 cameraPosition;',
  10881. 'uniform bool isOrthographic;',
  10882. ( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '',
  10883. ( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below
  10884. ( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '',
  10885. parameters.dithering ? '#define DITHERING' : '',
  10886. ( parameters.outputEncoding || parameters.mapEncoding || parameters.matcapEncoding || parameters.envMapEncoding || parameters.emissiveMapEncoding || parameters.lightMapEncoding ) ?
  10887. ShaderChunk[ 'encodings_pars_fragment' ] : '', // this code is required here because it is used by the various encoding/decoding function defined below
  10888. parameters.mapEncoding ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '',
  10889. parameters.matcapEncoding ? getTexelDecodingFunction( 'matcapTexelToLinear', parameters.matcapEncoding ) : '',
  10890. parameters.envMapEncoding ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '',
  10891. parameters.emissiveMapEncoding ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '',
  10892. parameters.lightMapEncoding ? getTexelDecodingFunction( 'lightMapTexelToLinear', parameters.lightMapEncoding ) : '',
  10893. parameters.outputEncoding ? getTexelEncodingFunction( 'linearToOutputTexel', parameters.outputEncoding ) : '',
  10894. parameters.depthPacking ? '#define DEPTH_PACKING ' + parameters.depthPacking : '',
  10895. '\n'
  10896. ].filter( filterEmptyLine ).join( '\n' );
  10897. }
  10898. vertexShader = resolveIncludes( vertexShader );
  10899. vertexShader = replaceLightNums( vertexShader, parameters );
  10900. vertexShader = replaceClippingPlaneNums( vertexShader, parameters );
  10901. fragmentShader = resolveIncludes( fragmentShader );
  10902. fragmentShader = replaceLightNums( fragmentShader, parameters );
  10903. fragmentShader = replaceClippingPlaneNums( fragmentShader, parameters );
  10904. vertexShader = unrollLoops( vertexShader );
  10905. fragmentShader = unrollLoops( fragmentShader );
  10906. if ( parameters.isWebGL2 && ! parameters.isRawShaderMaterial ) {
  10907. var isGLSL3ShaderMaterial = false;
  10908. var versionRegex = /^\s*#version\s+300\s+es\s*\n/;
  10909. if ( parameters.isShaderMaterial &&
  10910. vertexShader.match( versionRegex ) !== null &&
  10911. fragmentShader.match( versionRegex ) !== null ) {
  10912. isGLSL3ShaderMaterial = true;
  10913. vertexShader = vertexShader.replace( versionRegex, '' );
  10914. fragmentShader = fragmentShader.replace( versionRegex, '' );
  10915. }
  10916. // GLSL 3.0 conversion
  10917. prefixVertex = [
  10918. '#version 300 es\n',
  10919. '#define attribute in',
  10920. '#define varying out',
  10921. '#define texture2D texture'
  10922. ].join( '\n' ) + '\n' + prefixVertex;
  10923. prefixFragment = [
  10924. '#version 300 es\n',
  10925. '#define varying in',
  10926. isGLSL3ShaderMaterial ? '' : 'out highp vec4 pc_fragColor;',
  10927. isGLSL3ShaderMaterial ? '' : '#define gl_FragColor pc_fragColor',
  10928. '#define gl_FragDepthEXT gl_FragDepth',
  10929. '#define texture2D texture',
  10930. '#define textureCube texture',
  10931. '#define texture2DProj textureProj',
  10932. '#define texture2DLodEXT textureLod',
  10933. '#define texture2DProjLodEXT textureProjLod',
  10934. '#define textureCubeLodEXT textureLod',
  10935. '#define texture2DGradEXT textureGrad',
  10936. '#define texture2DProjGradEXT textureProjGrad',
  10937. '#define textureCubeGradEXT textureGrad'
  10938. ].join( '\n' ) + '\n' + prefixFragment;
  10939. // Multiview
  10940. if ( numMultiviewViews > 0 ) {
  10941. prefixVertex = prefixVertex.replace(
  10942. '#version 300 es\n',
  10943. [
  10944. '#version 300 es\n',
  10945. '#extension GL_OVR_multiview2 : require',
  10946. 'layout(num_views = ' + numMultiviewViews + ') in;',
  10947. '#define VIEW_ID gl_ViewID_OVR'
  10948. ].join( '\n' )
  10949. );
  10950. prefixVertex = prefixVertex.replace(
  10951. [
  10952. 'uniform mat4 modelViewMatrix;',
  10953. 'uniform mat4 projectionMatrix;',
  10954. 'uniform mat4 viewMatrix;',
  10955. 'uniform mat3 normalMatrix;'
  10956. ].join( '\n' ),
  10957. [
  10958. 'uniform mat4 modelViewMatrices[' + numMultiviewViews + '];',
  10959. 'uniform mat4 projectionMatrices[' + numMultiviewViews + '];',
  10960. 'uniform mat4 viewMatrices[' + numMultiviewViews + '];',
  10961. 'uniform mat3 normalMatrices[' + numMultiviewViews + '];',
  10962. '#define modelViewMatrix modelViewMatrices[VIEW_ID]',
  10963. '#define projectionMatrix projectionMatrices[VIEW_ID]',
  10964. '#define viewMatrix viewMatrices[VIEW_ID]',
  10965. '#define normalMatrix normalMatrices[VIEW_ID]'
  10966. ].join( '\n' )
  10967. );
  10968. prefixFragment = prefixFragment.replace(
  10969. '#version 300 es\n',
  10970. [
  10971. '#version 300 es\n',
  10972. '#extension GL_OVR_multiview2 : require',
  10973. '#define VIEW_ID gl_ViewID_OVR'
  10974. ].join( '\n' )
  10975. );
  10976. prefixFragment = prefixFragment.replace(
  10977. 'uniform mat4 viewMatrix;',
  10978. [
  10979. 'uniform mat4 viewMatrices[' + numMultiviewViews + '];',
  10980. '#define viewMatrix viewMatrices[VIEW_ID]'
  10981. ].join( '\n' )
  10982. );
  10983. }
  10984. }
  10985. var vertexGlsl = prefixVertex + vertexShader;
  10986. var fragmentGlsl = prefixFragment + fragmentShader;
  10987. // console.log( '*VERTEX*', vertexGlsl );
  10988. // console.log( '*FRAGMENT*', fragmentGlsl );
  10989. var glVertexShader = WebGLShader( gl, 35633, vertexGlsl );
  10990. var glFragmentShader = WebGLShader( gl, 35632, fragmentGlsl );
  10991. gl.attachShader( program, glVertexShader );
  10992. gl.attachShader( program, glFragmentShader );
  10993. // Force a particular attribute to index 0.
  10994. if ( parameters.index0AttributeName !== undefined ) {
  10995. gl.bindAttribLocation( program, 0, parameters.index0AttributeName );
  10996. } else if ( parameters.morphTargets === true ) {
  10997. // programs with morphTargets displace position out of attribute 0
  10998. gl.bindAttribLocation( program, 0, 'position' );
  10999. }
  11000. gl.linkProgram( program );
  11001. // check for link errors
  11002. if ( renderer.debug.checkShaderErrors ) {
  11003. var programLog = gl.getProgramInfoLog( program ).trim();
  11004. var vertexLog = gl.getShaderInfoLog( glVertexShader ).trim();
  11005. var fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim();
  11006. var runnable = true;
  11007. var haveDiagnostics = true;
  11008. if ( gl.getProgramParameter( program, 35714 ) === false ) {
  11009. runnable = false;
  11010. var vertexErrors = getShaderErrors( gl, glVertexShader, 'vertex' );
  11011. var fragmentErrors = getShaderErrors( gl, glFragmentShader, 'fragment' );
  11012. console.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), '35715', gl.getProgramParameter( program, 35715 ), 'gl.getProgramInfoLog', programLog, vertexErrors, fragmentErrors );
  11013. } else if ( programLog !== '' ) {
  11014. console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog );
  11015. } else if ( vertexLog === '' || fragmentLog === '' ) {
  11016. haveDiagnostics = false;
  11017. }
  11018. if ( haveDiagnostics ) {
  11019. this.diagnostics = {
  11020. runnable: runnable,
  11021. programLog: programLog,
  11022. vertexShader: {
  11023. log: vertexLog,
  11024. prefix: prefixVertex
  11025. },
  11026. fragmentShader: {
  11027. log: fragmentLog,
  11028. prefix: prefixFragment
  11029. }
  11030. };
  11031. }
  11032. }
  11033. // clean up
  11034. gl.deleteShader( glVertexShader );
  11035. gl.deleteShader( glFragmentShader );
  11036. // set up caching for uniform locations
  11037. var cachedUniforms;
  11038. this.getUniforms = function () {
  11039. if ( cachedUniforms === undefined ) {
  11040. cachedUniforms = new WebGLUniforms( gl, program );
  11041. }
  11042. return cachedUniforms;
  11043. };
  11044. // set up caching for attribute locations
  11045. var cachedAttributes;
  11046. this.getAttributes = function () {
  11047. if ( cachedAttributes === undefined ) {
  11048. cachedAttributes = fetchAttributeLocations( gl, program );
  11049. }
  11050. return cachedAttributes;
  11051. };
  11052. // free resource
  11053. this.destroy = function () {
  11054. gl.deleteProgram( program );
  11055. this.program = undefined;
  11056. };
  11057. //
  11058. this.name = parameters.shaderName;
  11059. this.id = programIdCount ++;
  11060. this.cacheKey = cacheKey;
  11061. this.usedTimes = 1;
  11062. this.program = program;
  11063. this.vertexShader = glVertexShader;
  11064. this.fragmentShader = glFragmentShader;
  11065. this.numMultiviewViews = numMultiviewViews;
  11066. return this;
  11067. }
  11068. /**
  11069. * @author mrdoob / http://mrdoob.com/
  11070. */
  11071. function WebGLPrograms( renderer, extensions, capabilities ) {
  11072. var programs = [];
  11073. var isWebGL2 = capabilities.isWebGL2;
  11074. var logarithmicDepthBuffer = capabilities.logarithmicDepthBuffer;
  11075. var floatVertexTextures = capabilities.floatVertexTextures;
  11076. var precision = capabilities.precision;
  11077. var maxVertexUniforms = capabilities.maxVertexUniforms;
  11078. var vertexTextures = capabilities.vertexTextures;
  11079. var shaderIDs = {
  11080. MeshDepthMaterial: 'depth',
  11081. MeshDistanceMaterial: 'distanceRGBA',
  11082. MeshNormalMaterial: 'normal',
  11083. MeshBasicMaterial: 'basic',
  11084. MeshLambertMaterial: 'lambert',
  11085. MeshPhongMaterial: 'phong',
  11086. MeshToonMaterial: 'toon',
  11087. MeshStandardMaterial: 'physical',
  11088. MeshPhysicalMaterial: 'physical',
  11089. MeshMatcapMaterial: 'matcap',
  11090. LineBasicMaterial: 'basic',
  11091. LineDashedMaterial: 'dashed',
  11092. PointsMaterial: 'points',
  11093. ShadowMaterial: 'shadow',
  11094. SpriteMaterial: 'sprite'
  11095. };
  11096. var parameterNames = [
  11097. "precision", "isWebGL2", "supportsVertexTextures", "outputEncoding", "instancing", "numMultiviewViews",
  11098. "map", "mapEncoding", "matcap", "matcapEncoding", "envMap", "envMapMode", "envMapEncoding", "envMapCubeUV",
  11099. "lightMap", "lightMapEncoding", "aoMap", "emissiveMap", "emissiveMapEncoding", "bumpMap", "normalMap", "objectSpaceNormalMap", "tangentSpaceNormalMap", "clearcoatNormalMap", "displacementMap", "specularMap",
  11100. "roughnessMap", "metalnessMap", "gradientMap",
  11101. "alphaMap", "combine", "vertexColors", "vertexTangents", "vertexUvs", "uvsVertexOnly", "fog", "useFog", "fogExp2",
  11102. "flatShading", "sizeAttenuation", "logarithmicDepthBuffer", "skinning",
  11103. "maxBones", "useVertexTexture", "morphTargets", "morphNormals",
  11104. "maxMorphTargets", "maxMorphNormals", "premultipliedAlpha",
  11105. "numDirLights", "numPointLights", "numSpotLights", "numHemiLights", "numRectAreaLights",
  11106. "numDirLightShadows", "numPointLightShadows", "numSpotLightShadows",
  11107. "shadowMapEnabled", "shadowMapType", "toneMapping", 'physicallyCorrectLights',
  11108. "alphaTest", "doubleSided", "flipSided", "numClippingPlanes", "numClipIntersection", "depthPacking", "dithering",
  11109. "sheen"
  11110. ];
  11111. function getShaderObject( material, shaderID ) {
  11112. var shaderobject;
  11113. if ( shaderID ) {
  11114. var shader = ShaderLib[ shaderID ];
  11115. shaderobject = {
  11116. name: material.type,
  11117. uniforms: UniformsUtils.clone( shader.uniforms ),
  11118. vertexShader: shader.vertexShader,
  11119. fragmentShader: shader.fragmentShader
  11120. };
  11121. } else {
  11122. shaderobject = {
  11123. name: material.type,
  11124. uniforms: material.uniforms,
  11125. vertexShader: material.vertexShader,
  11126. fragmentShader: material.fragmentShader
  11127. };
  11128. }
  11129. return shaderobject;
  11130. }
  11131. function allocateBones( object ) {
  11132. var skeleton = object.skeleton;
  11133. var bones = skeleton.bones;
  11134. if ( floatVertexTextures ) {
  11135. return 1024;
  11136. } else {
  11137. // default for when object is not specified
  11138. // ( for example when prebuilding shader to be used with multiple objects )
  11139. //
  11140. // - leave some extra space for other uniforms
  11141. // - limit here is ANGLE's 254 max uniform vectors
  11142. // (up to 54 should be safe)
  11143. var nVertexUniforms = maxVertexUniforms;
  11144. var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
  11145. var maxBones = Math.min( nVertexMatrices, bones.length );
  11146. if ( maxBones < bones.length ) {
  11147. console.warn( 'THREE.WebGLRenderer: Skeleton has ' + bones.length + ' bones. This GPU supports ' + maxBones + '.' );
  11148. return 0;
  11149. }
  11150. return maxBones;
  11151. }
  11152. }
  11153. function getTextureEncodingFromMap( map ) {
  11154. var encoding;
  11155. if ( ! map ) {
  11156. encoding = LinearEncoding;
  11157. } else if ( map.isTexture ) {
  11158. encoding = map.encoding;
  11159. } else if ( map.isWebGLRenderTarget ) {
  11160. console.warn( "THREE.WebGLPrograms.getTextureEncodingFromMap: don't use render targets as textures. Use their .texture property instead." );
  11161. encoding = map.texture.encoding;
  11162. }
  11163. return encoding;
  11164. }
  11165. this.getParameters = function ( material, lights, shadows, scene, nClipPlanes, nClipIntersection, object ) {
  11166. var fog = scene.fog;
  11167. var environment = material.isMeshStandardMaterial ? scene.environment : null;
  11168. var envMap = material.envMap || environment;
  11169. var shaderID = shaderIDs[ material.type ];
  11170. // heuristics to create shader parameters according to lights in the scene
  11171. // (not to blow over maxLights budget)
  11172. var maxBones = object.isSkinnedMesh ? allocateBones( object ) : 0;
  11173. if ( material.precision !== null ) {
  11174. precision = capabilities.getMaxPrecision( material.precision );
  11175. if ( precision !== material.precision ) {
  11176. console.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' );
  11177. }
  11178. }
  11179. var shaderobject = getShaderObject( material, shaderID );
  11180. material.onBeforeCompile( shaderobject, renderer );
  11181. var currentRenderTarget = renderer.getRenderTarget();
  11182. var numMultiviewViews = currentRenderTarget && currentRenderTarget.isWebGLMultiviewRenderTarget ? currentRenderTarget.numViews : 0;
  11183. var parameters = {
  11184. isWebGL2: isWebGL2,
  11185. shaderID: shaderID,
  11186. shaderName: shaderobject.name,
  11187. uniforms: shaderobject.uniforms,
  11188. vertexShader: shaderobject.vertexShader,
  11189. fragmentShader: shaderobject.fragmentShader,
  11190. defines: material.defines,
  11191. isRawShaderMaterial: material.isRawShaderMaterial,
  11192. isShaderMaterial: material.isShaderMaterial,
  11193. precision: precision,
  11194. instancing: object.isInstancedMesh === true,
  11195. supportsVertexTextures: vertexTextures,
  11196. numMultiviewViews: numMultiviewViews,
  11197. outputEncoding: ( currentRenderTarget !== null ) ? getTextureEncodingFromMap( currentRenderTarget.texture ) : renderer.outputEncoding,
  11198. map: !! material.map,
  11199. mapEncoding: getTextureEncodingFromMap( material.map ),
  11200. matcap: !! material.matcap,
  11201. matcapEncoding: getTextureEncodingFromMap( material.matcap ),
  11202. envMap: !! envMap,
  11203. envMapMode: envMap && envMap.mapping,
  11204. envMapEncoding: getTextureEncodingFromMap( envMap ),
  11205. envMapCubeUV: ( !! envMap ) && ( ( envMap.mapping === CubeUVReflectionMapping ) || ( envMap.mapping === CubeUVRefractionMapping ) ),
  11206. lightMap: !! material.lightMap,
  11207. lightMapEncoding: getTextureEncodingFromMap( material.lightMap ),
  11208. aoMap: !! material.aoMap,
  11209. emissiveMap: !! material.emissiveMap,
  11210. emissiveMapEncoding: getTextureEncodingFromMap( material.emissiveMap ),
  11211. bumpMap: !! material.bumpMap,
  11212. normalMap: !! material.normalMap,
  11213. objectSpaceNormalMap: material.normalMapType === ObjectSpaceNormalMap,
  11214. tangentSpaceNormalMap: material.normalMapType === TangentSpaceNormalMap,
  11215. clearcoatNormalMap: !! material.clearcoatNormalMap,
  11216. displacementMap: !! material.displacementMap,
  11217. roughnessMap: !! material.roughnessMap,
  11218. metalnessMap: !! material.metalnessMap,
  11219. specularMap: !! material.specularMap,
  11220. alphaMap: !! material.alphaMap,
  11221. gradientMap: !! material.gradientMap,
  11222. sheen: !! material.sheen,
  11223. combine: material.combine,
  11224. vertexTangents: ( material.normalMap && material.vertexTangents ),
  11225. vertexColors: material.vertexColors,
  11226. vertexUvs: !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatNormalMap || !! material.displacementMap,
  11227. uvsVertexOnly: ! ( !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatNormalMap ) && !! material.displacementMap,
  11228. fog: !! fog,
  11229. useFog: material.fog,
  11230. fogExp2: ( fog && fog.isFogExp2 ),
  11231. flatShading: material.flatShading,
  11232. sizeAttenuation: material.sizeAttenuation,
  11233. logarithmicDepthBuffer: logarithmicDepthBuffer,
  11234. skinning: material.skinning && maxBones > 0,
  11235. maxBones: maxBones,
  11236. useVertexTexture: floatVertexTextures,
  11237. morphTargets: material.morphTargets,
  11238. morphNormals: material.morphNormals,
  11239. maxMorphTargets: renderer.maxMorphTargets,
  11240. maxMorphNormals: renderer.maxMorphNormals,
  11241. numDirLights: lights.directional.length,
  11242. numPointLights: lights.point.length,
  11243. numSpotLights: lights.spot.length,
  11244. numRectAreaLights: lights.rectArea.length,
  11245. numHemiLights: lights.hemi.length,
  11246. numDirLightShadows: lights.directionalShadowMap.length,
  11247. numPointLightShadows: lights.pointShadowMap.length,
  11248. numSpotLightShadows: lights.spotShadowMap.length,
  11249. numClippingPlanes: nClipPlanes,
  11250. numClipIntersection: nClipIntersection,
  11251. dithering: material.dithering,
  11252. shadowMapEnabled: renderer.shadowMap.enabled && shadows.length > 0,
  11253. shadowMapType: renderer.shadowMap.type,
  11254. toneMapping: material.toneMapped ? renderer.toneMapping : NoToneMapping,
  11255. physicallyCorrectLights: renderer.physicallyCorrectLights,
  11256. premultipliedAlpha: material.premultipliedAlpha,
  11257. alphaTest: material.alphaTest,
  11258. doubleSided: material.side === DoubleSide,
  11259. flipSided: material.side === BackSide,
  11260. depthPacking: ( material.depthPacking !== undefined ) ? material.depthPacking : false,
  11261. index0AttributeName: material.index0AttributeName,
  11262. extensionDerivatives: material.extensions && material.extensions.derivatives,
  11263. extensionFragDepth: material.extensions && material.extensions.frawbuffers,
  11264. extensionDrawbuffers: material.extensions && material.extensions.drawbuffers,
  11265. extensionShaderTextureLOD: material.extensions && material.extensions.shaderTextureLOD,
  11266. rendererExtensionFragDepth: isWebGL2 || extensions.get( 'EXT_frag_depth' ) !== undefined,
  11267. rendererExtensionDrawBuffers: isWebGL2 || extensions.get( 'WEBGL_draw_buffers' ) !== undefined,
  11268. rendererExtensionShaderTextureLod: isWebGL2 || extensions.get( 'EXT_shader_texture_lod' ) !== undefined,
  11269. onBeforeCompile: material.onBeforeCompile
  11270. };
  11271. return parameters;
  11272. };
  11273. this.getProgramCacheKey = function ( parameters ) {
  11274. var array = [];
  11275. if ( parameters.shaderID ) {
  11276. array.push( parameters.shaderID );
  11277. } else {
  11278. array.push( parameters.fragmentShader );
  11279. array.push( parameters.vertexShader );
  11280. }
  11281. if ( parameters.defines !== undefined ) {
  11282. for ( var name in parameters.defines ) {
  11283. array.push( name );
  11284. array.push( parameters.defines[ name ] );
  11285. }
  11286. }
  11287. if ( parameters.isRawShaderMaterial === undefined ) {
  11288. for ( var i = 0; i < parameterNames.length; i ++ ) {
  11289. array.push( parameters[ parameterNames[ i ] ] );
  11290. }
  11291. array.push( renderer.outputEncoding );
  11292. array.push( renderer.gammaFactor );
  11293. }
  11294. array.push( parameters.onBeforeCompile.toString() );
  11295. return array.join();
  11296. };
  11297. this.acquireProgram = function ( parameters, cacheKey ) {
  11298. var program;
  11299. // Check if code has been already compiled
  11300. for ( var p = 0, pl = programs.length; p < pl; p ++ ) {
  11301. var preexistingProgram = programs[ p ];
  11302. if ( preexistingProgram.cacheKey === cacheKey ) {
  11303. program = preexistingProgram;
  11304. ++ program.usedTimes;
  11305. break;
  11306. }
  11307. }
  11308. if ( program === undefined ) {
  11309. program = new WebGLProgram( renderer, cacheKey, parameters );
  11310. programs.push( program );
  11311. }
  11312. return program;
  11313. };
  11314. this.releaseProgram = function ( program ) {
  11315. if ( -- program.usedTimes === 0 ) {
  11316. // Remove from unordered set
  11317. var i = programs.indexOf( program );
  11318. programs[ i ] = programs[ programs.length - 1 ];
  11319. programs.pop();
  11320. // Free WebGL resources
  11321. program.destroy();
  11322. }
  11323. };
  11324. // Exposed for resource monitoring & error feedback via renderer.info:
  11325. this.programs = programs;
  11326. }
  11327. /**
  11328. * @author fordacious / fordacious.github.io
  11329. */
  11330. function WebGLProperties() {
  11331. var properties = new WeakMap();
  11332. function get( object ) {
  11333. var map = properties.get( object );
  11334. if ( map === undefined ) {
  11335. map = {};
  11336. properties.set( object, map );
  11337. }
  11338. return map;
  11339. }
  11340. function remove( object ) {
  11341. properties.delete( object );
  11342. }
  11343. function update( object, key, value ) {
  11344. properties.get( object )[ key ] = value;
  11345. }
  11346. function dispose() {
  11347. properties = new WeakMap();
  11348. }
  11349. return {
  11350. get: get,
  11351. remove: remove,
  11352. update: update,
  11353. dispose: dispose
  11354. };
  11355. }
  11356. /**
  11357. * @author mrdoob / http://mrdoob.com/
  11358. */
  11359. function painterSortStable( a, b ) {
  11360. if ( a.groupOrder !== b.groupOrder ) {
  11361. return a.groupOrder - b.groupOrder;
  11362. } else if ( a.renderOrder !== b.renderOrder ) {
  11363. return a.renderOrder - b.renderOrder;
  11364. } else if ( a.program !== b.program ) {
  11365. return a.program.id - b.program.id;
  11366. } else if ( a.material.id !== b.material.id ) {
  11367. return a.material.id - b.material.id;
  11368. } else if ( a.z !== b.z ) {
  11369. return a.z - b.z;
  11370. } else {
  11371. return a.id - b.id;
  11372. }
  11373. }
  11374. function reversePainterSortStable( a, b ) {
  11375. if ( a.groupOrder !== b.groupOrder ) {
  11376. return a.groupOrder - b.groupOrder;
  11377. } else if ( a.renderOrder !== b.renderOrder ) {
  11378. return a.renderOrder - b.renderOrder;
  11379. } else if ( a.z !== b.z ) {
  11380. return b.z - a.z;
  11381. } else {
  11382. return a.id - b.id;
  11383. }
  11384. }
  11385. function WebGLRenderList() {
  11386. var renderItems = [];
  11387. var renderItemsIndex = 0;
  11388. var opaque = [];
  11389. var transparent = [];
  11390. var defaultProgram = { id: - 1 };
  11391. function init() {
  11392. renderItemsIndex = 0;
  11393. opaque.length = 0;
  11394. transparent.length = 0;
  11395. }
  11396. function getNextRenderItem( object, geometry, material, groupOrder, z, group ) {
  11397. var renderItem = renderItems[ renderItemsIndex ];
  11398. if ( renderItem === undefined ) {
  11399. renderItem = {
  11400. id: object.id,
  11401. object: object,
  11402. geometry: geometry,
  11403. material: material,
  11404. program: material.program || defaultProgram,
  11405. groupOrder: groupOrder,
  11406. renderOrder: object.renderOrder,
  11407. z: z,
  11408. group: group
  11409. };
  11410. renderItems[ renderItemsIndex ] = renderItem;
  11411. } else {
  11412. renderItem.id = object.id;
  11413. renderItem.object = object;
  11414. renderItem.geometry = geometry;
  11415. renderItem.material = material;
  11416. renderItem.program = material.program || defaultProgram;
  11417. renderItem.groupOrder = groupOrder;
  11418. renderItem.renderOrder = object.renderOrder;
  11419. renderItem.z = z;
  11420. renderItem.group = group;
  11421. }
  11422. renderItemsIndex ++;
  11423. return renderItem;
  11424. }
  11425. function push( object, geometry, material, groupOrder, z, group ) {
  11426. var renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );
  11427. ( material.transparent === true ? transparent : opaque ).push( renderItem );
  11428. }
  11429. function unshift( object, geometry, material, groupOrder, z, group ) {
  11430. var renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );
  11431. ( material.transparent === true ? transparent : opaque ).unshift( renderItem );
  11432. }
  11433. function sort( customOpaqueSort, customTransparentSort ) {
  11434. if ( opaque.length > 1 ) { opaque.sort( customOpaqueSort || painterSortStable ); }
  11435. if ( transparent.length > 1 ) { transparent.sort( customTransparentSort || reversePainterSortStable ); }
  11436. }
  11437. return {
  11438. opaque: opaque,
  11439. transparent: transparent,
  11440. init: init,
  11441. push: push,
  11442. unshift: unshift,
  11443. sort: sort
  11444. };
  11445. }
  11446. function WebGLRenderLists() {
  11447. var lists = new WeakMap();
  11448. function onSceneDispose( event ) {
  11449. var scene = event.target;
  11450. scene.removeEventListener( 'dispose', onSceneDispose );
  11451. lists.delete( scene );
  11452. }
  11453. function get( scene, camera ) {
  11454. var cameras = lists.get( scene );
  11455. var list;
  11456. if ( cameras === undefined ) {
  11457. list = new WebGLRenderList();
  11458. lists.set( scene, new WeakMap() );
  11459. lists.get( scene ).set( camera, list );
  11460. scene.addEventListener( 'dispose', onSceneDispose );
  11461. } else {
  11462. list = cameras.get( camera );
  11463. if ( list === undefined ) {
  11464. list = new WebGLRenderList();
  11465. cameras.set( camera, list );
  11466. }
  11467. }
  11468. return list;
  11469. }
  11470. function dispose() {
  11471. lists = new WeakMap();
  11472. }
  11473. return {
  11474. get: get,
  11475. dispose: dispose
  11476. };
  11477. }
  11478. /**
  11479. * @author mrdoob / http://mrdoob.com/
  11480. */
  11481. function UniformsCache() {
  11482. var lights = {};
  11483. return {
  11484. get: function ( light ) {
  11485. if ( lights[ light.id ] !== undefined ) {
  11486. return lights[ light.id ];
  11487. }
  11488. var uniforms;
  11489. switch ( light.type ) {
  11490. case 'DirectionalLight':
  11491. uniforms = {
  11492. direction: new Vector3(),
  11493. color: new Color(),
  11494. shadow: false,
  11495. shadowBias: 0,
  11496. shadowRadius: 1,
  11497. shadowMapSize: new Vector2()
  11498. };
  11499. break;
  11500. case 'SpotLight':
  11501. uniforms = {
  11502. position: new Vector3(),
  11503. direction: new Vector3(),
  11504. color: new Color(),
  11505. distance: 0,
  11506. coneCos: 0,
  11507. penumbraCos: 0,
  11508. decay: 0,
  11509. shadow: false,
  11510. shadowBias: 0,
  11511. shadowRadius: 1,
  11512. shadowMapSize: new Vector2()
  11513. };
  11514. break;
  11515. case 'PointLight':
  11516. uniforms = {
  11517. position: new Vector3(),
  11518. color: new Color(),
  11519. distance: 0,
  11520. decay: 0,
  11521. shadow: false,
  11522. shadowBias: 0,
  11523. shadowRadius: 1,
  11524. shadowMapSize: new Vector2(),
  11525. shadowCameraNear: 1,
  11526. shadowCameraFar: 1000
  11527. };
  11528. break;
  11529. case 'HemisphereLight':
  11530. uniforms = {
  11531. direction: new Vector3(),
  11532. skyColor: new Color(),
  11533. groundColor: new Color()
  11534. };
  11535. break;
  11536. case 'RectAreaLight':
  11537. uniforms = {
  11538. color: new Color(),
  11539. position: new Vector3(),
  11540. halfWidth: new Vector3(),
  11541. halfHeight: new Vector3()
  11542. // TODO (abelnation): set RectAreaLight shadow uniforms
  11543. };
  11544. break;
  11545. }
  11546. lights[ light.id ] = uniforms;
  11547. return uniforms;
  11548. }
  11549. };
  11550. }
  11551. var nextVersion = 0;
  11552. function shadowCastingLightsFirst( lightA, lightB ) {
  11553. return ( lightB.castShadow ? 1 : 0 ) - ( lightA.castShadow ? 1 : 0 );
  11554. }
  11555. function WebGLLights() {
  11556. var cache = new UniformsCache();
  11557. var state = {
  11558. version: 0,
  11559. hash: {
  11560. directionalLength: - 1,
  11561. pointLength: - 1,
  11562. spotLength: - 1,
  11563. rectAreaLength: - 1,
  11564. hemiLength: - 1,
  11565. numDirectionalShadows: - 1,
  11566. numPointShadows: - 1,
  11567. numSpotShadows: - 1,
  11568. },
  11569. ambient: [ 0, 0, 0 ],
  11570. probe: [],
  11571. directional: [],
  11572. directionalShadowMap: [],
  11573. directionalShadowMatrix: [],
  11574. spot: [],
  11575. spotShadowMap: [],
  11576. spotShadowMatrix: [],
  11577. rectArea: [],
  11578. point: [],
  11579. pointShadowMap: [],
  11580. pointShadowMatrix: [],
  11581. hemi: [],
  11582. numDirectionalShadows: - 1,
  11583. numPointShadows: - 1,
  11584. numSpotShadows: - 1
  11585. };
  11586. for ( var i = 0; i < 9; i ++ ) { state.probe.push( new Vector3() ); }
  11587. var vector3 = new Vector3();
  11588. var matrix4 = new Matrix4();
  11589. var matrix42 = new Matrix4();
  11590. function setup( lights, shadows, camera ) {
  11591. var r = 0, g = 0, b = 0;
  11592. for ( var i = 0; i < 9; i ++ ) { state.probe[ i ].set( 0, 0, 0 ); }
  11593. var directionalLength = 0;
  11594. var pointLength = 0;
  11595. var spotLength = 0;
  11596. var rectAreaLength = 0;
  11597. var hemiLength = 0;
  11598. var numDirectionalShadows = 0;
  11599. var numPointShadows = 0;
  11600. var numSpotShadows = 0;
  11601. var viewMatrix = camera.matrixWorldInverse;
  11602. lights.sort( shadowCastingLightsFirst );
  11603. for ( var i = 0, l = lights.length; i < l; i ++ ) {
  11604. var light = lights[ i ];
  11605. var color = light.color;
  11606. var intensity = light.intensity;
  11607. var distance = light.distance;
  11608. var shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;
  11609. if ( light.isAmbientLight ) {
  11610. r += color.r * intensity;
  11611. g += color.g * intensity;
  11612. b += color.b * intensity;
  11613. } else if ( light.isLightProbe ) {
  11614. for ( var j = 0; j < 9; j ++ ) {
  11615. state.probe[ j ].addScaledVector( light.sh.coefficients[ j ], intensity );
  11616. }
  11617. } else if ( light.isDirectionalLight ) {
  11618. var uniforms = cache.get( light );
  11619. uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
  11620. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  11621. vector3.setFromMatrixPosition( light.target.matrixWorld );
  11622. uniforms.direction.sub( vector3 );
  11623. uniforms.direction.transformDirection( viewMatrix );
  11624. uniforms.shadow = light.castShadow;
  11625. if ( light.castShadow ) {
  11626. var shadow = light.shadow;
  11627. uniforms.shadowBias = shadow.bias;
  11628. uniforms.shadowRadius = shadow.radius;
  11629. uniforms.shadowMapSize = shadow.mapSize;
  11630. state.directionalShadowMap[ directionalLength ] = shadowMap;
  11631. state.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;
  11632. numDirectionalShadows ++;
  11633. }
  11634. state.directional[ directionalLength ] = uniforms;
  11635. directionalLength ++;
  11636. } else if ( light.isSpotLight ) {
  11637. var uniforms = cache.get( light );
  11638. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  11639. uniforms.position.applyMatrix4( viewMatrix );
  11640. uniforms.color.copy( color ).multiplyScalar( intensity );
  11641. uniforms.distance = distance;
  11642. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  11643. vector3.setFromMatrixPosition( light.target.matrixWorld );
  11644. uniforms.direction.sub( vector3 );
  11645. uniforms.direction.transformDirection( viewMatrix );
  11646. uniforms.coneCos = Math.cos( light.angle );
  11647. uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );
  11648. uniforms.decay = light.decay;
  11649. uniforms.shadow = light.castShadow;
  11650. if ( light.castShadow ) {
  11651. var shadow = light.shadow;
  11652. uniforms.shadowBias = shadow.bias;
  11653. uniforms.shadowRadius = shadow.radius;
  11654. uniforms.shadowMapSize = shadow.mapSize;
  11655. state.spotShadowMap[ spotLength ] = shadowMap;
  11656. state.spotShadowMatrix[ spotLength ] = light.shadow.matrix;
  11657. numSpotShadows ++;
  11658. }
  11659. state.spot[ spotLength ] = uniforms;
  11660. spotLength ++;
  11661. } else if ( light.isRectAreaLight ) {
  11662. var uniforms = cache.get( light );
  11663. // (a) intensity is the total visible light emitted
  11664. //uniforms.color.copy( color ).multiplyScalar( intensity / ( light.width * light.height * Math.PI ) );
  11665. // (b) intensity is the brightness of the light
  11666. uniforms.color.copy( color ).multiplyScalar( intensity );
  11667. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  11668. uniforms.position.applyMatrix4( viewMatrix );
  11669. // extract local rotation of light to derive width/height half vectors
  11670. matrix42.identity();
  11671. matrix4.copy( light.matrixWorld );
  11672. matrix4.premultiply( viewMatrix );
  11673. matrix42.extractRotation( matrix4 );
  11674. uniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 );
  11675. uniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 );
  11676. uniforms.halfWidth.applyMatrix4( matrix42 );
  11677. uniforms.halfHeight.applyMatrix4( matrix42 );
  11678. // TODO (abelnation): RectAreaLight distance?
  11679. // uniforms.distance = distance;
  11680. state.rectArea[ rectAreaLength ] = uniforms;
  11681. rectAreaLength ++;
  11682. } else if ( light.isPointLight ) {
  11683. var uniforms = cache.get( light );
  11684. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  11685. uniforms.position.applyMatrix4( viewMatrix );
  11686. uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
  11687. uniforms.distance = light.distance;
  11688. uniforms.decay = light.decay;
  11689. uniforms.shadow = light.castShadow;
  11690. if ( light.castShadow ) {
  11691. var shadow = light.shadow;
  11692. uniforms.shadowBias = shadow.bias;
  11693. uniforms.shadowRadius = shadow.radius;
  11694. uniforms.shadowMapSize = shadow.mapSize;
  11695. uniforms.shadowCameraNear = shadow.camera.near;
  11696. uniforms.shadowCameraFar = shadow.camera.far;
  11697. state.pointShadowMap[ pointLength ] = shadowMap;
  11698. state.pointShadowMatrix[ pointLength ] = light.shadow.matrix;
  11699. numPointShadows ++;
  11700. }
  11701. state.point[ pointLength ] = uniforms;
  11702. pointLength ++;
  11703. } else if ( light.isHemisphereLight ) {
  11704. var uniforms = cache.get( light );
  11705. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  11706. uniforms.direction.transformDirection( viewMatrix );
  11707. uniforms.direction.normalize();
  11708. uniforms.skyColor.copy( light.color ).multiplyScalar( intensity );
  11709. uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );
  11710. state.hemi[ hemiLength ] = uniforms;
  11711. hemiLength ++;
  11712. }
  11713. }
  11714. state.ambient[ 0 ] = r;
  11715. state.ambient[ 1 ] = g;
  11716. state.ambient[ 2 ] = b;
  11717. var hash = state.hash;
  11718. if ( hash.directionalLength !== directionalLength ||
  11719. hash.pointLength !== pointLength ||
  11720. hash.spotLength !== spotLength ||
  11721. hash.rectAreaLength !== rectAreaLength ||
  11722. hash.hemiLength !== hemiLength ||
  11723. hash.numDirectionalShadows !== numDirectionalShadows ||
  11724. hash.numPointShadows !== numPointShadows ||
  11725. hash.numSpotShadows !== numSpotShadows ) {
  11726. state.directional.length = directionalLength;
  11727. state.spot.length = spotLength;
  11728. state.rectArea.length = rectAreaLength;
  11729. state.point.length = pointLength;
  11730. state.hemi.length = hemiLength;
  11731. state.directionalShadowMap.length = numDirectionalShadows;
  11732. state.pointShadowMap.length = numPointShadows;
  11733. state.spotShadowMap.length = numSpotShadows;
  11734. state.directionalShadowMatrix.length = numDirectionalShadows;
  11735. state.pointShadowMatrix.length = numPointShadows;
  11736. state.spotShadowMatrix.length = numSpotShadows;
  11737. hash.directionalLength = directionalLength;
  11738. hash.pointLength = pointLength;
  11739. hash.spotLength = spotLength;
  11740. hash.rectAreaLength = rectAreaLength;
  11741. hash.hemiLength = hemiLength;
  11742. hash.numDirectionalShadows = numDirectionalShadows;
  11743. hash.numPointShadows = numPointShadows;
  11744. hash.numSpotShadows = numSpotShadows;
  11745. state.version = nextVersion ++;
  11746. }
  11747. }
  11748. return {
  11749. setup: setup,
  11750. state: state
  11751. };
  11752. }
  11753. /**
  11754. * @author Mugen87 / https://github.com/Mugen87
  11755. */
  11756. function WebGLRenderState() {
  11757. var lights = new WebGLLights();
  11758. var lightsArray = [];
  11759. var shadowsArray = [];
  11760. function init() {
  11761. lightsArray.length = 0;
  11762. shadowsArray.length = 0;
  11763. }
  11764. function pushLight( light ) {
  11765. lightsArray.push( light );
  11766. }
  11767. function pushShadow( shadowLight ) {
  11768. shadowsArray.push( shadowLight );
  11769. }
  11770. function setupLights( camera ) {
  11771. lights.setup( lightsArray, shadowsArray, camera );
  11772. }
  11773. var state = {
  11774. lightsArray: lightsArray,
  11775. shadowsArray: shadowsArray,
  11776. lights: lights
  11777. };
  11778. return {
  11779. init: init,
  11780. state: state,
  11781. setupLights: setupLights,
  11782. pushLight: pushLight,
  11783. pushShadow: pushShadow
  11784. };
  11785. }
  11786. function WebGLRenderStates() {
  11787. var renderStates = new WeakMap();
  11788. function onSceneDispose( event ) {
  11789. var scene = event.target;
  11790. scene.removeEventListener( 'dispose', onSceneDispose );
  11791. renderStates.delete( scene );
  11792. }
  11793. function get( scene, camera ) {
  11794. var renderState;
  11795. if ( renderStates.has( scene ) === false ) {
  11796. renderState = new WebGLRenderState();
  11797. renderStates.set( scene, new WeakMap() );
  11798. renderStates.get( scene ).set( camera, renderState );
  11799. scene.addEventListener( 'dispose', onSceneDispose );
  11800. } else {
  11801. if ( renderStates.get( scene ).has( camera ) === false ) {
  11802. renderState = new WebGLRenderState();
  11803. renderStates.get( scene ).set( camera, renderState );
  11804. } else {
  11805. renderState = renderStates.get( scene ).get( camera );
  11806. }
  11807. }
  11808. return renderState;
  11809. }
  11810. function dispose() {
  11811. renderStates = new WeakMap();
  11812. }
  11813. return {
  11814. get: get,
  11815. dispose: dispose
  11816. };
  11817. }
  11818. /**
  11819. * @author mrdoob / http://mrdoob.com/
  11820. * @author alteredq / http://alteredqualia.com/
  11821. * @author bhouston / https://clara.io
  11822. * @author WestLangley / http://github.com/WestLangley
  11823. *
  11824. * parameters = {
  11825. *
  11826. * opacity: <float>,
  11827. *
  11828. * map: new THREE.Texture( <Image> ),
  11829. *
  11830. * alphaMap: new THREE.Texture( <Image> ),
  11831. *
  11832. * displacementMap: new THREE.Texture( <Image> ),
  11833. * displacementScale: <float>,
  11834. * displacementBias: <float>,
  11835. *
  11836. * wireframe: <boolean>,
  11837. * wireframeLinewidth: <float>
  11838. * }
  11839. */
  11840. function MeshDepthMaterial( parameters ) {
  11841. Material.call( this );
  11842. this.type = 'MeshDepthMaterial';
  11843. this.depthPacking = BasicDepthPacking;
  11844. this.skinning = false;
  11845. this.morphTargets = false;
  11846. this.map = null;
  11847. this.alphaMap = null;
  11848. this.displacementMap = null;
  11849. this.displacementScale = 1;
  11850. this.displacementBias = 0;
  11851. this.wireframe = false;
  11852. this.wireframeLinewidth = 1;
  11853. this.fog = false;
  11854. this.setValues( parameters );
  11855. }
  11856. MeshDepthMaterial.prototype = Object.create( Material.prototype );
  11857. MeshDepthMaterial.prototype.constructor = MeshDepthMaterial;
  11858. MeshDepthMaterial.prototype.isMeshDepthMaterial = true;
  11859. MeshDepthMaterial.prototype.copy = function ( source ) {
  11860. Material.prototype.copy.call( this, source );
  11861. this.depthPacking = source.depthPacking;
  11862. this.skinning = source.skinning;
  11863. this.morphTargets = source.morphTargets;
  11864. this.map = source.map;
  11865. this.alphaMap = source.alphaMap;
  11866. this.displacementMap = source.displacementMap;
  11867. this.displacementScale = source.displacementScale;
  11868. this.displacementBias = source.displacementBias;
  11869. this.wireframe = source.wireframe;
  11870. this.wireframeLinewidth = source.wireframeLinewidth;
  11871. return this;
  11872. };
  11873. /**
  11874. * @author WestLangley / http://github.com/WestLangley
  11875. *
  11876. * parameters = {
  11877. *
  11878. * referencePosition: <float>,
  11879. * nearDistance: <float>,
  11880. * farDistance: <float>,
  11881. *
  11882. * skinning: <bool>,
  11883. * morphTargets: <bool>,
  11884. *
  11885. * map: new THREE.Texture( <Image> ),
  11886. *
  11887. * alphaMap: new THREE.Texture( <Image> ),
  11888. *
  11889. * displacementMap: new THREE.Texture( <Image> ),
  11890. * displacementScale: <float>,
  11891. * displacementBias: <float>
  11892. *
  11893. * }
  11894. */
  11895. function MeshDistanceMaterial( parameters ) {
  11896. Material.call( this );
  11897. this.type = 'MeshDistanceMaterial';
  11898. this.referencePosition = new Vector3();
  11899. this.nearDistance = 1;
  11900. this.farDistance = 1000;
  11901. this.skinning = false;
  11902. this.morphTargets = false;
  11903. this.map = null;
  11904. this.alphaMap = null;
  11905. this.displacementMap = null;
  11906. this.displacementScale = 1;
  11907. this.displacementBias = 0;
  11908. this.fog = false;
  11909. this.setValues( parameters );
  11910. }
  11911. MeshDistanceMaterial.prototype = Object.create( Material.prototype );
  11912. MeshDistanceMaterial.prototype.constructor = MeshDistanceMaterial;
  11913. MeshDistanceMaterial.prototype.isMeshDistanceMaterial = true;
  11914. MeshDistanceMaterial.prototype.copy = function ( source ) {
  11915. Material.prototype.copy.call( this, source );
  11916. this.referencePosition.copy( source.referencePosition );
  11917. this.nearDistance = source.nearDistance;
  11918. this.farDistance = source.farDistance;
  11919. this.skinning = source.skinning;
  11920. this.morphTargets = source.morphTargets;
  11921. this.map = source.map;
  11922. this.alphaMap = source.alphaMap;
  11923. this.displacementMap = source.displacementMap;
  11924. this.displacementScale = source.displacementScale;
  11925. this.displacementBias = source.displacementBias;
  11926. return this;
  11927. };
  11928. var vsm_frag = "uniform sampler2D shadow_pass;\nuniform vec2 resolution;\nuniform float radius;\n#include <packing>\nvoid main() {\n float mean = 0.0;\n float squared_mean = 0.0;\n\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy ) / resolution ) );\n for ( float i = -1.0; i < 1.0 ; i += SAMPLE_RATE) {\n #ifdef HORIZONAL_PASS\n vec2 distribution = unpackRGBATo2Half( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( i, 0.0 ) * radius ) / resolution ) );\n mean += distribution.x;\n squared_mean += distribution.y * distribution.y + distribution.x * distribution.x;\n #else\n float depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( 0.0, i ) * radius ) / resolution ) );\n mean += depth;\n squared_mean += depth * depth;\n #endif\n }\n mean = mean * HALF_SAMPLE_RATE;\n squared_mean = squared_mean * HALF_SAMPLE_RATE;\n float std_dev = sqrt( squared_mean - mean * mean );\n gl_FragColor = pack2HalfToRGBA( vec2( mean, std_dev ) );\n}";
  11929. var vsm_vert = "void main() {\n\tgl_Position = vec4( position, 1.0 );\n}";
  11930. /**
  11931. * @author alteredq / http://alteredqualia.com/
  11932. * @author mrdoob / http://mrdoob.com/
  11933. */
  11934. function WebGLShadowMap( _renderer, _objects, maxTextureSize ) {
  11935. var _frustum = new Frustum(),
  11936. _shadowMapSize = new Vector2(),
  11937. _viewportSize = new Vector2(),
  11938. _viewport = new Vector4(),
  11939. _depthMaterials = [],
  11940. _distanceMaterials = [],
  11941. _materialCache = {};
  11942. var shadowSide = { 0: BackSide, 1: FrontSide, 2: DoubleSide };
  11943. var shadowMaterialVertical = new ShaderMaterial( {
  11944. defines: {
  11945. SAMPLE_RATE: 2.0 / 8.0,
  11946. HALF_SAMPLE_RATE: 1.0 / 8.0
  11947. },
  11948. uniforms: {
  11949. shadow_pass: { value: null },
  11950. resolution: { value: new Vector2() },
  11951. radius: { value: 4.0 }
  11952. },
  11953. vertexShader: vsm_vert,
  11954. fragmentShader: vsm_frag
  11955. } );
  11956. var shadowMaterialHorizonal = shadowMaterialVertical.clone();
  11957. shadowMaterialHorizonal.defines.HORIZONAL_PASS = 1;
  11958. var fullScreenTri = new BufferGeometry();
  11959. fullScreenTri.setAttribute(
  11960. "position",
  11961. new BufferAttribute(
  11962. new Float32Array( [ - 1, - 1, 0.5, 3, - 1, 0.5, - 1, 3, 0.5 ] ),
  11963. 3
  11964. )
  11965. );
  11966. var fullScreenMesh = new Mesh( fullScreenTri, shadowMaterialVertical );
  11967. var scope = this;
  11968. this.enabled = false;
  11969. this.autoUpdate = true;
  11970. this.needsUpdate = false;
  11971. this.type = PCFShadowMap;
  11972. this.render = function ( lights, scene, camera ) {
  11973. if ( scope.enabled === false ) { return; }
  11974. if ( scope.autoUpdate === false && scope.needsUpdate === false ) { return; }
  11975. if ( lights.length === 0 ) { return; }
  11976. var currentRenderTarget = _renderer.getRenderTarget();
  11977. var activeCubeFace = _renderer.getActiveCubeFace();
  11978. var activeMipmapLevel = _renderer.getActiveMipmapLevel();
  11979. var _state = _renderer.state;
  11980. // Set GL state for depth map.
  11981. _state.setBlending( NoBlending );
  11982. _state.buffers.color.setClear( 1, 1, 1, 1 );
  11983. _state.buffers.depth.setTest( true );
  11984. _state.setScissorTest( false );
  11985. // render depth map
  11986. for ( var i = 0, il = lights.length; i < il; i ++ ) {
  11987. var light = lights[ i ];
  11988. var shadow = light.shadow;
  11989. if ( shadow === undefined ) {
  11990. console.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' );
  11991. continue;
  11992. }
  11993. _shadowMapSize.copy( shadow.mapSize );
  11994. var shadowFrameExtents = shadow.getFrameExtents();
  11995. _shadowMapSize.multiply( shadowFrameExtents );
  11996. _viewportSize.copy( shadow.mapSize );
  11997. if ( _shadowMapSize.x > maxTextureSize || _shadowMapSize.y > maxTextureSize ) {
  11998. console.warn( 'THREE.WebGLShadowMap:', light, 'has shadow exceeding max texture size, reducing' );
  11999. if ( _shadowMapSize.x > maxTextureSize ) {
  12000. _viewportSize.x = Math.floor( maxTextureSize / shadowFrameExtents.x );
  12001. _shadowMapSize.x = _viewportSize.x * shadowFrameExtents.x;
  12002. shadow.mapSize.x = _viewportSize.x;
  12003. }
  12004. if ( _shadowMapSize.y > maxTextureSize ) {
  12005. _viewportSize.y = Math.floor( maxTextureSize / shadowFrameExtents.y );
  12006. _shadowMapSize.y = _viewportSize.y * shadowFrameExtents.y;
  12007. shadow.mapSize.y = _viewportSize.y;
  12008. }
  12009. }
  12010. if ( shadow.map === null && ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {
  12011. var pars = { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat };
  12012. shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  12013. shadow.map.texture.name = light.name + ".shadowMap";
  12014. shadow.mapPass = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  12015. shadow.camera.updateProjectionMatrix();
  12016. }
  12017. if ( shadow.map === null ) {
  12018. var pars = { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat };
  12019. shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  12020. shadow.map.texture.name = light.name + ".shadowMap";
  12021. shadow.camera.updateProjectionMatrix();
  12022. }
  12023. _renderer.setRenderTarget( shadow.map );
  12024. _renderer.clear();
  12025. var viewportCount = shadow.getViewportCount();
  12026. for ( var vp = 0; vp < viewportCount; vp ++ ) {
  12027. var viewport = shadow.getViewport( vp );
  12028. _viewport.set(
  12029. _viewportSize.x * viewport.x,
  12030. _viewportSize.y * viewport.y,
  12031. _viewportSize.x * viewport.z,
  12032. _viewportSize.y * viewport.w
  12033. );
  12034. _state.viewport( _viewport );
  12035. shadow.updateMatrices( light, vp );
  12036. _frustum = shadow.getFrustum();
  12037. renderObject( scene, camera, shadow.camera, light, this.type );
  12038. }
  12039. // do blur pass for VSM
  12040. if ( ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {
  12041. VSMPass( shadow, camera );
  12042. }
  12043. }
  12044. scope.needsUpdate = false;
  12045. _renderer.setRenderTarget( currentRenderTarget, activeCubeFace, activeMipmapLevel );
  12046. };
  12047. function VSMPass( shadow, camera ) {
  12048. var geometry = _objects.update( fullScreenMesh );
  12049. // vertical pass
  12050. shadowMaterialVertical.uniforms.shadow_pass.value = shadow.map.texture;
  12051. shadowMaterialVertical.uniforms.resolution.value = shadow.mapSize;
  12052. shadowMaterialVertical.uniforms.radius.value = shadow.radius;
  12053. _renderer.setRenderTarget( shadow.mapPass );
  12054. _renderer.clear();
  12055. _renderer.renderBufferDirect( camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null );
  12056. // horizonal pass
  12057. shadowMaterialHorizonal.uniforms.shadow_pass.value = shadow.mapPass.texture;
  12058. shadowMaterialHorizonal.uniforms.resolution.value = shadow.mapSize;
  12059. shadowMaterialHorizonal.uniforms.radius.value = shadow.radius;
  12060. _renderer.setRenderTarget( shadow.map );
  12061. _renderer.clear();
  12062. _renderer.renderBufferDirect( camera, null, geometry, shadowMaterialHorizonal, fullScreenMesh, null );
  12063. }
  12064. function getDepthMaterialVariant( useMorphing, useSkinning, useInstancing ) {
  12065. var index = useMorphing << 0 | useSkinning << 1 | useInstancing << 2;
  12066. var material = _depthMaterials[ index ];
  12067. if ( material === undefined ) {
  12068. material = new MeshDepthMaterial( {
  12069. depthPacking: RGBADepthPacking,
  12070. morphTargets: useMorphing,
  12071. skinning: useSkinning
  12072. } );
  12073. _depthMaterials[ index ] = material;
  12074. }
  12075. return material;
  12076. }
  12077. function getDistanceMaterialVariant( useMorphing, useSkinning, useInstancing ) {
  12078. var index = useMorphing << 0 | useSkinning << 1 | useInstancing << 2;
  12079. var material = _distanceMaterials[ index ];
  12080. if ( material === undefined ) {
  12081. material = new MeshDistanceMaterial( {
  12082. morphTargets: useMorphing,
  12083. skinning: useSkinning
  12084. } );
  12085. _distanceMaterials[ index ] = material;
  12086. }
  12087. return material;
  12088. }
  12089. function getDepthMaterial( object, material, light, shadowCameraNear, shadowCameraFar, type ) {
  12090. var geometry = object.geometry;
  12091. var result = null;
  12092. var getMaterialVariant = getDepthMaterialVariant;
  12093. var customMaterial = object.customDepthMaterial;
  12094. if ( light.isPointLight === true ) {
  12095. getMaterialVariant = getDistanceMaterialVariant;
  12096. customMaterial = object.customDistanceMaterial;
  12097. }
  12098. if ( customMaterial === undefined ) {
  12099. var useMorphing = false;
  12100. if ( material.morphTargets === true ) {
  12101. if ( geometry.isBufferGeometry === true ) {
  12102. useMorphing = geometry.morphAttributes && geometry.morphAttributes.position && geometry.morphAttributes.position.length > 0;
  12103. } else if ( geometry.isGeometry === true ) {
  12104. useMorphing = geometry.morphTargets && geometry.morphTargets.length > 0;
  12105. }
  12106. }
  12107. var useSkinning = false;
  12108. if ( object.isSkinnedMesh === true ) {
  12109. if ( material.skinning === true ) {
  12110. useSkinning = true;
  12111. } else {
  12112. console.warn( 'THREE.WebGLShadowMap: THREE.SkinnedMesh with material.skinning set to false:', object );
  12113. }
  12114. }
  12115. var useInstancing = object.isInstancedMesh === true;
  12116. result = getMaterialVariant( useMorphing, useSkinning, useInstancing );
  12117. } else {
  12118. result = customMaterial;
  12119. }
  12120. if ( _renderer.localClippingEnabled &&
  12121. material.clipShadows === true &&
  12122. material.clippingPlanes.length !== 0 ) {
  12123. // in this case we need a unique material instance reflecting the
  12124. // appropriate state
  12125. var keyA = result.uuid, keyB = material.uuid;
  12126. var materialsForVariant = _materialCache[ keyA ];
  12127. if ( materialsForVariant === undefined ) {
  12128. materialsForVariant = {};
  12129. _materialCache[ keyA ] = materialsForVariant;
  12130. }
  12131. var cachedMaterial = materialsForVariant[ keyB ];
  12132. if ( cachedMaterial === undefined ) {
  12133. cachedMaterial = result.clone();
  12134. materialsForVariant[ keyB ] = cachedMaterial;
  12135. }
  12136. result = cachedMaterial;
  12137. }
  12138. result.visible = material.visible;
  12139. result.wireframe = material.wireframe;
  12140. if ( type === VSMShadowMap ) {
  12141. result.side = ( material.shadowSide !== null ) ? material.shadowSide : material.side;
  12142. } else {
  12143. result.side = ( material.shadowSide !== null ) ? material.shadowSide : shadowSide[ material.side ];
  12144. }
  12145. result.clipShadows = material.clipShadows;
  12146. result.clippingPlanes = material.clippingPlanes;
  12147. result.clipIntersection = material.clipIntersection;
  12148. result.wireframeLinewidth = material.wireframeLinewidth;
  12149. result.linewidth = material.linewidth;
  12150. if ( light.isPointLight === true && result.isMeshDistanceMaterial === true ) {
  12151. result.referencePosition.setFromMatrixPosition( light.matrixWorld );
  12152. result.nearDistance = shadowCameraNear;
  12153. result.farDistance = shadowCameraFar;
  12154. }
  12155. return result;
  12156. }
  12157. function renderObject( object, camera, shadowCamera, light, type ) {
  12158. if ( object.visible === false ) { return; }
  12159. var visible = object.layers.test( camera.layers );
  12160. if ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) {
  12161. if ( ( object.castShadow || ( object.receiveShadow && type === VSMShadowMap ) ) && ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) ) {
  12162. object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
  12163. var geometry = _objects.update( object );
  12164. var material = object.material;
  12165. if ( Array.isArray( material ) ) {
  12166. var groups = geometry.groups;
  12167. for ( var k = 0, kl = groups.length; k < kl; k ++ ) {
  12168. var group = groups[ k ];
  12169. var groupMaterial = material[ group.materialIndex ];
  12170. if ( groupMaterial && groupMaterial.visible ) {
  12171. var depthMaterial = getDepthMaterial( object, groupMaterial, light, shadowCamera.near, shadowCamera.far, type );
  12172. _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group );
  12173. }
  12174. }
  12175. } else if ( material.visible ) {
  12176. var depthMaterial = getDepthMaterial( object, material, light, shadowCamera.near, shadowCamera.far, type );
  12177. _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null );
  12178. }
  12179. }
  12180. }
  12181. var children = object.children;
  12182. for ( var i = 0, l = children.length; i < l; i ++ ) {
  12183. renderObject( children[ i ], camera, shadowCamera, light, type );
  12184. }
  12185. }
  12186. }
  12187. /**
  12188. * @author mrdoob / http://mrdoob.com/
  12189. */
  12190. function WebGLState( gl, extensions, capabilities ) {
  12191. var isWebGL2 = capabilities.isWebGL2;
  12192. function ColorBuffer() {
  12193. var locked = false;
  12194. var color = new Vector4();
  12195. var currentColorMask = null;
  12196. var currentColorClear = new Vector4( 0, 0, 0, 0 );
  12197. return {
  12198. setMask: function ( colorMask ) {
  12199. if ( currentColorMask !== colorMask && ! locked ) {
  12200. gl.colorMask( colorMask, colorMask, colorMask, colorMask );
  12201. currentColorMask = colorMask;
  12202. }
  12203. },
  12204. setLocked: function ( lock ) {
  12205. locked = lock;
  12206. },
  12207. setClear: function ( r, g, b, a, premultipliedAlpha ) {
  12208. if ( premultipliedAlpha === true ) {
  12209. r *= a; g *= a; b *= a;
  12210. }
  12211. color.set( r, g, b, a );
  12212. if ( currentColorClear.equals( color ) === false ) {
  12213. gl.clearColor( r, g, b, a );
  12214. currentColorClear.copy( color );
  12215. }
  12216. },
  12217. reset: function () {
  12218. locked = false;
  12219. currentColorMask = null;
  12220. currentColorClear.set( - 1, 0, 0, 0 ); // set to invalid state
  12221. }
  12222. };
  12223. }
  12224. function DepthBuffer() {
  12225. var locked = false;
  12226. var currentDepthMask = null;
  12227. var currentDepthFunc = null;
  12228. var currentDepthClear = null;
  12229. return {
  12230. setTest: function ( depthTest ) {
  12231. if ( depthTest ) {
  12232. enable( 2929 );
  12233. } else {
  12234. disable( 2929 );
  12235. }
  12236. },
  12237. setMask: function ( depthMask ) {
  12238. if ( currentDepthMask !== depthMask && ! locked ) {
  12239. gl.depthMask( depthMask );
  12240. currentDepthMask = depthMask;
  12241. }
  12242. },
  12243. setFunc: function ( depthFunc ) {
  12244. if ( currentDepthFunc !== depthFunc ) {
  12245. if ( depthFunc ) {
  12246. switch ( depthFunc ) {
  12247. case NeverDepth:
  12248. gl.depthFunc( 512 );
  12249. break;
  12250. case AlwaysDepth:
  12251. gl.depthFunc( 519 );
  12252. break;
  12253. case LessDepth:
  12254. gl.depthFunc( 513 );
  12255. break;
  12256. case LessEqualDepth:
  12257. gl.depthFunc( 515 );
  12258. break;
  12259. case EqualDepth:
  12260. gl.depthFunc( 514 );
  12261. break;
  12262. case GreaterEqualDepth:
  12263. gl.depthFunc( 518 );
  12264. break;
  12265. case GreaterDepth:
  12266. gl.depthFunc( 516 );
  12267. break;
  12268. case NotEqualDepth:
  12269. gl.depthFunc( 517 );
  12270. break;
  12271. default:
  12272. gl.depthFunc( 515 );
  12273. }
  12274. } else {
  12275. gl.depthFunc( 515 );
  12276. }
  12277. currentDepthFunc = depthFunc;
  12278. }
  12279. },
  12280. setLocked: function ( lock ) {
  12281. locked = lock;
  12282. },
  12283. setClear: function ( depth ) {
  12284. if ( currentDepthClear !== depth ) {
  12285. gl.clearDepth( depth );
  12286. currentDepthClear = depth;
  12287. }
  12288. },
  12289. reset: function () {
  12290. locked = false;
  12291. currentDepthMask = null;
  12292. currentDepthFunc = null;
  12293. currentDepthClear = null;
  12294. }
  12295. };
  12296. }
  12297. function StencilBuffer() {
  12298. var locked = false;
  12299. var currentStencilMask = null;
  12300. var currentStencilFunc = null;
  12301. var currentStencilRef = null;
  12302. var currentStencilFuncMask = null;
  12303. var currentStencilFail = null;
  12304. var currentStencilZFail = null;
  12305. var currentStencilZPass = null;
  12306. var currentStencilClear = null;
  12307. return {
  12308. setTest: function ( stencilTest ) {
  12309. if ( ! locked ) {
  12310. if ( stencilTest ) {
  12311. enable( 2960 );
  12312. } else {
  12313. disable( 2960 );
  12314. }
  12315. }
  12316. },
  12317. setMask: function ( stencilMask ) {
  12318. if ( currentStencilMask !== stencilMask && ! locked ) {
  12319. gl.stencilMask( stencilMask );
  12320. currentStencilMask = stencilMask;
  12321. }
  12322. },
  12323. setFunc: function ( stencilFunc, stencilRef, stencilMask ) {
  12324. if ( currentStencilFunc !== stencilFunc ||
  12325. currentStencilRef !== stencilRef ||
  12326. currentStencilFuncMask !== stencilMask ) {
  12327. gl.stencilFunc( stencilFunc, stencilRef, stencilMask );
  12328. currentStencilFunc = stencilFunc;
  12329. currentStencilRef = stencilRef;
  12330. currentStencilFuncMask = stencilMask;
  12331. }
  12332. },
  12333. setOp: function ( stencilFail, stencilZFail, stencilZPass ) {
  12334. if ( currentStencilFail !== stencilFail ||
  12335. currentStencilZFail !== stencilZFail ||
  12336. currentStencilZPass !== stencilZPass ) {
  12337. gl.stencilOp( stencilFail, stencilZFail, stencilZPass );
  12338. currentStencilFail = stencilFail;
  12339. currentStencilZFail = stencilZFail;
  12340. currentStencilZPass = stencilZPass;
  12341. }
  12342. },
  12343. setLocked: function ( lock ) {
  12344. locked = lock;
  12345. },
  12346. setClear: function ( stencil ) {
  12347. if ( currentStencilClear !== stencil ) {
  12348. gl.clearStencil( stencil );
  12349. currentStencilClear = stencil;
  12350. }
  12351. },
  12352. reset: function () {
  12353. locked = false;
  12354. currentStencilMask = null;
  12355. currentStencilFunc = null;
  12356. currentStencilRef = null;
  12357. currentStencilFuncMask = null;
  12358. currentStencilFail = null;
  12359. currentStencilZFail = null;
  12360. currentStencilZPass = null;
  12361. currentStencilClear = null;
  12362. }
  12363. };
  12364. }
  12365. //
  12366. var colorBuffer = new ColorBuffer();
  12367. var depthBuffer = new DepthBuffer();
  12368. var stencilBuffer = new StencilBuffer();
  12369. var maxVertexAttributes = gl.getParameter( 34921 );
  12370. var newAttributes = new Uint8Array( maxVertexAttributes );
  12371. var enabledAttributes = new Uint8Array( maxVertexAttributes );
  12372. var attributeDivisors = new Uint8Array( maxVertexAttributes );
  12373. var enabledCapabilities = {};
  12374. var currentProgram = null;
  12375. var currentBlendingEnabled = null;
  12376. var currentBlending = null;
  12377. var currentBlendEquation = null;
  12378. var currentBlendSrc = null;
  12379. var currentBlendDst = null;
  12380. var currentBlendEquationAlpha = null;
  12381. var currentBlendSrcAlpha = null;
  12382. var currentBlendDstAlpha = null;
  12383. var currentPremultipledAlpha = false;
  12384. var currentFlipSided = null;
  12385. var currentCullFace = null;
  12386. var currentLineWidth = null;
  12387. var currentPolygonOffsetFactor = null;
  12388. var currentPolygonOffsetUnits = null;
  12389. var maxTextures = gl.getParameter( 35661 );
  12390. var lineWidthAvailable = false;
  12391. var version = 0;
  12392. var glVersion = gl.getParameter( 7938 );
  12393. if ( glVersion.indexOf( 'WebGL' ) !== - 1 ) {
  12394. version = parseFloat( /^WebGL\ ([0-9])/.exec( glVersion )[ 1 ] );
  12395. lineWidthAvailable = ( version >= 1.0 );
  12396. } else if ( glVersion.indexOf( 'OpenGL ES' ) !== - 1 ) {
  12397. version = parseFloat( /^OpenGL\ ES\ ([0-9])/.exec( glVersion )[ 1 ] );
  12398. lineWidthAvailable = ( version >= 2.0 );
  12399. }
  12400. var currentTextureSlot = null;
  12401. var currentBoundTextures = {};
  12402. var currentScissor = new Vector4();
  12403. var currentViewport = new Vector4();
  12404. function createTexture( type, target, count ) {
  12405. var data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4.
  12406. var texture = gl.createTexture();
  12407. gl.bindTexture( type, texture );
  12408. gl.texParameteri( type, 10241, 9728 );
  12409. gl.texParameteri( type, 10240, 9728 );
  12410. for ( var i = 0; i < count; i ++ ) {
  12411. gl.texImage2D( target + i, 0, 6408, 1, 1, 0, 6408, 5121, data );
  12412. }
  12413. return texture;
  12414. }
  12415. var emptyTextures = {};
  12416. emptyTextures[ 3553 ] = createTexture( 3553, 3553, 1 );
  12417. emptyTextures[ 34067 ] = createTexture( 34067, 34069, 6 );
  12418. // init
  12419. colorBuffer.setClear( 0, 0, 0, 1 );
  12420. depthBuffer.setClear( 1 );
  12421. stencilBuffer.setClear( 0 );
  12422. enable( 2929 );
  12423. depthBuffer.setFunc( LessEqualDepth );
  12424. setFlipSided( false );
  12425. setCullFace( CullFaceBack );
  12426. enable( 2884 );
  12427. setBlending( NoBlending );
  12428. //
  12429. function initAttributes() {
  12430. for ( var i = 0, l = newAttributes.length; i < l; i ++ ) {
  12431. newAttributes[ i ] = 0;
  12432. }
  12433. }
  12434. function enableAttribute( attribute ) {
  12435. enableAttributeAndDivisor( attribute, 0 );
  12436. }
  12437. function enableAttributeAndDivisor( attribute, meshPerAttribute ) {
  12438. newAttributes[ attribute ] = 1;
  12439. if ( enabledAttributes[ attribute ] === 0 ) {
  12440. gl.enableVertexAttribArray( attribute );
  12441. enabledAttributes[ attribute ] = 1;
  12442. }
  12443. if ( attributeDivisors[ attribute ] !== meshPerAttribute ) {
  12444. var extension = isWebGL2 ? gl : extensions.get( 'ANGLE_instanced_arrays' );
  12445. extension[ isWebGL2 ? 'vertexAttribDivisor' : 'vertexAttribDivisorANGLE' ]( attribute, meshPerAttribute );
  12446. attributeDivisors[ attribute ] = meshPerAttribute;
  12447. }
  12448. }
  12449. function disableUnusedAttributes() {
  12450. for ( var i = 0, l = enabledAttributes.length; i !== l; ++ i ) {
  12451. if ( enabledAttributes[ i ] !== newAttributes[ i ] ) {
  12452. gl.disableVertexAttribArray( i );
  12453. enabledAttributes[ i ] = 0;
  12454. }
  12455. }
  12456. }
  12457. function enable( id ) {
  12458. if ( enabledCapabilities[ id ] !== true ) {
  12459. gl.enable( id );
  12460. enabledCapabilities[ id ] = true;
  12461. }
  12462. }
  12463. function disable( id ) {
  12464. if ( enabledCapabilities[ id ] !== false ) {
  12465. gl.disable( id );
  12466. enabledCapabilities[ id ] = false;
  12467. }
  12468. }
  12469. function useProgram( program ) {
  12470. if ( currentProgram !== program ) {
  12471. gl.useProgram( program );
  12472. currentProgram = program;
  12473. return true;
  12474. }
  12475. return false;
  12476. }
  12477. var equationToGL = {};
  12478. equationToGL[ AddEquation ] = 32774;
  12479. equationToGL[ SubtractEquation ] = 32778;
  12480. equationToGL[ ReverseSubtractEquation ] = 32779;
  12481. if ( isWebGL2 ) {
  12482. equationToGL[ MinEquation ] = 32775;
  12483. equationToGL[ MaxEquation ] = 32776;
  12484. } else {
  12485. var extension = extensions.get( 'EXT_blend_minmax' );
  12486. if ( extension !== null ) {
  12487. equationToGL[ MinEquation ] = extension.MIN_EXT;
  12488. equationToGL[ MaxEquation ] = extension.MAX_EXT;
  12489. }
  12490. }
  12491. var factorToGL = {};
  12492. factorToGL[ ZeroFactor ] = 0;
  12493. factorToGL[ OneFactor ] = 1;
  12494. factorToGL[ SrcColorFactor ] = 768;
  12495. factorToGL[ SrcAlphaFactor ] = 770;
  12496. factorToGL[ SrcAlphaSaturateFactor ] = 776;
  12497. factorToGL[ DstColorFactor ] = 774;
  12498. factorToGL[ DstAlphaFactor ] = 772;
  12499. factorToGL[ OneMinusSrcColorFactor ] = 769;
  12500. factorToGL[ OneMinusSrcAlphaFactor ] = 771;
  12501. factorToGL[ OneMinusDstColorFactor ] = 775;
  12502. factorToGL[ OneMinusDstAlphaFactor ] = 773;
  12503. function setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) {
  12504. if ( blending === NoBlending ) {
  12505. if ( currentBlendingEnabled ) {
  12506. disable( 3042 );
  12507. currentBlendingEnabled = false;
  12508. }
  12509. return;
  12510. }
  12511. if ( ! currentBlendingEnabled ) {
  12512. enable( 3042 );
  12513. currentBlendingEnabled = true;
  12514. }
  12515. if ( blending !== CustomBlending ) {
  12516. if ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) {
  12517. if ( currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation ) {
  12518. gl.blendEquation( 32774 );
  12519. currentBlendEquation = AddEquation;
  12520. currentBlendEquationAlpha = AddEquation;
  12521. }
  12522. if ( premultipliedAlpha ) {
  12523. switch ( blending ) {
  12524. case NormalBlending:
  12525. gl.blendFuncSeparate( 1, 771, 1, 771 );
  12526. break;
  12527. case AdditiveBlending:
  12528. gl.blendFunc( 1, 1 );
  12529. break;
  12530. case SubtractiveBlending:
  12531. gl.blendFuncSeparate( 0, 0, 769, 771 );
  12532. break;
  12533. case MultiplyBlending:
  12534. gl.blendFuncSeparate( 0, 768, 0, 770 );
  12535. break;
  12536. default:
  12537. console.error( 'THREE.WebGLState: Invalid blending: ', blending );
  12538. break;
  12539. }
  12540. } else {
  12541. switch ( blending ) {
  12542. case NormalBlending:
  12543. gl.blendFuncSeparate( 770, 771, 1, 771 );
  12544. break;
  12545. case AdditiveBlending:
  12546. gl.blendFunc( 770, 1 );
  12547. break;
  12548. case SubtractiveBlending:
  12549. gl.blendFunc( 0, 769 );
  12550. break;
  12551. case MultiplyBlending:
  12552. gl.blendFunc( 0, 768 );
  12553. break;
  12554. default:
  12555. console.error( 'THREE.WebGLState: Invalid blending: ', blending );
  12556. break;
  12557. }
  12558. }
  12559. currentBlendSrc = null;
  12560. currentBlendDst = null;
  12561. currentBlendSrcAlpha = null;
  12562. currentBlendDstAlpha = null;
  12563. currentBlending = blending;
  12564. currentPremultipledAlpha = premultipliedAlpha;
  12565. }
  12566. return;
  12567. }
  12568. // custom blending
  12569. blendEquationAlpha = blendEquationAlpha || blendEquation;
  12570. blendSrcAlpha = blendSrcAlpha || blendSrc;
  12571. blendDstAlpha = blendDstAlpha || blendDst;
  12572. if ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) {
  12573. gl.blendEquationSeparate( equationToGL[ blendEquation ], equationToGL[ blendEquationAlpha ] );
  12574. currentBlendEquation = blendEquation;
  12575. currentBlendEquationAlpha = blendEquationAlpha;
  12576. }
  12577. if ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) {
  12578. gl.blendFuncSeparate( factorToGL[ blendSrc ], factorToGL[ blendDst ], factorToGL[ blendSrcAlpha ], factorToGL[ blendDstAlpha ] );
  12579. currentBlendSrc = blendSrc;
  12580. currentBlendDst = blendDst;
  12581. currentBlendSrcAlpha = blendSrcAlpha;
  12582. currentBlendDstAlpha = blendDstAlpha;
  12583. }
  12584. currentBlending = blending;
  12585. currentPremultipledAlpha = null;
  12586. }
  12587. function setMaterial( material, frontFaceCW ) {
  12588. material.side === DoubleSide
  12589. ? disable( 2884 )
  12590. : enable( 2884 );
  12591. var flipSided = ( material.side === BackSide );
  12592. if ( frontFaceCW ) { flipSided = ! flipSided; }
  12593. setFlipSided( flipSided );
  12594. ( material.blending === NormalBlending && material.transparent === false )
  12595. ? setBlending( NoBlending )
  12596. : setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha );
  12597. depthBuffer.setFunc( material.depthFunc );
  12598. depthBuffer.setTest( material.depthTest );
  12599. depthBuffer.setMask( material.depthWrite );
  12600. colorBuffer.setMask( material.colorWrite );
  12601. var stencilWrite = material.stencilWrite;
  12602. stencilBuffer.setTest( stencilWrite );
  12603. if ( stencilWrite ) {
  12604. stencilBuffer.setMask( material.stencilWriteMask );
  12605. stencilBuffer.setFunc( material.stencilFunc, material.stencilRef, material.stencilFuncMask );
  12606. stencilBuffer.setOp( material.stencilFail, material.stencilZFail, material.stencilZPass );
  12607. }
  12608. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  12609. }
  12610. //
  12611. function setFlipSided( flipSided ) {
  12612. if ( currentFlipSided !== flipSided ) {
  12613. if ( flipSided ) {
  12614. gl.frontFace( 2304 );
  12615. } else {
  12616. gl.frontFace( 2305 );
  12617. }
  12618. currentFlipSided = flipSided;
  12619. }
  12620. }
  12621. function setCullFace( cullFace ) {
  12622. if ( cullFace !== CullFaceNone ) {
  12623. enable( 2884 );
  12624. if ( cullFace !== currentCullFace ) {
  12625. if ( cullFace === CullFaceBack ) {
  12626. gl.cullFace( 1029 );
  12627. } else if ( cullFace === CullFaceFront ) {
  12628. gl.cullFace( 1028 );
  12629. } else {
  12630. gl.cullFace( 1032 );
  12631. }
  12632. }
  12633. } else {
  12634. disable( 2884 );
  12635. }
  12636. currentCullFace = cullFace;
  12637. }
  12638. function setLineWidth( width ) {
  12639. if ( width !== currentLineWidth ) {
  12640. if ( lineWidthAvailable ) { gl.lineWidth( width ); }
  12641. currentLineWidth = width;
  12642. }
  12643. }
  12644. function setPolygonOffset( polygonOffset, factor, units ) {
  12645. if ( polygonOffset ) {
  12646. enable( 32823 );
  12647. if ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) {
  12648. gl.polygonOffset( factor, units );
  12649. currentPolygonOffsetFactor = factor;
  12650. currentPolygonOffsetUnits = units;
  12651. }
  12652. } else {
  12653. disable( 32823 );
  12654. }
  12655. }
  12656. function setScissorTest( scissorTest ) {
  12657. if ( scissorTest ) {
  12658. enable( 3089 );
  12659. } else {
  12660. disable( 3089 );
  12661. }
  12662. }
  12663. // texture
  12664. function activeTexture( webglSlot ) {
  12665. if ( webglSlot === undefined ) { webglSlot = 33984 + maxTextures - 1; }
  12666. if ( currentTextureSlot !== webglSlot ) {
  12667. gl.activeTexture( webglSlot );
  12668. currentTextureSlot = webglSlot;
  12669. }
  12670. }
  12671. function bindTexture( webglType, webglTexture ) {
  12672. if ( currentTextureSlot === null ) {
  12673. activeTexture();
  12674. }
  12675. var boundTexture = currentBoundTextures[ currentTextureSlot ];
  12676. if ( boundTexture === undefined ) {
  12677. boundTexture = { type: undefined, texture: undefined };
  12678. currentBoundTextures[ currentTextureSlot ] = boundTexture;
  12679. }
  12680. if ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) {
  12681. gl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] );
  12682. boundTexture.type = webglType;
  12683. boundTexture.texture = webglTexture;
  12684. }
  12685. }
  12686. function unbindTexture() {
  12687. var boundTexture = currentBoundTextures[ currentTextureSlot ];
  12688. if ( boundTexture !== undefined && boundTexture.type !== undefined ) {
  12689. gl.bindTexture( boundTexture.type, null );
  12690. boundTexture.type = undefined;
  12691. boundTexture.texture = undefined;
  12692. }
  12693. }
  12694. function compressedTexImage2D() {
  12695. try {
  12696. gl.compressedTexImage2D.apply( gl, arguments );
  12697. } catch ( error ) {
  12698. console.error( 'THREE.WebGLState:', error );
  12699. }
  12700. }
  12701. function texImage2D() {
  12702. try {
  12703. gl.texImage2D.apply( gl, arguments );
  12704. } catch ( error ) {
  12705. console.error( 'THREE.WebGLState:', error );
  12706. }
  12707. }
  12708. function texImage3D() {
  12709. try {
  12710. gl.texImage3D.apply( gl, arguments );
  12711. } catch ( error ) {
  12712. console.error( 'THREE.WebGLState:', error );
  12713. }
  12714. }
  12715. //
  12716. function scissor( scissor ) {
  12717. if ( currentScissor.equals( scissor ) === false ) {
  12718. gl.scissor( scissor.x, scissor.y, scissor.z, scissor.w );
  12719. currentScissor.copy( scissor );
  12720. }
  12721. }
  12722. function viewport( viewport ) {
  12723. if ( currentViewport.equals( viewport ) === false ) {
  12724. gl.viewport( viewport.x, viewport.y, viewport.z, viewport.w );
  12725. currentViewport.copy( viewport );
  12726. }
  12727. }
  12728. //
  12729. function reset() {
  12730. for ( var i = 0; i < enabledAttributes.length; i ++ ) {
  12731. if ( enabledAttributes[ i ] === 1 ) {
  12732. gl.disableVertexAttribArray( i );
  12733. enabledAttributes[ i ] = 0;
  12734. }
  12735. }
  12736. enabledCapabilities = {};
  12737. currentTextureSlot = null;
  12738. currentBoundTextures = {};
  12739. currentProgram = null;
  12740. currentBlending = null;
  12741. currentFlipSided = null;
  12742. currentCullFace = null;
  12743. colorBuffer.reset();
  12744. depthBuffer.reset();
  12745. stencilBuffer.reset();
  12746. }
  12747. return {
  12748. buffers: {
  12749. color: colorBuffer,
  12750. depth: depthBuffer,
  12751. stencil: stencilBuffer
  12752. },
  12753. initAttributes: initAttributes,
  12754. enableAttribute: enableAttribute,
  12755. enableAttributeAndDivisor: enableAttributeAndDivisor,
  12756. disableUnusedAttributes: disableUnusedAttributes,
  12757. enable: enable,
  12758. disable: disable,
  12759. useProgram: useProgram,
  12760. setBlending: setBlending,
  12761. setMaterial: setMaterial,
  12762. setFlipSided: setFlipSided,
  12763. setCullFace: setCullFace,
  12764. setLineWidth: setLineWidth,
  12765. setPolygonOffset: setPolygonOffset,
  12766. setScissorTest: setScissorTest,
  12767. activeTexture: activeTexture,
  12768. bindTexture: bindTexture,
  12769. unbindTexture: unbindTexture,
  12770. compressedTexImage2D: compressedTexImage2D,
  12771. texImage2D: texImage2D,
  12772. texImage3D: texImage3D,
  12773. scissor: scissor,
  12774. viewport: viewport,
  12775. reset: reset
  12776. };
  12777. }
  12778. /**
  12779. * @author mrdoob / http://mrdoob.com/
  12780. */
  12781. function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ) {
  12782. var isWebGL2 = capabilities.isWebGL2;
  12783. var maxTextures = capabilities.maxTextures;
  12784. var maxCubemapSize = capabilities.maxCubemapSize;
  12785. var maxTextureSize = capabilities.maxTextureSize;
  12786. var maxSamples = capabilities.maxSamples;
  12787. var _videoTextures = new WeakMap();
  12788. var _canvas;
  12789. // cordova iOS (as of 5.0) still uses UIWebView, which provides OffscreenCanvas,
  12790. // also OffscreenCanvas.getContext("webgl"), but not OffscreenCanvas.getContext("2d")!
  12791. // Some implementations may only implement OffscreenCanvas partially (e.g. lacking 2d).
  12792. var useOffscreenCanvas = false;
  12793. try {
  12794. useOffscreenCanvas = typeof OffscreenCanvas !== 'undefined'
  12795. && ( new OffscreenCanvas( 1, 1 ).getContext( "2d" ) ) !== null;
  12796. } catch ( err ) {
  12797. // Ignore any errors
  12798. }
  12799. function createCanvas( width, height ) {
  12800. // Use OffscreenCanvas when available. Specially needed in web workers
  12801. return useOffscreenCanvas ?
  12802. new OffscreenCanvas( width, height ) :
  12803. document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
  12804. }
  12805. function resizeImage( image, needsPowerOfTwo, needsNewCanvas, maxSize ) {
  12806. var scale = 1;
  12807. // handle case if texture exceeds max size
  12808. if ( image.width > maxSize || image.height > maxSize ) {
  12809. scale = maxSize / Math.max( image.width, image.height );
  12810. }
  12811. // only perform resize if necessary
  12812. if ( scale < 1 || needsPowerOfTwo === true ) {
  12813. // only perform resize for certain image types
  12814. if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
  12815. ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
  12816. ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
  12817. var floor = needsPowerOfTwo ? MathUtils.floorPowerOfTwo : Math.floor;
  12818. var width = floor( scale * image.width );
  12819. var height = floor( scale * image.height );
  12820. if ( _canvas === undefined ) { _canvas = createCanvas( width, height ); }
  12821. // cube textures can't reuse the same canvas
  12822. var canvas = needsNewCanvas ? createCanvas( width, height ) : _canvas;
  12823. canvas.width = width;
  12824. canvas.height = height;
  12825. var context = canvas.getContext( '2d' );
  12826. context.drawImage( image, 0, 0, width, height );
  12827. console.warn( 'THREE.WebGLRenderer: Texture has been resized from (' + image.width + 'x' + image.height + ') to (' + width + 'x' + height + ').' );
  12828. return canvas;
  12829. } else {
  12830. if ( 'data' in image ) {
  12831. console.warn( 'THREE.WebGLRenderer: Image in DataTexture is too big (' + image.width + 'x' + image.height + ').' );
  12832. }
  12833. return image;
  12834. }
  12835. }
  12836. return image;
  12837. }
  12838. function isPowerOfTwo( image ) {
  12839. return MathUtils.isPowerOfTwo( image.width ) && MathUtils.isPowerOfTwo( image.height );
  12840. }
  12841. function textureNeedsPowerOfTwo( texture ) {
  12842. if ( isWebGL2 ) { return false; }
  12843. return ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) ||
  12844. ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter );
  12845. }
  12846. function textureNeedsGenerateMipmaps( texture, supportsMips ) {
  12847. return texture.generateMipmaps && supportsMips &&
  12848. texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter;
  12849. }
  12850. function generateMipmap( target, texture, width, height ) {
  12851. _gl.generateMipmap( target );
  12852. var textureProperties = properties.get( texture );
  12853. // Note: Math.log( x ) * Math.LOG2E used instead of Math.log2( x ) which is not supported by IE11
  12854. textureProperties.__maxMipLevel = Math.log( Math.max( width, height ) ) * Math.LOG2E;
  12855. }
  12856. function getInternalFormat( internalFormatName, glFormat, glType ) {
  12857. if ( isWebGL2 === false ) { return glFormat; }
  12858. if ( internalFormatName !== null ) {
  12859. if ( _gl[ internalFormatName ] !== undefined ) { return _gl[ internalFormatName ]; }
  12860. console.warn( 'THREE.WebGLRenderer: Attempt to use non-existing WebGL internal format \'' + internalFormatName + '\'' );
  12861. }
  12862. var internalFormat = glFormat;
  12863. if ( glFormat === 6403 ) {
  12864. if ( glType === 5126 ) { internalFormat = 33326; }
  12865. if ( glType === 5131 ) { internalFormat = 33325; }
  12866. if ( glType === 5121 ) { internalFormat = 33321; }
  12867. }
  12868. if ( glFormat === 6407 ) {
  12869. if ( glType === 5126 ) { internalFormat = 34837; }
  12870. if ( glType === 5131 ) { internalFormat = 34843; }
  12871. if ( glType === 5121 ) { internalFormat = 32849; }
  12872. }
  12873. if ( glFormat === 6408 ) {
  12874. if ( glType === 5126 ) { internalFormat = 34836; }
  12875. if ( glType === 5131 ) { internalFormat = 34842; }
  12876. if ( glType === 5121 ) { internalFormat = 32856; }
  12877. }
  12878. if ( internalFormat === 33325 || internalFormat === 33326 ||
  12879. internalFormat === 34842 || internalFormat === 34836 ) {
  12880. extensions.get( 'EXT_color_buffer_float' );
  12881. } else if ( internalFormat === 34843 || internalFormat === 34837 ) {
  12882. console.warn( 'THREE.WebGLRenderer: Floating point textures with RGB format not supported. Please use RGBA instead.' );
  12883. }
  12884. return internalFormat;
  12885. }
  12886. // Fallback filters for non-power-of-2 textures
  12887. function filterFallback( f ) {
  12888. if ( f === NearestFilter || f === NearestMipmapNearestFilter || f === NearestMipmapLinearFilter ) {
  12889. return 9728;
  12890. }
  12891. return 9729;
  12892. }
  12893. //
  12894. function onTextureDispose( event ) {
  12895. var texture = event.target;
  12896. texture.removeEventListener( 'dispose', onTextureDispose );
  12897. deallocateTexture( texture );
  12898. if ( texture.isVideoTexture ) {
  12899. _videoTextures.delete( texture );
  12900. }
  12901. info.memory.textures --;
  12902. }
  12903. function onRenderTargetDispose( event ) {
  12904. var renderTarget = event.target;
  12905. renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
  12906. deallocateRenderTarget( renderTarget );
  12907. info.memory.textures --;
  12908. }
  12909. //
  12910. function deallocateTexture( texture ) {
  12911. var textureProperties = properties.get( texture );
  12912. if ( textureProperties.__webglInit === undefined ) { return; }
  12913. _gl.deleteTexture( textureProperties.__webglTexture );
  12914. properties.remove( texture );
  12915. }
  12916. function deallocateRenderTarget( renderTarget ) {
  12917. var renderTargetProperties = properties.get( renderTarget );
  12918. var textureProperties = properties.get( renderTarget.texture );
  12919. if ( ! renderTarget ) { return; }
  12920. if ( textureProperties.__webglTexture !== undefined ) {
  12921. _gl.deleteTexture( textureProperties.__webglTexture );
  12922. }
  12923. if ( renderTarget.depthTexture ) {
  12924. renderTarget.depthTexture.dispose();
  12925. }
  12926. if ( renderTarget.isWebGLCubeRenderTarget ) {
  12927. for ( var i = 0; i < 6; i ++ ) {
  12928. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );
  12929. if ( renderTargetProperties.__webglDepthbuffer ) { _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] ); }
  12930. }
  12931. } else {
  12932. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );
  12933. if ( renderTargetProperties.__webglDepthbuffer ) { _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer ); }
  12934. }
  12935. if ( renderTarget.isWebGLMultiviewRenderTarget ) {
  12936. _gl.deleteTexture( renderTargetProperties.__webglColorTexture );
  12937. _gl.deleteTexture( renderTargetProperties.__webglDepthStencilTexture );
  12938. info.memory.textures -= 2;
  12939. for ( var i = 0, il = renderTargetProperties.__webglViewFramebuffers.length; i < il; i ++ ) {
  12940. _gl.deleteFramebuffer( renderTargetProperties.__webglViewFramebuffers[ i ] );
  12941. }
  12942. }
  12943. properties.remove( renderTarget.texture );
  12944. properties.remove( renderTarget );
  12945. }
  12946. //
  12947. var textureUnits = 0;
  12948. function resetTextureUnits() {
  12949. textureUnits = 0;
  12950. }
  12951. function allocateTextureUnit() {
  12952. var textureUnit = textureUnits;
  12953. if ( textureUnit >= maxTextures ) {
  12954. console.warn( 'THREE.WebGLTextures: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + maxTextures );
  12955. }
  12956. textureUnits += 1;
  12957. return textureUnit;
  12958. }
  12959. //
  12960. function setTexture2D( texture, slot ) {
  12961. var textureProperties = properties.get( texture );
  12962. if ( texture.isVideoTexture ) { updateVideoTexture( texture ); }
  12963. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12964. var image = texture.image;
  12965. if ( image === undefined ) {
  12966. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined' );
  12967. } else if ( image.complete === false ) {
  12968. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete' );
  12969. } else {
  12970. uploadTexture( textureProperties, texture, slot );
  12971. return;
  12972. }
  12973. }
  12974. state.activeTexture( 33984 + slot );
  12975. state.bindTexture( 3553, textureProperties.__webglTexture );
  12976. }
  12977. function setTexture2DArray( texture, slot ) {
  12978. var textureProperties = properties.get( texture );
  12979. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12980. uploadTexture( textureProperties, texture, slot );
  12981. return;
  12982. }
  12983. state.activeTexture( 33984 + slot );
  12984. state.bindTexture( 35866, textureProperties.__webglTexture );
  12985. }
  12986. function setTexture3D( texture, slot ) {
  12987. var textureProperties = properties.get( texture );
  12988. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12989. uploadTexture( textureProperties, texture, slot );
  12990. return;
  12991. }
  12992. state.activeTexture( 33984 + slot );
  12993. state.bindTexture( 32879, textureProperties.__webglTexture );
  12994. }
  12995. function setTextureCube( texture, slot ) {
  12996. if ( texture.image.length !== 6 ) { return; }
  12997. var textureProperties = properties.get( texture );
  12998. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12999. initTexture( textureProperties, texture );
  13000. state.activeTexture( 33984 + slot );
  13001. state.bindTexture( 34067, textureProperties.__webglTexture );
  13002. _gl.pixelStorei( 37440, texture.flipY );
  13003. var isCompressed = ( texture && ( texture.isCompressedTexture || texture.image[ 0 ].isCompressedTexture ) );
  13004. var isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture );
  13005. var cubeImage = [];
  13006. for ( var i = 0; i < 6; i ++ ) {
  13007. if ( ! isCompressed && ! isDataTexture ) {
  13008. cubeImage[ i ] = resizeImage( texture.image[ i ], false, true, maxCubemapSize );
  13009. } else {
  13010. cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
  13011. }
  13012. }
  13013. var image = cubeImage[ 0 ],
  13014. supportsMips = isPowerOfTwo( image ) || isWebGL2,
  13015. glFormat = utils.convert( texture.format ),
  13016. glType = utils.convert( texture.type ),
  13017. glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );
  13018. setTextureParameters( 34067, texture, supportsMips );
  13019. var mipmaps;
  13020. if ( isCompressed ) {
  13021. for ( var i = 0; i < 6; i ++ ) {
  13022. mipmaps = cubeImage[ i ].mipmaps;
  13023. for ( var j = 0; j < mipmaps.length; j ++ ) {
  13024. var mipmap = mipmaps[ j ];
  13025. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  13026. if ( glFormat !== null ) {
  13027. state.compressedTexImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  13028. } else {
  13029. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()' );
  13030. }
  13031. } else {
  13032. state.texImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  13033. }
  13034. }
  13035. }
  13036. textureProperties.__maxMipLevel = mipmaps.length - 1;
  13037. } else {
  13038. mipmaps = texture.mipmaps;
  13039. for ( var i = 0; i < 6; i ++ ) {
  13040. if ( isDataTexture ) {
  13041. state.texImage2D( 34069 + i, 0, glInternalFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );
  13042. for ( var j = 0; j < mipmaps.length; j ++ ) {
  13043. var mipmap = mipmaps[ j ];
  13044. var mipmapImage = mipmap.image[ i ].image;
  13045. state.texImage2D( 34069 + i, j + 1, glInternalFormat, mipmapImage.width, mipmapImage.height, 0, glFormat, glType, mipmapImage.data );
  13046. }
  13047. } else {
  13048. state.texImage2D( 34069 + i, 0, glInternalFormat, glFormat, glType, cubeImage[ i ] );
  13049. for ( var j = 0; j < mipmaps.length; j ++ ) {
  13050. var mipmap = mipmaps[ j ];
  13051. state.texImage2D( 34069 + i, j + 1, glInternalFormat, glFormat, glType, mipmap.image[ i ] );
  13052. }
  13053. }
  13054. }
  13055. textureProperties.__maxMipLevel = mipmaps.length;
  13056. }
  13057. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  13058. // We assume images for cube map have the same size.
  13059. generateMipmap( 34067, texture, image.width, image.height );
  13060. }
  13061. textureProperties.__version = texture.version;
  13062. if ( texture.onUpdate ) { texture.onUpdate( texture ); }
  13063. } else {
  13064. state.activeTexture( 33984 + slot );
  13065. state.bindTexture( 34067, textureProperties.__webglTexture );
  13066. }
  13067. }
  13068. function setTextureCubeDynamic( texture, slot ) {
  13069. state.activeTexture( 33984 + slot );
  13070. state.bindTexture( 34067, properties.get( texture ).__webglTexture );
  13071. }
  13072. var wrappingToGL = {};
  13073. wrappingToGL[ RepeatWrapping ] = 10497;
  13074. wrappingToGL[ ClampToEdgeWrapping ] = 33071;
  13075. wrappingToGL[ MirroredRepeatWrapping ] = 33648;
  13076. var filterToGL = {};
  13077. filterToGL[ NearestFilter ] = 9728;
  13078. filterToGL[ NearestMipmapNearestFilter ] = 9984;
  13079. filterToGL[ NearestMipmapLinearFilter ] = 9986;
  13080. filterToGL[ LinearFilter ] = 9729;
  13081. filterToGL[ LinearMipmapNearestFilter ] = 9985;
  13082. filterToGL[ LinearMipmapLinearFilter ] = 9987;
  13083. function setTextureParameters( textureType, texture, supportsMips ) {
  13084. if ( supportsMips ) {
  13085. _gl.texParameteri( textureType, 10242, wrappingToGL[ texture.wrapS ] );
  13086. _gl.texParameteri( textureType, 10243, wrappingToGL[ texture.wrapT ] );
  13087. if ( textureType === 32879 || textureType === 35866 ) {
  13088. _gl.texParameteri( textureType, 32882, wrappingToGL[ texture.wrapR ] );
  13089. }
  13090. _gl.texParameteri( textureType, 10240, filterToGL[ texture.magFilter ] );
  13091. _gl.texParameteri( textureType, 10241, filterToGL[ texture.minFilter ] );
  13092. } else {
  13093. _gl.texParameteri( textureType, 10242, 33071 );
  13094. _gl.texParameteri( textureType, 10243, 33071 );
  13095. if ( textureType === 32879 || textureType === 35866 ) {
  13096. _gl.texParameteri( textureType, 32882, 33071 );
  13097. }
  13098. if ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) {
  13099. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.' );
  13100. }
  13101. _gl.texParameteri( textureType, 10240, filterFallback( texture.magFilter ) );
  13102. _gl.texParameteri( textureType, 10241, filterFallback( texture.minFilter ) );
  13103. if ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) {
  13104. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.' );
  13105. }
  13106. }
  13107. var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  13108. if ( extension ) {
  13109. if ( texture.type === FloatType && extensions.get( 'OES_texture_float_linear' ) === null ) { return; }
  13110. if ( texture.type === HalfFloatType && ( isWebGL2 || extensions.get( 'OES_texture_half_float_linear' ) ) === null ) { return; }
  13111. if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {
  13112. _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) );
  13113. properties.get( texture ).__currentAnisotropy = texture.anisotropy;
  13114. }
  13115. }
  13116. }
  13117. function initTexture( textureProperties, texture ) {
  13118. if ( textureProperties.__webglInit === undefined ) {
  13119. textureProperties.__webglInit = true;
  13120. texture.addEventListener( 'dispose', onTextureDispose );
  13121. textureProperties.__webglTexture = _gl.createTexture();
  13122. info.memory.textures ++;
  13123. }
  13124. }
  13125. function uploadTexture( textureProperties, texture, slot ) {
  13126. var textureType = 3553;
  13127. if ( texture.isDataTexture2DArray ) { textureType = 35866; }
  13128. if ( texture.isDataTexture3D ) { textureType = 32879; }
  13129. initTexture( textureProperties, texture );
  13130. state.activeTexture( 33984 + slot );
  13131. state.bindTexture( textureType, textureProperties.__webglTexture );
  13132. _gl.pixelStorei( 37440, texture.flipY );
  13133. _gl.pixelStorei( 37441, texture.premultiplyAlpha );
  13134. _gl.pixelStorei( 3317, texture.unpackAlignment );
  13135. var needsPowerOfTwo = textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( texture.image ) === false;
  13136. var image = resizeImage( texture.image, needsPowerOfTwo, false, maxTextureSize );
  13137. var supportsMips = isPowerOfTwo( image ) || isWebGL2,
  13138. glFormat = utils.convert( texture.format ),
  13139. glType = utils.convert( texture.type ),
  13140. glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );
  13141. setTextureParameters( textureType, texture, supportsMips );
  13142. var mipmap, mipmaps = texture.mipmaps;
  13143. if ( texture.isDepthTexture ) {
  13144. // populate depth texture with dummy data
  13145. glInternalFormat = 6402;
  13146. if ( texture.type === FloatType ) {
  13147. if ( isWebGL2 === false ) { throw new Error( 'Float Depth Texture only supported in WebGL2.0' ); }
  13148. glInternalFormat = 36012;
  13149. } else if ( isWebGL2 ) {
  13150. // WebGL 2.0 requires signed internalformat for glTexImage2D
  13151. glInternalFormat = 33189;
  13152. }
  13153. if ( texture.format === DepthFormat && glInternalFormat === 6402 ) {
  13154. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  13155. // DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT
  13156. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  13157. if ( texture.type !== UnsignedShortType && texture.type !== UnsignedIntType ) {
  13158. console.warn( 'THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.' );
  13159. texture.type = UnsignedShortType;
  13160. glType = utils.convert( texture.type );
  13161. }
  13162. }
  13163. // Depth stencil textures need the DEPTH_STENCIL internal format
  13164. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  13165. if ( texture.format === DepthStencilFormat ) {
  13166. glInternalFormat = 34041;
  13167. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  13168. // DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL.
  13169. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  13170. if ( texture.type !== UnsignedInt248Type ) {
  13171. console.warn( 'THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.' );
  13172. texture.type = UnsignedInt248Type;
  13173. glType = utils.convert( texture.type );
  13174. }
  13175. }
  13176. state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null );
  13177. } else if ( texture.isDataTexture ) {
  13178. // use manually created mipmaps if available
  13179. // if there are no manual mipmaps
  13180. // set 0 level mipmap and then use GL to generate other mipmap levels
  13181. if ( mipmaps.length > 0 && supportsMips ) {
  13182. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  13183. mipmap = mipmaps[ i ];
  13184. state.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  13185. }
  13186. texture.generateMipmaps = false;
  13187. textureProperties.__maxMipLevel = mipmaps.length - 1;
  13188. } else {
  13189. state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data );
  13190. textureProperties.__maxMipLevel = 0;
  13191. }
  13192. } else if ( texture.isCompressedTexture ) {
  13193. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  13194. mipmap = mipmaps[ i ];
  13195. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  13196. if ( glFormat !== null ) {
  13197. state.compressedTexImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  13198. } else {
  13199. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' );
  13200. }
  13201. } else {
  13202. state.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  13203. }
  13204. }
  13205. textureProperties.__maxMipLevel = mipmaps.length - 1;
  13206. } else if ( texture.isDataTexture2DArray ) {
  13207. state.texImage3D( 35866, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
  13208. textureProperties.__maxMipLevel = 0;
  13209. } else if ( texture.isDataTexture3D ) {
  13210. state.texImage3D( 32879, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
  13211. textureProperties.__maxMipLevel = 0;
  13212. } else {
  13213. // regular Texture (image, video, canvas)
  13214. // use manually created mipmaps if available
  13215. // if there are no manual mipmaps
  13216. // set 0 level mipmap and then use GL to generate other mipmap levels
  13217. if ( mipmaps.length > 0 && supportsMips ) {
  13218. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  13219. mipmap = mipmaps[ i ];
  13220. state.texImage2D( 3553, i, glInternalFormat, glFormat, glType, mipmap );
  13221. }
  13222. texture.generateMipmaps = false;
  13223. textureProperties.__maxMipLevel = mipmaps.length - 1;
  13224. } else {
  13225. state.texImage2D( 3553, 0, glInternalFormat, glFormat, glType, image );
  13226. textureProperties.__maxMipLevel = 0;
  13227. }
  13228. }
  13229. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  13230. generateMipmap( textureType, texture, image.width, image.height );
  13231. }
  13232. textureProperties.__version = texture.version;
  13233. if ( texture.onUpdate ) { texture.onUpdate( texture ); }
  13234. }
  13235. // Render targets
  13236. // Setup storage for target texture and bind it to correct framebuffer
  13237. function setupFrameBufferTexture( framebuffer, renderTarget, attachment, textureTarget ) {
  13238. var glFormat = utils.convert( renderTarget.texture.format );
  13239. var glType = utils.convert( renderTarget.texture.type );
  13240. var glInternalFormat = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType );
  13241. state.texImage2D( textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  13242. _gl.bindFramebuffer( 36160, framebuffer );
  13243. _gl.framebufferTexture2D( 36160, attachment, textureTarget, properties.get( renderTarget.texture ).__webglTexture, 0 );
  13244. _gl.bindFramebuffer( 36160, null );
  13245. }
  13246. // Setup storage for internal depth/stencil buffers and bind to correct framebuffer
  13247. function setupRenderBufferStorage( renderbuffer, renderTarget, isMultisample ) {
  13248. _gl.bindRenderbuffer( 36161, renderbuffer );
  13249. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  13250. if ( isMultisample ) {
  13251. var samples = getRenderTargetSamples( renderTarget );
  13252. _gl.renderbufferStorageMultisample( 36161, samples, 33189, renderTarget.width, renderTarget.height );
  13253. } else {
  13254. _gl.renderbufferStorage( 36161, 33189, renderTarget.width, renderTarget.height );
  13255. }
  13256. _gl.framebufferRenderbuffer( 36160, 36096, 36161, renderbuffer );
  13257. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  13258. if ( isMultisample ) {
  13259. var samples = getRenderTargetSamples( renderTarget );
  13260. _gl.renderbufferStorageMultisample( 36161, samples, 35056, renderTarget.width, renderTarget.height );
  13261. } else {
  13262. _gl.renderbufferStorage( 36161, 34041, renderTarget.width, renderTarget.height );
  13263. }
  13264. _gl.framebufferRenderbuffer( 36160, 33306, 36161, renderbuffer );
  13265. } else {
  13266. var glFormat = utils.convert( renderTarget.texture.format );
  13267. var glType = utils.convert( renderTarget.texture.type );
  13268. var glInternalFormat = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType );
  13269. if ( isMultisample ) {
  13270. var samples = getRenderTargetSamples( renderTarget );
  13271. _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  13272. } else {
  13273. _gl.renderbufferStorage( 36161, glInternalFormat, renderTarget.width, renderTarget.height );
  13274. }
  13275. }
  13276. _gl.bindRenderbuffer( 36161, null );
  13277. }
  13278. // Setup resources for a Depth Texture for a FBO (needs an extension)
  13279. function setupDepthTexture( framebuffer, renderTarget ) {
  13280. var isCube = ( renderTarget && renderTarget.isWebGLCubeRenderTarget );
  13281. if ( isCube ) { throw new Error( 'Depth Texture with cube render targets is not supported' ); }
  13282. _gl.bindFramebuffer( 36160, framebuffer );
  13283. if ( ! ( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) {
  13284. throw new Error( 'renderTarget.depthTexture must be an instance of THREE.DepthTexture' );
  13285. }
  13286. // upload an empty depth texture with framebuffer size
  13287. if ( ! properties.get( renderTarget.depthTexture ).__webglTexture ||
  13288. renderTarget.depthTexture.image.width !== renderTarget.width ||
  13289. renderTarget.depthTexture.image.height !== renderTarget.height ) {
  13290. renderTarget.depthTexture.image.width = renderTarget.width;
  13291. renderTarget.depthTexture.image.height = renderTarget.height;
  13292. renderTarget.depthTexture.needsUpdate = true;
  13293. }
  13294. setTexture2D( renderTarget.depthTexture, 0 );
  13295. var webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture;
  13296. if ( renderTarget.depthTexture.format === DepthFormat ) {
  13297. _gl.framebufferTexture2D( 36160, 36096, 3553, webglDepthTexture, 0 );
  13298. } else if ( renderTarget.depthTexture.format === DepthStencilFormat ) {
  13299. _gl.framebufferTexture2D( 36160, 33306, 3553, webglDepthTexture, 0 );
  13300. } else {
  13301. throw new Error( 'Unknown depthTexture format' );
  13302. }
  13303. }
  13304. // Setup GL resources for a non-texture depth buffer
  13305. function setupDepthRenderbuffer( renderTarget ) {
  13306. var renderTargetProperties = properties.get( renderTarget );
  13307. var isCube = ( renderTarget.isWebGLCubeRenderTarget === true );
  13308. if ( renderTarget.depthTexture ) {
  13309. if ( isCube ) { throw new Error( 'target.depthTexture not supported in Cube render targets' ); }
  13310. setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget );
  13311. } else {
  13312. if ( isCube ) {
  13313. renderTargetProperties.__webglDepthbuffer = [];
  13314. for ( var i = 0; i < 6; i ++ ) {
  13315. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer[ i ] );
  13316. renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();
  13317. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget );
  13318. }
  13319. } else {
  13320. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer );
  13321. renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();
  13322. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget );
  13323. }
  13324. }
  13325. _gl.bindFramebuffer( 36160, null );
  13326. }
  13327. // Set up GL resources for the render target
  13328. function setupRenderTarget( renderTarget ) {
  13329. var renderTargetProperties = properties.get( renderTarget );
  13330. var textureProperties = properties.get( renderTarget.texture );
  13331. renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
  13332. textureProperties.__webglTexture = _gl.createTexture();
  13333. info.memory.textures ++;
  13334. var isCube = ( renderTarget.isWebGLCubeRenderTarget === true );
  13335. var isMultisample = ( renderTarget.isWebGLMultisampleRenderTarget === true );
  13336. var isMultiview = ( renderTarget.isWebGLMultiviewRenderTarget === true );
  13337. var supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2;
  13338. // Setup framebuffer
  13339. if ( isCube ) {
  13340. renderTargetProperties.__webglFramebuffer = [];
  13341. for ( var i = 0; i < 6; i ++ ) {
  13342. renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  13343. }
  13344. } else {
  13345. renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();
  13346. if ( isMultisample ) {
  13347. if ( isWebGL2 ) {
  13348. renderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer();
  13349. renderTargetProperties.__webglColorRenderbuffer = _gl.createRenderbuffer();
  13350. _gl.bindRenderbuffer( 36161, renderTargetProperties.__webglColorRenderbuffer );
  13351. var glFormat = utils.convert( renderTarget.texture.format );
  13352. var glType = utils.convert( renderTarget.texture.type );
  13353. var glInternalFormat = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType );
  13354. var samples = getRenderTargetSamples( renderTarget );
  13355. _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  13356. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer );
  13357. _gl.framebufferRenderbuffer( 36160, 36064, 36161, renderTargetProperties.__webglColorRenderbuffer );
  13358. _gl.bindRenderbuffer( 36161, null );
  13359. if ( renderTarget.depthBuffer ) {
  13360. renderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer();
  13361. setupRenderBufferStorage( renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true );
  13362. }
  13363. _gl.bindFramebuffer( 36160, null );
  13364. } else {
  13365. console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
  13366. }
  13367. } else if ( isMultiview ) {
  13368. var width = renderTarget.width;
  13369. var height = renderTarget.height;
  13370. var numViews = renderTarget.numViews;
  13371. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer );
  13372. var ext = extensions.get( 'OVR_multiview2' );
  13373. info.memory.textures += 2;
  13374. var colorTexture = _gl.createTexture();
  13375. _gl.bindTexture( 35866, colorTexture );
  13376. _gl.texParameteri( 35866, 10240, 9728 );
  13377. _gl.texParameteri( 35866, 10241, 9728 );
  13378. _gl.texImage3D( 35866, 0, 32856, width, height, numViews, 0, 6408, 5121, null );
  13379. ext.framebufferTextureMultiviewOVR( 36160, 36064, colorTexture, 0, 0, numViews );
  13380. var depthStencilTexture = _gl.createTexture();
  13381. _gl.bindTexture( 35866, depthStencilTexture );
  13382. _gl.texParameteri( 35866, 10240, 9728 );
  13383. _gl.texParameteri( 35866, 10241, 9728 );
  13384. _gl.texImage3D( 35866, 0, 35056, width, height, numViews, 0, 34041, 34042, null );
  13385. ext.framebufferTextureMultiviewOVR( 36160, 33306, depthStencilTexture, 0, 0, numViews );
  13386. var viewFramebuffers = new Array( numViews );
  13387. for ( var i = 0; i < numViews; ++ i ) {
  13388. viewFramebuffers[ i ] = _gl.createFramebuffer();
  13389. _gl.bindFramebuffer( 36160, viewFramebuffers[ i ] );
  13390. _gl.framebufferTextureLayer( 36160, 36064, colorTexture, 0, i );
  13391. }
  13392. renderTargetProperties.__webglColorTexture = colorTexture;
  13393. renderTargetProperties.__webglDepthStencilTexture = depthStencilTexture;
  13394. renderTargetProperties.__webglViewFramebuffers = viewFramebuffers;
  13395. _gl.bindFramebuffer( 36160, null );
  13396. _gl.bindTexture( 35866, null );
  13397. }
  13398. }
  13399. // Setup color buffer
  13400. if ( isCube ) {
  13401. state.bindTexture( 34067, textureProperties.__webglTexture );
  13402. setTextureParameters( 34067, renderTarget.texture, supportsMips );
  13403. for ( var i = 0; i < 6; i ++ ) {
  13404. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, 36064, 34069 + i );
  13405. }
  13406. if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {
  13407. generateMipmap( 34067, renderTarget.texture, renderTarget.width, renderTarget.height );
  13408. }
  13409. state.bindTexture( 34067, null );
  13410. } else if ( ! isMultiview ) {
  13411. state.bindTexture( 3553, textureProperties.__webglTexture );
  13412. setTextureParameters( 3553, renderTarget.texture, supportsMips );
  13413. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, 36064, 3553 );
  13414. if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {
  13415. generateMipmap( 3553, renderTarget.texture, renderTarget.width, renderTarget.height );
  13416. }
  13417. state.bindTexture( 3553, null );
  13418. }
  13419. // Setup depth and stencil buffers
  13420. if ( renderTarget.depthBuffer ) {
  13421. setupDepthRenderbuffer( renderTarget );
  13422. }
  13423. }
  13424. function updateRenderTargetMipmap( renderTarget ) {
  13425. var texture = renderTarget.texture;
  13426. var supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2;
  13427. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  13428. var target = renderTarget.isWebGLCubeRenderTarget ? 34067 : 3553;
  13429. var webglTexture = properties.get( texture ).__webglTexture;
  13430. state.bindTexture( target, webglTexture );
  13431. generateMipmap( target, texture, renderTarget.width, renderTarget.height );
  13432. state.bindTexture( target, null );
  13433. }
  13434. }
  13435. function updateMultisampleRenderTarget( renderTarget ) {
  13436. if ( renderTarget.isWebGLMultisampleRenderTarget ) {
  13437. if ( isWebGL2 ) {
  13438. var renderTargetProperties = properties.get( renderTarget );
  13439. _gl.bindFramebuffer( 36008, renderTargetProperties.__webglMultisampledFramebuffer );
  13440. _gl.bindFramebuffer( 36009, renderTargetProperties.__webglFramebuffer );
  13441. var width = renderTarget.width;
  13442. var height = renderTarget.height;
  13443. var mask = 16384;
  13444. if ( renderTarget.depthBuffer ) { mask |= 256; }
  13445. if ( renderTarget.stencilBuffer ) { mask |= 1024; }
  13446. _gl.blitFramebuffer( 0, 0, width, height, 0, 0, width, height, mask, 9728 );
  13447. } else {
  13448. console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
  13449. }
  13450. }
  13451. }
  13452. function getRenderTargetSamples( renderTarget ) {
  13453. return ( isWebGL2 && renderTarget.isWebGLMultisampleRenderTarget ) ?
  13454. Math.min( maxSamples, renderTarget.samples ) : 0;
  13455. }
  13456. function updateVideoTexture( texture ) {
  13457. var frame = info.render.frame;
  13458. // Check the last frame we updated the VideoTexture
  13459. if ( _videoTextures.get( texture ) !== frame ) {
  13460. _videoTextures.set( texture, frame );
  13461. texture.update();
  13462. }
  13463. }
  13464. // backwards compatibility
  13465. var warnedTexture2D = false;
  13466. var warnedTextureCube = false;
  13467. function safeSetTexture2D( texture, slot ) {
  13468. if ( texture && texture.isWebGLRenderTarget ) {
  13469. if ( warnedTexture2D === false ) {
  13470. console.warn( "THREE.WebGLTextures.safeSetTexture2D: don't use render targets as textures. Use their .texture property instead." );
  13471. warnedTexture2D = true;
  13472. }
  13473. texture = texture.texture;
  13474. }
  13475. setTexture2D( texture, slot );
  13476. }
  13477. function safeSetTextureCube( texture, slot ) {
  13478. if ( texture && texture.isWebGLCubeRenderTarget ) {
  13479. if ( warnedTextureCube === false ) {
  13480. console.warn( "THREE.WebGLTextures.safeSetTextureCube: don't use cube render targets as textures. Use their .texture property instead." );
  13481. warnedTextureCube = true;
  13482. }
  13483. texture = texture.texture;
  13484. }
  13485. // currently relying on the fact that WebGLCubeRenderTarget.texture is a Texture and NOT a CubeTexture
  13486. // TODO: unify these code paths
  13487. if ( ( texture && texture.isCubeTexture ) ||
  13488. ( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
  13489. // CompressedTexture can have Array in image :/
  13490. // this function alone should take care of cube textures
  13491. setTextureCube( texture, slot );
  13492. } else {
  13493. // assumed: texture property of THREE.WebGLCubeRenderTarget
  13494. setTextureCubeDynamic( texture, slot );
  13495. }
  13496. }
  13497. //
  13498. this.allocateTextureUnit = allocateTextureUnit;
  13499. this.resetTextureUnits = resetTextureUnits;
  13500. this.setTexture2D = setTexture2D;
  13501. this.setTexture2DArray = setTexture2DArray;
  13502. this.setTexture3D = setTexture3D;
  13503. this.setTextureCube = setTextureCube;
  13504. this.setTextureCubeDynamic = setTextureCubeDynamic;
  13505. this.setupRenderTarget = setupRenderTarget;
  13506. this.updateRenderTargetMipmap = updateRenderTargetMipmap;
  13507. this.updateMultisampleRenderTarget = updateMultisampleRenderTarget;
  13508. this.safeSetTexture2D = safeSetTexture2D;
  13509. this.safeSetTextureCube = safeSetTextureCube;
  13510. }
  13511. /**
  13512. * @author thespite / http://www.twitter.com/thespite
  13513. */
  13514. function WebGLUtils( gl, extensions, capabilities ) {
  13515. var isWebGL2 = capabilities.isWebGL2;
  13516. function convert( p ) {
  13517. var extension;
  13518. if ( p === UnsignedByteType ) { return 5121; }
  13519. if ( p === UnsignedShort4444Type ) { return 32819; }
  13520. if ( p === UnsignedShort5551Type ) { return 32820; }
  13521. if ( p === UnsignedShort565Type ) { return 33635; }
  13522. if ( p === ByteType ) { return 5120; }
  13523. if ( p === ShortType ) { return 5122; }
  13524. if ( p === UnsignedShortType ) { return 5123; }
  13525. if ( p === IntType ) { return 5124; }
  13526. if ( p === UnsignedIntType ) { return 5125; }
  13527. if ( p === FloatType ) { return 5126; }
  13528. if ( p === HalfFloatType ) {
  13529. if ( isWebGL2 ) { return 5131; }
  13530. extension = extensions.get( 'OES_texture_half_float' );
  13531. if ( extension !== null ) {
  13532. return extension.HALF_FLOAT_OES;
  13533. } else {
  13534. return null;
  13535. }
  13536. }
  13537. if ( p === AlphaFormat ) { return 6406; }
  13538. if ( p === RGBFormat ) { return 6407; }
  13539. if ( p === RGBAFormat ) { return 6408; }
  13540. if ( p === LuminanceFormat ) { return 6409; }
  13541. if ( p === LuminanceAlphaFormat ) { return 6410; }
  13542. if ( p === DepthFormat ) { return 6402; }
  13543. if ( p === DepthStencilFormat ) { return 34041; }
  13544. if ( p === RedFormat ) { return 6403; }
  13545. // WebGL2 formats.
  13546. if ( p === RedIntegerFormat ) { return 36244; }
  13547. if ( p === RGFormat ) { return 33319; }
  13548. if ( p === RGIntegerFormat ) { return 33320; }
  13549. if ( p === RGBIntegerFormat ) { return 36248; }
  13550. if ( p === RGBAIntegerFormat ) { return 36249; }
  13551. if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format ||
  13552. p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {
  13553. extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
  13554. if ( extension !== null ) {
  13555. if ( p === RGB_S3TC_DXT1_Format ) { return extension.COMPRESSED_RGB_S3TC_DXT1_EXT; }
  13556. if ( p === RGBA_S3TC_DXT1_Format ) { return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT; }
  13557. if ( p === RGBA_S3TC_DXT3_Format ) { return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT; }
  13558. if ( p === RGBA_S3TC_DXT5_Format ) { return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT; }
  13559. } else {
  13560. return null;
  13561. }
  13562. }
  13563. if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format ||
  13564. p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {
  13565. extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  13566. if ( extension !== null ) {
  13567. if ( p === RGB_PVRTC_4BPPV1_Format ) { return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG; }
  13568. if ( p === RGB_PVRTC_2BPPV1_Format ) { return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG; }
  13569. if ( p === RGBA_PVRTC_4BPPV1_Format ) { return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; }
  13570. if ( p === RGBA_PVRTC_2BPPV1_Format ) { return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG; }
  13571. } else {
  13572. return null;
  13573. }
  13574. }
  13575. if ( p === RGB_ETC1_Format ) {
  13576. extension = extensions.get( 'WEBGL_compressed_texture_etc1' );
  13577. if ( extension !== null ) {
  13578. return extension.COMPRESSED_RGB_ETC1_WEBGL;
  13579. } else {
  13580. return null;
  13581. }
  13582. }
  13583. if ( p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format ||
  13584. p === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format ||
  13585. p === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format ||
  13586. p === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format ||
  13587. p === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format ) {
  13588. extension = extensions.get( 'WEBGL_compressed_texture_astc' );
  13589. if ( extension !== null ) {
  13590. // TODO Complete?
  13591. return p;
  13592. } else {
  13593. return null;
  13594. }
  13595. }
  13596. if ( p === UnsignedInt248Type ) {
  13597. if ( isWebGL2 ) { return 34042; }
  13598. extension = extensions.get( 'WEBGL_depth_texture' );
  13599. if ( extension !== null ) {
  13600. return extension.UNSIGNED_INT_24_8_WEBGL;
  13601. } else {
  13602. return null;
  13603. }
  13604. }
  13605. }
  13606. return { convert: convert };
  13607. }
  13608. /**
  13609. * @author fernandojsg / http://fernandojsg.com
  13610. * @author Takahiro https://github.com/takahirox
  13611. */
  13612. function WebGLMultiviewRenderTarget( width, height, numViews, options ) {
  13613. WebGLRenderTarget.call( this, width, height, options );
  13614. this.depthBuffer = false;
  13615. this.stencilBuffer = false;
  13616. this.numViews = numViews;
  13617. }
  13618. WebGLMultiviewRenderTarget.prototype = Object.assign( Object.create( WebGLRenderTarget.prototype ), {
  13619. constructor: WebGLMultiviewRenderTarget,
  13620. isWebGLMultiviewRenderTarget: true,
  13621. copy: function ( source ) {
  13622. WebGLRenderTarget.prototype.copy.call( this, source );
  13623. this.numViews = source.numViews;
  13624. return this;
  13625. },
  13626. setNumViews: function ( numViews ) {
  13627. if ( this.numViews !== numViews ) {
  13628. this.numViews = numViews;
  13629. this.dispose();
  13630. }
  13631. return this;
  13632. }
  13633. } );
  13634. /**
  13635. * @author fernandojsg / http://fernandojsg.com
  13636. * @author Takahiro https://github.com/takahirox
  13637. */
  13638. function WebGLMultiview( renderer, gl ) {
  13639. var DEFAULT_NUMVIEWS = 2;
  13640. var extensions = renderer.extensions;
  13641. var properties = renderer.properties;
  13642. var renderTarget, currentRenderTarget;
  13643. var mat3, mat4, cameraArray, renderSize;
  13644. var available;
  13645. var maxNumViews = 0;
  13646. //
  13647. function isAvailable() {
  13648. if ( available === undefined ) {
  13649. var extension = extensions.get( 'OVR_multiview2' );
  13650. available = extension !== null && gl.getContextAttributes().antialias === false;
  13651. if ( available ) {
  13652. maxNumViews = gl.getParameter( extension.MAX_VIEWS_OVR );
  13653. renderTarget = new WebGLMultiviewRenderTarget( 0, 0, DEFAULT_NUMVIEWS );
  13654. renderSize = new Vector2();
  13655. mat4 = [];
  13656. mat3 = [];
  13657. cameraArray = [];
  13658. for ( var i = 0; i < maxNumViews; i ++ ) {
  13659. mat4[ i ] = new Matrix4();
  13660. mat3[ i ] = new Matrix3();
  13661. }
  13662. }
  13663. }
  13664. return available;
  13665. }
  13666. function getCameraArray( camera ) {
  13667. if ( camera.isArrayCamera ) { return camera.cameras; }
  13668. cameraArray[ 0 ] = camera;
  13669. return cameraArray;
  13670. }
  13671. function updateCameraProjectionMatricesUniform( camera, uniforms ) {
  13672. var cameras = getCameraArray( camera );
  13673. for ( var i = 0; i < cameras.length; i ++ ) {
  13674. mat4[ i ].copy( cameras[ i ].projectionMatrix );
  13675. }
  13676. uniforms.setValue( gl, 'projectionMatrices', mat4 );
  13677. }
  13678. function updateCameraViewMatricesUniform( camera, uniforms ) {
  13679. var cameras = getCameraArray( camera );
  13680. for ( var i = 0; i < cameras.length; i ++ ) {
  13681. mat4[ i ].copy( cameras[ i ].matrixWorldInverse );
  13682. }
  13683. uniforms.setValue( gl, 'viewMatrices', mat4 );
  13684. }
  13685. function updateObjectMatricesUniforms( object, camera, uniforms ) {
  13686. var cameras = getCameraArray( camera );
  13687. for ( var i = 0; i < cameras.length; i ++ ) {
  13688. mat4[ i ].multiplyMatrices( cameras[ i ].matrixWorldInverse, object.matrixWorld );
  13689. mat3[ i ].getNormalMatrix( mat4[ i ] );
  13690. }
  13691. uniforms.setValue( gl, 'modelViewMatrices', mat4 );
  13692. uniforms.setValue( gl, 'normalMatrices', mat3 );
  13693. }
  13694. function isMultiviewCompatible( camera ) {
  13695. if ( camera.isArrayCamera === undefined ) { return true; }
  13696. var cameras = camera.cameras;
  13697. if ( cameras.length > maxNumViews ) { return false; }
  13698. for ( var i = 1, il = cameras.length; i < il; i ++ ) {
  13699. if ( cameras[ 0 ].viewport.z !== cameras[ i ].viewport.z ||
  13700. cameras[ 0 ].viewport.w !== cameras[ i ].viewport.w ) { return false; }
  13701. }
  13702. return true;
  13703. }
  13704. function resizeRenderTarget( camera ) {
  13705. if ( currentRenderTarget ) {
  13706. renderSize.set( currentRenderTarget.width, currentRenderTarget.height );
  13707. } else {
  13708. renderer.getDrawingBufferSize( renderSize );
  13709. }
  13710. if ( camera.isArrayCamera ) {
  13711. var viewport = camera.cameras[ 0 ].viewport;
  13712. renderTarget.setSize( viewport.z, viewport.w );
  13713. renderTarget.setNumViews( camera.cameras.length );
  13714. } else {
  13715. renderTarget.setSize( renderSize.x, renderSize.y );
  13716. renderTarget.setNumViews( DEFAULT_NUMVIEWS );
  13717. }
  13718. }
  13719. function attachCamera( camera ) {
  13720. if ( isMultiviewCompatible( camera ) === false ) { return; }
  13721. currentRenderTarget = renderer.getRenderTarget();
  13722. resizeRenderTarget( camera );
  13723. renderer.setRenderTarget( renderTarget );
  13724. }
  13725. function detachCamera( camera ) {
  13726. if ( renderTarget !== renderer.getRenderTarget() ) { return; }
  13727. renderer.setRenderTarget( currentRenderTarget );
  13728. flush( camera );
  13729. }
  13730. function flush( camera ) {
  13731. var srcRenderTarget = renderTarget;
  13732. var numViews = srcRenderTarget.numViews;
  13733. var srcFramebuffers = properties.get( srcRenderTarget ).__webglViewFramebuffers;
  13734. var viewWidth = srcRenderTarget.width;
  13735. var viewHeight = srcRenderTarget.height;
  13736. if ( camera.isArrayCamera ) {
  13737. for ( var i = 0; i < numViews; i ++ ) {
  13738. var viewport = camera.cameras[ i ].viewport;
  13739. var x1 = viewport.x;
  13740. var y1 = viewport.y;
  13741. var x2 = x1 + viewport.z;
  13742. var y2 = y1 + viewport.w;
  13743. gl.bindFramebuffer( 36008, srcFramebuffers[ i ] );
  13744. gl.blitFramebuffer( 0, 0, viewWidth, viewHeight, x1, y1, x2, y2, 16384, 9728 );
  13745. }
  13746. } else {
  13747. gl.bindFramebuffer( 36008, srcFramebuffers[ 0 ] );
  13748. gl.blitFramebuffer( 0, 0, viewWidth, viewHeight, 0, 0, renderSize.x, renderSize.y, 16384, 9728 );
  13749. }
  13750. }
  13751. this.isAvailable = isAvailable;
  13752. this.attachCamera = attachCamera;
  13753. this.detachCamera = detachCamera;
  13754. this.updateCameraProjectionMatricesUniform = updateCameraProjectionMatricesUniform;
  13755. this.updateCameraViewMatricesUniform = updateCameraViewMatricesUniform;
  13756. this.updateObjectMatricesUniforms = updateObjectMatricesUniforms;
  13757. }
  13758. /**
  13759. * @author mrdoob / http://mrdoob.com/
  13760. */
  13761. function ArrayCamera( array ) {
  13762. PerspectiveCamera.call( this );
  13763. this.cameras = array || [];
  13764. }
  13765. ArrayCamera.prototype = Object.assign( Object.create( PerspectiveCamera.prototype ), {
  13766. constructor: ArrayCamera,
  13767. isArrayCamera: true
  13768. } );
  13769. /**
  13770. * @author mrdoob / http://mrdoob.com/
  13771. */
  13772. function Group() {
  13773. Object3D.call( this );
  13774. this.type = 'Group';
  13775. }
  13776. Group.prototype = Object.assign( Object.create( Object3D.prototype ), {
  13777. constructor: Group,
  13778. isGroup: true
  13779. } );
  13780. /**
  13781. * @author mrdoob / http://mrdoob.com/
  13782. */
  13783. function WebXRManager( renderer, gl ) {
  13784. var scope = this;
  13785. var session = null;
  13786. // var framebufferScaleFactor = 1.0;
  13787. var referenceSpace = null;
  13788. var referenceSpaceType = 'local-floor';
  13789. var pose = null;
  13790. var controllers = [];
  13791. var inputSourcesMap = new Map();
  13792. //
  13793. var cameraL = new PerspectiveCamera();
  13794. cameraL.layers.enable( 1 );
  13795. cameraL.viewport = new Vector4();
  13796. var cameraR = new PerspectiveCamera();
  13797. cameraR.layers.enable( 2 );
  13798. cameraR.viewport = new Vector4();
  13799. var cameraVR = new ArrayCamera( [ cameraL, cameraR ] );
  13800. cameraVR.layers.enable( 1 );
  13801. cameraVR.layers.enable( 2 );
  13802. var _currentDepthNear = null;
  13803. var _currentDepthFar = null;
  13804. //
  13805. this.enabled = false;
  13806. this.isPresenting = false;
  13807. this.getController = function ( id ) {
  13808. var controller = controllers[ id ];
  13809. if ( controller === undefined ) {
  13810. controller = new Group();
  13811. controller.matrixAutoUpdate = false;
  13812. controller.visible = false;
  13813. controllers[ id ] = controller;
  13814. }
  13815. return controller;
  13816. };
  13817. //
  13818. function onSessionEvent( event ) {
  13819. var controller = inputSourcesMap.get( event.inputSource );
  13820. if ( controller ) {
  13821. controller.dispatchEvent( { type: event.type } );
  13822. }
  13823. }
  13824. function onSessionEnd() {
  13825. inputSourcesMap.forEach( function ( controller, inputSource ) {
  13826. controller.dispatchEvent( { type: 'disconnected', data: inputSource } );
  13827. controller.visible = false;
  13828. } );
  13829. inputSourcesMap.clear();
  13830. //
  13831. renderer.setFramebuffer( null );
  13832. renderer.setRenderTarget( renderer.getRenderTarget() ); // Hack #15830
  13833. animation.stop();
  13834. scope.isPresenting = false;
  13835. scope.dispatchEvent( { type: 'sessionend' } );
  13836. }
  13837. function onRequestReferenceSpace( value ) {
  13838. referenceSpace = value;
  13839. animation.setContext( session );
  13840. animation.start();
  13841. scope.isPresenting = true;
  13842. scope.dispatchEvent( { type: 'sessionstart' } );
  13843. }
  13844. this.setFramebufferScaleFactor = function ( /* value */ ) {
  13845. // framebufferScaleFactor = value;
  13846. };
  13847. this.setReferenceSpaceType = function ( value ) {
  13848. referenceSpaceType = value;
  13849. };
  13850. this.getReferenceSpace = function () {
  13851. return referenceSpace;
  13852. };
  13853. this.getSession = function () {
  13854. return session;
  13855. };
  13856. this.setSession = function ( value ) {
  13857. session = value;
  13858. if ( session !== null ) {
  13859. session.addEventListener( 'select', onSessionEvent );
  13860. session.addEventListener( 'selectstart', onSessionEvent );
  13861. session.addEventListener( 'selectend', onSessionEvent );
  13862. session.addEventListener( 'squeeze', onSessionEvent );
  13863. session.addEventListener( 'squeezestart', onSessionEvent );
  13864. session.addEventListener( 'squeezeend', onSessionEvent );
  13865. session.addEventListener( 'end', onSessionEnd );
  13866. var attributes = gl.getContextAttributes();
  13867. var layerInit = {
  13868. antialias: attributes.antialias,
  13869. alpha: attributes.alpha,
  13870. depth: attributes.depth,
  13871. stencil: attributes.stencil
  13872. };
  13873. // eslint-disable-next-line no-undef
  13874. var baseLayer = new XRWebGLLayer( session, gl, layerInit );
  13875. session.updateRenderState( { baseLayer: baseLayer } );
  13876. session.requestReferenceSpace( referenceSpaceType ).then( onRequestReferenceSpace );
  13877. //
  13878. session.addEventListener( 'inputsourceschange', updateInputSources );
  13879. }
  13880. };
  13881. function updateInputSources( event ) {
  13882. var inputSources = session.inputSources;
  13883. // Assign inputSources to available controllers
  13884. for ( var i = 0; i < controllers.length; i ++ ) {
  13885. inputSourcesMap.set( inputSources[ i ], controllers[ i ] );
  13886. }
  13887. // Notify disconnected
  13888. for ( var i = 0; i < event.removed.length; i ++ ) {
  13889. var inputSource = event.removed[ i ];
  13890. var controller = inputSourcesMap.get( inputSource );
  13891. if ( controller ) {
  13892. controller.dispatchEvent( { type: 'disconnected', data: inputSource } );
  13893. inputSourcesMap.delete( inputSource );
  13894. }
  13895. }
  13896. // Notify connected
  13897. for ( var i = 0; i < event.added.length; i ++ ) {
  13898. var inputSource = event.added[ i ];
  13899. var controller = inputSourcesMap.get( inputSource );
  13900. if ( controller ) {
  13901. controller.dispatchEvent( { type: 'connected', data: inputSource } );
  13902. }
  13903. }
  13904. }
  13905. //
  13906. var cameraLPos = new Vector3();
  13907. var cameraRPos = new Vector3();
  13908. /**
  13909. * @author jsantell / https://www.jsantell.com/
  13910. *
  13911. * Assumes 2 cameras that are parallel and share an X-axis, and that
  13912. * the cameras' projection and world matrices have already been set.
  13913. * And that near and far planes are identical for both cameras.
  13914. * Visualization of this technique: https://computergraphics.stackexchange.com/a/4765
  13915. */
  13916. function setProjectionFromUnion( camera, cameraL, cameraR ) {
  13917. cameraLPos.setFromMatrixPosition( cameraL.matrixWorld );
  13918. cameraRPos.setFromMatrixPosition( cameraR.matrixWorld );
  13919. var ipd = cameraLPos.distanceTo( cameraRPos );
  13920. var projL = cameraL.projectionMatrix.elements;
  13921. var projR = cameraR.projectionMatrix.elements;
  13922. // VR systems will have identical far and near planes, and
  13923. // most likely identical top and bottom frustum extents.
  13924. // Use the left camera for these values.
  13925. var near = projL[ 14 ] / ( projL[ 10 ] - 1 );
  13926. var far = projL[ 14 ] / ( projL[ 10 ] + 1 );
  13927. var topFov = ( projL[ 9 ] + 1 ) / projL[ 5 ];
  13928. var bottomFov = ( projL[ 9 ] - 1 ) / projL[ 5 ];
  13929. var leftFov = ( projL[ 8 ] - 1 ) / projL[ 0 ];
  13930. var rightFov = ( projR[ 8 ] + 1 ) / projR[ 0 ];
  13931. var left = near * leftFov;
  13932. var right = near * rightFov;
  13933. // Calculate the new camera's position offset from the
  13934. // left camera. xOffset should be roughly half `ipd`.
  13935. var zOffset = ipd / ( - leftFov + rightFov );
  13936. var xOffset = zOffset * - leftFov;
  13937. // TODO: Better way to apply this offset?
  13938. cameraL.matrixWorld.decompose( camera.position, camera.quaternion, camera.scale );
  13939. camera.translateX( xOffset );
  13940. camera.translateZ( zOffset );
  13941. camera.matrixWorld.compose( camera.position, camera.quaternion, camera.scale );
  13942. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  13943. // Find the union of the frustum values of the cameras and scale
  13944. // the values so that the near plane's position does not change in world space,
  13945. // although must now be relative to the new union camera.
  13946. var near2 = near + zOffset;
  13947. var far2 = far + zOffset;
  13948. var left2 = left - xOffset;
  13949. var right2 = right + ( ipd - xOffset );
  13950. var top2 = topFov * far / far2 * near2;
  13951. var bottom2 = bottomFov * far / far2 * near2;
  13952. camera.projectionMatrix.makePerspective( left2, right2, top2, bottom2, near2, far2 );
  13953. }
  13954. function updateCamera( camera, parent ) {
  13955. if ( parent === null ) {
  13956. camera.matrixWorld.copy( camera.matrix );
  13957. } else {
  13958. camera.matrixWorld.multiplyMatrices( parent.matrixWorld, camera.matrix );
  13959. }
  13960. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  13961. }
  13962. this.getCamera = function ( camera ) {
  13963. cameraVR.near = cameraR.near = cameraL.near = camera.near;
  13964. cameraVR.far = cameraR.far = cameraL.far = camera.far;
  13965. if ( _currentDepthNear !== cameraVR.near || _currentDepthFar !== cameraVR.far ) {
  13966. // Note that the new renderState won't apply until the next frame. See #18320
  13967. session.updateRenderState( {
  13968. depthNear: cameraVR.near,
  13969. depthFar: cameraVR.far
  13970. } );
  13971. _currentDepthNear = cameraVR.near;
  13972. _currentDepthFar = cameraVR.far;
  13973. }
  13974. var parent = camera.parent;
  13975. var cameras = cameraVR.cameras;
  13976. updateCamera( cameraVR, parent );
  13977. for ( var i = 0; i < cameras.length; i ++ ) {
  13978. updateCamera( cameras[ i ], parent );
  13979. }
  13980. // update camera and its children
  13981. camera.matrixWorld.copy( cameraVR.matrixWorld );
  13982. var children = camera.children;
  13983. for ( var i = 0, l = children.length; i < l; i ++ ) {
  13984. children[ i ].updateMatrixWorld( true );
  13985. }
  13986. setProjectionFromUnion( cameraVR, cameraL, cameraR );
  13987. return cameraVR;
  13988. };
  13989. // Animation Loop
  13990. var onAnimationFrameCallback = null;
  13991. function onAnimationFrame( time, frame ) {
  13992. pose = frame.getViewerPose( referenceSpace );
  13993. if ( pose !== null ) {
  13994. var views = pose.views;
  13995. var baseLayer = session.renderState.baseLayer;
  13996. renderer.setFramebuffer( baseLayer.framebuffer );
  13997. for ( var i = 0; i < views.length; i ++ ) {
  13998. var view = views[ i ];
  13999. var viewport = baseLayer.getViewport( view );
  14000. var camera = cameraVR.cameras[ i ];
  14001. camera.matrix.fromArray( view.transform.matrix );
  14002. camera.projectionMatrix.fromArray( view.projectionMatrix );
  14003. camera.viewport.set( viewport.x, viewport.y, viewport.width, viewport.height );
  14004. if ( i === 0 ) {
  14005. cameraVR.matrix.copy( camera.matrix );
  14006. }
  14007. }
  14008. }
  14009. //
  14010. var inputSources = session.inputSources;
  14011. for ( var i = 0; i < controllers.length; i ++ ) {
  14012. var controller = controllers[ i ];
  14013. var inputSource = inputSources[ i ];
  14014. if ( inputSource ) {
  14015. var inputPose = frame.getPose( inputSource.targetRaySpace, referenceSpace );
  14016. if ( inputPose !== null ) {
  14017. controller.matrix.fromArray( inputPose.transform.matrix );
  14018. controller.matrix.decompose( controller.position, controller.rotation, controller.scale );
  14019. controller.visible = true;
  14020. continue;
  14021. }
  14022. }
  14023. controller.visible = false;
  14024. }
  14025. if ( onAnimationFrameCallback ) { onAnimationFrameCallback( time, frame ); }
  14026. }
  14027. var animation = new WebGLAnimation();
  14028. animation.setAnimationLoop( onAnimationFrame );
  14029. this.setAnimationLoop = function ( callback ) {
  14030. onAnimationFrameCallback = callback;
  14031. };
  14032. this.dispose = function () {};
  14033. }
  14034. Object.assign( WebXRManager.prototype, EventDispatcher.prototype );
  14035. /**
  14036. * @author supereggbert / http://www.paulbrunt.co.uk/
  14037. * @author mrdoob / http://mrdoob.com/
  14038. * @author alteredq / http://alteredqualia.com/
  14039. * @author szimek / https://github.com/szimek/
  14040. * @author tschw
  14041. */
  14042. function WebGLRenderer( parameters ) {
  14043. parameters = parameters || {};
  14044. var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ),
  14045. _context = parameters.context !== undefined ? parameters.context : null,
  14046. _alpha = parameters.alpha !== undefined ? parameters.alpha : false,
  14047. _depth = parameters.depth !== undefined ? parameters.depth : true,
  14048. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  14049. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  14050. _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
  14051. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  14052. _powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default',
  14053. _failIfMajorPerformanceCaveat = parameters.failIfMajorPerformanceCaveat !== undefined ? parameters.failIfMajorPerformanceCaveat : false;
  14054. var currentRenderList = null;
  14055. var currentRenderState = null;
  14056. // public properties
  14057. this.domElement = _canvas;
  14058. // Debug configuration container
  14059. this.debug = {
  14060. /**
  14061. * Enables error checking and reporting when shader programs are being compiled
  14062. * @type {boolean}
  14063. */
  14064. checkShaderErrors: true
  14065. };
  14066. // clearing
  14067. this.autoClear = true;
  14068. this.autoClearColor = true;
  14069. this.autoClearDepth = true;
  14070. this.autoClearStencil = true;
  14071. // scene graph
  14072. this.sortObjects = true;
  14073. // user-defined clipping
  14074. this.clippingPlanes = [];
  14075. this.localClippingEnabled = false;
  14076. // physically based shading
  14077. this.gammaFactor = 2.0; // for backwards compatibility
  14078. this.outputEncoding = LinearEncoding;
  14079. // physical lights
  14080. this.physicallyCorrectLights = false;
  14081. // tone mapping
  14082. this.toneMapping = LinearToneMapping;
  14083. this.toneMappingExposure = 1.0;
  14084. this.toneMappingWhitePoint = 1.0;
  14085. // morphs
  14086. this.maxMorphTargets = 8;
  14087. this.maxMorphNormals = 4;
  14088. // internal properties
  14089. var _this = this,
  14090. _isContextLost = false,
  14091. // internal state cache
  14092. _framebuffer = null,
  14093. _currentActiveCubeFace = 0,
  14094. _currentActiveMipmapLevel = 0,
  14095. _currentRenderTarget = null,
  14096. _currentFramebuffer = null,
  14097. _currentMaterialId = - 1,
  14098. // geometry and program caching
  14099. _currentGeometryProgram = {
  14100. geometry: null,
  14101. program: null,
  14102. wireframe: false
  14103. },
  14104. _currentCamera = null,
  14105. _currentArrayCamera = null,
  14106. _currentViewport = new Vector4(),
  14107. _currentScissor = new Vector4(),
  14108. _currentScissorTest = null,
  14109. //
  14110. _width = _canvas.width,
  14111. _height = _canvas.height,
  14112. _pixelRatio = 1,
  14113. _opaqueSort = null,
  14114. _transparentSort = null,
  14115. _viewport = new Vector4( 0, 0, _width, _height ),
  14116. _scissor = new Vector4( 0, 0, _width, _height ),
  14117. _scissorTest = false,
  14118. // frustum
  14119. _frustum = new Frustum(),
  14120. // clipping
  14121. _clipping = new WebGLClipping(),
  14122. _clippingEnabled = false,
  14123. _localClippingEnabled = false,
  14124. // camera matrices cache
  14125. _projScreenMatrix = new Matrix4(),
  14126. _vector3 = new Vector3();
  14127. function getTargetPixelRatio() {
  14128. return _currentRenderTarget === null ? _pixelRatio : 1;
  14129. }
  14130. // initialize
  14131. var _gl;
  14132. try {
  14133. var contextAttributes = {
  14134. alpha: _alpha,
  14135. depth: _depth,
  14136. stencil: _stencil,
  14137. antialias: _antialias,
  14138. premultipliedAlpha: _premultipliedAlpha,
  14139. preserveDrawingBuffer: _preserveDrawingBuffer,
  14140. powerPreference: _powerPreference,
  14141. failIfMajorPerformanceCaveat: _failIfMajorPerformanceCaveat,
  14142. xrCompatible: true
  14143. };
  14144. // event listeners must be registered before WebGL context is created, see #12753
  14145. _canvas.addEventListener( 'webglcontextlost', onContextLost, false );
  14146. _canvas.addEventListener( 'webglcontextrestored', onContextRestore, false );
  14147. _gl = _context || _canvas.getContext( 'webgl', contextAttributes ) || _canvas.getContext( 'experimental-webgl', contextAttributes );
  14148. if ( _gl === null ) {
  14149. if ( _canvas.getContext( 'webgl' ) !== null ) {
  14150. throw new Error( 'Error creating WebGL context with your selected attributes.' );
  14151. } else {
  14152. throw new Error( 'Error creating WebGL context.' );
  14153. }
  14154. }
  14155. // Some experimental-webgl implementations do not have getShaderPrecisionFormat
  14156. if ( _gl.getShaderPrecisionFormat === undefined ) {
  14157. _gl.getShaderPrecisionFormat = function () {
  14158. return { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 };
  14159. };
  14160. }
  14161. } catch ( error ) {
  14162. console.error( 'THREE.WebGLRenderer: ' + error.message );
  14163. throw error;
  14164. }
  14165. var extensions, capabilities, state, info;
  14166. var properties, textures, attributes, geometries, objects;
  14167. var programCache, renderLists, renderStates;
  14168. var background, morphtargets, bufferRenderer, indexedBufferRenderer;
  14169. var utils;
  14170. function initGLContext() {
  14171. extensions = new WebGLExtensions( _gl );
  14172. capabilities = new WebGLCapabilities( _gl, extensions, parameters );
  14173. if ( capabilities.isWebGL2 === false ) {
  14174. extensions.get( 'WEBGL_depth_texture' );
  14175. extensions.get( 'OES_texture_float' );
  14176. extensions.get( 'OES_texture_half_float' );
  14177. extensions.get( 'OES_texture_half_float_linear' );
  14178. extensions.get( 'OES_standard_derivatives' );
  14179. extensions.get( 'OES_element_index_uint' );
  14180. extensions.get( 'ANGLE_instanced_arrays' );
  14181. }
  14182. extensions.get( 'OES_texture_float_linear' );
  14183. utils = new WebGLUtils( _gl, extensions, capabilities );
  14184. state = new WebGLState( _gl, extensions, capabilities );
  14185. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
  14186. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
  14187. info = new WebGLInfo( _gl );
  14188. properties = new WebGLProperties();
  14189. textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );
  14190. attributes = new WebGLAttributes( _gl, capabilities );
  14191. geometries = new WebGLGeometries( _gl, attributes, info );
  14192. objects = new WebGLObjects( _gl, geometries, attributes, info );
  14193. morphtargets = new WebGLMorphtargets( _gl );
  14194. programCache = new WebGLPrograms( _this, extensions, capabilities );
  14195. renderLists = new WebGLRenderLists();
  14196. renderStates = new WebGLRenderStates();
  14197. background = new WebGLBackground( _this, state, objects, _premultipliedAlpha );
  14198. bufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities );
  14199. indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities );
  14200. info.programs = programCache.programs;
  14201. _this.capabilities = capabilities;
  14202. _this.extensions = extensions;
  14203. _this.properties = properties;
  14204. _this.renderLists = renderLists;
  14205. _this.state = state;
  14206. _this.info = info;
  14207. }
  14208. initGLContext();
  14209. // xr
  14210. var xr = new WebXRManager( _this, _gl );
  14211. this.xr = xr;
  14212. // Multiview
  14213. var multiview = new WebGLMultiview( _this, _gl );
  14214. // shadow map
  14215. var shadowMap = new WebGLShadowMap( _this, objects, capabilities.maxTextureSize );
  14216. this.shadowMap = shadowMap;
  14217. // API
  14218. this.getContext = function () {
  14219. return _gl;
  14220. };
  14221. this.getContextAttributes = function () {
  14222. return _gl.getContextAttributes();
  14223. };
  14224. this.forceContextLoss = function () {
  14225. var extension = extensions.get( 'WEBGL_lose_context' );
  14226. if ( extension ) { extension.loseContext(); }
  14227. };
  14228. this.forceContextRestore = function () {
  14229. var extension = extensions.get( 'WEBGL_lose_context' );
  14230. if ( extension ) { extension.restoreContext(); }
  14231. };
  14232. this.getPixelRatio = function () {
  14233. return _pixelRatio;
  14234. };
  14235. this.setPixelRatio = function ( value ) {
  14236. if ( value === undefined ) { return; }
  14237. _pixelRatio = value;
  14238. this.setSize( _width, _height, false );
  14239. };
  14240. this.getSize = function ( target ) {
  14241. if ( target === undefined ) {
  14242. console.warn( 'WebGLRenderer: .getsize() now requires a Vector2 as an argument' );
  14243. target = new Vector2();
  14244. }
  14245. return target.set( _width, _height );
  14246. };
  14247. this.setSize = function ( width, height, updateStyle ) {
  14248. if ( xr.isPresenting ) {
  14249. console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' );
  14250. return;
  14251. }
  14252. _width = width;
  14253. _height = height;
  14254. _canvas.width = Math.floor( width * _pixelRatio );
  14255. _canvas.height = Math.floor( height * _pixelRatio );
  14256. if ( updateStyle !== false ) {
  14257. _canvas.style.width = width + 'px';
  14258. _canvas.style.height = height + 'px';
  14259. }
  14260. this.setViewport( 0, 0, width, height );
  14261. };
  14262. this.getDrawingBufferSize = function ( target ) {
  14263. if ( target === undefined ) {
  14264. console.warn( 'WebGLRenderer: .getdrawingBufferSize() now requires a Vector2 as an argument' );
  14265. target = new Vector2();
  14266. }
  14267. return target.set( _width * _pixelRatio, _height * _pixelRatio ).floor();
  14268. };
  14269. this.setDrawingBufferSize = function ( width, height, pixelRatio ) {
  14270. _width = width;
  14271. _height = height;
  14272. _pixelRatio = pixelRatio;
  14273. _canvas.width = Math.floor( width * pixelRatio );
  14274. _canvas.height = Math.floor( height * pixelRatio );
  14275. this.setViewport( 0, 0, width, height );
  14276. };
  14277. this.getCurrentViewport = function ( target ) {
  14278. if ( target === undefined ) {
  14279. console.warn( 'WebGLRenderer: .getCurrentViewport() now requires a Vector4 as an argument' );
  14280. target = new Vector4();
  14281. }
  14282. return target.copy( _currentViewport );
  14283. };
  14284. this.getViewport = function ( target ) {
  14285. return target.copy( _viewport );
  14286. };
  14287. this.setViewport = function ( x, y, width, height ) {
  14288. if ( x.isVector4 ) {
  14289. _viewport.set( x.x, x.y, x.z, x.w );
  14290. } else {
  14291. _viewport.set( x, y, width, height );
  14292. }
  14293. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
  14294. };
  14295. this.getScissor = function ( target ) {
  14296. return target.copy( _scissor );
  14297. };
  14298. this.setScissor = function ( x, y, width, height ) {
  14299. if ( x.isVector4 ) {
  14300. _scissor.set( x.x, x.y, x.z, x.w );
  14301. } else {
  14302. _scissor.set( x, y, width, height );
  14303. }
  14304. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
  14305. };
  14306. this.getScissorTest = function () {
  14307. return _scissorTest;
  14308. };
  14309. this.setScissorTest = function ( boolean ) {
  14310. state.setScissorTest( _scissorTest = boolean );
  14311. };
  14312. this.setOpaqueSort = function ( method ) {
  14313. _opaqueSort = method;
  14314. };
  14315. this.setTransparentSort = function ( method ) {
  14316. _transparentSort = method;
  14317. };
  14318. // Clearing
  14319. this.getClearColor = function () {
  14320. return background.getClearColor();
  14321. };
  14322. this.setClearColor = function () {
  14323. background.setClearColor.apply( background, arguments );
  14324. };
  14325. this.getClearAlpha = function () {
  14326. return background.getClearAlpha();
  14327. };
  14328. this.setClearAlpha = function () {
  14329. background.setClearAlpha.apply( background, arguments );
  14330. };
  14331. this.clear = function ( color, depth, stencil ) {
  14332. var bits = 0;
  14333. if ( color === undefined || color ) { bits |= 16384; }
  14334. if ( depth === undefined || depth ) { bits |= 256; }
  14335. if ( stencil === undefined || stencil ) { bits |= 1024; }
  14336. _gl.clear( bits );
  14337. };
  14338. this.clearColor = function () {
  14339. this.clear( true, false, false );
  14340. };
  14341. this.clearDepth = function () {
  14342. this.clear( false, true, false );
  14343. };
  14344. this.clearStencil = function () {
  14345. this.clear( false, false, true );
  14346. };
  14347. //
  14348. this.dispose = function () {
  14349. _canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
  14350. _canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );
  14351. renderLists.dispose();
  14352. renderStates.dispose();
  14353. properties.dispose();
  14354. objects.dispose();
  14355. xr.dispose();
  14356. animation.stop();
  14357. };
  14358. // Events
  14359. function onContextLost( event ) {
  14360. event.preventDefault();
  14361. console.log( 'THREE.WebGLRenderer: Context Lost.' );
  14362. _isContextLost = true;
  14363. }
  14364. function onContextRestore( /* event */ ) {
  14365. console.log( 'THREE.WebGLRenderer: Context Restored.' );
  14366. _isContextLost = false;
  14367. initGLContext();
  14368. }
  14369. function onMaterialDispose( event ) {
  14370. var material = event.target;
  14371. material.removeEventListener( 'dispose', onMaterialDispose );
  14372. deallocateMaterial( material );
  14373. }
  14374. // Buffer deallocation
  14375. function deallocateMaterial( material ) {
  14376. releaseMaterialProgramReference( material );
  14377. properties.remove( material );
  14378. }
  14379. function releaseMaterialProgramReference( material ) {
  14380. var programInfo = properties.get( material ).program;
  14381. material.program = undefined;
  14382. if ( programInfo !== undefined ) {
  14383. programCache.releaseProgram( programInfo );
  14384. }
  14385. }
  14386. // Buffer rendering
  14387. function renderObjectImmediate( object, program ) {
  14388. object.render( function ( object ) {
  14389. _this.renderBufferImmediate( object, program );
  14390. } );
  14391. }
  14392. this.renderBufferImmediate = function ( object, program ) {
  14393. state.initAttributes();
  14394. var buffers = properties.get( object );
  14395. if ( object.hasPositions && ! buffers.position ) { buffers.position = _gl.createBuffer(); }
  14396. if ( object.hasNormals && ! buffers.normal ) { buffers.normal = _gl.createBuffer(); }
  14397. if ( object.hasUvs && ! buffers.uv ) { buffers.uv = _gl.createBuffer(); }
  14398. if ( object.hasColors && ! buffers.color ) { buffers.color = _gl.createBuffer(); }
  14399. var programAttributes = program.getAttributes();
  14400. if ( object.hasPositions ) {
  14401. _gl.bindBuffer( 34962, buffers.position );
  14402. _gl.bufferData( 34962, object.positionArray, 35048 );
  14403. state.enableAttribute( programAttributes.position );
  14404. _gl.vertexAttribPointer( programAttributes.position, 3, 5126, false, 0, 0 );
  14405. }
  14406. if ( object.hasNormals ) {
  14407. _gl.bindBuffer( 34962, buffers.normal );
  14408. _gl.bufferData( 34962, object.normalArray, 35048 );
  14409. state.enableAttribute( programAttributes.normal );
  14410. _gl.vertexAttribPointer( programAttributes.normal, 3, 5126, false, 0, 0 );
  14411. }
  14412. if ( object.hasUvs ) {
  14413. _gl.bindBuffer( 34962, buffers.uv );
  14414. _gl.bufferData( 34962, object.uvArray, 35048 );
  14415. state.enableAttribute( programAttributes.uv );
  14416. _gl.vertexAttribPointer( programAttributes.uv, 2, 5126, false, 0, 0 );
  14417. }
  14418. if ( object.hasColors ) {
  14419. _gl.bindBuffer( 34962, buffers.color );
  14420. _gl.bufferData( 34962, object.colorArray, 35048 );
  14421. state.enableAttribute( programAttributes.color );
  14422. _gl.vertexAttribPointer( programAttributes.color, 3, 5126, false, 0, 0 );
  14423. }
  14424. state.disableUnusedAttributes();
  14425. _gl.drawArrays( 4, 0, object.count );
  14426. object.count = 0;
  14427. };
  14428. var tempScene = new Scene();
  14429. this.renderBufferDirect = function ( camera, scene, geometry, material, object, group ) {
  14430. if ( scene === null ) { scene = tempScene; } // renderBufferDirect second parameter used to be fog (could be null)
  14431. var frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );
  14432. var program = setProgram( camera, scene, material, object );
  14433. state.setMaterial( material, frontFaceCW );
  14434. var updateBuffers = false;
  14435. if ( _currentGeometryProgram.geometry !== geometry.id ||
  14436. _currentGeometryProgram.program !== program.id ||
  14437. _currentGeometryProgram.wireframe !== ( material.wireframe === true ) ) {
  14438. _currentGeometryProgram.geometry = geometry.id;
  14439. _currentGeometryProgram.program = program.id;
  14440. _currentGeometryProgram.wireframe = material.wireframe === true;
  14441. updateBuffers = true;
  14442. }
  14443. if ( material.morphTargets || material.morphNormals ) {
  14444. morphtargets.update( object, geometry, material, program );
  14445. updateBuffers = true;
  14446. }
  14447. //
  14448. var index = geometry.index;
  14449. var position = geometry.attributes.position;
  14450. //
  14451. if ( index === null ) {
  14452. if ( position === undefined || position.count === 0 ) { return; }
  14453. } else if ( index.count === 0 ) {
  14454. return;
  14455. }
  14456. //
  14457. var rangeFactor = 1;
  14458. if ( material.wireframe === true ) {
  14459. index = geometries.getWireframeAttribute( geometry );
  14460. rangeFactor = 2;
  14461. }
  14462. var attribute;
  14463. var renderer = bufferRenderer;
  14464. if ( index !== null ) {
  14465. attribute = attributes.get( index );
  14466. renderer = indexedBufferRenderer;
  14467. renderer.setIndex( attribute );
  14468. }
  14469. if ( updateBuffers ) {
  14470. setupVertexAttributes( object, geometry, material, program );
  14471. if ( index !== null ) {
  14472. _gl.bindBuffer( 34963, attribute.buffer );
  14473. }
  14474. }
  14475. //
  14476. var dataCount = ( index !== null ) ? index.count : position.count;
  14477. var rangeStart = geometry.drawRange.start * rangeFactor;
  14478. var rangeCount = geometry.drawRange.count * rangeFactor;
  14479. var groupStart = group !== null ? group.start * rangeFactor : 0;
  14480. var groupCount = group !== null ? group.count * rangeFactor : Infinity;
  14481. var drawStart = Math.max( rangeStart, groupStart );
  14482. var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
  14483. var drawCount = Math.max( 0, drawEnd - drawStart + 1 );
  14484. if ( drawCount === 0 ) { return; }
  14485. //
  14486. if ( object.isMesh ) {
  14487. if ( material.wireframe === true ) {
  14488. state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
  14489. renderer.setMode( 1 );
  14490. } else {
  14491. renderer.setMode( 4 );
  14492. }
  14493. } else if ( object.isLine ) {
  14494. var lineWidth = material.linewidth;
  14495. if ( lineWidth === undefined ) { lineWidth = 1; } // Not using Line*Material
  14496. state.setLineWidth( lineWidth * getTargetPixelRatio() );
  14497. if ( object.isLineSegments ) {
  14498. renderer.setMode( 1 );
  14499. } else if ( object.isLineLoop ) {
  14500. renderer.setMode( 2 );
  14501. } else {
  14502. renderer.setMode( 3 );
  14503. }
  14504. } else if ( object.isPoints ) {
  14505. renderer.setMode( 0 );
  14506. } else if ( object.isSprite ) {
  14507. renderer.setMode( 4 );
  14508. }
  14509. if ( object.isInstancedMesh ) {
  14510. renderer.renderInstances( geometry, drawStart, drawCount, object.count );
  14511. } else if ( geometry.isInstancedBufferGeometry ) {
  14512. renderer.renderInstances( geometry, drawStart, drawCount, geometry.maxInstancedCount );
  14513. } else {
  14514. renderer.render( drawStart, drawCount );
  14515. }
  14516. };
  14517. function setupVertexAttributes( object, geometry, material, program ) {
  14518. if ( capabilities.isWebGL2 === false && ( object.isInstancedMesh || geometry.isInstancedBufferGeometry ) ) {
  14519. if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) { return; }
  14520. }
  14521. state.initAttributes();
  14522. var geometryAttributes = geometry.attributes;
  14523. var programAttributes = program.getAttributes();
  14524. var materialDefaultAttributeValues = material.defaultAttributeValues;
  14525. for ( var name in programAttributes ) {
  14526. var programAttribute = programAttributes[ name ];
  14527. if ( programAttribute >= 0 ) {
  14528. var geometryAttribute = geometryAttributes[ name ];
  14529. if ( geometryAttribute !== undefined ) {
  14530. var normalized = geometryAttribute.normalized;
  14531. var size = geometryAttribute.itemSize;
  14532. var attribute = attributes.get( geometryAttribute );
  14533. // TODO Attribute may not be available on context restore
  14534. if ( attribute === undefined ) { continue; }
  14535. var buffer = attribute.buffer;
  14536. var type = attribute.type;
  14537. var bytesPerElement = attribute.bytesPerElement;
  14538. if ( geometryAttribute.isInterleavedBufferAttribute ) {
  14539. var data = geometryAttribute.data;
  14540. var stride = data.stride;
  14541. var offset = geometryAttribute.offset;
  14542. if ( data && data.isInstancedInterleavedBuffer ) {
  14543. state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );
  14544. if ( geometry.maxInstancedCount === undefined ) {
  14545. geometry.maxInstancedCount = data.meshPerAttribute * data.count;
  14546. }
  14547. } else {
  14548. state.enableAttribute( programAttribute );
  14549. }
  14550. _gl.bindBuffer( 34962, buffer );
  14551. _gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement );
  14552. } else {
  14553. if ( geometryAttribute.isInstancedBufferAttribute ) {
  14554. state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );
  14555. if ( geometry.maxInstancedCount === undefined ) {
  14556. geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
  14557. }
  14558. } else {
  14559. state.enableAttribute( programAttribute );
  14560. }
  14561. _gl.bindBuffer( 34962, buffer );
  14562. _gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, 0 );
  14563. }
  14564. } else if ( name === 'instanceMatrix' ) {
  14565. var attribute = attributes.get( object.instanceMatrix );
  14566. // TODO Attribute may not be available on context restore
  14567. if ( attribute === undefined ) { continue; }
  14568. var buffer = attribute.buffer;
  14569. var type = attribute.type;
  14570. state.enableAttributeAndDivisor( programAttribute + 0, 1 );
  14571. state.enableAttributeAndDivisor( programAttribute + 1, 1 );
  14572. state.enableAttributeAndDivisor( programAttribute + 2, 1 );
  14573. state.enableAttributeAndDivisor( programAttribute + 3, 1 );
  14574. _gl.bindBuffer( 34962, buffer );
  14575. _gl.vertexAttribPointer( programAttribute + 0, 4, type, false, 64, 0 );
  14576. _gl.vertexAttribPointer( programAttribute + 1, 4, type, false, 64, 16 );
  14577. _gl.vertexAttribPointer( programAttribute + 2, 4, type, false, 64, 32 );
  14578. _gl.vertexAttribPointer( programAttribute + 3, 4, type, false, 64, 48 );
  14579. } else if ( materialDefaultAttributeValues !== undefined ) {
  14580. var value = materialDefaultAttributeValues[ name ];
  14581. if ( value !== undefined ) {
  14582. switch ( value.length ) {
  14583. case 2:
  14584. _gl.vertexAttrib2fv( programAttribute, value );
  14585. break;
  14586. case 3:
  14587. _gl.vertexAttrib3fv( programAttribute, value );
  14588. break;
  14589. case 4:
  14590. _gl.vertexAttrib4fv( programAttribute, value );
  14591. break;
  14592. default:
  14593. _gl.vertexAttrib1fv( programAttribute, value );
  14594. }
  14595. }
  14596. }
  14597. }
  14598. }
  14599. state.disableUnusedAttributes();
  14600. }
  14601. // Compile
  14602. this.compile = function ( scene, camera ) {
  14603. currentRenderState = renderStates.get( scene, camera );
  14604. currentRenderState.init();
  14605. scene.traverse( function ( object ) {
  14606. if ( object.isLight ) {
  14607. currentRenderState.pushLight( object );
  14608. if ( object.castShadow ) {
  14609. currentRenderState.pushShadow( object );
  14610. }
  14611. }
  14612. } );
  14613. currentRenderState.setupLights( camera );
  14614. scene.traverse( function ( object ) {
  14615. if ( object.material ) {
  14616. if ( Array.isArray( object.material ) ) {
  14617. for ( var i = 0; i < object.material.length; i ++ ) {
  14618. initMaterial( object.material[ i ], scene, object );
  14619. }
  14620. } else {
  14621. initMaterial( object.material, scene, object );
  14622. }
  14623. }
  14624. } );
  14625. };
  14626. // Animation Loop
  14627. var onAnimationFrameCallback = null;
  14628. function onAnimationFrame( time ) {
  14629. if ( xr.isPresenting ) { return; }
  14630. if ( onAnimationFrameCallback ) { onAnimationFrameCallback( time ); }
  14631. }
  14632. var animation = new WebGLAnimation();
  14633. animation.setAnimationLoop( onAnimationFrame );
  14634. if ( typeof window !== 'undefined' ) { animation.setContext( window ); }
  14635. this.setAnimationLoop = function ( callback ) {
  14636. onAnimationFrameCallback = callback;
  14637. xr.setAnimationLoop( callback );
  14638. animation.start();
  14639. };
  14640. // Rendering
  14641. this.render = function ( scene, camera ) {
  14642. var renderTarget, forceClear;
  14643. if ( arguments[ 2 ] !== undefined ) {
  14644. console.warn( 'THREE.WebGLRenderer.render(): the renderTarget argument has been removed. Use .setRenderTarget() instead.' );
  14645. renderTarget = arguments[ 2 ];
  14646. }
  14647. if ( arguments[ 3 ] !== undefined ) {
  14648. console.warn( 'THREE.WebGLRenderer.render(): the forceClear argument has been removed. Use .clear() instead.' );
  14649. forceClear = arguments[ 3 ];
  14650. }
  14651. if ( ! ( camera && camera.isCamera ) ) {
  14652. console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
  14653. return;
  14654. }
  14655. if ( _isContextLost ) { return; }
  14656. // reset caching for this frame
  14657. _currentGeometryProgram.geometry = null;
  14658. _currentGeometryProgram.program = null;
  14659. _currentGeometryProgram.wireframe = false;
  14660. _currentMaterialId = - 1;
  14661. _currentCamera = null;
  14662. // update scene graph
  14663. if ( scene.autoUpdate === true ) { scene.updateMatrixWorld(); }
  14664. // update camera matrices and frustum
  14665. if ( camera.parent === null ) { camera.updateMatrixWorld(); }
  14666. if ( xr.enabled && xr.isPresenting ) {
  14667. camera = xr.getCamera( camera );
  14668. }
  14669. //
  14670. currentRenderState = renderStates.get( scene, camera );
  14671. currentRenderState.init();
  14672. scene.onBeforeRender( _this, scene, camera, renderTarget || _currentRenderTarget );
  14673. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  14674. _frustum.setFromMatrix( _projScreenMatrix );
  14675. _localClippingEnabled = this.localClippingEnabled;
  14676. _clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
  14677. currentRenderList = renderLists.get( scene, camera );
  14678. currentRenderList.init();
  14679. projectObject( scene, camera, 0, _this.sortObjects );
  14680. if ( _this.sortObjects === true ) {
  14681. currentRenderList.sort( _opaqueSort, _transparentSort );
  14682. }
  14683. //
  14684. if ( _clippingEnabled ) { _clipping.beginShadows(); }
  14685. var shadowsArray = currentRenderState.state.shadowsArray;
  14686. shadowMap.render( shadowsArray, scene, camera );
  14687. currentRenderState.setupLights( camera );
  14688. if ( _clippingEnabled ) { _clipping.endShadows(); }
  14689. //
  14690. if ( this.info.autoReset ) { this.info.reset(); }
  14691. if ( renderTarget !== undefined ) {
  14692. this.setRenderTarget( renderTarget );
  14693. }
  14694. if ( xr.enabled && multiview.isAvailable() ) {
  14695. multiview.attachCamera( camera );
  14696. }
  14697. //
  14698. background.render( currentRenderList, scene, camera, forceClear );
  14699. // render scene
  14700. var opaqueObjects = currentRenderList.opaque;
  14701. var transparentObjects = currentRenderList.transparent;
  14702. if ( scene.overrideMaterial ) {
  14703. var overrideMaterial = scene.overrideMaterial;
  14704. if ( opaqueObjects.length ) { renderObjects( opaqueObjects, scene, camera, overrideMaterial ); }
  14705. if ( transparentObjects.length ) { renderObjects( transparentObjects, scene, camera, overrideMaterial ); }
  14706. } else {
  14707. // opaque pass (front-to-back order)
  14708. if ( opaqueObjects.length ) { renderObjects( opaqueObjects, scene, camera ); }
  14709. // transparent pass (back-to-front order)
  14710. if ( transparentObjects.length ) { renderObjects( transparentObjects, scene, camera ); }
  14711. }
  14712. //
  14713. scene.onAfterRender( _this, scene, camera );
  14714. //
  14715. if ( _currentRenderTarget !== null ) {
  14716. // Generate mipmap if we're using any kind of mipmap filtering
  14717. textures.updateRenderTargetMipmap( _currentRenderTarget );
  14718. // resolve multisample renderbuffers to a single-sample texture if necessary
  14719. textures.updateMultisampleRenderTarget( _currentRenderTarget );
  14720. }
  14721. // Ensure depth buffer writing is enabled so it can be cleared on next render
  14722. state.buffers.depth.setTest( true );
  14723. state.buffers.depth.setMask( true );
  14724. state.buffers.color.setMask( true );
  14725. state.setPolygonOffset( false );
  14726. if ( xr.enabled ) {
  14727. if ( multiview.isAvailable() ) {
  14728. multiview.detachCamera( camera );
  14729. }
  14730. }
  14731. // _gl.finish();
  14732. currentRenderList = null;
  14733. currentRenderState = null;
  14734. };
  14735. function projectObject( object, camera, groupOrder, sortObjects ) {
  14736. if ( object.visible === false ) { return; }
  14737. var visible = object.layers.test( camera.layers );
  14738. if ( visible ) {
  14739. if ( object.isGroup ) {
  14740. groupOrder = object.renderOrder;
  14741. } else if ( object.isLOD ) {
  14742. if ( object.autoUpdate === true ) { object.update( camera ); }
  14743. } else if ( object.isLight ) {
  14744. currentRenderState.pushLight( object );
  14745. if ( object.castShadow ) {
  14746. currentRenderState.pushShadow( object );
  14747. }
  14748. } else if ( object.isSprite ) {
  14749. if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
  14750. if ( sortObjects ) {
  14751. _vector3.setFromMatrixPosition( object.matrixWorld )
  14752. .applyMatrix4( _projScreenMatrix );
  14753. }
  14754. var geometry = objects.update( object );
  14755. var material = object.material;
  14756. if ( material.visible ) {
  14757. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  14758. }
  14759. }
  14760. } else if ( object.isImmediateRenderObject ) {
  14761. if ( sortObjects ) {
  14762. _vector3.setFromMatrixPosition( object.matrixWorld )
  14763. .applyMatrix4( _projScreenMatrix );
  14764. }
  14765. currentRenderList.push( object, null, object.material, groupOrder, _vector3.z, null );
  14766. } else if ( object.isMesh || object.isLine || object.isPoints ) {
  14767. if ( object.isSkinnedMesh ) {
  14768. // update skeleton only once in a frame
  14769. if ( object.skeleton.frame !== info.render.frame ) {
  14770. object.skeleton.update();
  14771. object.skeleton.frame = info.render.frame;
  14772. }
  14773. }
  14774. if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
  14775. if ( sortObjects ) {
  14776. _vector3.setFromMatrixPosition( object.matrixWorld )
  14777. .applyMatrix4( _projScreenMatrix );
  14778. }
  14779. var geometry = objects.update( object );
  14780. var material = object.material;
  14781. if ( Array.isArray( material ) ) {
  14782. var groups = geometry.groups;
  14783. for ( var i = 0, l = groups.length; i < l; i ++ ) {
  14784. var group = groups[ i ];
  14785. var groupMaterial = material[ group.materialIndex ];
  14786. if ( groupMaterial && groupMaterial.visible ) {
  14787. currentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group );
  14788. }
  14789. }
  14790. } else if ( material.visible ) {
  14791. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  14792. }
  14793. }
  14794. }
  14795. }
  14796. var children = object.children;
  14797. for ( var i = 0, l = children.length; i < l; i ++ ) {
  14798. projectObject( children[ i ], camera, groupOrder, sortObjects );
  14799. }
  14800. }
  14801. function renderObjects( renderList, scene, camera, overrideMaterial ) {
  14802. for ( var i = 0, l = renderList.length; i < l; i ++ ) {
  14803. var renderItem = renderList[ i ];
  14804. var object = renderItem.object;
  14805. var geometry = renderItem.geometry;
  14806. var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
  14807. var group = renderItem.group;
  14808. if ( camera.isArrayCamera ) {
  14809. _currentArrayCamera = camera;
  14810. if ( xr.enabled && multiview.isAvailable() ) {
  14811. renderObject( object, scene, camera, geometry, material, group );
  14812. } else {
  14813. var cameras = camera.cameras;
  14814. for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
  14815. var camera2 = cameras[ j ];
  14816. if ( object.layers.test( camera2.layers ) ) {
  14817. state.viewport( _currentViewport.copy( camera2.viewport ) );
  14818. currentRenderState.setupLights( camera2 );
  14819. renderObject( object, scene, camera2, geometry, material, group );
  14820. }
  14821. }
  14822. }
  14823. } else {
  14824. _currentArrayCamera = null;
  14825. renderObject( object, scene, camera, geometry, material, group );
  14826. }
  14827. }
  14828. }
  14829. function renderObject( object, scene, camera, geometry, material, group ) {
  14830. object.onBeforeRender( _this, scene, camera, geometry, material, group );
  14831. currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
  14832. object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  14833. object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
  14834. if ( object.isImmediateRenderObject ) {
  14835. var program = setProgram( camera, scene, material, object );
  14836. state.setMaterial( material );
  14837. _currentGeometryProgram.geometry = null;
  14838. _currentGeometryProgram.program = null;
  14839. _currentGeometryProgram.wireframe = false;
  14840. renderObjectImmediate( object, program );
  14841. } else {
  14842. _this.renderBufferDirect( camera, scene, geometry, material, object, group );
  14843. }
  14844. object.onAfterRender( _this, scene, camera, geometry, material, group );
  14845. currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
  14846. }
  14847. function initMaterial( material, scene, object ) {
  14848. var materialProperties = properties.get( material );
  14849. var lights = currentRenderState.state.lights;
  14850. var shadowsArray = currentRenderState.state.shadowsArray;
  14851. var lightsStateVersion = lights.state.version;
  14852. var parameters = programCache.getParameters( material, lights.state, shadowsArray, scene, _clipping.numPlanes, _clipping.numIntersection, object );
  14853. var programCacheKey = programCache.getProgramCacheKey( parameters );
  14854. var program = materialProperties.program;
  14855. var programChange = true;
  14856. if ( program === undefined ) {
  14857. // new material
  14858. material.addEventListener( 'dispose', onMaterialDispose );
  14859. } else if ( program.cacheKey !== programCacheKey ) {
  14860. // changed glsl or parameters
  14861. releaseMaterialProgramReference( material );
  14862. } else if ( materialProperties.lightsStateVersion !== lightsStateVersion ) {
  14863. materialProperties.lightsStateVersion = lightsStateVersion;
  14864. programChange = false;
  14865. } else if ( parameters.shaderID !== undefined ) {
  14866. // same glsl and uniform list
  14867. return;
  14868. } else {
  14869. // only rebuild uniform list
  14870. programChange = false;
  14871. }
  14872. if ( programChange ) {
  14873. program = programCache.acquireProgram( parameters, programCacheKey );
  14874. materialProperties.program = program;
  14875. materialProperties.uniforms = parameters.uniforms;
  14876. materialProperties.environment = material.isMeshStandardMaterial ? scene.environment : null;
  14877. materialProperties.outputEncoding = _this.outputEncoding;
  14878. material.program = program;
  14879. }
  14880. var programAttributes = program.getAttributes();
  14881. if ( material.morphTargets ) {
  14882. material.numSupportedMorphTargets = 0;
  14883. for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
  14884. if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
  14885. material.numSupportedMorphTargets ++;
  14886. }
  14887. }
  14888. }
  14889. if ( material.morphNormals ) {
  14890. material.numSupportedMorphNormals = 0;
  14891. for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
  14892. if ( programAttributes[ 'morphNormal' + i ] >= 0 ) {
  14893. material.numSupportedMorphNormals ++;
  14894. }
  14895. }
  14896. }
  14897. var uniforms = materialProperties.uniforms;
  14898. if ( ! material.isShaderMaterial &&
  14899. ! material.isRawShaderMaterial ||
  14900. material.clipping === true ) {
  14901. materialProperties.numClippingPlanes = _clipping.numPlanes;
  14902. materialProperties.numIntersection = _clipping.numIntersection;
  14903. uniforms.clippingPlanes = _clipping.uniform;
  14904. }
  14905. materialProperties.fog = scene.fog;
  14906. // store the light setup it was created for
  14907. materialProperties.needsLights = materialNeedsLights( material );
  14908. materialProperties.lightsStateVersion = lightsStateVersion;
  14909. if ( materialProperties.needsLights ) {
  14910. // wire up the material to this renderer's lighting state
  14911. uniforms.ambientLightColor.value = lights.state.ambient;
  14912. uniforms.lightProbe.value = lights.state.probe;
  14913. uniforms.directionalLights.value = lights.state.directional;
  14914. uniforms.spotLights.value = lights.state.spot;
  14915. uniforms.rectAreaLights.value = lights.state.rectArea;
  14916. uniforms.pointLights.value = lights.state.point;
  14917. uniforms.hemisphereLights.value = lights.state.hemi;
  14918. uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;
  14919. uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
  14920. uniforms.spotShadowMap.value = lights.state.spotShadowMap;
  14921. uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;
  14922. uniforms.pointShadowMap.value = lights.state.pointShadowMap;
  14923. uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;
  14924. // TODO (abelnation): add area lights shadow info to uniforms
  14925. }
  14926. var progUniforms = materialProperties.program.getUniforms(),
  14927. uniformsList =
  14928. WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
  14929. materialProperties.uniformsList = uniformsList;
  14930. }
  14931. function setProgram( camera, scene, material, object ) {
  14932. textures.resetTextureUnits();
  14933. var fog = scene.fog;
  14934. var environment = material.isMeshStandardMaterial ? scene.environment : null;
  14935. var materialProperties = properties.get( material );
  14936. var lights = currentRenderState.state.lights;
  14937. if ( _clippingEnabled ) {
  14938. if ( _localClippingEnabled || camera !== _currentCamera ) {
  14939. var useCache =
  14940. camera === _currentCamera &&
  14941. material.id === _currentMaterialId;
  14942. // we might want to call this function with some ClippingGroup
  14943. // object instead of the material, once it becomes feasible
  14944. // (#8465, #8379)
  14945. _clipping.setState(
  14946. material.clippingPlanes, material.clipIntersection, material.clipShadows,
  14947. camera, materialProperties, useCache );
  14948. }
  14949. }
  14950. if ( material.version === materialProperties.__version ) {
  14951. if ( materialProperties.program === undefined ) {
  14952. initMaterial( material, scene, object );
  14953. } else if ( material.fog && materialProperties.fog !== fog ) {
  14954. initMaterial( material, scene, object );
  14955. } else if ( materialProperties.environment !== environment ) {
  14956. initMaterial( material, scene, object );
  14957. } else if ( materialProperties.needsLights && ( materialProperties.lightsStateVersion !== lights.state.version ) ) {
  14958. initMaterial( material, scene, object );
  14959. } else if ( materialProperties.numClippingPlanes !== undefined &&
  14960. ( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
  14961. materialProperties.numIntersection !== _clipping.numIntersection ) ) {
  14962. initMaterial( material, scene, object );
  14963. } else if ( materialProperties.outputEncoding !== _this.outputEncoding ) {
  14964. initMaterial( material, scene, object );
  14965. }
  14966. } else {
  14967. initMaterial( material, scene, object );
  14968. materialProperties.__version = material.version;
  14969. }
  14970. var refreshProgram = false;
  14971. var refreshMaterial = false;
  14972. var refreshLights = false;
  14973. var program = materialProperties.program,
  14974. p_uniforms = program.getUniforms(),
  14975. m_uniforms = materialProperties.uniforms;
  14976. if ( state.useProgram( program.program ) ) {
  14977. refreshProgram = true;
  14978. refreshMaterial = true;
  14979. refreshLights = true;
  14980. }
  14981. if ( material.id !== _currentMaterialId ) {
  14982. _currentMaterialId = material.id;
  14983. refreshMaterial = true;
  14984. }
  14985. if ( refreshProgram || _currentCamera !== camera ) {
  14986. if ( program.numMultiviewViews > 0 ) {
  14987. multiview.updateCameraProjectionMatricesUniform( camera, p_uniforms );
  14988. } else {
  14989. p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
  14990. }
  14991. if ( capabilities.logarithmicDepthBuffer ) {
  14992. p_uniforms.setValue( _gl, 'logDepthBufFC',
  14993. 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
  14994. }
  14995. if ( _currentCamera !== camera ) {
  14996. _currentCamera = camera;
  14997. // lighting uniforms depend on the camera so enforce an update
  14998. // now, in case this material supports lights - or later, when
  14999. // the next material that does gets activated:
  15000. refreshMaterial = true; // set to true on material change
  15001. refreshLights = true; // remains set until update done
  15002. }
  15003. // load material specific uniforms
  15004. // (shader material also gets them for the sake of genericity)
  15005. if ( material.isShaderMaterial ||
  15006. material.isMeshPhongMaterial ||
  15007. material.isMeshToonMaterial ||
  15008. material.isMeshStandardMaterial ||
  15009. material.envMap ) {
  15010. var uCamPos = p_uniforms.map.cameraPosition;
  15011. if ( uCamPos !== undefined ) {
  15012. uCamPos.setValue( _gl,
  15013. _vector3.setFromMatrixPosition( camera.matrixWorld ) );
  15014. }
  15015. }
  15016. if ( material.isMeshPhongMaterial ||
  15017. material.isMeshToonMaterial ||
  15018. material.isMeshLambertMaterial ||
  15019. material.isMeshBasicMaterial ||
  15020. material.isMeshStandardMaterial ||
  15021. material.isShaderMaterial ) {
  15022. p_uniforms.setValue( _gl, 'isOrthographic', camera.isOrthographicCamera === true );
  15023. }
  15024. if ( material.isMeshPhongMaterial ||
  15025. material.isMeshToonMaterial ||
  15026. material.isMeshLambertMaterial ||
  15027. material.isMeshBasicMaterial ||
  15028. material.isMeshStandardMaterial ||
  15029. material.isShaderMaterial ||
  15030. material.skinning ) {
  15031. if ( program.numMultiviewViews > 0 ) {
  15032. multiview.updateCameraViewMatricesUniform( camera, p_uniforms );
  15033. } else {
  15034. p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
  15035. }
  15036. }
  15037. }
  15038. // skinning uniforms must be set even if material didn't change
  15039. // auto-setting of texture unit for bone texture must go before other textures
  15040. // not sure why, but otherwise weird things happen
  15041. if ( material.skinning ) {
  15042. p_uniforms.setOptional( _gl, object, 'bindMatrix' );
  15043. p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
  15044. var skeleton = object.skeleton;
  15045. if ( skeleton ) {
  15046. var bones = skeleton.bones;
  15047. if ( capabilities.floatVertexTextures ) {
  15048. if ( skeleton.boneTexture === undefined ) {
  15049. // layout (1 matrix = 4 pixels)
  15050. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  15051. // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)
  15052. // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)
  15053. // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)
  15054. // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)
  15055. var size = Math.sqrt( bones.length * 4 ); // 4 pixels needed for 1 matrix
  15056. size = MathUtils.ceilPowerOfTwo( size );
  15057. size = Math.max( size, 4 );
  15058. var boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
  15059. boneMatrices.set( skeleton.boneMatrices ); // copy current values
  15060. var boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );
  15061. skeleton.boneMatrices = boneMatrices;
  15062. skeleton.boneTexture = boneTexture;
  15063. skeleton.boneTextureSize = size;
  15064. }
  15065. p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );
  15066. p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
  15067. } else {
  15068. p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
  15069. }
  15070. }
  15071. }
  15072. if ( refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow ) {
  15073. materialProperties.receiveShadow = object.receiveShadow;
  15074. p_uniforms.setValue( _gl, 'receiveShadow', object.receiveShadow );
  15075. }
  15076. if ( refreshMaterial ) {
  15077. p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
  15078. p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint );
  15079. if ( materialProperties.needsLights ) {
  15080. // the current material requires lighting info
  15081. // note: all lighting uniforms are always set correctly
  15082. // they simply reference the renderer's state for their
  15083. // values
  15084. //
  15085. // use the current material's .needsUpdate flags to set
  15086. // the GL state when required
  15087. markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
  15088. }
  15089. // refresh uniforms common to several materials
  15090. if ( fog && material.fog ) {
  15091. refreshUniformsFog( m_uniforms, fog );
  15092. }
  15093. if ( material.isMeshBasicMaterial ) {
  15094. refreshUniformsCommon( m_uniforms, material );
  15095. } else if ( material.isMeshLambertMaterial ) {
  15096. refreshUniformsCommon( m_uniforms, material );
  15097. refreshUniformsLambert( m_uniforms, material );
  15098. } else if ( material.isMeshToonMaterial ) {
  15099. refreshUniformsCommon( m_uniforms, material );
  15100. refreshUniformsToon( m_uniforms, material );
  15101. } else if ( material.isMeshPhongMaterial ) {
  15102. refreshUniformsCommon( m_uniforms, material );
  15103. refreshUniformsPhong( m_uniforms, material );
  15104. } else if ( material.isMeshStandardMaterial ) {
  15105. refreshUniformsCommon( m_uniforms, material, environment );
  15106. if ( material.isMeshPhysicalMaterial ) {
  15107. refreshUniformsPhysical( m_uniforms, material, environment );
  15108. } else {
  15109. refreshUniformsStandard( m_uniforms, material, environment );
  15110. }
  15111. } else if ( material.isMeshMatcapMaterial ) {
  15112. refreshUniformsCommon( m_uniforms, material );
  15113. refreshUniformsMatcap( m_uniforms, material );
  15114. } else if ( material.isMeshDepthMaterial ) {
  15115. refreshUniformsCommon( m_uniforms, material );
  15116. refreshUniformsDepth( m_uniforms, material );
  15117. } else if ( material.isMeshDistanceMaterial ) {
  15118. refreshUniformsCommon( m_uniforms, material );
  15119. refreshUniformsDistance( m_uniforms, material );
  15120. } else if ( material.isMeshNormalMaterial ) {
  15121. refreshUniformsCommon( m_uniforms, material );
  15122. refreshUniformsNormal( m_uniforms, material );
  15123. } else if ( material.isLineBasicMaterial ) {
  15124. refreshUniformsLine( m_uniforms, material );
  15125. if ( material.isLineDashedMaterial ) {
  15126. refreshUniformsDash( m_uniforms, material );
  15127. }
  15128. } else if ( material.isPointsMaterial ) {
  15129. refreshUniformsPoints( m_uniforms, material );
  15130. } else if ( material.isSpriteMaterial ) {
  15131. refreshUniformsSprites( m_uniforms, material );
  15132. } else if ( material.isShadowMaterial ) {
  15133. m_uniforms.color.value.copy( material.color );
  15134. m_uniforms.opacity.value = material.opacity;
  15135. }
  15136. // RectAreaLight Texture
  15137. // TODO (mrdoob): Find a nicer implementation
  15138. if ( m_uniforms.ltc_1 !== undefined ) { m_uniforms.ltc_1.value = UniformsLib.LTC_1; }
  15139. if ( m_uniforms.ltc_2 !== undefined ) { m_uniforms.ltc_2.value = UniformsLib.LTC_2; }
  15140. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  15141. if ( material.isShaderMaterial ) {
  15142. material.uniformsNeedUpdate = false; // #15581
  15143. }
  15144. }
  15145. if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {
  15146. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  15147. material.uniformsNeedUpdate = false;
  15148. }
  15149. if ( material.isSpriteMaterial ) {
  15150. p_uniforms.setValue( _gl, 'center', object.center );
  15151. }
  15152. // common matrices
  15153. if ( program.numMultiviewViews > 0 ) {
  15154. multiview.updateObjectMatricesUniforms( object, camera, p_uniforms );
  15155. } else {
  15156. p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
  15157. p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
  15158. }
  15159. p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
  15160. return program;
  15161. }
  15162. // Uniforms (refresh uniforms objects)
  15163. function refreshUniformsCommon( uniforms, material, environment ) {
  15164. uniforms.opacity.value = material.opacity;
  15165. if ( material.color ) {
  15166. uniforms.diffuse.value.copy( material.color );
  15167. }
  15168. if ( material.emissive ) {
  15169. uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
  15170. }
  15171. if ( material.map ) {
  15172. uniforms.map.value = material.map;
  15173. }
  15174. if ( material.alphaMap ) {
  15175. uniforms.alphaMap.value = material.alphaMap;
  15176. }
  15177. if ( material.specularMap ) {
  15178. uniforms.specularMap.value = material.specularMap;
  15179. }
  15180. var envMap = material.envMap || environment;
  15181. if ( envMap ) {
  15182. uniforms.envMap.value = envMap;
  15183. uniforms.flipEnvMap.value = envMap.isCubeTexture ? - 1 : 1;
  15184. uniforms.reflectivity.value = material.reflectivity;
  15185. uniforms.refractionRatio.value = material.refractionRatio;
  15186. uniforms.maxMipLevel.value = properties.get( envMap ).__maxMipLevel;
  15187. }
  15188. if ( material.lightMap ) {
  15189. uniforms.lightMap.value = material.lightMap;
  15190. uniforms.lightMapIntensity.value = material.lightMapIntensity;
  15191. }
  15192. if ( material.aoMap ) {
  15193. uniforms.aoMap.value = material.aoMap;
  15194. uniforms.aoMapIntensity.value = material.aoMapIntensity;
  15195. }
  15196. // uv repeat and offset setting priorities
  15197. // 1. color map
  15198. // 2. specular map
  15199. // 3. normal map
  15200. // 4. bump map
  15201. // 5. alpha map
  15202. // 6. emissive map
  15203. var uvScaleMap;
  15204. if ( material.map ) {
  15205. uvScaleMap = material.map;
  15206. } else if ( material.specularMap ) {
  15207. uvScaleMap = material.specularMap;
  15208. } else if ( material.displacementMap ) {
  15209. uvScaleMap = material.displacementMap;
  15210. } else if ( material.normalMap ) {
  15211. uvScaleMap = material.normalMap;
  15212. } else if ( material.bumpMap ) {
  15213. uvScaleMap = material.bumpMap;
  15214. } else if ( material.roughnessMap ) {
  15215. uvScaleMap = material.roughnessMap;
  15216. } else if ( material.metalnessMap ) {
  15217. uvScaleMap = material.metalnessMap;
  15218. } else if ( material.alphaMap ) {
  15219. uvScaleMap = material.alphaMap;
  15220. } else if ( material.emissiveMap ) {
  15221. uvScaleMap = material.emissiveMap;
  15222. }
  15223. if ( uvScaleMap !== undefined ) {
  15224. // backwards compatibility
  15225. if ( uvScaleMap.isWebGLRenderTarget ) {
  15226. uvScaleMap = uvScaleMap.texture;
  15227. }
  15228. if ( uvScaleMap.matrixAutoUpdate === true ) {
  15229. uvScaleMap.updateMatrix();
  15230. }
  15231. uniforms.uvTransform.value.copy( uvScaleMap.matrix );
  15232. }
  15233. // uv repeat and offset setting priorities for uv2
  15234. // 1. ao map
  15235. // 2. light map
  15236. var uv2ScaleMap;
  15237. if ( material.aoMap ) {
  15238. uv2ScaleMap = material.aoMap;
  15239. } else if ( material.lightMap ) {
  15240. uv2ScaleMap = material.lightMap;
  15241. }
  15242. if ( uv2ScaleMap !== undefined ) {
  15243. // backwards compatibility
  15244. if ( uv2ScaleMap.isWebGLRenderTarget ) {
  15245. uv2ScaleMap = uv2ScaleMap.texture;
  15246. }
  15247. if ( uv2ScaleMap.matrixAutoUpdate === true ) {
  15248. uv2ScaleMap.updateMatrix();
  15249. }
  15250. uniforms.uv2Transform.value.copy( uv2ScaleMap.matrix );
  15251. }
  15252. }
  15253. function refreshUniformsLine( uniforms, material ) {
  15254. uniforms.diffuse.value.copy( material.color );
  15255. uniforms.opacity.value = material.opacity;
  15256. }
  15257. function refreshUniformsDash( uniforms, material ) {
  15258. uniforms.dashSize.value = material.dashSize;
  15259. uniforms.totalSize.value = material.dashSize + material.gapSize;
  15260. uniforms.scale.value = material.scale;
  15261. }
  15262. function refreshUniformsPoints( uniforms, material ) {
  15263. uniforms.diffuse.value.copy( material.color );
  15264. uniforms.opacity.value = material.opacity;
  15265. uniforms.size.value = material.size * _pixelRatio;
  15266. uniforms.scale.value = _height * 0.5;
  15267. if ( material.map ) {
  15268. uniforms.map.value = material.map;
  15269. }
  15270. if ( material.alphaMap ) {
  15271. uniforms.alphaMap.value = material.alphaMap;
  15272. }
  15273. // uv repeat and offset setting priorities
  15274. // 1. color map
  15275. // 2. alpha map
  15276. var uvScaleMap;
  15277. if ( material.map ) {
  15278. uvScaleMap = material.map;
  15279. } else if ( material.alphaMap ) {
  15280. uvScaleMap = material.alphaMap;
  15281. }
  15282. if ( uvScaleMap !== undefined ) {
  15283. if ( uvScaleMap.matrixAutoUpdate === true ) {
  15284. uvScaleMap.updateMatrix();
  15285. }
  15286. uniforms.uvTransform.value.copy( uvScaleMap.matrix );
  15287. }
  15288. }
  15289. function refreshUniformsSprites( uniforms, material ) {
  15290. uniforms.diffuse.value.copy( material.color );
  15291. uniforms.opacity.value = material.opacity;
  15292. uniforms.rotation.value = material.rotation;
  15293. if ( material.map ) {
  15294. uniforms.map.value = material.map;
  15295. }
  15296. if ( material.alphaMap ) {
  15297. uniforms.alphaMap.value = material.alphaMap;
  15298. }
  15299. // uv repeat and offset setting priorities
  15300. // 1. color map
  15301. // 2. alpha map
  15302. var uvScaleMap;
  15303. if ( material.map ) {
  15304. uvScaleMap = material.map;
  15305. } else if ( material.alphaMap ) {
  15306. uvScaleMap = material.alphaMap;
  15307. }
  15308. if ( uvScaleMap !== undefined ) {
  15309. if ( uvScaleMap.matrixAutoUpdate === true ) {
  15310. uvScaleMap.updateMatrix();
  15311. }
  15312. uniforms.uvTransform.value.copy( uvScaleMap.matrix );
  15313. }
  15314. }
  15315. function refreshUniformsFog( uniforms, fog ) {
  15316. uniforms.fogColor.value.copy( fog.color );
  15317. if ( fog.isFog ) {
  15318. uniforms.fogNear.value = fog.near;
  15319. uniforms.fogFar.value = fog.far;
  15320. } else if ( fog.isFogExp2 ) {
  15321. uniforms.fogDensity.value = fog.density;
  15322. }
  15323. }
  15324. function refreshUniformsLambert( uniforms, material ) {
  15325. if ( material.emissiveMap ) {
  15326. uniforms.emissiveMap.value = material.emissiveMap;
  15327. }
  15328. }
  15329. function refreshUniformsPhong( uniforms, material ) {
  15330. uniforms.specular.value.copy( material.specular );
  15331. uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
  15332. if ( material.emissiveMap ) {
  15333. uniforms.emissiveMap.value = material.emissiveMap;
  15334. }
  15335. if ( material.bumpMap ) {
  15336. uniforms.bumpMap.value = material.bumpMap;
  15337. uniforms.bumpScale.value = material.bumpScale;
  15338. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  15339. }
  15340. if ( material.normalMap ) {
  15341. uniforms.normalMap.value = material.normalMap;
  15342. uniforms.normalScale.value.copy( material.normalScale );
  15343. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  15344. }
  15345. if ( material.displacementMap ) {
  15346. uniforms.displacementMap.value = material.displacementMap;
  15347. uniforms.displacementScale.value = material.displacementScale;
  15348. uniforms.displacementBias.value = material.displacementBias;
  15349. }
  15350. }
  15351. function refreshUniformsToon( uniforms, material ) {
  15352. uniforms.specular.value.copy( material.specular );
  15353. uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
  15354. if ( material.gradientMap ) {
  15355. uniforms.gradientMap.value = material.gradientMap;
  15356. }
  15357. if ( material.emissiveMap ) {
  15358. uniforms.emissiveMap.value = material.emissiveMap;
  15359. }
  15360. if ( material.bumpMap ) {
  15361. uniforms.bumpMap.value = material.bumpMap;
  15362. uniforms.bumpScale.value = material.bumpScale;
  15363. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  15364. }
  15365. if ( material.normalMap ) {
  15366. uniforms.normalMap.value = material.normalMap;
  15367. uniforms.normalScale.value.copy( material.normalScale );
  15368. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  15369. }
  15370. if ( material.displacementMap ) {
  15371. uniforms.displacementMap.value = material.displacementMap;
  15372. uniforms.displacementScale.value = material.displacementScale;
  15373. uniforms.displacementBias.value = material.displacementBias;
  15374. }
  15375. }
  15376. function refreshUniformsStandard( uniforms, material, environment ) {
  15377. uniforms.roughness.value = material.roughness;
  15378. uniforms.metalness.value = material.metalness;
  15379. if ( material.roughnessMap ) {
  15380. uniforms.roughnessMap.value = material.roughnessMap;
  15381. }
  15382. if ( material.metalnessMap ) {
  15383. uniforms.metalnessMap.value = material.metalnessMap;
  15384. }
  15385. if ( material.emissiveMap ) {
  15386. uniforms.emissiveMap.value = material.emissiveMap;
  15387. }
  15388. if ( material.bumpMap ) {
  15389. uniforms.bumpMap.value = material.bumpMap;
  15390. uniforms.bumpScale.value = material.bumpScale;
  15391. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  15392. }
  15393. if ( material.normalMap ) {
  15394. uniforms.normalMap.value = material.normalMap;
  15395. uniforms.normalScale.value.copy( material.normalScale );
  15396. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  15397. }
  15398. if ( material.displacementMap ) {
  15399. uniforms.displacementMap.value = material.displacementMap;
  15400. uniforms.displacementScale.value = material.displacementScale;
  15401. uniforms.displacementBias.value = material.displacementBias;
  15402. }
  15403. if ( material.envMap || environment ) {
  15404. //uniforms.envMap.value = material.envMap; // part of uniforms common
  15405. uniforms.envMapIntensity.value = material.envMapIntensity;
  15406. }
  15407. }
  15408. function refreshUniformsPhysical( uniforms, material, environment ) {
  15409. refreshUniformsStandard( uniforms, material, environment );
  15410. uniforms.reflectivity.value = material.reflectivity; // also part of uniforms common
  15411. uniforms.clearcoat.value = material.clearcoat;
  15412. uniforms.clearcoatRoughness.value = material.clearcoatRoughness;
  15413. if ( material.sheen ) { uniforms.sheen.value.copy( material.sheen ); }
  15414. if ( material.clearcoatNormalMap ) {
  15415. uniforms.clearcoatNormalScale.value.copy( material.clearcoatNormalScale );
  15416. uniforms.clearcoatNormalMap.value = material.clearcoatNormalMap;
  15417. if ( material.side === BackSide ) {
  15418. uniforms.clearcoatNormalScale.value.negate();
  15419. }
  15420. }
  15421. uniforms.transparency.value = material.transparency;
  15422. }
  15423. function refreshUniformsMatcap( uniforms, material ) {
  15424. if ( material.matcap ) {
  15425. uniforms.matcap.value = material.matcap;
  15426. }
  15427. if ( material.bumpMap ) {
  15428. uniforms.bumpMap.value = material.bumpMap;
  15429. uniforms.bumpScale.value = material.bumpScale;
  15430. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  15431. }
  15432. if ( material.normalMap ) {
  15433. uniforms.normalMap.value = material.normalMap;
  15434. uniforms.normalScale.value.copy( material.normalScale );
  15435. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  15436. }
  15437. if ( material.displacementMap ) {
  15438. uniforms.displacementMap.value = material.displacementMap;
  15439. uniforms.displacementScale.value = material.displacementScale;
  15440. uniforms.displacementBias.value = material.displacementBias;
  15441. }
  15442. }
  15443. function refreshUniformsDepth( uniforms, material ) {
  15444. if ( material.displacementMap ) {
  15445. uniforms.displacementMap.value = material.displacementMap;
  15446. uniforms.displacementScale.value = material.displacementScale;
  15447. uniforms.displacementBias.value = material.displacementBias;
  15448. }
  15449. }
  15450. function refreshUniformsDistance( uniforms, material ) {
  15451. if ( material.displacementMap ) {
  15452. uniforms.displacementMap.value = material.displacementMap;
  15453. uniforms.displacementScale.value = material.displacementScale;
  15454. uniforms.displacementBias.value = material.displacementBias;
  15455. }
  15456. uniforms.referencePosition.value.copy( material.referencePosition );
  15457. uniforms.nearDistance.value = material.nearDistance;
  15458. uniforms.farDistance.value = material.farDistance;
  15459. }
  15460. function refreshUniformsNormal( uniforms, material ) {
  15461. if ( material.bumpMap ) {
  15462. uniforms.bumpMap.value = material.bumpMap;
  15463. uniforms.bumpScale.value = material.bumpScale;
  15464. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  15465. }
  15466. if ( material.normalMap ) {
  15467. uniforms.normalMap.value = material.normalMap;
  15468. uniforms.normalScale.value.copy( material.normalScale );
  15469. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  15470. }
  15471. if ( material.displacementMap ) {
  15472. uniforms.displacementMap.value = material.displacementMap;
  15473. uniforms.displacementScale.value = material.displacementScale;
  15474. uniforms.displacementBias.value = material.displacementBias;
  15475. }
  15476. }
  15477. // If uniforms are marked as clean, they don't need to be loaded to the GPU.
  15478. function markUniformsLightsNeedsUpdate( uniforms, value ) {
  15479. uniforms.ambientLightColor.needsUpdate = value;
  15480. uniforms.lightProbe.needsUpdate = value;
  15481. uniforms.directionalLights.needsUpdate = value;
  15482. uniforms.pointLights.needsUpdate = value;
  15483. uniforms.spotLights.needsUpdate = value;
  15484. uniforms.rectAreaLights.needsUpdate = value;
  15485. uniforms.hemisphereLights.needsUpdate = value;
  15486. }
  15487. function materialNeedsLights( material ) {
  15488. return material.isMeshLambertMaterial || material.isMeshToonMaterial || material.isMeshPhongMaterial ||
  15489. material.isMeshStandardMaterial || material.isShadowMaterial ||
  15490. ( material.isShaderMaterial && material.lights === true );
  15491. }
  15492. //
  15493. this.setFramebuffer = function ( value ) {
  15494. if ( _framebuffer !== value && _currentRenderTarget === null ) { _gl.bindFramebuffer( 36160, value ); }
  15495. _framebuffer = value;
  15496. };
  15497. this.getActiveCubeFace = function () {
  15498. return _currentActiveCubeFace;
  15499. };
  15500. this.getActiveMipmapLevel = function () {
  15501. return _currentActiveMipmapLevel;
  15502. };
  15503. this.getRenderTarget = function () {
  15504. return _currentRenderTarget;
  15505. };
  15506. this.setRenderTarget = function ( renderTarget, activeCubeFace, activeMipmapLevel ) {
  15507. _currentRenderTarget = renderTarget;
  15508. _currentActiveCubeFace = activeCubeFace;
  15509. _currentActiveMipmapLevel = activeMipmapLevel;
  15510. if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
  15511. textures.setupRenderTarget( renderTarget );
  15512. }
  15513. var framebuffer = _framebuffer;
  15514. var isCube = false;
  15515. if ( renderTarget ) {
  15516. var __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
  15517. if ( renderTarget.isWebGLCubeRenderTarget ) {
  15518. framebuffer = __webglFramebuffer[ activeCubeFace || 0 ];
  15519. isCube = true;
  15520. } else if ( renderTarget.isWebGLMultisampleRenderTarget ) {
  15521. framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;
  15522. } else {
  15523. framebuffer = __webglFramebuffer;
  15524. }
  15525. _currentViewport.copy( renderTarget.viewport );
  15526. _currentScissor.copy( renderTarget.scissor );
  15527. _currentScissorTest = renderTarget.scissorTest;
  15528. } else {
  15529. _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor();
  15530. _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor();
  15531. _currentScissorTest = _scissorTest;
  15532. }
  15533. if ( _currentFramebuffer !== framebuffer ) {
  15534. _gl.bindFramebuffer( 36160, framebuffer );
  15535. _currentFramebuffer = framebuffer;
  15536. }
  15537. state.viewport( _currentViewport );
  15538. state.scissor( _currentScissor );
  15539. state.setScissorTest( _currentScissorTest );
  15540. if ( isCube ) {
  15541. var textureProperties = properties.get( renderTarget.texture );
  15542. _gl.framebufferTexture2D( 36160, 36064, 34069 + ( activeCubeFace || 0 ), textureProperties.__webglTexture, activeMipmapLevel || 0 );
  15543. }
  15544. };
  15545. this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {
  15546. if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
  15547. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
  15548. return;
  15549. }
  15550. var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
  15551. if ( renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined ) {
  15552. framebuffer = framebuffer[ activeCubeFaceIndex ];
  15553. }
  15554. if ( framebuffer ) {
  15555. var restore = false;
  15556. if ( framebuffer !== _currentFramebuffer ) {
  15557. _gl.bindFramebuffer( 36160, framebuffer );
  15558. restore = true;
  15559. }
  15560. try {
  15561. var texture = renderTarget.texture;
  15562. var textureFormat = texture.format;
  15563. var textureType = texture.type;
  15564. if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( 35739 ) ) {
  15565. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
  15566. return;
  15567. }
  15568. if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( 35738 ) && // IE11, Edge and Chrome Mac < 52 (#9513)
  15569. ! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.get( 'OES_texture_float' ) || extensions.get( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox
  15570. ! ( textureType === HalfFloatType && ( capabilities.isWebGL2 ? extensions.get( 'EXT_color_buffer_float' ) : extensions.get( 'EXT_color_buffer_half_float' ) ) ) ) {
  15571. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
  15572. return;
  15573. }
  15574. if ( _gl.checkFramebufferStatus( 36160 ) === 36053 ) {
  15575. // the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)
  15576. if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
  15577. _gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
  15578. }
  15579. } else {
  15580. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
  15581. }
  15582. } finally {
  15583. if ( restore ) {
  15584. _gl.bindFramebuffer( 36160, _currentFramebuffer );
  15585. }
  15586. }
  15587. }
  15588. };
  15589. this.copyFramebufferToTexture = function ( position, texture, level ) {
  15590. if ( level === undefined ) { level = 0; }
  15591. var levelScale = Math.pow( 2, - level );
  15592. var width = Math.floor( texture.image.width * levelScale );
  15593. var height = Math.floor( texture.image.height * levelScale );
  15594. var glFormat = utils.convert( texture.format );
  15595. textures.setTexture2D( texture, 0 );
  15596. _gl.copyTexImage2D( 3553, level, glFormat, position.x, position.y, width, height, 0 );
  15597. state.unbindTexture();
  15598. };
  15599. this.copyTextureToTexture = function ( position, srcTexture, dstTexture, level ) {
  15600. var width = srcTexture.image.width;
  15601. var height = srcTexture.image.height;
  15602. var glFormat = utils.convert( dstTexture.format );
  15603. var glType = utils.convert( dstTexture.type );
  15604. textures.setTexture2D( dstTexture, 0 );
  15605. if ( srcTexture.isDataTexture ) {
  15606. _gl.texSubImage2D( 3553, level || 0, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data );
  15607. } else {
  15608. _gl.texSubImage2D( 3553, level || 0, position.x, position.y, glFormat, glType, srcTexture.image );
  15609. }
  15610. state.unbindTexture();
  15611. };
  15612. this.initTexture = function ( texture ) {
  15613. textures.setTexture2D( texture, 0 );
  15614. state.unbindTexture();
  15615. };
  15616. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  15617. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef
  15618. }
  15619. }
  15620. /**
  15621. * @author mrdoob / http://mrdoob.com/
  15622. * @author alteredq / http://alteredqualia.com/
  15623. */
  15624. function FogExp2( color, density ) {
  15625. this.name = '';
  15626. this.color = new Color( color );
  15627. this.density = ( density !== undefined ) ? density : 0.00025;
  15628. }
  15629. Object.assign( FogExp2.prototype, {
  15630. isFogExp2: true,
  15631. clone: function () {
  15632. return new FogExp2( this.color, this.density );
  15633. },
  15634. toJSON: function ( /* meta */ ) {
  15635. return {
  15636. type: 'FogExp2',
  15637. color: this.color.getHex(),
  15638. density: this.density
  15639. };
  15640. }
  15641. } );
  15642. /**
  15643. * @author mrdoob / http://mrdoob.com/
  15644. * @author alteredq / http://alteredqualia.com/
  15645. */
  15646. function Fog( color, near, far ) {
  15647. this.name = '';
  15648. this.color = new Color( color );
  15649. this.near = ( near !== undefined ) ? near : 1;
  15650. this.far = ( far !== undefined ) ? far : 1000;
  15651. }
  15652. Object.assign( Fog.prototype, {
  15653. isFog: true,
  15654. clone: function () {
  15655. return new Fog( this.color, this.near, this.far );
  15656. },
  15657. toJSON: function ( /* meta */ ) {
  15658. return {
  15659. type: 'Fog',
  15660. color: this.color.getHex(),
  15661. near: this.near,
  15662. far: this.far
  15663. };
  15664. }
  15665. } );
  15666. /**
  15667. * @author benaadams / https://twitter.com/ben_a_adams
  15668. */
  15669. function InterleavedBuffer( array, stride ) {
  15670. this.array = array;
  15671. this.stride = stride;
  15672. this.count = array !== undefined ? array.length / stride : 0;
  15673. this.usage = StaticDrawUsage;
  15674. this.updateRange = { offset: 0, count: - 1 };
  15675. this.version = 0;
  15676. }
  15677. Object.defineProperty( InterleavedBuffer.prototype, 'needsUpdate', {
  15678. set: function ( value ) {
  15679. if ( value === true ) { this.version ++; }
  15680. }
  15681. } );
  15682. Object.assign( InterleavedBuffer.prototype, {
  15683. isInterleavedBuffer: true,
  15684. onUploadCallback: function () {},
  15685. setUsage: function ( value ) {
  15686. this.usage = value;
  15687. return this;
  15688. },
  15689. copy: function ( source ) {
  15690. this.array = new source.array.constructor( source.array );
  15691. this.count = source.count;
  15692. this.stride = source.stride;
  15693. this.usage = source.usage;
  15694. return this;
  15695. },
  15696. copyAt: function ( index1, attribute, index2 ) {
  15697. index1 *= this.stride;
  15698. index2 *= attribute.stride;
  15699. for ( var i = 0, l = this.stride; i < l; i ++ ) {
  15700. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  15701. }
  15702. return this;
  15703. },
  15704. set: function ( value, offset ) {
  15705. if ( offset === undefined ) { offset = 0; }
  15706. this.array.set( value, offset );
  15707. return this;
  15708. },
  15709. clone: function () {
  15710. return new this.constructor().copy( this );
  15711. },
  15712. onUpload: function ( callback ) {
  15713. this.onUploadCallback = callback;
  15714. return this;
  15715. }
  15716. } );
  15717. /**
  15718. * @author benaadams / https://twitter.com/ben_a_adams
  15719. */
  15720. var _vector$6 = new Vector3();
  15721. function InterleavedBufferAttribute( interleavedBuffer, itemSize, offset, normalized ) {
  15722. this.data = interleavedBuffer;
  15723. this.itemSize = itemSize;
  15724. this.offset = offset;
  15725. this.normalized = normalized === true;
  15726. }
  15727. Object.defineProperties( InterleavedBufferAttribute.prototype, {
  15728. count: {
  15729. get: function () {
  15730. return this.data.count;
  15731. }
  15732. },
  15733. array: {
  15734. get: function () {
  15735. return this.data.array;
  15736. }
  15737. }
  15738. } );
  15739. Object.assign( InterleavedBufferAttribute.prototype, {
  15740. isInterleavedBufferAttribute: true,
  15741. applyMatrix4: function ( m ) {
  15742. for ( var i = 0, l = this.data.count; i < l; i ++ ) {
  15743. _vector$6.x = this.getX( i );
  15744. _vector$6.y = this.getY( i );
  15745. _vector$6.z = this.getZ( i );
  15746. _vector$6.applyMatrix4( m );
  15747. this.setXYZ( i, _vector$6.x, _vector$6.y, _vector$6.z );
  15748. }
  15749. return this;
  15750. },
  15751. setX: function ( index, x ) {
  15752. this.data.array[ index * this.data.stride + this.offset ] = x;
  15753. return this;
  15754. },
  15755. setY: function ( index, y ) {
  15756. this.data.array[ index * this.data.stride + this.offset + 1 ] = y;
  15757. return this;
  15758. },
  15759. setZ: function ( index, z ) {
  15760. this.data.array[ index * this.data.stride + this.offset + 2 ] = z;
  15761. return this;
  15762. },
  15763. setW: function ( index, w ) {
  15764. this.data.array[ index * this.data.stride + this.offset + 3 ] = w;
  15765. return this;
  15766. },
  15767. getX: function ( index ) {
  15768. return this.data.array[ index * this.data.stride + this.offset ];
  15769. },
  15770. getY: function ( index ) {
  15771. return this.data.array[ index * this.data.stride + this.offset + 1 ];
  15772. },
  15773. getZ: function ( index ) {
  15774. return this.data.array[ index * this.data.stride + this.offset + 2 ];
  15775. },
  15776. getW: function ( index ) {
  15777. return this.data.array[ index * this.data.stride + this.offset + 3 ];
  15778. },
  15779. setXY: function ( index, x, y ) {
  15780. index = index * this.data.stride + this.offset;
  15781. this.data.array[ index + 0 ] = x;
  15782. this.data.array[ index + 1 ] = y;
  15783. return this;
  15784. },
  15785. setXYZ: function ( index, x, y, z ) {
  15786. index = index * this.data.stride + this.offset;
  15787. this.data.array[ index + 0 ] = x;
  15788. this.data.array[ index + 1 ] = y;
  15789. this.data.array[ index + 2 ] = z;
  15790. return this;
  15791. },
  15792. setXYZW: function ( index, x, y, z, w ) {
  15793. index = index * this.data.stride + this.offset;
  15794. this.data.array[ index + 0 ] = x;
  15795. this.data.array[ index + 1 ] = y;
  15796. this.data.array[ index + 2 ] = z;
  15797. this.data.array[ index + 3 ] = w;
  15798. return this;
  15799. }
  15800. } );
  15801. /**
  15802. * @author alteredq / http://alteredqualia.com/
  15803. *
  15804. * parameters = {
  15805. * color: <hex>,
  15806. * map: new THREE.Texture( <Image> ),
  15807. * alphaMap: new THREE.Texture( <Image> ),
  15808. * rotation: <float>,
  15809. * sizeAttenuation: <bool>
  15810. * }
  15811. */
  15812. function SpriteMaterial( parameters ) {
  15813. Material.call( this );
  15814. this.type = 'SpriteMaterial';
  15815. this.color = new Color( 0xffffff );
  15816. this.map = null;
  15817. this.alphaMap = null;
  15818. this.rotation = 0;
  15819. this.sizeAttenuation = true;
  15820. this.transparent = true;
  15821. this.setValues( parameters );
  15822. }
  15823. SpriteMaterial.prototype = Object.create( Material.prototype );
  15824. SpriteMaterial.prototype.constructor = SpriteMaterial;
  15825. SpriteMaterial.prototype.isSpriteMaterial = true;
  15826. SpriteMaterial.prototype.copy = function ( source ) {
  15827. Material.prototype.copy.call( this, source );
  15828. this.color.copy( source.color );
  15829. this.map = source.map;
  15830. this.alphaMap = source.alphaMap;
  15831. this.rotation = source.rotation;
  15832. this.sizeAttenuation = source.sizeAttenuation;
  15833. return this;
  15834. };
  15835. /**
  15836. * @author mikael emtinger / http://gomo.se/
  15837. * @author alteredq / http://alteredqualia.com/
  15838. */
  15839. var _geometry;
  15840. var _intersectPoint = new Vector3();
  15841. var _worldScale = new Vector3();
  15842. var _mvPosition = new Vector3();
  15843. var _alignedPosition = new Vector2();
  15844. var _rotatedPosition = new Vector2();
  15845. var _viewWorldMatrix = new Matrix4();
  15846. var _vA$1 = new Vector3();
  15847. var _vB$1 = new Vector3();
  15848. var _vC$1 = new Vector3();
  15849. var _uvA$1 = new Vector2();
  15850. var _uvB$1 = new Vector2();
  15851. var _uvC$1 = new Vector2();
  15852. function Sprite( material ) {
  15853. Object3D.call( this );
  15854. this.type = 'Sprite';
  15855. if ( _geometry === undefined ) {
  15856. _geometry = new BufferGeometry();
  15857. var float32Array = new Float32Array( [
  15858. - 0.5, - 0.5, 0, 0, 0,
  15859. 0.5, - 0.5, 0, 1, 0,
  15860. 0.5, 0.5, 0, 1, 1,
  15861. - 0.5, 0.5, 0, 0, 1
  15862. ] );
  15863. var interleavedBuffer = new InterleavedBuffer( float32Array, 5 );
  15864. _geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] );
  15865. _geometry.setAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );
  15866. _geometry.setAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );
  15867. }
  15868. this.geometry = _geometry;
  15869. this.material = ( material !== undefined ) ? material : new SpriteMaterial();
  15870. this.center = new Vector2( 0.5, 0.5 );
  15871. }
  15872. Sprite.prototype = Object.assign( Object.create( Object3D.prototype ), {
  15873. constructor: Sprite,
  15874. isSprite: true,
  15875. raycast: function ( raycaster, intersects ) {
  15876. if ( raycaster.camera === null ) {
  15877. console.error( 'THREE.Sprite: "Raycaster.camera" needs to be set in order to raycast against sprites.' );
  15878. }
  15879. _worldScale.setFromMatrixScale( this.matrixWorld );
  15880. _viewWorldMatrix.copy( raycaster.camera.matrixWorld );
  15881. this.modelViewMatrix.multiplyMatrices( raycaster.camera.matrixWorldInverse, this.matrixWorld );
  15882. _mvPosition.setFromMatrixPosition( this.modelViewMatrix );
  15883. if ( raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false ) {
  15884. _worldScale.multiplyScalar( - _mvPosition.z );
  15885. }
  15886. var rotation = this.material.rotation;
  15887. var sin, cos;
  15888. if ( rotation !== 0 ) {
  15889. cos = Math.cos( rotation );
  15890. sin = Math.sin( rotation );
  15891. }
  15892. var center = this.center;
  15893. transformVertex( _vA$1.set( - 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  15894. transformVertex( _vB$1.set( 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  15895. transformVertex( _vC$1.set( 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  15896. _uvA$1.set( 0, 0 );
  15897. _uvB$1.set( 1, 0 );
  15898. _uvC$1.set( 1, 1 );
  15899. // check first triangle
  15900. var intersect = raycaster.ray.intersectTriangle( _vA$1, _vB$1, _vC$1, false, _intersectPoint );
  15901. if ( intersect === null ) {
  15902. // check second triangle
  15903. transformVertex( _vB$1.set( - 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  15904. _uvB$1.set( 0, 1 );
  15905. intersect = raycaster.ray.intersectTriangle( _vA$1, _vC$1, _vB$1, false, _intersectPoint );
  15906. if ( intersect === null ) {
  15907. return;
  15908. }
  15909. }
  15910. var distance = raycaster.ray.origin.distanceTo( _intersectPoint );
  15911. if ( distance < raycaster.near || distance > raycaster.far ) { return; }
  15912. intersects.push( {
  15913. distance: distance,
  15914. point: _intersectPoint.clone(),
  15915. uv: Triangle.getUV( _intersectPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() ),
  15916. face: null,
  15917. object: this
  15918. } );
  15919. },
  15920. clone: function () {
  15921. return new this.constructor( this.material ).copy( this );
  15922. },
  15923. copy: function ( source ) {
  15924. Object3D.prototype.copy.call( this, source );
  15925. if ( source.center !== undefined ) { this.center.copy( source.center ); }
  15926. return this;
  15927. }
  15928. } );
  15929. function transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) {
  15930. // compute position in camera space
  15931. _alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale );
  15932. // to check if rotation is not zero
  15933. if ( sin !== undefined ) {
  15934. _rotatedPosition.x = ( cos * _alignedPosition.x ) - ( sin * _alignedPosition.y );
  15935. _rotatedPosition.y = ( sin * _alignedPosition.x ) + ( cos * _alignedPosition.y );
  15936. } else {
  15937. _rotatedPosition.copy( _alignedPosition );
  15938. }
  15939. vertexPosition.copy( mvPosition );
  15940. vertexPosition.x += _rotatedPosition.x;
  15941. vertexPosition.y += _rotatedPosition.y;
  15942. // transform to world space
  15943. vertexPosition.applyMatrix4( _viewWorldMatrix );
  15944. }
  15945. /**
  15946. * @author mikael emtinger / http://gomo.se/
  15947. * @author alteredq / http://alteredqualia.com/
  15948. * @author mrdoob / http://mrdoob.com/
  15949. */
  15950. var _v1$4 = new Vector3();
  15951. var _v2$2 = new Vector3();
  15952. function LOD() {
  15953. Object3D.call( this );
  15954. this.type = 'LOD';
  15955. Object.defineProperties( this, {
  15956. levels: {
  15957. enumerable: true,
  15958. value: []
  15959. }
  15960. } );
  15961. this.autoUpdate = true;
  15962. }
  15963. LOD.prototype = Object.assign( Object.create( Object3D.prototype ), {
  15964. constructor: LOD,
  15965. isLOD: true,
  15966. copy: function ( source ) {
  15967. Object3D.prototype.copy.call( this, source, false );
  15968. var levels = source.levels;
  15969. for ( var i = 0, l = levels.length; i < l; i ++ ) {
  15970. var level = levels[ i ];
  15971. this.addLevel( level.object.clone(), level.distance );
  15972. }
  15973. this.autoUpdate = source.autoUpdate;
  15974. return this;
  15975. },
  15976. addLevel: function ( object, distance ) {
  15977. if ( distance === undefined ) { distance = 0; }
  15978. distance = Math.abs( distance );
  15979. var levels = this.levels;
  15980. for ( var l = 0; l < levels.length; l ++ ) {
  15981. if ( distance < levels[ l ].distance ) {
  15982. break;
  15983. }
  15984. }
  15985. levels.splice( l, 0, { distance: distance, object: object } );
  15986. this.add( object );
  15987. return this;
  15988. },
  15989. getObjectForDistance: function ( distance ) {
  15990. var levels = this.levels;
  15991. if ( levels.length > 0 ) {
  15992. for ( var i = 1, l = levels.length; i < l; i ++ ) {
  15993. if ( distance < levels[ i ].distance ) {
  15994. break;
  15995. }
  15996. }
  15997. return levels[ i - 1 ].object;
  15998. }
  15999. return null;
  16000. },
  16001. raycast: function ( raycaster, intersects ) {
  16002. var levels = this.levels;
  16003. if ( levels.length > 0 ) {
  16004. _v1$4.setFromMatrixPosition( this.matrixWorld );
  16005. var distance = raycaster.ray.origin.distanceTo( _v1$4 );
  16006. this.getObjectForDistance( distance ).raycast( raycaster, intersects );
  16007. }
  16008. },
  16009. update: function ( camera ) {
  16010. var levels = this.levels;
  16011. if ( levels.length > 1 ) {
  16012. _v1$4.setFromMatrixPosition( camera.matrixWorld );
  16013. _v2$2.setFromMatrixPosition( this.matrixWorld );
  16014. var distance = _v1$4.distanceTo( _v2$2 );
  16015. levels[ 0 ].object.visible = true;
  16016. for ( var i = 1, l = levels.length; i < l; i ++ ) {
  16017. if ( distance >= levels[ i ].distance ) {
  16018. levels[ i - 1 ].object.visible = false;
  16019. levels[ i ].object.visible = true;
  16020. } else {
  16021. break;
  16022. }
  16023. }
  16024. for ( ; i < l; i ++ ) {
  16025. levels[ i ].object.visible = false;
  16026. }
  16027. }
  16028. },
  16029. toJSON: function ( meta ) {
  16030. var data = Object3D.prototype.toJSON.call( this, meta );
  16031. if ( this.autoUpdate === false ) { data.object.autoUpdate = false; }
  16032. data.object.levels = [];
  16033. var levels = this.levels;
  16034. for ( var i = 0, l = levels.length; i < l; i ++ ) {
  16035. var level = levels[ i ];
  16036. data.object.levels.push( {
  16037. object: level.object.uuid,
  16038. distance: level.distance
  16039. } );
  16040. }
  16041. return data;
  16042. }
  16043. } );
  16044. /**
  16045. * @author mikael emtinger / http://gomo.se/
  16046. * @author alteredq / http://alteredqualia.com/
  16047. * @author ikerr / http://verold.com
  16048. */
  16049. function SkinnedMesh( geometry, material ) {
  16050. if ( geometry && geometry.isGeometry ) {
  16051. console.error( 'THREE.SkinnedMesh no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
  16052. }
  16053. Mesh.call( this, geometry, material );
  16054. this.type = 'SkinnedMesh';
  16055. this.bindMode = 'attached';
  16056. this.bindMatrix = new Matrix4();
  16057. this.bindMatrixInverse = new Matrix4();
  16058. }
  16059. SkinnedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {
  16060. constructor: SkinnedMesh,
  16061. isSkinnedMesh: true,
  16062. bind: function ( skeleton, bindMatrix ) {
  16063. this.skeleton = skeleton;
  16064. if ( bindMatrix === undefined ) {
  16065. this.updateMatrixWorld( true );
  16066. this.skeleton.calculateInverses();
  16067. bindMatrix = this.matrixWorld;
  16068. }
  16069. this.bindMatrix.copy( bindMatrix );
  16070. this.bindMatrixInverse.getInverse( bindMatrix );
  16071. },
  16072. pose: function () {
  16073. this.skeleton.pose();
  16074. },
  16075. normalizeSkinWeights: function () {
  16076. var vector = new Vector4();
  16077. var skinWeight = this.geometry.attributes.skinWeight;
  16078. for ( var i = 0, l = skinWeight.count; i < l; i ++ ) {
  16079. vector.x = skinWeight.getX( i );
  16080. vector.y = skinWeight.getY( i );
  16081. vector.z = skinWeight.getZ( i );
  16082. vector.w = skinWeight.getW( i );
  16083. var scale = 1.0 / vector.manhattanLength();
  16084. if ( scale !== Infinity ) {
  16085. vector.multiplyScalar( scale );
  16086. } else {
  16087. vector.set( 1, 0, 0, 0 ); // do something reasonable
  16088. }
  16089. skinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w );
  16090. }
  16091. },
  16092. updateMatrixWorld: function ( force ) {
  16093. Mesh.prototype.updateMatrixWorld.call( this, force );
  16094. if ( this.bindMode === 'attached' ) {
  16095. this.bindMatrixInverse.getInverse( this.matrixWorld );
  16096. } else if ( this.bindMode === 'detached' ) {
  16097. this.bindMatrixInverse.getInverse( this.bindMatrix );
  16098. } else {
  16099. console.warn( 'THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode );
  16100. }
  16101. },
  16102. clone: function () {
  16103. return new this.constructor( this.geometry, this.material ).copy( this );
  16104. }
  16105. } );
  16106. /**
  16107. * @author mikael emtinger / http://gomo.se/
  16108. * @author alteredq / http://alteredqualia.com/
  16109. * @author michael guerrero / http://realitymeltdown.com
  16110. * @author ikerr / http://verold.com
  16111. */
  16112. var _offsetMatrix = new Matrix4();
  16113. var _identityMatrix = new Matrix4();
  16114. function Skeleton( bones, boneInverses ) {
  16115. // copy the bone array
  16116. bones = bones || [];
  16117. this.bones = bones.slice( 0 );
  16118. this.boneMatrices = new Float32Array( this.bones.length * 16 );
  16119. this.frame = - 1;
  16120. // use the supplied bone inverses or calculate the inverses
  16121. if ( boneInverses === undefined ) {
  16122. this.calculateInverses();
  16123. } else {
  16124. if ( this.bones.length === boneInverses.length ) {
  16125. this.boneInverses = boneInverses.slice( 0 );
  16126. } else {
  16127. console.warn( 'THREE.Skeleton boneInverses is the wrong length.' );
  16128. this.boneInverses = [];
  16129. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  16130. this.boneInverses.push( new Matrix4() );
  16131. }
  16132. }
  16133. }
  16134. }
  16135. Object.assign( Skeleton.prototype, {
  16136. calculateInverses: function () {
  16137. this.boneInverses = [];
  16138. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  16139. var inverse = new Matrix4();
  16140. if ( this.bones[ i ] ) {
  16141. inverse.getInverse( this.bones[ i ].matrixWorld );
  16142. }
  16143. this.boneInverses.push( inverse );
  16144. }
  16145. },
  16146. pose: function () {
  16147. var bone, i, il;
  16148. // recover the bind-time world matrices
  16149. for ( i = 0, il = this.bones.length; i < il; i ++ ) {
  16150. bone = this.bones[ i ];
  16151. if ( bone ) {
  16152. bone.matrixWorld.getInverse( this.boneInverses[ i ] );
  16153. }
  16154. }
  16155. // compute the local matrices, positions, rotations and scales
  16156. for ( i = 0, il = this.bones.length; i < il; i ++ ) {
  16157. bone = this.bones[ i ];
  16158. if ( bone ) {
  16159. if ( bone.parent && bone.parent.isBone ) {
  16160. bone.matrix.getInverse( bone.parent.matrixWorld );
  16161. bone.matrix.multiply( bone.matrixWorld );
  16162. } else {
  16163. bone.matrix.copy( bone.matrixWorld );
  16164. }
  16165. bone.matrix.decompose( bone.position, bone.quaternion, bone.scale );
  16166. }
  16167. }
  16168. },
  16169. update: function () {
  16170. var bones = this.bones;
  16171. var boneInverses = this.boneInverses;
  16172. var boneMatrices = this.boneMatrices;
  16173. var boneTexture = this.boneTexture;
  16174. // flatten bone matrices to array
  16175. for ( var i = 0, il = bones.length; i < il; i ++ ) {
  16176. // compute the offset between the current and the original transform
  16177. var matrix = bones[ i ] ? bones[ i ].matrixWorld : _identityMatrix;
  16178. _offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );
  16179. _offsetMatrix.toArray( boneMatrices, i * 16 );
  16180. }
  16181. if ( boneTexture !== undefined ) {
  16182. boneTexture.needsUpdate = true;
  16183. }
  16184. },
  16185. clone: function () {
  16186. return new Skeleton( this.bones, this.boneInverses );
  16187. },
  16188. getBoneByName: function ( name ) {
  16189. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  16190. var bone = this.bones[ i ];
  16191. if ( bone.name === name ) {
  16192. return bone;
  16193. }
  16194. }
  16195. return undefined;
  16196. }
  16197. } );
  16198. /**
  16199. * @author mikael emtinger / http://gomo.se/
  16200. * @author alteredq / http://alteredqualia.com/
  16201. * @author ikerr / http://verold.com
  16202. */
  16203. function Bone() {
  16204. Object3D.call( this );
  16205. this.type = 'Bone';
  16206. }
  16207. Bone.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16208. constructor: Bone,
  16209. isBone: true
  16210. } );
  16211. /**
  16212. * @author mrdoob / http://mrdoob.com/
  16213. */
  16214. var _instanceLocalMatrix = new Matrix4();
  16215. var _instanceWorldMatrix = new Matrix4();
  16216. var _instanceIntersects = [];
  16217. var _mesh = new Mesh();
  16218. function InstancedMesh( geometry, material, count ) {
  16219. Mesh.call( this, geometry, material );
  16220. this.instanceMatrix = new BufferAttribute( new Float32Array( count * 16 ), 16 );
  16221. this.count = count;
  16222. }
  16223. InstancedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {
  16224. constructor: InstancedMesh,
  16225. isInstancedMesh: true,
  16226. getMatrixAt: function ( index, matrix ) {
  16227. matrix.fromArray( this.instanceMatrix.array, index * 16 );
  16228. },
  16229. raycast: function ( raycaster, intersects ) {
  16230. var matrixWorld = this.matrixWorld;
  16231. var raycastTimes = this.count;
  16232. _mesh.geometry = this.geometry;
  16233. _mesh.material = this.material;
  16234. if ( _mesh.material === undefined ) { return; }
  16235. for ( var instanceId = 0; instanceId < raycastTimes; instanceId ++ ) {
  16236. // calculate the world matrix for each instance
  16237. this.getMatrixAt( instanceId, _instanceLocalMatrix );
  16238. _instanceWorldMatrix.multiplyMatrices( matrixWorld, _instanceLocalMatrix );
  16239. // the mesh represents this single instance
  16240. _mesh.matrixWorld = _instanceWorldMatrix;
  16241. _mesh.raycast( raycaster, _instanceIntersects );
  16242. // process the result of raycast
  16243. if ( _instanceIntersects.length > 0 ) {
  16244. _instanceIntersects[ 0 ].instanceId = instanceId;
  16245. _instanceIntersects[ 0 ].object = this;
  16246. intersects.push( _instanceIntersects[ 0 ] );
  16247. _instanceIntersects.length = 0;
  16248. }
  16249. }
  16250. },
  16251. setMatrixAt: function ( index, matrix ) {
  16252. matrix.toArray( this.instanceMatrix.array, index * 16 );
  16253. },
  16254. updateMorphTargets: function () {
  16255. }
  16256. } );
  16257. /**
  16258. * @author mrdoob / http://mrdoob.com/
  16259. * @author alteredq / http://alteredqualia.com/
  16260. *
  16261. * parameters = {
  16262. * color: <hex>,
  16263. * opacity: <float>,
  16264. *
  16265. * linewidth: <float>,
  16266. * linecap: "round",
  16267. * linejoin: "round"
  16268. * }
  16269. */
  16270. function LineBasicMaterial( parameters ) {
  16271. Material.call( this );
  16272. this.type = 'LineBasicMaterial';
  16273. this.color = new Color( 0xffffff );
  16274. this.linewidth = 1;
  16275. this.linecap = 'round';
  16276. this.linejoin = 'round';
  16277. this.setValues( parameters );
  16278. }
  16279. LineBasicMaterial.prototype = Object.create( Material.prototype );
  16280. LineBasicMaterial.prototype.constructor = LineBasicMaterial;
  16281. LineBasicMaterial.prototype.isLineBasicMaterial = true;
  16282. LineBasicMaterial.prototype.copy = function ( source ) {
  16283. Material.prototype.copy.call( this, source );
  16284. this.color.copy( source.color );
  16285. this.linewidth = source.linewidth;
  16286. this.linecap = source.linecap;
  16287. this.linejoin = source.linejoin;
  16288. return this;
  16289. };
  16290. /**
  16291. * @author mrdoob / http://mrdoob.com/
  16292. */
  16293. var _start = new Vector3();
  16294. var _end = new Vector3();
  16295. var _inverseMatrix$1 = new Matrix4();
  16296. var _ray$1 = new Ray();
  16297. var _sphere$2 = new Sphere();
  16298. function Line( geometry, material, mode ) {
  16299. if ( mode === 1 ) {
  16300. console.error( 'THREE.Line: parameter THREE.LinePieces no longer supported. Use THREE.LineSegments instead.' );
  16301. }
  16302. Object3D.call( this );
  16303. this.type = 'Line';
  16304. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  16305. this.material = material !== undefined ? material : new LineBasicMaterial();
  16306. }
  16307. Line.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16308. constructor: Line,
  16309. isLine: true,
  16310. computeLineDistances: function () {
  16311. var geometry = this.geometry;
  16312. if ( geometry.isBufferGeometry ) {
  16313. // we assume non-indexed geometry
  16314. if ( geometry.index === null ) {
  16315. var positionAttribute = geometry.attributes.position;
  16316. var lineDistances = [ 0 ];
  16317. for ( var i = 1, l = positionAttribute.count; i < l; i ++ ) {
  16318. _start.fromBufferAttribute( positionAttribute, i - 1 );
  16319. _end.fromBufferAttribute( positionAttribute, i );
  16320. lineDistances[ i ] = lineDistances[ i - 1 ];
  16321. lineDistances[ i ] += _start.distanceTo( _end );
  16322. }
  16323. geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  16324. } else {
  16325. console.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  16326. }
  16327. } else if ( geometry.isGeometry ) {
  16328. var vertices = geometry.vertices;
  16329. var lineDistances = geometry.lineDistances;
  16330. lineDistances[ 0 ] = 0;
  16331. for ( var i = 1, l = vertices.length; i < l; i ++ ) {
  16332. lineDistances[ i ] = lineDistances[ i - 1 ];
  16333. lineDistances[ i ] += vertices[ i - 1 ].distanceTo( vertices[ i ] );
  16334. }
  16335. }
  16336. return this;
  16337. },
  16338. raycast: function ( raycaster, intersects ) {
  16339. var precision = raycaster.linePrecision;
  16340. var geometry = this.geometry;
  16341. var matrixWorld = this.matrixWorld;
  16342. // Checking boundingSphere distance to ray
  16343. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  16344. _sphere$2.copy( geometry.boundingSphere );
  16345. _sphere$2.applyMatrix4( matrixWorld );
  16346. _sphere$2.radius += precision;
  16347. if ( raycaster.ray.intersectsSphere( _sphere$2 ) === false ) { return; }
  16348. //
  16349. _inverseMatrix$1.getInverse( matrixWorld );
  16350. _ray$1.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$1 );
  16351. var localPrecision = precision / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  16352. var localPrecisionSq = localPrecision * localPrecision;
  16353. var vStart = new Vector3();
  16354. var vEnd = new Vector3();
  16355. var interSegment = new Vector3();
  16356. var interRay = new Vector3();
  16357. var step = ( this && this.isLineSegments ) ? 2 : 1;
  16358. if ( geometry.isBufferGeometry ) {
  16359. var index = geometry.index;
  16360. var attributes = geometry.attributes;
  16361. var positions = attributes.position.array;
  16362. if ( index !== null ) {
  16363. var indices = index.array;
  16364. for ( var i = 0, l = indices.length - 1; i < l; i += step ) {
  16365. var a = indices[ i ];
  16366. var b = indices[ i + 1 ];
  16367. vStart.fromArray( positions, a * 3 );
  16368. vEnd.fromArray( positions, b * 3 );
  16369. var distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
  16370. if ( distSq > localPrecisionSq ) { continue; }
  16371. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  16372. var distance = raycaster.ray.origin.distanceTo( interRay );
  16373. if ( distance < raycaster.near || distance > raycaster.far ) { continue; }
  16374. intersects.push( {
  16375. distance: distance,
  16376. // What do we want? intersection point on the ray or on the segment??
  16377. // point: raycaster.ray.at( distance ),
  16378. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  16379. index: i,
  16380. face: null,
  16381. faceIndex: null,
  16382. object: this
  16383. } );
  16384. }
  16385. } else {
  16386. for ( var i = 0, l = positions.length / 3 - 1; i < l; i += step ) {
  16387. vStart.fromArray( positions, 3 * i );
  16388. vEnd.fromArray( positions, 3 * i + 3 );
  16389. var distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
  16390. if ( distSq > localPrecisionSq ) { continue; }
  16391. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  16392. var distance = raycaster.ray.origin.distanceTo( interRay );
  16393. if ( distance < raycaster.near || distance > raycaster.far ) { continue; }
  16394. intersects.push( {
  16395. distance: distance,
  16396. // What do we want? intersection point on the ray or on the segment??
  16397. // point: raycaster.ray.at( distance ),
  16398. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  16399. index: i,
  16400. face: null,
  16401. faceIndex: null,
  16402. object: this
  16403. } );
  16404. }
  16405. }
  16406. } else if ( geometry.isGeometry ) {
  16407. var vertices = geometry.vertices;
  16408. var nbVertices = vertices.length;
  16409. for ( var i = 0; i < nbVertices - 1; i += step ) {
  16410. var distSq = _ray$1.distanceSqToSegment( vertices[ i ], vertices[ i + 1 ], interRay, interSegment );
  16411. if ( distSq > localPrecisionSq ) { continue; }
  16412. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  16413. var distance = raycaster.ray.origin.distanceTo( interRay );
  16414. if ( distance < raycaster.near || distance > raycaster.far ) { continue; }
  16415. intersects.push( {
  16416. distance: distance,
  16417. // What do we want? intersection point on the ray or on the segment??
  16418. // point: raycaster.ray.at( distance ),
  16419. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  16420. index: i,
  16421. face: null,
  16422. faceIndex: null,
  16423. object: this
  16424. } );
  16425. }
  16426. }
  16427. },
  16428. clone: function () {
  16429. return new this.constructor( this.geometry, this.material ).copy( this );
  16430. }
  16431. } );
  16432. /**
  16433. * @author mrdoob / http://mrdoob.com/
  16434. */
  16435. var _start$1 = new Vector3();
  16436. var _end$1 = new Vector3();
  16437. function LineSegments( geometry, material ) {
  16438. Line.call( this, geometry, material );
  16439. this.type = 'LineSegments';
  16440. }
  16441. LineSegments.prototype = Object.assign( Object.create( Line.prototype ), {
  16442. constructor: LineSegments,
  16443. isLineSegments: true,
  16444. computeLineDistances: function () {
  16445. var geometry = this.geometry;
  16446. if ( geometry.isBufferGeometry ) {
  16447. // we assume non-indexed geometry
  16448. if ( geometry.index === null ) {
  16449. var positionAttribute = geometry.attributes.position;
  16450. var lineDistances = [];
  16451. for ( var i = 0, l = positionAttribute.count; i < l; i += 2 ) {
  16452. _start$1.fromBufferAttribute( positionAttribute, i );
  16453. _end$1.fromBufferAttribute( positionAttribute, i + 1 );
  16454. lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  16455. lineDistances[ i + 1 ] = lineDistances[ i ] + _start$1.distanceTo( _end$1 );
  16456. }
  16457. geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  16458. } else {
  16459. console.warn( 'THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  16460. }
  16461. } else if ( geometry.isGeometry ) {
  16462. var vertices = geometry.vertices;
  16463. var lineDistances = geometry.lineDistances;
  16464. for ( var i = 0, l = vertices.length; i < l; i += 2 ) {
  16465. _start$1.copy( vertices[ i ] );
  16466. _end$1.copy( vertices[ i + 1 ] );
  16467. lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  16468. lineDistances[ i + 1 ] = lineDistances[ i ] + _start$1.distanceTo( _end$1 );
  16469. }
  16470. }
  16471. return this;
  16472. }
  16473. } );
  16474. /**
  16475. * @author mgreter / http://github.com/mgreter
  16476. */
  16477. function LineLoop( geometry, material ) {
  16478. Line.call( this, geometry, material );
  16479. this.type = 'LineLoop';
  16480. }
  16481. LineLoop.prototype = Object.assign( Object.create( Line.prototype ), {
  16482. constructor: LineLoop,
  16483. isLineLoop: true,
  16484. } );
  16485. /**
  16486. * @author mrdoob / http://mrdoob.com/
  16487. * @author alteredq / http://alteredqualia.com/
  16488. *
  16489. * parameters = {
  16490. * color: <hex>,
  16491. * opacity: <float>,
  16492. * map: new THREE.Texture( <Image> ),
  16493. * alphaMap: new THREE.Texture( <Image> ),
  16494. *
  16495. * size: <float>,
  16496. * sizeAttenuation: <bool>
  16497. *
  16498. * morphTargets: <bool>
  16499. * }
  16500. */
  16501. function PointsMaterial( parameters ) {
  16502. Material.call( this );
  16503. this.type = 'PointsMaterial';
  16504. this.color = new Color( 0xffffff );
  16505. this.map = null;
  16506. this.alphaMap = null;
  16507. this.size = 1;
  16508. this.sizeAttenuation = true;
  16509. this.morphTargets = false;
  16510. this.setValues( parameters );
  16511. }
  16512. PointsMaterial.prototype = Object.create( Material.prototype );
  16513. PointsMaterial.prototype.constructor = PointsMaterial;
  16514. PointsMaterial.prototype.isPointsMaterial = true;
  16515. PointsMaterial.prototype.copy = function ( source ) {
  16516. Material.prototype.copy.call( this, source );
  16517. this.color.copy( source.color );
  16518. this.map = source.map;
  16519. this.alphaMap = source.alphaMap;
  16520. this.size = source.size;
  16521. this.sizeAttenuation = source.sizeAttenuation;
  16522. this.morphTargets = source.morphTargets;
  16523. return this;
  16524. };
  16525. /**
  16526. * @author alteredq / http://alteredqualia.com/
  16527. */
  16528. var _inverseMatrix$2 = new Matrix4();
  16529. var _ray$2 = new Ray();
  16530. var _sphere$3 = new Sphere();
  16531. var _position$1 = new Vector3();
  16532. function Points( geometry, material ) {
  16533. Object3D.call( this );
  16534. this.type = 'Points';
  16535. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  16536. this.material = material !== undefined ? material : new PointsMaterial();
  16537. this.updateMorphTargets();
  16538. }
  16539. Points.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16540. constructor: Points,
  16541. isPoints: true,
  16542. raycast: function ( raycaster, intersects ) {
  16543. var geometry = this.geometry;
  16544. var matrixWorld = this.matrixWorld;
  16545. var threshold = raycaster.params.Points.threshold;
  16546. // Checking boundingSphere distance to ray
  16547. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  16548. _sphere$3.copy( geometry.boundingSphere );
  16549. _sphere$3.applyMatrix4( matrixWorld );
  16550. _sphere$3.radius += threshold;
  16551. if ( raycaster.ray.intersectsSphere( _sphere$3 ) === false ) { return; }
  16552. //
  16553. _inverseMatrix$2.getInverse( matrixWorld );
  16554. _ray$2.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$2 );
  16555. var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  16556. var localThresholdSq = localThreshold * localThreshold;
  16557. if ( geometry.isBufferGeometry ) {
  16558. var index = geometry.index;
  16559. var attributes = geometry.attributes;
  16560. var positions = attributes.position.array;
  16561. if ( index !== null ) {
  16562. var indices = index.array;
  16563. for ( var i = 0, il = indices.length; i < il; i ++ ) {
  16564. var a = indices[ i ];
  16565. _position$1.fromArray( positions, a * 3 );
  16566. testPoint( _position$1, a, localThresholdSq, matrixWorld, raycaster, intersects, this );
  16567. }
  16568. } else {
  16569. for ( var i = 0, l = positions.length / 3; i < l; i ++ ) {
  16570. _position$1.fromArray( positions, i * 3 );
  16571. testPoint( _position$1, i, localThresholdSq, matrixWorld, raycaster, intersects, this );
  16572. }
  16573. }
  16574. } else {
  16575. var vertices = geometry.vertices;
  16576. for ( var i = 0, l = vertices.length; i < l; i ++ ) {
  16577. testPoint( vertices[ i ], i, localThresholdSq, matrixWorld, raycaster, intersects, this );
  16578. }
  16579. }
  16580. },
  16581. updateMorphTargets: function () {
  16582. var geometry = this.geometry;
  16583. var m, ml, name;
  16584. if ( geometry.isBufferGeometry ) {
  16585. var morphAttributes = geometry.morphAttributes;
  16586. var keys = Object.keys( morphAttributes );
  16587. if ( keys.length > 0 ) {
  16588. var morphAttribute = morphAttributes[ keys[ 0 ] ];
  16589. if ( morphAttribute !== undefined ) {
  16590. this.morphTargetInfluences = [];
  16591. this.morphTargetDictionary = {};
  16592. for ( m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  16593. name = morphAttribute[ m ].name || String( m );
  16594. this.morphTargetInfluences.push( 0 );
  16595. this.morphTargetDictionary[ name ] = m;
  16596. }
  16597. }
  16598. }
  16599. } else {
  16600. var morphTargets = geometry.morphTargets;
  16601. if ( morphTargets !== undefined && morphTargets.length > 0 ) {
  16602. console.error( 'THREE.Points.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.' );
  16603. }
  16604. }
  16605. },
  16606. clone: function () {
  16607. return new this.constructor( this.geometry, this.material ).copy( this );
  16608. }
  16609. } );
  16610. function testPoint( point, index, localThresholdSq, matrixWorld, raycaster, intersects, object ) {
  16611. var rayPointDistanceSq = _ray$2.distanceSqToPoint( point );
  16612. if ( rayPointDistanceSq < localThresholdSq ) {
  16613. var intersectPoint = new Vector3();
  16614. _ray$2.closestPointToPoint( point, intersectPoint );
  16615. intersectPoint.applyMatrix4( matrixWorld );
  16616. var distance = raycaster.ray.origin.distanceTo( intersectPoint );
  16617. if ( distance < raycaster.near || distance > raycaster.far ) { return; }
  16618. intersects.push( {
  16619. distance: distance,
  16620. distanceToRay: Math.sqrt( rayPointDistanceSq ),
  16621. point: intersectPoint,
  16622. index: index,
  16623. face: null,
  16624. object: object
  16625. } );
  16626. }
  16627. }
  16628. /**
  16629. * @author mrdoob / http://mrdoob.com/
  16630. */
  16631. function VideoTexture( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  16632. Texture.call( this, video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16633. this.format = format !== undefined ? format : RGBFormat;
  16634. this.minFilter = minFilter !== undefined ? minFilter : LinearFilter;
  16635. this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
  16636. this.generateMipmaps = false;
  16637. }
  16638. VideoTexture.prototype = Object.assign( Object.create( Texture.prototype ), {
  16639. constructor: VideoTexture,
  16640. isVideoTexture: true,
  16641. update: function () {
  16642. var video = this.image;
  16643. if ( video.readyState >= video.HAVE_CURRENT_DATA ) {
  16644. this.needsUpdate = true;
  16645. }
  16646. }
  16647. } );
  16648. /**
  16649. * @author alteredq / http://alteredqualia.com/
  16650. */
  16651. function CompressedTexture( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
  16652. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  16653. this.image = { width: width, height: height };
  16654. this.mipmaps = mipmaps;
  16655. // no flipping for cube textures
  16656. // (also flipping doesn't work for compressed textures )
  16657. this.flipY = false;
  16658. // can't generate mipmaps for compressed textures
  16659. // mips must be embedded in DDS files
  16660. this.generateMipmaps = false;
  16661. }
  16662. CompressedTexture.prototype = Object.create( Texture.prototype );
  16663. CompressedTexture.prototype.constructor = CompressedTexture;
  16664. CompressedTexture.prototype.isCompressedTexture = true;
  16665. /**
  16666. * @author mrdoob / http://mrdoob.com/
  16667. */
  16668. function CanvasTexture( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  16669. Texture.call( this, canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16670. this.needsUpdate = true;
  16671. }
  16672. CanvasTexture.prototype = Object.create( Texture.prototype );
  16673. CanvasTexture.prototype.constructor = CanvasTexture;
  16674. CanvasTexture.prototype.isCanvasTexture = true;
  16675. /**
  16676. * @author Matt DesLauriers / @mattdesl
  16677. * @author atix / arthursilber.de
  16678. */
  16679. function DepthTexture( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format ) {
  16680. format = format !== undefined ? format : DepthFormat;
  16681. if ( format !== DepthFormat && format !== DepthStencilFormat ) {
  16682. throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );
  16683. }
  16684. if ( type === undefined && format === DepthFormat ) { type = UnsignedShortType; }
  16685. if ( type === undefined && format === DepthStencilFormat ) { type = UnsignedInt248Type; }
  16686. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16687. this.image = { width: width, height: height };
  16688. this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
  16689. this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
  16690. this.flipY = false;
  16691. this.generateMipmaps = false;
  16692. }
  16693. DepthTexture.prototype = Object.create( Texture.prototype );
  16694. DepthTexture.prototype.constructor = DepthTexture;
  16695. DepthTexture.prototype.isDepthTexture = true;
  16696. /**
  16697. * @author mrdoob / http://mrdoob.com/
  16698. * @author Mugen87 / https://github.com/Mugen87
  16699. */
  16700. function WireframeGeometry( geometry ) {
  16701. BufferGeometry.call( this );
  16702. this.type = 'WireframeGeometry';
  16703. // buffer
  16704. var vertices = [];
  16705. // helper variables
  16706. var i, j, l, o, ol;
  16707. var edge = [ 0, 0 ], edges = {}, e, edge1, edge2;
  16708. var key, keys = [ 'a', 'b', 'c' ];
  16709. var vertex;
  16710. // different logic for Geometry and BufferGeometry
  16711. if ( geometry && geometry.isGeometry ) {
  16712. // create a data structure that contains all edges without duplicates
  16713. var faces = geometry.faces;
  16714. for ( i = 0, l = faces.length; i < l; i ++ ) {
  16715. var face = faces[ i ];
  16716. for ( j = 0; j < 3; j ++ ) {
  16717. edge1 = face[ keys[ j ] ];
  16718. edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
  16719. edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates
  16720. edge[ 1 ] = Math.max( edge1, edge2 );
  16721. key = edge[ 0 ] + ',' + edge[ 1 ];
  16722. if ( edges[ key ] === undefined ) {
  16723. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
  16724. }
  16725. }
  16726. }
  16727. // generate vertices
  16728. for ( key in edges ) {
  16729. e = edges[ key ];
  16730. vertex = geometry.vertices[ e.index1 ];
  16731. vertices.push( vertex.x, vertex.y, vertex.z );
  16732. vertex = geometry.vertices[ e.index2 ];
  16733. vertices.push( vertex.x, vertex.y, vertex.z );
  16734. }
  16735. } else if ( geometry && geometry.isBufferGeometry ) {
  16736. var position, indices, groups;
  16737. var group, start, count;
  16738. var index1, index2;
  16739. vertex = new Vector3();
  16740. if ( geometry.index !== null ) {
  16741. // indexed BufferGeometry
  16742. position = geometry.attributes.position;
  16743. indices = geometry.index;
  16744. groups = geometry.groups;
  16745. if ( groups.length === 0 ) {
  16746. groups = [ { start: 0, count: indices.count, materialIndex: 0 } ];
  16747. }
  16748. // create a data structure that contains all eges without duplicates
  16749. for ( o = 0, ol = groups.length; o < ol; ++ o ) {
  16750. group = groups[ o ];
  16751. start = group.start;
  16752. count = group.count;
  16753. for ( i = start, l = ( start + count ); i < l; i += 3 ) {
  16754. for ( j = 0; j < 3; j ++ ) {
  16755. edge1 = indices.getX( i + j );
  16756. edge2 = indices.getX( i + ( j + 1 ) % 3 );
  16757. edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates
  16758. edge[ 1 ] = Math.max( edge1, edge2 );
  16759. key = edge[ 0 ] + ',' + edge[ 1 ];
  16760. if ( edges[ key ] === undefined ) {
  16761. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
  16762. }
  16763. }
  16764. }
  16765. }
  16766. // generate vertices
  16767. for ( key in edges ) {
  16768. e = edges[ key ];
  16769. vertex.fromBufferAttribute( position, e.index1 );
  16770. vertices.push( vertex.x, vertex.y, vertex.z );
  16771. vertex.fromBufferAttribute( position, e.index2 );
  16772. vertices.push( vertex.x, vertex.y, vertex.z );
  16773. }
  16774. } else {
  16775. // non-indexed BufferGeometry
  16776. position = geometry.attributes.position;
  16777. for ( i = 0, l = ( position.count / 3 ); i < l; i ++ ) {
  16778. for ( j = 0; j < 3; j ++ ) {
  16779. // three edges per triangle, an edge is represented as (index1, index2)
  16780. // e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)
  16781. index1 = 3 * i + j;
  16782. vertex.fromBufferAttribute( position, index1 );
  16783. vertices.push( vertex.x, vertex.y, vertex.z );
  16784. index2 = 3 * i + ( ( j + 1 ) % 3 );
  16785. vertex.fromBufferAttribute( position, index2 );
  16786. vertices.push( vertex.x, vertex.y, vertex.z );
  16787. }
  16788. }
  16789. }
  16790. }
  16791. // build geometry
  16792. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  16793. }
  16794. WireframeGeometry.prototype = Object.create( BufferGeometry.prototype );
  16795. WireframeGeometry.prototype.constructor = WireframeGeometry;
  16796. /**
  16797. * @author zz85 / https://github.com/zz85
  16798. * @author Mugen87 / https://github.com/Mugen87
  16799. *
  16800. * Parametric Surfaces Geometry
  16801. * based on the brilliant article by @prideout https://prideout.net/blog/old/blog/index.html@p=44.html
  16802. */
  16803. // ParametricGeometry
  16804. function ParametricGeometry( func, slices, stacks ) {
  16805. Geometry.call( this );
  16806. this.type = 'ParametricGeometry';
  16807. this.parameters = {
  16808. func: func,
  16809. slices: slices,
  16810. stacks: stacks
  16811. };
  16812. this.fromBufferGeometry( new ParametricBufferGeometry( func, slices, stacks ) );
  16813. this.mergeVertices();
  16814. }
  16815. ParametricGeometry.prototype = Object.create( Geometry.prototype );
  16816. ParametricGeometry.prototype.constructor = ParametricGeometry;
  16817. // ParametricBufferGeometry
  16818. function ParametricBufferGeometry( func, slices, stacks ) {
  16819. BufferGeometry.call( this );
  16820. this.type = 'ParametricBufferGeometry';
  16821. this.parameters = {
  16822. func: func,
  16823. slices: slices,
  16824. stacks: stacks
  16825. };
  16826. // buffers
  16827. var indices = [];
  16828. var vertices = [];
  16829. var normals = [];
  16830. var uvs = [];
  16831. var EPS = 0.00001;
  16832. var normal = new Vector3();
  16833. var p0 = new Vector3(), p1 = new Vector3();
  16834. var pu = new Vector3(), pv = new Vector3();
  16835. var i, j;
  16836. if ( func.length < 3 ) {
  16837. console.error( 'THREE.ParametricGeometry: Function must now modify a Vector3 as third parameter.' );
  16838. }
  16839. // generate vertices, normals and uvs
  16840. var sliceCount = slices + 1;
  16841. for ( i = 0; i <= stacks; i ++ ) {
  16842. var v = i / stacks;
  16843. for ( j = 0; j <= slices; j ++ ) {
  16844. var u = j / slices;
  16845. // vertex
  16846. func( u, v, p0 );
  16847. vertices.push( p0.x, p0.y, p0.z );
  16848. // normal
  16849. // approximate tangent vectors via finite differences
  16850. if ( u - EPS >= 0 ) {
  16851. func( u - EPS, v, p1 );
  16852. pu.subVectors( p0, p1 );
  16853. } else {
  16854. func( u + EPS, v, p1 );
  16855. pu.subVectors( p1, p0 );
  16856. }
  16857. if ( v - EPS >= 0 ) {
  16858. func( u, v - EPS, p1 );
  16859. pv.subVectors( p0, p1 );
  16860. } else {
  16861. func( u, v + EPS, p1 );
  16862. pv.subVectors( p1, p0 );
  16863. }
  16864. // cross product of tangent vectors returns surface normal
  16865. normal.crossVectors( pu, pv ).normalize();
  16866. normals.push( normal.x, normal.y, normal.z );
  16867. // uv
  16868. uvs.push( u, v );
  16869. }
  16870. }
  16871. // generate indices
  16872. for ( i = 0; i < stacks; i ++ ) {
  16873. for ( j = 0; j < slices; j ++ ) {
  16874. var a = i * sliceCount + j;
  16875. var b = i * sliceCount + j + 1;
  16876. var c = ( i + 1 ) * sliceCount + j + 1;
  16877. var d = ( i + 1 ) * sliceCount + j;
  16878. // faces one and two
  16879. indices.push( a, b, d );
  16880. indices.push( b, c, d );
  16881. }
  16882. }
  16883. // build geometry
  16884. this.setIndex( indices );
  16885. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  16886. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  16887. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  16888. }
  16889. ParametricBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  16890. ParametricBufferGeometry.prototype.constructor = ParametricBufferGeometry;
  16891. /**
  16892. * @author clockworkgeek / https://github.com/clockworkgeek
  16893. * @author timothypratley / https://github.com/timothypratley
  16894. * @author WestLangley / http://github.com/WestLangley
  16895. * @author Mugen87 / https://github.com/Mugen87
  16896. */
  16897. // PolyhedronGeometry
  16898. function PolyhedronGeometry( vertices, indices, radius, detail ) {
  16899. Geometry.call( this );
  16900. this.type = 'PolyhedronGeometry';
  16901. this.parameters = {
  16902. vertices: vertices,
  16903. indices: indices,
  16904. radius: radius,
  16905. detail: detail
  16906. };
  16907. this.fromBufferGeometry( new PolyhedronBufferGeometry( vertices, indices, radius, detail ) );
  16908. this.mergeVertices();
  16909. }
  16910. PolyhedronGeometry.prototype = Object.create( Geometry.prototype );
  16911. PolyhedronGeometry.prototype.constructor = PolyhedronGeometry;
  16912. // PolyhedronBufferGeometry
  16913. function PolyhedronBufferGeometry( vertices, indices, radius, detail ) {
  16914. BufferGeometry.call( this );
  16915. this.type = 'PolyhedronBufferGeometry';
  16916. this.parameters = {
  16917. vertices: vertices,
  16918. indices: indices,
  16919. radius: radius,
  16920. detail: detail
  16921. };
  16922. radius = radius || 1;
  16923. detail = detail || 0;
  16924. // default buffer data
  16925. var vertexBuffer = [];
  16926. var uvBuffer = [];
  16927. // the subdivision creates the vertex buffer data
  16928. subdivide( detail );
  16929. // all vertices should lie on a conceptual sphere with a given radius
  16930. applyRadius( radius );
  16931. // finally, create the uv data
  16932. generateUVs();
  16933. // build non-indexed geometry
  16934. this.setAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) );
  16935. this.setAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) );
  16936. this.setAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );
  16937. if ( detail === 0 ) {
  16938. this.computeVertexNormals(); // flat normals
  16939. } else {
  16940. this.normalizeNormals(); // smooth normals
  16941. }
  16942. // helper functions
  16943. function subdivide( detail ) {
  16944. var a = new Vector3();
  16945. var b = new Vector3();
  16946. var c = new Vector3();
  16947. // iterate over all faces and apply a subdivison with the given detail value
  16948. for ( var i = 0; i < indices.length; i += 3 ) {
  16949. // get the vertices of the face
  16950. getVertexByIndex( indices[ i + 0 ], a );
  16951. getVertexByIndex( indices[ i + 1 ], b );
  16952. getVertexByIndex( indices[ i + 2 ], c );
  16953. // perform subdivision
  16954. subdivideFace( a, b, c, detail );
  16955. }
  16956. }
  16957. function subdivideFace( a, b, c, detail ) {
  16958. var cols = Math.pow( 2, detail );
  16959. // we use this multidimensional array as a data structure for creating the subdivision
  16960. var v = [];
  16961. var i, j;
  16962. // construct all of the vertices for this subdivision
  16963. for ( i = 0; i <= cols; i ++ ) {
  16964. v[ i ] = [];
  16965. var aj = a.clone().lerp( c, i / cols );
  16966. var bj = b.clone().lerp( c, i / cols );
  16967. var rows = cols - i;
  16968. for ( j = 0; j <= rows; j ++ ) {
  16969. if ( j === 0 && i === cols ) {
  16970. v[ i ][ j ] = aj;
  16971. } else {
  16972. v[ i ][ j ] = aj.clone().lerp( bj, j / rows );
  16973. }
  16974. }
  16975. }
  16976. // construct all of the faces
  16977. for ( i = 0; i < cols; i ++ ) {
  16978. for ( j = 0; j < 2 * ( cols - i ) - 1; j ++ ) {
  16979. var k = Math.floor( j / 2 );
  16980. if ( j % 2 === 0 ) {
  16981. pushVertex( v[ i ][ k + 1 ] );
  16982. pushVertex( v[ i + 1 ][ k ] );
  16983. pushVertex( v[ i ][ k ] );
  16984. } else {
  16985. pushVertex( v[ i ][ k + 1 ] );
  16986. pushVertex( v[ i + 1 ][ k + 1 ] );
  16987. pushVertex( v[ i + 1 ][ k ] );
  16988. }
  16989. }
  16990. }
  16991. }
  16992. function applyRadius( radius ) {
  16993. var vertex = new Vector3();
  16994. // iterate over the entire buffer and apply the radius to each vertex
  16995. for ( var i = 0; i < vertexBuffer.length; i += 3 ) {
  16996. vertex.x = vertexBuffer[ i + 0 ];
  16997. vertex.y = vertexBuffer[ i + 1 ];
  16998. vertex.z = vertexBuffer[ i + 2 ];
  16999. vertex.normalize().multiplyScalar( radius );
  17000. vertexBuffer[ i + 0 ] = vertex.x;
  17001. vertexBuffer[ i + 1 ] = vertex.y;
  17002. vertexBuffer[ i + 2 ] = vertex.z;
  17003. }
  17004. }
  17005. function generateUVs() {
  17006. var vertex = new Vector3();
  17007. for ( var i = 0; i < vertexBuffer.length; i += 3 ) {
  17008. vertex.x = vertexBuffer[ i + 0 ];
  17009. vertex.y = vertexBuffer[ i + 1 ];
  17010. vertex.z = vertexBuffer[ i + 2 ];
  17011. var u = azimuth( vertex ) / 2 / Math.PI + 0.5;
  17012. var v = inclination( vertex ) / Math.PI + 0.5;
  17013. uvBuffer.push( u, 1 - v );
  17014. }
  17015. correctUVs();
  17016. correctSeam();
  17017. }
  17018. function correctSeam() {
  17019. // handle case when face straddles the seam, see #3269
  17020. for ( var i = 0; i < uvBuffer.length; i += 6 ) {
  17021. // uv data of a single face
  17022. var x0 = uvBuffer[ i + 0 ];
  17023. var x1 = uvBuffer[ i + 2 ];
  17024. var x2 = uvBuffer[ i + 4 ];
  17025. var max = Math.max( x0, x1, x2 );
  17026. var min = Math.min( x0, x1, x2 );
  17027. // 0.9 is somewhat arbitrary
  17028. if ( max > 0.9 && min < 0.1 ) {
  17029. if ( x0 < 0.2 ) { uvBuffer[ i + 0 ] += 1; }
  17030. if ( x1 < 0.2 ) { uvBuffer[ i + 2 ] += 1; }
  17031. if ( x2 < 0.2 ) { uvBuffer[ i + 4 ] += 1; }
  17032. }
  17033. }
  17034. }
  17035. function pushVertex( vertex ) {
  17036. vertexBuffer.push( vertex.x, vertex.y, vertex.z );
  17037. }
  17038. function getVertexByIndex( index, vertex ) {
  17039. var stride = index * 3;
  17040. vertex.x = vertices[ stride + 0 ];
  17041. vertex.y = vertices[ stride + 1 ];
  17042. vertex.z = vertices[ stride + 2 ];
  17043. }
  17044. function correctUVs() {
  17045. var a = new Vector3();
  17046. var b = new Vector3();
  17047. var c = new Vector3();
  17048. var centroid = new Vector3();
  17049. var uvA = new Vector2();
  17050. var uvB = new Vector2();
  17051. var uvC = new Vector2();
  17052. for ( var i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {
  17053. a.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );
  17054. b.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );
  17055. c.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );
  17056. uvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );
  17057. uvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );
  17058. uvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );
  17059. centroid.copy( a ).add( b ).add( c ).divideScalar( 3 );
  17060. var azi = azimuth( centroid );
  17061. correctUV( uvA, j + 0, a, azi );
  17062. correctUV( uvB, j + 2, b, azi );
  17063. correctUV( uvC, j + 4, c, azi );
  17064. }
  17065. }
  17066. function correctUV( uv, stride, vector, azimuth ) {
  17067. if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {
  17068. uvBuffer[ stride ] = uv.x - 1;
  17069. }
  17070. if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {
  17071. uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;
  17072. }
  17073. }
  17074. // Angle around the Y axis, counter-clockwise when looking from above.
  17075. function azimuth( vector ) {
  17076. return Math.atan2( vector.z, - vector.x );
  17077. }
  17078. // Angle above the XZ plane.
  17079. function inclination( vector ) {
  17080. return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );
  17081. }
  17082. }
  17083. PolyhedronBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17084. PolyhedronBufferGeometry.prototype.constructor = PolyhedronBufferGeometry;
  17085. /**
  17086. * @author timothypratley / https://github.com/timothypratley
  17087. * @author Mugen87 / https://github.com/Mugen87
  17088. */
  17089. // TetrahedronGeometry
  17090. function TetrahedronGeometry( radius, detail ) {
  17091. Geometry.call( this );
  17092. this.type = 'TetrahedronGeometry';
  17093. this.parameters = {
  17094. radius: radius,
  17095. detail: detail
  17096. };
  17097. this.fromBufferGeometry( new TetrahedronBufferGeometry( radius, detail ) );
  17098. this.mergeVertices();
  17099. }
  17100. TetrahedronGeometry.prototype = Object.create( Geometry.prototype );
  17101. TetrahedronGeometry.prototype.constructor = TetrahedronGeometry;
  17102. // TetrahedronBufferGeometry
  17103. function TetrahedronBufferGeometry( radius, detail ) {
  17104. var vertices = [
  17105. 1, 1, 1, - 1, - 1, 1, - 1, 1, - 1, 1, - 1, - 1
  17106. ];
  17107. var indices = [
  17108. 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1
  17109. ];
  17110. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17111. this.type = 'TetrahedronBufferGeometry';
  17112. this.parameters = {
  17113. radius: radius,
  17114. detail: detail
  17115. };
  17116. }
  17117. TetrahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17118. TetrahedronBufferGeometry.prototype.constructor = TetrahedronBufferGeometry;
  17119. /**
  17120. * @author timothypratley / https://github.com/timothypratley
  17121. * @author Mugen87 / https://github.com/Mugen87
  17122. */
  17123. // OctahedronGeometry
  17124. function OctahedronGeometry( radius, detail ) {
  17125. Geometry.call( this );
  17126. this.type = 'OctahedronGeometry';
  17127. this.parameters = {
  17128. radius: radius,
  17129. detail: detail
  17130. };
  17131. this.fromBufferGeometry( new OctahedronBufferGeometry( radius, detail ) );
  17132. this.mergeVertices();
  17133. }
  17134. OctahedronGeometry.prototype = Object.create( Geometry.prototype );
  17135. OctahedronGeometry.prototype.constructor = OctahedronGeometry;
  17136. // OctahedronBufferGeometry
  17137. function OctahedronBufferGeometry( radius, detail ) {
  17138. var vertices = [
  17139. 1, 0, 0, - 1, 0, 0, 0, 1, 0,
  17140. 0, - 1, 0, 0, 0, 1, 0, 0, - 1
  17141. ];
  17142. var indices = [
  17143. 0, 2, 4, 0, 4, 3, 0, 3, 5,
  17144. 0, 5, 2, 1, 2, 5, 1, 5, 3,
  17145. 1, 3, 4, 1, 4, 2
  17146. ];
  17147. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17148. this.type = 'OctahedronBufferGeometry';
  17149. this.parameters = {
  17150. radius: radius,
  17151. detail: detail
  17152. };
  17153. }
  17154. OctahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17155. OctahedronBufferGeometry.prototype.constructor = OctahedronBufferGeometry;
  17156. /**
  17157. * @author timothypratley / https://github.com/timothypratley
  17158. * @author Mugen87 / https://github.com/Mugen87
  17159. */
  17160. // IcosahedronGeometry
  17161. function IcosahedronGeometry( radius, detail ) {
  17162. Geometry.call( this );
  17163. this.type = 'IcosahedronGeometry';
  17164. this.parameters = {
  17165. radius: radius,
  17166. detail: detail
  17167. };
  17168. this.fromBufferGeometry( new IcosahedronBufferGeometry( radius, detail ) );
  17169. this.mergeVertices();
  17170. }
  17171. IcosahedronGeometry.prototype = Object.create( Geometry.prototype );
  17172. IcosahedronGeometry.prototype.constructor = IcosahedronGeometry;
  17173. // IcosahedronBufferGeometry
  17174. function IcosahedronBufferGeometry( radius, detail ) {
  17175. var t = ( 1 + Math.sqrt( 5 ) ) / 2;
  17176. var vertices = [
  17177. - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, 0,
  17178. 0, - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t,
  17179. t, 0, - 1, t, 0, 1, - t, 0, - 1, - t, 0, 1
  17180. ];
  17181. var indices = [
  17182. 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11,
  17183. 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8,
  17184. 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9,
  17185. 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1
  17186. ];
  17187. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17188. this.type = 'IcosahedronBufferGeometry';
  17189. this.parameters = {
  17190. radius: radius,
  17191. detail: detail
  17192. };
  17193. }
  17194. IcosahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17195. IcosahedronBufferGeometry.prototype.constructor = IcosahedronBufferGeometry;
  17196. /**
  17197. * @author Abe Pazos / https://hamoid.com
  17198. * @author Mugen87 / https://github.com/Mugen87
  17199. */
  17200. // DodecahedronGeometry
  17201. function DodecahedronGeometry( radius, detail ) {
  17202. Geometry.call( this );
  17203. this.type = 'DodecahedronGeometry';
  17204. this.parameters = {
  17205. radius: radius,
  17206. detail: detail
  17207. };
  17208. this.fromBufferGeometry( new DodecahedronBufferGeometry( radius, detail ) );
  17209. this.mergeVertices();
  17210. }
  17211. DodecahedronGeometry.prototype = Object.create( Geometry.prototype );
  17212. DodecahedronGeometry.prototype.constructor = DodecahedronGeometry;
  17213. // DodecahedronBufferGeometry
  17214. function DodecahedronBufferGeometry( radius, detail ) {
  17215. var t = ( 1 + Math.sqrt( 5 ) ) / 2;
  17216. var r = 1 / t;
  17217. var vertices = [
  17218. // (±1, ±1, ±1)
  17219. - 1, - 1, - 1, - 1, - 1, 1,
  17220. - 1, 1, - 1, - 1, 1, 1,
  17221. 1, - 1, - 1, 1, - 1, 1,
  17222. 1, 1, - 1, 1, 1, 1,
  17223. // (0, ±1/φ, ±φ)
  17224. 0, - r, - t, 0, - r, t,
  17225. 0, r, - t, 0, r, t,
  17226. // (±1/φ, ±φ, 0)
  17227. - r, - t, 0, - r, t, 0,
  17228. r, - t, 0, r, t, 0,
  17229. // (±φ, 0, ±1/φ)
  17230. - t, 0, - r, t, 0, - r,
  17231. - t, 0, r, t, 0, r
  17232. ];
  17233. var indices = [
  17234. 3, 11, 7, 3, 7, 15, 3, 15, 13,
  17235. 7, 19, 17, 7, 17, 6, 7, 6, 15,
  17236. 17, 4, 8, 17, 8, 10, 17, 10, 6,
  17237. 8, 0, 16, 8, 16, 2, 8, 2, 10,
  17238. 0, 12, 1, 0, 1, 18, 0, 18, 16,
  17239. 6, 10, 2, 6, 2, 13, 6, 13, 15,
  17240. 2, 16, 18, 2, 18, 3, 2, 3, 13,
  17241. 18, 1, 9, 18, 9, 11, 18, 11, 3,
  17242. 4, 14, 12, 4, 12, 0, 4, 0, 8,
  17243. 11, 9, 5, 11, 5, 19, 11, 19, 7,
  17244. 19, 5, 14, 19, 14, 4, 19, 4, 17,
  17245. 1, 12, 14, 1, 14, 5, 1, 5, 9
  17246. ];
  17247. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17248. this.type = 'DodecahedronBufferGeometry';
  17249. this.parameters = {
  17250. radius: radius,
  17251. detail: detail
  17252. };
  17253. }
  17254. DodecahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17255. DodecahedronBufferGeometry.prototype.constructor = DodecahedronBufferGeometry;
  17256. /**
  17257. * @author oosmoxiecode / https://github.com/oosmoxiecode
  17258. * @author WestLangley / https://github.com/WestLangley
  17259. * @author zz85 / https://github.com/zz85
  17260. * @author miningold / https://github.com/miningold
  17261. * @author jonobr1 / https://github.com/jonobr1
  17262. * @author Mugen87 / https://github.com/Mugen87
  17263. *
  17264. */
  17265. // TubeGeometry
  17266. function TubeGeometry( path, tubularSegments, radius, radialSegments, closed, taper ) {
  17267. Geometry.call( this );
  17268. this.type = 'TubeGeometry';
  17269. this.parameters = {
  17270. path: path,
  17271. tubularSegments: tubularSegments,
  17272. radius: radius,
  17273. radialSegments: radialSegments,
  17274. closed: closed
  17275. };
  17276. if ( taper !== undefined ) { console.warn( 'THREE.TubeGeometry: taper has been removed.' ); }
  17277. var bufferGeometry = new TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed );
  17278. // expose internals
  17279. this.tangents = bufferGeometry.tangents;
  17280. this.normals = bufferGeometry.normals;
  17281. this.binormals = bufferGeometry.binormals;
  17282. // create geometry
  17283. this.fromBufferGeometry( bufferGeometry );
  17284. this.mergeVertices();
  17285. }
  17286. TubeGeometry.prototype = Object.create( Geometry.prototype );
  17287. TubeGeometry.prototype.constructor = TubeGeometry;
  17288. // TubeBufferGeometry
  17289. function TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed ) {
  17290. BufferGeometry.call( this );
  17291. this.type = 'TubeBufferGeometry';
  17292. this.parameters = {
  17293. path: path,
  17294. tubularSegments: tubularSegments,
  17295. radius: radius,
  17296. radialSegments: radialSegments,
  17297. closed: closed
  17298. };
  17299. tubularSegments = tubularSegments || 64;
  17300. radius = radius || 1;
  17301. radialSegments = radialSegments || 8;
  17302. closed = closed || false;
  17303. var frames = path.computeFrenetFrames( tubularSegments, closed );
  17304. // expose internals
  17305. this.tangents = frames.tangents;
  17306. this.normals = frames.normals;
  17307. this.binormals = frames.binormals;
  17308. // helper variables
  17309. var vertex = new Vector3();
  17310. var normal = new Vector3();
  17311. var uv = new Vector2();
  17312. var P = new Vector3();
  17313. var i, j;
  17314. // buffer
  17315. var vertices = [];
  17316. var normals = [];
  17317. var uvs = [];
  17318. var indices = [];
  17319. // create buffer data
  17320. generateBufferData();
  17321. // build geometry
  17322. this.setIndex( indices );
  17323. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17324. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17325. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17326. // functions
  17327. function generateBufferData() {
  17328. for ( i = 0; i < tubularSegments; i ++ ) {
  17329. generateSegment( i );
  17330. }
  17331. // if the geometry is not closed, generate the last row of vertices and normals
  17332. // at the regular position on the given path
  17333. //
  17334. // if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)
  17335. generateSegment( ( closed === false ) ? tubularSegments : 0 );
  17336. // uvs are generated in a separate function.
  17337. // this makes it easy compute correct values for closed geometries
  17338. generateUVs();
  17339. // finally create faces
  17340. generateIndices();
  17341. }
  17342. function generateSegment( i ) {
  17343. // we use getPointAt to sample evenly distributed points from the given path
  17344. P = path.getPointAt( i / tubularSegments, P );
  17345. // retrieve corresponding normal and binormal
  17346. var N = frames.normals[ i ];
  17347. var B = frames.binormals[ i ];
  17348. // generate normals and vertices for the current segment
  17349. for ( j = 0; j <= radialSegments; j ++ ) {
  17350. var v = j / radialSegments * Math.PI * 2;
  17351. var sin = Math.sin( v );
  17352. var cos = - Math.cos( v );
  17353. // normal
  17354. normal.x = ( cos * N.x + sin * B.x );
  17355. normal.y = ( cos * N.y + sin * B.y );
  17356. normal.z = ( cos * N.z + sin * B.z );
  17357. normal.normalize();
  17358. normals.push( normal.x, normal.y, normal.z );
  17359. // vertex
  17360. vertex.x = P.x + radius * normal.x;
  17361. vertex.y = P.y + radius * normal.y;
  17362. vertex.z = P.z + radius * normal.z;
  17363. vertices.push( vertex.x, vertex.y, vertex.z );
  17364. }
  17365. }
  17366. function generateIndices() {
  17367. for ( j = 1; j <= tubularSegments; j ++ ) {
  17368. for ( i = 1; i <= radialSegments; i ++ ) {
  17369. var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  17370. var b = ( radialSegments + 1 ) * j + ( i - 1 );
  17371. var c = ( radialSegments + 1 ) * j + i;
  17372. var d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  17373. // faces
  17374. indices.push( a, b, d );
  17375. indices.push( b, c, d );
  17376. }
  17377. }
  17378. }
  17379. function generateUVs() {
  17380. for ( i = 0; i <= tubularSegments; i ++ ) {
  17381. for ( j = 0; j <= radialSegments; j ++ ) {
  17382. uv.x = i / tubularSegments;
  17383. uv.y = j / radialSegments;
  17384. uvs.push( uv.x, uv.y );
  17385. }
  17386. }
  17387. }
  17388. }
  17389. TubeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17390. TubeBufferGeometry.prototype.constructor = TubeBufferGeometry;
  17391. TubeBufferGeometry.prototype.toJSON = function () {
  17392. var data = BufferGeometry.prototype.toJSON.call( this );
  17393. data.path = this.parameters.path.toJSON();
  17394. return data;
  17395. };
  17396. /**
  17397. * @author oosmoxiecode
  17398. * @author Mugen87 / https://github.com/Mugen87
  17399. *
  17400. * based on http://www.blackpawn.com/texts/pqtorus/
  17401. */
  17402. // TorusKnotGeometry
  17403. function TorusKnotGeometry( radius, tube, tubularSegments, radialSegments, p, q, heightScale ) {
  17404. Geometry.call( this );
  17405. this.type = 'TorusKnotGeometry';
  17406. this.parameters = {
  17407. radius: radius,
  17408. tube: tube,
  17409. tubularSegments: tubularSegments,
  17410. radialSegments: radialSegments,
  17411. p: p,
  17412. q: q
  17413. };
  17414. if ( heightScale !== undefined ) { console.warn( 'THREE.TorusKnotGeometry: heightScale has been deprecated. Use .scale( x, y, z ) instead.' ); }
  17415. this.fromBufferGeometry( new TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) );
  17416. this.mergeVertices();
  17417. }
  17418. TorusKnotGeometry.prototype = Object.create( Geometry.prototype );
  17419. TorusKnotGeometry.prototype.constructor = TorusKnotGeometry;
  17420. // TorusKnotBufferGeometry
  17421. function TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) {
  17422. BufferGeometry.call( this );
  17423. this.type = 'TorusKnotBufferGeometry';
  17424. this.parameters = {
  17425. radius: radius,
  17426. tube: tube,
  17427. tubularSegments: tubularSegments,
  17428. radialSegments: radialSegments,
  17429. p: p,
  17430. q: q
  17431. };
  17432. radius = radius || 1;
  17433. tube = tube || 0.4;
  17434. tubularSegments = Math.floor( tubularSegments ) || 64;
  17435. radialSegments = Math.floor( radialSegments ) || 8;
  17436. p = p || 2;
  17437. q = q || 3;
  17438. // buffers
  17439. var indices = [];
  17440. var vertices = [];
  17441. var normals = [];
  17442. var uvs = [];
  17443. // helper variables
  17444. var i, j;
  17445. var vertex = new Vector3();
  17446. var normal = new Vector3();
  17447. var P1 = new Vector3();
  17448. var P2 = new Vector3();
  17449. var B = new Vector3();
  17450. var T = new Vector3();
  17451. var N = new Vector3();
  17452. // generate vertices, normals and uvs
  17453. for ( i = 0; i <= tubularSegments; ++ i ) {
  17454. // the radian "u" is used to calculate the position on the torus curve of the current tubular segement
  17455. var u = i / tubularSegments * p * Math.PI * 2;
  17456. // now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.
  17457. // these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions
  17458. calculatePositionOnCurve( u, p, q, radius, P1 );
  17459. calculatePositionOnCurve( u + 0.01, p, q, radius, P2 );
  17460. // calculate orthonormal basis
  17461. T.subVectors( P2, P1 );
  17462. N.addVectors( P2, P1 );
  17463. B.crossVectors( T, N );
  17464. N.crossVectors( B, T );
  17465. // normalize B, N. T can be ignored, we don't use it
  17466. B.normalize();
  17467. N.normalize();
  17468. for ( j = 0; j <= radialSegments; ++ j ) {
  17469. // now calculate the vertices. they are nothing more than an extrusion of the torus curve.
  17470. // because we extrude a shape in the xy-plane, there is no need to calculate a z-value.
  17471. var v = j / radialSegments * Math.PI * 2;
  17472. var cx = - tube * Math.cos( v );
  17473. var cy = tube * Math.sin( v );
  17474. // now calculate the final vertex position.
  17475. // first we orient the extrusion with our basis vectos, then we add it to the current position on the curve
  17476. vertex.x = P1.x + ( cx * N.x + cy * B.x );
  17477. vertex.y = P1.y + ( cx * N.y + cy * B.y );
  17478. vertex.z = P1.z + ( cx * N.z + cy * B.z );
  17479. vertices.push( vertex.x, vertex.y, vertex.z );
  17480. // normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)
  17481. normal.subVectors( vertex, P1 ).normalize();
  17482. normals.push( normal.x, normal.y, normal.z );
  17483. // uv
  17484. uvs.push( i / tubularSegments );
  17485. uvs.push( j / radialSegments );
  17486. }
  17487. }
  17488. // generate indices
  17489. for ( j = 1; j <= tubularSegments; j ++ ) {
  17490. for ( i = 1; i <= radialSegments; i ++ ) {
  17491. // indices
  17492. var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  17493. var b = ( radialSegments + 1 ) * j + ( i - 1 );
  17494. var c = ( radialSegments + 1 ) * j + i;
  17495. var d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  17496. // faces
  17497. indices.push( a, b, d );
  17498. indices.push( b, c, d );
  17499. }
  17500. }
  17501. // build geometry
  17502. this.setIndex( indices );
  17503. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17504. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17505. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17506. // this function calculates the current position on the torus curve
  17507. function calculatePositionOnCurve( u, p, q, radius, position ) {
  17508. var cu = Math.cos( u );
  17509. var su = Math.sin( u );
  17510. var quOverP = q / p * u;
  17511. var cs = Math.cos( quOverP );
  17512. position.x = radius * ( 2 + cs ) * 0.5 * cu;
  17513. position.y = radius * ( 2 + cs ) * su * 0.5;
  17514. position.z = radius * Math.sin( quOverP ) * 0.5;
  17515. }
  17516. }
  17517. TorusKnotBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17518. TorusKnotBufferGeometry.prototype.constructor = TorusKnotBufferGeometry;
  17519. /**
  17520. * @author oosmoxiecode
  17521. * @author mrdoob / http://mrdoob.com/
  17522. * @author Mugen87 / https://github.com/Mugen87
  17523. */
  17524. // TorusGeometry
  17525. function TorusGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
  17526. Geometry.call( this );
  17527. this.type = 'TorusGeometry';
  17528. this.parameters = {
  17529. radius: radius,
  17530. tube: tube,
  17531. radialSegments: radialSegments,
  17532. tubularSegments: tubularSegments,
  17533. arc: arc
  17534. };
  17535. this.fromBufferGeometry( new TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) );
  17536. this.mergeVertices();
  17537. }
  17538. TorusGeometry.prototype = Object.create( Geometry.prototype );
  17539. TorusGeometry.prototype.constructor = TorusGeometry;
  17540. // TorusBufferGeometry
  17541. function TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
  17542. BufferGeometry.call( this );
  17543. this.type = 'TorusBufferGeometry';
  17544. this.parameters = {
  17545. radius: radius,
  17546. tube: tube,
  17547. radialSegments: radialSegments,
  17548. tubularSegments: tubularSegments,
  17549. arc: arc
  17550. };
  17551. radius = radius || 1;
  17552. tube = tube || 0.4;
  17553. radialSegments = Math.floor( radialSegments ) || 8;
  17554. tubularSegments = Math.floor( tubularSegments ) || 6;
  17555. arc = arc || Math.PI * 2;
  17556. // buffers
  17557. var indices = [];
  17558. var vertices = [];
  17559. var normals = [];
  17560. var uvs = [];
  17561. // helper variables
  17562. var center = new Vector3();
  17563. var vertex = new Vector3();
  17564. var normal = new Vector3();
  17565. var j, i;
  17566. // generate vertices, normals and uvs
  17567. for ( j = 0; j <= radialSegments; j ++ ) {
  17568. for ( i = 0; i <= tubularSegments; i ++ ) {
  17569. var u = i / tubularSegments * arc;
  17570. var v = j / radialSegments * Math.PI * 2;
  17571. // vertex
  17572. vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
  17573. vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
  17574. vertex.z = tube * Math.sin( v );
  17575. vertices.push( vertex.x, vertex.y, vertex.z );
  17576. // normal
  17577. center.x = radius * Math.cos( u );
  17578. center.y = radius * Math.sin( u );
  17579. normal.subVectors( vertex, center ).normalize();
  17580. normals.push( normal.x, normal.y, normal.z );
  17581. // uv
  17582. uvs.push( i / tubularSegments );
  17583. uvs.push( j / radialSegments );
  17584. }
  17585. }
  17586. // generate indices
  17587. for ( j = 1; j <= radialSegments; j ++ ) {
  17588. for ( i = 1; i <= tubularSegments; i ++ ) {
  17589. // indices
  17590. var a = ( tubularSegments + 1 ) * j + i - 1;
  17591. var b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;
  17592. var c = ( tubularSegments + 1 ) * ( j - 1 ) + i;
  17593. var d = ( tubularSegments + 1 ) * j + i;
  17594. // faces
  17595. indices.push( a, b, d );
  17596. indices.push( b, c, d );
  17597. }
  17598. }
  17599. // build geometry
  17600. this.setIndex( indices );
  17601. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17602. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17603. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17604. }
  17605. TorusBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17606. TorusBufferGeometry.prototype.constructor = TorusBufferGeometry;
  17607. /**
  17608. * @author Mugen87 / https://github.com/Mugen87
  17609. * Port from https://github.com/mapbox/earcut (v2.1.5)
  17610. */
  17611. var Earcut = {
  17612. triangulate: function ( data, holeIndices, dim ) {
  17613. dim = dim || 2;
  17614. var hasHoles = holeIndices && holeIndices.length,
  17615. outerLen = hasHoles ? holeIndices[ 0 ] * dim : data.length,
  17616. outerNode = linkedList( data, 0, outerLen, dim, true ),
  17617. triangles = [];
  17618. if ( ! outerNode || outerNode.next === outerNode.prev ) { return triangles; }
  17619. var minX, minY, maxX, maxY, x, y, invSize;
  17620. if ( hasHoles ) { outerNode = eliminateHoles( data, holeIndices, outerNode, dim ); }
  17621. // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
  17622. if ( data.length > 80 * dim ) {
  17623. minX = maxX = data[ 0 ];
  17624. minY = maxY = data[ 1 ];
  17625. for ( var i = dim; i < outerLen; i += dim ) {
  17626. x = data[ i ];
  17627. y = data[ i + 1 ];
  17628. if ( x < minX ) { minX = x; }
  17629. if ( y < minY ) { minY = y; }
  17630. if ( x > maxX ) { maxX = x; }
  17631. if ( y > maxY ) { maxY = y; }
  17632. }
  17633. // minX, minY and invSize are later used to transform coords into integers for z-order calculation
  17634. invSize = Math.max( maxX - minX, maxY - minY );
  17635. invSize = invSize !== 0 ? 1 / invSize : 0;
  17636. }
  17637. earcutLinked( outerNode, triangles, dim, minX, minY, invSize );
  17638. return triangles;
  17639. }
  17640. };
  17641. // create a circular doubly linked list from polygon points in the specified winding order
  17642. function linkedList( data, start, end, dim, clockwise ) {
  17643. var i, last;
  17644. if ( clockwise === ( signedArea( data, start, end, dim ) > 0 ) ) {
  17645. for ( i = start; i < end; i += dim ) { last = insertNode( i, data[ i ], data[ i + 1 ], last ); }
  17646. } else {
  17647. for ( i = end - dim; i >= start; i -= dim ) { last = insertNode( i, data[ i ], data[ i + 1 ], last ); }
  17648. }
  17649. if ( last && equals( last, last.next ) ) {
  17650. removeNode( last );
  17651. last = last.next;
  17652. }
  17653. return last;
  17654. }
  17655. // eliminate colinear or duplicate points
  17656. function filterPoints( start, end ) {
  17657. if ( ! start ) { return start; }
  17658. if ( ! end ) { end = start; }
  17659. var p = start,
  17660. again;
  17661. do {
  17662. again = false;
  17663. if ( ! p.steiner && ( equals( p, p.next ) || area( p.prev, p, p.next ) === 0 ) ) {
  17664. removeNode( p );
  17665. p = end = p.prev;
  17666. if ( p === p.next ) { break; }
  17667. again = true;
  17668. } else {
  17669. p = p.next;
  17670. }
  17671. } while ( again || p !== end );
  17672. return end;
  17673. }
  17674. // main ear slicing loop which triangulates a polygon (given as a linked list)
  17675. function earcutLinked( ear, triangles, dim, minX, minY, invSize, pass ) {
  17676. if ( ! ear ) { return; }
  17677. // interlink polygon nodes in z-order
  17678. if ( ! pass && invSize ) { indexCurve( ear, minX, minY, invSize ); }
  17679. var stop = ear,
  17680. prev, next;
  17681. // iterate through ears, slicing them one by one
  17682. while ( ear.prev !== ear.next ) {
  17683. prev = ear.prev;
  17684. next = ear.next;
  17685. if ( invSize ? isEarHashed( ear, minX, minY, invSize ) : isEar( ear ) ) {
  17686. // cut off the triangle
  17687. triangles.push( prev.i / dim );
  17688. triangles.push( ear.i / dim );
  17689. triangles.push( next.i / dim );
  17690. removeNode( ear );
  17691. // skipping the next vertex leads to less sliver triangles
  17692. ear = next.next;
  17693. stop = next.next;
  17694. continue;
  17695. }
  17696. ear = next;
  17697. // if we looped through the whole remaining polygon and can't find any more ears
  17698. if ( ear === stop ) {
  17699. // try filtering points and slicing again
  17700. if ( ! pass ) {
  17701. earcutLinked( filterPoints( ear ), triangles, dim, minX, minY, invSize, 1 );
  17702. // if this didn't work, try curing all small self-intersections locally
  17703. } else if ( pass === 1 ) {
  17704. ear = cureLocalIntersections( ear, triangles, dim );
  17705. earcutLinked( ear, triangles, dim, minX, minY, invSize, 2 );
  17706. // as a last resort, try splitting the remaining polygon into two
  17707. } else if ( pass === 2 ) {
  17708. splitEarcut( ear, triangles, dim, minX, minY, invSize );
  17709. }
  17710. break;
  17711. }
  17712. }
  17713. }
  17714. // check whether a polygon node forms a valid ear with adjacent nodes
  17715. function isEar( ear ) {
  17716. var a = ear.prev,
  17717. b = ear,
  17718. c = ear.next;
  17719. if ( area( a, b, c ) >= 0 ) { return false; } // reflex, can't be an ear
  17720. // now make sure we don't have other points inside the potential ear
  17721. var p = ear.next.next;
  17722. while ( p !== ear.prev ) {
  17723. if ( pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17724. area( p.prev, p, p.next ) >= 0 ) { return false; }
  17725. p = p.next;
  17726. }
  17727. return true;
  17728. }
  17729. function isEarHashed( ear, minX, minY, invSize ) {
  17730. var a = ear.prev,
  17731. b = ear,
  17732. c = ear.next;
  17733. if ( area( a, b, c ) >= 0 ) { return false; } // reflex, can't be an ear
  17734. // triangle bbox; min & max are calculated like this for speed
  17735. var minTX = a.x < b.x ? ( a.x < c.x ? a.x : c.x ) : ( b.x < c.x ? b.x : c.x ),
  17736. minTY = a.y < b.y ? ( a.y < c.y ? a.y : c.y ) : ( b.y < c.y ? b.y : c.y ),
  17737. maxTX = a.x > b.x ? ( a.x > c.x ? a.x : c.x ) : ( b.x > c.x ? b.x : c.x ),
  17738. maxTY = a.y > b.y ? ( a.y > c.y ? a.y : c.y ) : ( b.y > c.y ? b.y : c.y );
  17739. // z-order range for the current triangle bbox;
  17740. var minZ = zOrder( minTX, minTY, minX, minY, invSize ),
  17741. maxZ = zOrder( maxTX, maxTY, minX, minY, invSize );
  17742. var p = ear.prevZ,
  17743. n = ear.nextZ;
  17744. // look for points inside the triangle in both directions
  17745. while ( p && p.z >= minZ && n && n.z <= maxZ ) {
  17746. if ( p !== ear.prev && p !== ear.next &&
  17747. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17748. area( p.prev, p, p.next ) >= 0 ) { return false; }
  17749. p = p.prevZ;
  17750. if ( n !== ear.prev && n !== ear.next &&
  17751. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&
  17752. area( n.prev, n, n.next ) >= 0 ) { return false; }
  17753. n = n.nextZ;
  17754. }
  17755. // look for remaining points in decreasing z-order
  17756. while ( p && p.z >= minZ ) {
  17757. if ( p !== ear.prev && p !== ear.next &&
  17758. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17759. area( p.prev, p, p.next ) >= 0 ) { return false; }
  17760. p = p.prevZ;
  17761. }
  17762. // look for remaining points in increasing z-order
  17763. while ( n && n.z <= maxZ ) {
  17764. if ( n !== ear.prev && n !== ear.next &&
  17765. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&
  17766. area( n.prev, n, n.next ) >= 0 ) { return false; }
  17767. n = n.nextZ;
  17768. }
  17769. return true;
  17770. }
  17771. // go through all polygon nodes and cure small local self-intersections
  17772. function cureLocalIntersections( start, triangles, dim ) {
  17773. var p = start;
  17774. do {
  17775. var a = p.prev,
  17776. b = p.next.next;
  17777. if ( ! equals( a, b ) && intersects( a, p, p.next, b ) && locallyInside( a, b ) && locallyInside( b, a ) ) {
  17778. triangles.push( a.i / dim );
  17779. triangles.push( p.i / dim );
  17780. triangles.push( b.i / dim );
  17781. // remove two nodes involved
  17782. removeNode( p );
  17783. removeNode( p.next );
  17784. p = start = b;
  17785. }
  17786. p = p.next;
  17787. } while ( p !== start );
  17788. return p;
  17789. }
  17790. // try splitting polygon into two and triangulate them independently
  17791. function splitEarcut( start, triangles, dim, minX, minY, invSize ) {
  17792. // look for a valid diagonal that divides the polygon into two
  17793. var a = start;
  17794. do {
  17795. var b = a.next.next;
  17796. while ( b !== a.prev ) {
  17797. if ( a.i !== b.i && isValidDiagonal( a, b ) ) {
  17798. // split the polygon in two by the diagonal
  17799. var c = splitPolygon( a, b );
  17800. // filter colinear points around the cuts
  17801. a = filterPoints( a, a.next );
  17802. c = filterPoints( c, c.next );
  17803. // run earcut on each half
  17804. earcutLinked( a, triangles, dim, minX, minY, invSize );
  17805. earcutLinked( c, triangles, dim, minX, minY, invSize );
  17806. return;
  17807. }
  17808. b = b.next;
  17809. }
  17810. a = a.next;
  17811. } while ( a !== start );
  17812. }
  17813. // link every hole into the outer loop, producing a single-ring polygon without holes
  17814. function eliminateHoles( data, holeIndices, outerNode, dim ) {
  17815. var queue = [],
  17816. i, len, start, end, list;
  17817. for ( i = 0, len = holeIndices.length; i < len; i ++ ) {
  17818. start = holeIndices[ i ] * dim;
  17819. end = i < len - 1 ? holeIndices[ i + 1 ] * dim : data.length;
  17820. list = linkedList( data, start, end, dim, false );
  17821. if ( list === list.next ) { list.steiner = true; }
  17822. queue.push( getLeftmost( list ) );
  17823. }
  17824. queue.sort( compareX );
  17825. // process holes from left to right
  17826. for ( i = 0; i < queue.length; i ++ ) {
  17827. eliminateHole( queue[ i ], outerNode );
  17828. outerNode = filterPoints( outerNode, outerNode.next );
  17829. }
  17830. return outerNode;
  17831. }
  17832. function compareX( a, b ) {
  17833. return a.x - b.x;
  17834. }
  17835. // find a bridge between vertices that connects hole with an outer ring and and link it
  17836. function eliminateHole( hole, outerNode ) {
  17837. outerNode = findHoleBridge( hole, outerNode );
  17838. if ( outerNode ) {
  17839. var b = splitPolygon( outerNode, hole );
  17840. filterPoints( b, b.next );
  17841. }
  17842. }
  17843. // David Eberly's algorithm for finding a bridge between hole and outer polygon
  17844. function findHoleBridge( hole, outerNode ) {
  17845. var p = outerNode,
  17846. hx = hole.x,
  17847. hy = hole.y,
  17848. qx = - Infinity,
  17849. m;
  17850. // find a segment intersected by a ray from the hole's leftmost point to the left;
  17851. // segment's endpoint with lesser x will be potential connection point
  17852. do {
  17853. if ( hy <= p.y && hy >= p.next.y && p.next.y !== p.y ) {
  17854. var x = p.x + ( hy - p.y ) * ( p.next.x - p.x ) / ( p.next.y - p.y );
  17855. if ( x <= hx && x > qx ) {
  17856. qx = x;
  17857. if ( x === hx ) {
  17858. if ( hy === p.y ) { return p; }
  17859. if ( hy === p.next.y ) { return p.next; }
  17860. }
  17861. m = p.x < p.next.x ? p : p.next;
  17862. }
  17863. }
  17864. p = p.next;
  17865. } while ( p !== outerNode );
  17866. if ( ! m ) { return null; }
  17867. if ( hx === qx ) { return m.prev; } // hole touches outer segment; pick lower endpoint
  17868. // look for points inside the triangle of hole point, segment intersection and endpoint;
  17869. // if there are no points found, we have a valid connection;
  17870. // otherwise choose the point of the minimum angle with the ray as connection point
  17871. var stop = m,
  17872. mx = m.x,
  17873. my = m.y,
  17874. tanMin = Infinity,
  17875. tan;
  17876. p = m.next;
  17877. while ( p !== stop ) {
  17878. if ( hx >= p.x && p.x >= mx && hx !== p.x &&
  17879. pointInTriangle( hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y ) ) {
  17880. tan = Math.abs( hy - p.y ) / ( hx - p.x ); // tangential
  17881. if ( ( tan < tanMin || ( tan === tanMin && p.x > m.x ) ) && locallyInside( p, hole ) ) {
  17882. m = p;
  17883. tanMin = tan;
  17884. }
  17885. }
  17886. p = p.next;
  17887. }
  17888. return m;
  17889. }
  17890. // interlink polygon nodes in z-order
  17891. function indexCurve( start, minX, minY, invSize ) {
  17892. var p = start;
  17893. do {
  17894. if ( p.z === null ) { p.z = zOrder( p.x, p.y, minX, minY, invSize ); }
  17895. p.prevZ = p.prev;
  17896. p.nextZ = p.next;
  17897. p = p.next;
  17898. } while ( p !== start );
  17899. p.prevZ.nextZ = null;
  17900. p.prevZ = null;
  17901. sortLinked( p );
  17902. }
  17903. // Simon Tatham's linked list merge sort algorithm
  17904. // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
  17905. function sortLinked( list ) {
  17906. var i, p, q, e, tail, numMerges, pSize, qSize,
  17907. inSize = 1;
  17908. do {
  17909. p = list;
  17910. list = null;
  17911. tail = null;
  17912. numMerges = 0;
  17913. while ( p ) {
  17914. numMerges ++;
  17915. q = p;
  17916. pSize = 0;
  17917. for ( i = 0; i < inSize; i ++ ) {
  17918. pSize ++;
  17919. q = q.nextZ;
  17920. if ( ! q ) { break; }
  17921. }
  17922. qSize = inSize;
  17923. while ( pSize > 0 || ( qSize > 0 && q ) ) {
  17924. if ( pSize !== 0 && ( qSize === 0 || ! q || p.z <= q.z ) ) {
  17925. e = p;
  17926. p = p.nextZ;
  17927. pSize --;
  17928. } else {
  17929. e = q;
  17930. q = q.nextZ;
  17931. qSize --;
  17932. }
  17933. if ( tail ) { tail.nextZ = e; }
  17934. else { list = e; }
  17935. e.prevZ = tail;
  17936. tail = e;
  17937. }
  17938. p = q;
  17939. }
  17940. tail.nextZ = null;
  17941. inSize *= 2;
  17942. } while ( numMerges > 1 );
  17943. return list;
  17944. }
  17945. // z-order of a point given coords and inverse of the longer side of data bbox
  17946. function zOrder( x, y, minX, minY, invSize ) {
  17947. // coords are transformed into non-negative 15-bit integer range
  17948. x = 32767 * ( x - minX ) * invSize;
  17949. y = 32767 * ( y - minY ) * invSize;
  17950. x = ( x | ( x << 8 ) ) & 0x00FF00FF;
  17951. x = ( x | ( x << 4 ) ) & 0x0F0F0F0F;
  17952. x = ( x | ( x << 2 ) ) & 0x33333333;
  17953. x = ( x | ( x << 1 ) ) & 0x55555555;
  17954. y = ( y | ( y << 8 ) ) & 0x00FF00FF;
  17955. y = ( y | ( y << 4 ) ) & 0x0F0F0F0F;
  17956. y = ( y | ( y << 2 ) ) & 0x33333333;
  17957. y = ( y | ( y << 1 ) ) & 0x55555555;
  17958. return x | ( y << 1 );
  17959. }
  17960. // find the leftmost node of a polygon ring
  17961. function getLeftmost( start ) {
  17962. var p = start,
  17963. leftmost = start;
  17964. do {
  17965. if ( p.x < leftmost.x || ( p.x === leftmost.x && p.y < leftmost.y ) ) { leftmost = p; }
  17966. p = p.next;
  17967. } while ( p !== start );
  17968. return leftmost;
  17969. }
  17970. // check if a point lies within a convex triangle
  17971. function pointInTriangle( ax, ay, bx, by, cx, cy, px, py ) {
  17972. return ( cx - px ) * ( ay - py ) - ( ax - px ) * ( cy - py ) >= 0 &&
  17973. ( ax - px ) * ( by - py ) - ( bx - px ) * ( ay - py ) >= 0 &&
  17974. ( bx - px ) * ( cy - py ) - ( cx - px ) * ( by - py ) >= 0;
  17975. }
  17976. // check if a diagonal between two polygon nodes is valid (lies in polygon interior)
  17977. function isValidDiagonal( a, b ) {
  17978. return a.next.i !== b.i && a.prev.i !== b.i && ! intersectsPolygon( a, b ) &&
  17979. locallyInside( a, b ) && locallyInside( b, a ) && middleInside( a, b );
  17980. }
  17981. // signed area of a triangle
  17982. function area( p, q, r ) {
  17983. return ( q.y - p.y ) * ( r.x - q.x ) - ( q.x - p.x ) * ( r.y - q.y );
  17984. }
  17985. // check if two points are equal
  17986. function equals( p1, p2 ) {
  17987. return p1.x === p2.x && p1.y === p2.y;
  17988. }
  17989. // check if two segments intersect
  17990. function intersects( p1, q1, p2, q2 ) {
  17991. if ( ( equals( p1, p2 ) && equals( q1, q2 ) ) ||
  17992. ( equals( p1, q2 ) && equals( p2, q1 ) ) ) { return true; }
  17993. return area( p1, q1, p2 ) > 0 !== area( p1, q1, q2 ) > 0 &&
  17994. area( p2, q2, p1 ) > 0 !== area( p2, q2, q1 ) > 0;
  17995. }
  17996. // check if a polygon diagonal intersects any polygon segments
  17997. function intersectsPolygon( a, b ) {
  17998. var p = a;
  17999. do {
  18000. if ( p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&
  18001. intersects( p, p.next, a, b ) ) { return true; }
  18002. p = p.next;
  18003. } while ( p !== a );
  18004. return false;
  18005. }
  18006. // check if a polygon diagonal is locally inside the polygon
  18007. function locallyInside( a, b ) {
  18008. return area( a.prev, a, a.next ) < 0 ?
  18009. area( a, b, a.next ) >= 0 && area( a, a.prev, b ) >= 0 :
  18010. area( a, b, a.prev ) < 0 || area( a, a.next, b ) < 0;
  18011. }
  18012. // check if the middle point of a polygon diagonal is inside the polygon
  18013. function middleInside( a, b ) {
  18014. var p = a,
  18015. inside = false,
  18016. px = ( a.x + b.x ) / 2,
  18017. py = ( a.y + b.y ) / 2;
  18018. do {
  18019. if ( ( ( p.y > py ) !== ( p.next.y > py ) ) && p.next.y !== p.y &&
  18020. ( px < ( p.next.x - p.x ) * ( py - p.y ) / ( p.next.y - p.y ) + p.x ) )
  18021. { inside = ! inside; }
  18022. p = p.next;
  18023. } while ( p !== a );
  18024. return inside;
  18025. }
  18026. // link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
  18027. // if one belongs to the outer ring and another to a hole, it merges it into a single ring
  18028. function splitPolygon( a, b ) {
  18029. var a2 = new Node( a.i, a.x, a.y ),
  18030. b2 = new Node( b.i, b.x, b.y ),
  18031. an = a.next,
  18032. bp = b.prev;
  18033. a.next = b;
  18034. b.prev = a;
  18035. a2.next = an;
  18036. an.prev = a2;
  18037. b2.next = a2;
  18038. a2.prev = b2;
  18039. bp.next = b2;
  18040. b2.prev = bp;
  18041. return b2;
  18042. }
  18043. // create a node and optionally link it with previous one (in a circular doubly linked list)
  18044. function insertNode( i, x, y, last ) {
  18045. var p = new Node( i, x, y );
  18046. if ( ! last ) {
  18047. p.prev = p;
  18048. p.next = p;
  18049. } else {
  18050. p.next = last.next;
  18051. p.prev = last;
  18052. last.next.prev = p;
  18053. last.next = p;
  18054. }
  18055. return p;
  18056. }
  18057. function removeNode( p ) {
  18058. p.next.prev = p.prev;
  18059. p.prev.next = p.next;
  18060. if ( p.prevZ ) { p.prevZ.nextZ = p.nextZ; }
  18061. if ( p.nextZ ) { p.nextZ.prevZ = p.prevZ; }
  18062. }
  18063. function Node( i, x, y ) {
  18064. // vertex index in coordinates array
  18065. this.i = i;
  18066. // vertex coordinates
  18067. this.x = x;
  18068. this.y = y;
  18069. // previous and next vertex nodes in a polygon ring
  18070. this.prev = null;
  18071. this.next = null;
  18072. // z-order curve value
  18073. this.z = null;
  18074. // previous and next nodes in z-order
  18075. this.prevZ = null;
  18076. this.nextZ = null;
  18077. // indicates whether this is a steiner point
  18078. this.steiner = false;
  18079. }
  18080. function signedArea( data, start, end, dim ) {
  18081. var sum = 0;
  18082. for ( var i = start, j = end - dim; i < end; i += dim ) {
  18083. sum += ( data[ j ] - data[ i ] ) * ( data[ i + 1 ] + data[ j + 1 ] );
  18084. j = i;
  18085. }
  18086. return sum;
  18087. }
  18088. /**
  18089. * @author zz85 / http://www.lab4games.net/zz85/blog
  18090. */
  18091. var ShapeUtils = {
  18092. // calculate area of the contour polygon
  18093. area: function ( contour ) {
  18094. var n = contour.length;
  18095. var a = 0.0;
  18096. for ( var p = n - 1, q = 0; q < n; p = q ++ ) {
  18097. a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
  18098. }
  18099. return a * 0.5;
  18100. },
  18101. isClockWise: function ( pts ) {
  18102. return ShapeUtils.area( pts ) < 0;
  18103. },
  18104. triangulateShape: function ( contour, holes ) {
  18105. var vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]
  18106. var holeIndices = []; // array of hole indices
  18107. var faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]
  18108. removeDupEndPts( contour );
  18109. addContour( vertices, contour );
  18110. //
  18111. var holeIndex = contour.length;
  18112. holes.forEach( removeDupEndPts );
  18113. for ( var i = 0; i < holes.length; i ++ ) {
  18114. holeIndices.push( holeIndex );
  18115. holeIndex += holes[ i ].length;
  18116. addContour( vertices, holes[ i ] );
  18117. }
  18118. //
  18119. var triangles = Earcut.triangulate( vertices, holeIndices );
  18120. //
  18121. for ( var i = 0; i < triangles.length; i += 3 ) {
  18122. faces.push( triangles.slice( i, i + 3 ) );
  18123. }
  18124. return faces;
  18125. }
  18126. };
  18127. function removeDupEndPts( points ) {
  18128. var l = points.length;
  18129. if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {
  18130. points.pop();
  18131. }
  18132. }
  18133. function addContour( vertices, contour ) {
  18134. for ( var i = 0; i < contour.length; i ++ ) {
  18135. vertices.push( contour[ i ].x );
  18136. vertices.push( contour[ i ].y );
  18137. }
  18138. }
  18139. /**
  18140. * @author zz85 / http://www.lab4games.net/zz85/blog
  18141. *
  18142. * Creates extruded geometry from a path shape.
  18143. *
  18144. * parameters = {
  18145. *
  18146. * curveSegments: <int>, // number of points on the curves
  18147. * steps: <int>, // number of points for z-side extrusions / used for subdividing segments of extrude spline too
  18148. * depth: <float>, // Depth to extrude the shape
  18149. *
  18150. * bevelEnabled: <bool>, // turn on bevel
  18151. * bevelThickness: <float>, // how deep into the original shape bevel goes
  18152. * bevelSize: <float>, // how far from shape outline (including bevelOffset) is bevel
  18153. * bevelOffset: <float>, // how far from shape outline does bevel start
  18154. * bevelSegments: <int>, // number of bevel layers
  18155. *
  18156. * extrudePath: <THREE.Curve> // curve to extrude shape along
  18157. *
  18158. * UVGenerator: <Object> // object that provides UV generator functions
  18159. *
  18160. * }
  18161. */
  18162. // ExtrudeGeometry
  18163. function ExtrudeGeometry( shapes, options ) {
  18164. Geometry.call( this );
  18165. this.type = 'ExtrudeGeometry';
  18166. this.parameters = {
  18167. shapes: shapes,
  18168. options: options
  18169. };
  18170. this.fromBufferGeometry( new ExtrudeBufferGeometry( shapes, options ) );
  18171. this.mergeVertices();
  18172. }
  18173. ExtrudeGeometry.prototype = Object.create( Geometry.prototype );
  18174. ExtrudeGeometry.prototype.constructor = ExtrudeGeometry;
  18175. ExtrudeGeometry.prototype.toJSON = function () {
  18176. var data = Geometry.prototype.toJSON.call( this );
  18177. var shapes = this.parameters.shapes;
  18178. var options = this.parameters.options;
  18179. return toJSON( shapes, options, data );
  18180. };
  18181. // ExtrudeBufferGeometry
  18182. function ExtrudeBufferGeometry( shapes, options ) {
  18183. BufferGeometry.call( this );
  18184. this.type = 'ExtrudeBufferGeometry';
  18185. this.parameters = {
  18186. shapes: shapes,
  18187. options: options
  18188. };
  18189. shapes = Array.isArray( shapes ) ? shapes : [ shapes ];
  18190. var scope = this;
  18191. var verticesArray = [];
  18192. var uvArray = [];
  18193. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  18194. var shape = shapes[ i ];
  18195. addShape( shape );
  18196. }
  18197. // build geometry
  18198. this.setAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );
  18199. this.setAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );
  18200. this.computeVertexNormals();
  18201. // functions
  18202. function addShape( shape ) {
  18203. var placeholder = [];
  18204. // options
  18205. var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
  18206. var steps = options.steps !== undefined ? options.steps : 1;
  18207. var depth = options.depth !== undefined ? options.depth : 100;
  18208. var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;
  18209. var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6;
  18210. var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2;
  18211. var bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0;
  18212. var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
  18213. var extrudePath = options.extrudePath;
  18214. var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;
  18215. // deprecated options
  18216. if ( options.amount !== undefined ) {
  18217. console.warn( 'THREE.ExtrudeBufferGeometry: amount has been renamed to depth.' );
  18218. depth = options.amount;
  18219. }
  18220. //
  18221. var extrudePts, extrudeByPath = false;
  18222. var splineTube, binormal, normal, position2;
  18223. if ( extrudePath ) {
  18224. extrudePts = extrudePath.getSpacedPoints( steps );
  18225. extrudeByPath = true;
  18226. bevelEnabled = false; // bevels not supported for path extrusion
  18227. // SETUP TNB variables
  18228. // TODO1 - have a .isClosed in spline?
  18229. splineTube = extrudePath.computeFrenetFrames( steps, false );
  18230. // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
  18231. binormal = new Vector3();
  18232. normal = new Vector3();
  18233. position2 = new Vector3();
  18234. }
  18235. // Safeguards if bevels are not enabled
  18236. if ( ! bevelEnabled ) {
  18237. bevelSegments = 0;
  18238. bevelThickness = 0;
  18239. bevelSize = 0;
  18240. bevelOffset = 0;
  18241. }
  18242. // Variables initialization
  18243. var ahole, h, hl; // looping of holes
  18244. var shapePoints = shape.extractPoints( curveSegments );
  18245. var vertices = shapePoints.shape;
  18246. var holes = shapePoints.holes;
  18247. var reverse = ! ShapeUtils.isClockWise( vertices );
  18248. if ( reverse ) {
  18249. vertices = vertices.reverse();
  18250. // Maybe we should also check if holes are in the opposite direction, just to be safe ...
  18251. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18252. ahole = holes[ h ];
  18253. if ( ShapeUtils.isClockWise( ahole ) ) {
  18254. holes[ h ] = ahole.reverse();
  18255. }
  18256. }
  18257. }
  18258. var faces = ShapeUtils.triangulateShape( vertices, holes );
  18259. /* Vertices */
  18260. var contour = vertices; // vertices has all points but contour has only points of circumference
  18261. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18262. ahole = holes[ h ];
  18263. vertices = vertices.concat( ahole );
  18264. }
  18265. function scalePt2( pt, vec, size ) {
  18266. if ( ! vec ) { console.error( "THREE.ExtrudeGeometry: vec does not exist" ); }
  18267. return vec.clone().multiplyScalar( size ).add( pt );
  18268. }
  18269. var b, bs, t, z,
  18270. vert, vlen = vertices.length,
  18271. face, flen = faces.length;
  18272. // Find directions for point movement
  18273. function getBevelVec( inPt, inPrev, inNext ) {
  18274. // computes for inPt the corresponding point inPt' on a new contour
  18275. // shifted by 1 unit (length of normalized vector) to the left
  18276. // if we walk along contour clockwise, this new contour is outside the old one
  18277. //
  18278. // inPt' is the intersection of the two lines parallel to the two
  18279. // adjacent edges of inPt at a distance of 1 unit on the left side.
  18280. var v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt
  18281. // good reading for geometry algorithms (here: line-line intersection)
  18282. // http://geomalgorithms.com/a05-_intersect-1.html
  18283. var v_prev_x = inPt.x - inPrev.x,
  18284. v_prev_y = inPt.y - inPrev.y;
  18285. var v_next_x = inNext.x - inPt.x,
  18286. v_next_y = inNext.y - inPt.y;
  18287. var v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
  18288. // check for collinear edges
  18289. var collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  18290. if ( Math.abs( collinear0 ) > Number.EPSILON ) {
  18291. // not collinear
  18292. // length of vectors for normalizing
  18293. var v_prev_len = Math.sqrt( v_prev_lensq );
  18294. var v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );
  18295. // shift adjacent points by unit vectors to the left
  18296. var ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
  18297. var ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
  18298. var ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
  18299. var ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
  18300. // scaling factor for v_prev to intersection point
  18301. var sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
  18302. ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /
  18303. ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  18304. // vector from inPt to intersection point
  18305. v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
  18306. v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
  18307. // Don't normalize!, otherwise sharp corners become ugly
  18308. // but prevent crazy spikes
  18309. var v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );
  18310. if ( v_trans_lensq <= 2 ) {
  18311. return new Vector2( v_trans_x, v_trans_y );
  18312. } else {
  18313. shrink_by = Math.sqrt( v_trans_lensq / 2 );
  18314. }
  18315. } else {
  18316. // handle special case of collinear edges
  18317. var direction_eq = false; // assumes: opposite
  18318. if ( v_prev_x > Number.EPSILON ) {
  18319. if ( v_next_x > Number.EPSILON ) {
  18320. direction_eq = true;
  18321. }
  18322. } else {
  18323. if ( v_prev_x < - Number.EPSILON ) {
  18324. if ( v_next_x < - Number.EPSILON ) {
  18325. direction_eq = true;
  18326. }
  18327. } else {
  18328. if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {
  18329. direction_eq = true;
  18330. }
  18331. }
  18332. }
  18333. if ( direction_eq ) {
  18334. // console.log("Warning: lines are a straight sequence");
  18335. v_trans_x = - v_prev_y;
  18336. v_trans_y = v_prev_x;
  18337. shrink_by = Math.sqrt( v_prev_lensq );
  18338. } else {
  18339. // console.log("Warning: lines are a straight spike");
  18340. v_trans_x = v_prev_x;
  18341. v_trans_y = v_prev_y;
  18342. shrink_by = Math.sqrt( v_prev_lensq / 2 );
  18343. }
  18344. }
  18345. return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
  18346. }
  18347. var contourMovements = [];
  18348. for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  18349. if ( j === il ) { j = 0; }
  18350. if ( k === il ) { k = 0; }
  18351. // (j)---(i)---(k)
  18352. // console.log('i,j,k', i, j , k)
  18353. contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
  18354. }
  18355. var holesMovements = [],
  18356. oneHoleMovements, verticesMovements = contourMovements.concat();
  18357. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18358. ahole = holes[ h ];
  18359. oneHoleMovements = [];
  18360. for ( i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  18361. if ( j === il ) { j = 0; }
  18362. if ( k === il ) { k = 0; }
  18363. // (j)---(i)---(k)
  18364. oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );
  18365. }
  18366. holesMovements.push( oneHoleMovements );
  18367. verticesMovements = verticesMovements.concat( oneHoleMovements );
  18368. }
  18369. // Loop bevelSegments, 1 for the front, 1 for the back
  18370. for ( b = 0; b < bevelSegments; b ++ ) {
  18371. //for ( b = bevelSegments; b > 0; b -- ) {
  18372. t = b / bevelSegments;
  18373. z = bevelThickness * Math.cos( t * Math.PI / 2 );
  18374. bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  18375. // contract shape
  18376. for ( i = 0, il = contour.length; i < il; i ++ ) {
  18377. vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  18378. v( vert.x, vert.y, - z );
  18379. }
  18380. // expand holes
  18381. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18382. ahole = holes[ h ];
  18383. oneHoleMovements = holesMovements[ h ];
  18384. for ( i = 0, il = ahole.length; i < il; i ++ ) {
  18385. vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  18386. v( vert.x, vert.y, - z );
  18387. }
  18388. }
  18389. }
  18390. bs = bevelSize + bevelOffset;
  18391. // Back facing vertices
  18392. for ( i = 0; i < vlen; i ++ ) {
  18393. vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  18394. if ( ! extrudeByPath ) {
  18395. v( vert.x, vert.y, 0 );
  18396. } else {
  18397. // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
  18398. normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x );
  18399. binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y );
  18400. position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );
  18401. v( position2.x, position2.y, position2.z );
  18402. }
  18403. }
  18404. // Add stepped vertices...
  18405. // Including front facing vertices
  18406. var s;
  18407. for ( s = 1; s <= steps; s ++ ) {
  18408. for ( i = 0; i < vlen; i ++ ) {
  18409. vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  18410. if ( ! extrudeByPath ) {
  18411. v( vert.x, vert.y, depth / steps * s );
  18412. } else {
  18413. // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
  18414. normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x );
  18415. binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y );
  18416. position2.copy( extrudePts[ s ] ).add( normal ).add( binormal );
  18417. v( position2.x, position2.y, position2.z );
  18418. }
  18419. }
  18420. }
  18421. // Add bevel segments planes
  18422. //for ( b = 1; b <= bevelSegments; b ++ ) {
  18423. for ( b = bevelSegments - 1; b >= 0; b -- ) {
  18424. t = b / bevelSegments;
  18425. z = bevelThickness * Math.cos( t * Math.PI / 2 );
  18426. bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  18427. // contract shape
  18428. for ( i = 0, il = contour.length; i < il; i ++ ) {
  18429. vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  18430. v( vert.x, vert.y, depth + z );
  18431. }
  18432. // expand holes
  18433. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18434. ahole = holes[ h ];
  18435. oneHoleMovements = holesMovements[ h ];
  18436. for ( i = 0, il = ahole.length; i < il; i ++ ) {
  18437. vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  18438. if ( ! extrudeByPath ) {
  18439. v( vert.x, vert.y, depth + z );
  18440. } else {
  18441. v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );
  18442. }
  18443. }
  18444. }
  18445. }
  18446. /* Faces */
  18447. // Top and bottom faces
  18448. buildLidFaces();
  18449. // Sides faces
  18450. buildSideFaces();
  18451. ///// Internal functions
  18452. function buildLidFaces() {
  18453. var start = verticesArray.length / 3;
  18454. if ( bevelEnabled ) {
  18455. var layer = 0; // steps + 1
  18456. var offset = vlen * layer;
  18457. // Bottom faces
  18458. for ( i = 0; i < flen; i ++ ) {
  18459. face = faces[ i ];
  18460. f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );
  18461. }
  18462. layer = steps + bevelSegments * 2;
  18463. offset = vlen * layer;
  18464. // Top faces
  18465. for ( i = 0; i < flen; i ++ ) {
  18466. face = faces[ i ];
  18467. f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );
  18468. }
  18469. } else {
  18470. // Bottom faces
  18471. for ( i = 0; i < flen; i ++ ) {
  18472. face = faces[ i ];
  18473. f3( face[ 2 ], face[ 1 ], face[ 0 ] );
  18474. }
  18475. // Top faces
  18476. for ( i = 0; i < flen; i ++ ) {
  18477. face = faces[ i ];
  18478. f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );
  18479. }
  18480. }
  18481. scope.addGroup( start, verticesArray.length / 3 - start, 0 );
  18482. }
  18483. // Create faces for the z-sides of the shape
  18484. function buildSideFaces() {
  18485. var start = verticesArray.length / 3;
  18486. var layeroffset = 0;
  18487. sidewalls( contour, layeroffset );
  18488. layeroffset += contour.length;
  18489. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18490. ahole = holes[ h ];
  18491. sidewalls( ahole, layeroffset );
  18492. //, true
  18493. layeroffset += ahole.length;
  18494. }
  18495. scope.addGroup( start, verticesArray.length / 3 - start, 1 );
  18496. }
  18497. function sidewalls( contour, layeroffset ) {
  18498. var j, k;
  18499. i = contour.length;
  18500. while ( -- i >= 0 ) {
  18501. j = i;
  18502. k = i - 1;
  18503. if ( k < 0 ) { k = contour.length - 1; }
  18504. //console.log('b', i,j, i-1, k,vertices.length);
  18505. var s = 0,
  18506. sl = steps + bevelSegments * 2;
  18507. for ( s = 0; s < sl; s ++ ) {
  18508. var slen1 = vlen * s;
  18509. var slen2 = vlen * ( s + 1 );
  18510. var a = layeroffset + j + slen1,
  18511. b = layeroffset + k + slen1,
  18512. c = layeroffset + k + slen2,
  18513. d = layeroffset + j + slen2;
  18514. f4( a, b, c, d );
  18515. }
  18516. }
  18517. }
  18518. function v( x, y, z ) {
  18519. placeholder.push( x );
  18520. placeholder.push( y );
  18521. placeholder.push( z );
  18522. }
  18523. function f3( a, b, c ) {
  18524. addVertex( a );
  18525. addVertex( b );
  18526. addVertex( c );
  18527. var nextIndex = verticesArray.length / 3;
  18528. var uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  18529. addUV( uvs[ 0 ] );
  18530. addUV( uvs[ 1 ] );
  18531. addUV( uvs[ 2 ] );
  18532. }
  18533. function f4( a, b, c, d ) {
  18534. addVertex( a );
  18535. addVertex( b );
  18536. addVertex( d );
  18537. addVertex( b );
  18538. addVertex( c );
  18539. addVertex( d );
  18540. var nextIndex = verticesArray.length / 3;
  18541. var uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  18542. addUV( uvs[ 0 ] );
  18543. addUV( uvs[ 1 ] );
  18544. addUV( uvs[ 3 ] );
  18545. addUV( uvs[ 1 ] );
  18546. addUV( uvs[ 2 ] );
  18547. addUV( uvs[ 3 ] );
  18548. }
  18549. function addVertex( index ) {
  18550. verticesArray.push( placeholder[ index * 3 + 0 ] );
  18551. verticesArray.push( placeholder[ index * 3 + 1 ] );
  18552. verticesArray.push( placeholder[ index * 3 + 2 ] );
  18553. }
  18554. function addUV( vector2 ) {
  18555. uvArray.push( vector2.x );
  18556. uvArray.push( vector2.y );
  18557. }
  18558. }
  18559. }
  18560. ExtrudeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18561. ExtrudeBufferGeometry.prototype.constructor = ExtrudeBufferGeometry;
  18562. ExtrudeBufferGeometry.prototype.toJSON = function () {
  18563. var data = BufferGeometry.prototype.toJSON.call( this );
  18564. var shapes = this.parameters.shapes;
  18565. var options = this.parameters.options;
  18566. return toJSON( shapes, options, data );
  18567. };
  18568. //
  18569. var WorldUVGenerator = {
  18570. generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {
  18571. var a_x = vertices[ indexA * 3 ];
  18572. var a_y = vertices[ indexA * 3 + 1 ];
  18573. var b_x = vertices[ indexB * 3 ];
  18574. var b_y = vertices[ indexB * 3 + 1 ];
  18575. var c_x = vertices[ indexC * 3 ];
  18576. var c_y = vertices[ indexC * 3 + 1 ];
  18577. return [
  18578. new Vector2( a_x, a_y ),
  18579. new Vector2( b_x, b_y ),
  18580. new Vector2( c_x, c_y )
  18581. ];
  18582. },
  18583. generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {
  18584. var a_x = vertices[ indexA * 3 ];
  18585. var a_y = vertices[ indexA * 3 + 1 ];
  18586. var a_z = vertices[ indexA * 3 + 2 ];
  18587. var b_x = vertices[ indexB * 3 ];
  18588. var b_y = vertices[ indexB * 3 + 1 ];
  18589. var b_z = vertices[ indexB * 3 + 2 ];
  18590. var c_x = vertices[ indexC * 3 ];
  18591. var c_y = vertices[ indexC * 3 + 1 ];
  18592. var c_z = vertices[ indexC * 3 + 2 ];
  18593. var d_x = vertices[ indexD * 3 ];
  18594. var d_y = vertices[ indexD * 3 + 1 ];
  18595. var d_z = vertices[ indexD * 3 + 2 ];
  18596. if ( Math.abs( a_y - b_y ) < 0.01 ) {
  18597. return [
  18598. new Vector2( a_x, 1 - a_z ),
  18599. new Vector2( b_x, 1 - b_z ),
  18600. new Vector2( c_x, 1 - c_z ),
  18601. new Vector2( d_x, 1 - d_z )
  18602. ];
  18603. } else {
  18604. return [
  18605. new Vector2( a_y, 1 - a_z ),
  18606. new Vector2( b_y, 1 - b_z ),
  18607. new Vector2( c_y, 1 - c_z ),
  18608. new Vector2( d_y, 1 - d_z )
  18609. ];
  18610. }
  18611. }
  18612. };
  18613. function toJSON( shapes, options, data ) {
  18614. //
  18615. data.shapes = [];
  18616. if ( Array.isArray( shapes ) ) {
  18617. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  18618. var shape = shapes[ i ];
  18619. data.shapes.push( shape.uuid );
  18620. }
  18621. } else {
  18622. data.shapes.push( shapes.uuid );
  18623. }
  18624. //
  18625. if ( options.extrudePath !== undefined ) { data.options.extrudePath = options.extrudePath.toJSON(); }
  18626. return data;
  18627. }
  18628. /**
  18629. * @author zz85 / http://www.lab4games.net/zz85/blog
  18630. * @author alteredq / http://alteredqualia.com/
  18631. *
  18632. * Text = 3D Text
  18633. *
  18634. * parameters = {
  18635. * font: <THREE.Font>, // font
  18636. *
  18637. * size: <float>, // size of the text
  18638. * height: <float>, // thickness to extrude text
  18639. * curveSegments: <int>, // number of points on the curves
  18640. *
  18641. * bevelEnabled: <bool>, // turn on bevel
  18642. * bevelThickness: <float>, // how deep into text bevel goes
  18643. * bevelSize: <float>, // how far from text outline (including bevelOffset) is bevel
  18644. * bevelOffset: <float> // how far from text outline does bevel start
  18645. * }
  18646. */
  18647. // TextGeometry
  18648. function TextGeometry( text, parameters ) {
  18649. Geometry.call( this );
  18650. this.type = 'TextGeometry';
  18651. this.parameters = {
  18652. text: text,
  18653. parameters: parameters
  18654. };
  18655. this.fromBufferGeometry( new TextBufferGeometry( text, parameters ) );
  18656. this.mergeVertices();
  18657. }
  18658. TextGeometry.prototype = Object.create( Geometry.prototype );
  18659. TextGeometry.prototype.constructor = TextGeometry;
  18660. // TextBufferGeometry
  18661. function TextBufferGeometry( text, parameters ) {
  18662. parameters = parameters || {};
  18663. var font = parameters.font;
  18664. if ( ! ( font && font.isFont ) ) {
  18665. console.error( 'THREE.TextGeometry: font parameter is not an instance of THREE.Font.' );
  18666. return new Geometry();
  18667. }
  18668. var shapes = font.generateShapes( text, parameters.size );
  18669. // translate parameters to ExtrudeGeometry API
  18670. parameters.depth = parameters.height !== undefined ? parameters.height : 50;
  18671. // defaults
  18672. if ( parameters.bevelThickness === undefined ) { parameters.bevelThickness = 10; }
  18673. if ( parameters.bevelSize === undefined ) { parameters.bevelSize = 8; }
  18674. if ( parameters.bevelEnabled === undefined ) { parameters.bevelEnabled = false; }
  18675. ExtrudeBufferGeometry.call( this, shapes, parameters );
  18676. this.type = 'TextBufferGeometry';
  18677. }
  18678. TextBufferGeometry.prototype = Object.create( ExtrudeBufferGeometry.prototype );
  18679. TextBufferGeometry.prototype.constructor = TextBufferGeometry;
  18680. /**
  18681. * @author mrdoob / http://mrdoob.com/
  18682. * @author benaadams / https://twitter.com/ben_a_adams
  18683. * @author Mugen87 / https://github.com/Mugen87
  18684. */
  18685. // SphereGeometry
  18686. function SphereGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
  18687. Geometry.call( this );
  18688. this.type = 'SphereGeometry';
  18689. this.parameters = {
  18690. radius: radius,
  18691. widthSegments: widthSegments,
  18692. heightSegments: heightSegments,
  18693. phiStart: phiStart,
  18694. phiLength: phiLength,
  18695. thetaStart: thetaStart,
  18696. thetaLength: thetaLength
  18697. };
  18698. this.fromBufferGeometry( new SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) );
  18699. this.mergeVertices();
  18700. }
  18701. SphereGeometry.prototype = Object.create( Geometry.prototype );
  18702. SphereGeometry.prototype.constructor = SphereGeometry;
  18703. // SphereBufferGeometry
  18704. function SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
  18705. BufferGeometry.call( this );
  18706. this.type = 'SphereBufferGeometry';
  18707. this.parameters = {
  18708. radius: radius,
  18709. widthSegments: widthSegments,
  18710. heightSegments: heightSegments,
  18711. phiStart: phiStart,
  18712. phiLength: phiLength,
  18713. thetaStart: thetaStart,
  18714. thetaLength: thetaLength
  18715. };
  18716. radius = radius || 1;
  18717. widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 );
  18718. heightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 );
  18719. phiStart = phiStart !== undefined ? phiStart : 0;
  18720. phiLength = phiLength !== undefined ? phiLength : Math.PI * 2;
  18721. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  18722. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI;
  18723. var thetaEnd = Math.min( thetaStart + thetaLength, Math.PI );
  18724. var ix, iy;
  18725. var index = 0;
  18726. var grid = [];
  18727. var vertex = new Vector3();
  18728. var normal = new Vector3();
  18729. // buffers
  18730. var indices = [];
  18731. var vertices = [];
  18732. var normals = [];
  18733. var uvs = [];
  18734. // generate vertices, normals and uvs
  18735. for ( iy = 0; iy <= heightSegments; iy ++ ) {
  18736. var verticesRow = [];
  18737. var v = iy / heightSegments;
  18738. // special case for the poles
  18739. var uOffset = 0;
  18740. if ( iy == 0 && thetaStart == 0 ) {
  18741. uOffset = 0.5 / widthSegments;
  18742. } else if ( iy == heightSegments && thetaEnd == Math.PI ) {
  18743. uOffset = - 0.5 / widthSegments;
  18744. }
  18745. for ( ix = 0; ix <= widthSegments; ix ++ ) {
  18746. var u = ix / widthSegments;
  18747. // vertex
  18748. vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  18749. vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
  18750. vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  18751. vertices.push( vertex.x, vertex.y, vertex.z );
  18752. // normal
  18753. normal.copy( vertex ).normalize();
  18754. normals.push( normal.x, normal.y, normal.z );
  18755. // uv
  18756. uvs.push( u + uOffset, 1 - v );
  18757. verticesRow.push( index ++ );
  18758. }
  18759. grid.push( verticesRow );
  18760. }
  18761. // indices
  18762. for ( iy = 0; iy < heightSegments; iy ++ ) {
  18763. for ( ix = 0; ix < widthSegments; ix ++ ) {
  18764. var a = grid[ iy ][ ix + 1 ];
  18765. var b = grid[ iy ][ ix ];
  18766. var c = grid[ iy + 1 ][ ix ];
  18767. var d = grid[ iy + 1 ][ ix + 1 ];
  18768. if ( iy !== 0 || thetaStart > 0 ) { indices.push( a, b, d ); }
  18769. if ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) { indices.push( b, c, d ); }
  18770. }
  18771. }
  18772. // build geometry
  18773. this.setIndex( indices );
  18774. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18775. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18776. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18777. }
  18778. SphereBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18779. SphereBufferGeometry.prototype.constructor = SphereBufferGeometry;
  18780. /**
  18781. * @author Kaleb Murphy
  18782. * @author Mugen87 / https://github.com/Mugen87
  18783. */
  18784. // RingGeometry
  18785. function RingGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
  18786. Geometry.call( this );
  18787. this.type = 'RingGeometry';
  18788. this.parameters = {
  18789. innerRadius: innerRadius,
  18790. outerRadius: outerRadius,
  18791. thetaSegments: thetaSegments,
  18792. phiSegments: phiSegments,
  18793. thetaStart: thetaStart,
  18794. thetaLength: thetaLength
  18795. };
  18796. this.fromBufferGeometry( new RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) );
  18797. this.mergeVertices();
  18798. }
  18799. RingGeometry.prototype = Object.create( Geometry.prototype );
  18800. RingGeometry.prototype.constructor = RingGeometry;
  18801. // RingBufferGeometry
  18802. function RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
  18803. BufferGeometry.call( this );
  18804. this.type = 'RingBufferGeometry';
  18805. this.parameters = {
  18806. innerRadius: innerRadius,
  18807. outerRadius: outerRadius,
  18808. thetaSegments: thetaSegments,
  18809. phiSegments: phiSegments,
  18810. thetaStart: thetaStart,
  18811. thetaLength: thetaLength
  18812. };
  18813. innerRadius = innerRadius || 0.5;
  18814. outerRadius = outerRadius || 1;
  18815. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  18816. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  18817. thetaSegments = thetaSegments !== undefined ? Math.max( 3, thetaSegments ) : 8;
  18818. phiSegments = phiSegments !== undefined ? Math.max( 1, phiSegments ) : 1;
  18819. // buffers
  18820. var indices = [];
  18821. var vertices = [];
  18822. var normals = [];
  18823. var uvs = [];
  18824. // some helper variables
  18825. var segment;
  18826. var radius = innerRadius;
  18827. var radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
  18828. var vertex = new Vector3();
  18829. var uv = new Vector2();
  18830. var j, i;
  18831. // generate vertices, normals and uvs
  18832. for ( j = 0; j <= phiSegments; j ++ ) {
  18833. for ( i = 0; i <= thetaSegments; i ++ ) {
  18834. // values are generate from the inside of the ring to the outside
  18835. segment = thetaStart + i / thetaSegments * thetaLength;
  18836. // vertex
  18837. vertex.x = radius * Math.cos( segment );
  18838. vertex.y = radius * Math.sin( segment );
  18839. vertices.push( vertex.x, vertex.y, vertex.z );
  18840. // normal
  18841. normals.push( 0, 0, 1 );
  18842. // uv
  18843. uv.x = ( vertex.x / outerRadius + 1 ) / 2;
  18844. uv.y = ( vertex.y / outerRadius + 1 ) / 2;
  18845. uvs.push( uv.x, uv.y );
  18846. }
  18847. // increase the radius for next row of vertices
  18848. radius += radiusStep;
  18849. }
  18850. // indices
  18851. for ( j = 0; j < phiSegments; j ++ ) {
  18852. var thetaSegmentLevel = j * ( thetaSegments + 1 );
  18853. for ( i = 0; i < thetaSegments; i ++ ) {
  18854. segment = i + thetaSegmentLevel;
  18855. var a = segment;
  18856. var b = segment + thetaSegments + 1;
  18857. var c = segment + thetaSegments + 2;
  18858. var d = segment + 1;
  18859. // faces
  18860. indices.push( a, b, d );
  18861. indices.push( b, c, d );
  18862. }
  18863. }
  18864. // build geometry
  18865. this.setIndex( indices );
  18866. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18867. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18868. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18869. }
  18870. RingBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18871. RingBufferGeometry.prototype.constructor = RingBufferGeometry;
  18872. /**
  18873. * @author zz85 / https://github.com/zz85
  18874. * @author bhouston / http://clara.io
  18875. * @author Mugen87 / https://github.com/Mugen87
  18876. */
  18877. // LatheGeometry
  18878. function LatheGeometry( points, segments, phiStart, phiLength ) {
  18879. Geometry.call( this );
  18880. this.type = 'LatheGeometry';
  18881. this.parameters = {
  18882. points: points,
  18883. segments: segments,
  18884. phiStart: phiStart,
  18885. phiLength: phiLength
  18886. };
  18887. this.fromBufferGeometry( new LatheBufferGeometry( points, segments, phiStart, phiLength ) );
  18888. this.mergeVertices();
  18889. }
  18890. LatheGeometry.prototype = Object.create( Geometry.prototype );
  18891. LatheGeometry.prototype.constructor = LatheGeometry;
  18892. // LatheBufferGeometry
  18893. function LatheBufferGeometry( points, segments, phiStart, phiLength ) {
  18894. BufferGeometry.call( this );
  18895. this.type = 'LatheBufferGeometry';
  18896. this.parameters = {
  18897. points: points,
  18898. segments: segments,
  18899. phiStart: phiStart,
  18900. phiLength: phiLength
  18901. };
  18902. segments = Math.floor( segments ) || 12;
  18903. phiStart = phiStart || 0;
  18904. phiLength = phiLength || Math.PI * 2;
  18905. // clamp phiLength so it's in range of [ 0, 2PI ]
  18906. phiLength = MathUtils.clamp( phiLength, 0, Math.PI * 2 );
  18907. // buffers
  18908. var indices = [];
  18909. var vertices = [];
  18910. var uvs = [];
  18911. // helper variables
  18912. var base;
  18913. var inverseSegments = 1.0 / segments;
  18914. var vertex = new Vector3();
  18915. var uv = new Vector2();
  18916. var i, j;
  18917. // generate vertices and uvs
  18918. for ( i = 0; i <= segments; i ++ ) {
  18919. var phi = phiStart + i * inverseSegments * phiLength;
  18920. var sin = Math.sin( phi );
  18921. var cos = Math.cos( phi );
  18922. for ( j = 0; j <= ( points.length - 1 ); j ++ ) {
  18923. // vertex
  18924. vertex.x = points[ j ].x * sin;
  18925. vertex.y = points[ j ].y;
  18926. vertex.z = points[ j ].x * cos;
  18927. vertices.push( vertex.x, vertex.y, vertex.z );
  18928. // uv
  18929. uv.x = i / segments;
  18930. uv.y = j / ( points.length - 1 );
  18931. uvs.push( uv.x, uv.y );
  18932. }
  18933. }
  18934. // indices
  18935. for ( i = 0; i < segments; i ++ ) {
  18936. for ( j = 0; j < ( points.length - 1 ); j ++ ) {
  18937. base = j + i * points.length;
  18938. var a = base;
  18939. var b = base + points.length;
  18940. var c = base + points.length + 1;
  18941. var d = base + 1;
  18942. // faces
  18943. indices.push( a, b, d );
  18944. indices.push( b, c, d );
  18945. }
  18946. }
  18947. // build geometry
  18948. this.setIndex( indices );
  18949. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18950. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18951. // generate normals
  18952. this.computeVertexNormals();
  18953. // if the geometry is closed, we need to average the normals along the seam.
  18954. // because the corresponding vertices are identical (but still have different UVs).
  18955. if ( phiLength === Math.PI * 2 ) {
  18956. var normals = this.attributes.normal.array;
  18957. var n1 = new Vector3();
  18958. var n2 = new Vector3();
  18959. var n = new Vector3();
  18960. // this is the buffer offset for the last line of vertices
  18961. base = segments * points.length * 3;
  18962. for ( i = 0, j = 0; i < points.length; i ++, j += 3 ) {
  18963. // select the normal of the vertex in the first line
  18964. n1.x = normals[ j + 0 ];
  18965. n1.y = normals[ j + 1 ];
  18966. n1.z = normals[ j + 2 ];
  18967. // select the normal of the vertex in the last line
  18968. n2.x = normals[ base + j + 0 ];
  18969. n2.y = normals[ base + j + 1 ];
  18970. n2.z = normals[ base + j + 2 ];
  18971. // average normals
  18972. n.addVectors( n1, n2 ).normalize();
  18973. // assign the new values to both normals
  18974. normals[ j + 0 ] = normals[ base + j + 0 ] = n.x;
  18975. normals[ j + 1 ] = normals[ base + j + 1 ] = n.y;
  18976. normals[ j + 2 ] = normals[ base + j + 2 ] = n.z;
  18977. }
  18978. }
  18979. }
  18980. LatheBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18981. LatheBufferGeometry.prototype.constructor = LatheBufferGeometry;
  18982. /**
  18983. * @author jonobr1 / http://jonobr1.com
  18984. * @author Mugen87 / https://github.com/Mugen87
  18985. */
  18986. // ShapeGeometry
  18987. function ShapeGeometry( shapes, curveSegments ) {
  18988. Geometry.call( this );
  18989. this.type = 'ShapeGeometry';
  18990. if ( typeof curveSegments === 'object' ) {
  18991. console.warn( 'THREE.ShapeGeometry: Options parameter has been removed.' );
  18992. curveSegments = curveSegments.curveSegments;
  18993. }
  18994. this.parameters = {
  18995. shapes: shapes,
  18996. curveSegments: curveSegments
  18997. };
  18998. this.fromBufferGeometry( new ShapeBufferGeometry( shapes, curveSegments ) );
  18999. this.mergeVertices();
  19000. }
  19001. ShapeGeometry.prototype = Object.create( Geometry.prototype );
  19002. ShapeGeometry.prototype.constructor = ShapeGeometry;
  19003. ShapeGeometry.prototype.toJSON = function () {
  19004. var data = Geometry.prototype.toJSON.call( this );
  19005. var shapes = this.parameters.shapes;
  19006. return toJSON$1( shapes, data );
  19007. };
  19008. // ShapeBufferGeometry
  19009. function ShapeBufferGeometry( shapes, curveSegments ) {
  19010. BufferGeometry.call( this );
  19011. this.type = 'ShapeBufferGeometry';
  19012. this.parameters = {
  19013. shapes: shapes,
  19014. curveSegments: curveSegments
  19015. };
  19016. curveSegments = curveSegments || 12;
  19017. // buffers
  19018. var indices = [];
  19019. var vertices = [];
  19020. var normals = [];
  19021. var uvs = [];
  19022. // helper variables
  19023. var groupStart = 0;
  19024. var groupCount = 0;
  19025. // allow single and array values for "shapes" parameter
  19026. if ( Array.isArray( shapes ) === false ) {
  19027. addShape( shapes );
  19028. } else {
  19029. for ( var i = 0; i < shapes.length; i ++ ) {
  19030. addShape( shapes[ i ] );
  19031. this.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support
  19032. groupStart += groupCount;
  19033. groupCount = 0;
  19034. }
  19035. }
  19036. // build geometry
  19037. this.setIndex( indices );
  19038. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19039. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19040. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19041. // helper functions
  19042. function addShape( shape ) {
  19043. var i, l, shapeHole;
  19044. var indexOffset = vertices.length / 3;
  19045. var points = shape.extractPoints( curveSegments );
  19046. var shapeVertices = points.shape;
  19047. var shapeHoles = points.holes;
  19048. // check direction of vertices
  19049. if ( ShapeUtils.isClockWise( shapeVertices ) === false ) {
  19050. shapeVertices = shapeVertices.reverse();
  19051. }
  19052. for ( i = 0, l = shapeHoles.length; i < l; i ++ ) {
  19053. shapeHole = shapeHoles[ i ];
  19054. if ( ShapeUtils.isClockWise( shapeHole ) === true ) {
  19055. shapeHoles[ i ] = shapeHole.reverse();
  19056. }
  19057. }
  19058. var faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );
  19059. // join vertices of inner and outer paths to a single array
  19060. for ( i = 0, l = shapeHoles.length; i < l; i ++ ) {
  19061. shapeHole = shapeHoles[ i ];
  19062. shapeVertices = shapeVertices.concat( shapeHole );
  19063. }
  19064. // vertices, normals, uvs
  19065. for ( i = 0, l = shapeVertices.length; i < l; i ++ ) {
  19066. var vertex = shapeVertices[ i ];
  19067. vertices.push( vertex.x, vertex.y, 0 );
  19068. normals.push( 0, 0, 1 );
  19069. uvs.push( vertex.x, vertex.y ); // world uvs
  19070. }
  19071. // incides
  19072. for ( i = 0, l = faces.length; i < l; i ++ ) {
  19073. var face = faces[ i ];
  19074. var a = face[ 0 ] + indexOffset;
  19075. var b = face[ 1 ] + indexOffset;
  19076. var c = face[ 2 ] + indexOffset;
  19077. indices.push( a, b, c );
  19078. groupCount += 3;
  19079. }
  19080. }
  19081. }
  19082. ShapeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19083. ShapeBufferGeometry.prototype.constructor = ShapeBufferGeometry;
  19084. ShapeBufferGeometry.prototype.toJSON = function () {
  19085. var data = BufferGeometry.prototype.toJSON.call( this );
  19086. var shapes = this.parameters.shapes;
  19087. return toJSON$1( shapes, data );
  19088. };
  19089. //
  19090. function toJSON$1( shapes, data ) {
  19091. data.shapes = [];
  19092. if ( Array.isArray( shapes ) ) {
  19093. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  19094. var shape = shapes[ i ];
  19095. data.shapes.push( shape.uuid );
  19096. }
  19097. } else {
  19098. data.shapes.push( shapes.uuid );
  19099. }
  19100. return data;
  19101. }
  19102. /**
  19103. * @author WestLangley / http://github.com/WestLangley
  19104. * @author Mugen87 / https://github.com/Mugen87
  19105. */
  19106. function EdgesGeometry( geometry, thresholdAngle ) {
  19107. BufferGeometry.call( this );
  19108. this.type = 'EdgesGeometry';
  19109. this.parameters = {
  19110. thresholdAngle: thresholdAngle
  19111. };
  19112. thresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1;
  19113. // buffer
  19114. var vertices = [];
  19115. // helper variables
  19116. var thresholdDot = Math.cos( MathUtils.DEG2RAD * thresholdAngle );
  19117. var edge = [ 0, 0 ], edges = {}, edge1, edge2;
  19118. var key, keys = [ 'a', 'b', 'c' ];
  19119. // prepare source geometry
  19120. var geometry2;
  19121. if ( geometry.isBufferGeometry ) {
  19122. geometry2 = new Geometry();
  19123. geometry2.fromBufferGeometry( geometry );
  19124. } else {
  19125. geometry2 = geometry.clone();
  19126. }
  19127. geometry2.mergeVertices();
  19128. geometry2.computeFaceNormals();
  19129. var sourceVertices = geometry2.vertices;
  19130. var faces = geometry2.faces;
  19131. // now create a data structure where each entry represents an edge with its adjoining faces
  19132. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  19133. var face = faces[ i ];
  19134. for ( var j = 0; j < 3; j ++ ) {
  19135. edge1 = face[ keys[ j ] ];
  19136. edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
  19137. edge[ 0 ] = Math.min( edge1, edge2 );
  19138. edge[ 1 ] = Math.max( edge1, edge2 );
  19139. key = edge[ 0 ] + ',' + edge[ 1 ];
  19140. if ( edges[ key ] === undefined ) {
  19141. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ], face1: i, face2: undefined };
  19142. } else {
  19143. edges[ key ].face2 = i;
  19144. }
  19145. }
  19146. }
  19147. // generate vertices
  19148. for ( key in edges ) {
  19149. var e = edges[ key ];
  19150. // an edge is only rendered if the angle (in degrees) between the face normals of the adjoining faces exceeds this value. default = 1 degree.
  19151. if ( e.face2 === undefined || faces[ e.face1 ].normal.dot( faces[ e.face2 ].normal ) <= thresholdDot ) {
  19152. var vertex = sourceVertices[ e.index1 ];
  19153. vertices.push( vertex.x, vertex.y, vertex.z );
  19154. vertex = sourceVertices[ e.index2 ];
  19155. vertices.push( vertex.x, vertex.y, vertex.z );
  19156. }
  19157. }
  19158. // build geometry
  19159. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19160. }
  19161. EdgesGeometry.prototype = Object.create( BufferGeometry.prototype );
  19162. EdgesGeometry.prototype.constructor = EdgesGeometry;
  19163. /**
  19164. * @author mrdoob / http://mrdoob.com/
  19165. * @author Mugen87 / https://github.com/Mugen87
  19166. */
  19167. // CylinderGeometry
  19168. function CylinderGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19169. Geometry.call( this );
  19170. this.type = 'CylinderGeometry';
  19171. this.parameters = {
  19172. radiusTop: radiusTop,
  19173. radiusBottom: radiusBottom,
  19174. height: height,
  19175. radialSegments: radialSegments,
  19176. heightSegments: heightSegments,
  19177. openEnded: openEnded,
  19178. thetaStart: thetaStart,
  19179. thetaLength: thetaLength
  19180. };
  19181. this.fromBufferGeometry( new CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) );
  19182. this.mergeVertices();
  19183. }
  19184. CylinderGeometry.prototype = Object.create( Geometry.prototype );
  19185. CylinderGeometry.prototype.constructor = CylinderGeometry;
  19186. // CylinderBufferGeometry
  19187. function CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19188. BufferGeometry.call( this );
  19189. this.type = 'CylinderBufferGeometry';
  19190. this.parameters = {
  19191. radiusTop: radiusTop,
  19192. radiusBottom: radiusBottom,
  19193. height: height,
  19194. radialSegments: radialSegments,
  19195. heightSegments: heightSegments,
  19196. openEnded: openEnded,
  19197. thetaStart: thetaStart,
  19198. thetaLength: thetaLength
  19199. };
  19200. var scope = this;
  19201. radiusTop = radiusTop !== undefined ? radiusTop : 1;
  19202. radiusBottom = radiusBottom !== undefined ? radiusBottom : 1;
  19203. height = height || 1;
  19204. radialSegments = Math.floor( radialSegments ) || 8;
  19205. heightSegments = Math.floor( heightSegments ) || 1;
  19206. openEnded = openEnded !== undefined ? openEnded : false;
  19207. thetaStart = thetaStart !== undefined ? thetaStart : 0.0;
  19208. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  19209. // buffers
  19210. var indices = [];
  19211. var vertices = [];
  19212. var normals = [];
  19213. var uvs = [];
  19214. // helper variables
  19215. var index = 0;
  19216. var indexArray = [];
  19217. var halfHeight = height / 2;
  19218. var groupStart = 0;
  19219. // generate geometry
  19220. generateTorso();
  19221. if ( openEnded === false ) {
  19222. if ( radiusTop > 0 ) { generateCap( true ); }
  19223. if ( radiusBottom > 0 ) { generateCap( false ); }
  19224. }
  19225. // build geometry
  19226. this.setIndex( indices );
  19227. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19228. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19229. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19230. function generateTorso() {
  19231. var x, y;
  19232. var normal = new Vector3();
  19233. var vertex = new Vector3();
  19234. var groupCount = 0;
  19235. // this will be used to calculate the normal
  19236. var slope = ( radiusBottom - radiusTop ) / height;
  19237. // generate vertices, normals and uvs
  19238. for ( y = 0; y <= heightSegments; y ++ ) {
  19239. var indexRow = [];
  19240. var v = y / heightSegments;
  19241. // calculate the radius of the current row
  19242. var radius = v * ( radiusBottom - radiusTop ) + radiusTop;
  19243. for ( x = 0; x <= radialSegments; x ++ ) {
  19244. var u = x / radialSegments;
  19245. var theta = u * thetaLength + thetaStart;
  19246. var sinTheta = Math.sin( theta );
  19247. var cosTheta = Math.cos( theta );
  19248. // vertex
  19249. vertex.x = radius * sinTheta;
  19250. vertex.y = - v * height + halfHeight;
  19251. vertex.z = radius * cosTheta;
  19252. vertices.push( vertex.x, vertex.y, vertex.z );
  19253. // normal
  19254. normal.set( sinTheta, slope, cosTheta ).normalize();
  19255. normals.push( normal.x, normal.y, normal.z );
  19256. // uv
  19257. uvs.push( u, 1 - v );
  19258. // save index of vertex in respective row
  19259. indexRow.push( index ++ );
  19260. }
  19261. // now save vertices of the row in our index array
  19262. indexArray.push( indexRow );
  19263. }
  19264. // generate indices
  19265. for ( x = 0; x < radialSegments; x ++ ) {
  19266. for ( y = 0; y < heightSegments; y ++ ) {
  19267. // we use the index array to access the correct indices
  19268. var a = indexArray[ y ][ x ];
  19269. var b = indexArray[ y + 1 ][ x ];
  19270. var c = indexArray[ y + 1 ][ x + 1 ];
  19271. var d = indexArray[ y ][ x + 1 ];
  19272. // faces
  19273. indices.push( a, b, d );
  19274. indices.push( b, c, d );
  19275. // update group counter
  19276. groupCount += 6;
  19277. }
  19278. }
  19279. // add a group to the geometry. this will ensure multi material support
  19280. scope.addGroup( groupStart, groupCount, 0 );
  19281. // calculate new start value for groups
  19282. groupStart += groupCount;
  19283. }
  19284. function generateCap( top ) {
  19285. var x, centerIndexStart, centerIndexEnd;
  19286. var uv = new Vector2();
  19287. var vertex = new Vector3();
  19288. var groupCount = 0;
  19289. var radius = ( top === true ) ? radiusTop : radiusBottom;
  19290. var sign = ( top === true ) ? 1 : - 1;
  19291. // save the index of the first center vertex
  19292. centerIndexStart = index;
  19293. // first we generate the center vertex data of the cap.
  19294. // because the geometry needs one set of uvs per face,
  19295. // we must generate a center vertex per face/segment
  19296. for ( x = 1; x <= radialSegments; x ++ ) {
  19297. // vertex
  19298. vertices.push( 0, halfHeight * sign, 0 );
  19299. // normal
  19300. normals.push( 0, sign, 0 );
  19301. // uv
  19302. uvs.push( 0.5, 0.5 );
  19303. // increase index
  19304. index ++;
  19305. }
  19306. // save the index of the last center vertex
  19307. centerIndexEnd = index;
  19308. // now we generate the surrounding vertices, normals and uvs
  19309. for ( x = 0; x <= radialSegments; x ++ ) {
  19310. var u = x / radialSegments;
  19311. var theta = u * thetaLength + thetaStart;
  19312. var cosTheta = Math.cos( theta );
  19313. var sinTheta = Math.sin( theta );
  19314. // vertex
  19315. vertex.x = radius * sinTheta;
  19316. vertex.y = halfHeight * sign;
  19317. vertex.z = radius * cosTheta;
  19318. vertices.push( vertex.x, vertex.y, vertex.z );
  19319. // normal
  19320. normals.push( 0, sign, 0 );
  19321. // uv
  19322. uv.x = ( cosTheta * 0.5 ) + 0.5;
  19323. uv.y = ( sinTheta * 0.5 * sign ) + 0.5;
  19324. uvs.push( uv.x, uv.y );
  19325. // increase index
  19326. index ++;
  19327. }
  19328. // generate indices
  19329. for ( x = 0; x < radialSegments; x ++ ) {
  19330. var c = centerIndexStart + x;
  19331. var i = centerIndexEnd + x;
  19332. if ( top === true ) {
  19333. // face top
  19334. indices.push( i, i + 1, c );
  19335. } else {
  19336. // face bottom
  19337. indices.push( i + 1, i, c );
  19338. }
  19339. groupCount += 3;
  19340. }
  19341. // add a group to the geometry. this will ensure multi material support
  19342. scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );
  19343. // calculate new start value for groups
  19344. groupStart += groupCount;
  19345. }
  19346. }
  19347. CylinderBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19348. CylinderBufferGeometry.prototype.constructor = CylinderBufferGeometry;
  19349. /**
  19350. * @author abelnation / http://github.com/abelnation
  19351. */
  19352. // ConeGeometry
  19353. function ConeGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19354. CylinderGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  19355. this.type = 'ConeGeometry';
  19356. this.parameters = {
  19357. radius: radius,
  19358. height: height,
  19359. radialSegments: radialSegments,
  19360. heightSegments: heightSegments,
  19361. openEnded: openEnded,
  19362. thetaStart: thetaStart,
  19363. thetaLength: thetaLength
  19364. };
  19365. }
  19366. ConeGeometry.prototype = Object.create( CylinderGeometry.prototype );
  19367. ConeGeometry.prototype.constructor = ConeGeometry;
  19368. // ConeBufferGeometry
  19369. function ConeBufferGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19370. CylinderBufferGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  19371. this.type = 'ConeBufferGeometry';
  19372. this.parameters = {
  19373. radius: radius,
  19374. height: height,
  19375. radialSegments: radialSegments,
  19376. heightSegments: heightSegments,
  19377. openEnded: openEnded,
  19378. thetaStart: thetaStart,
  19379. thetaLength: thetaLength
  19380. };
  19381. }
  19382. ConeBufferGeometry.prototype = Object.create( CylinderBufferGeometry.prototype );
  19383. ConeBufferGeometry.prototype.constructor = ConeBufferGeometry;
  19384. /**
  19385. * @author benaadams / https://twitter.com/ben_a_adams
  19386. * @author Mugen87 / https://github.com/Mugen87
  19387. * @author hughes
  19388. */
  19389. // CircleGeometry
  19390. function CircleGeometry( radius, segments, thetaStart, thetaLength ) {
  19391. Geometry.call( this );
  19392. this.type = 'CircleGeometry';
  19393. this.parameters = {
  19394. radius: radius,
  19395. segments: segments,
  19396. thetaStart: thetaStart,
  19397. thetaLength: thetaLength
  19398. };
  19399. this.fromBufferGeometry( new CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) );
  19400. this.mergeVertices();
  19401. }
  19402. CircleGeometry.prototype = Object.create( Geometry.prototype );
  19403. CircleGeometry.prototype.constructor = CircleGeometry;
  19404. // CircleBufferGeometry
  19405. function CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) {
  19406. BufferGeometry.call( this );
  19407. this.type = 'CircleBufferGeometry';
  19408. this.parameters = {
  19409. radius: radius,
  19410. segments: segments,
  19411. thetaStart: thetaStart,
  19412. thetaLength: thetaLength
  19413. };
  19414. radius = radius || 1;
  19415. segments = segments !== undefined ? Math.max( 3, segments ) : 8;
  19416. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  19417. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  19418. // buffers
  19419. var indices = [];
  19420. var vertices = [];
  19421. var normals = [];
  19422. var uvs = [];
  19423. // helper variables
  19424. var i, s;
  19425. var vertex = new Vector3();
  19426. var uv = new Vector2();
  19427. // center point
  19428. vertices.push( 0, 0, 0 );
  19429. normals.push( 0, 0, 1 );
  19430. uvs.push( 0.5, 0.5 );
  19431. for ( s = 0, i = 3; s <= segments; s ++, i += 3 ) {
  19432. var segment = thetaStart + s / segments * thetaLength;
  19433. // vertex
  19434. vertex.x = radius * Math.cos( segment );
  19435. vertex.y = radius * Math.sin( segment );
  19436. vertices.push( vertex.x, vertex.y, vertex.z );
  19437. // normal
  19438. normals.push( 0, 0, 1 );
  19439. // uvs
  19440. uv.x = ( vertices[ i ] / radius + 1 ) / 2;
  19441. uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;
  19442. uvs.push( uv.x, uv.y );
  19443. }
  19444. // indices
  19445. for ( i = 1; i <= segments; i ++ ) {
  19446. indices.push( i, i + 1, 0 );
  19447. }
  19448. // build geometry
  19449. this.setIndex( indices );
  19450. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19451. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19452. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19453. }
  19454. CircleBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19455. CircleBufferGeometry.prototype.constructor = CircleBufferGeometry;
  19456. var Geometries = /*#__PURE__*/Object.freeze({
  19457. __proto__: null,
  19458. WireframeGeometry: WireframeGeometry,
  19459. ParametricGeometry: ParametricGeometry,
  19460. ParametricBufferGeometry: ParametricBufferGeometry,
  19461. TetrahedronGeometry: TetrahedronGeometry,
  19462. TetrahedronBufferGeometry: TetrahedronBufferGeometry,
  19463. OctahedronGeometry: OctahedronGeometry,
  19464. OctahedronBufferGeometry: OctahedronBufferGeometry,
  19465. IcosahedronGeometry: IcosahedronGeometry,
  19466. IcosahedronBufferGeometry: IcosahedronBufferGeometry,
  19467. DodecahedronGeometry: DodecahedronGeometry,
  19468. DodecahedronBufferGeometry: DodecahedronBufferGeometry,
  19469. PolyhedronGeometry: PolyhedronGeometry,
  19470. PolyhedronBufferGeometry: PolyhedronBufferGeometry,
  19471. TubeGeometry: TubeGeometry,
  19472. TubeBufferGeometry: TubeBufferGeometry,
  19473. TorusKnotGeometry: TorusKnotGeometry,
  19474. TorusKnotBufferGeometry: TorusKnotBufferGeometry,
  19475. TorusGeometry: TorusGeometry,
  19476. TorusBufferGeometry: TorusBufferGeometry,
  19477. TextGeometry: TextGeometry,
  19478. TextBufferGeometry: TextBufferGeometry,
  19479. SphereGeometry: SphereGeometry,
  19480. SphereBufferGeometry: SphereBufferGeometry,
  19481. RingGeometry: RingGeometry,
  19482. RingBufferGeometry: RingBufferGeometry,
  19483. PlaneGeometry: PlaneGeometry,
  19484. PlaneBufferGeometry: PlaneBufferGeometry,
  19485. LatheGeometry: LatheGeometry,
  19486. LatheBufferGeometry: LatheBufferGeometry,
  19487. ShapeGeometry: ShapeGeometry,
  19488. ShapeBufferGeometry: ShapeBufferGeometry,
  19489. ExtrudeGeometry: ExtrudeGeometry,
  19490. ExtrudeBufferGeometry: ExtrudeBufferGeometry,
  19491. EdgesGeometry: EdgesGeometry,
  19492. ConeGeometry: ConeGeometry,
  19493. ConeBufferGeometry: ConeBufferGeometry,
  19494. CylinderGeometry: CylinderGeometry,
  19495. CylinderBufferGeometry: CylinderBufferGeometry,
  19496. CircleGeometry: CircleGeometry,
  19497. CircleBufferGeometry: CircleBufferGeometry,
  19498. BoxGeometry: BoxGeometry,
  19499. BoxBufferGeometry: BoxBufferGeometry
  19500. });
  19501. /**
  19502. * @author mrdoob / http://mrdoob.com/
  19503. *
  19504. * parameters = {
  19505. * color: <THREE.Color>
  19506. * }
  19507. */
  19508. function ShadowMaterial( parameters ) {
  19509. Material.call( this );
  19510. this.type = 'ShadowMaterial';
  19511. this.color = new Color( 0x000000 );
  19512. this.transparent = true;
  19513. this.setValues( parameters );
  19514. }
  19515. ShadowMaterial.prototype = Object.create( Material.prototype );
  19516. ShadowMaterial.prototype.constructor = ShadowMaterial;
  19517. ShadowMaterial.prototype.isShadowMaterial = true;
  19518. ShadowMaterial.prototype.copy = function ( source ) {
  19519. Material.prototype.copy.call( this, source );
  19520. this.color.copy( source.color );
  19521. return this;
  19522. };
  19523. /**
  19524. * @author mrdoob / http://mrdoob.com/
  19525. */
  19526. function RawShaderMaterial( parameters ) {
  19527. ShaderMaterial.call( this, parameters );
  19528. this.type = 'RawShaderMaterial';
  19529. }
  19530. RawShaderMaterial.prototype = Object.create( ShaderMaterial.prototype );
  19531. RawShaderMaterial.prototype.constructor = RawShaderMaterial;
  19532. RawShaderMaterial.prototype.isRawShaderMaterial = true;
  19533. /**
  19534. * @author WestLangley / http://github.com/WestLangley
  19535. *
  19536. * parameters = {
  19537. * color: <hex>,
  19538. * roughness: <float>,
  19539. * metalness: <float>,
  19540. * opacity: <float>,
  19541. *
  19542. * map: new THREE.Texture( <Image> ),
  19543. *
  19544. * lightMap: new THREE.Texture( <Image> ),
  19545. * lightMapIntensity: <float>
  19546. *
  19547. * aoMap: new THREE.Texture( <Image> ),
  19548. * aoMapIntensity: <float>
  19549. *
  19550. * emissive: <hex>,
  19551. * emissiveIntensity: <float>
  19552. * emissiveMap: new THREE.Texture( <Image> ),
  19553. *
  19554. * bumpMap: new THREE.Texture( <Image> ),
  19555. * bumpScale: <float>,
  19556. *
  19557. * normalMap: new THREE.Texture( <Image> ),
  19558. * normalMapType: THREE.TangentSpaceNormalMap,
  19559. * normalScale: <Vector2>,
  19560. *
  19561. * displacementMap: new THREE.Texture( <Image> ),
  19562. * displacementScale: <float>,
  19563. * displacementBias: <float>,
  19564. *
  19565. * roughnessMap: new THREE.Texture( <Image> ),
  19566. *
  19567. * metalnessMap: new THREE.Texture( <Image> ),
  19568. *
  19569. * alphaMap: new THREE.Texture( <Image> ),
  19570. *
  19571. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  19572. * envMapIntensity: <float>
  19573. *
  19574. * refractionRatio: <float>,
  19575. *
  19576. * wireframe: <boolean>,
  19577. * wireframeLinewidth: <float>,
  19578. *
  19579. * skinning: <bool>,
  19580. * morphTargets: <bool>,
  19581. * morphNormals: <bool>
  19582. * }
  19583. */
  19584. function MeshStandardMaterial( parameters ) {
  19585. Material.call( this );
  19586. this.defines = { 'STANDARD': '' };
  19587. this.type = 'MeshStandardMaterial';
  19588. this.color = new Color( 0xffffff ); // diffuse
  19589. this.roughness = 1.0;
  19590. this.metalness = 0.0;
  19591. this.map = null;
  19592. this.lightMap = null;
  19593. this.lightMapIntensity = 1.0;
  19594. this.aoMap = null;
  19595. this.aoMapIntensity = 1.0;
  19596. this.emissive = new Color( 0x000000 );
  19597. this.emissiveIntensity = 1.0;
  19598. this.emissiveMap = null;
  19599. this.bumpMap = null;
  19600. this.bumpScale = 1;
  19601. this.normalMap = null;
  19602. this.normalMapType = TangentSpaceNormalMap;
  19603. this.normalScale = new Vector2( 1, 1 );
  19604. this.displacementMap = null;
  19605. this.displacementScale = 1;
  19606. this.displacementBias = 0;
  19607. this.roughnessMap = null;
  19608. this.metalnessMap = null;
  19609. this.alphaMap = null;
  19610. this.envMap = null;
  19611. this.envMapIntensity = 1.0;
  19612. this.refractionRatio = 0.98;
  19613. this.wireframe = false;
  19614. this.wireframeLinewidth = 1;
  19615. this.wireframeLinecap = 'round';
  19616. this.wireframeLinejoin = 'round';
  19617. this.skinning = false;
  19618. this.morphTargets = false;
  19619. this.morphNormals = false;
  19620. this.setValues( parameters );
  19621. }
  19622. MeshStandardMaterial.prototype = Object.create( Material.prototype );
  19623. MeshStandardMaterial.prototype.constructor = MeshStandardMaterial;
  19624. MeshStandardMaterial.prototype.isMeshStandardMaterial = true;
  19625. MeshStandardMaterial.prototype.copy = function ( source ) {
  19626. Material.prototype.copy.call( this, source );
  19627. this.defines = { 'STANDARD': '' };
  19628. this.color.copy( source.color );
  19629. this.roughness = source.roughness;
  19630. this.metalness = source.metalness;
  19631. this.map = source.map;
  19632. this.lightMap = source.lightMap;
  19633. this.lightMapIntensity = source.lightMapIntensity;
  19634. this.aoMap = source.aoMap;
  19635. this.aoMapIntensity = source.aoMapIntensity;
  19636. this.emissive.copy( source.emissive );
  19637. this.emissiveMap = source.emissiveMap;
  19638. this.emissiveIntensity = source.emissiveIntensity;
  19639. this.bumpMap = source.bumpMap;
  19640. this.bumpScale = source.bumpScale;
  19641. this.normalMap = source.normalMap;
  19642. this.normalMapType = source.normalMapType;
  19643. this.normalScale.copy( source.normalScale );
  19644. this.displacementMap = source.displacementMap;
  19645. this.displacementScale = source.displacementScale;
  19646. this.displacementBias = source.displacementBias;
  19647. this.roughnessMap = source.roughnessMap;
  19648. this.metalnessMap = source.metalnessMap;
  19649. this.alphaMap = source.alphaMap;
  19650. this.envMap = source.envMap;
  19651. this.envMapIntensity = source.envMapIntensity;
  19652. this.refractionRatio = source.refractionRatio;
  19653. this.wireframe = source.wireframe;
  19654. this.wireframeLinewidth = source.wireframeLinewidth;
  19655. this.wireframeLinecap = source.wireframeLinecap;
  19656. this.wireframeLinejoin = source.wireframeLinejoin;
  19657. this.skinning = source.skinning;
  19658. this.morphTargets = source.morphTargets;
  19659. this.morphNormals = source.morphNormals;
  19660. return this;
  19661. };
  19662. /**
  19663. * @author WestLangley / http://github.com/WestLangley
  19664. *
  19665. * parameters = {
  19666. * reflectivity: <float>
  19667. * clearcoat: <float>
  19668. * clearcoatRoughness: <float>
  19669. *
  19670. * sheen: <Color>
  19671. *
  19672. * clearcoatNormalScale: <Vector2>,
  19673. * clearcoatNormalMap: new THREE.Texture( <Image> ),
  19674. * }
  19675. */
  19676. function MeshPhysicalMaterial( parameters ) {
  19677. MeshStandardMaterial.call( this );
  19678. this.defines = {
  19679. 'STANDARD': '',
  19680. 'PHYSICAL': ''
  19681. };
  19682. this.type = 'MeshPhysicalMaterial';
  19683. this.reflectivity = 0.5; // maps to F0 = 0.04
  19684. this.clearcoat = 0.0;
  19685. this.clearcoatRoughness = 0.0;
  19686. this.sheen = null; // null will disable sheen bsdf
  19687. this.clearcoatNormalScale = new Vector2( 1, 1 );
  19688. this.clearcoatNormalMap = null;
  19689. this.transparency = 0.0;
  19690. this.setValues( parameters );
  19691. }
  19692. MeshPhysicalMaterial.prototype = Object.create( MeshStandardMaterial.prototype );
  19693. MeshPhysicalMaterial.prototype.constructor = MeshPhysicalMaterial;
  19694. MeshPhysicalMaterial.prototype.isMeshPhysicalMaterial = true;
  19695. MeshPhysicalMaterial.prototype.copy = function ( source ) {
  19696. MeshStandardMaterial.prototype.copy.call( this, source );
  19697. this.defines = {
  19698. 'STANDARD': '',
  19699. 'PHYSICAL': ''
  19700. };
  19701. this.reflectivity = source.reflectivity;
  19702. this.clearcoat = source.clearcoat;
  19703. this.clearcoatRoughness = source.clearcoatRoughness;
  19704. if ( source.sheen ) { this.sheen = ( this.sheen || new Color() ).copy( source.sheen ); }
  19705. else { this.sheen = null; }
  19706. this.clearcoatNormalMap = source.clearcoatNormalMap;
  19707. this.clearcoatNormalScale.copy( source.clearcoatNormalScale );
  19708. this.transparency = source.transparency;
  19709. return this;
  19710. };
  19711. /**
  19712. * @author mrdoob / http://mrdoob.com/
  19713. * @author alteredq / http://alteredqualia.com/
  19714. *
  19715. * parameters = {
  19716. * color: <hex>,
  19717. * specular: <hex>,
  19718. * shininess: <float>,
  19719. * opacity: <float>,
  19720. *
  19721. * map: new THREE.Texture( <Image> ),
  19722. *
  19723. * lightMap: new THREE.Texture( <Image> ),
  19724. * lightMapIntensity: <float>
  19725. *
  19726. * aoMap: new THREE.Texture( <Image> ),
  19727. * aoMapIntensity: <float>
  19728. *
  19729. * emissive: <hex>,
  19730. * emissiveIntensity: <float>
  19731. * emissiveMap: new THREE.Texture( <Image> ),
  19732. *
  19733. * bumpMap: new THREE.Texture( <Image> ),
  19734. * bumpScale: <float>,
  19735. *
  19736. * normalMap: new THREE.Texture( <Image> ),
  19737. * normalMapType: THREE.TangentSpaceNormalMap,
  19738. * normalScale: <Vector2>,
  19739. *
  19740. * displacementMap: new THREE.Texture( <Image> ),
  19741. * displacementScale: <float>,
  19742. * displacementBias: <float>,
  19743. *
  19744. * specularMap: new THREE.Texture( <Image> ),
  19745. *
  19746. * alphaMap: new THREE.Texture( <Image> ),
  19747. *
  19748. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  19749. * combine: THREE.MultiplyOperation,
  19750. * reflectivity: <float>,
  19751. * refractionRatio: <float>,
  19752. *
  19753. * wireframe: <boolean>,
  19754. * wireframeLinewidth: <float>,
  19755. *
  19756. * skinning: <bool>,
  19757. * morphTargets: <bool>,
  19758. * morphNormals: <bool>
  19759. * }
  19760. */
  19761. function MeshPhongMaterial( parameters ) {
  19762. Material.call( this );
  19763. this.type = 'MeshPhongMaterial';
  19764. this.color = new Color( 0xffffff ); // diffuse
  19765. this.specular = new Color( 0x111111 );
  19766. this.shininess = 30;
  19767. this.map = null;
  19768. this.lightMap = null;
  19769. this.lightMapIntensity = 1.0;
  19770. this.aoMap = null;
  19771. this.aoMapIntensity = 1.0;
  19772. this.emissive = new Color( 0x000000 );
  19773. this.emissiveIntensity = 1.0;
  19774. this.emissiveMap = null;
  19775. this.bumpMap = null;
  19776. this.bumpScale = 1;
  19777. this.normalMap = null;
  19778. this.normalMapType = TangentSpaceNormalMap;
  19779. this.normalScale = new Vector2( 1, 1 );
  19780. this.displacementMap = null;
  19781. this.displacementScale = 1;
  19782. this.displacementBias = 0;
  19783. this.specularMap = null;
  19784. this.alphaMap = null;
  19785. this.envMap = null;
  19786. this.combine = MultiplyOperation;
  19787. this.reflectivity = 1;
  19788. this.refractionRatio = 0.98;
  19789. this.wireframe = false;
  19790. this.wireframeLinewidth = 1;
  19791. this.wireframeLinecap = 'round';
  19792. this.wireframeLinejoin = 'round';
  19793. this.skinning = false;
  19794. this.morphTargets = false;
  19795. this.morphNormals = false;
  19796. this.setValues( parameters );
  19797. }
  19798. MeshPhongMaterial.prototype = Object.create( Material.prototype );
  19799. MeshPhongMaterial.prototype.constructor = MeshPhongMaterial;
  19800. MeshPhongMaterial.prototype.isMeshPhongMaterial = true;
  19801. MeshPhongMaterial.prototype.copy = function ( source ) {
  19802. Material.prototype.copy.call( this, source );
  19803. this.color.copy( source.color );
  19804. this.specular.copy( source.specular );
  19805. this.shininess = source.shininess;
  19806. this.map = source.map;
  19807. this.lightMap = source.lightMap;
  19808. this.lightMapIntensity = source.lightMapIntensity;
  19809. this.aoMap = source.aoMap;
  19810. this.aoMapIntensity = source.aoMapIntensity;
  19811. this.emissive.copy( source.emissive );
  19812. this.emissiveMap = source.emissiveMap;
  19813. this.emissiveIntensity = source.emissiveIntensity;
  19814. this.bumpMap = source.bumpMap;
  19815. this.bumpScale = source.bumpScale;
  19816. this.normalMap = source.normalMap;
  19817. this.normalMapType = source.normalMapType;
  19818. this.normalScale.copy( source.normalScale );
  19819. this.displacementMap = source.displacementMap;
  19820. this.displacementScale = source.displacementScale;
  19821. this.displacementBias = source.displacementBias;
  19822. this.specularMap = source.specularMap;
  19823. this.alphaMap = source.alphaMap;
  19824. this.envMap = source.envMap;
  19825. this.combine = source.combine;
  19826. this.reflectivity = source.reflectivity;
  19827. this.refractionRatio = source.refractionRatio;
  19828. this.wireframe = source.wireframe;
  19829. this.wireframeLinewidth = source.wireframeLinewidth;
  19830. this.wireframeLinecap = source.wireframeLinecap;
  19831. this.wireframeLinejoin = source.wireframeLinejoin;
  19832. this.skinning = source.skinning;
  19833. this.morphTargets = source.morphTargets;
  19834. this.morphNormals = source.morphNormals;
  19835. return this;
  19836. };
  19837. /**
  19838. * @author takahirox / http://github.com/takahirox
  19839. *
  19840. * parameters = {
  19841. * color: <hex>,
  19842. * specular: <hex>,
  19843. * shininess: <float>,
  19844. *
  19845. * map: new THREE.Texture( <Image> ),
  19846. * gradientMap: new THREE.Texture( <Image> ),
  19847. *
  19848. * lightMap: new THREE.Texture( <Image> ),
  19849. * lightMapIntensity: <float>
  19850. *
  19851. * aoMap: new THREE.Texture( <Image> ),
  19852. * aoMapIntensity: <float>
  19853. *
  19854. * emissive: <hex>,
  19855. * emissiveIntensity: <float>
  19856. * emissiveMap: new THREE.Texture( <Image> ),
  19857. *
  19858. * bumpMap: new THREE.Texture( <Image> ),
  19859. * bumpScale: <float>,
  19860. *
  19861. * normalMap: new THREE.Texture( <Image> ),
  19862. * normalMapType: THREE.TangentSpaceNormalMap,
  19863. * normalScale: <Vector2>,
  19864. *
  19865. * displacementMap: new THREE.Texture( <Image> ),
  19866. * displacementScale: <float>,
  19867. * displacementBias: <float>,
  19868. *
  19869. * specularMap: new THREE.Texture( <Image> ),
  19870. *
  19871. * alphaMap: new THREE.Texture( <Image> ),
  19872. *
  19873. * wireframe: <boolean>,
  19874. * wireframeLinewidth: <float>,
  19875. *
  19876. * skinning: <bool>,
  19877. * morphTargets: <bool>,
  19878. * morphNormals: <bool>
  19879. * }
  19880. */
  19881. function MeshToonMaterial( parameters ) {
  19882. Material.call( this );
  19883. this.defines = { 'TOON': '' };
  19884. this.type = 'MeshToonMaterial';
  19885. this.color = new Color( 0xffffff );
  19886. this.specular = new Color( 0x111111 );
  19887. this.shininess = 30;
  19888. this.map = null;
  19889. this.gradientMap = null;
  19890. this.lightMap = null;
  19891. this.lightMapIntensity = 1.0;
  19892. this.aoMap = null;
  19893. this.aoMapIntensity = 1.0;
  19894. this.emissive = new Color( 0x000000 );
  19895. this.emissiveIntensity = 1.0;
  19896. this.emissiveMap = null;
  19897. this.bumpMap = null;
  19898. this.bumpScale = 1;
  19899. this.normalMap = null;
  19900. this.normalMapType = TangentSpaceNormalMap;
  19901. this.normalScale = new Vector2( 1, 1 );
  19902. this.displacementMap = null;
  19903. this.displacementScale = 1;
  19904. this.displacementBias = 0;
  19905. this.specularMap = null;
  19906. this.alphaMap = null;
  19907. this.wireframe = false;
  19908. this.wireframeLinewidth = 1;
  19909. this.wireframeLinecap = 'round';
  19910. this.wireframeLinejoin = 'round';
  19911. this.skinning = false;
  19912. this.morphTargets = false;
  19913. this.morphNormals = false;
  19914. this.setValues( parameters );
  19915. }
  19916. MeshToonMaterial.prototype = Object.create( Material.prototype );
  19917. MeshToonMaterial.prototype.constructor = MeshToonMaterial;
  19918. MeshToonMaterial.prototype.isMeshToonMaterial = true;
  19919. MeshToonMaterial.prototype.copy = function ( source ) {
  19920. Material.prototype.copy.call( this, source );
  19921. this.color.copy( source.color );
  19922. this.specular.copy( source.specular );
  19923. this.shininess = source.shininess;
  19924. this.map = source.map;
  19925. this.gradientMap = source.gradientMap;
  19926. this.lightMap = source.lightMap;
  19927. this.lightMapIntensity = source.lightMapIntensity;
  19928. this.aoMap = source.aoMap;
  19929. this.aoMapIntensity = source.aoMapIntensity;
  19930. this.emissive.copy( source.emissive );
  19931. this.emissiveMap = source.emissiveMap;
  19932. this.emissiveIntensity = source.emissiveIntensity;
  19933. this.bumpMap = source.bumpMap;
  19934. this.bumpScale = source.bumpScale;
  19935. this.normalMap = source.normalMap;
  19936. this.normalMapType = source.normalMapType;
  19937. this.normalScale.copy( source.normalScale );
  19938. this.displacementMap = source.displacementMap;
  19939. this.displacementScale = source.displacementScale;
  19940. this.displacementBias = source.displacementBias;
  19941. this.specularMap = source.specularMap;
  19942. this.alphaMap = source.alphaMap;
  19943. this.wireframe = source.wireframe;
  19944. this.wireframeLinewidth = source.wireframeLinewidth;
  19945. this.wireframeLinecap = source.wireframeLinecap;
  19946. this.wireframeLinejoin = source.wireframeLinejoin;
  19947. this.skinning = source.skinning;
  19948. this.morphTargets = source.morphTargets;
  19949. this.morphNormals = source.morphNormals;
  19950. return this;
  19951. };
  19952. /**
  19953. * @author mrdoob / http://mrdoob.com/
  19954. * @author WestLangley / http://github.com/WestLangley
  19955. *
  19956. * parameters = {
  19957. * opacity: <float>,
  19958. *
  19959. * bumpMap: new THREE.Texture( <Image> ),
  19960. * bumpScale: <float>,
  19961. *
  19962. * normalMap: new THREE.Texture( <Image> ),
  19963. * normalMapType: THREE.TangentSpaceNormalMap,
  19964. * normalScale: <Vector2>,
  19965. *
  19966. * displacementMap: new THREE.Texture( <Image> ),
  19967. * displacementScale: <float>,
  19968. * displacementBias: <float>,
  19969. *
  19970. * wireframe: <boolean>,
  19971. * wireframeLinewidth: <float>
  19972. *
  19973. * skinning: <bool>,
  19974. * morphTargets: <bool>,
  19975. * morphNormals: <bool>
  19976. * }
  19977. */
  19978. function MeshNormalMaterial( parameters ) {
  19979. Material.call( this );
  19980. this.type = 'MeshNormalMaterial';
  19981. this.bumpMap = null;
  19982. this.bumpScale = 1;
  19983. this.normalMap = null;
  19984. this.normalMapType = TangentSpaceNormalMap;
  19985. this.normalScale = new Vector2( 1, 1 );
  19986. this.displacementMap = null;
  19987. this.displacementScale = 1;
  19988. this.displacementBias = 0;
  19989. this.wireframe = false;
  19990. this.wireframeLinewidth = 1;
  19991. this.fog = false;
  19992. this.skinning = false;
  19993. this.morphTargets = false;
  19994. this.morphNormals = false;
  19995. this.setValues( parameters );
  19996. }
  19997. MeshNormalMaterial.prototype = Object.create( Material.prototype );
  19998. MeshNormalMaterial.prototype.constructor = MeshNormalMaterial;
  19999. MeshNormalMaterial.prototype.isMeshNormalMaterial = true;
  20000. MeshNormalMaterial.prototype.copy = function ( source ) {
  20001. Material.prototype.copy.call( this, source );
  20002. this.bumpMap = source.bumpMap;
  20003. this.bumpScale = source.bumpScale;
  20004. this.normalMap = source.normalMap;
  20005. this.normalMapType = source.normalMapType;
  20006. this.normalScale.copy( source.normalScale );
  20007. this.displacementMap = source.displacementMap;
  20008. this.displacementScale = source.displacementScale;
  20009. this.displacementBias = source.displacementBias;
  20010. this.wireframe = source.wireframe;
  20011. this.wireframeLinewidth = source.wireframeLinewidth;
  20012. this.skinning = source.skinning;
  20013. this.morphTargets = source.morphTargets;
  20014. this.morphNormals = source.morphNormals;
  20015. return this;
  20016. };
  20017. /**
  20018. * @author mrdoob / http://mrdoob.com/
  20019. * @author alteredq / http://alteredqualia.com/
  20020. *
  20021. * parameters = {
  20022. * color: <hex>,
  20023. * opacity: <float>,
  20024. *
  20025. * map: new THREE.Texture( <Image> ),
  20026. *
  20027. * lightMap: new THREE.Texture( <Image> ),
  20028. * lightMapIntensity: <float>
  20029. *
  20030. * aoMap: new THREE.Texture( <Image> ),
  20031. * aoMapIntensity: <float>
  20032. *
  20033. * emissive: <hex>,
  20034. * emissiveIntensity: <float>
  20035. * emissiveMap: new THREE.Texture( <Image> ),
  20036. *
  20037. * specularMap: new THREE.Texture( <Image> ),
  20038. *
  20039. * alphaMap: new THREE.Texture( <Image> ),
  20040. *
  20041. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  20042. * combine: THREE.Multiply,
  20043. * reflectivity: <float>,
  20044. * refractionRatio: <float>,
  20045. *
  20046. * wireframe: <boolean>,
  20047. * wireframeLinewidth: <float>,
  20048. *
  20049. * skinning: <bool>,
  20050. * morphTargets: <bool>,
  20051. * morphNormals: <bool>
  20052. * }
  20053. */
  20054. function MeshLambertMaterial( parameters ) {
  20055. Material.call( this );
  20056. this.type = 'MeshLambertMaterial';
  20057. this.color = new Color( 0xffffff ); // diffuse
  20058. this.map = null;
  20059. this.lightMap = null;
  20060. this.lightMapIntensity = 1.0;
  20061. this.aoMap = null;
  20062. this.aoMapIntensity = 1.0;
  20063. this.emissive = new Color( 0x000000 );
  20064. this.emissiveIntensity = 1.0;
  20065. this.emissiveMap = null;
  20066. this.specularMap = null;
  20067. this.alphaMap = null;
  20068. this.envMap = null;
  20069. this.combine = MultiplyOperation;
  20070. this.reflectivity = 1;
  20071. this.refractionRatio = 0.98;
  20072. this.wireframe = false;
  20073. this.wireframeLinewidth = 1;
  20074. this.wireframeLinecap = 'round';
  20075. this.wireframeLinejoin = 'round';
  20076. this.skinning = false;
  20077. this.morphTargets = false;
  20078. this.morphNormals = false;
  20079. this.setValues( parameters );
  20080. }
  20081. MeshLambertMaterial.prototype = Object.create( Material.prototype );
  20082. MeshLambertMaterial.prototype.constructor = MeshLambertMaterial;
  20083. MeshLambertMaterial.prototype.isMeshLambertMaterial = true;
  20084. MeshLambertMaterial.prototype.copy = function ( source ) {
  20085. Material.prototype.copy.call( this, source );
  20086. this.color.copy( source.color );
  20087. this.map = source.map;
  20088. this.lightMap = source.lightMap;
  20089. this.lightMapIntensity = source.lightMapIntensity;
  20090. this.aoMap = source.aoMap;
  20091. this.aoMapIntensity = source.aoMapIntensity;
  20092. this.emissive.copy( source.emissive );
  20093. this.emissiveMap = source.emissiveMap;
  20094. this.emissiveIntensity = source.emissiveIntensity;
  20095. this.specularMap = source.specularMap;
  20096. this.alphaMap = source.alphaMap;
  20097. this.envMap = source.envMap;
  20098. this.combine = source.combine;
  20099. this.reflectivity = source.reflectivity;
  20100. this.refractionRatio = source.refractionRatio;
  20101. this.wireframe = source.wireframe;
  20102. this.wireframeLinewidth = source.wireframeLinewidth;
  20103. this.wireframeLinecap = source.wireframeLinecap;
  20104. this.wireframeLinejoin = source.wireframeLinejoin;
  20105. this.skinning = source.skinning;
  20106. this.morphTargets = source.morphTargets;
  20107. this.morphNormals = source.morphNormals;
  20108. return this;
  20109. };
  20110. /**
  20111. * @author WestLangley / http://github.com/WestLangley
  20112. *
  20113. * parameters = {
  20114. * color: <hex>,
  20115. * opacity: <float>,
  20116. *
  20117. * matcap: new THREE.Texture( <Image> ),
  20118. *
  20119. * map: new THREE.Texture( <Image> ),
  20120. *
  20121. * bumpMap: new THREE.Texture( <Image> ),
  20122. * bumpScale: <float>,
  20123. *
  20124. * normalMap: new THREE.Texture( <Image> ),
  20125. * normalMapType: THREE.TangentSpaceNormalMap,
  20126. * normalScale: <Vector2>,
  20127. *
  20128. * displacementMap: new THREE.Texture( <Image> ),
  20129. * displacementScale: <float>,
  20130. * displacementBias: <float>,
  20131. *
  20132. * alphaMap: new THREE.Texture( <Image> ),
  20133. *
  20134. * skinning: <bool>,
  20135. * morphTargets: <bool>,
  20136. * morphNormals: <bool>
  20137. * }
  20138. */
  20139. function MeshMatcapMaterial( parameters ) {
  20140. Material.call( this );
  20141. this.defines = { 'MATCAP': '' };
  20142. this.type = 'MeshMatcapMaterial';
  20143. this.color = new Color( 0xffffff ); // diffuse
  20144. this.matcap = null;
  20145. this.map = null;
  20146. this.bumpMap = null;
  20147. this.bumpScale = 1;
  20148. this.normalMap = null;
  20149. this.normalMapType = TangentSpaceNormalMap;
  20150. this.normalScale = new Vector2( 1, 1 );
  20151. this.displacementMap = null;
  20152. this.displacementScale = 1;
  20153. this.displacementBias = 0;
  20154. this.alphaMap = null;
  20155. this.skinning = false;
  20156. this.morphTargets = false;
  20157. this.morphNormals = false;
  20158. this.setValues( parameters );
  20159. }
  20160. MeshMatcapMaterial.prototype = Object.create( Material.prototype );
  20161. MeshMatcapMaterial.prototype.constructor = MeshMatcapMaterial;
  20162. MeshMatcapMaterial.prototype.isMeshMatcapMaterial = true;
  20163. MeshMatcapMaterial.prototype.copy = function ( source ) {
  20164. Material.prototype.copy.call( this, source );
  20165. this.defines = { 'MATCAP': '' };
  20166. this.color.copy( source.color );
  20167. this.matcap = source.matcap;
  20168. this.map = source.map;
  20169. this.bumpMap = source.bumpMap;
  20170. this.bumpScale = source.bumpScale;
  20171. this.normalMap = source.normalMap;
  20172. this.normalMapType = source.normalMapType;
  20173. this.normalScale.copy( source.normalScale );
  20174. this.displacementMap = source.displacementMap;
  20175. this.displacementScale = source.displacementScale;
  20176. this.displacementBias = source.displacementBias;
  20177. this.alphaMap = source.alphaMap;
  20178. this.skinning = source.skinning;
  20179. this.morphTargets = source.morphTargets;
  20180. this.morphNormals = source.morphNormals;
  20181. return this;
  20182. };
  20183. /**
  20184. * @author alteredq / http://alteredqualia.com/
  20185. *
  20186. * parameters = {
  20187. * color: <hex>,
  20188. * opacity: <float>,
  20189. *
  20190. * linewidth: <float>,
  20191. *
  20192. * scale: <float>,
  20193. * dashSize: <float>,
  20194. * gapSize: <float>
  20195. * }
  20196. */
  20197. function LineDashedMaterial( parameters ) {
  20198. LineBasicMaterial.call( this );
  20199. this.type = 'LineDashedMaterial';
  20200. this.scale = 1;
  20201. this.dashSize = 3;
  20202. this.gapSize = 1;
  20203. this.setValues( parameters );
  20204. }
  20205. LineDashedMaterial.prototype = Object.create( LineBasicMaterial.prototype );
  20206. LineDashedMaterial.prototype.constructor = LineDashedMaterial;
  20207. LineDashedMaterial.prototype.isLineDashedMaterial = true;
  20208. LineDashedMaterial.prototype.copy = function ( source ) {
  20209. LineBasicMaterial.prototype.copy.call( this, source );
  20210. this.scale = source.scale;
  20211. this.dashSize = source.dashSize;
  20212. this.gapSize = source.gapSize;
  20213. return this;
  20214. };
  20215. var Materials = /*#__PURE__*/Object.freeze({
  20216. __proto__: null,
  20217. ShadowMaterial: ShadowMaterial,
  20218. SpriteMaterial: SpriteMaterial,
  20219. RawShaderMaterial: RawShaderMaterial,
  20220. ShaderMaterial: ShaderMaterial,
  20221. PointsMaterial: PointsMaterial,
  20222. MeshPhysicalMaterial: MeshPhysicalMaterial,
  20223. MeshStandardMaterial: MeshStandardMaterial,
  20224. MeshPhongMaterial: MeshPhongMaterial,
  20225. MeshToonMaterial: MeshToonMaterial,
  20226. MeshNormalMaterial: MeshNormalMaterial,
  20227. MeshLambertMaterial: MeshLambertMaterial,
  20228. MeshDepthMaterial: MeshDepthMaterial,
  20229. MeshDistanceMaterial: MeshDistanceMaterial,
  20230. MeshBasicMaterial: MeshBasicMaterial,
  20231. MeshMatcapMaterial: MeshMatcapMaterial,
  20232. LineDashedMaterial: LineDashedMaterial,
  20233. LineBasicMaterial: LineBasicMaterial,
  20234. Material: Material
  20235. });
  20236. /**
  20237. * @author tschw
  20238. * @author Ben Houston / http://clara.io/
  20239. * @author David Sarno / http://lighthaus.us/
  20240. */
  20241. var AnimationUtils = {
  20242. // same as Array.prototype.slice, but also works on typed arrays
  20243. arraySlice: function ( array, from, to ) {
  20244. if ( AnimationUtils.isTypedArray( array ) ) {
  20245. // in ios9 array.subarray(from, undefined) will return empty array
  20246. // but array.subarray(from) or array.subarray(from, len) is correct
  20247. return new array.constructor( array.subarray( from, to !== undefined ? to : array.length ) );
  20248. }
  20249. return array.slice( from, to );
  20250. },
  20251. // converts an array to a specific type
  20252. convertArray: function ( array, type, forceClone ) {
  20253. if ( ! array || // let 'undefined' and 'null' pass
  20254. ! forceClone && array.constructor === type ) { return array; }
  20255. if ( typeof type.BYTES_PER_ELEMENT === 'number' ) {
  20256. return new type( array ); // create typed array
  20257. }
  20258. return Array.prototype.slice.call( array ); // create Array
  20259. },
  20260. isTypedArray: function ( object ) {
  20261. return ArrayBuffer.isView( object ) &&
  20262. ! ( object instanceof DataView );
  20263. },
  20264. // returns an array by which times and values can be sorted
  20265. getKeyframeOrder: function ( times ) {
  20266. function compareTime( i, j ) {
  20267. return times[ i ] - times[ j ];
  20268. }
  20269. var n = times.length;
  20270. var result = new Array( n );
  20271. for ( var i = 0; i !== n; ++ i ) { result[ i ] = i; }
  20272. result.sort( compareTime );
  20273. return result;
  20274. },
  20275. // uses the array previously returned by 'getKeyframeOrder' to sort data
  20276. sortedArray: function ( values, stride, order ) {
  20277. var nValues = values.length;
  20278. var result = new values.constructor( nValues );
  20279. for ( var i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {
  20280. var srcOffset = order[ i ] * stride;
  20281. for ( var j = 0; j !== stride; ++ j ) {
  20282. result[ dstOffset ++ ] = values[ srcOffset + j ];
  20283. }
  20284. }
  20285. return result;
  20286. },
  20287. // function for parsing AOS keyframe formats
  20288. flattenJSON: function ( jsonKeys, times, values, valuePropertyName ) {
  20289. var i = 1, key = jsonKeys[ 0 ];
  20290. while ( key !== undefined && key[ valuePropertyName ] === undefined ) {
  20291. key = jsonKeys[ i ++ ];
  20292. }
  20293. if ( key === undefined ) { return; } // no data
  20294. var value = key[ valuePropertyName ];
  20295. if ( value === undefined ) { return; } // no data
  20296. if ( Array.isArray( value ) ) {
  20297. do {
  20298. value = key[ valuePropertyName ];
  20299. if ( value !== undefined ) {
  20300. times.push( key.time );
  20301. values.push.apply( values, value ); // push all elements
  20302. }
  20303. key = jsonKeys[ i ++ ];
  20304. } while ( key !== undefined );
  20305. } else if ( value.toArray !== undefined ) {
  20306. // ...assume THREE.Math-ish
  20307. do {
  20308. value = key[ valuePropertyName ];
  20309. if ( value !== undefined ) {
  20310. times.push( key.time );
  20311. value.toArray( values, values.length );
  20312. }
  20313. key = jsonKeys[ i ++ ];
  20314. } while ( key !== undefined );
  20315. } else {
  20316. // otherwise push as-is
  20317. do {
  20318. value = key[ valuePropertyName ];
  20319. if ( value !== undefined ) {
  20320. times.push( key.time );
  20321. values.push( value );
  20322. }
  20323. key = jsonKeys[ i ++ ];
  20324. } while ( key !== undefined );
  20325. }
  20326. },
  20327. subclip: function ( sourceClip, name, startFrame, endFrame, fps ) {
  20328. fps = fps || 30;
  20329. var clip = sourceClip.clone();
  20330. clip.name = name;
  20331. var tracks = [];
  20332. for ( var i = 0; i < clip.tracks.length; ++ i ) {
  20333. var track = clip.tracks[ i ];
  20334. var valueSize = track.getValueSize();
  20335. var times = [];
  20336. var values = [];
  20337. for ( var j = 0; j < track.times.length; ++ j ) {
  20338. var frame = track.times[ j ] * fps;
  20339. if ( frame < startFrame || frame >= endFrame ) { continue; }
  20340. times.push( track.times[ j ] );
  20341. for ( var k = 0; k < valueSize; ++ k ) {
  20342. values.push( track.values[ j * valueSize + k ] );
  20343. }
  20344. }
  20345. if ( times.length === 0 ) { continue; }
  20346. track.times = AnimationUtils.convertArray( times, track.times.constructor );
  20347. track.values = AnimationUtils.convertArray( values, track.values.constructor );
  20348. tracks.push( track );
  20349. }
  20350. clip.tracks = tracks;
  20351. // find minimum .times value across all tracks in the trimmed clip
  20352. var minStartTime = Infinity;
  20353. for ( var i = 0; i < clip.tracks.length; ++ i ) {
  20354. if ( minStartTime > clip.tracks[ i ].times[ 0 ] ) {
  20355. minStartTime = clip.tracks[ i ].times[ 0 ];
  20356. }
  20357. }
  20358. // shift all tracks such that clip begins at t=0
  20359. for ( var i = 0; i < clip.tracks.length; ++ i ) {
  20360. clip.tracks[ i ].shift( - 1 * minStartTime );
  20361. }
  20362. clip.resetDuration();
  20363. return clip;
  20364. }
  20365. };
  20366. /**
  20367. * Abstract base class of interpolants over parametric samples.
  20368. *
  20369. * The parameter domain is one dimensional, typically the time or a path
  20370. * along a curve defined by the data.
  20371. *
  20372. * The sample values can have any dimensionality and derived classes may
  20373. * apply special interpretations to the data.
  20374. *
  20375. * This class provides the interval seek in a Template Method, deferring
  20376. * the actual interpolation to derived classes.
  20377. *
  20378. * Time complexity is O(1) for linear access crossing at most two points
  20379. * and O(log N) for random access, where N is the number of positions.
  20380. *
  20381. * References:
  20382. *
  20383. * http://www.oodesign.com/template-method-pattern.html
  20384. *
  20385. * @author tschw
  20386. */
  20387. function Interpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20388. this.parameterPositions = parameterPositions;
  20389. this._cachedIndex = 0;
  20390. this.resultBuffer = resultBuffer !== undefined ?
  20391. resultBuffer : new sampleValues.constructor( sampleSize );
  20392. this.sampleValues = sampleValues;
  20393. this.valueSize = sampleSize;
  20394. }
  20395. Object.assign( Interpolant.prototype, {
  20396. evaluate: function ( t ) {
  20397. var pp = this.parameterPositions,
  20398. i1 = this._cachedIndex,
  20399. t1 = pp[ i1 ],
  20400. t0 = pp[ i1 - 1 ];
  20401. validate_interval: {
  20402. seek: {
  20403. var right;
  20404. linear_scan: {
  20405. //- See http://jsperf.com/comparison-to-undefined/3
  20406. //- slower code:
  20407. //-
  20408. //- if ( t >= t1 || t1 === undefined ) {
  20409. forward_scan: if ( ! ( t < t1 ) ) {
  20410. for ( var giveUpAt = i1 + 2; ; ) {
  20411. if ( t1 === undefined ) {
  20412. if ( t < t0 ) { break forward_scan; }
  20413. // after end
  20414. i1 = pp.length;
  20415. this._cachedIndex = i1;
  20416. return this.afterEnd_( i1 - 1, t, t0 );
  20417. }
  20418. if ( i1 === giveUpAt ) { break; } // this loop
  20419. t0 = t1;
  20420. t1 = pp[ ++ i1 ];
  20421. if ( t < t1 ) {
  20422. // we have arrived at the sought interval
  20423. break seek;
  20424. }
  20425. }
  20426. // prepare binary search on the right side of the index
  20427. right = pp.length;
  20428. break linear_scan;
  20429. }
  20430. //- slower code:
  20431. //- if ( t < t0 || t0 === undefined ) {
  20432. if ( ! ( t >= t0 ) ) {
  20433. // looping?
  20434. var t1global = pp[ 1 ];
  20435. if ( t < t1global ) {
  20436. i1 = 2; // + 1, using the scan for the details
  20437. t0 = t1global;
  20438. }
  20439. // linear reverse scan
  20440. for ( var giveUpAt = i1 - 2; ; ) {
  20441. if ( t0 === undefined ) {
  20442. // before start
  20443. this._cachedIndex = 0;
  20444. return this.beforeStart_( 0, t, t1 );
  20445. }
  20446. if ( i1 === giveUpAt ) { break; } // this loop
  20447. t1 = t0;
  20448. t0 = pp[ -- i1 - 1 ];
  20449. if ( t >= t0 ) {
  20450. // we have arrived at the sought interval
  20451. break seek;
  20452. }
  20453. }
  20454. // prepare binary search on the left side of the index
  20455. right = i1;
  20456. i1 = 0;
  20457. break linear_scan;
  20458. }
  20459. // the interval is valid
  20460. break validate_interval;
  20461. } // linear scan
  20462. // binary search
  20463. while ( i1 < right ) {
  20464. var mid = ( i1 + right ) >>> 1;
  20465. if ( t < pp[ mid ] ) {
  20466. right = mid;
  20467. } else {
  20468. i1 = mid + 1;
  20469. }
  20470. }
  20471. t1 = pp[ i1 ];
  20472. t0 = pp[ i1 - 1 ];
  20473. // check boundary cases, again
  20474. if ( t0 === undefined ) {
  20475. this._cachedIndex = 0;
  20476. return this.beforeStart_( 0, t, t1 );
  20477. }
  20478. if ( t1 === undefined ) {
  20479. i1 = pp.length;
  20480. this._cachedIndex = i1;
  20481. return this.afterEnd_( i1 - 1, t0, t );
  20482. }
  20483. } // seek
  20484. this._cachedIndex = i1;
  20485. this.intervalChanged_( i1, t0, t1 );
  20486. } // validate_interval
  20487. return this.interpolate_( i1, t0, t, t1 );
  20488. },
  20489. settings: null, // optional, subclass-specific settings structure
  20490. // Note: The indirection allows central control of many interpolants.
  20491. // --- Protected interface
  20492. DefaultSettings_: {},
  20493. getSettings_: function () {
  20494. return this.settings || this.DefaultSettings_;
  20495. },
  20496. copySampleValue_: function ( index ) {
  20497. // copies a sample value to the result buffer
  20498. var result = this.resultBuffer,
  20499. values = this.sampleValues,
  20500. stride = this.valueSize,
  20501. offset = index * stride;
  20502. for ( var i = 0; i !== stride; ++ i ) {
  20503. result[ i ] = values[ offset + i ];
  20504. }
  20505. return result;
  20506. },
  20507. // Template methods for derived classes:
  20508. interpolate_: function ( /* i1, t0, t, t1 */ ) {
  20509. throw new Error( 'call to abstract method' );
  20510. // implementations shall return this.resultBuffer
  20511. },
  20512. intervalChanged_: function ( /* i1, t0, t1 */ ) {
  20513. // empty
  20514. }
  20515. } );
  20516. //!\ DECLARE ALIAS AFTER assign prototype !
  20517. Object.assign( Interpolant.prototype, {
  20518. //( 0, t, t0 ), returns this.resultBuffer
  20519. beforeStart_: Interpolant.prototype.copySampleValue_,
  20520. //( N-1, tN-1, t ), returns this.resultBuffer
  20521. afterEnd_: Interpolant.prototype.copySampleValue_,
  20522. } );
  20523. /**
  20524. * Fast and simple cubic spline interpolant.
  20525. *
  20526. * It was derived from a Hermitian construction setting the first derivative
  20527. * at each sample position to the linear slope between neighboring positions
  20528. * over their parameter interval.
  20529. *
  20530. * @author tschw
  20531. */
  20532. function CubicInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20533. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20534. this._weightPrev = - 0;
  20535. this._offsetPrev = - 0;
  20536. this._weightNext = - 0;
  20537. this._offsetNext = - 0;
  20538. }
  20539. CubicInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20540. constructor: CubicInterpolant,
  20541. DefaultSettings_: {
  20542. endingStart: ZeroCurvatureEnding,
  20543. endingEnd: ZeroCurvatureEnding
  20544. },
  20545. intervalChanged_: function ( i1, t0, t1 ) {
  20546. var pp = this.parameterPositions,
  20547. iPrev = i1 - 2,
  20548. iNext = i1 + 1,
  20549. tPrev = pp[ iPrev ],
  20550. tNext = pp[ iNext ];
  20551. if ( tPrev === undefined ) {
  20552. switch ( this.getSettings_().endingStart ) {
  20553. case ZeroSlopeEnding:
  20554. // f'(t0) = 0
  20555. iPrev = i1;
  20556. tPrev = 2 * t0 - t1;
  20557. break;
  20558. case WrapAroundEnding:
  20559. // use the other end of the curve
  20560. iPrev = pp.length - 2;
  20561. tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];
  20562. break;
  20563. default: // ZeroCurvatureEnding
  20564. // f''(t0) = 0 a.k.a. Natural Spline
  20565. iPrev = i1;
  20566. tPrev = t1;
  20567. }
  20568. }
  20569. if ( tNext === undefined ) {
  20570. switch ( this.getSettings_().endingEnd ) {
  20571. case ZeroSlopeEnding:
  20572. // f'(tN) = 0
  20573. iNext = i1;
  20574. tNext = 2 * t1 - t0;
  20575. break;
  20576. case WrapAroundEnding:
  20577. // use the other end of the curve
  20578. iNext = 1;
  20579. tNext = t1 + pp[ 1 ] - pp[ 0 ];
  20580. break;
  20581. default: // ZeroCurvatureEnding
  20582. // f''(tN) = 0, a.k.a. Natural Spline
  20583. iNext = i1 - 1;
  20584. tNext = t0;
  20585. }
  20586. }
  20587. var halfDt = ( t1 - t0 ) * 0.5,
  20588. stride = this.valueSize;
  20589. this._weightPrev = halfDt / ( t0 - tPrev );
  20590. this._weightNext = halfDt / ( tNext - t1 );
  20591. this._offsetPrev = iPrev * stride;
  20592. this._offsetNext = iNext * stride;
  20593. },
  20594. interpolate_: function ( i1, t0, t, t1 ) {
  20595. var result = this.resultBuffer,
  20596. values = this.sampleValues,
  20597. stride = this.valueSize,
  20598. o1 = i1 * stride, o0 = o1 - stride,
  20599. oP = this._offsetPrev, oN = this._offsetNext,
  20600. wP = this._weightPrev, wN = this._weightNext,
  20601. p = ( t - t0 ) / ( t1 - t0 ),
  20602. pp = p * p,
  20603. ppp = pp * p;
  20604. // evaluate polynomials
  20605. var sP = - wP * ppp + 2 * wP * pp - wP * p;
  20606. var s0 = ( 1 + wP ) * ppp + ( - 1.5 - 2 * wP ) * pp + ( - 0.5 + wP ) * p + 1;
  20607. var s1 = ( - 1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;
  20608. var sN = wN * ppp - wN * pp;
  20609. // combine data linearly
  20610. for ( var i = 0; i !== stride; ++ i ) {
  20611. result[ i ] =
  20612. sP * values[ oP + i ] +
  20613. s0 * values[ o0 + i ] +
  20614. s1 * values[ o1 + i ] +
  20615. sN * values[ oN + i ];
  20616. }
  20617. return result;
  20618. }
  20619. } );
  20620. /**
  20621. * @author tschw
  20622. */
  20623. function LinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20624. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20625. }
  20626. LinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20627. constructor: LinearInterpolant,
  20628. interpolate_: function ( i1, t0, t, t1 ) {
  20629. var result = this.resultBuffer,
  20630. values = this.sampleValues,
  20631. stride = this.valueSize,
  20632. offset1 = i1 * stride,
  20633. offset0 = offset1 - stride,
  20634. weight1 = ( t - t0 ) / ( t1 - t0 ),
  20635. weight0 = 1 - weight1;
  20636. for ( var i = 0; i !== stride; ++ i ) {
  20637. result[ i ] =
  20638. values[ offset0 + i ] * weight0 +
  20639. values[ offset1 + i ] * weight1;
  20640. }
  20641. return result;
  20642. }
  20643. } );
  20644. /**
  20645. *
  20646. * Interpolant that evaluates to the sample value at the position preceeding
  20647. * the parameter.
  20648. *
  20649. * @author tschw
  20650. */
  20651. function DiscreteInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20652. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20653. }
  20654. DiscreteInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20655. constructor: DiscreteInterpolant,
  20656. interpolate_: function ( i1 /*, t0, t, t1 */ ) {
  20657. return this.copySampleValue_( i1 - 1 );
  20658. }
  20659. } );
  20660. /**
  20661. *
  20662. * A timed sequence of keyframes for a specific property.
  20663. *
  20664. *
  20665. * @author Ben Houston / http://clara.io/
  20666. * @author David Sarno / http://lighthaus.us/
  20667. * @author tschw
  20668. */
  20669. function KeyframeTrack( name, times, values, interpolation ) {
  20670. if ( name === undefined ) { throw new Error( 'THREE.KeyframeTrack: track name is undefined' ); }
  20671. if ( times === undefined || times.length === 0 ) { throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name ); }
  20672. this.name = name;
  20673. this.times = AnimationUtils.convertArray( times, this.TimeBufferType );
  20674. this.values = AnimationUtils.convertArray( values, this.ValueBufferType );
  20675. this.setInterpolation( interpolation || this.DefaultInterpolation );
  20676. }
  20677. // Static methods
  20678. Object.assign( KeyframeTrack, {
  20679. // Serialization (in static context, because of constructor invocation
  20680. // and automatic invocation of .toJSON):
  20681. toJSON: function ( track ) {
  20682. var trackType = track.constructor;
  20683. var json;
  20684. // derived classes can define a static toJSON method
  20685. if ( trackType.toJSON !== undefined ) {
  20686. json = trackType.toJSON( track );
  20687. } else {
  20688. // by default, we assume the data can be serialized as-is
  20689. json = {
  20690. 'name': track.name,
  20691. 'times': AnimationUtils.convertArray( track.times, Array ),
  20692. 'values': AnimationUtils.convertArray( track.values, Array )
  20693. };
  20694. var interpolation = track.getInterpolation();
  20695. if ( interpolation !== track.DefaultInterpolation ) {
  20696. json.interpolation = interpolation;
  20697. }
  20698. }
  20699. json.type = track.ValueTypeName; // mandatory
  20700. return json;
  20701. }
  20702. } );
  20703. Object.assign( KeyframeTrack.prototype, {
  20704. constructor: KeyframeTrack,
  20705. TimeBufferType: Float32Array,
  20706. ValueBufferType: Float32Array,
  20707. DefaultInterpolation: InterpolateLinear,
  20708. InterpolantFactoryMethodDiscrete: function ( result ) {
  20709. return new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result );
  20710. },
  20711. InterpolantFactoryMethodLinear: function ( result ) {
  20712. return new LinearInterpolant( this.times, this.values, this.getValueSize(), result );
  20713. },
  20714. InterpolantFactoryMethodSmooth: function ( result ) {
  20715. return new CubicInterpolant( this.times, this.values, this.getValueSize(), result );
  20716. },
  20717. setInterpolation: function ( interpolation ) {
  20718. var factoryMethod;
  20719. switch ( interpolation ) {
  20720. case InterpolateDiscrete:
  20721. factoryMethod = this.InterpolantFactoryMethodDiscrete;
  20722. break;
  20723. case InterpolateLinear:
  20724. factoryMethod = this.InterpolantFactoryMethodLinear;
  20725. break;
  20726. case InterpolateSmooth:
  20727. factoryMethod = this.InterpolantFactoryMethodSmooth;
  20728. break;
  20729. }
  20730. if ( factoryMethod === undefined ) {
  20731. var message = "unsupported interpolation for " +
  20732. this.ValueTypeName + " keyframe track named " + this.name;
  20733. if ( this.createInterpolant === undefined ) {
  20734. // fall back to default, unless the default itself is messed up
  20735. if ( interpolation !== this.DefaultInterpolation ) {
  20736. this.setInterpolation( this.DefaultInterpolation );
  20737. } else {
  20738. throw new Error( message ); // fatal, in this case
  20739. }
  20740. }
  20741. console.warn( 'THREE.KeyframeTrack:', message );
  20742. return this;
  20743. }
  20744. this.createInterpolant = factoryMethod;
  20745. return this;
  20746. },
  20747. getInterpolation: function () {
  20748. switch ( this.createInterpolant ) {
  20749. case this.InterpolantFactoryMethodDiscrete:
  20750. return InterpolateDiscrete;
  20751. case this.InterpolantFactoryMethodLinear:
  20752. return InterpolateLinear;
  20753. case this.InterpolantFactoryMethodSmooth:
  20754. return InterpolateSmooth;
  20755. }
  20756. },
  20757. getValueSize: function () {
  20758. return this.values.length / this.times.length;
  20759. },
  20760. // move all keyframes either forwards or backwards in time
  20761. shift: function ( timeOffset ) {
  20762. if ( timeOffset !== 0.0 ) {
  20763. var times = this.times;
  20764. for ( var i = 0, n = times.length; i !== n; ++ i ) {
  20765. times[ i ] += timeOffset;
  20766. }
  20767. }
  20768. return this;
  20769. },
  20770. // scale all keyframe times by a factor (useful for frame <-> seconds conversions)
  20771. scale: function ( timeScale ) {
  20772. if ( timeScale !== 1.0 ) {
  20773. var times = this.times;
  20774. for ( var i = 0, n = times.length; i !== n; ++ i ) {
  20775. times[ i ] *= timeScale;
  20776. }
  20777. }
  20778. return this;
  20779. },
  20780. // removes keyframes before and after animation without changing any values within the range [startTime, endTime].
  20781. // IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values
  20782. trim: function ( startTime, endTime ) {
  20783. var times = this.times,
  20784. nKeys = times.length,
  20785. from = 0,
  20786. to = nKeys - 1;
  20787. while ( from !== nKeys && times[ from ] < startTime ) {
  20788. ++ from;
  20789. }
  20790. while ( to !== - 1 && times[ to ] > endTime ) {
  20791. -- to;
  20792. }
  20793. ++ to; // inclusive -> exclusive bound
  20794. if ( from !== 0 || to !== nKeys ) {
  20795. // empty tracks are forbidden, so keep at least one keyframe
  20796. if ( from >= to ) { to = Math.max( to, 1 ), from = to - 1; }
  20797. var stride = this.getValueSize();
  20798. this.times = AnimationUtils.arraySlice( times, from, to );
  20799. this.values = AnimationUtils.arraySlice( this.values, from * stride, to * stride );
  20800. }
  20801. return this;
  20802. },
  20803. // ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable
  20804. validate: function () {
  20805. var valid = true;
  20806. var valueSize = this.getValueSize();
  20807. if ( valueSize - Math.floor( valueSize ) !== 0 ) {
  20808. console.error( 'THREE.KeyframeTrack: Invalid value size in track.', this );
  20809. valid = false;
  20810. }
  20811. var times = this.times,
  20812. values = this.values,
  20813. nKeys = times.length;
  20814. if ( nKeys === 0 ) {
  20815. console.error( 'THREE.KeyframeTrack: Track is empty.', this );
  20816. valid = false;
  20817. }
  20818. var prevTime = null;
  20819. for ( var i = 0; i !== nKeys; i ++ ) {
  20820. var currTime = times[ i ];
  20821. if ( typeof currTime === 'number' && isNaN( currTime ) ) {
  20822. console.error( 'THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime );
  20823. valid = false;
  20824. break;
  20825. }
  20826. if ( prevTime !== null && prevTime > currTime ) {
  20827. console.error( 'THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime );
  20828. valid = false;
  20829. break;
  20830. }
  20831. prevTime = currTime;
  20832. }
  20833. if ( values !== undefined ) {
  20834. if ( AnimationUtils.isTypedArray( values ) ) {
  20835. for ( var i = 0, n = values.length; i !== n; ++ i ) {
  20836. var value = values[ i ];
  20837. if ( isNaN( value ) ) {
  20838. console.error( 'THREE.KeyframeTrack: Value is not a valid number.', this, i, value );
  20839. valid = false;
  20840. break;
  20841. }
  20842. }
  20843. }
  20844. }
  20845. return valid;
  20846. },
  20847. // removes equivalent sequential keys as common in morph target sequences
  20848. // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)
  20849. optimize: function () {
  20850. var times = this.times,
  20851. values = this.values,
  20852. stride = this.getValueSize(),
  20853. smoothInterpolation = this.getInterpolation() === InterpolateSmooth,
  20854. writeIndex = 1,
  20855. lastIndex = times.length - 1;
  20856. for ( var i = 1; i < lastIndex; ++ i ) {
  20857. var keep = false;
  20858. var time = times[ i ];
  20859. var timeNext = times[ i + 1 ];
  20860. // remove adjacent keyframes scheduled at the same time
  20861. if ( time !== timeNext && ( i !== 1 || time !== time[ 0 ] ) ) {
  20862. if ( ! smoothInterpolation ) {
  20863. // remove unnecessary keyframes same as their neighbors
  20864. var offset = i * stride,
  20865. offsetP = offset - stride,
  20866. offsetN = offset + stride;
  20867. for ( var j = 0; j !== stride; ++ j ) {
  20868. var value = values[ offset + j ];
  20869. if ( value !== values[ offsetP + j ] ||
  20870. value !== values[ offsetN + j ] ) {
  20871. keep = true;
  20872. break;
  20873. }
  20874. }
  20875. } else {
  20876. keep = true;
  20877. }
  20878. }
  20879. // in-place compaction
  20880. if ( keep ) {
  20881. if ( i !== writeIndex ) {
  20882. times[ writeIndex ] = times[ i ];
  20883. var readOffset = i * stride,
  20884. writeOffset = writeIndex * stride;
  20885. for ( var j = 0; j !== stride; ++ j ) {
  20886. values[ writeOffset + j ] = values[ readOffset + j ];
  20887. }
  20888. }
  20889. ++ writeIndex;
  20890. }
  20891. }
  20892. // flush last keyframe (compaction looks ahead)
  20893. if ( lastIndex > 0 ) {
  20894. times[ writeIndex ] = times[ lastIndex ];
  20895. for ( var readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) {
  20896. values[ writeOffset + j ] = values[ readOffset + j ];
  20897. }
  20898. ++ writeIndex;
  20899. }
  20900. if ( writeIndex !== times.length ) {
  20901. this.times = AnimationUtils.arraySlice( times, 0, writeIndex );
  20902. this.values = AnimationUtils.arraySlice( values, 0, writeIndex * stride );
  20903. }
  20904. return this;
  20905. },
  20906. clone: function () {
  20907. var times = AnimationUtils.arraySlice( this.times, 0 );
  20908. var values = AnimationUtils.arraySlice( this.values, 0 );
  20909. var TypedKeyframeTrack = this.constructor;
  20910. var track = new TypedKeyframeTrack( this.name, times, values );
  20911. // Interpolant argument to constructor is not saved, so copy the factory method directly.
  20912. track.createInterpolant = this.createInterpolant;
  20913. return track;
  20914. }
  20915. } );
  20916. /**
  20917. *
  20918. * A Track of Boolean keyframe values.
  20919. *
  20920. *
  20921. * @author Ben Houston / http://clara.io/
  20922. * @author David Sarno / http://lighthaus.us/
  20923. * @author tschw
  20924. */
  20925. function BooleanKeyframeTrack( name, times, values ) {
  20926. KeyframeTrack.call( this, name, times, values );
  20927. }
  20928. BooleanKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20929. constructor: BooleanKeyframeTrack,
  20930. ValueTypeName: 'bool',
  20931. ValueBufferType: Array,
  20932. DefaultInterpolation: InterpolateDiscrete,
  20933. InterpolantFactoryMethodLinear: undefined,
  20934. InterpolantFactoryMethodSmooth: undefined
  20935. // Note: Actually this track could have a optimized / compressed
  20936. // representation of a single value and a custom interpolant that
  20937. // computes "firstValue ^ isOdd( index )".
  20938. } );
  20939. /**
  20940. *
  20941. * A Track of keyframe values that represent color.
  20942. *
  20943. *
  20944. * @author Ben Houston / http://clara.io/
  20945. * @author David Sarno / http://lighthaus.us/
  20946. * @author tschw
  20947. */
  20948. function ColorKeyframeTrack( name, times, values, interpolation ) {
  20949. KeyframeTrack.call( this, name, times, values, interpolation );
  20950. }
  20951. ColorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20952. constructor: ColorKeyframeTrack,
  20953. ValueTypeName: 'color'
  20954. // ValueBufferType is inherited
  20955. // DefaultInterpolation is inherited
  20956. // Note: Very basic implementation and nothing special yet.
  20957. // However, this is the place for color space parameterization.
  20958. } );
  20959. /**
  20960. *
  20961. * A Track of numeric keyframe values.
  20962. *
  20963. * @author Ben Houston / http://clara.io/
  20964. * @author David Sarno / http://lighthaus.us/
  20965. * @author tschw
  20966. */
  20967. function NumberKeyframeTrack( name, times, values, interpolation ) {
  20968. KeyframeTrack.call( this, name, times, values, interpolation );
  20969. }
  20970. NumberKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20971. constructor: NumberKeyframeTrack,
  20972. ValueTypeName: 'number'
  20973. // ValueBufferType is inherited
  20974. // DefaultInterpolation is inherited
  20975. } );
  20976. /**
  20977. * Spherical linear unit quaternion interpolant.
  20978. *
  20979. * @author tschw
  20980. */
  20981. function QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20982. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20983. }
  20984. QuaternionLinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20985. constructor: QuaternionLinearInterpolant,
  20986. interpolate_: function ( i1, t0, t, t1 ) {
  20987. var result = this.resultBuffer,
  20988. values = this.sampleValues,
  20989. stride = this.valueSize,
  20990. offset = i1 * stride,
  20991. alpha = ( t - t0 ) / ( t1 - t0 );
  20992. for ( var end = offset + stride; offset !== end; offset += 4 ) {
  20993. Quaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha );
  20994. }
  20995. return result;
  20996. }
  20997. } );
  20998. /**
  20999. *
  21000. * A Track of quaternion keyframe values.
  21001. *
  21002. * @author Ben Houston / http://clara.io/
  21003. * @author David Sarno / http://lighthaus.us/
  21004. * @author tschw
  21005. */
  21006. function QuaternionKeyframeTrack( name, times, values, interpolation ) {
  21007. KeyframeTrack.call( this, name, times, values, interpolation );
  21008. }
  21009. QuaternionKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21010. constructor: QuaternionKeyframeTrack,
  21011. ValueTypeName: 'quaternion',
  21012. // ValueBufferType is inherited
  21013. DefaultInterpolation: InterpolateLinear,
  21014. InterpolantFactoryMethodLinear: function ( result ) {
  21015. return new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result );
  21016. },
  21017. InterpolantFactoryMethodSmooth: undefined // not yet implemented
  21018. } );
  21019. /**
  21020. *
  21021. * A Track that interpolates Strings
  21022. *
  21023. *
  21024. * @author Ben Houston / http://clara.io/
  21025. * @author David Sarno / http://lighthaus.us/
  21026. * @author tschw
  21027. */
  21028. function StringKeyframeTrack( name, times, values, interpolation ) {
  21029. KeyframeTrack.call( this, name, times, values, interpolation );
  21030. }
  21031. StringKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21032. constructor: StringKeyframeTrack,
  21033. ValueTypeName: 'string',
  21034. ValueBufferType: Array,
  21035. DefaultInterpolation: InterpolateDiscrete,
  21036. InterpolantFactoryMethodLinear: undefined,
  21037. InterpolantFactoryMethodSmooth: undefined
  21038. } );
  21039. /**
  21040. *
  21041. * A Track of vectored keyframe values.
  21042. *
  21043. *
  21044. * @author Ben Houston / http://clara.io/
  21045. * @author David Sarno / http://lighthaus.us/
  21046. * @author tschw
  21047. */
  21048. function VectorKeyframeTrack( name, times, values, interpolation ) {
  21049. KeyframeTrack.call( this, name, times, values, interpolation );
  21050. }
  21051. VectorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21052. constructor: VectorKeyframeTrack,
  21053. ValueTypeName: 'vector'
  21054. // ValueBufferType is inherited
  21055. // DefaultInterpolation is inherited
  21056. } );
  21057. /**
  21058. *
  21059. * Reusable set of Tracks that represent an animation.
  21060. *
  21061. * @author Ben Houston / http://clara.io/
  21062. * @author David Sarno / http://lighthaus.us/
  21063. */
  21064. function AnimationClip( name, duration, tracks ) {
  21065. this.name = name;
  21066. this.tracks = tracks;
  21067. this.duration = ( duration !== undefined ) ? duration : - 1;
  21068. this.uuid = MathUtils.generateUUID();
  21069. // this means it should figure out its duration by scanning the tracks
  21070. if ( this.duration < 0 ) {
  21071. this.resetDuration();
  21072. }
  21073. }
  21074. function getTrackTypeForValueTypeName( typeName ) {
  21075. switch ( typeName.toLowerCase() ) {
  21076. case 'scalar':
  21077. case 'double':
  21078. case 'float':
  21079. case 'number':
  21080. case 'integer':
  21081. return NumberKeyframeTrack;
  21082. case 'vector':
  21083. case 'vector2':
  21084. case 'vector3':
  21085. case 'vector4':
  21086. return VectorKeyframeTrack;
  21087. case 'color':
  21088. return ColorKeyframeTrack;
  21089. case 'quaternion':
  21090. return QuaternionKeyframeTrack;
  21091. case 'bool':
  21092. case 'boolean':
  21093. return BooleanKeyframeTrack;
  21094. case 'string':
  21095. return StringKeyframeTrack;
  21096. }
  21097. throw new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName );
  21098. }
  21099. function parseKeyframeTrack( json ) {
  21100. if ( json.type === undefined ) {
  21101. throw new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' );
  21102. }
  21103. var trackType = getTrackTypeForValueTypeName( json.type );
  21104. if ( json.times === undefined ) {
  21105. var times = [], values = [];
  21106. AnimationUtils.flattenJSON( json.keys, times, values, 'value' );
  21107. json.times = times;
  21108. json.values = values;
  21109. }
  21110. // derived classes can define a static parse method
  21111. if ( trackType.parse !== undefined ) {
  21112. return trackType.parse( json );
  21113. } else {
  21114. // by default, we assume a constructor compatible with the base
  21115. return new trackType( json.name, json.times, json.values, json.interpolation );
  21116. }
  21117. }
  21118. Object.assign( AnimationClip, {
  21119. parse: function ( json ) {
  21120. var tracks = [],
  21121. jsonTracks = json.tracks,
  21122. frameTime = 1.0 / ( json.fps || 1.0 );
  21123. for ( var i = 0, n = jsonTracks.length; i !== n; ++ i ) {
  21124. tracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) );
  21125. }
  21126. return new AnimationClip( json.name, json.duration, tracks );
  21127. },
  21128. toJSON: function ( clip ) {
  21129. var tracks = [],
  21130. clipTracks = clip.tracks;
  21131. var json = {
  21132. 'name': clip.name,
  21133. 'duration': clip.duration,
  21134. 'tracks': tracks,
  21135. 'uuid': clip.uuid
  21136. };
  21137. for ( var i = 0, n = clipTracks.length; i !== n; ++ i ) {
  21138. tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );
  21139. }
  21140. return json;
  21141. },
  21142. CreateFromMorphTargetSequence: function ( name, morphTargetSequence, fps, noLoop ) {
  21143. var numMorphTargets = morphTargetSequence.length;
  21144. var tracks = [];
  21145. for ( var i = 0; i < numMorphTargets; i ++ ) {
  21146. var times = [];
  21147. var values = [];
  21148. times.push(
  21149. ( i + numMorphTargets - 1 ) % numMorphTargets,
  21150. i,
  21151. ( i + 1 ) % numMorphTargets );
  21152. values.push( 0, 1, 0 );
  21153. var order = AnimationUtils.getKeyframeOrder( times );
  21154. times = AnimationUtils.sortedArray( times, 1, order );
  21155. values = AnimationUtils.sortedArray( values, 1, order );
  21156. // if there is a key at the first frame, duplicate it as the
  21157. // last frame as well for perfect loop.
  21158. if ( ! noLoop && times[ 0 ] === 0 ) {
  21159. times.push( numMorphTargets );
  21160. values.push( values[ 0 ] );
  21161. }
  21162. tracks.push(
  21163. new NumberKeyframeTrack(
  21164. '.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',
  21165. times, values
  21166. ).scale( 1.0 / fps ) );
  21167. }
  21168. return new AnimationClip( name, - 1, tracks );
  21169. },
  21170. findByName: function ( objectOrClipArray, name ) {
  21171. var clipArray = objectOrClipArray;
  21172. if ( ! Array.isArray( objectOrClipArray ) ) {
  21173. var o = objectOrClipArray;
  21174. clipArray = o.geometry && o.geometry.animations || o.animations;
  21175. }
  21176. for ( var i = 0; i < clipArray.length; i ++ ) {
  21177. if ( clipArray[ i ].name === name ) {
  21178. return clipArray[ i ];
  21179. }
  21180. }
  21181. return null;
  21182. },
  21183. CreateClipsFromMorphTargetSequences: function ( morphTargets, fps, noLoop ) {
  21184. var animationToMorphTargets = {};
  21185. // tested with https://regex101.com/ on trick sequences
  21186. // such flamingo_flyA_003, flamingo_run1_003, crdeath0059
  21187. var pattern = /^([\w-]*?)([\d]+)$/;
  21188. // sort morph target names into animation groups based
  21189. // patterns like Walk_001, Walk_002, Run_001, Run_002
  21190. for ( var i = 0, il = morphTargets.length; i < il; i ++ ) {
  21191. var morphTarget = morphTargets[ i ];
  21192. var parts = morphTarget.name.match( pattern );
  21193. if ( parts && parts.length > 1 ) {
  21194. var name = parts[ 1 ];
  21195. var animationMorphTargets = animationToMorphTargets[ name ];
  21196. if ( ! animationMorphTargets ) {
  21197. animationToMorphTargets[ name ] = animationMorphTargets = [];
  21198. }
  21199. animationMorphTargets.push( morphTarget );
  21200. }
  21201. }
  21202. var clips = [];
  21203. for ( var name in animationToMorphTargets ) {
  21204. clips.push( AnimationClip.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) );
  21205. }
  21206. return clips;
  21207. },
  21208. // parse the animation.hierarchy format
  21209. parseAnimation: function ( animation, bones ) {
  21210. if ( ! animation ) {
  21211. console.error( 'THREE.AnimationClip: No animation in JSONLoader data.' );
  21212. return null;
  21213. }
  21214. var addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) {
  21215. // only return track if there are actually keys.
  21216. if ( animationKeys.length !== 0 ) {
  21217. var times = [];
  21218. var values = [];
  21219. AnimationUtils.flattenJSON( animationKeys, times, values, propertyName );
  21220. // empty keys are filtered out, so check again
  21221. if ( times.length !== 0 ) {
  21222. destTracks.push( new trackType( trackName, times, values ) );
  21223. }
  21224. }
  21225. };
  21226. var tracks = [];
  21227. var clipName = animation.name || 'default';
  21228. // automatic length determination in AnimationClip.
  21229. var duration = animation.length || - 1;
  21230. var fps = animation.fps || 30;
  21231. var hierarchyTracks = animation.hierarchy || [];
  21232. for ( var h = 0; h < hierarchyTracks.length; h ++ ) {
  21233. var animationKeys = hierarchyTracks[ h ].keys;
  21234. // skip empty tracks
  21235. if ( ! animationKeys || animationKeys.length === 0 ) { continue; }
  21236. // process morph targets
  21237. if ( animationKeys[ 0 ].morphTargets ) {
  21238. // figure out all morph targets used in this track
  21239. var morphTargetNames = {};
  21240. for ( var k = 0; k < animationKeys.length; k ++ ) {
  21241. if ( animationKeys[ k ].morphTargets ) {
  21242. for ( var m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) {
  21243. morphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = - 1;
  21244. }
  21245. }
  21246. }
  21247. // create a track for each morph target with all zero
  21248. // morphTargetInfluences except for the keys in which
  21249. // the morphTarget is named.
  21250. for ( var morphTargetName in morphTargetNames ) {
  21251. var times = [];
  21252. var values = [];
  21253. for ( var m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) {
  21254. var animationKey = animationKeys[ k ];
  21255. times.push( animationKey.time );
  21256. values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );
  21257. }
  21258. tracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) );
  21259. }
  21260. duration = morphTargetNames.length * ( fps || 1.0 );
  21261. } else {
  21262. // ...assume skeletal animation
  21263. var boneName = '.bones[' + bones[ h ].name + ']';
  21264. addNonemptyTrack(
  21265. VectorKeyframeTrack, boneName + '.position',
  21266. animationKeys, 'pos', tracks );
  21267. addNonemptyTrack(
  21268. QuaternionKeyframeTrack, boneName + '.quaternion',
  21269. animationKeys, 'rot', tracks );
  21270. addNonemptyTrack(
  21271. VectorKeyframeTrack, boneName + '.scale',
  21272. animationKeys, 'scl', tracks );
  21273. }
  21274. }
  21275. if ( tracks.length === 0 ) {
  21276. return null;
  21277. }
  21278. var clip = new AnimationClip( clipName, duration, tracks );
  21279. return clip;
  21280. }
  21281. } );
  21282. Object.assign( AnimationClip.prototype, {
  21283. resetDuration: function () {
  21284. var tracks = this.tracks, duration = 0;
  21285. for ( var i = 0, n = tracks.length; i !== n; ++ i ) {
  21286. var track = this.tracks[ i ];
  21287. duration = Math.max( duration, track.times[ track.times.length - 1 ] );
  21288. }
  21289. this.duration = duration;
  21290. return this;
  21291. },
  21292. trim: function () {
  21293. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21294. this.tracks[ i ].trim( 0, this.duration );
  21295. }
  21296. return this;
  21297. },
  21298. validate: function () {
  21299. var valid = true;
  21300. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21301. valid = valid && this.tracks[ i ].validate();
  21302. }
  21303. return valid;
  21304. },
  21305. optimize: function () {
  21306. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21307. this.tracks[ i ].optimize();
  21308. }
  21309. return this;
  21310. },
  21311. clone: function () {
  21312. var tracks = [];
  21313. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21314. tracks.push( this.tracks[ i ].clone() );
  21315. }
  21316. return new AnimationClip( this.name, this.duration, tracks );
  21317. }
  21318. } );
  21319. /**
  21320. * @author mrdoob / http://mrdoob.com/
  21321. */
  21322. var Cache = {
  21323. enabled: false,
  21324. files: {},
  21325. add: function ( key, file ) {
  21326. if ( this.enabled === false ) { return; }
  21327. // console.log( 'THREE.Cache', 'Adding key:', key );
  21328. this.files[ key ] = file;
  21329. },
  21330. get: function ( key ) {
  21331. if ( this.enabled === false ) { return; }
  21332. // console.log( 'THREE.Cache', 'Checking key:', key );
  21333. return this.files[ key ];
  21334. },
  21335. remove: function ( key ) {
  21336. delete this.files[ key ];
  21337. },
  21338. clear: function () {
  21339. this.files = {};
  21340. }
  21341. };
  21342. /**
  21343. * @author mrdoob / http://mrdoob.com/
  21344. */
  21345. function LoadingManager( onLoad, onProgress, onError ) {
  21346. var scope = this;
  21347. var isLoading = false;
  21348. var itemsLoaded = 0;
  21349. var itemsTotal = 0;
  21350. var urlModifier = undefined;
  21351. var handlers = [];
  21352. // Refer to #5689 for the reason why we don't set .onStart
  21353. // in the constructor
  21354. this.onStart = undefined;
  21355. this.onLoad = onLoad;
  21356. this.onProgress = onProgress;
  21357. this.onError = onError;
  21358. this.itemStart = function ( url ) {
  21359. itemsTotal ++;
  21360. if ( isLoading === false ) {
  21361. if ( scope.onStart !== undefined ) {
  21362. scope.onStart( url, itemsLoaded, itemsTotal );
  21363. }
  21364. }
  21365. isLoading = true;
  21366. };
  21367. this.itemEnd = function ( url ) {
  21368. itemsLoaded ++;
  21369. if ( scope.onProgress !== undefined ) {
  21370. scope.onProgress( url, itemsLoaded, itemsTotal );
  21371. }
  21372. if ( itemsLoaded === itemsTotal ) {
  21373. isLoading = false;
  21374. if ( scope.onLoad !== undefined ) {
  21375. scope.onLoad();
  21376. }
  21377. }
  21378. };
  21379. this.itemError = function ( url ) {
  21380. if ( scope.onError !== undefined ) {
  21381. scope.onError( url );
  21382. }
  21383. };
  21384. this.resolveURL = function ( url ) {
  21385. if ( urlModifier ) {
  21386. return urlModifier( url );
  21387. }
  21388. return url;
  21389. };
  21390. this.setURLModifier = function ( transform ) {
  21391. urlModifier = transform;
  21392. return this;
  21393. };
  21394. this.addHandler = function ( regex, loader ) {
  21395. handlers.push( regex, loader );
  21396. return this;
  21397. };
  21398. this.removeHandler = function ( regex ) {
  21399. var index = handlers.indexOf( regex );
  21400. if ( index !== - 1 ) {
  21401. handlers.splice( index, 2 );
  21402. }
  21403. return this;
  21404. };
  21405. this.getHandler = function ( file ) {
  21406. for ( var i = 0, l = handlers.length; i < l; i += 2 ) {
  21407. var regex = handlers[ i ];
  21408. var loader = handlers[ i + 1 ];
  21409. if ( regex.global ) { regex.lastIndex = 0; } // see #17920
  21410. if ( regex.test( file ) ) {
  21411. return loader;
  21412. }
  21413. }
  21414. return null;
  21415. };
  21416. }
  21417. var DefaultLoadingManager = new LoadingManager();
  21418. /**
  21419. * @author alteredq / http://alteredqualia.com/
  21420. */
  21421. function Loader( manager ) {
  21422. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  21423. this.crossOrigin = 'anonymous';
  21424. this.path = '';
  21425. this.resourcePath = '';
  21426. }
  21427. Object.assign( Loader.prototype, {
  21428. load: function ( /* url, onLoad, onProgress, onError */ ) {},
  21429. parse: function ( /* data */ ) {},
  21430. setCrossOrigin: function ( crossOrigin ) {
  21431. this.crossOrigin = crossOrigin;
  21432. return this;
  21433. },
  21434. setPath: function ( path ) {
  21435. this.path = path;
  21436. return this;
  21437. },
  21438. setResourcePath: function ( resourcePath ) {
  21439. this.resourcePath = resourcePath;
  21440. return this;
  21441. }
  21442. } );
  21443. /**
  21444. * @author mrdoob / http://mrdoob.com/
  21445. */
  21446. var loading = {};
  21447. function FileLoader( manager ) {
  21448. Loader.call( this, manager );
  21449. }
  21450. FileLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21451. constructor: FileLoader,
  21452. load: function ( url, onLoad, onProgress, onError ) {
  21453. if ( url === undefined ) { url = ''; }
  21454. if ( this.path !== undefined ) { url = this.path + url; }
  21455. url = this.manager.resolveURL( url );
  21456. var scope = this;
  21457. var cached = Cache.get( url );
  21458. if ( cached !== undefined ) {
  21459. scope.manager.itemStart( url );
  21460. setTimeout( function () {
  21461. if ( onLoad ) { onLoad( cached ); }
  21462. scope.manager.itemEnd( url );
  21463. }, 0 );
  21464. return cached;
  21465. }
  21466. // Check if request is duplicate
  21467. if ( loading[ url ] !== undefined ) {
  21468. loading[ url ].push( {
  21469. onLoad: onLoad,
  21470. onProgress: onProgress,
  21471. onError: onError
  21472. } );
  21473. return;
  21474. }
  21475. // Check for data: URI
  21476. var dataUriRegex = /^data:(.*?)(;base64)?,(.*)$/;
  21477. var dataUriRegexResult = url.match( dataUriRegex );
  21478. // Safari can not handle Data URIs through XMLHttpRequest so process manually
  21479. if ( dataUriRegexResult ) {
  21480. var mimeType = dataUriRegexResult[ 1 ];
  21481. var isBase64 = !! dataUriRegexResult[ 2 ];
  21482. var data = dataUriRegexResult[ 3 ];
  21483. data = decodeURIComponent( data );
  21484. if ( isBase64 ) { data = atob( data ); }
  21485. try {
  21486. var response;
  21487. var responseType = ( this.responseType || '' ).toLowerCase();
  21488. switch ( responseType ) {
  21489. case 'arraybuffer':
  21490. case 'blob':
  21491. var view = new Uint8Array( data.length );
  21492. for ( var i = 0; i < data.length; i ++ ) {
  21493. view[ i ] = data.charCodeAt( i );
  21494. }
  21495. if ( responseType === 'blob' ) {
  21496. response = new Blob( [ view.buffer ], { type: mimeType } );
  21497. } else {
  21498. response = view.buffer;
  21499. }
  21500. break;
  21501. case 'document':
  21502. var parser = new DOMParser();
  21503. response = parser.parseFromString( data, mimeType );
  21504. break;
  21505. case 'json':
  21506. response = JSON.parse( data );
  21507. break;
  21508. default: // 'text' or other
  21509. response = data;
  21510. break;
  21511. }
  21512. // Wait for next browser tick like standard XMLHttpRequest event dispatching does
  21513. setTimeout( function () {
  21514. if ( onLoad ) { onLoad( response ); }
  21515. scope.manager.itemEnd( url );
  21516. }, 0 );
  21517. } catch ( error ) {
  21518. // Wait for next browser tick like standard XMLHttpRequest event dispatching does
  21519. setTimeout( function () {
  21520. if ( onError ) { onError( error ); }
  21521. scope.manager.itemError( url );
  21522. scope.manager.itemEnd( url );
  21523. }, 0 );
  21524. }
  21525. } else {
  21526. // Initialise array for duplicate requests
  21527. loading[ url ] = [];
  21528. loading[ url ].push( {
  21529. onLoad: onLoad,
  21530. onProgress: onProgress,
  21531. onError: onError
  21532. } );
  21533. var request = new XMLHttpRequest();
  21534. request.open( 'GET', url, true );
  21535. request.addEventListener( 'load', function ( event ) {
  21536. var response = this.response;
  21537. var callbacks = loading[ url ];
  21538. delete loading[ url ];
  21539. if ( this.status === 200 || this.status === 0 ) {
  21540. // Some browsers return HTTP Status 0 when using non-http protocol
  21541. // e.g. 'file://' or 'data://'. Handle as success.
  21542. if ( this.status === 0 ) { console.warn( 'THREE.FileLoader: HTTP Status 0 received.' ); }
  21543. // Add to cache only on HTTP success, so that we do not cache
  21544. // error response bodies as proper responses to requests.
  21545. Cache.add( url, response );
  21546. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21547. var callback = callbacks[ i ];
  21548. if ( callback.onLoad ) { callback.onLoad( response ); }
  21549. }
  21550. scope.manager.itemEnd( url );
  21551. } else {
  21552. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21553. var callback = callbacks[ i ];
  21554. if ( callback.onError ) { callback.onError( event ); }
  21555. }
  21556. scope.manager.itemError( url );
  21557. scope.manager.itemEnd( url );
  21558. }
  21559. }, false );
  21560. request.addEventListener( 'progress', function ( event ) {
  21561. var callbacks = loading[ url ];
  21562. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21563. var callback = callbacks[ i ];
  21564. if ( callback.onProgress ) { callback.onProgress( event ); }
  21565. }
  21566. }, false );
  21567. request.addEventListener( 'error', function ( event ) {
  21568. var callbacks = loading[ url ];
  21569. delete loading[ url ];
  21570. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21571. var callback = callbacks[ i ];
  21572. if ( callback.onError ) { callback.onError( event ); }
  21573. }
  21574. scope.manager.itemError( url );
  21575. scope.manager.itemEnd( url );
  21576. }, false );
  21577. request.addEventListener( 'abort', function ( event ) {
  21578. var callbacks = loading[ url ];
  21579. delete loading[ url ];
  21580. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21581. var callback = callbacks[ i ];
  21582. if ( callback.onError ) { callback.onError( event ); }
  21583. }
  21584. scope.manager.itemError( url );
  21585. scope.manager.itemEnd( url );
  21586. }, false );
  21587. if ( this.responseType !== undefined ) { request.responseType = this.responseType; }
  21588. if ( this.withCredentials !== undefined ) { request.withCredentials = this.withCredentials; }
  21589. if ( request.overrideMimeType ) { request.overrideMimeType( this.mimeType !== undefined ? this.mimeType : 'text/plain' ); }
  21590. for ( var header in this.requestHeader ) {
  21591. request.setRequestHeader( header, this.requestHeader[ header ] );
  21592. }
  21593. request.send( null );
  21594. }
  21595. scope.manager.itemStart( url );
  21596. return request;
  21597. },
  21598. setResponseType: function ( value ) {
  21599. this.responseType = value;
  21600. return this;
  21601. },
  21602. setWithCredentials: function ( value ) {
  21603. this.withCredentials = value;
  21604. return this;
  21605. },
  21606. setMimeType: function ( value ) {
  21607. this.mimeType = value;
  21608. return this;
  21609. },
  21610. setRequestHeader: function ( value ) {
  21611. this.requestHeader = value;
  21612. return this;
  21613. }
  21614. } );
  21615. /**
  21616. * @author bhouston / http://clara.io/
  21617. */
  21618. function AnimationLoader( manager ) {
  21619. Loader.call( this, manager );
  21620. }
  21621. AnimationLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21622. constructor: AnimationLoader,
  21623. load: function ( url, onLoad, onProgress, onError ) {
  21624. var scope = this;
  21625. var loader = new FileLoader( scope.manager );
  21626. loader.setPath( scope.path );
  21627. loader.load( url, function ( text ) {
  21628. onLoad( scope.parse( JSON.parse( text ) ) );
  21629. }, onProgress, onError );
  21630. },
  21631. parse: function ( json ) {
  21632. var animations = [];
  21633. for ( var i = 0; i < json.length; i ++ ) {
  21634. var clip = AnimationClip.parse( json[ i ] );
  21635. animations.push( clip );
  21636. }
  21637. return animations;
  21638. }
  21639. } );
  21640. /**
  21641. * @author mrdoob / http://mrdoob.com/
  21642. *
  21643. * Abstract Base class to block based textures loader (dds, pvr, ...)
  21644. *
  21645. * Sub classes have to implement the parse() method which will be used in load().
  21646. */
  21647. function CompressedTextureLoader( manager ) {
  21648. Loader.call( this, manager );
  21649. }
  21650. CompressedTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21651. constructor: CompressedTextureLoader,
  21652. load: function ( url, onLoad, onProgress, onError ) {
  21653. var scope = this;
  21654. var images = [];
  21655. var texture = new CompressedTexture();
  21656. texture.image = images;
  21657. var loader = new FileLoader( this.manager );
  21658. loader.setPath( this.path );
  21659. loader.setResponseType( 'arraybuffer' );
  21660. function loadTexture( i ) {
  21661. loader.load( url[ i ], function ( buffer ) {
  21662. var texDatas = scope.parse( buffer, true );
  21663. images[ i ] = {
  21664. width: texDatas.width,
  21665. height: texDatas.height,
  21666. format: texDatas.format,
  21667. mipmaps: texDatas.mipmaps
  21668. };
  21669. loaded += 1;
  21670. if ( loaded === 6 ) {
  21671. if ( texDatas.mipmapCount === 1 )
  21672. { texture.minFilter = LinearFilter; }
  21673. texture.format = texDatas.format;
  21674. texture.needsUpdate = true;
  21675. if ( onLoad ) { onLoad( texture ); }
  21676. }
  21677. }, onProgress, onError );
  21678. }
  21679. if ( Array.isArray( url ) ) {
  21680. var loaded = 0;
  21681. for ( var i = 0, il = url.length; i < il; ++ i ) {
  21682. loadTexture( i );
  21683. }
  21684. } else {
  21685. // compressed cubemap texture stored in a single DDS file
  21686. loader.load( url, function ( buffer ) {
  21687. var texDatas = scope.parse( buffer, true );
  21688. if ( texDatas.isCubemap ) {
  21689. var faces = texDatas.mipmaps.length / texDatas.mipmapCount;
  21690. for ( var f = 0; f < faces; f ++ ) {
  21691. images[ f ] = { mipmaps: [] };
  21692. for ( var i = 0; i < texDatas.mipmapCount; i ++ ) {
  21693. images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );
  21694. images[ f ].format = texDatas.format;
  21695. images[ f ].width = texDatas.width;
  21696. images[ f ].height = texDatas.height;
  21697. }
  21698. }
  21699. } else {
  21700. texture.image.width = texDatas.width;
  21701. texture.image.height = texDatas.height;
  21702. texture.mipmaps = texDatas.mipmaps;
  21703. }
  21704. if ( texDatas.mipmapCount === 1 ) {
  21705. texture.minFilter = LinearFilter;
  21706. }
  21707. texture.format = texDatas.format;
  21708. texture.needsUpdate = true;
  21709. if ( onLoad ) { onLoad( texture ); }
  21710. }, onProgress, onError );
  21711. }
  21712. return texture;
  21713. }
  21714. } );
  21715. /**
  21716. * @author Nikos M. / https://github.com/foo123/
  21717. *
  21718. * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...)
  21719. *
  21720. * Sub classes have to implement the parse() method which will be used in load().
  21721. */
  21722. function DataTextureLoader( manager ) {
  21723. Loader.call( this, manager );
  21724. }
  21725. DataTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21726. constructor: DataTextureLoader,
  21727. load: function ( url, onLoad, onProgress, onError ) {
  21728. var scope = this;
  21729. var texture = new DataTexture();
  21730. var loader = new FileLoader( this.manager );
  21731. loader.setResponseType( 'arraybuffer' );
  21732. loader.setPath( this.path );
  21733. loader.load( url, function ( buffer ) {
  21734. var texData = scope.parse( buffer );
  21735. if ( ! texData ) { return; }
  21736. if ( texData.image !== undefined ) {
  21737. texture.image = texData.image;
  21738. } else if ( texData.data !== undefined ) {
  21739. texture.image.width = texData.width;
  21740. texture.image.height = texData.height;
  21741. texture.image.data = texData.data;
  21742. }
  21743. texture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;
  21744. texture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;
  21745. texture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;
  21746. texture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearFilter;
  21747. texture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;
  21748. if ( texData.format !== undefined ) {
  21749. texture.format = texData.format;
  21750. }
  21751. if ( texData.type !== undefined ) {
  21752. texture.type = texData.type;
  21753. }
  21754. if ( texData.mipmaps !== undefined ) {
  21755. texture.mipmaps = texData.mipmaps;
  21756. texture.minFilter = LinearMipmapLinearFilter; // presumably...
  21757. }
  21758. if ( texData.mipmapCount === 1 ) {
  21759. texture.minFilter = LinearFilter;
  21760. }
  21761. texture.needsUpdate = true;
  21762. if ( onLoad ) { onLoad( texture, texData ); }
  21763. }, onProgress, onError );
  21764. return texture;
  21765. }
  21766. } );
  21767. /**
  21768. * @author mrdoob / http://mrdoob.com/
  21769. */
  21770. function ImageLoader( manager ) {
  21771. Loader.call( this, manager );
  21772. }
  21773. ImageLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21774. constructor: ImageLoader,
  21775. load: function ( url, onLoad, onProgress, onError ) {
  21776. if ( this.path !== undefined ) { url = this.path + url; }
  21777. url = this.manager.resolveURL( url );
  21778. var scope = this;
  21779. var cached = Cache.get( url );
  21780. if ( cached !== undefined ) {
  21781. scope.manager.itemStart( url );
  21782. setTimeout( function () {
  21783. if ( onLoad ) { onLoad( cached ); }
  21784. scope.manager.itemEnd( url );
  21785. }, 0 );
  21786. return cached;
  21787. }
  21788. var image = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'img' );
  21789. function onImageLoad() {
  21790. image.removeEventListener( 'load', onImageLoad, false );
  21791. image.removeEventListener( 'error', onImageError, false );
  21792. Cache.add( url, this );
  21793. if ( onLoad ) { onLoad( this ); }
  21794. scope.manager.itemEnd( url );
  21795. }
  21796. function onImageError( event ) {
  21797. image.removeEventListener( 'load', onImageLoad, false );
  21798. image.removeEventListener( 'error', onImageError, false );
  21799. if ( onError ) { onError( event ); }
  21800. scope.manager.itemError( url );
  21801. scope.manager.itemEnd( url );
  21802. }
  21803. image.addEventListener( 'load', onImageLoad, false );
  21804. image.addEventListener( 'error', onImageError, false );
  21805. if ( url.substr( 0, 5 ) !== 'data:' ) {
  21806. if ( this.crossOrigin !== undefined ) { image.crossOrigin = this.crossOrigin; }
  21807. }
  21808. scope.manager.itemStart( url );
  21809. image.src = url;
  21810. return image;
  21811. }
  21812. } );
  21813. /**
  21814. * @author mrdoob / http://mrdoob.com/
  21815. */
  21816. function CubeTextureLoader( manager ) {
  21817. Loader.call( this, manager );
  21818. }
  21819. CubeTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21820. constructor: CubeTextureLoader,
  21821. load: function ( urls, onLoad, onProgress, onError ) {
  21822. var texture = new CubeTexture();
  21823. var loader = new ImageLoader( this.manager );
  21824. loader.setCrossOrigin( this.crossOrigin );
  21825. loader.setPath( this.path );
  21826. var loaded = 0;
  21827. function loadTexture( i ) {
  21828. loader.load( urls[ i ], function ( image ) {
  21829. texture.images[ i ] = image;
  21830. loaded ++;
  21831. if ( loaded === 6 ) {
  21832. texture.needsUpdate = true;
  21833. if ( onLoad ) { onLoad( texture ); }
  21834. }
  21835. }, undefined, onError );
  21836. }
  21837. for ( var i = 0; i < urls.length; ++ i ) {
  21838. loadTexture( i );
  21839. }
  21840. return texture;
  21841. }
  21842. } );
  21843. /**
  21844. * @author mrdoob / http://mrdoob.com/
  21845. */
  21846. function TextureLoader( manager ) {
  21847. Loader.call( this, manager );
  21848. }
  21849. TextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21850. constructor: TextureLoader,
  21851. load: function ( url, onLoad, onProgress, onError ) {
  21852. var texture = new Texture();
  21853. var loader = new ImageLoader( this.manager );
  21854. loader.setCrossOrigin( this.crossOrigin );
  21855. loader.setPath( this.path );
  21856. loader.load( url, function ( image ) {
  21857. texture.image = image;
  21858. // JPEGs can't have an alpha channel, so memory can be saved by storing them as RGB.
  21859. var isJPEG = url.search( /\.jpe?g($|\?)/i ) > 0 || url.search( /^data\:image\/jpeg/ ) === 0;
  21860. texture.format = isJPEG ? RGBFormat : RGBAFormat;
  21861. texture.needsUpdate = true;
  21862. if ( onLoad !== undefined ) {
  21863. onLoad( texture );
  21864. }
  21865. }, onProgress, onError );
  21866. return texture;
  21867. }
  21868. } );
  21869. /**
  21870. * @author zz85 / http://www.lab4games.net/zz85/blog
  21871. * Extensible curve object
  21872. *
  21873. * Some common of curve methods:
  21874. * .getPoint( t, optionalTarget ), .getTangent( t )
  21875. * .getPointAt( u, optionalTarget ), .getTangentAt( u )
  21876. * .getPoints(), .getSpacedPoints()
  21877. * .getLength()
  21878. * .updateArcLengths()
  21879. *
  21880. * This following curves inherit from THREE.Curve:
  21881. *
  21882. * -- 2D curves --
  21883. * THREE.ArcCurve
  21884. * THREE.CubicBezierCurve
  21885. * THREE.EllipseCurve
  21886. * THREE.LineCurve
  21887. * THREE.QuadraticBezierCurve
  21888. * THREE.SplineCurve
  21889. *
  21890. * -- 3D curves --
  21891. * THREE.CatmullRomCurve3
  21892. * THREE.CubicBezierCurve3
  21893. * THREE.LineCurve3
  21894. * THREE.QuadraticBezierCurve3
  21895. *
  21896. * A series of curves can be represented as a THREE.CurvePath.
  21897. *
  21898. **/
  21899. /**************************************************************
  21900. * Abstract Curve base class
  21901. **************************************************************/
  21902. function Curve() {
  21903. this.type = 'Curve';
  21904. this.arcLengthDivisions = 200;
  21905. }
  21906. Object.assign( Curve.prototype, {
  21907. // Virtual base class method to overwrite and implement in subclasses
  21908. // - t [0 .. 1]
  21909. getPoint: function ( /* t, optionalTarget */ ) {
  21910. console.warn( 'THREE.Curve: .getPoint() not implemented.' );
  21911. return null;
  21912. },
  21913. // Get point at relative position in curve according to arc length
  21914. // - u [0 .. 1]
  21915. getPointAt: function ( u, optionalTarget ) {
  21916. var t = this.getUtoTmapping( u );
  21917. return this.getPoint( t, optionalTarget );
  21918. },
  21919. // Get sequence of points using getPoint( t )
  21920. getPoints: function ( divisions ) {
  21921. if ( divisions === undefined ) { divisions = 5; }
  21922. var points = [];
  21923. for ( var d = 0; d <= divisions; d ++ ) {
  21924. points.push( this.getPoint( d / divisions ) );
  21925. }
  21926. return points;
  21927. },
  21928. // Get sequence of points using getPointAt( u )
  21929. getSpacedPoints: function ( divisions ) {
  21930. if ( divisions === undefined ) { divisions = 5; }
  21931. var points = [];
  21932. for ( var d = 0; d <= divisions; d ++ ) {
  21933. points.push( this.getPointAt( d / divisions ) );
  21934. }
  21935. return points;
  21936. },
  21937. // Get total curve arc length
  21938. getLength: function () {
  21939. var lengths = this.getLengths();
  21940. return lengths[ lengths.length - 1 ];
  21941. },
  21942. // Get list of cumulative segment lengths
  21943. getLengths: function ( divisions ) {
  21944. if ( divisions === undefined ) { divisions = this.arcLengthDivisions; }
  21945. if ( this.cacheArcLengths &&
  21946. ( this.cacheArcLengths.length === divisions + 1 ) &&
  21947. ! this.needsUpdate ) {
  21948. return this.cacheArcLengths;
  21949. }
  21950. this.needsUpdate = false;
  21951. var cache = [];
  21952. var current, last = this.getPoint( 0 );
  21953. var p, sum = 0;
  21954. cache.push( 0 );
  21955. for ( p = 1; p <= divisions; p ++ ) {
  21956. current = this.getPoint( p / divisions );
  21957. sum += current.distanceTo( last );
  21958. cache.push( sum );
  21959. last = current;
  21960. }
  21961. this.cacheArcLengths = cache;
  21962. return cache; // { sums: cache, sum: sum }; Sum is in the last element.
  21963. },
  21964. updateArcLengths: function () {
  21965. this.needsUpdate = true;
  21966. this.getLengths();
  21967. },
  21968. // Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant
  21969. getUtoTmapping: function ( u, distance ) {
  21970. var arcLengths = this.getLengths();
  21971. var i = 0, il = arcLengths.length;
  21972. var targetArcLength; // The targeted u distance value to get
  21973. if ( distance ) {
  21974. targetArcLength = distance;
  21975. } else {
  21976. targetArcLength = u * arcLengths[ il - 1 ];
  21977. }
  21978. // binary search for the index with largest value smaller than target u distance
  21979. var low = 0, high = il - 1, comparison;
  21980. while ( low <= high ) {
  21981. 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
  21982. comparison = arcLengths[ i ] - targetArcLength;
  21983. if ( comparison < 0 ) {
  21984. low = i + 1;
  21985. } else if ( comparison > 0 ) {
  21986. high = i - 1;
  21987. } else {
  21988. high = i;
  21989. break;
  21990. // DONE
  21991. }
  21992. }
  21993. i = high;
  21994. if ( arcLengths[ i ] === targetArcLength ) {
  21995. return i / ( il - 1 );
  21996. }
  21997. // we could get finer grain at lengths, or use simple interpolation between two points
  21998. var lengthBefore = arcLengths[ i ];
  21999. var lengthAfter = arcLengths[ i + 1 ];
  22000. var segmentLength = lengthAfter - lengthBefore;
  22001. // determine where we are between the 'before' and 'after' points
  22002. var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
  22003. // add that fractional amount to t
  22004. var t = ( i + segmentFraction ) / ( il - 1 );
  22005. return t;
  22006. },
  22007. // Returns a unit vector tangent at t
  22008. // In case any sub curve does not implement its tangent derivation,
  22009. // 2 points a small delta apart will be used to find its gradient
  22010. // which seems to give a reasonable approximation
  22011. getTangent: function ( t ) {
  22012. var delta = 0.0001;
  22013. var t1 = t - delta;
  22014. var t2 = t + delta;
  22015. // Capping in case of danger
  22016. if ( t1 < 0 ) { t1 = 0; }
  22017. if ( t2 > 1 ) { t2 = 1; }
  22018. var pt1 = this.getPoint( t1 );
  22019. var pt2 = this.getPoint( t2 );
  22020. var vec = pt2.clone().sub( pt1 );
  22021. return vec.normalize();
  22022. },
  22023. getTangentAt: function ( u ) {
  22024. var t = this.getUtoTmapping( u );
  22025. return this.getTangent( t );
  22026. },
  22027. computeFrenetFrames: function ( segments, closed ) {
  22028. // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf
  22029. var normal = new Vector3();
  22030. var tangents = [];
  22031. var normals = [];
  22032. var binormals = [];
  22033. var vec = new Vector3();
  22034. var mat = new Matrix4();
  22035. var i, u, theta;
  22036. // compute the tangent vectors for each segment on the curve
  22037. for ( i = 0; i <= segments; i ++ ) {
  22038. u = i / segments;
  22039. tangents[ i ] = this.getTangentAt( u );
  22040. tangents[ i ].normalize();
  22041. }
  22042. // select an initial normal vector perpendicular to the first tangent vector,
  22043. // and in the direction of the minimum tangent xyz component
  22044. normals[ 0 ] = new Vector3();
  22045. binormals[ 0 ] = new Vector3();
  22046. var min = Number.MAX_VALUE;
  22047. var tx = Math.abs( tangents[ 0 ].x );
  22048. var ty = Math.abs( tangents[ 0 ].y );
  22049. var tz = Math.abs( tangents[ 0 ].z );
  22050. if ( tx <= min ) {
  22051. min = tx;
  22052. normal.set( 1, 0, 0 );
  22053. }
  22054. if ( ty <= min ) {
  22055. min = ty;
  22056. normal.set( 0, 1, 0 );
  22057. }
  22058. if ( tz <= min ) {
  22059. normal.set( 0, 0, 1 );
  22060. }
  22061. vec.crossVectors( tangents[ 0 ], normal ).normalize();
  22062. normals[ 0 ].crossVectors( tangents[ 0 ], vec );
  22063. binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );
  22064. // compute the slowly-varying normal and binormal vectors for each segment on the curve
  22065. for ( i = 1; i <= segments; i ++ ) {
  22066. normals[ i ] = normals[ i - 1 ].clone();
  22067. binormals[ i ] = binormals[ i - 1 ].clone();
  22068. vec.crossVectors( tangents[ i - 1 ], tangents[ i ] );
  22069. if ( vec.length() > Number.EPSILON ) {
  22070. vec.normalize();
  22071. theta = Math.acos( MathUtils.clamp( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors
  22072. normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );
  22073. }
  22074. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  22075. }
  22076. // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
  22077. if ( closed === true ) {
  22078. theta = Math.acos( MathUtils.clamp( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) );
  22079. theta /= segments;
  22080. if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {
  22081. theta = - theta;
  22082. }
  22083. for ( i = 1; i <= segments; i ++ ) {
  22084. // twist a little...
  22085. normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
  22086. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  22087. }
  22088. }
  22089. return {
  22090. tangents: tangents,
  22091. normals: normals,
  22092. binormals: binormals
  22093. };
  22094. },
  22095. clone: function () {
  22096. return new this.constructor().copy( this );
  22097. },
  22098. copy: function ( source ) {
  22099. this.arcLengthDivisions = source.arcLengthDivisions;
  22100. return this;
  22101. },
  22102. toJSON: function () {
  22103. var data = {
  22104. metadata: {
  22105. version: 4.5,
  22106. type: 'Curve',
  22107. generator: 'Curve.toJSON'
  22108. }
  22109. };
  22110. data.arcLengthDivisions = this.arcLengthDivisions;
  22111. data.type = this.type;
  22112. return data;
  22113. },
  22114. fromJSON: function ( json ) {
  22115. this.arcLengthDivisions = json.arcLengthDivisions;
  22116. return this;
  22117. }
  22118. } );
  22119. function EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  22120. Curve.call( this );
  22121. this.type = 'EllipseCurve';
  22122. this.aX = aX || 0;
  22123. this.aY = aY || 0;
  22124. this.xRadius = xRadius || 1;
  22125. this.yRadius = yRadius || 1;
  22126. this.aStartAngle = aStartAngle || 0;
  22127. this.aEndAngle = aEndAngle || 2 * Math.PI;
  22128. this.aClockwise = aClockwise || false;
  22129. this.aRotation = aRotation || 0;
  22130. }
  22131. EllipseCurve.prototype = Object.create( Curve.prototype );
  22132. EllipseCurve.prototype.constructor = EllipseCurve;
  22133. EllipseCurve.prototype.isEllipseCurve = true;
  22134. EllipseCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22135. var point = optionalTarget || new Vector2();
  22136. var twoPi = Math.PI * 2;
  22137. var deltaAngle = this.aEndAngle - this.aStartAngle;
  22138. var samePoints = Math.abs( deltaAngle ) < Number.EPSILON;
  22139. // ensures that deltaAngle is 0 .. 2 PI
  22140. while ( deltaAngle < 0 ) { deltaAngle += twoPi; }
  22141. while ( deltaAngle > twoPi ) { deltaAngle -= twoPi; }
  22142. if ( deltaAngle < Number.EPSILON ) {
  22143. if ( samePoints ) {
  22144. deltaAngle = 0;
  22145. } else {
  22146. deltaAngle = twoPi;
  22147. }
  22148. }
  22149. if ( this.aClockwise === true && ! samePoints ) {
  22150. if ( deltaAngle === twoPi ) {
  22151. deltaAngle = - twoPi;
  22152. } else {
  22153. deltaAngle = deltaAngle - twoPi;
  22154. }
  22155. }
  22156. var angle = this.aStartAngle + t * deltaAngle;
  22157. var x = this.aX + this.xRadius * Math.cos( angle );
  22158. var y = this.aY + this.yRadius * Math.sin( angle );
  22159. if ( this.aRotation !== 0 ) {
  22160. var cos = Math.cos( this.aRotation );
  22161. var sin = Math.sin( this.aRotation );
  22162. var tx = x - this.aX;
  22163. var ty = y - this.aY;
  22164. // Rotate the point about the center of the ellipse.
  22165. x = tx * cos - ty * sin + this.aX;
  22166. y = tx * sin + ty * cos + this.aY;
  22167. }
  22168. return point.set( x, y );
  22169. };
  22170. EllipseCurve.prototype.copy = function ( source ) {
  22171. Curve.prototype.copy.call( this, source );
  22172. this.aX = source.aX;
  22173. this.aY = source.aY;
  22174. this.xRadius = source.xRadius;
  22175. this.yRadius = source.yRadius;
  22176. this.aStartAngle = source.aStartAngle;
  22177. this.aEndAngle = source.aEndAngle;
  22178. this.aClockwise = source.aClockwise;
  22179. this.aRotation = source.aRotation;
  22180. return this;
  22181. };
  22182. EllipseCurve.prototype.toJSON = function () {
  22183. var data = Curve.prototype.toJSON.call( this );
  22184. data.aX = this.aX;
  22185. data.aY = this.aY;
  22186. data.xRadius = this.xRadius;
  22187. data.yRadius = this.yRadius;
  22188. data.aStartAngle = this.aStartAngle;
  22189. data.aEndAngle = this.aEndAngle;
  22190. data.aClockwise = this.aClockwise;
  22191. data.aRotation = this.aRotation;
  22192. return data;
  22193. };
  22194. EllipseCurve.prototype.fromJSON = function ( json ) {
  22195. Curve.prototype.fromJSON.call( this, json );
  22196. this.aX = json.aX;
  22197. this.aY = json.aY;
  22198. this.xRadius = json.xRadius;
  22199. this.yRadius = json.yRadius;
  22200. this.aStartAngle = json.aStartAngle;
  22201. this.aEndAngle = json.aEndAngle;
  22202. this.aClockwise = json.aClockwise;
  22203. this.aRotation = json.aRotation;
  22204. return this;
  22205. };
  22206. function ArcCurve( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  22207. EllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  22208. this.type = 'ArcCurve';
  22209. }
  22210. ArcCurve.prototype = Object.create( EllipseCurve.prototype );
  22211. ArcCurve.prototype.constructor = ArcCurve;
  22212. ArcCurve.prototype.isArcCurve = true;
  22213. /**
  22214. * @author zz85 https://github.com/zz85
  22215. *
  22216. * Centripetal CatmullRom Curve - which is useful for avoiding
  22217. * cusps and self-intersections in non-uniform catmull rom curves.
  22218. * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf
  22219. *
  22220. * curve.type accepts centripetal(default), chordal and catmullrom
  22221. * curve.tension is used for catmullrom which defaults to 0.5
  22222. */
  22223. /*
  22224. Based on an optimized c++ solution in
  22225. - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/
  22226. - http://ideone.com/NoEbVM
  22227. This CubicPoly class could be used for reusing some variables and calculations,
  22228. but for three.js curve use, it could be possible inlined and flatten into a single function call
  22229. which can be placed in CurveUtils.
  22230. */
  22231. function CubicPoly() {
  22232. var c0 = 0, c1 = 0, c2 = 0, c3 = 0;
  22233. /*
  22234. * Compute coefficients for a cubic polynomial
  22235. * p(s) = c0 + c1*s + c2*s^2 + c3*s^3
  22236. * such that
  22237. * p(0) = x0, p(1) = x1
  22238. * and
  22239. * p'(0) = t0, p'(1) = t1.
  22240. */
  22241. function init( x0, x1, t0, t1 ) {
  22242. c0 = x0;
  22243. c1 = t0;
  22244. c2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1;
  22245. c3 = 2 * x0 - 2 * x1 + t0 + t1;
  22246. }
  22247. return {
  22248. initCatmullRom: function ( x0, x1, x2, x3, tension ) {
  22249. init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );
  22250. },
  22251. initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {
  22252. // compute tangents when parameterized in [t1,t2]
  22253. var t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;
  22254. var t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;
  22255. // rescale tangents for parametrization in [0,1]
  22256. t1 *= dt1;
  22257. t2 *= dt1;
  22258. init( x1, x2, t1, t2 );
  22259. },
  22260. calc: function ( t ) {
  22261. var t2 = t * t;
  22262. var t3 = t2 * t;
  22263. return c0 + c1 * t + c2 * t2 + c3 * t3;
  22264. }
  22265. };
  22266. }
  22267. //
  22268. var tmp = new Vector3();
  22269. var px = new CubicPoly(), py = new CubicPoly(), pz = new CubicPoly();
  22270. function CatmullRomCurve3( points, closed, curveType, tension ) {
  22271. Curve.call( this );
  22272. this.type = 'CatmullRomCurve3';
  22273. this.points = points || [];
  22274. this.closed = closed || false;
  22275. this.curveType = curveType || 'centripetal';
  22276. this.tension = tension || 0.5;
  22277. }
  22278. CatmullRomCurve3.prototype = Object.create( Curve.prototype );
  22279. CatmullRomCurve3.prototype.constructor = CatmullRomCurve3;
  22280. CatmullRomCurve3.prototype.isCatmullRomCurve3 = true;
  22281. CatmullRomCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22282. var point = optionalTarget || new Vector3();
  22283. var points = this.points;
  22284. var l = points.length;
  22285. var p = ( l - ( this.closed ? 0 : 1 ) ) * t;
  22286. var intPoint = Math.floor( p );
  22287. var weight = p - intPoint;
  22288. if ( this.closed ) {
  22289. intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l;
  22290. } else if ( weight === 0 && intPoint === l - 1 ) {
  22291. intPoint = l - 2;
  22292. weight = 1;
  22293. }
  22294. var p0, p1, p2, p3; // 4 points
  22295. if ( this.closed || intPoint > 0 ) {
  22296. p0 = points[ ( intPoint - 1 ) % l ];
  22297. } else {
  22298. // extrapolate first point
  22299. tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );
  22300. p0 = tmp;
  22301. }
  22302. p1 = points[ intPoint % l ];
  22303. p2 = points[ ( intPoint + 1 ) % l ];
  22304. if ( this.closed || intPoint + 2 < l ) {
  22305. p3 = points[ ( intPoint + 2 ) % l ];
  22306. } else {
  22307. // extrapolate last point
  22308. tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );
  22309. p3 = tmp;
  22310. }
  22311. if ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) {
  22312. // init Centripetal / Chordal Catmull-Rom
  22313. var pow = this.curveType === 'chordal' ? 0.5 : 0.25;
  22314. var dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );
  22315. var dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );
  22316. var dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );
  22317. // safety check for repeated points
  22318. if ( dt1 < 1e-4 ) { dt1 = 1.0; }
  22319. if ( dt0 < 1e-4 ) { dt0 = dt1; }
  22320. if ( dt2 < 1e-4 ) { dt2 = dt1; }
  22321. px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );
  22322. py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );
  22323. pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );
  22324. } else if ( this.curveType === 'catmullrom' ) {
  22325. px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension );
  22326. py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension );
  22327. pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension );
  22328. }
  22329. point.set(
  22330. px.calc( weight ),
  22331. py.calc( weight ),
  22332. pz.calc( weight )
  22333. );
  22334. return point;
  22335. };
  22336. CatmullRomCurve3.prototype.copy = function ( source ) {
  22337. Curve.prototype.copy.call( this, source );
  22338. this.points = [];
  22339. for ( var i = 0, l = source.points.length; i < l; i ++ ) {
  22340. var point = source.points[ i ];
  22341. this.points.push( point.clone() );
  22342. }
  22343. this.closed = source.closed;
  22344. this.curveType = source.curveType;
  22345. this.tension = source.tension;
  22346. return this;
  22347. };
  22348. CatmullRomCurve3.prototype.toJSON = function () {
  22349. var data = Curve.prototype.toJSON.call( this );
  22350. data.points = [];
  22351. for ( var i = 0, l = this.points.length; i < l; i ++ ) {
  22352. var point = this.points[ i ];
  22353. data.points.push( point.toArray() );
  22354. }
  22355. data.closed = this.closed;
  22356. data.curveType = this.curveType;
  22357. data.tension = this.tension;
  22358. return data;
  22359. };
  22360. CatmullRomCurve3.prototype.fromJSON = function ( json ) {
  22361. Curve.prototype.fromJSON.call( this, json );
  22362. this.points = [];
  22363. for ( var i = 0, l = json.points.length; i < l; i ++ ) {
  22364. var point = json.points[ i ];
  22365. this.points.push( new Vector3().fromArray( point ) );
  22366. }
  22367. this.closed = json.closed;
  22368. this.curveType = json.curveType;
  22369. this.tension = json.tension;
  22370. return this;
  22371. };
  22372. /**
  22373. * @author zz85 / http://www.lab4games.net/zz85/blog
  22374. *
  22375. * Bezier Curves formulas obtained from
  22376. * http://en.wikipedia.org/wiki/Bézier_curve
  22377. */
  22378. function CatmullRom( t, p0, p1, p2, p3 ) {
  22379. var v0 = ( p2 - p0 ) * 0.5;
  22380. var v1 = ( p3 - p1 ) * 0.5;
  22381. var t2 = t * t;
  22382. var t3 = t * t2;
  22383. return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
  22384. }
  22385. //
  22386. function QuadraticBezierP0( t, p ) {
  22387. var k = 1 - t;
  22388. return k * k * p;
  22389. }
  22390. function QuadraticBezierP1( t, p ) {
  22391. return 2 * ( 1 - t ) * t * p;
  22392. }
  22393. function QuadraticBezierP2( t, p ) {
  22394. return t * t * p;
  22395. }
  22396. function QuadraticBezier( t, p0, p1, p2 ) {
  22397. return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +
  22398. QuadraticBezierP2( t, p2 );
  22399. }
  22400. //
  22401. function CubicBezierP0( t, p ) {
  22402. var k = 1 - t;
  22403. return k * k * k * p;
  22404. }
  22405. function CubicBezierP1( t, p ) {
  22406. var k = 1 - t;
  22407. return 3 * k * k * t * p;
  22408. }
  22409. function CubicBezierP2( t, p ) {
  22410. return 3 * ( 1 - t ) * t * t * p;
  22411. }
  22412. function CubicBezierP3( t, p ) {
  22413. return t * t * t * p;
  22414. }
  22415. function CubicBezier( t, p0, p1, p2, p3 ) {
  22416. return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +
  22417. CubicBezierP3( t, p3 );
  22418. }
  22419. function CubicBezierCurve( v0, v1, v2, v3 ) {
  22420. Curve.call( this );
  22421. this.type = 'CubicBezierCurve';
  22422. this.v0 = v0 || new Vector2();
  22423. this.v1 = v1 || new Vector2();
  22424. this.v2 = v2 || new Vector2();
  22425. this.v3 = v3 || new Vector2();
  22426. }
  22427. CubicBezierCurve.prototype = Object.create( Curve.prototype );
  22428. CubicBezierCurve.prototype.constructor = CubicBezierCurve;
  22429. CubicBezierCurve.prototype.isCubicBezierCurve = true;
  22430. CubicBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22431. var point = optionalTarget || new Vector2();
  22432. var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  22433. point.set(
  22434. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  22435. CubicBezier( t, v0.y, v1.y, v2.y, v3.y )
  22436. );
  22437. return point;
  22438. };
  22439. CubicBezierCurve.prototype.copy = function ( source ) {
  22440. Curve.prototype.copy.call( this, source );
  22441. this.v0.copy( source.v0 );
  22442. this.v1.copy( source.v1 );
  22443. this.v2.copy( source.v2 );
  22444. this.v3.copy( source.v3 );
  22445. return this;
  22446. };
  22447. CubicBezierCurve.prototype.toJSON = function () {
  22448. var data = Curve.prototype.toJSON.call( this );
  22449. data.v0 = this.v0.toArray();
  22450. data.v1 = this.v1.toArray();
  22451. data.v2 = this.v2.toArray();
  22452. data.v3 = this.v3.toArray();
  22453. return data;
  22454. };
  22455. CubicBezierCurve.prototype.fromJSON = function ( json ) {
  22456. Curve.prototype.fromJSON.call( this, json );
  22457. this.v0.fromArray( json.v0 );
  22458. this.v1.fromArray( json.v1 );
  22459. this.v2.fromArray( json.v2 );
  22460. this.v3.fromArray( json.v3 );
  22461. return this;
  22462. };
  22463. function CubicBezierCurve3( v0, v1, v2, v3 ) {
  22464. Curve.call( this );
  22465. this.type = 'CubicBezierCurve3';
  22466. this.v0 = v0 || new Vector3();
  22467. this.v1 = v1 || new Vector3();
  22468. this.v2 = v2 || new Vector3();
  22469. this.v3 = v3 || new Vector3();
  22470. }
  22471. CubicBezierCurve3.prototype = Object.create( Curve.prototype );
  22472. CubicBezierCurve3.prototype.constructor = CubicBezierCurve3;
  22473. CubicBezierCurve3.prototype.isCubicBezierCurve3 = true;
  22474. CubicBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22475. var point = optionalTarget || new Vector3();
  22476. var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  22477. point.set(
  22478. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  22479. CubicBezier( t, v0.y, v1.y, v2.y, v3.y ),
  22480. CubicBezier( t, v0.z, v1.z, v2.z, v3.z )
  22481. );
  22482. return point;
  22483. };
  22484. CubicBezierCurve3.prototype.copy = function ( source ) {
  22485. Curve.prototype.copy.call( this, source );
  22486. this.v0.copy( source.v0 );
  22487. this.v1.copy( source.v1 );
  22488. this.v2.copy( source.v2 );
  22489. this.v3.copy( source.v3 );
  22490. return this;
  22491. };
  22492. CubicBezierCurve3.prototype.toJSON = function () {
  22493. var data = Curve.prototype.toJSON.call( this );
  22494. data.v0 = this.v0.toArray();
  22495. data.v1 = this.v1.toArray();
  22496. data.v2 = this.v2.toArray();
  22497. data.v3 = this.v3.toArray();
  22498. return data;
  22499. };
  22500. CubicBezierCurve3.prototype.fromJSON = function ( json ) {
  22501. Curve.prototype.fromJSON.call( this, json );
  22502. this.v0.fromArray( json.v0 );
  22503. this.v1.fromArray( json.v1 );
  22504. this.v2.fromArray( json.v2 );
  22505. this.v3.fromArray( json.v3 );
  22506. return this;
  22507. };
  22508. function LineCurve( v1, v2 ) {
  22509. Curve.call( this );
  22510. this.type = 'LineCurve';
  22511. this.v1 = v1 || new Vector2();
  22512. this.v2 = v2 || new Vector2();
  22513. }
  22514. LineCurve.prototype = Object.create( Curve.prototype );
  22515. LineCurve.prototype.constructor = LineCurve;
  22516. LineCurve.prototype.isLineCurve = true;
  22517. LineCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22518. var point = optionalTarget || new Vector2();
  22519. if ( t === 1 ) {
  22520. point.copy( this.v2 );
  22521. } else {
  22522. point.copy( this.v2 ).sub( this.v1 );
  22523. point.multiplyScalar( t ).add( this.v1 );
  22524. }
  22525. return point;
  22526. };
  22527. // Line curve is linear, so we can overwrite default getPointAt
  22528. LineCurve.prototype.getPointAt = function ( u, optionalTarget ) {
  22529. return this.getPoint( u, optionalTarget );
  22530. };
  22531. LineCurve.prototype.getTangent = function ( /* t */ ) {
  22532. var tangent = this.v2.clone().sub( this.v1 );
  22533. return tangent.normalize();
  22534. };
  22535. LineCurve.prototype.copy = function ( source ) {
  22536. Curve.prototype.copy.call( this, source );
  22537. this.v1.copy( source.v1 );
  22538. this.v2.copy( source.v2 );
  22539. return this;
  22540. };
  22541. LineCurve.prototype.toJSON = function () {
  22542. var data = Curve.prototype.toJSON.call( this );
  22543. data.v1 = this.v1.toArray();
  22544. data.v2 = this.v2.toArray();
  22545. return data;
  22546. };
  22547. LineCurve.prototype.fromJSON = function ( json ) {
  22548. Curve.prototype.fromJSON.call( this, json );
  22549. this.v1.fromArray( json.v1 );
  22550. this.v2.fromArray( json.v2 );
  22551. return this;
  22552. };
  22553. function LineCurve3( v1, v2 ) {
  22554. Curve.call( this );
  22555. this.type = 'LineCurve3';
  22556. this.v1 = v1 || new Vector3();
  22557. this.v2 = v2 || new Vector3();
  22558. }
  22559. LineCurve3.prototype = Object.create( Curve.prototype );
  22560. LineCurve3.prototype.constructor = LineCurve3;
  22561. LineCurve3.prototype.isLineCurve3 = true;
  22562. LineCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22563. var point = optionalTarget || new Vector3();
  22564. if ( t === 1 ) {
  22565. point.copy( this.v2 );
  22566. } else {
  22567. point.copy( this.v2 ).sub( this.v1 );
  22568. point.multiplyScalar( t ).add( this.v1 );
  22569. }
  22570. return point;
  22571. };
  22572. // Line curve is linear, so we can overwrite default getPointAt
  22573. LineCurve3.prototype.getPointAt = function ( u, optionalTarget ) {
  22574. return this.getPoint( u, optionalTarget );
  22575. };
  22576. LineCurve3.prototype.copy = function ( source ) {
  22577. Curve.prototype.copy.call( this, source );
  22578. this.v1.copy( source.v1 );
  22579. this.v2.copy( source.v2 );
  22580. return this;
  22581. };
  22582. LineCurve3.prototype.toJSON = function () {
  22583. var data = Curve.prototype.toJSON.call( this );
  22584. data.v1 = this.v1.toArray();
  22585. data.v2 = this.v2.toArray();
  22586. return data;
  22587. };
  22588. LineCurve3.prototype.fromJSON = function ( json ) {
  22589. Curve.prototype.fromJSON.call( this, json );
  22590. this.v1.fromArray( json.v1 );
  22591. this.v2.fromArray( json.v2 );
  22592. return this;
  22593. };
  22594. function QuadraticBezierCurve( v0, v1, v2 ) {
  22595. Curve.call( this );
  22596. this.type = 'QuadraticBezierCurve';
  22597. this.v0 = v0 || new Vector2();
  22598. this.v1 = v1 || new Vector2();
  22599. this.v2 = v2 || new Vector2();
  22600. }
  22601. QuadraticBezierCurve.prototype = Object.create( Curve.prototype );
  22602. QuadraticBezierCurve.prototype.constructor = QuadraticBezierCurve;
  22603. QuadraticBezierCurve.prototype.isQuadraticBezierCurve = true;
  22604. QuadraticBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22605. var point = optionalTarget || new Vector2();
  22606. var v0 = this.v0, v1 = this.v1, v2 = this.v2;
  22607. point.set(
  22608. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  22609. QuadraticBezier( t, v0.y, v1.y, v2.y )
  22610. );
  22611. return point;
  22612. };
  22613. QuadraticBezierCurve.prototype.copy = function ( source ) {
  22614. Curve.prototype.copy.call( this, source );
  22615. this.v0.copy( source.v0 );
  22616. this.v1.copy( source.v1 );
  22617. this.v2.copy( source.v2 );
  22618. return this;
  22619. };
  22620. QuadraticBezierCurve.prototype.toJSON = function () {
  22621. var data = Curve.prototype.toJSON.call( this );
  22622. data.v0 = this.v0.toArray();
  22623. data.v1 = this.v1.toArray();
  22624. data.v2 = this.v2.toArray();
  22625. return data;
  22626. };
  22627. QuadraticBezierCurve.prototype.fromJSON = function ( json ) {
  22628. Curve.prototype.fromJSON.call( this, json );
  22629. this.v0.fromArray( json.v0 );
  22630. this.v1.fromArray( json.v1 );
  22631. this.v2.fromArray( json.v2 );
  22632. return this;
  22633. };
  22634. function QuadraticBezierCurve3( v0, v1, v2 ) {
  22635. Curve.call( this );
  22636. this.type = 'QuadraticBezierCurve3';
  22637. this.v0 = v0 || new Vector3();
  22638. this.v1 = v1 || new Vector3();
  22639. this.v2 = v2 || new Vector3();
  22640. }
  22641. QuadraticBezierCurve3.prototype = Object.create( Curve.prototype );
  22642. QuadraticBezierCurve3.prototype.constructor = QuadraticBezierCurve3;
  22643. QuadraticBezierCurve3.prototype.isQuadraticBezierCurve3 = true;
  22644. QuadraticBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22645. var point = optionalTarget || new Vector3();
  22646. var v0 = this.v0, v1 = this.v1, v2 = this.v2;
  22647. point.set(
  22648. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  22649. QuadraticBezier( t, v0.y, v1.y, v2.y ),
  22650. QuadraticBezier( t, v0.z, v1.z, v2.z )
  22651. );
  22652. return point;
  22653. };
  22654. QuadraticBezierCurve3.prototype.copy = function ( source ) {
  22655. Curve.prototype.copy.call( this, source );
  22656. this.v0.copy( source.v0 );
  22657. this.v1.copy( source.v1 );
  22658. this.v2.copy( source.v2 );
  22659. return this;
  22660. };
  22661. QuadraticBezierCurve3.prototype.toJSON = function () {
  22662. var data = Curve.prototype.toJSON.call( this );
  22663. data.v0 = this.v0.toArray();
  22664. data.v1 = this.v1.toArray();
  22665. data.v2 = this.v2.toArray();
  22666. return data;
  22667. };
  22668. QuadraticBezierCurve3.prototype.fromJSON = function ( json ) {
  22669. Curve.prototype.fromJSON.call( this, json );
  22670. this.v0.fromArray( json.v0 );
  22671. this.v1.fromArray( json.v1 );
  22672. this.v2.fromArray( json.v2 );
  22673. return this;
  22674. };
  22675. function SplineCurve( points /* array of Vector2 */ ) {
  22676. Curve.call( this );
  22677. this.type = 'SplineCurve';
  22678. this.points = points || [];
  22679. }
  22680. SplineCurve.prototype = Object.create( Curve.prototype );
  22681. SplineCurve.prototype.constructor = SplineCurve;
  22682. SplineCurve.prototype.isSplineCurve = true;
  22683. SplineCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22684. var point = optionalTarget || new Vector2();
  22685. var points = this.points;
  22686. var p = ( points.length - 1 ) * t;
  22687. var intPoint = Math.floor( p );
  22688. var weight = p - intPoint;
  22689. var p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];
  22690. var p1 = points[ intPoint ];
  22691. var p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
  22692. var p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];
  22693. point.set(
  22694. CatmullRom( weight, p0.x, p1.x, p2.x, p3.x ),
  22695. CatmullRom( weight, p0.y, p1.y, p2.y, p3.y )
  22696. );
  22697. return point;
  22698. };
  22699. SplineCurve.prototype.copy = function ( source ) {
  22700. Curve.prototype.copy.call( this, source );
  22701. this.points = [];
  22702. for ( var i = 0, l = source.points.length; i < l; i ++ ) {
  22703. var point = source.points[ i ];
  22704. this.points.push( point.clone() );
  22705. }
  22706. return this;
  22707. };
  22708. SplineCurve.prototype.toJSON = function () {
  22709. var data = Curve.prototype.toJSON.call( this );
  22710. data.points = [];
  22711. for ( var i = 0, l = this.points.length; i < l; i ++ ) {
  22712. var point = this.points[ i ];
  22713. data.points.push( point.toArray() );
  22714. }
  22715. return data;
  22716. };
  22717. SplineCurve.prototype.fromJSON = function ( json ) {
  22718. Curve.prototype.fromJSON.call( this, json );
  22719. this.points = [];
  22720. for ( var i = 0, l = json.points.length; i < l; i ++ ) {
  22721. var point = json.points[ i ];
  22722. this.points.push( new Vector2().fromArray( point ) );
  22723. }
  22724. return this;
  22725. };
  22726. var Curves = /*#__PURE__*/Object.freeze({
  22727. __proto__: null,
  22728. ArcCurve: ArcCurve,
  22729. CatmullRomCurve3: CatmullRomCurve3,
  22730. CubicBezierCurve: CubicBezierCurve,
  22731. CubicBezierCurve3: CubicBezierCurve3,
  22732. EllipseCurve: EllipseCurve,
  22733. LineCurve: LineCurve,
  22734. LineCurve3: LineCurve3,
  22735. QuadraticBezierCurve: QuadraticBezierCurve,
  22736. QuadraticBezierCurve3: QuadraticBezierCurve3,
  22737. SplineCurve: SplineCurve
  22738. });
  22739. /**
  22740. * @author zz85 / http://www.lab4games.net/zz85/blog
  22741. *
  22742. **/
  22743. /**************************************************************
  22744. * Curved Path - a curve path is simply a array of connected
  22745. * curves, but retains the api of a curve
  22746. **************************************************************/
  22747. function CurvePath() {
  22748. Curve.call( this );
  22749. this.type = 'CurvePath';
  22750. this.curves = [];
  22751. this.autoClose = false; // Automatically closes the path
  22752. }
  22753. CurvePath.prototype = Object.assign( Object.create( Curve.prototype ), {
  22754. constructor: CurvePath,
  22755. add: function ( curve ) {
  22756. this.curves.push( curve );
  22757. },
  22758. closePath: function () {
  22759. // Add a line curve if start and end of lines are not connected
  22760. var startPoint = this.curves[ 0 ].getPoint( 0 );
  22761. var endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );
  22762. if ( ! startPoint.equals( endPoint ) ) {
  22763. this.curves.push( new LineCurve( endPoint, startPoint ) );
  22764. }
  22765. },
  22766. // To get accurate point with reference to
  22767. // entire path distance at time t,
  22768. // following has to be done:
  22769. // 1. Length of each sub path have to be known
  22770. // 2. Locate and identify type of curve
  22771. // 3. Get t for the curve
  22772. // 4. Return curve.getPointAt(t')
  22773. getPoint: function ( t ) {
  22774. var d = t * this.getLength();
  22775. var curveLengths = this.getCurveLengths();
  22776. var i = 0;
  22777. // To think about boundaries points.
  22778. while ( i < curveLengths.length ) {
  22779. if ( curveLengths[ i ] >= d ) {
  22780. var diff = curveLengths[ i ] - d;
  22781. var curve = this.curves[ i ];
  22782. var segmentLength = curve.getLength();
  22783. var u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;
  22784. return curve.getPointAt( u );
  22785. }
  22786. i ++;
  22787. }
  22788. return null;
  22789. // loop where sum != 0, sum > d , sum+1 <d
  22790. },
  22791. // We cannot use the default THREE.Curve getPoint() with getLength() because in
  22792. // THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
  22793. // getPoint() depends on getLength
  22794. getLength: function () {
  22795. var lens = this.getCurveLengths();
  22796. return lens[ lens.length - 1 ];
  22797. },
  22798. // cacheLengths must be recalculated.
  22799. updateArcLengths: function () {
  22800. this.needsUpdate = true;
  22801. this.cacheLengths = null;
  22802. this.getCurveLengths();
  22803. },
  22804. // Compute lengths and cache them
  22805. // We cannot overwrite getLengths() because UtoT mapping uses it.
  22806. getCurveLengths: function () {
  22807. // We use cache values if curves and cache array are same length
  22808. if ( this.cacheLengths && this.cacheLengths.length === this.curves.length ) {
  22809. return this.cacheLengths;
  22810. }
  22811. // Get length of sub-curve
  22812. // Push sums into cached array
  22813. var lengths = [], sums = 0;
  22814. for ( var i = 0, l = this.curves.length; i < l; i ++ ) {
  22815. sums += this.curves[ i ].getLength();
  22816. lengths.push( sums );
  22817. }
  22818. this.cacheLengths = lengths;
  22819. return lengths;
  22820. },
  22821. getSpacedPoints: function ( divisions ) {
  22822. if ( divisions === undefined ) { divisions = 40; }
  22823. var points = [];
  22824. for ( var i = 0; i <= divisions; i ++ ) {
  22825. points.push( this.getPoint( i / divisions ) );
  22826. }
  22827. if ( this.autoClose ) {
  22828. points.push( points[ 0 ] );
  22829. }
  22830. return points;
  22831. },
  22832. getPoints: function ( divisions ) {
  22833. divisions = divisions || 12;
  22834. var points = [], last;
  22835. for ( var i = 0, curves = this.curves; i < curves.length; i ++ ) {
  22836. var curve = curves[ i ];
  22837. var resolution = ( curve && curve.isEllipseCurve ) ? divisions * 2
  22838. : ( curve && ( curve.isLineCurve || curve.isLineCurve3 ) ) ? 1
  22839. : ( curve && curve.isSplineCurve ) ? divisions * curve.points.length
  22840. : divisions;
  22841. var pts = curve.getPoints( resolution );
  22842. for ( var j = 0; j < pts.length; j ++ ) {
  22843. var point = pts[ j ];
  22844. if ( last && last.equals( point ) ) { continue; } // ensures no consecutive points are duplicates
  22845. points.push( point );
  22846. last = point;
  22847. }
  22848. }
  22849. if ( this.autoClose && points.length > 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) {
  22850. points.push( points[ 0 ] );
  22851. }
  22852. return points;
  22853. },
  22854. copy: function ( source ) {
  22855. Curve.prototype.copy.call( this, source );
  22856. this.curves = [];
  22857. for ( var i = 0, l = source.curves.length; i < l; i ++ ) {
  22858. var curve = source.curves[ i ];
  22859. this.curves.push( curve.clone() );
  22860. }
  22861. this.autoClose = source.autoClose;
  22862. return this;
  22863. },
  22864. toJSON: function () {
  22865. var data = Curve.prototype.toJSON.call( this );
  22866. data.autoClose = this.autoClose;
  22867. data.curves = [];
  22868. for ( var i = 0, l = this.curves.length; i < l; i ++ ) {
  22869. var curve = this.curves[ i ];
  22870. data.curves.push( curve.toJSON() );
  22871. }
  22872. return data;
  22873. },
  22874. fromJSON: function ( json ) {
  22875. Curve.prototype.fromJSON.call( this, json );
  22876. this.autoClose = json.autoClose;
  22877. this.curves = [];
  22878. for ( var i = 0, l = json.curves.length; i < l; i ++ ) {
  22879. var curve = json.curves[ i ];
  22880. this.curves.push( new Curves[ curve.type ]().fromJSON( curve ) );
  22881. }
  22882. return this;
  22883. }
  22884. } );
  22885. /**
  22886. * @author zz85 / http://www.lab4games.net/zz85/blog
  22887. * Creates free form 2d path using series of points, lines or curves.
  22888. **/
  22889. function Path( points ) {
  22890. CurvePath.call( this );
  22891. this.type = 'Path';
  22892. this.currentPoint = new Vector2();
  22893. if ( points ) {
  22894. this.setFromPoints( points );
  22895. }
  22896. }
  22897. Path.prototype = Object.assign( Object.create( CurvePath.prototype ), {
  22898. constructor: Path,
  22899. setFromPoints: function ( points ) {
  22900. this.moveTo( points[ 0 ].x, points[ 0 ].y );
  22901. for ( var i = 1, l = points.length; i < l; i ++ ) {
  22902. this.lineTo( points[ i ].x, points[ i ].y );
  22903. }
  22904. return this;
  22905. },
  22906. moveTo: function ( x, y ) {
  22907. this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?
  22908. return this;
  22909. },
  22910. lineTo: function ( x, y ) {
  22911. var curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );
  22912. this.curves.push( curve );
  22913. this.currentPoint.set( x, y );
  22914. return this;
  22915. },
  22916. quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
  22917. var curve = new QuadraticBezierCurve(
  22918. this.currentPoint.clone(),
  22919. new Vector2( aCPx, aCPy ),
  22920. new Vector2( aX, aY )
  22921. );
  22922. this.curves.push( curve );
  22923. this.currentPoint.set( aX, aY );
  22924. return this;
  22925. },
  22926. bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  22927. var curve = new CubicBezierCurve(
  22928. this.currentPoint.clone(),
  22929. new Vector2( aCP1x, aCP1y ),
  22930. new Vector2( aCP2x, aCP2y ),
  22931. new Vector2( aX, aY )
  22932. );
  22933. this.curves.push( curve );
  22934. this.currentPoint.set( aX, aY );
  22935. return this;
  22936. },
  22937. splineThru: function ( pts /*Array of Vector*/ ) {
  22938. var npts = [ this.currentPoint.clone() ].concat( pts );
  22939. var curve = new SplineCurve( npts );
  22940. this.curves.push( curve );
  22941. this.currentPoint.copy( pts[ pts.length - 1 ] );
  22942. return this;
  22943. },
  22944. arc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  22945. var x0 = this.currentPoint.x;
  22946. var y0 = this.currentPoint.y;
  22947. this.absarc( aX + x0, aY + y0, aRadius,
  22948. aStartAngle, aEndAngle, aClockwise );
  22949. return this;
  22950. },
  22951. absarc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  22952. this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  22953. return this;
  22954. },
  22955. ellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  22956. var x0 = this.currentPoint.x;
  22957. var y0 = this.currentPoint.y;
  22958. this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  22959. return this;
  22960. },
  22961. absellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  22962. var curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  22963. if ( this.curves.length > 0 ) {
  22964. // if a previous curve is present, attempt to join
  22965. var firstPoint = curve.getPoint( 0 );
  22966. if ( ! firstPoint.equals( this.currentPoint ) ) {
  22967. this.lineTo( firstPoint.x, firstPoint.y );
  22968. }
  22969. }
  22970. this.curves.push( curve );
  22971. var lastPoint = curve.getPoint( 1 );
  22972. this.currentPoint.copy( lastPoint );
  22973. return this;
  22974. },
  22975. copy: function ( source ) {
  22976. CurvePath.prototype.copy.call( this, source );
  22977. this.currentPoint.copy( source.currentPoint );
  22978. return this;
  22979. },
  22980. toJSON: function () {
  22981. var data = CurvePath.prototype.toJSON.call( this );
  22982. data.currentPoint = this.currentPoint.toArray();
  22983. return data;
  22984. },
  22985. fromJSON: function ( json ) {
  22986. CurvePath.prototype.fromJSON.call( this, json );
  22987. this.currentPoint.fromArray( json.currentPoint );
  22988. return this;
  22989. }
  22990. } );
  22991. /**
  22992. * @author zz85 / http://www.lab4games.net/zz85/blog
  22993. * Defines a 2d shape plane using paths.
  22994. **/
  22995. // STEP 1 Create a path.
  22996. // STEP 2 Turn path into shape.
  22997. // STEP 3 ExtrudeGeometry takes in Shape/Shapes
  22998. // STEP 3a - Extract points from each shape, turn to vertices
  22999. // STEP 3b - Triangulate each shape, add faces.
  23000. function Shape( points ) {
  23001. Path.call( this, points );
  23002. this.uuid = MathUtils.generateUUID();
  23003. this.type = 'Shape';
  23004. this.holes = [];
  23005. }
  23006. Shape.prototype = Object.assign( Object.create( Path.prototype ), {
  23007. constructor: Shape,
  23008. getPointsHoles: function ( divisions ) {
  23009. var holesPts = [];
  23010. for ( var i = 0, l = this.holes.length; i < l; i ++ ) {
  23011. holesPts[ i ] = this.holes[ i ].getPoints( divisions );
  23012. }
  23013. return holesPts;
  23014. },
  23015. // get points of shape and holes (keypoints based on segments parameter)
  23016. extractPoints: function ( divisions ) {
  23017. return {
  23018. shape: this.getPoints( divisions ),
  23019. holes: this.getPointsHoles( divisions )
  23020. };
  23021. },
  23022. copy: function ( source ) {
  23023. Path.prototype.copy.call( this, source );
  23024. this.holes = [];
  23025. for ( var i = 0, l = source.holes.length; i < l; i ++ ) {
  23026. var hole = source.holes[ i ];
  23027. this.holes.push( hole.clone() );
  23028. }
  23029. return this;
  23030. },
  23031. toJSON: function () {
  23032. var data = Path.prototype.toJSON.call( this );
  23033. data.uuid = this.uuid;
  23034. data.holes = [];
  23035. for ( var i = 0, l = this.holes.length; i < l; i ++ ) {
  23036. var hole = this.holes[ i ];
  23037. data.holes.push( hole.toJSON() );
  23038. }
  23039. return data;
  23040. },
  23041. fromJSON: function ( json ) {
  23042. Path.prototype.fromJSON.call( this, json );
  23043. this.uuid = json.uuid;
  23044. this.holes = [];
  23045. for ( var i = 0, l = json.holes.length; i < l; i ++ ) {
  23046. var hole = json.holes[ i ];
  23047. this.holes.push( new Path().fromJSON( hole ) );
  23048. }
  23049. return this;
  23050. }
  23051. } );
  23052. /**
  23053. * @author mrdoob / http://mrdoob.com/
  23054. * @author alteredq / http://alteredqualia.com/
  23055. */
  23056. function Light( color, intensity ) {
  23057. Object3D.call( this );
  23058. this.type = 'Light';
  23059. this.color = new Color( color );
  23060. this.intensity = intensity !== undefined ? intensity : 1;
  23061. this.receiveShadow = undefined;
  23062. }
  23063. Light.prototype = Object.assign( Object.create( Object3D.prototype ), {
  23064. constructor: Light,
  23065. isLight: true,
  23066. copy: function ( source ) {
  23067. Object3D.prototype.copy.call( this, source );
  23068. this.color.copy( source.color );
  23069. this.intensity = source.intensity;
  23070. return this;
  23071. },
  23072. toJSON: function ( meta ) {
  23073. var data = Object3D.prototype.toJSON.call( this, meta );
  23074. data.object.color = this.color.getHex();
  23075. data.object.intensity = this.intensity;
  23076. if ( this.groundColor !== undefined ) { data.object.groundColor = this.groundColor.getHex(); }
  23077. if ( this.distance !== undefined ) { data.object.distance = this.distance; }
  23078. if ( this.angle !== undefined ) { data.object.angle = this.angle; }
  23079. if ( this.decay !== undefined ) { data.object.decay = this.decay; }
  23080. if ( this.penumbra !== undefined ) { data.object.penumbra = this.penumbra; }
  23081. if ( this.shadow !== undefined ) { data.object.shadow = this.shadow.toJSON(); }
  23082. return data;
  23083. }
  23084. } );
  23085. /**
  23086. * @author alteredq / http://alteredqualia.com/
  23087. */
  23088. function HemisphereLight( skyColor, groundColor, intensity ) {
  23089. Light.call( this, skyColor, intensity );
  23090. this.type = 'HemisphereLight';
  23091. this.castShadow = undefined;
  23092. this.position.copy( Object3D.DefaultUp );
  23093. this.updateMatrix();
  23094. this.groundColor = new Color( groundColor );
  23095. }
  23096. HemisphereLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23097. constructor: HemisphereLight,
  23098. isHemisphereLight: true,
  23099. copy: function ( source ) {
  23100. Light.prototype.copy.call( this, source );
  23101. this.groundColor.copy( source.groundColor );
  23102. return this;
  23103. }
  23104. } );
  23105. /**
  23106. * @author mrdoob / http://mrdoob.com/
  23107. */
  23108. function LightShadow( camera ) {
  23109. this.camera = camera;
  23110. this.bias = 0;
  23111. this.radius = 1;
  23112. this.mapSize = new Vector2( 512, 512 );
  23113. this.map = null;
  23114. this.mapPass = null;
  23115. this.matrix = new Matrix4();
  23116. this._frustum = new Frustum();
  23117. this._frameExtents = new Vector2( 1, 1 );
  23118. this._viewportCount = 1;
  23119. this._viewports = [
  23120. new Vector4( 0, 0, 1, 1 )
  23121. ];
  23122. }
  23123. Object.assign( LightShadow.prototype, {
  23124. _projScreenMatrix: new Matrix4(),
  23125. _lightPositionWorld: new Vector3(),
  23126. _lookTarget: new Vector3(),
  23127. getViewportCount: function () {
  23128. return this._viewportCount;
  23129. },
  23130. getFrustum: function () {
  23131. return this._frustum;
  23132. },
  23133. updateMatrices: function ( light ) {
  23134. var shadowCamera = this.camera,
  23135. shadowMatrix = this.matrix,
  23136. projScreenMatrix = this._projScreenMatrix,
  23137. lookTarget = this._lookTarget,
  23138. lightPositionWorld = this._lightPositionWorld;
  23139. lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  23140. shadowCamera.position.copy( lightPositionWorld );
  23141. lookTarget.setFromMatrixPosition( light.target.matrixWorld );
  23142. shadowCamera.lookAt( lookTarget );
  23143. shadowCamera.updateMatrixWorld();
  23144. projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
  23145. this._frustum.setFromMatrix( projScreenMatrix );
  23146. shadowMatrix.set(
  23147. 0.5, 0.0, 0.0, 0.5,
  23148. 0.0, 0.5, 0.0, 0.5,
  23149. 0.0, 0.0, 0.5, 0.5,
  23150. 0.0, 0.0, 0.0, 1.0
  23151. );
  23152. shadowMatrix.multiply( shadowCamera.projectionMatrix );
  23153. shadowMatrix.multiply( shadowCamera.matrixWorldInverse );
  23154. },
  23155. getViewport: function ( viewportIndex ) {
  23156. return this._viewports[ viewportIndex ];
  23157. },
  23158. getFrameExtents: function () {
  23159. return this._frameExtents;
  23160. },
  23161. copy: function ( source ) {
  23162. this.camera = source.camera.clone();
  23163. this.bias = source.bias;
  23164. this.radius = source.radius;
  23165. this.mapSize.copy( source.mapSize );
  23166. return this;
  23167. },
  23168. clone: function () {
  23169. return new this.constructor().copy( this );
  23170. },
  23171. toJSON: function () {
  23172. var object = {};
  23173. if ( this.bias !== 0 ) { object.bias = this.bias; }
  23174. if ( this.radius !== 1 ) { object.radius = this.radius; }
  23175. if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) { object.mapSize = this.mapSize.toArray(); }
  23176. object.camera = this.camera.toJSON( false ).object;
  23177. delete object.camera.matrix;
  23178. return object;
  23179. }
  23180. } );
  23181. /**
  23182. * @author mrdoob / http://mrdoob.com/
  23183. */
  23184. function SpotLightShadow() {
  23185. LightShadow.call( this, new PerspectiveCamera( 50, 1, 0.5, 500 ) );
  23186. }
  23187. SpotLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  23188. constructor: SpotLightShadow,
  23189. isSpotLightShadow: true,
  23190. updateMatrices: function ( light ) {
  23191. var camera = this.camera;
  23192. var fov = MathUtils.RAD2DEG * 2 * light.angle;
  23193. var aspect = this.mapSize.width / this.mapSize.height;
  23194. var far = light.distance || camera.far;
  23195. if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {
  23196. camera.fov = fov;
  23197. camera.aspect = aspect;
  23198. camera.far = far;
  23199. camera.updateProjectionMatrix();
  23200. }
  23201. LightShadow.prototype.updateMatrices.call( this, light );
  23202. }
  23203. } );
  23204. /**
  23205. * @author alteredq / http://alteredqualia.com/
  23206. */
  23207. function SpotLight( color, intensity, distance, angle, penumbra, decay ) {
  23208. Light.call( this, color, intensity );
  23209. this.type = 'SpotLight';
  23210. this.position.copy( Object3D.DefaultUp );
  23211. this.updateMatrix();
  23212. this.target = new Object3D();
  23213. Object.defineProperty( this, 'power', {
  23214. get: function () {
  23215. // intensity = power per solid angle.
  23216. // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23217. return this.intensity * Math.PI;
  23218. },
  23219. set: function ( power ) {
  23220. // intensity = power per solid angle.
  23221. // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23222. this.intensity = power / Math.PI;
  23223. }
  23224. } );
  23225. this.distance = ( distance !== undefined ) ? distance : 0;
  23226. this.angle = ( angle !== undefined ) ? angle : Math.PI / 3;
  23227. this.penumbra = ( penumbra !== undefined ) ? penumbra : 0;
  23228. this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
  23229. this.shadow = new SpotLightShadow();
  23230. }
  23231. SpotLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23232. constructor: SpotLight,
  23233. isSpotLight: true,
  23234. copy: function ( source ) {
  23235. Light.prototype.copy.call( this, source );
  23236. this.distance = source.distance;
  23237. this.angle = source.angle;
  23238. this.penumbra = source.penumbra;
  23239. this.decay = source.decay;
  23240. this.target = source.target.clone();
  23241. this.shadow = source.shadow.clone();
  23242. return this;
  23243. }
  23244. } );
  23245. function PointLightShadow() {
  23246. LightShadow.call( this, new PerspectiveCamera( 90, 1, 0.5, 500 ) );
  23247. this._frameExtents = new Vector2( 4, 2 );
  23248. this._viewportCount = 6;
  23249. this._viewports = [
  23250. // These viewports map a cube-map onto a 2D texture with the
  23251. // following orientation:
  23252. //
  23253. // xzXZ
  23254. // y Y
  23255. //
  23256. // X - Positive x direction
  23257. // x - Negative x direction
  23258. // Y - Positive y direction
  23259. // y - Negative y direction
  23260. // Z - Positive z direction
  23261. // z - Negative z direction
  23262. // positive X
  23263. new Vector4( 2, 1, 1, 1 ),
  23264. // negative X
  23265. new Vector4( 0, 1, 1, 1 ),
  23266. // positive Z
  23267. new Vector4( 3, 1, 1, 1 ),
  23268. // negative Z
  23269. new Vector4( 1, 1, 1, 1 ),
  23270. // positive Y
  23271. new Vector4( 3, 0, 1, 1 ),
  23272. // negative Y
  23273. new Vector4( 1, 0, 1, 1 )
  23274. ];
  23275. this._cubeDirections = [
  23276. new Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ),
  23277. new Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 )
  23278. ];
  23279. this._cubeUps = [
  23280. new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ),
  23281. new Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ), new Vector3( 0, 0, - 1 )
  23282. ];
  23283. }
  23284. PointLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  23285. constructor: PointLightShadow,
  23286. isPointLightShadow: true,
  23287. updateMatrices: function ( light, viewportIndex ) {
  23288. if ( viewportIndex === undefined ) { viewportIndex = 0; }
  23289. var camera = this.camera,
  23290. shadowMatrix = this.matrix,
  23291. lightPositionWorld = this._lightPositionWorld,
  23292. lookTarget = this._lookTarget,
  23293. projScreenMatrix = this._projScreenMatrix;
  23294. lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  23295. camera.position.copy( lightPositionWorld );
  23296. lookTarget.copy( camera.position );
  23297. lookTarget.add( this._cubeDirections[ viewportIndex ] );
  23298. camera.up.copy( this._cubeUps[ viewportIndex ] );
  23299. camera.lookAt( lookTarget );
  23300. camera.updateMatrixWorld();
  23301. shadowMatrix.makeTranslation( - lightPositionWorld.x, - lightPositionWorld.y, - lightPositionWorld.z );
  23302. projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  23303. this._frustum.setFromMatrix( projScreenMatrix );
  23304. }
  23305. } );
  23306. /**
  23307. * @author mrdoob / http://mrdoob.com/
  23308. */
  23309. function PointLight( color, intensity, distance, decay ) {
  23310. Light.call( this, color, intensity );
  23311. this.type = 'PointLight';
  23312. Object.defineProperty( this, 'power', {
  23313. get: function () {
  23314. // intensity = power per solid angle.
  23315. // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23316. return this.intensity * 4 * Math.PI;
  23317. },
  23318. set: function ( power ) {
  23319. // intensity = power per solid angle.
  23320. // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23321. this.intensity = power / ( 4 * Math.PI );
  23322. }
  23323. } );
  23324. this.distance = ( distance !== undefined ) ? distance : 0;
  23325. this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
  23326. this.shadow = new PointLightShadow();
  23327. }
  23328. PointLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23329. constructor: PointLight,
  23330. isPointLight: true,
  23331. copy: function ( source ) {
  23332. Light.prototype.copy.call( this, source );
  23333. this.distance = source.distance;
  23334. this.decay = source.decay;
  23335. this.shadow = source.shadow.clone();
  23336. return this;
  23337. }
  23338. } );
  23339. /**
  23340. * @author alteredq / http://alteredqualia.com/
  23341. * @author arose / http://github.com/arose
  23342. */
  23343. function OrthographicCamera( left, right, top, bottom, near, far ) {
  23344. Camera.call( this );
  23345. this.type = 'OrthographicCamera';
  23346. this.zoom = 1;
  23347. this.view = null;
  23348. this.left = ( left !== undefined ) ? left : - 1;
  23349. this.right = ( right !== undefined ) ? right : 1;
  23350. this.top = ( top !== undefined ) ? top : 1;
  23351. this.bottom = ( bottom !== undefined ) ? bottom : - 1;
  23352. this.near = ( near !== undefined ) ? near : 0.1;
  23353. this.far = ( far !== undefined ) ? far : 2000;
  23354. this.updateProjectionMatrix();
  23355. }
  23356. OrthographicCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
  23357. constructor: OrthographicCamera,
  23358. isOrthographicCamera: true,
  23359. copy: function ( source, recursive ) {
  23360. Camera.prototype.copy.call( this, source, recursive );
  23361. this.left = source.left;
  23362. this.right = source.right;
  23363. this.top = source.top;
  23364. this.bottom = source.bottom;
  23365. this.near = source.near;
  23366. this.far = source.far;
  23367. this.zoom = source.zoom;
  23368. this.view = source.view === null ? null : Object.assign( {}, source.view );
  23369. return this;
  23370. },
  23371. setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
  23372. if ( this.view === null ) {
  23373. this.view = {
  23374. enabled: true,
  23375. fullWidth: 1,
  23376. fullHeight: 1,
  23377. offsetX: 0,
  23378. offsetY: 0,
  23379. width: 1,
  23380. height: 1
  23381. };
  23382. }
  23383. this.view.enabled = true;
  23384. this.view.fullWidth = fullWidth;
  23385. this.view.fullHeight = fullHeight;
  23386. this.view.offsetX = x;
  23387. this.view.offsetY = y;
  23388. this.view.width = width;
  23389. this.view.height = height;
  23390. this.updateProjectionMatrix();
  23391. },
  23392. clearViewOffset: function () {
  23393. if ( this.view !== null ) {
  23394. this.view.enabled = false;
  23395. }
  23396. this.updateProjectionMatrix();
  23397. },
  23398. updateProjectionMatrix: function () {
  23399. var dx = ( this.right - this.left ) / ( 2 * this.zoom );
  23400. var dy = ( this.top - this.bottom ) / ( 2 * this.zoom );
  23401. var cx = ( this.right + this.left ) / 2;
  23402. var cy = ( this.top + this.bottom ) / 2;
  23403. var left = cx - dx;
  23404. var right = cx + dx;
  23405. var top = cy + dy;
  23406. var bottom = cy - dy;
  23407. if ( this.view !== null && this.view.enabled ) {
  23408. var scaleW = ( this.right - this.left ) / this.view.fullWidth / this.zoom;
  23409. var scaleH = ( this.top - this.bottom ) / this.view.fullHeight / this.zoom;
  23410. left += scaleW * this.view.offsetX;
  23411. right = left + scaleW * this.view.width;
  23412. top -= scaleH * this.view.offsetY;
  23413. bottom = top - scaleH * this.view.height;
  23414. }
  23415. this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far );
  23416. this.projectionMatrixInverse.getInverse( this.projectionMatrix );
  23417. },
  23418. toJSON: function ( meta ) {
  23419. var data = Object3D.prototype.toJSON.call( this, meta );
  23420. data.object.zoom = this.zoom;
  23421. data.object.left = this.left;
  23422. data.object.right = this.right;
  23423. data.object.top = this.top;
  23424. data.object.bottom = this.bottom;
  23425. data.object.near = this.near;
  23426. data.object.far = this.far;
  23427. if ( this.view !== null ) { data.object.view = Object.assign( {}, this.view ); }
  23428. return data;
  23429. }
  23430. } );
  23431. /**
  23432. * @author mrdoob / http://mrdoob.com/
  23433. */
  23434. function DirectionalLightShadow() {
  23435. LightShadow.call( this, new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) );
  23436. }
  23437. DirectionalLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  23438. constructor: DirectionalLightShadow,
  23439. isDirectionalLightShadow: true,
  23440. updateMatrices: function ( light ) {
  23441. LightShadow.prototype.updateMatrices.call( this, light );
  23442. }
  23443. } );
  23444. /**
  23445. * @author mrdoob / http://mrdoob.com/
  23446. * @author alteredq / http://alteredqualia.com/
  23447. */
  23448. function DirectionalLight( color, intensity ) {
  23449. Light.call( this, color, intensity );
  23450. this.type = 'DirectionalLight';
  23451. this.position.copy( Object3D.DefaultUp );
  23452. this.updateMatrix();
  23453. this.target = new Object3D();
  23454. this.shadow = new DirectionalLightShadow();
  23455. }
  23456. DirectionalLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23457. constructor: DirectionalLight,
  23458. isDirectionalLight: true,
  23459. copy: function ( source ) {
  23460. Light.prototype.copy.call( this, source );
  23461. this.target = source.target.clone();
  23462. this.shadow = source.shadow.clone();
  23463. return this;
  23464. }
  23465. } );
  23466. /**
  23467. * @author mrdoob / http://mrdoob.com/
  23468. */
  23469. function AmbientLight( color, intensity ) {
  23470. Light.call( this, color, intensity );
  23471. this.type = 'AmbientLight';
  23472. this.castShadow = undefined;
  23473. }
  23474. AmbientLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23475. constructor: AmbientLight,
  23476. isAmbientLight: true
  23477. } );
  23478. /**
  23479. * @author abelnation / http://github.com/abelnation
  23480. */
  23481. function RectAreaLight( color, intensity, width, height ) {
  23482. Light.call( this, color, intensity );
  23483. this.type = 'RectAreaLight';
  23484. this.width = ( width !== undefined ) ? width : 10;
  23485. this.height = ( height !== undefined ) ? height : 10;
  23486. }
  23487. RectAreaLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23488. constructor: RectAreaLight,
  23489. isRectAreaLight: true,
  23490. copy: function ( source ) {
  23491. Light.prototype.copy.call( this, source );
  23492. this.width = source.width;
  23493. this.height = source.height;
  23494. return this;
  23495. },
  23496. toJSON: function ( meta ) {
  23497. var data = Light.prototype.toJSON.call( this, meta );
  23498. data.object.width = this.width;
  23499. data.object.height = this.height;
  23500. return data;
  23501. }
  23502. } );
  23503. /**
  23504. * @author mrdoob / http://mrdoob.com/
  23505. */
  23506. function MaterialLoader( manager ) {
  23507. Loader.call( this, manager );
  23508. this.textures = {};
  23509. }
  23510. MaterialLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  23511. constructor: MaterialLoader,
  23512. load: function ( url, onLoad, onProgress, onError ) {
  23513. var scope = this;
  23514. var loader = new FileLoader( scope.manager );
  23515. loader.setPath( scope.path );
  23516. loader.load( url, function ( text ) {
  23517. onLoad( scope.parse( JSON.parse( text ) ) );
  23518. }, onProgress, onError );
  23519. },
  23520. parse: function ( json ) {
  23521. var textures = this.textures;
  23522. function getTexture( name ) {
  23523. if ( textures[ name ] === undefined ) {
  23524. console.warn( 'THREE.MaterialLoader: Undefined texture', name );
  23525. }
  23526. return textures[ name ];
  23527. }
  23528. var material = new Materials[ json.type ]();
  23529. if ( json.uuid !== undefined ) { material.uuid = json.uuid; }
  23530. if ( json.name !== undefined ) { material.name = json.name; }
  23531. if ( json.color !== undefined ) { material.color.setHex( json.color ); }
  23532. if ( json.roughness !== undefined ) { material.roughness = json.roughness; }
  23533. if ( json.metalness !== undefined ) { material.metalness = json.metalness; }
  23534. if ( json.sheen !== undefined ) { material.sheen = new Color().setHex( json.sheen ); }
  23535. if ( json.emissive !== undefined ) { material.emissive.setHex( json.emissive ); }
  23536. if ( json.specular !== undefined ) { material.specular.setHex( json.specular ); }
  23537. if ( json.shininess !== undefined ) { material.shininess = json.shininess; }
  23538. if ( json.clearcoat !== undefined ) { material.clearcoat = json.clearcoat; }
  23539. if ( json.clearcoatRoughness !== undefined ) { material.clearcoatRoughness = json.clearcoatRoughness; }
  23540. if ( json.vertexColors !== undefined ) { material.vertexColors = json.vertexColors; }
  23541. if ( json.fog !== undefined ) { material.fog = json.fog; }
  23542. if ( json.flatShading !== undefined ) { material.flatShading = json.flatShading; }
  23543. if ( json.blending !== undefined ) { material.blending = json.blending; }
  23544. if ( json.combine !== undefined ) { material.combine = json.combine; }
  23545. if ( json.side !== undefined ) { material.side = json.side; }
  23546. if ( json.opacity !== undefined ) { material.opacity = json.opacity; }
  23547. if ( json.transparent !== undefined ) { material.transparent = json.transparent; }
  23548. if ( json.alphaTest !== undefined ) { material.alphaTest = json.alphaTest; }
  23549. if ( json.depthTest !== undefined ) { material.depthTest = json.depthTest; }
  23550. if ( json.depthWrite !== undefined ) { material.depthWrite = json.depthWrite; }
  23551. if ( json.colorWrite !== undefined ) { material.colorWrite = json.colorWrite; }
  23552. if ( json.stencilWrite !== undefined ) { material.stencilWrite = json.stencilWrite; }
  23553. if ( json.stencilWriteMask !== undefined ) { material.stencilWriteMask = json.stencilWriteMask; }
  23554. if ( json.stencilFunc !== undefined ) { material.stencilFunc = json.stencilFunc; }
  23555. if ( json.stencilRef !== undefined ) { material.stencilRef = json.stencilRef; }
  23556. if ( json.stencilFuncMask !== undefined ) { material.stencilFuncMask = json.stencilFuncMask; }
  23557. if ( json.stencilFail !== undefined ) { material.stencilFail = json.stencilFail; }
  23558. if ( json.stencilZFail !== undefined ) { material.stencilZFail = json.stencilZFail; }
  23559. if ( json.stencilZPass !== undefined ) { material.stencilZPass = json.stencilZPass; }
  23560. if ( json.wireframe !== undefined ) { material.wireframe = json.wireframe; }
  23561. if ( json.wireframeLinewidth !== undefined ) { material.wireframeLinewidth = json.wireframeLinewidth; }
  23562. if ( json.wireframeLinecap !== undefined ) { material.wireframeLinecap = json.wireframeLinecap; }
  23563. if ( json.wireframeLinejoin !== undefined ) { material.wireframeLinejoin = json.wireframeLinejoin; }
  23564. if ( json.rotation !== undefined ) { material.rotation = json.rotation; }
  23565. if ( json.linewidth !== 1 ) { material.linewidth = json.linewidth; }
  23566. if ( json.dashSize !== undefined ) { material.dashSize = json.dashSize; }
  23567. if ( json.gapSize !== undefined ) { material.gapSize = json.gapSize; }
  23568. if ( json.scale !== undefined ) { material.scale = json.scale; }
  23569. if ( json.polygonOffset !== undefined ) { material.polygonOffset = json.polygonOffset; }
  23570. if ( json.polygonOffsetFactor !== undefined ) { material.polygonOffsetFactor = json.polygonOffsetFactor; }
  23571. if ( json.polygonOffsetUnits !== undefined ) { material.polygonOffsetUnits = json.polygonOffsetUnits; }
  23572. if ( json.skinning !== undefined ) { material.skinning = json.skinning; }
  23573. if ( json.morphTargets !== undefined ) { material.morphTargets = json.morphTargets; }
  23574. if ( json.morphNormals !== undefined ) { material.morphNormals = json.morphNormals; }
  23575. if ( json.dithering !== undefined ) { material.dithering = json.dithering; }
  23576. if ( json.visible !== undefined ) { material.visible = json.visible; }
  23577. if ( json.toneMapped !== undefined ) { material.toneMapped = json.toneMapped; }
  23578. if ( json.userData !== undefined ) { material.userData = json.userData; }
  23579. // Shader Material
  23580. if ( json.uniforms !== undefined ) {
  23581. for ( var name in json.uniforms ) {
  23582. var uniform = json.uniforms[ name ];
  23583. material.uniforms[ name ] = {};
  23584. switch ( uniform.type ) {
  23585. case 't':
  23586. material.uniforms[ name ].value = getTexture( uniform.value );
  23587. break;
  23588. case 'c':
  23589. material.uniforms[ name ].value = new Color().setHex( uniform.value );
  23590. break;
  23591. case 'v2':
  23592. material.uniforms[ name ].value = new Vector2().fromArray( uniform.value );
  23593. break;
  23594. case 'v3':
  23595. material.uniforms[ name ].value = new Vector3().fromArray( uniform.value );
  23596. break;
  23597. case 'v4':
  23598. material.uniforms[ name ].value = new Vector4().fromArray( uniform.value );
  23599. break;
  23600. case 'm3':
  23601. material.uniforms[ name ].value = new Matrix3().fromArray( uniform.value );
  23602. case 'm4':
  23603. material.uniforms[ name ].value = new Matrix4().fromArray( uniform.value );
  23604. break;
  23605. default:
  23606. material.uniforms[ name ].value = uniform.value;
  23607. }
  23608. }
  23609. }
  23610. if ( json.defines !== undefined ) { material.defines = json.defines; }
  23611. if ( json.vertexShader !== undefined ) { material.vertexShader = json.vertexShader; }
  23612. if ( json.fragmentShader !== undefined ) { material.fragmentShader = json.fragmentShader; }
  23613. if ( json.extensions !== undefined ) {
  23614. for ( var key in json.extensions ) {
  23615. material.extensions[ key ] = json.extensions[ key ];
  23616. }
  23617. }
  23618. // Deprecated
  23619. if ( json.shading !== undefined ) { material.flatShading = json.shading === 1; } // THREE.FlatShading
  23620. // for PointsMaterial
  23621. if ( json.size !== undefined ) { material.size = json.size; }
  23622. if ( json.sizeAttenuation !== undefined ) { material.sizeAttenuation = json.sizeAttenuation; }
  23623. // maps
  23624. if ( json.map !== undefined ) { material.map = getTexture( json.map ); }
  23625. if ( json.matcap !== undefined ) { material.matcap = getTexture( json.matcap ); }
  23626. if ( json.alphaMap !== undefined ) {
  23627. material.alphaMap = getTexture( json.alphaMap );
  23628. material.transparent = true;
  23629. }
  23630. if ( json.bumpMap !== undefined ) { material.bumpMap = getTexture( json.bumpMap ); }
  23631. if ( json.bumpScale !== undefined ) { material.bumpScale = json.bumpScale; }
  23632. if ( json.normalMap !== undefined ) { material.normalMap = getTexture( json.normalMap ); }
  23633. if ( json.normalMapType !== undefined ) { material.normalMapType = json.normalMapType; }
  23634. if ( json.normalScale !== undefined ) {
  23635. var normalScale = json.normalScale;
  23636. if ( Array.isArray( normalScale ) === false ) {
  23637. // Blender exporter used to export a scalar. See #7459
  23638. normalScale = [ normalScale, normalScale ];
  23639. }
  23640. material.normalScale = new Vector2().fromArray( normalScale );
  23641. }
  23642. if ( json.displacementMap !== undefined ) { material.displacementMap = getTexture( json.displacementMap ); }
  23643. if ( json.displacementScale !== undefined ) { material.displacementScale = json.displacementScale; }
  23644. if ( json.displacementBias !== undefined ) { material.displacementBias = json.displacementBias; }
  23645. if ( json.roughnessMap !== undefined ) { material.roughnessMap = getTexture( json.roughnessMap ); }
  23646. if ( json.metalnessMap !== undefined ) { material.metalnessMap = getTexture( json.metalnessMap ); }
  23647. if ( json.emissiveMap !== undefined ) { material.emissiveMap = getTexture( json.emissiveMap ); }
  23648. if ( json.emissiveIntensity !== undefined ) { material.emissiveIntensity = json.emissiveIntensity; }
  23649. if ( json.specularMap !== undefined ) { material.specularMap = getTexture( json.specularMap ); }
  23650. if ( json.envMap !== undefined ) { material.envMap = getTexture( json.envMap ); }
  23651. if ( json.envMapIntensity !== undefined ) { material.envMapIntensity = json.envMapIntensity; }
  23652. if ( json.reflectivity !== undefined ) { material.reflectivity = json.reflectivity; }
  23653. if ( json.refractionRatio !== undefined ) { material.refractionRatio = json.refractionRatio; }
  23654. if ( json.lightMap !== undefined ) { material.lightMap = getTexture( json.lightMap ); }
  23655. if ( json.lightMapIntensity !== undefined ) { material.lightMapIntensity = json.lightMapIntensity; }
  23656. if ( json.aoMap !== undefined ) { material.aoMap = getTexture( json.aoMap ); }
  23657. if ( json.aoMapIntensity !== undefined ) { material.aoMapIntensity = json.aoMapIntensity; }
  23658. if ( json.gradientMap !== undefined ) { material.gradientMap = getTexture( json.gradientMap ); }
  23659. if ( json.clearcoatNormalMap !== undefined ) { material.clearcoatNormalMap = getTexture( json.clearcoatNormalMap ); }
  23660. if ( json.clearcoatNormalScale !== undefined ) { material.clearcoatNormalScale = new Vector2().fromArray( json.clearcoatNormalScale ); }
  23661. return material;
  23662. },
  23663. setTextures: function ( value ) {
  23664. this.textures = value;
  23665. return this;
  23666. }
  23667. } );
  23668. /**
  23669. * @author Don McCurdy / https://www.donmccurdy.com
  23670. */
  23671. var LoaderUtils = {
  23672. decodeText: function ( array ) {
  23673. if ( typeof TextDecoder !== 'undefined' ) {
  23674. return new TextDecoder().decode( array );
  23675. }
  23676. // Avoid the String.fromCharCode.apply(null, array) shortcut, which
  23677. // throws a "maximum call stack size exceeded" error for large arrays.
  23678. var s = '';
  23679. for ( var i = 0, il = array.length; i < il; i ++ ) {
  23680. // Implicitly assumes little-endian.
  23681. s += String.fromCharCode( array[ i ] );
  23682. }
  23683. try {
  23684. // merges multi-byte utf-8 characters.
  23685. return decodeURIComponent( escape( s ) );
  23686. } catch ( e ) { // see #16358
  23687. return s;
  23688. }
  23689. },
  23690. extractUrlBase: function ( url ) {
  23691. var index = url.lastIndexOf( '/' );
  23692. if ( index === - 1 ) { return './'; }
  23693. return url.substr( 0, index + 1 );
  23694. }
  23695. };
  23696. /**
  23697. * @author benaadams / https://twitter.com/ben_a_adams
  23698. */
  23699. function InstancedBufferGeometry() {
  23700. BufferGeometry.call( this );
  23701. this.type = 'InstancedBufferGeometry';
  23702. this.maxInstancedCount = undefined;
  23703. }
  23704. InstancedBufferGeometry.prototype = Object.assign( Object.create( BufferGeometry.prototype ), {
  23705. constructor: InstancedBufferGeometry,
  23706. isInstancedBufferGeometry: true,
  23707. copy: function ( source ) {
  23708. BufferGeometry.prototype.copy.call( this, source );
  23709. this.maxInstancedCount = source.maxInstancedCount;
  23710. return this;
  23711. },
  23712. clone: function () {
  23713. return new this.constructor().copy( this );
  23714. },
  23715. toJSON: function () {
  23716. var data = BufferGeometry.prototype.toJSON.call( this );
  23717. data.maxInstancedCount = this.maxInstancedCount;
  23718. data.isInstancedBufferGeometry = true;
  23719. return data;
  23720. }
  23721. } );
  23722. /**
  23723. * @author benaadams / https://twitter.com/ben_a_adams
  23724. */
  23725. function InstancedBufferAttribute( array, itemSize, normalized, meshPerAttribute ) {
  23726. if ( typeof ( normalized ) === 'number' ) {
  23727. meshPerAttribute = normalized;
  23728. normalized = false;
  23729. console.error( 'THREE.InstancedBufferAttribute: The constructor now expects normalized as the third argument.' );
  23730. }
  23731. BufferAttribute.call( this, array, itemSize, normalized );
  23732. this.meshPerAttribute = meshPerAttribute || 1;
  23733. }
  23734. InstancedBufferAttribute.prototype = Object.assign( Object.create( BufferAttribute.prototype ), {
  23735. constructor: InstancedBufferAttribute,
  23736. isInstancedBufferAttribute: true,
  23737. copy: function ( source ) {
  23738. BufferAttribute.prototype.copy.call( this, source );
  23739. this.meshPerAttribute = source.meshPerAttribute;
  23740. return this;
  23741. },
  23742. toJSON: function () {
  23743. var data = BufferAttribute.prototype.toJSON.call( this );
  23744. data.meshPerAttribute = this.meshPerAttribute;
  23745. data.isInstancedBufferAttribute = true;
  23746. return data;
  23747. }
  23748. } );
  23749. /**
  23750. * @author mrdoob / http://mrdoob.com/
  23751. */
  23752. function BufferGeometryLoader( manager ) {
  23753. Loader.call( this, manager );
  23754. }
  23755. BufferGeometryLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  23756. constructor: BufferGeometryLoader,
  23757. load: function ( url, onLoad, onProgress, onError ) {
  23758. var scope = this;
  23759. var loader = new FileLoader( scope.manager );
  23760. loader.setPath( scope.path );
  23761. loader.load( url, function ( text ) {
  23762. onLoad( scope.parse( JSON.parse( text ) ) );
  23763. }, onProgress, onError );
  23764. },
  23765. parse: function ( json ) {
  23766. var geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry();
  23767. var index = json.data.index;
  23768. if ( index !== undefined ) {
  23769. var typedArray = new TYPED_ARRAYS[ index.type ]( index.array );
  23770. geometry.setIndex( new BufferAttribute( typedArray, 1 ) );
  23771. }
  23772. var attributes = json.data.attributes;
  23773. for ( var key in attributes ) {
  23774. var attribute = attributes[ key ];
  23775. var typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array );
  23776. var bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute;
  23777. var bufferAttribute = new bufferAttributeConstr( typedArray, attribute.itemSize, attribute.normalized );
  23778. if ( attribute.name !== undefined ) { bufferAttribute.name = attribute.name; }
  23779. geometry.setAttribute( key, bufferAttribute );
  23780. }
  23781. var morphAttributes = json.data.morphAttributes;
  23782. if ( morphAttributes ) {
  23783. for ( var key in morphAttributes ) {
  23784. var attributeArray = morphAttributes[ key ];
  23785. var array = [];
  23786. for ( var i = 0, il = attributeArray.length; i < il; i ++ ) {
  23787. var attribute = attributeArray[ i ];
  23788. var typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array );
  23789. var bufferAttribute = new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized );
  23790. if ( attribute.name !== undefined ) { bufferAttribute.name = attribute.name; }
  23791. array.push( bufferAttribute );
  23792. }
  23793. geometry.morphAttributes[ key ] = array;
  23794. }
  23795. }
  23796. var morphTargetsRelative = json.data.morphTargetsRelative;
  23797. if ( morphTargetsRelative ) {
  23798. geometry.morphTargetsRelative = true;
  23799. }
  23800. var groups = json.data.groups || json.data.drawcalls || json.data.offsets;
  23801. if ( groups !== undefined ) {
  23802. for ( var i = 0, n = groups.length; i !== n; ++ i ) {
  23803. var group = groups[ i ];
  23804. geometry.addGroup( group.start, group.count, group.materialIndex );
  23805. }
  23806. }
  23807. var boundingSphere = json.data.boundingSphere;
  23808. if ( boundingSphere !== undefined ) {
  23809. var center = new Vector3();
  23810. if ( boundingSphere.center !== undefined ) {
  23811. center.fromArray( boundingSphere.center );
  23812. }
  23813. geometry.boundingSphere = new Sphere( center, boundingSphere.radius );
  23814. }
  23815. if ( json.name ) { geometry.name = json.name; }
  23816. if ( json.userData ) { geometry.userData = json.userData; }
  23817. return geometry;
  23818. }
  23819. } );
  23820. var TYPED_ARRAYS = {
  23821. Int8Array: Int8Array,
  23822. Uint8Array: Uint8Array,
  23823. // Workaround for IE11 pre KB2929437. See #11440
  23824. Uint8ClampedArray: typeof Uint8ClampedArray !== 'undefined' ? Uint8ClampedArray : Uint8Array,
  23825. Int16Array: Int16Array,
  23826. Uint16Array: Uint16Array,
  23827. Int32Array: Int32Array,
  23828. Uint32Array: Uint32Array,
  23829. Float32Array: Float32Array,
  23830. Float64Array: Float64Array
  23831. };
  23832. /**
  23833. * @author mrdoob / http://mrdoob.com/
  23834. */
  23835. function ObjectLoader( manager ) {
  23836. Loader.call( this, manager );
  23837. }
  23838. ObjectLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  23839. constructor: ObjectLoader,
  23840. load: function ( url, onLoad, onProgress, onError ) {
  23841. var scope = this;
  23842. var path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;
  23843. this.resourcePath = this.resourcePath || path;
  23844. var loader = new FileLoader( scope.manager );
  23845. loader.setPath( this.path );
  23846. loader.load( url, function ( text ) {
  23847. var json = null;
  23848. try {
  23849. json = JSON.parse( text );
  23850. } catch ( error ) {
  23851. if ( onError !== undefined ) { onError( error ); }
  23852. console.error( 'THREE:ObjectLoader: Can\'t parse ' + url + '.', error.message );
  23853. return;
  23854. }
  23855. var metadata = json.metadata;
  23856. if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
  23857. console.error( 'THREE.ObjectLoader: Can\'t load ' + url );
  23858. return;
  23859. }
  23860. scope.parse( json, onLoad );
  23861. }, onProgress, onError );
  23862. },
  23863. parse: function ( json, onLoad ) {
  23864. var shapes = this.parseShape( json.shapes );
  23865. var geometries = this.parseGeometries( json.geometries, shapes );
  23866. var images = this.parseImages( json.images, function () {
  23867. if ( onLoad !== undefined ) { onLoad( object ); }
  23868. } );
  23869. var textures = this.parseTextures( json.textures, images );
  23870. var materials = this.parseMaterials( json.materials, textures );
  23871. var object = this.parseObject( json.object, geometries, materials );
  23872. if ( json.animations ) {
  23873. object.animations = this.parseAnimations( json.animations );
  23874. }
  23875. if ( json.images === undefined || json.images.length === 0 ) {
  23876. if ( onLoad !== undefined ) { onLoad( object ); }
  23877. }
  23878. return object;
  23879. },
  23880. parseShape: function ( json ) {
  23881. var shapes = {};
  23882. if ( json !== undefined ) {
  23883. for ( var i = 0, l = json.length; i < l; i ++ ) {
  23884. var shape = new Shape().fromJSON( json[ i ] );
  23885. shapes[ shape.uuid ] = shape;
  23886. }
  23887. }
  23888. return shapes;
  23889. },
  23890. parseGeometries: function ( json, shapes ) {
  23891. var geometries = {};
  23892. if ( json !== undefined ) {
  23893. var bufferGeometryLoader = new BufferGeometryLoader();
  23894. for ( var i = 0, l = json.length; i < l; i ++ ) {
  23895. var geometry;
  23896. var data = json[ i ];
  23897. switch ( data.type ) {
  23898. case 'PlaneGeometry':
  23899. case 'PlaneBufferGeometry':
  23900. geometry = new Geometries[ data.type ](
  23901. data.width,
  23902. data.height,
  23903. data.widthSegments,
  23904. data.heightSegments
  23905. );
  23906. break;
  23907. case 'BoxGeometry':
  23908. case 'BoxBufferGeometry':
  23909. case 'CubeGeometry': // backwards compatible
  23910. geometry = new Geometries[ data.type ](
  23911. data.width,
  23912. data.height,
  23913. data.depth,
  23914. data.widthSegments,
  23915. data.heightSegments,
  23916. data.depthSegments
  23917. );
  23918. break;
  23919. case 'CircleGeometry':
  23920. case 'CircleBufferGeometry':
  23921. geometry = new Geometries[ data.type ](
  23922. data.radius,
  23923. data.segments,
  23924. data.thetaStart,
  23925. data.thetaLength
  23926. );
  23927. break;
  23928. case 'CylinderGeometry':
  23929. case 'CylinderBufferGeometry':
  23930. geometry = new Geometries[ data.type ](
  23931. data.radiusTop,
  23932. data.radiusBottom,
  23933. data.height,
  23934. data.radialSegments,
  23935. data.heightSegments,
  23936. data.openEnded,
  23937. data.thetaStart,
  23938. data.thetaLength
  23939. );
  23940. break;
  23941. case 'ConeGeometry':
  23942. case 'ConeBufferGeometry':
  23943. geometry = new Geometries[ data.type ](
  23944. data.radius,
  23945. data.height,
  23946. data.radialSegments,
  23947. data.heightSegments,
  23948. data.openEnded,
  23949. data.thetaStart,
  23950. data.thetaLength
  23951. );
  23952. break;
  23953. case 'SphereGeometry':
  23954. case 'SphereBufferGeometry':
  23955. geometry = new Geometries[ data.type ](
  23956. data.radius,
  23957. data.widthSegments,
  23958. data.heightSegments,
  23959. data.phiStart,
  23960. data.phiLength,
  23961. data.thetaStart,
  23962. data.thetaLength
  23963. );
  23964. break;
  23965. case 'DodecahedronGeometry':
  23966. case 'DodecahedronBufferGeometry':
  23967. case 'IcosahedronGeometry':
  23968. case 'IcosahedronBufferGeometry':
  23969. case 'OctahedronGeometry':
  23970. case 'OctahedronBufferGeometry':
  23971. case 'TetrahedronGeometry':
  23972. case 'TetrahedronBufferGeometry':
  23973. geometry = new Geometries[ data.type ](
  23974. data.radius,
  23975. data.detail
  23976. );
  23977. break;
  23978. case 'RingGeometry':
  23979. case 'RingBufferGeometry':
  23980. geometry = new Geometries[ data.type ](
  23981. data.innerRadius,
  23982. data.outerRadius,
  23983. data.thetaSegments,
  23984. data.phiSegments,
  23985. data.thetaStart,
  23986. data.thetaLength
  23987. );
  23988. break;
  23989. case 'TorusGeometry':
  23990. case 'TorusBufferGeometry':
  23991. geometry = new Geometries[ data.type ](
  23992. data.radius,
  23993. data.tube,
  23994. data.radialSegments,
  23995. data.tubularSegments,
  23996. data.arc
  23997. );
  23998. break;
  23999. case 'TorusKnotGeometry':
  24000. case 'TorusKnotBufferGeometry':
  24001. geometry = new Geometries[ data.type ](
  24002. data.radius,
  24003. data.tube,
  24004. data.tubularSegments,
  24005. data.radialSegments,
  24006. data.p,
  24007. data.q
  24008. );
  24009. break;
  24010. case 'TubeGeometry':
  24011. case 'TubeBufferGeometry':
  24012. // This only works for built-in curves (e.g. CatmullRomCurve3).
  24013. // User defined curves or instances of CurvePath will not be deserialized.
  24014. geometry = new Geometries[ data.type ](
  24015. new Curves[ data.path.type ]().fromJSON( data.path ),
  24016. data.tubularSegments,
  24017. data.radius,
  24018. data.radialSegments,
  24019. data.closed
  24020. );
  24021. break;
  24022. case 'LatheGeometry':
  24023. case 'LatheBufferGeometry':
  24024. geometry = new Geometries[ data.type ](
  24025. data.points,
  24026. data.segments,
  24027. data.phiStart,
  24028. data.phiLength
  24029. );
  24030. break;
  24031. case 'PolyhedronGeometry':
  24032. case 'PolyhedronBufferGeometry':
  24033. geometry = new Geometries[ data.type ](
  24034. data.vertices,
  24035. data.indices,
  24036. data.radius,
  24037. data.details
  24038. );
  24039. break;
  24040. case 'ShapeGeometry':
  24041. case 'ShapeBufferGeometry':
  24042. var geometryShapes = [];
  24043. for ( var j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  24044. var shape = shapes[ data.shapes[ j ] ];
  24045. geometryShapes.push( shape );
  24046. }
  24047. geometry = new Geometries[ data.type ](
  24048. geometryShapes,
  24049. data.curveSegments
  24050. );
  24051. break;
  24052. case 'ExtrudeGeometry':
  24053. case 'ExtrudeBufferGeometry':
  24054. var geometryShapes = [];
  24055. for ( var j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  24056. var shape = shapes[ data.shapes[ j ] ];
  24057. geometryShapes.push( shape );
  24058. }
  24059. var extrudePath = data.options.extrudePath;
  24060. if ( extrudePath !== undefined ) {
  24061. data.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath );
  24062. }
  24063. geometry = new Geometries[ data.type ](
  24064. geometryShapes,
  24065. data.options
  24066. );
  24067. break;
  24068. case 'BufferGeometry':
  24069. case 'InstancedBufferGeometry':
  24070. geometry = bufferGeometryLoader.parse( data );
  24071. break;
  24072. case 'Geometry':
  24073. if ( 'THREE' in window && 'LegacyJSONLoader' in THREE ) {
  24074. var geometryLoader = new THREE.LegacyJSONLoader();
  24075. geometry = geometryLoader.parse( data, this.resourcePath ).geometry;
  24076. } else {
  24077. console.error( 'THREE.ObjectLoader: You have to import LegacyJSONLoader in order load geometry data of type "Geometry".' );
  24078. }
  24079. break;
  24080. default:
  24081. console.warn( 'THREE.ObjectLoader: Unsupported geometry type "' + data.type + '"' );
  24082. continue;
  24083. }
  24084. geometry.uuid = data.uuid;
  24085. if ( data.name !== undefined ) { geometry.name = data.name; }
  24086. if ( geometry.isBufferGeometry === true && data.userData !== undefined ) { geometry.userData = data.userData; }
  24087. geometries[ data.uuid ] = geometry;
  24088. }
  24089. }
  24090. return geometries;
  24091. },
  24092. parseMaterials: function ( json, textures ) {
  24093. var cache = {}; // MultiMaterial
  24094. var materials = {};
  24095. if ( json !== undefined ) {
  24096. var loader = new MaterialLoader();
  24097. loader.setTextures( textures );
  24098. for ( var i = 0, l = json.length; i < l; i ++ ) {
  24099. var data = json[ i ];
  24100. if ( data.type === 'MultiMaterial' ) {
  24101. // Deprecated
  24102. var array = [];
  24103. for ( var j = 0; j < data.materials.length; j ++ ) {
  24104. var material = data.materials[ j ];
  24105. if ( cache[ material.uuid ] === undefined ) {
  24106. cache[ material.uuid ] = loader.parse( material );
  24107. }
  24108. array.push( cache[ material.uuid ] );
  24109. }
  24110. materials[ data.uuid ] = array;
  24111. } else {
  24112. if ( cache[ data.uuid ] === undefined ) {
  24113. cache[ data.uuid ] = loader.parse( data );
  24114. }
  24115. materials[ data.uuid ] = cache[ data.uuid ];
  24116. }
  24117. }
  24118. }
  24119. return materials;
  24120. },
  24121. parseAnimations: function ( json ) {
  24122. var animations = [];
  24123. for ( var i = 0; i < json.length; i ++ ) {
  24124. var data = json[ i ];
  24125. var clip = AnimationClip.parse( data );
  24126. if ( data.uuid !== undefined ) { clip.uuid = data.uuid; }
  24127. animations.push( clip );
  24128. }
  24129. return animations;
  24130. },
  24131. parseImages: function ( json, onLoad ) {
  24132. var scope = this;
  24133. var images = {};
  24134. function loadImage( url ) {
  24135. scope.manager.itemStart( url );
  24136. return loader.load( url, function () {
  24137. scope.manager.itemEnd( url );
  24138. }, undefined, function () {
  24139. scope.manager.itemError( url );
  24140. scope.manager.itemEnd( url );
  24141. } );
  24142. }
  24143. if ( json !== undefined && json.length > 0 ) {
  24144. var manager = new LoadingManager( onLoad );
  24145. var loader = new ImageLoader( manager );
  24146. loader.setCrossOrigin( this.crossOrigin );
  24147. for ( var i = 0, il = json.length; i < il; i ++ ) {
  24148. var image = json[ i ];
  24149. var url = image.url;
  24150. if ( Array.isArray( url ) ) {
  24151. // load array of images e.g CubeTexture
  24152. images[ image.uuid ] = [];
  24153. for ( var j = 0, jl = url.length; j < jl; j ++ ) {
  24154. var currentUrl = url[ j ];
  24155. var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( currentUrl ) ? currentUrl : scope.resourcePath + currentUrl;
  24156. images[ image.uuid ].push( loadImage( path ) );
  24157. }
  24158. } else {
  24159. // load single image
  24160. var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( image.url ) ? image.url : scope.resourcePath + image.url;
  24161. images[ image.uuid ] = loadImage( path );
  24162. }
  24163. }
  24164. }
  24165. return images;
  24166. },
  24167. parseTextures: function ( json, images ) {
  24168. function parseConstant( value, type ) {
  24169. if ( typeof value === 'number' ) { return value; }
  24170. console.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value );
  24171. return type[ value ];
  24172. }
  24173. var textures = {};
  24174. if ( json !== undefined ) {
  24175. for ( var i = 0, l = json.length; i < l; i ++ ) {
  24176. var data = json[ i ];
  24177. if ( data.image === undefined ) {
  24178. console.warn( 'THREE.ObjectLoader: No "image" specified for', data.uuid );
  24179. }
  24180. if ( images[ data.image ] === undefined ) {
  24181. console.warn( 'THREE.ObjectLoader: Undefined image', data.image );
  24182. }
  24183. var texture;
  24184. if ( Array.isArray( images[ data.image ] ) ) {
  24185. texture = new CubeTexture( images[ data.image ] );
  24186. } else {
  24187. texture = new Texture( images[ data.image ] );
  24188. }
  24189. texture.needsUpdate = true;
  24190. texture.uuid = data.uuid;
  24191. if ( data.name !== undefined ) { texture.name = data.name; }
  24192. if ( data.mapping !== undefined ) { texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING ); }
  24193. if ( data.offset !== undefined ) { texture.offset.fromArray( data.offset ); }
  24194. if ( data.repeat !== undefined ) { texture.repeat.fromArray( data.repeat ); }
  24195. if ( data.center !== undefined ) { texture.center.fromArray( data.center ); }
  24196. if ( data.rotation !== undefined ) { texture.rotation = data.rotation; }
  24197. if ( data.wrap !== undefined ) {
  24198. texture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING );
  24199. texture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING );
  24200. }
  24201. if ( data.format !== undefined ) { texture.format = data.format; }
  24202. if ( data.type !== undefined ) { texture.type = data.type; }
  24203. if ( data.encoding !== undefined ) { texture.encoding = data.encoding; }
  24204. if ( data.minFilter !== undefined ) { texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER ); }
  24205. if ( data.magFilter !== undefined ) { texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER ); }
  24206. if ( data.anisotropy !== undefined ) { texture.anisotropy = data.anisotropy; }
  24207. if ( data.flipY !== undefined ) { texture.flipY = data.flipY; }
  24208. if ( data.premultiplyAlpha !== undefined ) { texture.premultiplyAlpha = data.premultiplyAlpha; }
  24209. if ( data.unpackAlignment !== undefined ) { texture.unpackAlignment = data.unpackAlignment; }
  24210. textures[ data.uuid ] = texture;
  24211. }
  24212. }
  24213. return textures;
  24214. },
  24215. parseObject: function ( data, geometries, materials ) {
  24216. var object;
  24217. function getGeometry( name ) {
  24218. if ( geometries[ name ] === undefined ) {
  24219. console.warn( 'THREE.ObjectLoader: Undefined geometry', name );
  24220. }
  24221. return geometries[ name ];
  24222. }
  24223. function getMaterial( name ) {
  24224. if ( name === undefined ) { return undefined; }
  24225. if ( Array.isArray( name ) ) {
  24226. var array = [];
  24227. for ( var i = 0, l = name.length; i < l; i ++ ) {
  24228. var uuid = name[ i ];
  24229. if ( materials[ uuid ] === undefined ) {
  24230. console.warn( 'THREE.ObjectLoader: Undefined material', uuid );
  24231. }
  24232. array.push( materials[ uuid ] );
  24233. }
  24234. return array;
  24235. }
  24236. if ( materials[ name ] === undefined ) {
  24237. console.warn( 'THREE.ObjectLoader: Undefined material', name );
  24238. }
  24239. return materials[ name ];
  24240. }
  24241. switch ( data.type ) {
  24242. case 'Scene':
  24243. object = new Scene();
  24244. if ( data.background !== undefined ) {
  24245. if ( Number.isInteger( data.background ) ) {
  24246. object.background = new Color( data.background );
  24247. }
  24248. }
  24249. if ( data.fog !== undefined ) {
  24250. if ( data.fog.type === 'Fog' ) {
  24251. object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );
  24252. } else if ( data.fog.type === 'FogExp2' ) {
  24253. object.fog = new FogExp2( data.fog.color, data.fog.density );
  24254. }
  24255. }
  24256. break;
  24257. case 'PerspectiveCamera':
  24258. object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );
  24259. if ( data.focus !== undefined ) { object.focus = data.focus; }
  24260. if ( data.zoom !== undefined ) { object.zoom = data.zoom; }
  24261. if ( data.filmGauge !== undefined ) { object.filmGauge = data.filmGauge; }
  24262. if ( data.filmOffset !== undefined ) { object.filmOffset = data.filmOffset; }
  24263. if ( data.view !== undefined ) { object.view = Object.assign( {}, data.view ); }
  24264. break;
  24265. case 'OrthographicCamera':
  24266. object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );
  24267. if ( data.zoom !== undefined ) { object.zoom = data.zoom; }
  24268. if ( data.view !== undefined ) { object.view = Object.assign( {}, data.view ); }
  24269. break;
  24270. case 'AmbientLight':
  24271. object = new AmbientLight( data.color, data.intensity );
  24272. break;
  24273. case 'DirectionalLight':
  24274. object = new DirectionalLight( data.color, data.intensity );
  24275. break;
  24276. case 'PointLight':
  24277. object = new PointLight( data.color, data.intensity, data.distance, data.decay );
  24278. break;
  24279. case 'RectAreaLight':
  24280. object = new RectAreaLight( data.color, data.intensity, data.width, data.height );
  24281. break;
  24282. case 'SpotLight':
  24283. object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );
  24284. break;
  24285. case 'HemisphereLight':
  24286. object = new HemisphereLight( data.color, data.groundColor, data.intensity );
  24287. break;
  24288. case 'SkinnedMesh':
  24289. console.warn( 'THREE.ObjectLoader.parseObject() does not support SkinnedMesh yet.' );
  24290. case 'Mesh':
  24291. var geometry = getGeometry( data.geometry );
  24292. var material = getMaterial( data.material );
  24293. if ( geometry.bones && geometry.bones.length > 0 ) {
  24294. object = new SkinnedMesh( geometry, material );
  24295. } else {
  24296. object = new Mesh( geometry, material );
  24297. }
  24298. break;
  24299. case 'InstancedMesh':
  24300. var geometry = getGeometry( data.geometry );
  24301. var material = getMaterial( data.material );
  24302. var count = data.count;
  24303. var instanceMatrix = data.instanceMatrix;
  24304. object = new InstancedMesh( geometry, material, count );
  24305. object.instanceMatrix = new BufferAttribute( new Float32Array( instanceMatrix.array ), 16 );
  24306. break;
  24307. case 'LOD':
  24308. object = new LOD();
  24309. break;
  24310. case 'Line':
  24311. object = new Line( getGeometry( data.geometry ), getMaterial( data.material ), data.mode );
  24312. break;
  24313. case 'LineLoop':
  24314. object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) );
  24315. break;
  24316. case 'LineSegments':
  24317. object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );
  24318. break;
  24319. case 'PointCloud':
  24320. case 'Points':
  24321. object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );
  24322. break;
  24323. case 'Sprite':
  24324. object = new Sprite( getMaterial( data.material ) );
  24325. break;
  24326. case 'Group':
  24327. object = new Group();
  24328. break;
  24329. default:
  24330. object = new Object3D();
  24331. }
  24332. object.uuid = data.uuid;
  24333. if ( data.name !== undefined ) { object.name = data.name; }
  24334. if ( data.matrix !== undefined ) {
  24335. object.matrix.fromArray( data.matrix );
  24336. if ( data.matrixAutoUpdate !== undefined ) { object.matrixAutoUpdate = data.matrixAutoUpdate; }
  24337. if ( object.matrixAutoUpdate ) { object.matrix.decompose( object.position, object.quaternion, object.scale ); }
  24338. } else {
  24339. if ( data.position !== undefined ) { object.position.fromArray( data.position ); }
  24340. if ( data.rotation !== undefined ) { object.rotation.fromArray( data.rotation ); }
  24341. if ( data.quaternion !== undefined ) { object.quaternion.fromArray( data.quaternion ); }
  24342. if ( data.scale !== undefined ) { object.scale.fromArray( data.scale ); }
  24343. }
  24344. if ( data.castShadow !== undefined ) { object.castShadow = data.castShadow; }
  24345. if ( data.receiveShadow !== undefined ) { object.receiveShadow = data.receiveShadow; }
  24346. if ( data.shadow ) {
  24347. if ( data.shadow.bias !== undefined ) { object.shadow.bias = data.shadow.bias; }
  24348. if ( data.shadow.radius !== undefined ) { object.shadow.radius = data.shadow.radius; }
  24349. if ( data.shadow.mapSize !== undefined ) { object.shadow.mapSize.fromArray( data.shadow.mapSize ); }
  24350. if ( data.shadow.camera !== undefined ) { object.shadow.camera = this.parseObject( data.shadow.camera ); }
  24351. }
  24352. if ( data.visible !== undefined ) { object.visible = data.visible; }
  24353. if ( data.frustumCulled !== undefined ) { object.frustumCulled = data.frustumCulled; }
  24354. if ( data.renderOrder !== undefined ) { object.renderOrder = data.renderOrder; }
  24355. if ( data.userData !== undefined ) { object.userData = data.userData; }
  24356. if ( data.layers !== undefined ) { object.layers.mask = data.layers; }
  24357. if ( data.children !== undefined ) {
  24358. var children = data.children;
  24359. for ( var i = 0; i < children.length; i ++ ) {
  24360. object.add( this.parseObject( children[ i ], geometries, materials ) );
  24361. }
  24362. }
  24363. if ( data.type === 'LOD' ) {
  24364. if ( data.autoUpdate !== undefined ) { object.autoUpdate = data.autoUpdate; }
  24365. var levels = data.levels;
  24366. for ( var l = 0; l < levels.length; l ++ ) {
  24367. var level = levels[ l ];
  24368. var child = object.getObjectByProperty( 'uuid', level.object );
  24369. if ( child !== undefined ) {
  24370. object.addLevel( child, level.distance );
  24371. }
  24372. }
  24373. }
  24374. return object;
  24375. }
  24376. } );
  24377. var TEXTURE_MAPPING = {
  24378. UVMapping: UVMapping,
  24379. CubeReflectionMapping: CubeReflectionMapping,
  24380. CubeRefractionMapping: CubeRefractionMapping,
  24381. EquirectangularReflectionMapping: EquirectangularReflectionMapping,
  24382. EquirectangularRefractionMapping: EquirectangularRefractionMapping,
  24383. SphericalReflectionMapping: SphericalReflectionMapping,
  24384. CubeUVReflectionMapping: CubeUVReflectionMapping,
  24385. CubeUVRefractionMapping: CubeUVRefractionMapping
  24386. };
  24387. var TEXTURE_WRAPPING = {
  24388. RepeatWrapping: RepeatWrapping,
  24389. ClampToEdgeWrapping: ClampToEdgeWrapping,
  24390. MirroredRepeatWrapping: MirroredRepeatWrapping
  24391. };
  24392. var TEXTURE_FILTER = {
  24393. NearestFilter: NearestFilter,
  24394. NearestMipmapNearestFilter: NearestMipmapNearestFilter,
  24395. NearestMipmapLinearFilter: NearestMipmapLinearFilter,
  24396. LinearFilter: LinearFilter,
  24397. LinearMipmapNearestFilter: LinearMipmapNearestFilter,
  24398. LinearMipmapLinearFilter: LinearMipmapLinearFilter
  24399. };
  24400. /**
  24401. * @author thespite / http://clicktorelease.com/
  24402. */
  24403. function ImageBitmapLoader( manager ) {
  24404. if ( typeof createImageBitmap === 'undefined' ) {
  24405. console.warn( 'THREE.ImageBitmapLoader: createImageBitmap() not supported.' );
  24406. }
  24407. if ( typeof fetch === 'undefined' ) {
  24408. console.warn( 'THREE.ImageBitmapLoader: fetch() not supported.' );
  24409. }
  24410. Loader.call( this, manager );
  24411. this.options = undefined;
  24412. }
  24413. ImageBitmapLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  24414. constructor: ImageBitmapLoader,
  24415. setOptions: function setOptions( options ) {
  24416. this.options = options;
  24417. return this;
  24418. },
  24419. load: function ( url, onLoad, onProgress, onError ) {
  24420. if ( url === undefined ) { url = ''; }
  24421. if ( this.path !== undefined ) { url = this.path + url; }
  24422. url = this.manager.resolveURL( url );
  24423. var scope = this;
  24424. var cached = Cache.get( url );
  24425. if ( cached !== undefined ) {
  24426. scope.manager.itemStart( url );
  24427. setTimeout( function () {
  24428. if ( onLoad ) { onLoad( cached ); }
  24429. scope.manager.itemEnd( url );
  24430. }, 0 );
  24431. return cached;
  24432. }
  24433. fetch( url ).then( function ( res ) {
  24434. return res.blob();
  24435. } ).then( function ( blob ) {
  24436. if ( scope.options === undefined ) {
  24437. // Workaround for FireFox. It causes an error if you pass options.
  24438. return createImageBitmap( blob );
  24439. } else {
  24440. return createImageBitmap( blob, scope.options );
  24441. }
  24442. } ).then( function ( imageBitmap ) {
  24443. Cache.add( url, imageBitmap );
  24444. if ( onLoad ) { onLoad( imageBitmap ); }
  24445. scope.manager.itemEnd( url );
  24446. } ).catch( function ( e ) {
  24447. if ( onError ) { onError( e ); }
  24448. scope.manager.itemError( url );
  24449. scope.manager.itemEnd( url );
  24450. } );
  24451. scope.manager.itemStart( url );
  24452. }
  24453. } );
  24454. /**
  24455. * @author zz85 / http://www.lab4games.net/zz85/blog
  24456. * minimal class for proxing functions to Path. Replaces old "extractSubpaths()"
  24457. **/
  24458. function ShapePath() {
  24459. this.type = 'ShapePath';
  24460. this.color = new Color();
  24461. this.subPaths = [];
  24462. this.currentPath = null;
  24463. }
  24464. Object.assign( ShapePath.prototype, {
  24465. moveTo: function ( x, y ) {
  24466. this.currentPath = new Path();
  24467. this.subPaths.push( this.currentPath );
  24468. this.currentPath.moveTo( x, y );
  24469. return this;
  24470. },
  24471. lineTo: function ( x, y ) {
  24472. this.currentPath.lineTo( x, y );
  24473. return this;
  24474. },
  24475. quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
  24476. this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );
  24477. return this;
  24478. },
  24479. bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  24480. this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );
  24481. return this;
  24482. },
  24483. splineThru: function ( pts ) {
  24484. this.currentPath.splineThru( pts );
  24485. return this;
  24486. },
  24487. toShapes: function ( isCCW, noHoles ) {
  24488. function toShapesNoHoles( inSubpaths ) {
  24489. var shapes = [];
  24490. for ( var i = 0, l = inSubpaths.length; i < l; i ++ ) {
  24491. var tmpPath = inSubpaths[ i ];
  24492. var tmpShape = new Shape();
  24493. tmpShape.curves = tmpPath.curves;
  24494. shapes.push( tmpShape );
  24495. }
  24496. return shapes;
  24497. }
  24498. function isPointInsidePolygon( inPt, inPolygon ) {
  24499. var polyLen = inPolygon.length;
  24500. // inPt on polygon contour => immediate success or
  24501. // toggling of inside/outside at every single! intersection point of an edge
  24502. // with the horizontal line through inPt, left of inPt
  24503. // not counting lowerY endpoints of edges and whole edges on that line
  24504. var inside = false;
  24505. for ( var p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {
  24506. var edgeLowPt = inPolygon[ p ];
  24507. var edgeHighPt = inPolygon[ q ];
  24508. var edgeDx = edgeHighPt.x - edgeLowPt.x;
  24509. var edgeDy = edgeHighPt.y - edgeLowPt.y;
  24510. if ( Math.abs( edgeDy ) > Number.EPSILON ) {
  24511. // not parallel
  24512. if ( edgeDy < 0 ) {
  24513. edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;
  24514. edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;
  24515. }
  24516. if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) { continue; }
  24517. if ( inPt.y === edgeLowPt.y ) {
  24518. if ( inPt.x === edgeLowPt.x ) { return true; } // inPt is on contour ?
  24519. // continue; // no intersection or edgeLowPt => doesn't count !!!
  24520. } else {
  24521. var perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );
  24522. if ( perpEdge === 0 ) { return true; } // inPt is on contour ?
  24523. if ( perpEdge < 0 ) { continue; }
  24524. inside = ! inside; // true intersection left of inPt
  24525. }
  24526. } else {
  24527. // parallel or collinear
  24528. if ( inPt.y !== edgeLowPt.y ) { continue; } // parallel
  24529. // edge lies on the same horizontal line as inPt
  24530. if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
  24531. ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) { return true; } // inPt: Point on contour !
  24532. // continue;
  24533. }
  24534. }
  24535. return inside;
  24536. }
  24537. var isClockWise = ShapeUtils.isClockWise;
  24538. var subPaths = this.subPaths;
  24539. if ( subPaths.length === 0 ) { return []; }
  24540. if ( noHoles === true ) { return toShapesNoHoles( subPaths ); }
  24541. var solid, tmpPath, tmpShape, shapes = [];
  24542. if ( subPaths.length === 1 ) {
  24543. tmpPath = subPaths[ 0 ];
  24544. tmpShape = new Shape();
  24545. tmpShape.curves = tmpPath.curves;
  24546. shapes.push( tmpShape );
  24547. return shapes;
  24548. }
  24549. var holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );
  24550. holesFirst = isCCW ? ! holesFirst : holesFirst;
  24551. // console.log("Holes first", holesFirst);
  24552. var betterShapeHoles = [];
  24553. var newShapes = [];
  24554. var newShapeHoles = [];
  24555. var mainIdx = 0;
  24556. var tmpPoints;
  24557. newShapes[ mainIdx ] = undefined;
  24558. newShapeHoles[ mainIdx ] = [];
  24559. for ( var i = 0, l = subPaths.length; i < l; i ++ ) {
  24560. tmpPath = subPaths[ i ];
  24561. tmpPoints = tmpPath.getPoints();
  24562. solid = isClockWise( tmpPoints );
  24563. solid = isCCW ? ! solid : solid;
  24564. if ( solid ) {
  24565. if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ) { mainIdx ++; }
  24566. newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints };
  24567. newShapes[ mainIdx ].s.curves = tmpPath.curves;
  24568. if ( holesFirst ) { mainIdx ++; }
  24569. newShapeHoles[ mainIdx ] = [];
  24570. //console.log('cw', i);
  24571. } else {
  24572. newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );
  24573. //console.log('ccw', i);
  24574. }
  24575. }
  24576. // only Holes? -> probably all Shapes with wrong orientation
  24577. if ( ! newShapes[ 0 ] ) { return toShapesNoHoles( subPaths ); }
  24578. if ( newShapes.length > 1 ) {
  24579. var ambiguous = false;
  24580. var toChange = [];
  24581. for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  24582. betterShapeHoles[ sIdx ] = [];
  24583. }
  24584. for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  24585. var sho = newShapeHoles[ sIdx ];
  24586. for ( var hIdx = 0; hIdx < sho.length; hIdx ++ ) {
  24587. var ho = sho[ hIdx ];
  24588. var hole_unassigned = true;
  24589. for ( var s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {
  24590. if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {
  24591. if ( sIdx !== s2Idx ) { toChange.push( { froms: sIdx, tos: s2Idx, hole: hIdx } ); }
  24592. if ( hole_unassigned ) {
  24593. hole_unassigned = false;
  24594. betterShapeHoles[ s2Idx ].push( ho );
  24595. } else {
  24596. ambiguous = true;
  24597. }
  24598. }
  24599. }
  24600. if ( hole_unassigned ) {
  24601. betterShapeHoles[ sIdx ].push( ho );
  24602. }
  24603. }
  24604. }
  24605. // console.log("ambiguous: ", ambiguous);
  24606. if ( toChange.length > 0 ) {
  24607. // console.log("to change: ", toChange);
  24608. if ( ! ambiguous ) { newShapeHoles = betterShapeHoles; }
  24609. }
  24610. }
  24611. var tmpHoles;
  24612. for ( var i = 0, il = newShapes.length; i < il; i ++ ) {
  24613. tmpShape = newShapes[ i ].s;
  24614. shapes.push( tmpShape );
  24615. tmpHoles = newShapeHoles[ i ];
  24616. for ( var j = 0, jl = tmpHoles.length; j < jl; j ++ ) {
  24617. tmpShape.holes.push( tmpHoles[ j ].h );
  24618. }
  24619. }
  24620. //console.log("shape", shapes);
  24621. return shapes;
  24622. }
  24623. } );
  24624. /**
  24625. * @author zz85 / http://www.lab4games.net/zz85/blog
  24626. * @author mrdoob / http://mrdoob.com/
  24627. */
  24628. function Font( data ) {
  24629. this.type = 'Font';
  24630. this.data = data;
  24631. }
  24632. Object.assign( Font.prototype, {
  24633. isFont: true,
  24634. generateShapes: function ( text, size ) {
  24635. if ( size === undefined ) { size = 100; }
  24636. var shapes = [];
  24637. var paths = createPaths( text, size, this.data );
  24638. for ( var p = 0, pl = paths.length; p < pl; p ++ ) {
  24639. Array.prototype.push.apply( shapes, paths[ p ].toShapes() );
  24640. }
  24641. return shapes;
  24642. }
  24643. } );
  24644. function createPaths( text, size, data ) {
  24645. var chars = Array.from ? Array.from( text ) : String( text ).split( '' ); // workaround for IE11, see #13988
  24646. var scale = size / data.resolution;
  24647. var line_height = ( data.boundingBox.yMax - data.boundingBox.yMin + data.underlineThickness ) * scale;
  24648. var paths = [];
  24649. var offsetX = 0, offsetY = 0;
  24650. for ( var i = 0; i < chars.length; i ++ ) {
  24651. var char = chars[ i ];
  24652. if ( char === '\n' ) {
  24653. offsetX = 0;
  24654. offsetY -= line_height;
  24655. } else {
  24656. var ret = createPath( char, scale, offsetX, offsetY, data );
  24657. offsetX += ret.offsetX;
  24658. paths.push( ret.path );
  24659. }
  24660. }
  24661. return paths;
  24662. }
  24663. function createPath( char, scale, offsetX, offsetY, data ) {
  24664. var glyph = data.glyphs[ char ] || data.glyphs[ '?' ];
  24665. if ( ! glyph ) {
  24666. console.error( 'THREE.Font: character "' + char + '" does not exists in font family ' + data.familyName + '.' );
  24667. return;
  24668. }
  24669. var path = new ShapePath();
  24670. var x, y, cpx, cpy, cpx1, cpy1, cpx2, cpy2;
  24671. if ( glyph.o ) {
  24672. var outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) );
  24673. for ( var i = 0, l = outline.length; i < l; ) {
  24674. var action = outline[ i ++ ];
  24675. switch ( action ) {
  24676. case 'm': // moveTo
  24677. x = outline[ i ++ ] * scale + offsetX;
  24678. y = outline[ i ++ ] * scale + offsetY;
  24679. path.moveTo( x, y );
  24680. break;
  24681. case 'l': // lineTo
  24682. x = outline[ i ++ ] * scale + offsetX;
  24683. y = outline[ i ++ ] * scale + offsetY;
  24684. path.lineTo( x, y );
  24685. break;
  24686. case 'q': // quadraticCurveTo
  24687. cpx = outline[ i ++ ] * scale + offsetX;
  24688. cpy = outline[ i ++ ] * scale + offsetY;
  24689. cpx1 = outline[ i ++ ] * scale + offsetX;
  24690. cpy1 = outline[ i ++ ] * scale + offsetY;
  24691. path.quadraticCurveTo( cpx1, cpy1, cpx, cpy );
  24692. break;
  24693. case 'b': // bezierCurveTo
  24694. cpx = outline[ i ++ ] * scale + offsetX;
  24695. cpy = outline[ i ++ ] * scale + offsetY;
  24696. cpx1 = outline[ i ++ ] * scale + offsetX;
  24697. cpy1 = outline[ i ++ ] * scale + offsetY;
  24698. cpx2 = outline[ i ++ ] * scale + offsetX;
  24699. cpy2 = outline[ i ++ ] * scale + offsetY;
  24700. path.bezierCurveTo( cpx1, cpy1, cpx2, cpy2, cpx, cpy );
  24701. break;
  24702. }
  24703. }
  24704. }
  24705. return { offsetX: glyph.ha * scale, path: path };
  24706. }
  24707. /**
  24708. * @author mrdoob / http://mrdoob.com/
  24709. */
  24710. function FontLoader( manager ) {
  24711. Loader.call( this, manager );
  24712. }
  24713. FontLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  24714. constructor: FontLoader,
  24715. load: function ( url, onLoad, onProgress, onError ) {
  24716. var scope = this;
  24717. var loader = new FileLoader( this.manager );
  24718. loader.setPath( this.path );
  24719. loader.load( url, function ( text ) {
  24720. var json;
  24721. try {
  24722. json = JSON.parse( text );
  24723. } catch ( e ) {
  24724. console.warn( 'THREE.FontLoader: typeface.js support is being deprecated. Use typeface.json instead.' );
  24725. json = JSON.parse( text.substring( 65, text.length - 2 ) );
  24726. }
  24727. var font = scope.parse( json );
  24728. if ( onLoad ) { onLoad( font ); }
  24729. }, onProgress, onError );
  24730. },
  24731. parse: function ( json ) {
  24732. return new Font( json );
  24733. }
  24734. } );
  24735. /**
  24736. * @author mrdoob / http://mrdoob.com/
  24737. */
  24738. var _context;
  24739. var AudioContext = {
  24740. getContext: function () {
  24741. if ( _context === undefined ) {
  24742. _context = new ( window.AudioContext || window.webkitAudioContext )();
  24743. }
  24744. return _context;
  24745. },
  24746. setContext: function ( value ) {
  24747. _context = value;
  24748. }
  24749. };
  24750. /**
  24751. * @author Reece Aaron Lecrivain / http://reecenotes.com/
  24752. */
  24753. function AudioLoader( manager ) {
  24754. Loader.call( this, manager );
  24755. }
  24756. AudioLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  24757. constructor: AudioLoader,
  24758. load: function ( url, onLoad, onProgress, onError ) {
  24759. var loader = new FileLoader( this.manager );
  24760. loader.setResponseType( 'arraybuffer' );
  24761. loader.setPath( this.path );
  24762. loader.load( url, function ( buffer ) {
  24763. // Create a copy of the buffer. The `decodeAudioData` method
  24764. // detaches the buffer when complete, preventing reuse.
  24765. var bufferCopy = buffer.slice( 0 );
  24766. var context = AudioContext.getContext();
  24767. context.decodeAudioData( bufferCopy, function ( audioBuffer ) {
  24768. onLoad( audioBuffer );
  24769. } );
  24770. }, onProgress, onError );
  24771. }
  24772. } );
  24773. /**
  24774. * @author bhouston / http://clara.io
  24775. * @author WestLangley / http://github.com/WestLangley
  24776. *
  24777. * Primary reference:
  24778. * https://graphics.stanford.edu/papers/envmap/envmap.pdf
  24779. *
  24780. * Secondary reference:
  24781. * https://www.ppsloan.org/publications/StupidSH36.pdf
  24782. */
  24783. // 3-band SH defined by 9 coefficients
  24784. function SphericalHarmonics3() {
  24785. this.coefficients = [];
  24786. for ( var i = 0; i < 9; i ++ ) {
  24787. this.coefficients.push( new Vector3() );
  24788. }
  24789. }
  24790. Object.assign( SphericalHarmonics3.prototype, {
  24791. isSphericalHarmonics3: true,
  24792. set: function ( coefficients ) {
  24793. for ( var i = 0; i < 9; i ++ ) {
  24794. this.coefficients[ i ].copy( coefficients[ i ] );
  24795. }
  24796. return this;
  24797. },
  24798. zero: function () {
  24799. for ( var i = 0; i < 9; i ++ ) {
  24800. this.coefficients[ i ].set( 0, 0, 0 );
  24801. }
  24802. return this;
  24803. },
  24804. // get the radiance in the direction of the normal
  24805. // target is a Vector3
  24806. getAt: function ( normal, target ) {
  24807. // normal is assumed to be unit length
  24808. var x = normal.x, y = normal.y, z = normal.z;
  24809. var coeff = this.coefficients;
  24810. // band 0
  24811. target.copy( coeff[ 0 ] ).multiplyScalar( 0.282095 );
  24812. // band 1
  24813. target.addScale( coeff[ 1 ], 0.488603 * y );
  24814. target.addScale( coeff[ 2 ], 0.488603 * z );
  24815. target.addScale( coeff[ 3 ], 0.488603 * x );
  24816. // band 2
  24817. target.addScale( coeff[ 4 ], 1.092548 * ( x * y ) );
  24818. target.addScale( coeff[ 5 ], 1.092548 * ( y * z ) );
  24819. target.addScale( coeff[ 6 ], 0.315392 * ( 3.0 * z * z - 1.0 ) );
  24820. target.addScale( coeff[ 7 ], 1.092548 * ( x * z ) );
  24821. target.addScale( coeff[ 8 ], 0.546274 * ( x * x - y * y ) );
  24822. return target;
  24823. },
  24824. // get the irradiance (radiance convolved with cosine lobe) in the direction of the normal
  24825. // target is a Vector3
  24826. // https://graphics.stanford.edu/papers/envmap/envmap.pdf
  24827. getIrradianceAt: function ( normal, target ) {
  24828. // normal is assumed to be unit length
  24829. var x = normal.x, y = normal.y, z = normal.z;
  24830. var coeff = this.coefficients;
  24831. // band 0
  24832. target.copy( coeff[ 0 ] ).multiplyScalar( 0.886227 ); // π * 0.282095
  24833. // band 1
  24834. target.addScale( coeff[ 1 ], 2.0 * 0.511664 * y ); // ( 2 * π / 3 ) * 0.488603
  24835. target.addScale( coeff[ 2 ], 2.0 * 0.511664 * z );
  24836. target.addScale( coeff[ 3 ], 2.0 * 0.511664 * x );
  24837. // band 2
  24838. target.addScale( coeff[ 4 ], 2.0 * 0.429043 * x * y ); // ( π / 4 ) * 1.092548
  24839. target.addScale( coeff[ 5 ], 2.0 * 0.429043 * y * z );
  24840. target.addScale( coeff[ 6 ], 0.743125 * z * z - 0.247708 ); // ( π / 4 ) * 0.315392 * 3
  24841. target.addScale( coeff[ 7 ], 2.0 * 0.429043 * x * z );
  24842. target.addScale( coeff[ 8 ], 0.429043 * ( x * x - y * y ) ); // ( π / 4 ) * 0.546274
  24843. return target;
  24844. },
  24845. add: function ( sh ) {
  24846. for ( var i = 0; i < 9; i ++ ) {
  24847. this.coefficients[ i ].add( sh.coefficients[ i ] );
  24848. }
  24849. return this;
  24850. },
  24851. scale: function ( s ) {
  24852. for ( var i = 0; i < 9; i ++ ) {
  24853. this.coefficients[ i ].multiplyScalar( s );
  24854. }
  24855. return this;
  24856. },
  24857. lerp: function ( sh, alpha ) {
  24858. for ( var i = 0; i < 9; i ++ ) {
  24859. this.coefficients[ i ].lerp( sh.coefficients[ i ], alpha );
  24860. }
  24861. return this;
  24862. },
  24863. equals: function ( sh ) {
  24864. for ( var i = 0; i < 9; i ++ ) {
  24865. if ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) {
  24866. return false;
  24867. }
  24868. }
  24869. return true;
  24870. },
  24871. copy: function ( sh ) {
  24872. return this.set( sh.coefficients );
  24873. },
  24874. clone: function () {
  24875. return new this.constructor().copy( this );
  24876. },
  24877. fromArray: function ( array, offset ) {
  24878. if ( offset === undefined ) { offset = 0; }
  24879. var coefficients = this.coefficients;
  24880. for ( var i = 0; i < 9; i ++ ) {
  24881. coefficients[ i ].fromArray( array, offset + ( i * 3 ) );
  24882. }
  24883. return this;
  24884. },
  24885. toArray: function ( array, offset ) {
  24886. if ( array === undefined ) { array = []; }
  24887. if ( offset === undefined ) { offset = 0; }
  24888. var coefficients = this.coefficients;
  24889. for ( var i = 0; i < 9; i ++ ) {
  24890. coefficients[ i ].toArray( array, offset + ( i * 3 ) );
  24891. }
  24892. return array;
  24893. }
  24894. } );
  24895. Object.assign( SphericalHarmonics3, {
  24896. // evaluate the basis functions
  24897. // shBasis is an Array[ 9 ]
  24898. getBasisAt: function ( normal, shBasis ) {
  24899. // normal is assumed to be unit length
  24900. var x = normal.x, y = normal.y, z = normal.z;
  24901. // band 0
  24902. shBasis[ 0 ] = 0.282095;
  24903. // band 1
  24904. shBasis[ 1 ] = 0.488603 * y;
  24905. shBasis[ 2 ] = 0.488603 * z;
  24906. shBasis[ 3 ] = 0.488603 * x;
  24907. // band 2
  24908. shBasis[ 4 ] = 1.092548 * x * y;
  24909. shBasis[ 5 ] = 1.092548 * y * z;
  24910. shBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 );
  24911. shBasis[ 7 ] = 1.092548 * x * z;
  24912. shBasis[ 8 ] = 0.546274 * ( x * x - y * y );
  24913. }
  24914. } );
  24915. /**
  24916. * @author WestLangley / http://github.com/WestLangley
  24917. *
  24918. * A LightProbe is a source of indirect-diffuse light
  24919. */
  24920. function LightProbe( sh, intensity ) {
  24921. Light.call( this, undefined, intensity );
  24922. this.sh = ( sh !== undefined ) ? sh : new SphericalHarmonics3();
  24923. }
  24924. LightProbe.prototype = Object.assign( Object.create( Light.prototype ), {
  24925. constructor: LightProbe,
  24926. isLightProbe: true,
  24927. copy: function ( source ) {
  24928. Light.prototype.copy.call( this, source );
  24929. this.sh.copy( source.sh );
  24930. this.intensity = source.intensity;
  24931. return this;
  24932. },
  24933. toJSON: function ( meta ) {
  24934. var data = Light.prototype.toJSON.call( this, meta );
  24935. // data.sh = this.sh.toArray(); // todo
  24936. return data;
  24937. }
  24938. } );
  24939. /**
  24940. * @author WestLangley / http://github.com/WestLangley
  24941. */
  24942. function HemisphereLightProbe( skyColor, groundColor, intensity ) {
  24943. LightProbe.call( this, undefined, intensity );
  24944. var color1 = new Color().set( skyColor );
  24945. var color2 = new Color().set( groundColor );
  24946. var sky = new Vector3( color1.r, color1.g, color1.b );
  24947. var ground = new Vector3( color2.r, color2.g, color2.b );
  24948. // without extra factor of PI in the shader, should = 1 / Math.sqrt( Math.PI );
  24949. var c0 = Math.sqrt( Math.PI );
  24950. var c1 = c0 * Math.sqrt( 0.75 );
  24951. this.sh.coefficients[ 0 ].copy( sky ).add( ground ).multiplyScalar( c0 );
  24952. this.sh.coefficients[ 1 ].copy( sky ).sub( ground ).multiplyScalar( c1 );
  24953. }
  24954. HemisphereLightProbe.prototype = Object.assign( Object.create( LightProbe.prototype ), {
  24955. constructor: HemisphereLightProbe,
  24956. isHemisphereLightProbe: true,
  24957. copy: function ( source ) { // modifying colors not currently supported
  24958. LightProbe.prototype.copy.call( this, source );
  24959. return this;
  24960. },
  24961. toJSON: function ( meta ) {
  24962. var data = LightProbe.prototype.toJSON.call( this, meta );
  24963. // data.sh = this.sh.toArray(); // todo
  24964. return data;
  24965. }
  24966. } );
  24967. /**
  24968. * @author WestLangley / http://github.com/WestLangley
  24969. */
  24970. function AmbientLightProbe( color, intensity ) {
  24971. LightProbe.call( this, undefined, intensity );
  24972. var color1 = new Color().set( color );
  24973. // without extra factor of PI in the shader, would be 2 / Math.sqrt( Math.PI );
  24974. this.sh.coefficients[ 0 ].set( color1.r, color1.g, color1.b ).multiplyScalar( 2 * Math.sqrt( Math.PI ) );
  24975. }
  24976. AmbientLightProbe.prototype = Object.assign( Object.create( LightProbe.prototype ), {
  24977. constructor: AmbientLightProbe,
  24978. isAmbientLightProbe: true,
  24979. copy: function ( source ) { // modifying color not currently supported
  24980. LightProbe.prototype.copy.call( this, source );
  24981. return this;
  24982. },
  24983. toJSON: function ( meta ) {
  24984. var data = LightProbe.prototype.toJSON.call( this, meta );
  24985. // data.sh = this.sh.toArray(); // todo
  24986. return data;
  24987. }
  24988. } );
  24989. var _eyeRight = new Matrix4();
  24990. var _eyeLeft = new Matrix4();
  24991. /**
  24992. * @author mrdoob / http://mrdoob.com/
  24993. */
  24994. function StereoCamera() {
  24995. this.type = 'StereoCamera';
  24996. this.aspect = 1;
  24997. this.eyeSep = 0.064;
  24998. this.cameraL = new PerspectiveCamera();
  24999. this.cameraL.layers.enable( 1 );
  25000. this.cameraL.matrixAutoUpdate = false;
  25001. this.cameraR = new PerspectiveCamera();
  25002. this.cameraR.layers.enable( 2 );
  25003. this.cameraR.matrixAutoUpdate = false;
  25004. this._cache = {
  25005. focus: null,
  25006. fov: null,
  25007. aspect: null,
  25008. near: null,
  25009. far: null,
  25010. zoom: null,
  25011. eyeSep: null
  25012. };
  25013. }
  25014. Object.assign( StereoCamera.prototype, {
  25015. update: function ( camera ) {
  25016. var cache = this._cache;
  25017. var needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov ||
  25018. cache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near ||
  25019. cache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep;
  25020. if ( needsUpdate ) {
  25021. cache.focus = camera.focus;
  25022. cache.fov = camera.fov;
  25023. cache.aspect = camera.aspect * this.aspect;
  25024. cache.near = camera.near;
  25025. cache.far = camera.far;
  25026. cache.zoom = camera.zoom;
  25027. cache.eyeSep = this.eyeSep;
  25028. // Off-axis stereoscopic effect based on
  25029. // http://paulbourke.net/stereographics/stereorender/
  25030. var projectionMatrix = camera.projectionMatrix.clone();
  25031. var eyeSepHalf = cache.eyeSep / 2;
  25032. var eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus;
  25033. var ymax = ( cache.near * Math.tan( MathUtils.DEG2RAD * cache.fov * 0.5 ) ) / cache.zoom;
  25034. var xmin, xmax;
  25035. // translate xOffset
  25036. _eyeLeft.elements[ 12 ] = - eyeSepHalf;
  25037. _eyeRight.elements[ 12 ] = eyeSepHalf;
  25038. // for left eye
  25039. xmin = - ymax * cache.aspect + eyeSepOnProjection;
  25040. xmax = ymax * cache.aspect + eyeSepOnProjection;
  25041. projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  25042. projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  25043. this.cameraL.projectionMatrix.copy( projectionMatrix );
  25044. // for right eye
  25045. xmin = - ymax * cache.aspect - eyeSepOnProjection;
  25046. xmax = ymax * cache.aspect - eyeSepOnProjection;
  25047. projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  25048. projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  25049. this.cameraR.projectionMatrix.copy( projectionMatrix );
  25050. }
  25051. this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeLeft );
  25052. this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeRight );
  25053. }
  25054. } );
  25055. /**
  25056. * @author alteredq / http://alteredqualia.com/
  25057. */
  25058. function Clock( autoStart ) {
  25059. this.autoStart = ( autoStart !== undefined ) ? autoStart : true;
  25060. this.startTime = 0;
  25061. this.oldTime = 0;
  25062. this.elapsedTime = 0;
  25063. this.running = false;
  25064. }
  25065. Object.assign( Clock.prototype, {
  25066. start: function () {
  25067. this.startTime = ( typeof performance === 'undefined' ? Date : performance ).now(); // see #10732
  25068. this.oldTime = this.startTime;
  25069. this.elapsedTime = 0;
  25070. this.running = true;
  25071. },
  25072. stop: function () {
  25073. this.getElapsedTime();
  25074. this.running = false;
  25075. this.autoStart = false;
  25076. },
  25077. getElapsedTime: function () {
  25078. this.getDelta();
  25079. return this.elapsedTime;
  25080. },
  25081. getDelta: function () {
  25082. var diff = 0;
  25083. if ( this.autoStart && ! this.running ) {
  25084. this.start();
  25085. return 0;
  25086. }
  25087. if ( this.running ) {
  25088. var newTime = ( typeof performance === 'undefined' ? Date : performance ).now();
  25089. diff = ( newTime - this.oldTime ) / 1000;
  25090. this.oldTime = newTime;
  25091. this.elapsedTime += diff;
  25092. }
  25093. return diff;
  25094. }
  25095. } );
  25096. /**
  25097. * @author mrdoob / http://mrdoob.com/
  25098. */
  25099. var _position$2 = new Vector3();
  25100. var _quaternion$3 = new Quaternion();
  25101. var _scale$1 = new Vector3();
  25102. var _orientation = new Vector3();
  25103. function AudioListener() {
  25104. Object3D.call( this );
  25105. this.type = 'AudioListener';
  25106. this.context = AudioContext.getContext();
  25107. this.gain = this.context.createGain();
  25108. this.gain.connect( this.context.destination );
  25109. this.filter = null;
  25110. this.timeDelta = 0;
  25111. // private
  25112. this._clock = new Clock();
  25113. }
  25114. AudioListener.prototype = Object.assign( Object.create( Object3D.prototype ), {
  25115. constructor: AudioListener,
  25116. getInput: function () {
  25117. return this.gain;
  25118. },
  25119. removeFilter: function ( ) {
  25120. if ( this.filter !== null ) {
  25121. this.gain.disconnect( this.filter );
  25122. this.filter.disconnect( this.context.destination );
  25123. this.gain.connect( this.context.destination );
  25124. this.filter = null;
  25125. }
  25126. return this;
  25127. },
  25128. getFilter: function () {
  25129. return this.filter;
  25130. },
  25131. setFilter: function ( value ) {
  25132. if ( this.filter !== null ) {
  25133. this.gain.disconnect( this.filter );
  25134. this.filter.disconnect( this.context.destination );
  25135. } else {
  25136. this.gain.disconnect( this.context.destination );
  25137. }
  25138. this.filter = value;
  25139. this.gain.connect( this.filter );
  25140. this.filter.connect( this.context.destination );
  25141. return this;
  25142. },
  25143. getMasterVolume: function () {
  25144. return this.gain.gain.value;
  25145. },
  25146. setMasterVolume: function ( value ) {
  25147. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  25148. return this;
  25149. },
  25150. updateMatrixWorld: function ( force ) {
  25151. Object3D.prototype.updateMatrixWorld.call( this, force );
  25152. var listener = this.context.listener;
  25153. var up = this.up;
  25154. this.timeDelta = this._clock.getDelta();
  25155. this.matrixWorld.decompose( _position$2, _quaternion$3, _scale$1 );
  25156. _orientation.set( 0, 0, - 1 ).applyQuaternion( _quaternion$3 );
  25157. if ( listener.positionX ) {
  25158. // code path for Chrome (see #14393)
  25159. var endTime = this.context.currentTime + this.timeDelta;
  25160. listener.positionX.linearRampToValueAtTime( _position$2.x, endTime );
  25161. listener.positionY.linearRampToValueAtTime( _position$2.y, endTime );
  25162. listener.positionZ.linearRampToValueAtTime( _position$2.z, endTime );
  25163. listener.forwardX.linearRampToValueAtTime( _orientation.x, endTime );
  25164. listener.forwardY.linearRampToValueAtTime( _orientation.y, endTime );
  25165. listener.forwardZ.linearRampToValueAtTime( _orientation.z, endTime );
  25166. listener.upX.linearRampToValueAtTime( up.x, endTime );
  25167. listener.upY.linearRampToValueAtTime( up.y, endTime );
  25168. listener.upZ.linearRampToValueAtTime( up.z, endTime );
  25169. } else {
  25170. listener.setPosition( _position$2.x, _position$2.y, _position$2.z );
  25171. listener.setOrientation( _orientation.x, _orientation.y, _orientation.z, up.x, up.y, up.z );
  25172. }
  25173. }
  25174. } );
  25175. /**
  25176. * @author mrdoob / http://mrdoob.com/
  25177. * @author Reece Aaron Lecrivain / http://reecenotes.com/
  25178. */
  25179. function Audio( listener ) {
  25180. Object3D.call( this );
  25181. this.type = 'Audio';
  25182. this.listener = listener;
  25183. this.context = listener.context;
  25184. this.gain = this.context.createGain();
  25185. this.gain.connect( listener.getInput() );
  25186. this.autoplay = false;
  25187. this.buffer = null;
  25188. this.detune = 0;
  25189. this.loop = false;
  25190. this.loopStart = 0;
  25191. this.loopEnd = 0;
  25192. this.offset = 0;
  25193. this.duration = undefined;
  25194. this.playbackRate = 1;
  25195. this.isPlaying = false;
  25196. this.hasPlaybackControl = true;
  25197. this.sourceType = 'empty';
  25198. this._startedAt = 0;
  25199. this._pausedAt = 0;
  25200. this.filters = [];
  25201. }
  25202. Audio.prototype = Object.assign( Object.create( Object3D.prototype ), {
  25203. constructor: Audio,
  25204. getOutput: function () {
  25205. return this.gain;
  25206. },
  25207. setNodeSource: function ( audioNode ) {
  25208. this.hasPlaybackControl = false;
  25209. this.sourceType = 'audioNode';
  25210. this.source = audioNode;
  25211. this.connect();
  25212. return this;
  25213. },
  25214. setMediaElementSource: function ( mediaElement ) {
  25215. this.hasPlaybackControl = false;
  25216. this.sourceType = 'mediaNode';
  25217. this.source = this.context.createMediaElementSource( mediaElement );
  25218. this.connect();
  25219. return this;
  25220. },
  25221. setMediaStreamSource: function ( mediaStream ) {
  25222. this.hasPlaybackControl = false;
  25223. this.sourceType = 'mediaStreamNode';
  25224. this.source = this.context.createMediaStreamSource( mediaStream );
  25225. this.connect();
  25226. return this;
  25227. },
  25228. setBuffer: function ( audioBuffer ) {
  25229. this.buffer = audioBuffer;
  25230. this.sourceType = 'buffer';
  25231. if ( this.autoplay ) { this.play(); }
  25232. return this;
  25233. },
  25234. play: function ( delay ) {
  25235. if ( delay === undefined ) { delay = 0; }
  25236. if ( this.isPlaying === true ) {
  25237. console.warn( 'THREE.Audio: Audio is already playing.' );
  25238. return;
  25239. }
  25240. if ( this.hasPlaybackControl === false ) {
  25241. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25242. return;
  25243. }
  25244. this._startedAt = this.context.currentTime + delay;
  25245. var source = this.context.createBufferSource();
  25246. source.buffer = this.buffer;
  25247. source.loop = this.loop;
  25248. source.loopStart = this.loopStart;
  25249. source.loopEnd = this.loopEnd;
  25250. source.onended = this.onEnded.bind( this );
  25251. source.start( this._startedAt, this._pausedAt + this.offset, this.duration );
  25252. this.isPlaying = true;
  25253. this.source = source;
  25254. this.setDetune( this.detune );
  25255. this.setPlaybackRate( this.playbackRate );
  25256. return this.connect();
  25257. },
  25258. pause: function () {
  25259. if ( this.hasPlaybackControl === false ) {
  25260. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25261. return;
  25262. }
  25263. if ( this.isPlaying === true ) {
  25264. this._pausedAt = ( this.context.currentTime - this._startedAt ) * this.playbackRate;
  25265. this.source.stop();
  25266. this.source.onended = null;
  25267. this.isPlaying = false;
  25268. }
  25269. return this;
  25270. },
  25271. stop: function () {
  25272. if ( this.hasPlaybackControl === false ) {
  25273. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25274. return;
  25275. }
  25276. this._pausedAt = 0;
  25277. this.source.stop();
  25278. this.source.onended = null;
  25279. this.isPlaying = false;
  25280. return this;
  25281. },
  25282. connect: function () {
  25283. if ( this.filters.length > 0 ) {
  25284. this.source.connect( this.filters[ 0 ] );
  25285. for ( var i = 1, l = this.filters.length; i < l; i ++ ) {
  25286. this.filters[ i - 1 ].connect( this.filters[ i ] );
  25287. }
  25288. this.filters[ this.filters.length - 1 ].connect( this.getOutput() );
  25289. } else {
  25290. this.source.connect( this.getOutput() );
  25291. }
  25292. return this;
  25293. },
  25294. disconnect: function () {
  25295. if ( this.filters.length > 0 ) {
  25296. this.source.disconnect( this.filters[ 0 ] );
  25297. for ( var i = 1, l = this.filters.length; i < l; i ++ ) {
  25298. this.filters[ i - 1 ].disconnect( this.filters[ i ] );
  25299. }
  25300. this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );
  25301. } else {
  25302. this.source.disconnect( this.getOutput() );
  25303. }
  25304. return this;
  25305. },
  25306. getFilters: function () {
  25307. return this.filters;
  25308. },
  25309. setFilters: function ( value ) {
  25310. if ( ! value ) { value = []; }
  25311. if ( this.isPlaying === true ) {
  25312. this.disconnect();
  25313. this.filters = value;
  25314. this.connect();
  25315. } else {
  25316. this.filters = value;
  25317. }
  25318. return this;
  25319. },
  25320. setDetune: function ( value ) {
  25321. this.detune = value;
  25322. if ( this.source.detune === undefined ) { return; } // only set detune when available
  25323. if ( this.isPlaying === true ) {
  25324. this.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 );
  25325. }
  25326. return this;
  25327. },
  25328. getDetune: function () {
  25329. return this.detune;
  25330. },
  25331. getFilter: function () {
  25332. return this.getFilters()[ 0 ];
  25333. },
  25334. setFilter: function ( filter ) {
  25335. return this.setFilters( filter ? [ filter ] : [] );
  25336. },
  25337. setPlaybackRate: function ( value ) {
  25338. if ( this.hasPlaybackControl === false ) {
  25339. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25340. return;
  25341. }
  25342. this.playbackRate = value;
  25343. if ( this.isPlaying === true ) {
  25344. this.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 );
  25345. }
  25346. return this;
  25347. },
  25348. getPlaybackRate: function () {
  25349. return this.playbackRate;
  25350. },
  25351. onEnded: function () {
  25352. this.isPlaying = false;
  25353. },
  25354. getLoop: function () {
  25355. if ( this.hasPlaybackControl === false ) {
  25356. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25357. return false;
  25358. }
  25359. return this.loop;
  25360. },
  25361. setLoop: function ( value ) {
  25362. if ( this.hasPlaybackControl === false ) {
  25363. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25364. return;
  25365. }
  25366. this.loop = value;
  25367. if ( this.isPlaying === true ) {
  25368. this.source.loop = this.loop;
  25369. }
  25370. return this;
  25371. },
  25372. setLoopStart: function ( value ) {
  25373. this.loopStart = value;
  25374. return this;
  25375. },
  25376. setLoopEnd: function ( value ) {
  25377. this.loopEnd = value;
  25378. return this;
  25379. },
  25380. getVolume: function () {
  25381. return this.gain.gain.value;
  25382. },
  25383. setVolume: function ( value ) {
  25384. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  25385. return this;
  25386. }
  25387. } );
  25388. /**
  25389. * @author mrdoob / http://mrdoob.com/
  25390. */
  25391. var _position$3 = new Vector3();
  25392. var _quaternion$4 = new Quaternion();
  25393. var _scale$2 = new Vector3();
  25394. var _orientation$1 = new Vector3();
  25395. function PositionalAudio( listener ) {
  25396. Audio.call( this, listener );
  25397. this.panner = this.context.createPanner();
  25398. this.panner.panningModel = 'HRTF';
  25399. this.panner.connect( this.gain );
  25400. }
  25401. PositionalAudio.prototype = Object.assign( Object.create( Audio.prototype ), {
  25402. constructor: PositionalAudio,
  25403. getOutput: function () {
  25404. return this.panner;
  25405. },
  25406. getRefDistance: function () {
  25407. return this.panner.refDistance;
  25408. },
  25409. setRefDistance: function ( value ) {
  25410. this.panner.refDistance = value;
  25411. return this;
  25412. },
  25413. getRolloffFactor: function () {
  25414. return this.panner.rolloffFactor;
  25415. },
  25416. setRolloffFactor: function ( value ) {
  25417. this.panner.rolloffFactor = value;
  25418. return this;
  25419. },
  25420. getDistanceModel: function () {
  25421. return this.panner.distanceModel;
  25422. },
  25423. setDistanceModel: function ( value ) {
  25424. this.panner.distanceModel = value;
  25425. return this;
  25426. },
  25427. getMaxDistance: function () {
  25428. return this.panner.maxDistance;
  25429. },
  25430. setMaxDistance: function ( value ) {
  25431. this.panner.maxDistance = value;
  25432. return this;
  25433. },
  25434. setDirectionalCone: function ( coneInnerAngle, coneOuterAngle, coneOuterGain ) {
  25435. this.panner.coneInnerAngle = coneInnerAngle;
  25436. this.panner.coneOuterAngle = coneOuterAngle;
  25437. this.panner.coneOuterGain = coneOuterGain;
  25438. return this;
  25439. },
  25440. updateMatrixWorld: function ( force ) {
  25441. Object3D.prototype.updateMatrixWorld.call( this, force );
  25442. if ( this.hasPlaybackControl === true && this.isPlaying === false ) { return; }
  25443. this.matrixWorld.decompose( _position$3, _quaternion$4, _scale$2 );
  25444. _orientation$1.set( 0, 0, 1 ).applyQuaternion( _quaternion$4 );
  25445. var panner = this.panner;
  25446. if ( panner.positionX ) {
  25447. // code path for Chrome and Firefox (see #14393)
  25448. var endTime = this.context.currentTime + this.listener.timeDelta;
  25449. panner.positionX.linearRampToValueAtTime( _position$3.x, endTime );
  25450. panner.positionY.linearRampToValueAtTime( _position$3.y, endTime );
  25451. panner.positionZ.linearRampToValueAtTime( _position$3.z, endTime );
  25452. panner.orientationX.linearRampToValueAtTime( _orientation$1.x, endTime );
  25453. panner.orientationY.linearRampToValueAtTime( _orientation$1.y, endTime );
  25454. panner.orientationZ.linearRampToValueAtTime( _orientation$1.z, endTime );
  25455. } else {
  25456. panner.setPosition( _position$3.x, _position$3.y, _position$3.z );
  25457. panner.setOrientation( _orientation$1.x, _orientation$1.y, _orientation$1.z );
  25458. }
  25459. }
  25460. } );
  25461. /**
  25462. * @author mrdoob / http://mrdoob.com/
  25463. */
  25464. function AudioAnalyser( audio, fftSize ) {
  25465. this.analyser = audio.context.createAnalyser();
  25466. this.analyser.fftSize = fftSize !== undefined ? fftSize : 2048;
  25467. this.data = new Uint8Array( this.analyser.frequencyBinCount );
  25468. audio.getOutput().connect( this.analyser );
  25469. }
  25470. Object.assign( AudioAnalyser.prototype, {
  25471. getFrequencyData: function () {
  25472. this.analyser.getByteFrequencyData( this.data );
  25473. return this.data;
  25474. },
  25475. getAverageFrequency: function () {
  25476. var value = 0, data = this.getFrequencyData();
  25477. for ( var i = 0; i < data.length; i ++ ) {
  25478. value += data[ i ];
  25479. }
  25480. return value / data.length;
  25481. }
  25482. } );
  25483. /**
  25484. *
  25485. * Buffered scene graph property that allows weighted accumulation.
  25486. *
  25487. *
  25488. * @author Ben Houston / http://clara.io/
  25489. * @author David Sarno / http://lighthaus.us/
  25490. * @author tschw
  25491. */
  25492. function PropertyMixer( binding, typeName, valueSize ) {
  25493. this.binding = binding;
  25494. this.valueSize = valueSize;
  25495. var bufferType = Float64Array,
  25496. mixFunction;
  25497. switch ( typeName ) {
  25498. case 'quaternion':
  25499. mixFunction = this._slerp;
  25500. break;
  25501. case 'string':
  25502. case 'bool':
  25503. bufferType = Array;
  25504. mixFunction = this._select;
  25505. break;
  25506. default:
  25507. mixFunction = this._lerp;
  25508. }
  25509. this.buffer = new bufferType( valueSize * 4 );
  25510. // layout: [ incoming | accu0 | accu1 | orig ]
  25511. //
  25512. // interpolators can use .buffer as their .result
  25513. // the data then goes to 'incoming'
  25514. //
  25515. // 'accu0' and 'accu1' are used frame-interleaved for
  25516. // the cumulative result and are compared to detect
  25517. // changes
  25518. //
  25519. // 'orig' stores the original state of the property
  25520. this._mixBufferRegion = mixFunction;
  25521. this.cumulativeWeight = 0;
  25522. this.useCount = 0;
  25523. this.referenceCount = 0;
  25524. }
  25525. Object.assign( PropertyMixer.prototype, {
  25526. // accumulate data in the 'incoming' region into 'accu<i>'
  25527. accumulate: function ( accuIndex, weight ) {
  25528. // note: happily accumulating nothing when weight = 0, the caller knows
  25529. // the weight and shouldn't have made the call in the first place
  25530. var buffer = this.buffer,
  25531. stride = this.valueSize,
  25532. offset = accuIndex * stride + stride,
  25533. currentWeight = this.cumulativeWeight;
  25534. if ( currentWeight === 0 ) {
  25535. // accuN := incoming * weight
  25536. for ( var i = 0; i !== stride; ++ i ) {
  25537. buffer[ offset + i ] = buffer[ i ];
  25538. }
  25539. currentWeight = weight;
  25540. } else {
  25541. // accuN := accuN + incoming * weight
  25542. currentWeight += weight;
  25543. var mix = weight / currentWeight;
  25544. this._mixBufferRegion( buffer, offset, 0, mix, stride );
  25545. }
  25546. this.cumulativeWeight = currentWeight;
  25547. },
  25548. // apply the state of 'accu<i>' to the binding when accus differ
  25549. apply: function ( accuIndex ) {
  25550. var stride = this.valueSize,
  25551. buffer = this.buffer,
  25552. offset = accuIndex * stride + stride,
  25553. weight = this.cumulativeWeight,
  25554. binding = this.binding;
  25555. this.cumulativeWeight = 0;
  25556. if ( weight < 1 ) {
  25557. // accuN := accuN + original * ( 1 - cumulativeWeight )
  25558. var originalValueOffset = stride * 3;
  25559. this._mixBufferRegion(
  25560. buffer, offset, originalValueOffset, 1 - weight, stride );
  25561. }
  25562. for ( var i = stride, e = stride + stride; i !== e; ++ i ) {
  25563. if ( buffer[ i ] !== buffer[ i + stride ] ) {
  25564. // value has changed -> update scene graph
  25565. binding.setValue( buffer, offset );
  25566. break;
  25567. }
  25568. }
  25569. },
  25570. // remember the state of the bound property and copy it to both accus
  25571. saveOriginalState: function () {
  25572. var binding = this.binding;
  25573. var buffer = this.buffer,
  25574. stride = this.valueSize,
  25575. originalValueOffset = stride * 3;
  25576. binding.getValue( buffer, originalValueOffset );
  25577. // accu[0..1] := orig -- initially detect changes against the original
  25578. for ( var i = stride, e = originalValueOffset; i !== e; ++ i ) {
  25579. buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];
  25580. }
  25581. this.cumulativeWeight = 0;
  25582. },
  25583. // apply the state previously taken via 'saveOriginalState' to the binding
  25584. restoreOriginalState: function () {
  25585. var originalValueOffset = this.valueSize * 3;
  25586. this.binding.setValue( this.buffer, originalValueOffset );
  25587. },
  25588. // mix functions
  25589. _select: function ( buffer, dstOffset, srcOffset, t, stride ) {
  25590. if ( t >= 0.5 ) {
  25591. for ( var i = 0; i !== stride; ++ i ) {
  25592. buffer[ dstOffset + i ] = buffer[ srcOffset + i ];
  25593. }
  25594. }
  25595. },
  25596. _slerp: function ( buffer, dstOffset, srcOffset, t ) {
  25597. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t );
  25598. },
  25599. _lerp: function ( buffer, dstOffset, srcOffset, t, stride ) {
  25600. var s = 1 - t;
  25601. for ( var i = 0; i !== stride; ++ i ) {
  25602. var j = dstOffset + i;
  25603. buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;
  25604. }
  25605. }
  25606. } );
  25607. /**
  25608. *
  25609. * A reference to a real property in the scene graph.
  25610. *
  25611. *
  25612. * @author Ben Houston / http://clara.io/
  25613. * @author David Sarno / http://lighthaus.us/
  25614. * @author tschw
  25615. */
  25616. // Characters [].:/ are reserved for track binding syntax.
  25617. var _RESERVED_CHARS_RE = '\\[\\]\\.:\\/';
  25618. var _reservedRe = new RegExp( '[' + _RESERVED_CHARS_RE + ']', 'g' );
  25619. // Attempts to allow node names from any language. ES5's `\w` regexp matches
  25620. // only latin characters, and the unicode \p{L} is not yet supported. So
  25621. // instead, we exclude reserved characters and match everything else.
  25622. var _wordChar = '[^' + _RESERVED_CHARS_RE + ']';
  25623. var _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace( '\\.', '' ) + ']';
  25624. // Parent directories, delimited by '/' or ':'. Currently unused, but must
  25625. // be matched to parse the rest of the track name.
  25626. var _directoryRe = /((?:WC+[\/:])*)/.source.replace( 'WC', _wordChar );
  25627. // Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.
  25628. var _nodeRe = /(WCOD+)?/.source.replace( 'WCOD', _wordCharOrDot );
  25629. // Object on target node, and accessor. May not contain reserved
  25630. // characters. Accessor may contain any character except closing bracket.
  25631. var _objectRe = /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace( 'WC', _wordChar );
  25632. // Property and accessor. May not contain reserved characters. Accessor may
  25633. // contain any non-bracket characters.
  25634. var _propertyRe = /\.(WC+)(?:\[(.+)\])?/.source.replace( 'WC', _wordChar );
  25635. var _trackRe = new RegExp( ''
  25636. + '^'
  25637. + _directoryRe
  25638. + _nodeRe
  25639. + _objectRe
  25640. + _propertyRe
  25641. + '$'
  25642. );
  25643. var _supportedObjectNames = [ 'material', 'materials', 'bones' ];
  25644. function Composite( targetGroup, path, optionalParsedPath ) {
  25645. var parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );
  25646. this._targetGroup = targetGroup;
  25647. this._bindings = targetGroup.subscribe_( path, parsedPath );
  25648. }
  25649. Object.assign( Composite.prototype, {
  25650. getValue: function ( array, offset ) {
  25651. this.bind(); // bind all binding
  25652. var firstValidIndex = this._targetGroup.nCachedObjects_,
  25653. binding = this._bindings[ firstValidIndex ];
  25654. // and only call .getValue on the first
  25655. if ( binding !== undefined ) { binding.getValue( array, offset ); }
  25656. },
  25657. setValue: function ( array, offset ) {
  25658. var bindings = this._bindings;
  25659. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  25660. bindings[ i ].setValue( array, offset );
  25661. }
  25662. },
  25663. bind: function () {
  25664. var bindings = this._bindings;
  25665. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  25666. bindings[ i ].bind();
  25667. }
  25668. },
  25669. unbind: function () {
  25670. var bindings = this._bindings;
  25671. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  25672. bindings[ i ].unbind();
  25673. }
  25674. }
  25675. } );
  25676. function PropertyBinding( rootNode, path, parsedPath ) {
  25677. this.path = path;
  25678. this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );
  25679. this.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName ) || rootNode;
  25680. this.rootNode = rootNode;
  25681. }
  25682. Object.assign( PropertyBinding, {
  25683. Composite: Composite,
  25684. create: function ( root, path, parsedPath ) {
  25685. if ( ! ( root && root.isAnimationObjectGroup ) ) {
  25686. return new PropertyBinding( root, path, parsedPath );
  25687. } else {
  25688. return new PropertyBinding.Composite( root, path, parsedPath );
  25689. }
  25690. },
  25691. /**
  25692. * Replaces spaces with underscores and removes unsupported characters from
  25693. * node names, to ensure compatibility with parseTrackName().
  25694. *
  25695. * @param {string} name Node name to be sanitized.
  25696. * @return {string}
  25697. */
  25698. sanitizeNodeName: function ( name ) {
  25699. return name.replace( /\s/g, '_' ).replace( _reservedRe, '' );
  25700. },
  25701. parseTrackName: function ( trackName ) {
  25702. var matches = _trackRe.exec( trackName );
  25703. if ( ! matches ) {
  25704. throw new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName );
  25705. }
  25706. var results = {
  25707. // directoryName: matches[ 1 ], // (tschw) currently unused
  25708. nodeName: matches[ 2 ],
  25709. objectName: matches[ 3 ],
  25710. objectIndex: matches[ 4 ],
  25711. propertyName: matches[ 5 ], // required
  25712. propertyIndex: matches[ 6 ]
  25713. };
  25714. var lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );
  25715. if ( lastDot !== undefined && lastDot !== - 1 ) {
  25716. var objectName = results.nodeName.substring( lastDot + 1 );
  25717. // Object names must be checked against a whitelist. Otherwise, there
  25718. // is no way to parse 'foo.bar.baz': 'baz' must be a property, but
  25719. // 'bar' could be the objectName, or part of a nodeName (which can
  25720. // include '.' characters).
  25721. if ( _supportedObjectNames.indexOf( objectName ) !== - 1 ) {
  25722. results.nodeName = results.nodeName.substring( 0, lastDot );
  25723. results.objectName = objectName;
  25724. }
  25725. }
  25726. if ( results.propertyName === null || results.propertyName.length === 0 ) {
  25727. throw new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName );
  25728. }
  25729. return results;
  25730. },
  25731. findNode: function ( root, nodeName ) {
  25732. if ( ! nodeName || nodeName === "" || nodeName === "root" || nodeName === "." || nodeName === - 1 || nodeName === root.name || nodeName === root.uuid ) {
  25733. return root;
  25734. }
  25735. // search into skeleton bones.
  25736. if ( root.skeleton ) {
  25737. var bone = root.skeleton.getBoneByName( nodeName );
  25738. if ( bone !== undefined ) {
  25739. return bone;
  25740. }
  25741. }
  25742. // search into node subtree.
  25743. if ( root.children ) {
  25744. var searchNodeSubtree = function ( children ) {
  25745. for ( var i = 0; i < children.length; i ++ ) {
  25746. var childNode = children[ i ];
  25747. if ( childNode.name === nodeName || childNode.uuid === nodeName ) {
  25748. return childNode;
  25749. }
  25750. var result = searchNodeSubtree( childNode.children );
  25751. if ( result ) { return result; }
  25752. }
  25753. return null;
  25754. };
  25755. var subTreeNode = searchNodeSubtree( root.children );
  25756. if ( subTreeNode ) {
  25757. return subTreeNode;
  25758. }
  25759. }
  25760. return null;
  25761. }
  25762. } );
  25763. Object.assign( PropertyBinding.prototype, { // prototype, continued
  25764. // these are used to "bind" a nonexistent property
  25765. _getValue_unavailable: function () {},
  25766. _setValue_unavailable: function () {},
  25767. BindingType: {
  25768. Direct: 0,
  25769. EntireArray: 1,
  25770. ArrayElement: 2,
  25771. HasFromToArray: 3
  25772. },
  25773. Versioning: {
  25774. None: 0,
  25775. NeedsUpdate: 1,
  25776. MatrixWorldNeedsUpdate: 2
  25777. },
  25778. GetterByBindingType: [
  25779. function getValue_direct( buffer, offset ) {
  25780. buffer[ offset ] = this.node[ this.propertyName ];
  25781. },
  25782. function getValue_array( buffer, offset ) {
  25783. var source = this.resolvedProperty;
  25784. for ( var i = 0, n = source.length; i !== n; ++ i ) {
  25785. buffer[ offset ++ ] = source[ i ];
  25786. }
  25787. },
  25788. function getValue_arrayElement( buffer, offset ) {
  25789. buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];
  25790. },
  25791. function getValue_toArray( buffer, offset ) {
  25792. this.resolvedProperty.toArray( buffer, offset );
  25793. }
  25794. ],
  25795. SetterByBindingTypeAndVersioning: [
  25796. [
  25797. // Direct
  25798. function setValue_direct( buffer, offset ) {
  25799. this.targetObject[ this.propertyName ] = buffer[ offset ];
  25800. },
  25801. function setValue_direct_setNeedsUpdate( buffer, offset ) {
  25802. this.targetObject[ this.propertyName ] = buffer[ offset ];
  25803. this.targetObject.needsUpdate = true;
  25804. },
  25805. function setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25806. this.targetObject[ this.propertyName ] = buffer[ offset ];
  25807. this.targetObject.matrixWorldNeedsUpdate = true;
  25808. }
  25809. ], [
  25810. // EntireArray
  25811. function setValue_array( buffer, offset ) {
  25812. var dest = this.resolvedProperty;
  25813. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  25814. dest[ i ] = buffer[ offset ++ ];
  25815. }
  25816. },
  25817. function setValue_array_setNeedsUpdate( buffer, offset ) {
  25818. var dest = this.resolvedProperty;
  25819. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  25820. dest[ i ] = buffer[ offset ++ ];
  25821. }
  25822. this.targetObject.needsUpdate = true;
  25823. },
  25824. function setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25825. var dest = this.resolvedProperty;
  25826. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  25827. dest[ i ] = buffer[ offset ++ ];
  25828. }
  25829. this.targetObject.matrixWorldNeedsUpdate = true;
  25830. }
  25831. ], [
  25832. // ArrayElement
  25833. function setValue_arrayElement( buffer, offset ) {
  25834. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  25835. },
  25836. function setValue_arrayElement_setNeedsUpdate( buffer, offset ) {
  25837. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  25838. this.targetObject.needsUpdate = true;
  25839. },
  25840. function setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25841. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  25842. this.targetObject.matrixWorldNeedsUpdate = true;
  25843. }
  25844. ], [
  25845. // HasToFromArray
  25846. function setValue_fromArray( buffer, offset ) {
  25847. this.resolvedProperty.fromArray( buffer, offset );
  25848. },
  25849. function setValue_fromArray_setNeedsUpdate( buffer, offset ) {
  25850. this.resolvedProperty.fromArray( buffer, offset );
  25851. this.targetObject.needsUpdate = true;
  25852. },
  25853. function setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25854. this.resolvedProperty.fromArray( buffer, offset );
  25855. this.targetObject.matrixWorldNeedsUpdate = true;
  25856. }
  25857. ]
  25858. ],
  25859. getValue: function getValue_unbound( targetArray, offset ) {
  25860. this.bind();
  25861. this.getValue( targetArray, offset );
  25862. // Note: This class uses a State pattern on a per-method basis:
  25863. // 'bind' sets 'this.getValue' / 'setValue' and shadows the
  25864. // prototype version of these methods with one that represents
  25865. // the bound state. When the property is not found, the methods
  25866. // become no-ops.
  25867. },
  25868. setValue: function getValue_unbound( sourceArray, offset ) {
  25869. this.bind();
  25870. this.setValue( sourceArray, offset );
  25871. },
  25872. // create getter / setter pair for a property in the scene graph
  25873. bind: function () {
  25874. var targetObject = this.node,
  25875. parsedPath = this.parsedPath,
  25876. objectName = parsedPath.objectName,
  25877. propertyName = parsedPath.propertyName,
  25878. propertyIndex = parsedPath.propertyIndex;
  25879. if ( ! targetObject ) {
  25880. targetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName ) || this.rootNode;
  25881. this.node = targetObject;
  25882. }
  25883. // set fail state so we can just 'return' on error
  25884. this.getValue = this._getValue_unavailable;
  25885. this.setValue = this._setValue_unavailable;
  25886. // ensure there is a value node
  25887. if ( ! targetObject ) {
  25888. console.error( 'THREE.PropertyBinding: Trying to update node for track: ' + this.path + ' but it wasn\'t found.' );
  25889. return;
  25890. }
  25891. if ( objectName ) {
  25892. var objectIndex = parsedPath.objectIndex;
  25893. // special cases were we need to reach deeper into the hierarchy to get the face materials....
  25894. switch ( objectName ) {
  25895. case 'materials':
  25896. if ( ! targetObject.material ) {
  25897. console.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this );
  25898. return;
  25899. }
  25900. if ( ! targetObject.material.materials ) {
  25901. console.error( 'THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this );
  25902. return;
  25903. }
  25904. targetObject = targetObject.material.materials;
  25905. break;
  25906. case 'bones':
  25907. if ( ! targetObject.skeleton ) {
  25908. console.error( 'THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this );
  25909. return;
  25910. }
  25911. // potential future optimization: skip this if propertyIndex is already an integer
  25912. // and convert the integer string to a true integer.
  25913. targetObject = targetObject.skeleton.bones;
  25914. // support resolving morphTarget names into indices.
  25915. for ( var i = 0; i < targetObject.length; i ++ ) {
  25916. if ( targetObject[ i ].name === objectIndex ) {
  25917. objectIndex = i;
  25918. break;
  25919. }
  25920. }
  25921. break;
  25922. default:
  25923. if ( targetObject[ objectName ] === undefined ) {
  25924. console.error( 'THREE.PropertyBinding: Can not bind to objectName of node undefined.', this );
  25925. return;
  25926. }
  25927. targetObject = targetObject[ objectName ];
  25928. }
  25929. if ( objectIndex !== undefined ) {
  25930. if ( targetObject[ objectIndex ] === undefined ) {
  25931. console.error( 'THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject );
  25932. return;
  25933. }
  25934. targetObject = targetObject[ objectIndex ];
  25935. }
  25936. }
  25937. // resolve property
  25938. var nodeProperty = targetObject[ propertyName ];
  25939. if ( nodeProperty === undefined ) {
  25940. var nodeName = parsedPath.nodeName;
  25941. console.error( 'THREE.PropertyBinding: Trying to update property for track: ' + nodeName +
  25942. '.' + propertyName + ' but it wasn\'t found.', targetObject );
  25943. return;
  25944. }
  25945. // determine versioning scheme
  25946. var versioning = this.Versioning.None;
  25947. this.targetObject = targetObject;
  25948. if ( targetObject.needsUpdate !== undefined ) { // material
  25949. versioning = this.Versioning.NeedsUpdate;
  25950. } else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform
  25951. versioning = this.Versioning.MatrixWorldNeedsUpdate;
  25952. }
  25953. // determine how the property gets bound
  25954. var bindingType = this.BindingType.Direct;
  25955. if ( propertyIndex !== undefined ) {
  25956. // access a sub element of the property array (only primitives are supported right now)
  25957. if ( propertyName === "morphTargetInfluences" ) {
  25958. // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.
  25959. // support resolving morphTarget names into indices.
  25960. if ( ! targetObject.geometry ) {
  25961. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );
  25962. return;
  25963. }
  25964. if ( targetObject.geometry.isBufferGeometry ) {
  25965. if ( ! targetObject.geometry.morphAttributes ) {
  25966. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );
  25967. return;
  25968. }
  25969. for ( var i = 0; i < this.node.geometry.morphAttributes.position.length; i ++ ) {
  25970. if ( targetObject.geometry.morphAttributes.position[ i ].name === propertyIndex ) {
  25971. propertyIndex = i;
  25972. break;
  25973. }
  25974. }
  25975. } else {
  25976. if ( ! targetObject.geometry.morphTargets ) {
  25977. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphTargets.', this );
  25978. return;
  25979. }
  25980. for ( var i = 0; i < this.node.geometry.morphTargets.length; i ++ ) {
  25981. if ( targetObject.geometry.morphTargets[ i ].name === propertyIndex ) {
  25982. propertyIndex = i;
  25983. break;
  25984. }
  25985. }
  25986. }
  25987. }
  25988. bindingType = this.BindingType.ArrayElement;
  25989. this.resolvedProperty = nodeProperty;
  25990. this.propertyIndex = propertyIndex;
  25991. } else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {
  25992. // must use copy for Object3D.Euler/Quaternion
  25993. bindingType = this.BindingType.HasFromToArray;
  25994. this.resolvedProperty = nodeProperty;
  25995. } else if ( Array.isArray( nodeProperty ) ) {
  25996. bindingType = this.BindingType.EntireArray;
  25997. this.resolvedProperty = nodeProperty;
  25998. } else {
  25999. this.propertyName = propertyName;
  26000. }
  26001. // select getter / setter
  26002. this.getValue = this.GetterByBindingType[ bindingType ];
  26003. this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];
  26004. },
  26005. unbind: function () {
  26006. this.node = null;
  26007. // back to the prototype version of getValue / setValue
  26008. // note: avoiding to mutate the shape of 'this' via 'delete'
  26009. this.getValue = this._getValue_unbound;
  26010. this.setValue = this._setValue_unbound;
  26011. }
  26012. } );
  26013. //!\ DECLARE ALIAS AFTER assign prototype !
  26014. Object.assign( PropertyBinding.prototype, {
  26015. // initial state of these methods that calls 'bind'
  26016. _getValue_unbound: PropertyBinding.prototype.getValue,
  26017. _setValue_unbound: PropertyBinding.prototype.setValue,
  26018. } );
  26019. /**
  26020. *
  26021. * A group of objects that receives a shared animation state.
  26022. *
  26023. * Usage:
  26024. *
  26025. * - Add objects you would otherwise pass as 'root' to the
  26026. * constructor or the .clipAction method of AnimationMixer.
  26027. *
  26028. * - Instead pass this object as 'root'.
  26029. *
  26030. * - You can also add and remove objects later when the mixer
  26031. * is running.
  26032. *
  26033. * Note:
  26034. *
  26035. * Objects of this class appear as one object to the mixer,
  26036. * so cache control of the individual objects must be done
  26037. * on the group.
  26038. *
  26039. * Limitation:
  26040. *
  26041. * - The animated properties must be compatible among the
  26042. * all objects in the group.
  26043. *
  26044. * - A single property can either be controlled through a
  26045. * target group or directly, but not both.
  26046. *
  26047. * @author tschw
  26048. */
  26049. function AnimationObjectGroup() {
  26050. this.uuid = MathUtils.generateUUID();
  26051. // cached objects followed by the active ones
  26052. this._objects = Array.prototype.slice.call( arguments );
  26053. this.nCachedObjects_ = 0; // threshold
  26054. // note: read by PropertyBinding.Composite
  26055. var indices = {};
  26056. this._indicesByUUID = indices; // for bookkeeping
  26057. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  26058. indices[ arguments[ i ].uuid ] = i;
  26059. }
  26060. this._paths = []; // inside: string
  26061. this._parsedPaths = []; // inside: { we don't care, here }
  26062. this._bindings = []; // inside: Array< PropertyBinding >
  26063. this._bindingsIndicesByPath = {}; // inside: indices in these arrays
  26064. var scope = this;
  26065. this.stats = {
  26066. objects: {
  26067. get total() {
  26068. return scope._objects.length;
  26069. },
  26070. get inUse() {
  26071. return this.total - scope.nCachedObjects_;
  26072. }
  26073. },
  26074. get bindingsPerObject() {
  26075. return scope._bindings.length;
  26076. }
  26077. };
  26078. }
  26079. Object.assign( AnimationObjectGroup.prototype, {
  26080. isAnimationObjectGroup: true,
  26081. add: function () {
  26082. var objects = this._objects,
  26083. nObjects = objects.length,
  26084. nCachedObjects = this.nCachedObjects_,
  26085. indicesByUUID = this._indicesByUUID,
  26086. paths = this._paths,
  26087. parsedPaths = this._parsedPaths,
  26088. bindings = this._bindings,
  26089. nBindings = bindings.length,
  26090. knownObject = undefined;
  26091. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  26092. var object = arguments[ i ],
  26093. uuid = object.uuid,
  26094. index = indicesByUUID[ uuid ];
  26095. if ( index === undefined ) {
  26096. // unknown object -> add it to the ACTIVE region
  26097. index = nObjects ++;
  26098. indicesByUUID[ uuid ] = index;
  26099. objects.push( object );
  26100. // accounting is done, now do the same for all bindings
  26101. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  26102. bindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) );
  26103. }
  26104. } else if ( index < nCachedObjects ) {
  26105. knownObject = objects[ index ];
  26106. // move existing object to the ACTIVE region
  26107. var firstActiveIndex = -- nCachedObjects,
  26108. lastCachedObject = objects[ firstActiveIndex ];
  26109. indicesByUUID[ lastCachedObject.uuid ] = index;
  26110. objects[ index ] = lastCachedObject;
  26111. indicesByUUID[ uuid ] = firstActiveIndex;
  26112. objects[ firstActiveIndex ] = object;
  26113. // accounting is done, now do the same for all bindings
  26114. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  26115. var bindingsForPath = bindings[ j ],
  26116. lastCached = bindingsForPath[ firstActiveIndex ],
  26117. binding = bindingsForPath[ index ];
  26118. bindingsForPath[ index ] = lastCached;
  26119. if ( binding === undefined ) {
  26120. // since we do not bother to create new bindings
  26121. // for objects that are cached, the binding may
  26122. // or may not exist
  26123. binding = new PropertyBinding( object, paths[ j ], parsedPaths[ j ] );
  26124. }
  26125. bindingsForPath[ firstActiveIndex ] = binding;
  26126. }
  26127. } else if ( objects[ index ] !== knownObject ) {
  26128. console.error( 'THREE.AnimationObjectGroup: Different objects with the same UUID ' +
  26129. 'detected. Clean the caches or recreate your infrastructure when reloading scenes.' );
  26130. } // else the object is already where we want it to be
  26131. } // for arguments
  26132. this.nCachedObjects_ = nCachedObjects;
  26133. },
  26134. remove: function () {
  26135. var objects = this._objects,
  26136. nCachedObjects = this.nCachedObjects_,
  26137. indicesByUUID = this._indicesByUUID,
  26138. bindings = this._bindings,
  26139. nBindings = bindings.length;
  26140. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  26141. var object = arguments[ i ],
  26142. uuid = object.uuid,
  26143. index = indicesByUUID[ uuid ];
  26144. if ( index !== undefined && index >= nCachedObjects ) {
  26145. // move existing object into the CACHED region
  26146. var lastCachedIndex = nCachedObjects ++,
  26147. firstActiveObject = objects[ lastCachedIndex ];
  26148. indicesByUUID[ firstActiveObject.uuid ] = index;
  26149. objects[ index ] = firstActiveObject;
  26150. indicesByUUID[ uuid ] = lastCachedIndex;
  26151. objects[ lastCachedIndex ] = object;
  26152. // accounting is done, now do the same for all bindings
  26153. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  26154. var bindingsForPath = bindings[ j ],
  26155. firstActive = bindingsForPath[ lastCachedIndex ],
  26156. binding = bindingsForPath[ index ];
  26157. bindingsForPath[ index ] = firstActive;
  26158. bindingsForPath[ lastCachedIndex ] = binding;
  26159. }
  26160. }
  26161. } // for arguments
  26162. this.nCachedObjects_ = nCachedObjects;
  26163. },
  26164. // remove & forget
  26165. uncache: function () {
  26166. var objects = this._objects,
  26167. nObjects = objects.length,
  26168. nCachedObjects = this.nCachedObjects_,
  26169. indicesByUUID = this._indicesByUUID,
  26170. bindings = this._bindings,
  26171. nBindings = bindings.length;
  26172. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  26173. var object = arguments[ i ],
  26174. uuid = object.uuid,
  26175. index = indicesByUUID[ uuid ];
  26176. if ( index !== undefined ) {
  26177. delete indicesByUUID[ uuid ];
  26178. if ( index < nCachedObjects ) {
  26179. // object is cached, shrink the CACHED region
  26180. var firstActiveIndex = -- nCachedObjects,
  26181. lastCachedObject = objects[ firstActiveIndex ],
  26182. lastIndex = -- nObjects,
  26183. lastObject = objects[ lastIndex ];
  26184. // last cached object takes this object's place
  26185. indicesByUUID[ lastCachedObject.uuid ] = index;
  26186. objects[ index ] = lastCachedObject;
  26187. // last object goes to the activated slot and pop
  26188. indicesByUUID[ lastObject.uuid ] = firstActiveIndex;
  26189. objects[ firstActiveIndex ] = lastObject;
  26190. objects.pop();
  26191. // accounting is done, now do the same for all bindings
  26192. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  26193. var bindingsForPath = bindings[ j ],
  26194. lastCached = bindingsForPath[ firstActiveIndex ],
  26195. last = bindingsForPath[ lastIndex ];
  26196. bindingsForPath[ index ] = lastCached;
  26197. bindingsForPath[ firstActiveIndex ] = last;
  26198. bindingsForPath.pop();
  26199. }
  26200. } else {
  26201. // object is active, just swap with the last and pop
  26202. var lastIndex = -- nObjects,
  26203. lastObject = objects[ lastIndex ];
  26204. indicesByUUID[ lastObject.uuid ] = index;
  26205. objects[ index ] = lastObject;
  26206. objects.pop();
  26207. // accounting is done, now do the same for all bindings
  26208. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  26209. var bindingsForPath = bindings[ j ];
  26210. bindingsForPath[ index ] = bindingsForPath[ lastIndex ];
  26211. bindingsForPath.pop();
  26212. }
  26213. } // cached or active
  26214. } // if object is known
  26215. } // for arguments
  26216. this.nCachedObjects_ = nCachedObjects;
  26217. },
  26218. // Internal interface used by befriended PropertyBinding.Composite:
  26219. subscribe_: function ( path, parsedPath ) {
  26220. // returns an array of bindings for the given path that is changed
  26221. // according to the contained objects in the group
  26222. var indicesByPath = this._bindingsIndicesByPath,
  26223. index = indicesByPath[ path ],
  26224. bindings = this._bindings;
  26225. if ( index !== undefined ) { return bindings[ index ]; }
  26226. var paths = this._paths,
  26227. parsedPaths = this._parsedPaths,
  26228. objects = this._objects,
  26229. nObjects = objects.length,
  26230. nCachedObjects = this.nCachedObjects_,
  26231. bindingsForPath = new Array( nObjects );
  26232. index = bindings.length;
  26233. indicesByPath[ path ] = index;
  26234. paths.push( path );
  26235. parsedPaths.push( parsedPath );
  26236. bindings.push( bindingsForPath );
  26237. for ( var i = nCachedObjects, n = objects.length; i !== n; ++ i ) {
  26238. var object = objects[ i ];
  26239. bindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath );
  26240. }
  26241. return bindingsForPath;
  26242. },
  26243. unsubscribe_: function ( path ) {
  26244. // tells the group to forget about a property path and no longer
  26245. // update the array previously obtained with 'subscribe_'
  26246. var indicesByPath = this._bindingsIndicesByPath,
  26247. index = indicesByPath[ path ];
  26248. if ( index !== undefined ) {
  26249. var paths = this._paths,
  26250. parsedPaths = this._parsedPaths,
  26251. bindings = this._bindings,
  26252. lastBindingsIndex = bindings.length - 1,
  26253. lastBindings = bindings[ lastBindingsIndex ],
  26254. lastBindingsPath = path[ lastBindingsIndex ];
  26255. indicesByPath[ lastBindingsPath ] = index;
  26256. bindings[ index ] = lastBindings;
  26257. bindings.pop();
  26258. parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];
  26259. parsedPaths.pop();
  26260. paths[ index ] = paths[ lastBindingsIndex ];
  26261. paths.pop();
  26262. }
  26263. }
  26264. } );
  26265. /**
  26266. *
  26267. * Action provided by AnimationMixer for scheduling clip playback on specific
  26268. * objects.
  26269. *
  26270. * @author Ben Houston / http://clara.io/
  26271. * @author David Sarno / http://lighthaus.us/
  26272. * @author tschw
  26273. *
  26274. */
  26275. function AnimationAction( mixer, clip, localRoot ) {
  26276. this._mixer = mixer;
  26277. this._clip = clip;
  26278. this._localRoot = localRoot || null;
  26279. var tracks = clip.tracks,
  26280. nTracks = tracks.length,
  26281. interpolants = new Array( nTracks );
  26282. var interpolantSettings = {
  26283. endingStart: ZeroCurvatureEnding,
  26284. endingEnd: ZeroCurvatureEnding
  26285. };
  26286. for ( var i = 0; i !== nTracks; ++ i ) {
  26287. var interpolant = tracks[ i ].createInterpolant( null );
  26288. interpolants[ i ] = interpolant;
  26289. interpolant.settings = interpolantSettings;
  26290. }
  26291. this._interpolantSettings = interpolantSettings;
  26292. this._interpolants = interpolants; // bound by the mixer
  26293. // inside: PropertyMixer (managed by the mixer)
  26294. this._propertyBindings = new Array( nTracks );
  26295. this._cacheIndex = null; // for the memory manager
  26296. this._byClipCacheIndex = null; // for the memory manager
  26297. this._timeScaleInterpolant = null;
  26298. this._weightInterpolant = null;
  26299. this.loop = LoopRepeat;
  26300. this._loopCount = - 1;
  26301. // global mixer time when the action is to be started
  26302. // it's set back to 'null' upon start of the action
  26303. this._startTime = null;
  26304. // scaled local time of the action
  26305. // gets clamped or wrapped to 0..clip.duration according to loop
  26306. this.time = 0;
  26307. this.timeScale = 1;
  26308. this._effectiveTimeScale = 1;
  26309. this.weight = 1;
  26310. this._effectiveWeight = 1;
  26311. this.repetitions = Infinity; // no. of repetitions when looping
  26312. this.paused = false; // true -> zero effective time scale
  26313. this.enabled = true; // false -> zero effective weight
  26314. this.clampWhenFinished = false;// keep feeding the last frame?
  26315. this.zeroSlopeAtStart = true;// for smooth interpolation w/o separate
  26316. this.zeroSlopeAtEnd = true;// clips for start, loop and end
  26317. }
  26318. Object.assign( AnimationAction.prototype, {
  26319. // State & Scheduling
  26320. play: function () {
  26321. this._mixer._activateAction( this );
  26322. return this;
  26323. },
  26324. stop: function () {
  26325. this._mixer._deactivateAction( this );
  26326. return this.reset();
  26327. },
  26328. reset: function () {
  26329. this.paused = false;
  26330. this.enabled = true;
  26331. this.time = 0; // restart clip
  26332. this._loopCount = - 1;// forget previous loops
  26333. this._startTime = null;// forget scheduling
  26334. return this.stopFading().stopWarping();
  26335. },
  26336. isRunning: function () {
  26337. return this.enabled && ! this.paused && this.timeScale !== 0 &&
  26338. this._startTime === null && this._mixer._isActiveAction( this );
  26339. },
  26340. // return true when play has been called
  26341. isScheduled: function () {
  26342. return this._mixer._isActiveAction( this );
  26343. },
  26344. startAt: function ( time ) {
  26345. this._startTime = time;
  26346. return this;
  26347. },
  26348. setLoop: function ( mode, repetitions ) {
  26349. this.loop = mode;
  26350. this.repetitions = repetitions;
  26351. return this;
  26352. },
  26353. // Weight
  26354. // set the weight stopping any scheduled fading
  26355. // although .enabled = false yields an effective weight of zero, this
  26356. // method does *not* change .enabled, because it would be confusing
  26357. setEffectiveWeight: function ( weight ) {
  26358. this.weight = weight;
  26359. // note: same logic as when updated at runtime
  26360. this._effectiveWeight = this.enabled ? weight : 0;
  26361. return this.stopFading();
  26362. },
  26363. // return the weight considering fading and .enabled
  26364. getEffectiveWeight: function () {
  26365. return this._effectiveWeight;
  26366. },
  26367. fadeIn: function ( duration ) {
  26368. return this._scheduleFading( duration, 0, 1 );
  26369. },
  26370. fadeOut: function ( duration ) {
  26371. return this._scheduleFading( duration, 1, 0 );
  26372. },
  26373. crossFadeFrom: function ( fadeOutAction, duration, warp ) {
  26374. fadeOutAction.fadeOut( duration );
  26375. this.fadeIn( duration );
  26376. if ( warp ) {
  26377. var fadeInDuration = this._clip.duration,
  26378. fadeOutDuration = fadeOutAction._clip.duration,
  26379. startEndRatio = fadeOutDuration / fadeInDuration,
  26380. endStartRatio = fadeInDuration / fadeOutDuration;
  26381. fadeOutAction.warp( 1.0, startEndRatio, duration );
  26382. this.warp( endStartRatio, 1.0, duration );
  26383. }
  26384. return this;
  26385. },
  26386. crossFadeTo: function ( fadeInAction, duration, warp ) {
  26387. return fadeInAction.crossFadeFrom( this, duration, warp );
  26388. },
  26389. stopFading: function () {
  26390. var weightInterpolant = this._weightInterpolant;
  26391. if ( weightInterpolant !== null ) {
  26392. this._weightInterpolant = null;
  26393. this._mixer._takeBackControlInterpolant( weightInterpolant );
  26394. }
  26395. return this;
  26396. },
  26397. // Time Scale Control
  26398. // set the time scale stopping any scheduled warping
  26399. // although .paused = true yields an effective time scale of zero, this
  26400. // method does *not* change .paused, because it would be confusing
  26401. setEffectiveTimeScale: function ( timeScale ) {
  26402. this.timeScale = timeScale;
  26403. this._effectiveTimeScale = this.paused ? 0 : timeScale;
  26404. return this.stopWarping();
  26405. },
  26406. // return the time scale considering warping and .paused
  26407. getEffectiveTimeScale: function () {
  26408. return this._effectiveTimeScale;
  26409. },
  26410. setDuration: function ( duration ) {
  26411. this.timeScale = this._clip.duration / duration;
  26412. return this.stopWarping();
  26413. },
  26414. syncWith: function ( action ) {
  26415. this.time = action.time;
  26416. this.timeScale = action.timeScale;
  26417. return this.stopWarping();
  26418. },
  26419. halt: function ( duration ) {
  26420. return this.warp( this._effectiveTimeScale, 0, duration );
  26421. },
  26422. warp: function ( startTimeScale, endTimeScale, duration ) {
  26423. var mixer = this._mixer, now = mixer.time,
  26424. interpolant = this._timeScaleInterpolant,
  26425. timeScale = this.timeScale;
  26426. if ( interpolant === null ) {
  26427. interpolant = mixer._lendControlInterpolant();
  26428. this._timeScaleInterpolant = interpolant;
  26429. }
  26430. var times = interpolant.parameterPositions,
  26431. values = interpolant.sampleValues;
  26432. times[ 0 ] = now;
  26433. times[ 1 ] = now + duration;
  26434. values[ 0 ] = startTimeScale / timeScale;
  26435. values[ 1 ] = endTimeScale / timeScale;
  26436. return this;
  26437. },
  26438. stopWarping: function () {
  26439. var timeScaleInterpolant = this._timeScaleInterpolant;
  26440. if ( timeScaleInterpolant !== null ) {
  26441. this._timeScaleInterpolant = null;
  26442. this._mixer._takeBackControlInterpolant( timeScaleInterpolant );
  26443. }
  26444. return this;
  26445. },
  26446. // Object Accessors
  26447. getMixer: function () {
  26448. return this._mixer;
  26449. },
  26450. getClip: function () {
  26451. return this._clip;
  26452. },
  26453. getRoot: function () {
  26454. return this._localRoot || this._mixer._root;
  26455. },
  26456. // Interna
  26457. _update: function ( time, deltaTime, timeDirection, accuIndex ) {
  26458. // called by the mixer
  26459. if ( ! this.enabled ) {
  26460. // call ._updateWeight() to update ._effectiveWeight
  26461. this._updateWeight( time );
  26462. return;
  26463. }
  26464. var startTime = this._startTime;
  26465. if ( startTime !== null ) {
  26466. // check for scheduled start of action
  26467. var timeRunning = ( time - startTime ) * timeDirection;
  26468. if ( timeRunning < 0 || timeDirection === 0 ) {
  26469. return; // yet to come / don't decide when delta = 0
  26470. }
  26471. // start
  26472. this._startTime = null; // unschedule
  26473. deltaTime = timeDirection * timeRunning;
  26474. }
  26475. // apply time scale and advance time
  26476. deltaTime *= this._updateTimeScale( time );
  26477. var clipTime = this._updateTime( deltaTime );
  26478. // note: _updateTime may disable the action resulting in
  26479. // an effective weight of 0
  26480. var weight = this._updateWeight( time );
  26481. if ( weight > 0 ) {
  26482. var interpolants = this._interpolants;
  26483. var propertyMixers = this._propertyBindings;
  26484. for ( var j = 0, m = interpolants.length; j !== m; ++ j ) {
  26485. interpolants[ j ].evaluate( clipTime );
  26486. propertyMixers[ j ].accumulate( accuIndex, weight );
  26487. }
  26488. }
  26489. },
  26490. _updateWeight: function ( time ) {
  26491. var weight = 0;
  26492. if ( this.enabled ) {
  26493. weight = this.weight;
  26494. var interpolant = this._weightInterpolant;
  26495. if ( interpolant !== null ) {
  26496. var interpolantValue = interpolant.evaluate( time )[ 0 ];
  26497. weight *= interpolantValue;
  26498. if ( time > interpolant.parameterPositions[ 1 ] ) {
  26499. this.stopFading();
  26500. if ( interpolantValue === 0 ) {
  26501. // faded out, disable
  26502. this.enabled = false;
  26503. }
  26504. }
  26505. }
  26506. }
  26507. this._effectiveWeight = weight;
  26508. return weight;
  26509. },
  26510. _updateTimeScale: function ( time ) {
  26511. var timeScale = 0;
  26512. if ( ! this.paused ) {
  26513. timeScale = this.timeScale;
  26514. var interpolant = this._timeScaleInterpolant;
  26515. if ( interpolant !== null ) {
  26516. var interpolantValue = interpolant.evaluate( time )[ 0 ];
  26517. timeScale *= interpolantValue;
  26518. if ( time > interpolant.parameterPositions[ 1 ] ) {
  26519. this.stopWarping();
  26520. if ( timeScale === 0 ) {
  26521. // motion has halted, pause
  26522. this.paused = true;
  26523. } else {
  26524. // warp done - apply final time scale
  26525. this.timeScale = timeScale;
  26526. }
  26527. }
  26528. }
  26529. }
  26530. this._effectiveTimeScale = timeScale;
  26531. return timeScale;
  26532. },
  26533. _updateTime: function ( deltaTime ) {
  26534. var time = this.time + deltaTime;
  26535. var duration = this._clip.duration;
  26536. var loop = this.loop;
  26537. var loopCount = this._loopCount;
  26538. var pingPong = ( loop === LoopPingPong );
  26539. if ( deltaTime === 0 ) {
  26540. if ( loopCount === - 1 ) { return time; }
  26541. return ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time;
  26542. }
  26543. if ( loop === LoopOnce ) {
  26544. if ( loopCount === - 1 ) {
  26545. // just started
  26546. this._loopCount = 0;
  26547. this._setEndings( true, true, false );
  26548. }
  26549. handle_stop: {
  26550. if ( time >= duration ) {
  26551. time = duration;
  26552. } else if ( time < 0 ) {
  26553. time = 0;
  26554. } else {
  26555. this.time = time;
  26556. break handle_stop;
  26557. }
  26558. if ( this.clampWhenFinished ) { this.paused = true; }
  26559. else { this.enabled = false; }
  26560. this.time = time;
  26561. this._mixer.dispatchEvent( {
  26562. type: 'finished', action: this,
  26563. direction: deltaTime < 0 ? - 1 : 1
  26564. } );
  26565. }
  26566. } else { // repetitive Repeat or PingPong
  26567. if ( loopCount === - 1 ) {
  26568. // just started
  26569. if ( deltaTime >= 0 ) {
  26570. loopCount = 0;
  26571. this._setEndings( true, this.repetitions === 0, pingPong );
  26572. } else {
  26573. // when looping in reverse direction, the initial
  26574. // transition through zero counts as a repetition,
  26575. // so leave loopCount at -1
  26576. this._setEndings( this.repetitions === 0, true, pingPong );
  26577. }
  26578. }
  26579. if ( time >= duration || time < 0 ) {
  26580. // wrap around
  26581. var loopDelta = Math.floor( time / duration ); // signed
  26582. time -= duration * loopDelta;
  26583. loopCount += Math.abs( loopDelta );
  26584. var pending = this.repetitions - loopCount;
  26585. if ( pending <= 0 ) {
  26586. // have to stop (switch state, clamp time, fire event)
  26587. if ( this.clampWhenFinished ) { this.paused = true; }
  26588. else { this.enabled = false; }
  26589. time = deltaTime > 0 ? duration : 0;
  26590. this.time = time;
  26591. this._mixer.dispatchEvent( {
  26592. type: 'finished', action: this,
  26593. direction: deltaTime > 0 ? 1 : - 1
  26594. } );
  26595. } else {
  26596. // keep running
  26597. if ( pending === 1 ) {
  26598. // entering the last round
  26599. var atStart = deltaTime < 0;
  26600. this._setEndings( atStart, ! atStart, pingPong );
  26601. } else {
  26602. this._setEndings( false, false, pingPong );
  26603. }
  26604. this._loopCount = loopCount;
  26605. this.time = time;
  26606. this._mixer.dispatchEvent( {
  26607. type: 'loop', action: this, loopDelta: loopDelta
  26608. } );
  26609. }
  26610. } else {
  26611. this.time = time;
  26612. }
  26613. if ( pingPong && ( loopCount & 1 ) === 1 ) {
  26614. // invert time for the "pong round"
  26615. return duration - time;
  26616. }
  26617. }
  26618. return time;
  26619. },
  26620. _setEndings: function ( atStart, atEnd, pingPong ) {
  26621. var settings = this._interpolantSettings;
  26622. if ( pingPong ) {
  26623. settings.endingStart = ZeroSlopeEnding;
  26624. settings.endingEnd = ZeroSlopeEnding;
  26625. } else {
  26626. // assuming for LoopOnce atStart == atEnd == true
  26627. if ( atStart ) {
  26628. settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;
  26629. } else {
  26630. settings.endingStart = WrapAroundEnding;
  26631. }
  26632. if ( atEnd ) {
  26633. settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;
  26634. } else {
  26635. settings.endingEnd = WrapAroundEnding;
  26636. }
  26637. }
  26638. },
  26639. _scheduleFading: function ( duration, weightNow, weightThen ) {
  26640. var mixer = this._mixer, now = mixer.time,
  26641. interpolant = this._weightInterpolant;
  26642. if ( interpolant === null ) {
  26643. interpolant = mixer._lendControlInterpolant();
  26644. this._weightInterpolant = interpolant;
  26645. }
  26646. var times = interpolant.parameterPositions,
  26647. values = interpolant.sampleValues;
  26648. times[ 0 ] = now;
  26649. values[ 0 ] = weightNow;
  26650. times[ 1 ] = now + duration;
  26651. values[ 1 ] = weightThen;
  26652. return this;
  26653. }
  26654. } );
  26655. /**
  26656. *
  26657. * Player for AnimationClips.
  26658. *
  26659. *
  26660. * @author Ben Houston / http://clara.io/
  26661. * @author David Sarno / http://lighthaus.us/
  26662. * @author tschw
  26663. */
  26664. function AnimationMixer( root ) {
  26665. this._root = root;
  26666. this._initMemoryManager();
  26667. this._accuIndex = 0;
  26668. this.time = 0;
  26669. this.timeScale = 1.0;
  26670. }
  26671. AnimationMixer.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  26672. constructor: AnimationMixer,
  26673. _bindAction: function ( action, prototypeAction ) {
  26674. var root = action._localRoot || this._root,
  26675. tracks = action._clip.tracks,
  26676. nTracks = tracks.length,
  26677. bindings = action._propertyBindings,
  26678. interpolants = action._interpolants,
  26679. rootUuid = root.uuid,
  26680. bindingsByRoot = this._bindingsByRootAndName,
  26681. bindingsByName = bindingsByRoot[ rootUuid ];
  26682. if ( bindingsByName === undefined ) {
  26683. bindingsByName = {};
  26684. bindingsByRoot[ rootUuid ] = bindingsByName;
  26685. }
  26686. for ( var i = 0; i !== nTracks; ++ i ) {
  26687. var track = tracks[ i ],
  26688. trackName = track.name,
  26689. binding = bindingsByName[ trackName ];
  26690. if ( binding !== undefined ) {
  26691. bindings[ i ] = binding;
  26692. } else {
  26693. binding = bindings[ i ];
  26694. if ( binding !== undefined ) {
  26695. // existing binding, make sure the cache knows
  26696. if ( binding._cacheIndex === null ) {
  26697. ++ binding.referenceCount;
  26698. this._addInactiveBinding( binding, rootUuid, trackName );
  26699. }
  26700. continue;
  26701. }
  26702. var path = prototypeAction && prototypeAction.
  26703. _propertyBindings[ i ].binding.parsedPath;
  26704. binding = new PropertyMixer(
  26705. PropertyBinding.create( root, trackName, path ),
  26706. track.ValueTypeName, track.getValueSize() );
  26707. ++ binding.referenceCount;
  26708. this._addInactiveBinding( binding, rootUuid, trackName );
  26709. bindings[ i ] = binding;
  26710. }
  26711. interpolants[ i ].resultBuffer = binding.buffer;
  26712. }
  26713. },
  26714. _activateAction: function ( action ) {
  26715. if ( ! this._isActiveAction( action ) ) {
  26716. if ( action._cacheIndex === null ) {
  26717. // this action has been forgotten by the cache, but the user
  26718. // appears to be still using it -> rebind
  26719. var rootUuid = ( action._localRoot || this._root ).uuid,
  26720. clipUuid = action._clip.uuid,
  26721. actionsForClip = this._actionsByClip[ clipUuid ];
  26722. this._bindAction( action,
  26723. actionsForClip && actionsForClip.knownActions[ 0 ] );
  26724. this._addInactiveAction( action, clipUuid, rootUuid );
  26725. }
  26726. var bindings = action._propertyBindings;
  26727. // increment reference counts / sort out state
  26728. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  26729. var binding = bindings[ i ];
  26730. if ( binding.useCount ++ === 0 ) {
  26731. this._lendBinding( binding );
  26732. binding.saveOriginalState();
  26733. }
  26734. }
  26735. this._lendAction( action );
  26736. }
  26737. },
  26738. _deactivateAction: function ( action ) {
  26739. if ( this._isActiveAction( action ) ) {
  26740. var bindings = action._propertyBindings;
  26741. // decrement reference counts / sort out state
  26742. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  26743. var binding = bindings[ i ];
  26744. if ( -- binding.useCount === 0 ) {
  26745. binding.restoreOriginalState();
  26746. this._takeBackBinding( binding );
  26747. }
  26748. }
  26749. this._takeBackAction( action );
  26750. }
  26751. },
  26752. // Memory manager
  26753. _initMemoryManager: function () {
  26754. this._actions = []; // 'nActiveActions' followed by inactive ones
  26755. this._nActiveActions = 0;
  26756. this._actionsByClip = {};
  26757. // inside:
  26758. // {
  26759. // knownActions: Array< AnimationAction > - used as prototypes
  26760. // actionByRoot: AnimationAction - lookup
  26761. // }
  26762. this._bindings = []; // 'nActiveBindings' followed by inactive ones
  26763. this._nActiveBindings = 0;
  26764. this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >
  26765. this._controlInterpolants = []; // same game as above
  26766. this._nActiveControlInterpolants = 0;
  26767. var scope = this;
  26768. this.stats = {
  26769. actions: {
  26770. get total() {
  26771. return scope._actions.length;
  26772. },
  26773. get inUse() {
  26774. return scope._nActiveActions;
  26775. }
  26776. },
  26777. bindings: {
  26778. get total() {
  26779. return scope._bindings.length;
  26780. },
  26781. get inUse() {
  26782. return scope._nActiveBindings;
  26783. }
  26784. },
  26785. controlInterpolants: {
  26786. get total() {
  26787. return scope._controlInterpolants.length;
  26788. },
  26789. get inUse() {
  26790. return scope._nActiveControlInterpolants;
  26791. }
  26792. }
  26793. };
  26794. },
  26795. // Memory management for AnimationAction objects
  26796. _isActiveAction: function ( action ) {
  26797. var index = action._cacheIndex;
  26798. return index !== null && index < this._nActiveActions;
  26799. },
  26800. _addInactiveAction: function ( action, clipUuid, rootUuid ) {
  26801. var actions = this._actions,
  26802. actionsByClip = this._actionsByClip,
  26803. actionsForClip = actionsByClip[ clipUuid ];
  26804. if ( actionsForClip === undefined ) {
  26805. actionsForClip = {
  26806. knownActions: [ action ],
  26807. actionByRoot: {}
  26808. };
  26809. action._byClipCacheIndex = 0;
  26810. actionsByClip[ clipUuid ] = actionsForClip;
  26811. } else {
  26812. var knownActions = actionsForClip.knownActions;
  26813. action._byClipCacheIndex = knownActions.length;
  26814. knownActions.push( action );
  26815. }
  26816. action._cacheIndex = actions.length;
  26817. actions.push( action );
  26818. actionsForClip.actionByRoot[ rootUuid ] = action;
  26819. },
  26820. _removeInactiveAction: function ( action ) {
  26821. var actions = this._actions,
  26822. lastInactiveAction = actions[ actions.length - 1 ],
  26823. cacheIndex = action._cacheIndex;
  26824. lastInactiveAction._cacheIndex = cacheIndex;
  26825. actions[ cacheIndex ] = lastInactiveAction;
  26826. actions.pop();
  26827. action._cacheIndex = null;
  26828. var clipUuid = action._clip.uuid,
  26829. actionsByClip = this._actionsByClip,
  26830. actionsForClip = actionsByClip[ clipUuid ],
  26831. knownActionsForClip = actionsForClip.knownActions,
  26832. lastKnownAction =
  26833. knownActionsForClip[ knownActionsForClip.length - 1 ],
  26834. byClipCacheIndex = action._byClipCacheIndex;
  26835. lastKnownAction._byClipCacheIndex = byClipCacheIndex;
  26836. knownActionsForClip[ byClipCacheIndex ] = lastKnownAction;
  26837. knownActionsForClip.pop();
  26838. action._byClipCacheIndex = null;
  26839. var actionByRoot = actionsForClip.actionByRoot,
  26840. rootUuid = ( action._localRoot || this._root ).uuid;
  26841. delete actionByRoot[ rootUuid ];
  26842. if ( knownActionsForClip.length === 0 ) {
  26843. delete actionsByClip[ clipUuid ];
  26844. }
  26845. this._removeInactiveBindingsForAction( action );
  26846. },
  26847. _removeInactiveBindingsForAction: function ( action ) {
  26848. var bindings = action._propertyBindings;
  26849. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  26850. var binding = bindings[ i ];
  26851. if ( -- binding.referenceCount === 0 ) {
  26852. this._removeInactiveBinding( binding );
  26853. }
  26854. }
  26855. },
  26856. _lendAction: function ( action ) {
  26857. // [ active actions | inactive actions ]
  26858. // [ active actions >| inactive actions ]
  26859. // s a
  26860. // <-swap->
  26861. // a s
  26862. var actions = this._actions,
  26863. prevIndex = action._cacheIndex,
  26864. lastActiveIndex = this._nActiveActions ++,
  26865. firstInactiveAction = actions[ lastActiveIndex ];
  26866. action._cacheIndex = lastActiveIndex;
  26867. actions[ lastActiveIndex ] = action;
  26868. firstInactiveAction._cacheIndex = prevIndex;
  26869. actions[ prevIndex ] = firstInactiveAction;
  26870. },
  26871. _takeBackAction: function ( action ) {
  26872. // [ active actions | inactive actions ]
  26873. // [ active actions |< inactive actions ]
  26874. // a s
  26875. // <-swap->
  26876. // s a
  26877. var actions = this._actions,
  26878. prevIndex = action._cacheIndex,
  26879. firstInactiveIndex = -- this._nActiveActions,
  26880. lastActiveAction = actions[ firstInactiveIndex ];
  26881. action._cacheIndex = firstInactiveIndex;
  26882. actions[ firstInactiveIndex ] = action;
  26883. lastActiveAction._cacheIndex = prevIndex;
  26884. actions[ prevIndex ] = lastActiveAction;
  26885. },
  26886. // Memory management for PropertyMixer objects
  26887. _addInactiveBinding: function ( binding, rootUuid, trackName ) {
  26888. var bindingsByRoot = this._bindingsByRootAndName,
  26889. bindingByName = bindingsByRoot[ rootUuid ],
  26890. bindings = this._bindings;
  26891. if ( bindingByName === undefined ) {
  26892. bindingByName = {};
  26893. bindingsByRoot[ rootUuid ] = bindingByName;
  26894. }
  26895. bindingByName[ trackName ] = binding;
  26896. binding._cacheIndex = bindings.length;
  26897. bindings.push( binding );
  26898. },
  26899. _removeInactiveBinding: function ( binding ) {
  26900. var bindings = this._bindings,
  26901. propBinding = binding.binding,
  26902. rootUuid = propBinding.rootNode.uuid,
  26903. trackName = propBinding.path,
  26904. bindingsByRoot = this._bindingsByRootAndName,
  26905. bindingByName = bindingsByRoot[ rootUuid ],
  26906. lastInactiveBinding = bindings[ bindings.length - 1 ],
  26907. cacheIndex = binding._cacheIndex;
  26908. lastInactiveBinding._cacheIndex = cacheIndex;
  26909. bindings[ cacheIndex ] = lastInactiveBinding;
  26910. bindings.pop();
  26911. delete bindingByName[ trackName ];
  26912. if ( Object.keys( bindingByName ).length === 0 ) {
  26913. delete bindingsByRoot[ rootUuid ];
  26914. }
  26915. },
  26916. _lendBinding: function ( binding ) {
  26917. var bindings = this._bindings,
  26918. prevIndex = binding._cacheIndex,
  26919. lastActiveIndex = this._nActiveBindings ++,
  26920. firstInactiveBinding = bindings[ lastActiveIndex ];
  26921. binding._cacheIndex = lastActiveIndex;
  26922. bindings[ lastActiveIndex ] = binding;
  26923. firstInactiveBinding._cacheIndex = prevIndex;
  26924. bindings[ prevIndex ] = firstInactiveBinding;
  26925. },
  26926. _takeBackBinding: function ( binding ) {
  26927. var bindings = this._bindings,
  26928. prevIndex = binding._cacheIndex,
  26929. firstInactiveIndex = -- this._nActiveBindings,
  26930. lastActiveBinding = bindings[ firstInactiveIndex ];
  26931. binding._cacheIndex = firstInactiveIndex;
  26932. bindings[ firstInactiveIndex ] = binding;
  26933. lastActiveBinding._cacheIndex = prevIndex;
  26934. bindings[ prevIndex ] = lastActiveBinding;
  26935. },
  26936. // Memory management of Interpolants for weight and time scale
  26937. _lendControlInterpolant: function () {
  26938. var interpolants = this._controlInterpolants,
  26939. lastActiveIndex = this._nActiveControlInterpolants ++,
  26940. interpolant = interpolants[ lastActiveIndex ];
  26941. if ( interpolant === undefined ) {
  26942. interpolant = new LinearInterpolant(
  26943. new Float32Array( 2 ), new Float32Array( 2 ),
  26944. 1, this._controlInterpolantsResultBuffer );
  26945. interpolant.__cacheIndex = lastActiveIndex;
  26946. interpolants[ lastActiveIndex ] = interpolant;
  26947. }
  26948. return interpolant;
  26949. },
  26950. _takeBackControlInterpolant: function ( interpolant ) {
  26951. var interpolants = this._controlInterpolants,
  26952. prevIndex = interpolant.__cacheIndex,
  26953. firstInactiveIndex = -- this._nActiveControlInterpolants,
  26954. lastActiveInterpolant = interpolants[ firstInactiveIndex ];
  26955. interpolant.__cacheIndex = firstInactiveIndex;
  26956. interpolants[ firstInactiveIndex ] = interpolant;
  26957. lastActiveInterpolant.__cacheIndex = prevIndex;
  26958. interpolants[ prevIndex ] = lastActiveInterpolant;
  26959. },
  26960. _controlInterpolantsResultBuffer: new Float32Array( 1 ),
  26961. // return an action for a clip optionally using a custom root target
  26962. // object (this method allocates a lot of dynamic memory in case a
  26963. // previously unknown clip/root combination is specified)
  26964. clipAction: function ( clip, optionalRoot ) {
  26965. var root = optionalRoot || this._root,
  26966. rootUuid = root.uuid,
  26967. clipObject = typeof clip === 'string' ?
  26968. AnimationClip.findByName( root, clip ) : clip,
  26969. clipUuid = clipObject !== null ? clipObject.uuid : clip,
  26970. actionsForClip = this._actionsByClip[ clipUuid ],
  26971. prototypeAction = null;
  26972. if ( actionsForClip !== undefined ) {
  26973. var existingAction =
  26974. actionsForClip.actionByRoot[ rootUuid ];
  26975. if ( existingAction !== undefined ) {
  26976. return existingAction;
  26977. }
  26978. // we know the clip, so we don't have to parse all
  26979. // the bindings again but can just copy
  26980. prototypeAction = actionsForClip.knownActions[ 0 ];
  26981. // also, take the clip from the prototype action
  26982. if ( clipObject === null )
  26983. { clipObject = prototypeAction._clip; }
  26984. }
  26985. // clip must be known when specified via string
  26986. if ( clipObject === null ) { return null; }
  26987. // allocate all resources required to run it
  26988. var newAction = new AnimationAction( this, clipObject, optionalRoot );
  26989. this._bindAction( newAction, prototypeAction );
  26990. // and make the action known to the memory manager
  26991. this._addInactiveAction( newAction, clipUuid, rootUuid );
  26992. return newAction;
  26993. },
  26994. // get an existing action
  26995. existingAction: function ( clip, optionalRoot ) {
  26996. var root = optionalRoot || this._root,
  26997. rootUuid = root.uuid,
  26998. clipObject = typeof clip === 'string' ?
  26999. AnimationClip.findByName( root, clip ) : clip,
  27000. clipUuid = clipObject ? clipObject.uuid : clip,
  27001. actionsForClip = this._actionsByClip[ clipUuid ];
  27002. if ( actionsForClip !== undefined ) {
  27003. return actionsForClip.actionByRoot[ rootUuid ] || null;
  27004. }
  27005. return null;
  27006. },
  27007. // deactivates all previously scheduled actions
  27008. stopAllAction: function () {
  27009. var actions = this._actions,
  27010. nActions = this._nActiveActions,
  27011. bindings = this._bindings,
  27012. nBindings = this._nActiveBindings;
  27013. this._nActiveActions = 0;
  27014. this._nActiveBindings = 0;
  27015. for ( var i = 0; i !== nActions; ++ i ) {
  27016. actions[ i ].reset();
  27017. }
  27018. for ( var i = 0; i !== nBindings; ++ i ) {
  27019. bindings[ i ].useCount = 0;
  27020. }
  27021. return this;
  27022. },
  27023. // advance the time and update apply the animation
  27024. update: function ( deltaTime ) {
  27025. deltaTime *= this.timeScale;
  27026. var actions = this._actions,
  27027. nActions = this._nActiveActions,
  27028. time = this.time += deltaTime,
  27029. timeDirection = Math.sign( deltaTime ),
  27030. accuIndex = this._accuIndex ^= 1;
  27031. // run active actions
  27032. for ( var i = 0; i !== nActions; ++ i ) {
  27033. var action = actions[ i ];
  27034. action._update( time, deltaTime, timeDirection, accuIndex );
  27035. }
  27036. // update scene graph
  27037. var bindings = this._bindings,
  27038. nBindings = this._nActiveBindings;
  27039. for ( var i = 0; i !== nBindings; ++ i ) {
  27040. bindings[ i ].apply( accuIndex );
  27041. }
  27042. return this;
  27043. },
  27044. // Allows you to seek to a specific time in an animation.
  27045. setTime: function ( timeInSeconds ) {
  27046. this.time = 0; // Zero out time attribute for AnimationMixer object;
  27047. for ( var i = 0; i < this._actions.length; i ++ ) {
  27048. this._actions[ i ].time = 0; // Zero out time attribute for all associated AnimationAction objects.
  27049. }
  27050. return this.update( timeInSeconds ); // Update used to set exact time. Returns "this" AnimationMixer object.
  27051. },
  27052. // return this mixer's root target object
  27053. getRoot: function () {
  27054. return this._root;
  27055. },
  27056. // free all resources specific to a particular clip
  27057. uncacheClip: function ( clip ) {
  27058. var actions = this._actions,
  27059. clipUuid = clip.uuid,
  27060. actionsByClip = this._actionsByClip,
  27061. actionsForClip = actionsByClip[ clipUuid ];
  27062. if ( actionsForClip !== undefined ) {
  27063. // note: just calling _removeInactiveAction would mess up the
  27064. // iteration state and also require updating the state we can
  27065. // just throw away
  27066. var actionsToRemove = actionsForClip.knownActions;
  27067. for ( var i = 0, n = actionsToRemove.length; i !== n; ++ i ) {
  27068. var action = actionsToRemove[ i ];
  27069. this._deactivateAction( action );
  27070. var cacheIndex = action._cacheIndex,
  27071. lastInactiveAction = actions[ actions.length - 1 ];
  27072. action._cacheIndex = null;
  27073. action._byClipCacheIndex = null;
  27074. lastInactiveAction._cacheIndex = cacheIndex;
  27075. actions[ cacheIndex ] = lastInactiveAction;
  27076. actions.pop();
  27077. this._removeInactiveBindingsForAction( action );
  27078. }
  27079. delete actionsByClip[ clipUuid ];
  27080. }
  27081. },
  27082. // free all resources specific to a particular root target object
  27083. uncacheRoot: function ( root ) {
  27084. var rootUuid = root.uuid,
  27085. actionsByClip = this._actionsByClip;
  27086. for ( var clipUuid in actionsByClip ) {
  27087. var actionByRoot = actionsByClip[ clipUuid ].actionByRoot,
  27088. action = actionByRoot[ rootUuid ];
  27089. if ( action !== undefined ) {
  27090. this._deactivateAction( action );
  27091. this._removeInactiveAction( action );
  27092. }
  27093. }
  27094. var bindingsByRoot = this._bindingsByRootAndName,
  27095. bindingByName = bindingsByRoot[ rootUuid ];
  27096. if ( bindingByName !== undefined ) {
  27097. for ( var trackName in bindingByName ) {
  27098. var binding = bindingByName[ trackName ];
  27099. binding.restoreOriginalState();
  27100. this._removeInactiveBinding( binding );
  27101. }
  27102. }
  27103. },
  27104. // remove a targeted clip from the cache
  27105. uncacheAction: function ( clip, optionalRoot ) {
  27106. var action = this.existingAction( clip, optionalRoot );
  27107. if ( action !== null ) {
  27108. this._deactivateAction( action );
  27109. this._removeInactiveAction( action );
  27110. }
  27111. }
  27112. } );
  27113. /**
  27114. * @author mrdoob / http://mrdoob.com/
  27115. */
  27116. function Uniform( value ) {
  27117. if ( typeof value === 'string' ) {
  27118. console.warn( 'THREE.Uniform: Type parameter is no longer needed.' );
  27119. value = arguments[ 1 ];
  27120. }
  27121. this.value = value;
  27122. }
  27123. Uniform.prototype.clone = function () {
  27124. return new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );
  27125. };
  27126. /**
  27127. * @author benaadams / https://twitter.com/ben_a_adams
  27128. */
  27129. function InstancedInterleavedBuffer( array, stride, meshPerAttribute ) {
  27130. InterleavedBuffer.call( this, array, stride );
  27131. this.meshPerAttribute = meshPerAttribute || 1;
  27132. }
  27133. InstancedInterleavedBuffer.prototype = Object.assign( Object.create( InterleavedBuffer.prototype ), {
  27134. constructor: InstancedInterleavedBuffer,
  27135. isInstancedInterleavedBuffer: true,
  27136. copy: function ( source ) {
  27137. InterleavedBuffer.prototype.copy.call( this, source );
  27138. this.meshPerAttribute = source.meshPerAttribute;
  27139. return this;
  27140. }
  27141. } );
  27142. /**
  27143. * @author mrdoob / http://mrdoob.com/
  27144. * @author bhouston / http://clara.io/
  27145. * @author stephomi / http://stephaneginier.com/
  27146. */
  27147. function Raycaster( origin, direction, near, far ) {
  27148. this.ray = new Ray( origin, direction );
  27149. // direction is assumed to be normalized (for accurate distance calculations)
  27150. this.near = near || 0;
  27151. this.far = far || Infinity;
  27152. this.camera = null;
  27153. this.params = {
  27154. Mesh: {},
  27155. Line: {},
  27156. LOD: {},
  27157. Points: { threshold: 1 },
  27158. Sprite: {}
  27159. };
  27160. Object.defineProperties( this.params, {
  27161. PointCloud: {
  27162. get: function () {
  27163. console.warn( 'THREE.Raycaster: params.PointCloud has been renamed to params.Points.' );
  27164. return this.Points;
  27165. }
  27166. }
  27167. } );
  27168. }
  27169. function ascSort( a, b ) {
  27170. return a.distance - b.distance;
  27171. }
  27172. function intersectObject( object, raycaster, intersects, recursive ) {
  27173. if ( object.visible === false ) { return; }
  27174. object.raycast( raycaster, intersects );
  27175. if ( recursive === true ) {
  27176. var children = object.children;
  27177. for ( var i = 0, l = children.length; i < l; i ++ ) {
  27178. intersectObject( children[ i ], raycaster, intersects, true );
  27179. }
  27180. }
  27181. }
  27182. Object.assign( Raycaster.prototype, {
  27183. linePrecision: 1,
  27184. set: function ( origin, direction ) {
  27185. // direction is assumed to be normalized (for accurate distance calculations)
  27186. this.ray.set( origin, direction );
  27187. },
  27188. setFromCamera: function ( coords, camera ) {
  27189. if ( ( camera && camera.isPerspectiveCamera ) ) {
  27190. this.ray.origin.setFromMatrixPosition( camera.matrixWorld );
  27191. this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();
  27192. this.camera = camera;
  27193. } else if ( ( camera && camera.isOrthographicCamera ) ) {
  27194. this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera
  27195. this.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld );
  27196. this.camera = camera;
  27197. } else {
  27198. console.error( 'THREE.Raycaster: Unsupported camera type.' );
  27199. }
  27200. },
  27201. intersectObject: function ( object, recursive, optionalTarget ) {
  27202. var intersects = optionalTarget || [];
  27203. intersectObject( object, this, intersects, recursive );
  27204. intersects.sort( ascSort );
  27205. return intersects;
  27206. },
  27207. intersectObjects: function ( objects, recursive, optionalTarget ) {
  27208. var intersects = optionalTarget || [];
  27209. if ( Array.isArray( objects ) === false ) {
  27210. console.warn( 'THREE.Raycaster.intersectObjects: objects is not an Array.' );
  27211. return intersects;
  27212. }
  27213. for ( var i = 0, l = objects.length; i < l; i ++ ) {
  27214. intersectObject( objects[ i ], this, intersects, recursive );
  27215. }
  27216. intersects.sort( ascSort );
  27217. return intersects;
  27218. }
  27219. } );
  27220. /**
  27221. * @author bhouston / http://clara.io
  27222. * @author WestLangley / http://github.com/WestLangley
  27223. *
  27224. * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system
  27225. *
  27226. * The polar angle (phi) is measured from the positive y-axis. The positive y-axis is up.
  27227. * The azimuthal angle (theta) is measured from the positive z-axis.
  27228. */
  27229. function Spherical( radius, phi, theta ) {
  27230. this.radius = ( radius !== undefined ) ? radius : 1.0;
  27231. this.phi = ( phi !== undefined ) ? phi : 0; // polar angle
  27232. this.theta = ( theta !== undefined ) ? theta : 0; // azimuthal angle
  27233. return this;
  27234. }
  27235. Object.assign( Spherical.prototype, {
  27236. set: function ( radius, phi, theta ) {
  27237. this.radius = radius;
  27238. this.phi = phi;
  27239. this.theta = theta;
  27240. return this;
  27241. },
  27242. clone: function () {
  27243. return new this.constructor().copy( this );
  27244. },
  27245. copy: function ( other ) {
  27246. this.radius = other.radius;
  27247. this.phi = other.phi;
  27248. this.theta = other.theta;
  27249. return this;
  27250. },
  27251. // restrict phi to be betwee EPS and PI-EPS
  27252. makeSafe: function () {
  27253. var EPS = 0.000001;
  27254. this.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) );
  27255. return this;
  27256. },
  27257. setFromVector3: function ( v ) {
  27258. return this.setFromCartesianCoords( v.x, v.y, v.z );
  27259. },
  27260. setFromCartesianCoords: function ( x, y, z ) {
  27261. this.radius = Math.sqrt( x * x + y * y + z * z );
  27262. if ( this.radius === 0 ) {
  27263. this.theta = 0;
  27264. this.phi = 0;
  27265. } else {
  27266. this.theta = Math.atan2( x, z );
  27267. this.phi = Math.acos( MathUtils.clamp( y / this.radius, - 1, 1 ) );
  27268. }
  27269. return this;
  27270. }
  27271. } );
  27272. /**
  27273. * @author Mugen87 / https://github.com/Mugen87
  27274. *
  27275. * Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system
  27276. *
  27277. */
  27278. function Cylindrical( radius, theta, y ) {
  27279. this.radius = ( radius !== undefined ) ? radius : 1.0; // distance from the origin to a point in the x-z plane
  27280. this.theta = ( theta !== undefined ) ? theta : 0; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis
  27281. this.y = ( y !== undefined ) ? y : 0; // height above the x-z plane
  27282. return this;
  27283. }
  27284. Object.assign( Cylindrical.prototype, {
  27285. set: function ( radius, theta, y ) {
  27286. this.radius = radius;
  27287. this.theta = theta;
  27288. this.y = y;
  27289. return this;
  27290. },
  27291. clone: function () {
  27292. return new this.constructor().copy( this );
  27293. },
  27294. copy: function ( other ) {
  27295. this.radius = other.radius;
  27296. this.theta = other.theta;
  27297. this.y = other.y;
  27298. return this;
  27299. },
  27300. setFromVector3: function ( v ) {
  27301. return this.setFromCartesianCoords( v.x, v.y, v.z );
  27302. },
  27303. setFromCartesianCoords: function ( x, y, z ) {
  27304. this.radius = Math.sqrt( x * x + z * z );
  27305. this.theta = Math.atan2( x, z );
  27306. this.y = y;
  27307. return this;
  27308. }
  27309. } );
  27310. /**
  27311. * @author bhouston / http://clara.io
  27312. */
  27313. var _vector$7 = new Vector2();
  27314. function Box2( min, max ) {
  27315. this.min = ( min !== undefined ) ? min : new Vector2( + Infinity, + Infinity );
  27316. this.max = ( max !== undefined ) ? max : new Vector2( - Infinity, - Infinity );
  27317. }
  27318. Object.assign( Box2.prototype, {
  27319. set: function ( min, max ) {
  27320. this.min.copy( min );
  27321. this.max.copy( max );
  27322. return this;
  27323. },
  27324. setFromPoints: function ( points ) {
  27325. this.makeEmpty();
  27326. for ( var i = 0, il = points.length; i < il; i ++ ) {
  27327. this.expandByPoint( points[ i ] );
  27328. }
  27329. return this;
  27330. },
  27331. setFromCenterAndSize: function ( center, size ) {
  27332. var halfSize = _vector$7.copy( size ).multiplyScalar( 0.5 );
  27333. this.min.copy( center ).sub( halfSize );
  27334. this.max.copy( center ).add( halfSize );
  27335. return this;
  27336. },
  27337. clone: function () {
  27338. return new this.constructor().copy( this );
  27339. },
  27340. copy: function ( box ) {
  27341. this.min.copy( box.min );
  27342. this.max.copy( box.max );
  27343. return this;
  27344. },
  27345. makeEmpty: function () {
  27346. this.min.x = this.min.y = + Infinity;
  27347. this.max.x = this.max.y = - Infinity;
  27348. return this;
  27349. },
  27350. isEmpty: function () {
  27351. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  27352. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );
  27353. },
  27354. getCenter: function ( target ) {
  27355. if ( target === undefined ) {
  27356. console.warn( 'THREE.Box2: .getCenter() target is now required' );
  27357. target = new Vector2();
  27358. }
  27359. return this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  27360. },
  27361. getSize: function ( target ) {
  27362. if ( target === undefined ) {
  27363. console.warn( 'THREE.Box2: .getSize() target is now required' );
  27364. target = new Vector2();
  27365. }
  27366. return this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min );
  27367. },
  27368. expandByPoint: function ( point ) {
  27369. this.min.min( point );
  27370. this.max.max( point );
  27371. return this;
  27372. },
  27373. expandByVector: function ( vector ) {
  27374. this.min.sub( vector );
  27375. this.max.add( vector );
  27376. return this;
  27377. },
  27378. expandByScalar: function ( scalar ) {
  27379. this.min.addScalar( - scalar );
  27380. this.max.addScalar( scalar );
  27381. return this;
  27382. },
  27383. containsPoint: function ( point ) {
  27384. return point.x < this.min.x || point.x > this.max.x ||
  27385. point.y < this.min.y || point.y > this.max.y ? false : true;
  27386. },
  27387. containsBox: function ( box ) {
  27388. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  27389. this.min.y <= box.min.y && box.max.y <= this.max.y;
  27390. },
  27391. getParameter: function ( point, target ) {
  27392. // This can potentially have a divide by zero if the box
  27393. // has a size dimension of 0.
  27394. if ( target === undefined ) {
  27395. console.warn( 'THREE.Box2: .getParameter() target is now required' );
  27396. target = new Vector2();
  27397. }
  27398. return target.set(
  27399. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  27400. ( point.y - this.min.y ) / ( this.max.y - this.min.y )
  27401. );
  27402. },
  27403. intersectsBox: function ( box ) {
  27404. // using 4 splitting planes to rule out intersections
  27405. return box.max.x < this.min.x || box.min.x > this.max.x ||
  27406. box.max.y < this.min.y || box.min.y > this.max.y ? false : true;
  27407. },
  27408. clampPoint: function ( point, target ) {
  27409. if ( target === undefined ) {
  27410. console.warn( 'THREE.Box2: .clampPoint() target is now required' );
  27411. target = new Vector2();
  27412. }
  27413. return target.copy( point ).clamp( this.min, this.max );
  27414. },
  27415. distanceToPoint: function ( point ) {
  27416. var clampedPoint = _vector$7.copy( point ).clamp( this.min, this.max );
  27417. return clampedPoint.sub( point ).length();
  27418. },
  27419. intersect: function ( box ) {
  27420. this.min.max( box.min );
  27421. this.max.min( box.max );
  27422. return this;
  27423. },
  27424. union: function ( box ) {
  27425. this.min.min( box.min );
  27426. this.max.max( box.max );
  27427. return this;
  27428. },
  27429. translate: function ( offset ) {
  27430. this.min.add( offset );
  27431. this.max.add( offset );
  27432. return this;
  27433. },
  27434. equals: function ( box ) {
  27435. return box.min.equals( this.min ) && box.max.equals( this.max );
  27436. }
  27437. } );
  27438. /**
  27439. * @author bhouston / http://clara.io
  27440. */
  27441. var _startP = new Vector3();
  27442. var _startEnd = new Vector3();
  27443. function Line3( start, end ) {
  27444. this.start = ( start !== undefined ) ? start : new Vector3();
  27445. this.end = ( end !== undefined ) ? end : new Vector3();
  27446. }
  27447. Object.assign( Line3.prototype, {
  27448. set: function ( start, end ) {
  27449. this.start.copy( start );
  27450. this.end.copy( end );
  27451. return this;
  27452. },
  27453. clone: function () {
  27454. return new this.constructor().copy( this );
  27455. },
  27456. copy: function ( line ) {
  27457. this.start.copy( line.start );
  27458. this.end.copy( line.end );
  27459. return this;
  27460. },
  27461. getCenter: function ( target ) {
  27462. if ( target === undefined ) {
  27463. console.warn( 'THREE.Line3: .getCenter() target is now required' );
  27464. target = new Vector3();
  27465. }
  27466. return target.addVectors( this.start, this.end ).multiplyScalar( 0.5 );
  27467. },
  27468. delta: function ( target ) {
  27469. if ( target === undefined ) {
  27470. console.warn( 'THREE.Line3: .delta() target is now required' );
  27471. target = new Vector3();
  27472. }
  27473. return target.subVectors( this.end, this.start );
  27474. },
  27475. distanceSq: function () {
  27476. return this.start.distanceToSquared( this.end );
  27477. },
  27478. distance: function () {
  27479. return this.start.distanceTo( this.end );
  27480. },
  27481. at: function ( t, target ) {
  27482. if ( target === undefined ) {
  27483. console.warn( 'THREE.Line3: .at() target is now required' );
  27484. target = new Vector3();
  27485. }
  27486. return this.delta( target ).multiplyScalar( t ).add( this.start );
  27487. },
  27488. closestPointToPointParameter: function ( point, clampToLine ) {
  27489. _startP.subVectors( point, this.start );
  27490. _startEnd.subVectors( this.end, this.start );
  27491. var startEnd2 = _startEnd.dot( _startEnd );
  27492. var startEnd_startP = _startEnd.dot( _startP );
  27493. var t = startEnd_startP / startEnd2;
  27494. if ( clampToLine ) {
  27495. t = MathUtils.clamp( t, 0, 1 );
  27496. }
  27497. return t;
  27498. },
  27499. closestPointToPoint: function ( point, clampToLine, target ) {
  27500. var t = this.closestPointToPointParameter( point, clampToLine );
  27501. if ( target === undefined ) {
  27502. console.warn( 'THREE.Line3: .closestPointToPoint() target is now required' );
  27503. target = new Vector3();
  27504. }
  27505. return this.delta( target ).multiplyScalar( t ).add( this.start );
  27506. },
  27507. applyMatrix4: function ( matrix ) {
  27508. this.start.applyMatrix4( matrix );
  27509. this.end.applyMatrix4( matrix );
  27510. return this;
  27511. },
  27512. equals: function ( line ) {
  27513. return line.start.equals( this.start ) && line.end.equals( this.end );
  27514. }
  27515. } );
  27516. /**
  27517. * @author alteredq / http://alteredqualia.com/
  27518. */
  27519. function ImmediateRenderObject( material ) {
  27520. Object3D.call( this );
  27521. this.material = material;
  27522. this.render = function ( /* renderCallback */ ) {};
  27523. }
  27524. ImmediateRenderObject.prototype = Object.create( Object3D.prototype );
  27525. ImmediateRenderObject.prototype.constructor = ImmediateRenderObject;
  27526. ImmediateRenderObject.prototype.isImmediateRenderObject = true;
  27527. /**
  27528. * @author alteredq / http://alteredqualia.com/
  27529. * @author mrdoob / http://mrdoob.com/
  27530. * @author WestLangley / http://github.com/WestLangley
  27531. */
  27532. var _vector$8 = new Vector3();
  27533. function SpotLightHelper( light, color ) {
  27534. Object3D.call( this );
  27535. this.light = light;
  27536. this.light.updateMatrixWorld();
  27537. this.matrix = light.matrixWorld;
  27538. this.matrixAutoUpdate = false;
  27539. this.color = color;
  27540. var geometry = new BufferGeometry();
  27541. var positions = [
  27542. 0, 0, 0, 0, 0, 1,
  27543. 0, 0, 0, 1, 0, 1,
  27544. 0, 0, 0, - 1, 0, 1,
  27545. 0, 0, 0, 0, 1, 1,
  27546. 0, 0, 0, 0, - 1, 1
  27547. ];
  27548. for ( var i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {
  27549. var p1 = ( i / l ) * Math.PI * 2;
  27550. var p2 = ( j / l ) * Math.PI * 2;
  27551. positions.push(
  27552. Math.cos( p1 ), Math.sin( p1 ), 1,
  27553. Math.cos( p2 ), Math.sin( p2 ), 1
  27554. );
  27555. }
  27556. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  27557. var material = new LineBasicMaterial( { fog: false } );
  27558. this.cone = new LineSegments( geometry, material );
  27559. this.add( this.cone );
  27560. this.update();
  27561. }
  27562. SpotLightHelper.prototype = Object.create( Object3D.prototype );
  27563. SpotLightHelper.prototype.constructor = SpotLightHelper;
  27564. SpotLightHelper.prototype.dispose = function () {
  27565. this.cone.geometry.dispose();
  27566. this.cone.material.dispose();
  27567. };
  27568. SpotLightHelper.prototype.update = function () {
  27569. this.light.updateMatrixWorld();
  27570. var coneLength = this.light.distance ? this.light.distance : 1000;
  27571. var coneWidth = coneLength * Math.tan( this.light.angle );
  27572. this.cone.scale.set( coneWidth, coneWidth, coneLength );
  27573. _vector$8.setFromMatrixPosition( this.light.target.matrixWorld );
  27574. this.cone.lookAt( _vector$8 );
  27575. if ( this.color !== undefined ) {
  27576. this.cone.material.color.set( this.color );
  27577. } else {
  27578. this.cone.material.color.copy( this.light.color );
  27579. }
  27580. };
  27581. /**
  27582. * @author Sean Griffin / http://twitter.com/sgrif
  27583. * @author Michael Guerrero / http://realitymeltdown.com
  27584. * @author mrdoob / http://mrdoob.com/
  27585. * @author ikerr / http://verold.com
  27586. * @author Mugen87 / https://github.com/Mugen87
  27587. */
  27588. var _vector$9 = new Vector3();
  27589. var _boneMatrix = new Matrix4();
  27590. var _matrixWorldInv = new Matrix4();
  27591. function getBoneList( object ) {
  27592. var boneList = [];
  27593. if ( object && object.isBone ) {
  27594. boneList.push( object );
  27595. }
  27596. for ( var i = 0; i < object.children.length; i ++ ) {
  27597. boneList.push.apply( boneList, getBoneList( object.children[ i ] ) );
  27598. }
  27599. return boneList;
  27600. }
  27601. function SkeletonHelper( object ) {
  27602. var bones = getBoneList( object );
  27603. var geometry = new BufferGeometry();
  27604. var vertices = [];
  27605. var colors = [];
  27606. var color1 = new Color( 0, 0, 1 );
  27607. var color2 = new Color( 0, 1, 0 );
  27608. for ( var i = 0; i < bones.length; i ++ ) {
  27609. var bone = bones[ i ];
  27610. if ( bone.parent && bone.parent.isBone ) {
  27611. vertices.push( 0, 0, 0 );
  27612. vertices.push( 0, 0, 0 );
  27613. colors.push( color1.r, color1.g, color1.b );
  27614. colors.push( color2.r, color2.g, color2.b );
  27615. }
  27616. }
  27617. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27618. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27619. var material = new LineBasicMaterial( { vertexColors: VertexColors, depthTest: false, depthWrite: false, transparent: true } );
  27620. LineSegments.call( this, geometry, material );
  27621. this.root = object;
  27622. this.bones = bones;
  27623. this.matrix = object.matrixWorld;
  27624. this.matrixAutoUpdate = false;
  27625. }
  27626. SkeletonHelper.prototype = Object.create( LineSegments.prototype );
  27627. SkeletonHelper.prototype.constructor = SkeletonHelper;
  27628. SkeletonHelper.prototype.updateMatrixWorld = function ( force ) {
  27629. var bones = this.bones;
  27630. var geometry = this.geometry;
  27631. var position = geometry.getAttribute( 'position' );
  27632. _matrixWorldInv.getInverse( this.root.matrixWorld );
  27633. for ( var i = 0, j = 0; i < bones.length; i ++ ) {
  27634. var bone = bones[ i ];
  27635. if ( bone.parent && bone.parent.isBone ) {
  27636. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.matrixWorld );
  27637. _vector$9.setFromMatrixPosition( _boneMatrix );
  27638. position.setXYZ( j, _vector$9.x, _vector$9.y, _vector$9.z );
  27639. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.parent.matrixWorld );
  27640. _vector$9.setFromMatrixPosition( _boneMatrix );
  27641. position.setXYZ( j + 1, _vector$9.x, _vector$9.y, _vector$9.z );
  27642. j += 2;
  27643. }
  27644. }
  27645. geometry.getAttribute( 'position' ).needsUpdate = true;
  27646. Object3D.prototype.updateMatrixWorld.call( this, force );
  27647. };
  27648. /**
  27649. * @author alteredq / http://alteredqualia.com/
  27650. * @author mrdoob / http://mrdoob.com/
  27651. */
  27652. function PointLightHelper( light, sphereSize, color ) {
  27653. this.light = light;
  27654. this.light.updateMatrixWorld();
  27655. this.color = color;
  27656. var geometry = new SphereBufferGeometry( sphereSize, 4, 2 );
  27657. var material = new MeshBasicMaterial( { wireframe: true, fog: false } );
  27658. Mesh.call( this, geometry, material );
  27659. this.matrix = this.light.matrixWorld;
  27660. this.matrixAutoUpdate = false;
  27661. this.update();
  27662. /*
  27663. var distanceGeometry = new THREE.IcosahedronBufferGeometry( 1, 2 );
  27664. var distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
  27665. this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
  27666. this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );
  27667. var d = light.distance;
  27668. if ( d === 0.0 ) {
  27669. this.lightDistance.visible = false;
  27670. } else {
  27671. this.lightDistance.scale.set( d, d, d );
  27672. }
  27673. this.add( this.lightDistance );
  27674. */
  27675. }
  27676. PointLightHelper.prototype = Object.create( Mesh.prototype );
  27677. PointLightHelper.prototype.constructor = PointLightHelper;
  27678. PointLightHelper.prototype.dispose = function () {
  27679. this.geometry.dispose();
  27680. this.material.dispose();
  27681. };
  27682. PointLightHelper.prototype.update = function () {
  27683. if ( this.color !== undefined ) {
  27684. this.material.color.set( this.color );
  27685. } else {
  27686. this.material.color.copy( this.light.color );
  27687. }
  27688. /*
  27689. var d = this.light.distance;
  27690. if ( d === 0.0 ) {
  27691. this.lightDistance.visible = false;
  27692. } else {
  27693. this.lightDistance.visible = true;
  27694. this.lightDistance.scale.set( d, d, d );
  27695. }
  27696. */
  27697. };
  27698. /**
  27699. * @author alteredq / http://alteredqualia.com/
  27700. * @author mrdoob / http://mrdoob.com/
  27701. * @author Mugen87 / https://github.com/Mugen87
  27702. */
  27703. var _vector$a = new Vector3();
  27704. var _color1 = new Color();
  27705. var _color2 = new Color();
  27706. function HemisphereLightHelper( light, size, color ) {
  27707. Object3D.call( this );
  27708. this.light = light;
  27709. this.light.updateMatrixWorld();
  27710. this.matrix = light.matrixWorld;
  27711. this.matrixAutoUpdate = false;
  27712. this.color = color;
  27713. var geometry = new OctahedronBufferGeometry( size );
  27714. geometry.rotateY( Math.PI * 0.5 );
  27715. this.material = new MeshBasicMaterial( { wireframe: true, fog: false } );
  27716. if ( this.color === undefined ) { this.material.vertexColors = VertexColors; }
  27717. var position = geometry.getAttribute( 'position' );
  27718. var colors = new Float32Array( position.count * 3 );
  27719. geometry.setAttribute( 'color', new BufferAttribute( colors, 3 ) );
  27720. this.add( new Mesh( geometry, this.material ) );
  27721. this.update();
  27722. }
  27723. HemisphereLightHelper.prototype = Object.create( Object3D.prototype );
  27724. HemisphereLightHelper.prototype.constructor = HemisphereLightHelper;
  27725. HemisphereLightHelper.prototype.dispose = function () {
  27726. this.children[ 0 ].geometry.dispose();
  27727. this.children[ 0 ].material.dispose();
  27728. };
  27729. HemisphereLightHelper.prototype.update = function () {
  27730. var mesh = this.children[ 0 ];
  27731. if ( this.color !== undefined ) {
  27732. this.material.color.set( this.color );
  27733. } else {
  27734. var colors = mesh.geometry.getAttribute( 'color' );
  27735. _color1.copy( this.light.color );
  27736. _color2.copy( this.light.groundColor );
  27737. for ( var i = 0, l = colors.count; i < l; i ++ ) {
  27738. var color = ( i < ( l / 2 ) ) ? _color1 : _color2;
  27739. colors.setXYZ( i, color.r, color.g, color.b );
  27740. }
  27741. colors.needsUpdate = true;
  27742. }
  27743. mesh.lookAt( _vector$a.setFromMatrixPosition( this.light.matrixWorld ).negate() );
  27744. };
  27745. /**
  27746. * @author mrdoob / http://mrdoob.com/
  27747. */
  27748. function GridHelper( size, divisions, color1, color2 ) {
  27749. size = size || 10;
  27750. divisions = divisions || 10;
  27751. color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
  27752. color2 = new Color( color2 !== undefined ? color2 : 0x888888 );
  27753. var center = divisions / 2;
  27754. var step = size / divisions;
  27755. var halfSize = size / 2;
  27756. var vertices = [], colors = [];
  27757. for ( var i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) {
  27758. vertices.push( - halfSize, 0, k, halfSize, 0, k );
  27759. vertices.push( k, 0, - halfSize, k, 0, halfSize );
  27760. var color = i === center ? color1 : color2;
  27761. color.toArray( colors, j ); j += 3;
  27762. color.toArray( colors, j ); j += 3;
  27763. color.toArray( colors, j ); j += 3;
  27764. color.toArray( colors, j ); j += 3;
  27765. }
  27766. var geometry = new BufferGeometry();
  27767. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27768. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27769. var material = new LineBasicMaterial( { vertexColors: VertexColors } );
  27770. LineSegments.call( this, geometry, material );
  27771. }
  27772. GridHelper.prototype = Object.assign( Object.create( LineSegments.prototype ), {
  27773. constructor: GridHelper,
  27774. copy: function ( source ) {
  27775. LineSegments.prototype.copy.call( this, source );
  27776. this.geometry.copy( source.geometry );
  27777. this.material.copy( source.material );
  27778. return this;
  27779. },
  27780. clone: function () {
  27781. return new this.constructor().copy( this );
  27782. }
  27783. } );
  27784. /**
  27785. * @author mrdoob / http://mrdoob.com/
  27786. * @author Mugen87 / http://github.com/Mugen87
  27787. * @author Hectate / http://www.github.com/Hectate
  27788. */
  27789. function PolarGridHelper( radius, radials, circles, divisions, color1, color2 ) {
  27790. radius = radius || 10;
  27791. radials = radials || 16;
  27792. circles = circles || 8;
  27793. divisions = divisions || 64;
  27794. color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
  27795. color2 = new Color( color2 !== undefined ? color2 : 0x888888 );
  27796. var vertices = [];
  27797. var colors = [];
  27798. var x, z;
  27799. var v, i, j, r, color;
  27800. // create the radials
  27801. for ( i = 0; i <= radials; i ++ ) {
  27802. v = ( i / radials ) * ( Math.PI * 2 );
  27803. x = Math.sin( v ) * radius;
  27804. z = Math.cos( v ) * radius;
  27805. vertices.push( 0, 0, 0 );
  27806. vertices.push( x, 0, z );
  27807. color = ( i & 1 ) ? color1 : color2;
  27808. colors.push( color.r, color.g, color.b );
  27809. colors.push( color.r, color.g, color.b );
  27810. }
  27811. // create the circles
  27812. for ( i = 0; i <= circles; i ++ ) {
  27813. color = ( i & 1 ) ? color1 : color2;
  27814. r = radius - ( radius / circles * i );
  27815. for ( j = 0; j < divisions; j ++ ) {
  27816. // first vertex
  27817. v = ( j / divisions ) * ( Math.PI * 2 );
  27818. x = Math.sin( v ) * r;
  27819. z = Math.cos( v ) * r;
  27820. vertices.push( x, 0, z );
  27821. colors.push( color.r, color.g, color.b );
  27822. // second vertex
  27823. v = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );
  27824. x = Math.sin( v ) * r;
  27825. z = Math.cos( v ) * r;
  27826. vertices.push( x, 0, z );
  27827. colors.push( color.r, color.g, color.b );
  27828. }
  27829. }
  27830. var geometry = new BufferGeometry();
  27831. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27832. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27833. var material = new LineBasicMaterial( { vertexColors: VertexColors } );
  27834. LineSegments.call( this, geometry, material );
  27835. }
  27836. PolarGridHelper.prototype = Object.create( LineSegments.prototype );
  27837. PolarGridHelper.prototype.constructor = PolarGridHelper;
  27838. /**
  27839. * @author alteredq / http://alteredqualia.com/
  27840. * @author mrdoob / http://mrdoob.com/
  27841. * @author WestLangley / http://github.com/WestLangley
  27842. */
  27843. var _v1$5 = new Vector3();
  27844. var _v2$3 = new Vector3();
  27845. var _v3$1 = new Vector3();
  27846. function DirectionalLightHelper( light, size, color ) {
  27847. Object3D.call( this );
  27848. this.light = light;
  27849. this.light.updateMatrixWorld();
  27850. this.matrix = light.matrixWorld;
  27851. this.matrixAutoUpdate = false;
  27852. this.color = color;
  27853. if ( size === undefined ) { size = 1; }
  27854. var geometry = new BufferGeometry();
  27855. geometry.setAttribute( 'position', new Float32BufferAttribute( [
  27856. - size, size, 0,
  27857. size, size, 0,
  27858. size, - size, 0,
  27859. - size, - size, 0,
  27860. - size, size, 0
  27861. ], 3 ) );
  27862. var material = new LineBasicMaterial( { fog: false } );
  27863. this.lightPlane = new Line( geometry, material );
  27864. this.add( this.lightPlane );
  27865. geometry = new BufferGeometry();
  27866. geometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );
  27867. this.targetLine = new Line( geometry, material );
  27868. this.add( this.targetLine );
  27869. this.update();
  27870. }
  27871. DirectionalLightHelper.prototype = Object.create( Object3D.prototype );
  27872. DirectionalLightHelper.prototype.constructor = DirectionalLightHelper;
  27873. DirectionalLightHelper.prototype.dispose = function () {
  27874. this.lightPlane.geometry.dispose();
  27875. this.lightPlane.material.dispose();
  27876. this.targetLine.geometry.dispose();
  27877. this.targetLine.material.dispose();
  27878. };
  27879. DirectionalLightHelper.prototype.update = function () {
  27880. _v1$5.setFromMatrixPosition( this.light.matrixWorld );
  27881. _v2$3.setFromMatrixPosition( this.light.target.matrixWorld );
  27882. _v3$1.subVectors( _v2$3, _v1$5 );
  27883. this.lightPlane.lookAt( _v2$3 );
  27884. if ( this.color !== undefined ) {
  27885. this.lightPlane.material.color.set( this.color );
  27886. this.targetLine.material.color.set( this.color );
  27887. } else {
  27888. this.lightPlane.material.color.copy( this.light.color );
  27889. this.targetLine.material.color.copy( this.light.color );
  27890. }
  27891. this.targetLine.lookAt( _v2$3 );
  27892. this.targetLine.scale.z = _v3$1.length();
  27893. };
  27894. /**
  27895. * @author alteredq / http://alteredqualia.com/
  27896. * @author Mugen87 / https://github.com/Mugen87
  27897. *
  27898. * - shows frustum, line of sight and up of the camera
  27899. * - suitable for fast updates
  27900. * - based on frustum visualization in lightgl.js shadowmap example
  27901. * http://evanw.github.com/lightgl.js/tests/shadowmap.html
  27902. */
  27903. var _vector$b = new Vector3();
  27904. var _camera = new Camera();
  27905. function CameraHelper( camera ) {
  27906. var geometry = new BufferGeometry();
  27907. var material = new LineBasicMaterial( { color: 0xffffff, vertexColors: FaceColors } );
  27908. var vertices = [];
  27909. var colors = [];
  27910. var pointMap = {};
  27911. // colors
  27912. var colorFrustum = new Color( 0xffaa00 );
  27913. var colorCone = new Color( 0xff0000 );
  27914. var colorUp = new Color( 0x00aaff );
  27915. var colorTarget = new Color( 0xffffff );
  27916. var colorCross = new Color( 0x333333 );
  27917. // near
  27918. addLine( 'n1', 'n2', colorFrustum );
  27919. addLine( 'n2', 'n4', colorFrustum );
  27920. addLine( 'n4', 'n3', colorFrustum );
  27921. addLine( 'n3', 'n1', colorFrustum );
  27922. // far
  27923. addLine( 'f1', 'f2', colorFrustum );
  27924. addLine( 'f2', 'f4', colorFrustum );
  27925. addLine( 'f4', 'f3', colorFrustum );
  27926. addLine( 'f3', 'f1', colorFrustum );
  27927. // sides
  27928. addLine( 'n1', 'f1', colorFrustum );
  27929. addLine( 'n2', 'f2', colorFrustum );
  27930. addLine( 'n3', 'f3', colorFrustum );
  27931. addLine( 'n4', 'f4', colorFrustum );
  27932. // cone
  27933. addLine( 'p', 'n1', colorCone );
  27934. addLine( 'p', 'n2', colorCone );
  27935. addLine( 'p', 'n3', colorCone );
  27936. addLine( 'p', 'n4', colorCone );
  27937. // up
  27938. addLine( 'u1', 'u2', colorUp );
  27939. addLine( 'u2', 'u3', colorUp );
  27940. addLine( 'u3', 'u1', colorUp );
  27941. // target
  27942. addLine( 'c', 't', colorTarget );
  27943. addLine( 'p', 'c', colorCross );
  27944. // cross
  27945. addLine( 'cn1', 'cn2', colorCross );
  27946. addLine( 'cn3', 'cn4', colorCross );
  27947. addLine( 'cf1', 'cf2', colorCross );
  27948. addLine( 'cf3', 'cf4', colorCross );
  27949. function addLine( a, b, color ) {
  27950. addPoint( a, color );
  27951. addPoint( b, color );
  27952. }
  27953. function addPoint( id, color ) {
  27954. vertices.push( 0, 0, 0 );
  27955. colors.push( color.r, color.g, color.b );
  27956. if ( pointMap[ id ] === undefined ) {
  27957. pointMap[ id ] = [];
  27958. }
  27959. pointMap[ id ].push( ( vertices.length / 3 ) - 1 );
  27960. }
  27961. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27962. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27963. LineSegments.call( this, geometry, material );
  27964. this.camera = camera;
  27965. if ( this.camera.updateProjectionMatrix ) { this.camera.updateProjectionMatrix(); }
  27966. this.matrix = camera.matrixWorld;
  27967. this.matrixAutoUpdate = false;
  27968. this.pointMap = pointMap;
  27969. this.update();
  27970. }
  27971. CameraHelper.prototype = Object.create( LineSegments.prototype );
  27972. CameraHelper.prototype.constructor = CameraHelper;
  27973. CameraHelper.prototype.update = function () {
  27974. var geometry = this.geometry;
  27975. var pointMap = this.pointMap;
  27976. var w = 1, h = 1;
  27977. // we need just camera projection matrix inverse
  27978. // world matrix must be identity
  27979. _camera.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse );
  27980. // center / target
  27981. setPoint( 'c', pointMap, geometry, _camera, 0, 0, - 1 );
  27982. setPoint( 't', pointMap, geometry, _camera, 0, 0, 1 );
  27983. // near
  27984. setPoint( 'n1', pointMap, geometry, _camera, - w, - h, - 1 );
  27985. setPoint( 'n2', pointMap, geometry, _camera, w, - h, - 1 );
  27986. setPoint( 'n3', pointMap, geometry, _camera, - w, h, - 1 );
  27987. setPoint( 'n4', pointMap, geometry, _camera, w, h, - 1 );
  27988. // far
  27989. setPoint( 'f1', pointMap, geometry, _camera, - w, - h, 1 );
  27990. setPoint( 'f2', pointMap, geometry, _camera, w, - h, 1 );
  27991. setPoint( 'f3', pointMap, geometry, _camera, - w, h, 1 );
  27992. setPoint( 'f4', pointMap, geometry, _camera, w, h, 1 );
  27993. // up
  27994. setPoint( 'u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, - 1 );
  27995. setPoint( 'u2', pointMap, geometry, _camera, - w * 0.7, h * 1.1, - 1 );
  27996. setPoint( 'u3', pointMap, geometry, _camera, 0, h * 2, - 1 );
  27997. // cross
  27998. setPoint( 'cf1', pointMap, geometry, _camera, - w, 0, 1 );
  27999. setPoint( 'cf2', pointMap, geometry, _camera, w, 0, 1 );
  28000. setPoint( 'cf3', pointMap, geometry, _camera, 0, - h, 1 );
  28001. setPoint( 'cf4', pointMap, geometry, _camera, 0, h, 1 );
  28002. setPoint( 'cn1', pointMap, geometry, _camera, - w, 0, - 1 );
  28003. setPoint( 'cn2', pointMap, geometry, _camera, w, 0, - 1 );
  28004. setPoint( 'cn3', pointMap, geometry, _camera, 0, - h, - 1 );
  28005. setPoint( 'cn4', pointMap, geometry, _camera, 0, h, - 1 );
  28006. geometry.getAttribute( 'position' ).needsUpdate = true;
  28007. };
  28008. function setPoint( point, pointMap, geometry, camera, x, y, z ) {
  28009. _vector$b.set( x, y, z ).unproject( camera );
  28010. var points = pointMap[ point ];
  28011. if ( points !== undefined ) {
  28012. var position = geometry.getAttribute( 'position' );
  28013. for ( var i = 0, l = points.length; i < l; i ++ ) {
  28014. position.setXYZ( points[ i ], _vector$b.x, _vector$b.y, _vector$b.z );
  28015. }
  28016. }
  28017. }
  28018. /**
  28019. * @author mrdoob / http://mrdoob.com/
  28020. * @author Mugen87 / http://github.com/Mugen87
  28021. */
  28022. var _box$3 = new Box3();
  28023. function BoxHelper( object, color ) {
  28024. this.object = object;
  28025. if ( color === undefined ) { color = 0xffff00; }
  28026. 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 ] );
  28027. var positions = new Float32Array( 8 * 3 );
  28028. var geometry = new BufferGeometry();
  28029. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  28030. geometry.setAttribute( 'position', new BufferAttribute( positions, 3 ) );
  28031. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color } ) );
  28032. this.matrixAutoUpdate = false;
  28033. this.update();
  28034. }
  28035. BoxHelper.prototype = Object.create( LineSegments.prototype );
  28036. BoxHelper.prototype.constructor = BoxHelper;
  28037. BoxHelper.prototype.update = function ( object ) {
  28038. if ( object !== undefined ) {
  28039. console.warn( 'THREE.BoxHelper: .update() has no longer arguments.' );
  28040. }
  28041. if ( this.object !== undefined ) {
  28042. _box$3.setFromObject( this.object );
  28043. }
  28044. if ( _box$3.isEmpty() ) { return; }
  28045. var min = _box$3.min;
  28046. var max = _box$3.max;
  28047. /*
  28048. 5____4
  28049. 1/___0/|
  28050. | 6__|_7
  28051. 2/___3/
  28052. 0: max.x, max.y, max.z
  28053. 1: min.x, max.y, max.z
  28054. 2: min.x, min.y, max.z
  28055. 3: max.x, min.y, max.z
  28056. 4: max.x, max.y, min.z
  28057. 5: min.x, max.y, min.z
  28058. 6: min.x, min.y, min.z
  28059. 7: max.x, min.y, min.z
  28060. */
  28061. var position = this.geometry.attributes.position;
  28062. var array = position.array;
  28063. array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z;
  28064. array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z;
  28065. array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z;
  28066. array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;
  28067. array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;
  28068. array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;
  28069. array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;
  28070. array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;
  28071. position.needsUpdate = true;
  28072. this.geometry.computeBoundingSphere();
  28073. };
  28074. BoxHelper.prototype.setFromObject = function ( object ) {
  28075. this.object = object;
  28076. this.update();
  28077. return this;
  28078. };
  28079. BoxHelper.prototype.copy = function ( source ) {
  28080. LineSegments.prototype.copy.call( this, source );
  28081. this.object = source.object;
  28082. return this;
  28083. };
  28084. BoxHelper.prototype.clone = function () {
  28085. return new this.constructor().copy( this );
  28086. };
  28087. /**
  28088. * @author WestLangley / http://github.com/WestLangley
  28089. */
  28090. function Box3Helper( box, color ) {
  28091. this.type = 'Box3Helper';
  28092. this.box = box;
  28093. color = color || 0xffff00;
  28094. 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 ] );
  28095. 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 ];
  28096. var geometry = new BufferGeometry();
  28097. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  28098. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  28099. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color } ) );
  28100. this.geometry.computeBoundingSphere();
  28101. }
  28102. Box3Helper.prototype = Object.create( LineSegments.prototype );
  28103. Box3Helper.prototype.constructor = Box3Helper;
  28104. Box3Helper.prototype.updateMatrixWorld = function ( force ) {
  28105. var box = this.box;
  28106. if ( box.isEmpty() ) { return; }
  28107. box.getCenter( this.position );
  28108. box.getSize( this.scale );
  28109. this.scale.multiplyScalar( 0.5 );
  28110. Object3D.prototype.updateMatrixWorld.call( this, force );
  28111. };
  28112. /**
  28113. * @author WestLangley / http://github.com/WestLangley
  28114. */
  28115. function PlaneHelper( plane, size, hex ) {
  28116. this.type = 'PlaneHelper';
  28117. this.plane = plane;
  28118. this.size = ( size === undefined ) ? 1 : size;
  28119. var color = ( hex !== undefined ) ? hex : 0xffff00;
  28120. 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 ];
  28121. var geometry = new BufferGeometry();
  28122. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  28123. geometry.computeBoundingSphere();
  28124. Line.call( this, geometry, new LineBasicMaterial( { color: color } ) );
  28125. //
  28126. var positions2 = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, - 1, 1, 1, - 1, 1 ];
  28127. var geometry2 = new BufferGeometry();
  28128. geometry2.setAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
  28129. geometry2.computeBoundingSphere();
  28130. this.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false } ) ) );
  28131. }
  28132. PlaneHelper.prototype = Object.create( Line.prototype );
  28133. PlaneHelper.prototype.constructor = PlaneHelper;
  28134. PlaneHelper.prototype.updateMatrixWorld = function ( force ) {
  28135. var scale = - this.plane.constant;
  28136. if ( Math.abs( scale ) < 1e-8 ) { scale = 1e-8; } // sign does not matter
  28137. this.scale.set( 0.5 * this.size, 0.5 * this.size, scale );
  28138. this.children[ 0 ].material.side = ( scale < 0 ) ? BackSide : FrontSide; // renderer flips side when determinant < 0; flipping not wanted here
  28139. this.lookAt( this.plane.normal );
  28140. Object3D.prototype.updateMatrixWorld.call( this, force );
  28141. };
  28142. /**
  28143. * @author WestLangley / http://github.com/WestLangley
  28144. * @author zz85 / http://github.com/zz85
  28145. * @author bhouston / http://clara.io
  28146. *
  28147. * Creates an arrow for visualizing directions
  28148. *
  28149. * Parameters:
  28150. * dir - Vector3
  28151. * origin - Vector3
  28152. * length - Number
  28153. * color - color in hex value
  28154. * headLength - Number
  28155. * headWidth - Number
  28156. */
  28157. var _axis = new Vector3();
  28158. var _lineGeometry, _coneGeometry;
  28159. function ArrowHelper( dir, origin, length, color, headLength, headWidth ) {
  28160. // dir is assumed to be normalized
  28161. Object3D.call( this );
  28162. if ( dir === undefined ) { dir = new Vector3( 0, 0, 1 ); }
  28163. if ( origin === undefined ) { origin = new Vector3( 0, 0, 0 ); }
  28164. if ( length === undefined ) { length = 1; }
  28165. if ( color === undefined ) { color = 0xffff00; }
  28166. if ( headLength === undefined ) { headLength = 0.2 * length; }
  28167. if ( headWidth === undefined ) { headWidth = 0.2 * headLength; }
  28168. if ( _lineGeometry === undefined ) {
  28169. _lineGeometry = new BufferGeometry();
  28170. _lineGeometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );
  28171. _coneGeometry = new CylinderBufferGeometry( 0, 0.5, 1, 5, 1 );
  28172. _coneGeometry.translate( 0, - 0.5, 0 );
  28173. }
  28174. this.position.copy( origin );
  28175. this.line = new Line( _lineGeometry, new LineBasicMaterial( { color: color } ) );
  28176. this.line.matrixAutoUpdate = false;
  28177. this.add( this.line );
  28178. this.cone = new Mesh( _coneGeometry, new MeshBasicMaterial( { color: color } ) );
  28179. this.cone.matrixAutoUpdate = false;
  28180. this.add( this.cone );
  28181. this.setDirection( dir );
  28182. this.setLength( length, headLength, headWidth );
  28183. }
  28184. ArrowHelper.prototype = Object.create( Object3D.prototype );
  28185. ArrowHelper.prototype.constructor = ArrowHelper;
  28186. ArrowHelper.prototype.setDirection = function ( dir ) {
  28187. // dir is assumed to be normalized
  28188. if ( dir.y > 0.99999 ) {
  28189. this.quaternion.set( 0, 0, 0, 1 );
  28190. } else if ( dir.y < - 0.99999 ) {
  28191. this.quaternion.set( 1, 0, 0, 0 );
  28192. } else {
  28193. _axis.set( dir.z, 0, - dir.x ).normalize();
  28194. var radians = Math.acos( dir.y );
  28195. this.quaternion.setFromAxisAngle( _axis, radians );
  28196. }
  28197. };
  28198. ArrowHelper.prototype.setLength = function ( length, headLength, headWidth ) {
  28199. if ( headLength === undefined ) { headLength = 0.2 * length; }
  28200. if ( headWidth === undefined ) { headWidth = 0.2 * headLength; }
  28201. this.line.scale.set( 1, Math.max( 0.0001, length - headLength ), 1 ); // see #17458
  28202. this.line.updateMatrix();
  28203. this.cone.scale.set( headWidth, headLength, headWidth );
  28204. this.cone.position.y = length;
  28205. this.cone.updateMatrix();
  28206. };
  28207. ArrowHelper.prototype.setColor = function ( color ) {
  28208. this.line.material.color.set( color );
  28209. this.cone.material.color.set( color );
  28210. };
  28211. ArrowHelper.prototype.copy = function ( source ) {
  28212. Object3D.prototype.copy.call( this, source, false );
  28213. this.line.copy( source.line );
  28214. this.cone.copy( source.cone );
  28215. return this;
  28216. };
  28217. ArrowHelper.prototype.clone = function () {
  28218. return new this.constructor().copy( this );
  28219. };
  28220. /**
  28221. * @author sroucheray / http://sroucheray.org/
  28222. * @author mrdoob / http://mrdoob.com/
  28223. */
  28224. function AxesHelper( size ) {
  28225. size = size || 1;
  28226. var vertices = [
  28227. 0, 0, 0, size, 0, 0,
  28228. 0, 0, 0, 0, size, 0,
  28229. 0, 0, 0, 0, 0, size
  28230. ];
  28231. var colors = [
  28232. 1, 0, 0, 1, 0.6, 0,
  28233. 0, 1, 0, 0.6, 1, 0,
  28234. 0, 0, 1, 0, 0.6, 1
  28235. ];
  28236. var geometry = new BufferGeometry();
  28237. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  28238. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  28239. var material = new LineBasicMaterial( { vertexColors: VertexColors } );
  28240. LineSegments.call( this, geometry, material );
  28241. }
  28242. AxesHelper.prototype = Object.create( LineSegments.prototype );
  28243. AxesHelper.prototype.constructor = AxesHelper;
  28244. /**
  28245. * @author Emmett Lalish / elalish
  28246. *
  28247. * This class generates a Prefiltered, Mipmapped Radiance Environment Map
  28248. * (PMREM) from a cubeMap environment texture. This allows different levels of
  28249. * blur to be quickly accessed based on material roughness. It is packed into a
  28250. * special CubeUV format that allows us to perform custom interpolation so that
  28251. * we can support nonlinear formats such as RGBE. Unlike a traditional mipmap
  28252. * chain, it only goes down to the LOD_MIN level (above), and then creates extra
  28253. * even more filtered 'mips' at the same LOD_MIN resolution, associated with
  28254. * higher roughness levels. In this way we maintain resolution to smoothly
  28255. * interpolate diffuse lighting while limiting sampling computation.
  28256. */
  28257. var LOD_MIN = 4;
  28258. var LOD_MAX = 8;
  28259. var SIZE_MAX = Math.pow( 2, LOD_MAX );
  28260. // The standard deviations (radians) associated with the extra mips. These are
  28261. // chosen to approximate a Trowbridge-Reitz distribution function times the
  28262. // geometric shadowing function. These sigma values squared must match the
  28263. // variance #defines in cube_uv_reflection_fragment.glsl.js.
  28264. var EXTRA_LOD_SIGMA = [ 0.125, 0.215, 0.35, 0.446, 0.526, 0.582 ];
  28265. var TOTAL_LODS = LOD_MAX - LOD_MIN + 1 + EXTRA_LOD_SIGMA.length;
  28266. // The maximum length of the blur for loop. Smaller sigmas will use fewer
  28267. // samples and exit early, but not recompile the shader.
  28268. var MAX_SAMPLES = 20;
  28269. var ENCODINGS = {};
  28270. ENCODINGS[ LinearEncoding ] = 0;
  28271. ENCODINGS[ sRGBEncoding ] = 1;
  28272. ENCODINGS[ RGBEEncoding ] = 2;
  28273. ENCODINGS[ RGBM7Encoding ] = 3;
  28274. ENCODINGS[ RGBM16Encoding ] = 4;
  28275. ENCODINGS[ RGBDEncoding ] = 5;
  28276. ENCODINGS[ GammaEncoding ] = 6;
  28277. var _flatCamera = new OrthographicCamera();
  28278. var _blurMaterial = _getBlurShader( MAX_SAMPLES );
  28279. var _equirectShader = null;
  28280. var _cubemapShader = null;
  28281. var ref = _createPlanes();
  28282. var _lodPlanes = ref._lodPlanes;
  28283. var _sizeLods = ref._sizeLods;
  28284. var _sigmas = ref._sigmas;
  28285. var _pingPongRenderTarget = null;
  28286. var _renderer = null;
  28287. var _oldTarget = null;
  28288. // Golden Ratio
  28289. var PHI = ( 1 + Math.sqrt( 5 ) ) / 2;
  28290. var INV_PHI = 1 / PHI;
  28291. // Vertices of a dodecahedron (except the opposites, which represent the
  28292. // same axis), used as axis directions evenly spread on a sphere.
  28293. var _axisDirections = [
  28294. new Vector3( 1, 1, 1 ),
  28295. new Vector3( - 1, 1, 1 ),
  28296. new Vector3( 1, 1, - 1 ),
  28297. new Vector3( - 1, 1, - 1 ),
  28298. new Vector3( 0, PHI, INV_PHI ),
  28299. new Vector3( 0, PHI, - INV_PHI ),
  28300. new Vector3( INV_PHI, 0, PHI ),
  28301. new Vector3( - INV_PHI, 0, PHI ),
  28302. new Vector3( PHI, INV_PHI, 0 ),
  28303. new Vector3( - PHI, INV_PHI, 0 ) ];
  28304. function PMREMGenerator( renderer ) {
  28305. _renderer = renderer;
  28306. _compileMaterial( _blurMaterial );
  28307. }
  28308. PMREMGenerator.prototype = {
  28309. constructor: PMREMGenerator,
  28310. /**
  28311. * Generates a PMREM from a supplied Scene, which can be faster than using an
  28312. * image if networking bandwidth is low. Optional sigma specifies a blur radius
  28313. * in radians to be applied to the scene before PMREM generation. Optional near
  28314. * and far planes ensure the scene is rendered in its entirety (the cubeCamera
  28315. * is placed at the origin).
  28316. */
  28317. fromScene: function ( scene, sigma, near, far ) {
  28318. if ( sigma === void 0 ) sigma = 0;
  28319. if ( near === void 0 ) near = 0.1;
  28320. if ( far === void 0 ) far = 100;
  28321. _oldTarget = _renderer.getRenderTarget();
  28322. var cubeUVRenderTarget = _allocateTargets();
  28323. _sceneToCubeUV( scene, near, far, cubeUVRenderTarget );
  28324. if ( sigma > 0 ) {
  28325. _blur( cubeUVRenderTarget, 0, 0, sigma );
  28326. }
  28327. _applyPMREM( cubeUVRenderTarget );
  28328. _cleanup( cubeUVRenderTarget );
  28329. return cubeUVRenderTarget;
  28330. },
  28331. /**
  28332. * Generates a PMREM from an equirectangular texture, which can be either LDR
  28333. * (RGBFormat) or HDR (RGBEFormat). The ideal input image size is 1k (1024 x 512),
  28334. * as this matches best with the 256 x 256 cubemap output.
  28335. */
  28336. fromEquirectangular: function ( equirectangular ) {
  28337. equirectangular.magFilter = NearestFilter;
  28338. equirectangular.minFilter = NearestFilter;
  28339. equirectangular.generateMipmaps = false;
  28340. return this.fromCubemap( equirectangular );
  28341. },
  28342. /**
  28343. * Generates a PMREM from an cubemap texture, which can be either LDR
  28344. * (RGBFormat) or HDR (RGBEFormat). The ideal input cube size is 256 x 256,
  28345. * as this matches best with the 256 x 256 cubemap output.
  28346. */
  28347. fromCubemap: function ( cubemap ) {
  28348. _oldTarget = _renderer.getRenderTarget();
  28349. var cubeUVRenderTarget = _allocateTargets( cubemap );
  28350. _textureToCubeUV( cubemap, cubeUVRenderTarget );
  28351. _applyPMREM( cubeUVRenderTarget );
  28352. _cleanup( cubeUVRenderTarget );
  28353. return cubeUVRenderTarget;
  28354. },
  28355. /**
  28356. * Pre-compiles the cubemap shader. You can get faster start-up by invoking this method during
  28357. * your texture's network fetch for increased concurrency.
  28358. */
  28359. compileCubemapShader: function () {
  28360. if ( _cubemapShader == null ) {
  28361. _cubemapShader = _getCubemapShader();
  28362. _compileMaterial( _cubemapShader );
  28363. }
  28364. },
  28365. /**
  28366. * Pre-compiles the equirectangular shader. You can get faster start-up by invoking this method during
  28367. * your texture's network fetch for increased concurrency.
  28368. */
  28369. compileEquirectangularShader: function () {
  28370. if ( _equirectShader == null ) {
  28371. _equirectShader = _getEquirectShader();
  28372. _compileMaterial( _equirectShader );
  28373. }
  28374. },
  28375. /**
  28376. * Disposes of the PMREMGenerator's internal memory. Note that PMREMGenerator is a static class,
  28377. * so you should not need more than one PMREMGenerator object. If you do, calling dispose() on
  28378. * one of them will cause any others to also become unusable.
  28379. */
  28380. dispose: function () {
  28381. _blurMaterial.dispose();
  28382. if ( _cubemapShader != null ) { _cubemapShader.dispose(); }
  28383. if ( _equirectShader != null ) { _equirectShader.dispose(); }
  28384. for ( var i = 0; i < _lodPlanes.length; i ++ ) {
  28385. _lodPlanes[ i ].dispose();
  28386. }
  28387. },
  28388. };
  28389. function _createPlanes() {
  28390. var _lodPlanes = [];
  28391. var _sizeLods = [];
  28392. var _sigmas = [];
  28393. var lod = LOD_MAX;
  28394. for ( var i = 0; i < TOTAL_LODS; i ++ ) {
  28395. var sizeLod = Math.pow( 2, lod );
  28396. _sizeLods.push( sizeLod );
  28397. var sigma = 1.0 / sizeLod;
  28398. if ( i > LOD_MAX - LOD_MIN ) {
  28399. sigma = EXTRA_LOD_SIGMA[ i - LOD_MAX + LOD_MIN - 1 ];
  28400. } else if ( i == 0 ) {
  28401. sigma = 0;
  28402. }
  28403. _sigmas.push( sigma );
  28404. var texelSize = 1.0 / ( sizeLod - 1 );
  28405. var min = - texelSize / 2;
  28406. var max = 1 + texelSize / 2;
  28407. var uv1 = [ min, min, max, min, max, max, min, min, max, max, min, max ];
  28408. var cubeFaces = 6;
  28409. var vertices = 6;
  28410. var positionSize = 3;
  28411. var uvSize = 2;
  28412. var faceIndexSize = 1;
  28413. var position = new Float32Array( positionSize * vertices * cubeFaces );
  28414. var uv = new Float32Array( uvSize * vertices * cubeFaces );
  28415. var faceIndex = new Float32Array( faceIndexSize * vertices * cubeFaces );
  28416. for ( var face = 0; face < cubeFaces; face ++ ) {
  28417. var x = ( face % 3 ) * 2 / 3 - 1;
  28418. var y = face > 2 ? 0 : - 1;
  28419. var coordinates = [
  28420. x, y, 0,
  28421. x + 2 / 3, y, 0,
  28422. x + 2 / 3, y + 1, 0,
  28423. x, y, 0,
  28424. x + 2 / 3, y + 1, 0,
  28425. x, y + 1, 0
  28426. ];
  28427. position.set( coordinates, positionSize * vertices * face );
  28428. uv.set( uv1, uvSize * vertices * face );
  28429. var fill = [ face, face, face, face, face, face ];
  28430. faceIndex.set( fill, faceIndexSize * vertices * face );
  28431. }
  28432. var planes = new BufferGeometry();
  28433. planes.setAttribute( 'position', new BufferAttribute( position, positionSize ) );
  28434. planes.setAttribute( 'uv', new BufferAttribute( uv, uvSize ) );
  28435. planes.setAttribute( 'faceIndex', new BufferAttribute( faceIndex, faceIndexSize ) );
  28436. _lodPlanes.push( planes );
  28437. if ( lod > LOD_MIN ) {
  28438. lod --;
  28439. }
  28440. }
  28441. return { _lodPlanes: _lodPlanes, _sizeLods: _sizeLods, _sigmas: _sigmas };
  28442. }
  28443. function _allocateTargets( equirectangular ) {
  28444. var params = {
  28445. magFilter: NearestFilter,
  28446. minFilter: NearestFilter,
  28447. generateMipmaps: false,
  28448. type: equirectangular ? equirectangular.type : UnsignedByteType,
  28449. format: equirectangular ? equirectangular.format : RGBEFormat,
  28450. encoding: equirectangular ? equirectangular.encoding : RGBEEncoding,
  28451. depthBuffer: false,
  28452. stencilBuffer: false
  28453. };
  28454. var cubeUVRenderTarget = _createRenderTarget( params );
  28455. cubeUVRenderTarget.depthBuffer = equirectangular ? false : true;
  28456. _pingPongRenderTarget = _createRenderTarget( params );
  28457. return cubeUVRenderTarget;
  28458. }
  28459. function _cleanup( outputTarget ) {
  28460. _pingPongRenderTarget.dispose();
  28461. _renderer.setRenderTarget( _oldTarget );
  28462. outputTarget.scissorTest = false;
  28463. // reset viewport and scissor
  28464. outputTarget.setSize( outputTarget.width, outputTarget.height );
  28465. }
  28466. function _sceneToCubeUV( scene, near, far, cubeUVRenderTarget ) {
  28467. var fov = 90;
  28468. var aspect = 1;
  28469. var cubeCamera = new PerspectiveCamera( fov, aspect, near, far );
  28470. var upSign = [ 1, 1, 1, 1, - 1, 1 ];
  28471. var forwardSign = [ 1, 1, - 1, - 1, - 1, 1 ];
  28472. var outputEncoding = _renderer.outputEncoding;
  28473. var toneMapping = _renderer.toneMapping;
  28474. var toneMappingExposure = _renderer.toneMappingExposure;
  28475. var clearColor = _renderer.getClearColor();
  28476. var clearAlpha = _renderer.getClearAlpha();
  28477. _renderer.toneMapping = LinearToneMapping;
  28478. _renderer.toneMappingExposure = 1.0;
  28479. _renderer.outputEncoding = LinearEncoding;
  28480. scene.scale.z *= - 1;
  28481. var background = scene.background;
  28482. if ( background && background.isColor ) {
  28483. background.convertSRGBToLinear();
  28484. // Convert linear to RGBE
  28485. var maxComponent = Math.max( background.r, background.g, background.b );
  28486. var fExp = Math.min( Math.max( Math.ceil( Math.log2( maxComponent ) ), - 128.0 ), 127.0 );
  28487. background = background.multiplyScalar( Math.pow( 2.0, - fExp ) );
  28488. var alpha = ( fExp + 128.0 ) / 255.0;
  28489. _renderer.setClearColor( background, alpha );
  28490. scene.background = null;
  28491. }
  28492. for ( var i = 0; i < 6; i ++ ) {
  28493. var col = i % 3;
  28494. if ( col == 0 ) {
  28495. cubeCamera.up.set( 0, upSign[ i ], 0 );
  28496. cubeCamera.lookAt( forwardSign[ i ], 0, 0 );
  28497. } else if ( col == 1 ) {
  28498. cubeCamera.up.set( 0, 0, upSign[ i ] );
  28499. cubeCamera.lookAt( 0, forwardSign[ i ], 0 );
  28500. } else {
  28501. cubeCamera.up.set( 0, upSign[ i ], 0 );
  28502. cubeCamera.lookAt( 0, 0, forwardSign[ i ] );
  28503. }
  28504. _setViewport( cubeUVRenderTarget,
  28505. col * SIZE_MAX, i > 2 ? SIZE_MAX : 0, SIZE_MAX, SIZE_MAX );
  28506. _renderer.setRenderTarget( cubeUVRenderTarget );
  28507. _renderer.render( scene, cubeCamera );
  28508. }
  28509. _renderer.toneMapping = toneMapping;
  28510. _renderer.toneMappingExposure = toneMappingExposure;
  28511. _renderer.outputEncoding = outputEncoding;
  28512. _renderer.setClearColor( clearColor, clearAlpha );
  28513. scene.scale.z *= - 1;
  28514. }
  28515. function _textureToCubeUV( texture, cubeUVRenderTarget ) {
  28516. var scene = new Scene();
  28517. if ( texture.isCubeTexture ) {
  28518. if ( _cubemapShader == null ) {
  28519. _cubemapShader = _getCubemapShader();
  28520. }
  28521. } else {
  28522. if ( _equirectShader == null ) {
  28523. _equirectShader = _getEquirectShader();
  28524. }
  28525. }
  28526. var material = texture.isCubeTexture ? _cubemapShader : _equirectShader;
  28527. scene.add( new Mesh( _lodPlanes[ 0 ], material ) );
  28528. var uniforms = material.uniforms;
  28529. uniforms[ 'envMap' ].value = texture;
  28530. if ( ! texture.isCubeTexture ) {
  28531. uniforms[ 'texelSize' ].value.set( 1.0 / texture.image.width, 1.0 / texture.image.height );
  28532. }
  28533. uniforms[ 'inputEncoding' ].value = ENCODINGS[ texture.encoding ];
  28534. uniforms[ 'outputEncoding' ].value = ENCODINGS[ texture.encoding ];
  28535. _setViewport( cubeUVRenderTarget, 0, 0, 3 * SIZE_MAX, 2 * SIZE_MAX );
  28536. _renderer.setRenderTarget( cubeUVRenderTarget );
  28537. _renderer.render( scene, _flatCamera );
  28538. }
  28539. function _compileMaterial( material ) {
  28540. var tmpScene = new Scene();
  28541. tmpScene.add( new Mesh( _lodPlanes[ 0 ], material ) );
  28542. _renderer.compile( tmpScene, _flatCamera );
  28543. }
  28544. function _createRenderTarget( params ) {
  28545. var cubeUVRenderTarget = new WebGLRenderTarget( 3 * SIZE_MAX, 3 * SIZE_MAX, params );
  28546. cubeUVRenderTarget.texture.mapping = CubeUVReflectionMapping;
  28547. cubeUVRenderTarget.texture.name = 'PMREM.cubeUv';
  28548. cubeUVRenderTarget.scissorTest = true;
  28549. return cubeUVRenderTarget;
  28550. }
  28551. function _setViewport( target, x, y, width, height ) {
  28552. target.viewport.set( x, y, width, height );
  28553. target.scissor.set( x, y, width, height );
  28554. }
  28555. function _applyPMREM( cubeUVRenderTarget ) {
  28556. var autoClear = _renderer.autoClear;
  28557. _renderer.autoClear = false;
  28558. for ( var i = 1; i < TOTAL_LODS; i ++ ) {
  28559. var sigma = Math.sqrt(
  28560. _sigmas[ i ] * _sigmas[ i ] -
  28561. _sigmas[ i - 1 ] * _sigmas[ i - 1 ] );
  28562. var poleAxis =
  28563. _axisDirections[ ( i - 1 ) % _axisDirections.length ];
  28564. _blur( cubeUVRenderTarget, i - 1, i, sigma, poleAxis );
  28565. }
  28566. _renderer.autoClear = autoClear;
  28567. }
  28568. /**
  28569. * This is a two-pass Gaussian blur for a cubemap. Normally this is done
  28570. * vertically and horizontally, but this breaks down on a cube. Here we apply
  28571. * the blur latitudinally (around the poles), and then longitudinally (towards
  28572. * the poles) to approximate the orthogonally-separable blur. It is least
  28573. * accurate at the poles, but still does a decent job.
  28574. */
  28575. function _blur( cubeUVRenderTarget, lodIn, lodOut, sigma, poleAxis ) {
  28576. _halfBlur(
  28577. cubeUVRenderTarget,
  28578. _pingPongRenderTarget,
  28579. lodIn,
  28580. lodOut,
  28581. sigma,
  28582. 'latitudinal',
  28583. poleAxis );
  28584. _halfBlur(
  28585. _pingPongRenderTarget,
  28586. cubeUVRenderTarget,
  28587. lodOut,
  28588. lodOut,
  28589. sigma,
  28590. 'longitudinal',
  28591. poleAxis );
  28592. }
  28593. function _halfBlur( targetIn, targetOut, lodIn, lodOut, sigmaRadians, direction, poleAxis ) {
  28594. if ( direction !== 'latitudinal' && direction !== 'longitudinal' ) {
  28595. console.error(
  28596. 'blur direction must be either latitudinal or longitudinal!' );
  28597. }
  28598. // Number of standard deviations at which to cut off the discrete approximation.
  28599. var STANDARD_DEVIATIONS = 3;
  28600. var blurScene = new Scene();
  28601. blurScene.add( new Mesh( _lodPlanes[ lodOut ], _blurMaterial ) );
  28602. var blurUniforms = _blurMaterial.uniforms;
  28603. var pixels = _sizeLods[ lodIn ] - 1;
  28604. var radiansPerPixel = isFinite( sigmaRadians ) ? Math.PI / ( 2 * pixels ) : 2 * Math.PI / ( 2 * MAX_SAMPLES - 1 );
  28605. var sigmaPixels = sigmaRadians / radiansPerPixel;
  28606. var samples = isFinite( sigmaRadians ) ? 1 + Math.floor( STANDARD_DEVIATIONS * sigmaPixels ) : MAX_SAMPLES;
  28607. if ( samples > MAX_SAMPLES ) {
  28608. console.warn( ("sigmaRadians, " + sigmaRadians + ", is too large and will clip, as it requested " + samples + " samples when the maximum is set to " + MAX_SAMPLES) );
  28609. }
  28610. var weights = [];
  28611. var sum = 0;
  28612. for ( var i = 0; i < MAX_SAMPLES; ++ i ) {
  28613. var x = i / sigmaPixels;
  28614. var weight = Math.exp( - x * x / 2 );
  28615. weights.push( weight );
  28616. if ( i == 0 ) {
  28617. sum += weight;
  28618. } else if ( i < samples ) {
  28619. sum += 2 * weight;
  28620. }
  28621. }
  28622. for ( var i = 0; i < weights.length; i ++ ) {
  28623. weights[ i ] = weights[ i ] / sum;
  28624. }
  28625. blurUniforms[ 'envMap' ].value = targetIn.texture;
  28626. blurUniforms[ 'samples' ].value = samples;
  28627. blurUniforms[ 'weights' ].value = weights;
  28628. blurUniforms[ 'latitudinal' ].value = direction === 'latitudinal';
  28629. if ( poleAxis ) {
  28630. blurUniforms[ 'poleAxis' ].value = poleAxis;
  28631. }
  28632. blurUniforms[ 'dTheta' ].value = radiansPerPixel;
  28633. blurUniforms[ 'mipInt' ].value = LOD_MAX - lodIn;
  28634. blurUniforms[ 'inputEncoding' ].value = ENCODINGS[ targetIn.texture.encoding ];
  28635. blurUniforms[ 'outputEncoding' ].value = ENCODINGS[ targetIn.texture.encoding ];
  28636. var outputSize = _sizeLods[ lodOut ];
  28637. var x = 3 * Math.max( 0, SIZE_MAX - 2 * outputSize );
  28638. var y = ( lodOut === 0 ? 0 : 2 * SIZE_MAX ) +
  28639. 2 * outputSize *
  28640. ( lodOut > LOD_MAX - LOD_MIN ? lodOut - LOD_MAX + LOD_MIN : 0 );
  28641. _setViewport( targetOut, x, y, 3 * outputSize, 2 * outputSize );
  28642. _renderer.setRenderTarget( targetOut );
  28643. _renderer.render( blurScene, _flatCamera );
  28644. }
  28645. function _getBlurShader( maxSamples ) {
  28646. var weights = new Float32Array( maxSamples );
  28647. var poleAxis = new Vector3( 0, 1, 0 );
  28648. var shaderMaterial = new RawShaderMaterial( {
  28649. defines: { 'n': maxSamples },
  28650. uniforms: {
  28651. 'envMap': { value: null },
  28652. 'samples': { value: 1 },
  28653. 'weights': { value: weights },
  28654. 'latitudinal': { value: false },
  28655. 'dTheta': { value: 0 },
  28656. 'mipInt': { value: 0 },
  28657. 'poleAxis': { value: poleAxis },
  28658. 'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },
  28659. 'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }
  28660. },
  28661. vertexShader: _getCommonVertexShader(),
  28662. fragmentShader: ("\nprecision mediump float;\nprecision mediump int;\nvarying vec3 vOutputDirection;\nuniform sampler2D envMap;\nuniform int samples;\nuniform float weights[n];\nuniform bool latitudinal;\nuniform float dTheta;\nuniform float mipInt;\nuniform vec3 poleAxis;\n\n" + (_getEncodings()) + "\n\n#define ENVMAP_TYPE_CUBE_UV\n#include <cube_uv_reflection_fragment>\n\nvoid main() {\n\tgl_FragColor = vec4(0.0);\n\tfor (int i = 0; i < n; i++) {\n\t\tif (i >= samples)\n\t\t\tbreak;\n\t\tfor (int dir = -1; dir < 2; dir += 2) {\n\t\t\tif (i == 0 && dir == 1)\n\t\t\t\tcontinue;\n\t\t\tvec3 axis = latitudinal ? poleAxis : cross(poleAxis, vOutputDirection);\n\t\t\tif (all(equal(axis, vec3(0.0))))\n\t\t\t\taxis = cross(vec3(0.0, 1.0, 0.0), vOutputDirection);\n\t\t\taxis = normalize(axis);\n\t\t\tfloat theta = dTheta * float(dir * i);\n\t\t\tfloat cosTheta = cos(theta);\n\t\t\t// Rodrigues' axis-angle rotation\n\t\t\tvec3 sampleDirection = vOutputDirection * cosTheta\n\t\t\t\t\t+ cross(axis, vOutputDirection) * sin(theta)\n\t\t\t\t\t+ axis * dot(axis, vOutputDirection) * (1.0 - cosTheta);\n\t\t\tgl_FragColor.rgb +=\n\t\t\t\t\tweights[i] * bilinearCubeUV(envMap, sampleDirection, mipInt);\n\t\t}\n\t}\n\tgl_FragColor = linearToOutputTexel(gl_FragColor);\n}\n\t\t"),
  28663. blending: NoBlending,
  28664. depthTest: false,
  28665. depthWrite: false
  28666. } );
  28667. shaderMaterial.type = 'SphericalGaussianBlur';
  28668. return shaderMaterial;
  28669. }
  28670. function _getEquirectShader() {
  28671. var texelSize = new Vector2( 1, 1 );
  28672. var shaderMaterial = new RawShaderMaterial( {
  28673. uniforms: {
  28674. 'envMap': { value: null },
  28675. 'texelSize': { value: texelSize },
  28676. 'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },
  28677. 'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }
  28678. },
  28679. vertexShader: _getCommonVertexShader(),
  28680. fragmentShader: ("\nprecision mediump float;\nprecision mediump int;\nvarying vec3 vOutputDirection;\nuniform sampler2D envMap;\nuniform vec2 texelSize;\n\n" + (_getEncodings()) + "\n\n#define RECIPROCAL_PI 0.31830988618\n#define RECIPROCAL_PI2 0.15915494\n\nvoid main() {\n\tgl_FragColor = vec4(0.0);\n\tvec3 outputDirection = normalize(vOutputDirection);\n\tvec2 uv;\n\tuv.y = asin(clamp(outputDirection.y, -1.0, 1.0)) * RECIPROCAL_PI + 0.5;\n\tuv.x = atan(outputDirection.z, outputDirection.x) * RECIPROCAL_PI2 + 0.5;\n\tvec2 f = fract(uv / texelSize - 0.5);\n\tuv -= f * texelSize;\n\tvec3 tl = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n\tuv.x += texelSize.x;\n\tvec3 tr = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n\tuv.y += texelSize.y;\n\tvec3 br = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n\tuv.x -= texelSize.x;\n\tvec3 bl = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n\tvec3 tm = mix(tl, tr, f.x);\n\tvec3 bm = mix(bl, br, f.x);\n\tgl_FragColor.rgb = mix(tm, bm, f.y);\n\tgl_FragColor = linearToOutputTexel(gl_FragColor);\n}\n\t\t"),
  28681. blending: NoBlending,
  28682. depthTest: false,
  28683. depthWrite: false
  28684. } );
  28685. shaderMaterial.type = 'EquirectangularToCubeUV';
  28686. return shaderMaterial;
  28687. }
  28688. function _getCubemapShader() {
  28689. var shaderMaterial = new RawShaderMaterial( {
  28690. uniforms: {
  28691. 'envMap': { value: null },
  28692. 'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },
  28693. 'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }
  28694. },
  28695. vertexShader: _getCommonVertexShader(),
  28696. fragmentShader: ("\nprecision mediump float;\nprecision mediump int;\nvarying vec3 vOutputDirection;\nuniform samplerCube envMap;\n\n" + (_getEncodings()) + "\n\nvoid main() {\n\tgl_FragColor = vec4(0.0);\n\tgl_FragColor.rgb = envMapTexelToLinear(textureCube(envMap, vec3( - vOutputDirection.x, vOutputDirection.yz ))).rgb;\n\tgl_FragColor = linearToOutputTexel(gl_FragColor);\n}\n\t\t"),
  28697. blending: NoBlending,
  28698. depthTest: false,
  28699. depthWrite: false
  28700. } );
  28701. shaderMaterial.type = 'CubemapToCubeUV';
  28702. return shaderMaterial;
  28703. }
  28704. function _getCommonVertexShader() {
  28705. return "\nprecision mediump float;\nprecision mediump int;\nattribute vec3 position;\nattribute vec2 uv;\nattribute float faceIndex;\nvarying vec3 vOutputDirection;\nvec3 getDirection(vec2 uv, float face) {\n\tuv = 2.0 * uv - 1.0;\n\tvec3 direction = vec3(uv, 1.0);\n\tif (face == 0.0) {\n\t\tdirection = direction.zyx;\n\t\tdirection.z *= -1.0;\n\t} else if (face == 1.0) {\n\t\tdirection = direction.xzy;\n\t\tdirection.z *= -1.0;\n\t} else if (face == 3.0) {\n\t\tdirection = direction.zyx;\n\t\tdirection.x *= -1.0;\n\t} else if (face == 4.0) {\n\t\tdirection = direction.xzy;\n\t\tdirection.y *= -1.0;\n\t} else if (face == 5.0) {\n\t\tdirection.xz *= -1.0;\n\t}\n\treturn direction;\n}\nvoid main() {\n\tvOutputDirection = getDirection(uv, faceIndex);\n\tgl_Position = vec4( position, 1.0 );\n}\n\t";
  28706. }
  28707. function _getEncodings() {
  28708. return "\nuniform int inputEncoding;\nuniform int outputEncoding;\n\n#include <encodings_pars_fragment>\n\nvec4 inputTexelToLinear(vec4 value){\n\tif(inputEncoding == 0){\n\t\treturn value;\n\t}else if(inputEncoding == 1){\n\t\treturn sRGBToLinear(value);\n\t}else if(inputEncoding == 2){\n\t\treturn RGBEToLinear(value);\n\t}else if(inputEncoding == 3){\n\t\treturn RGBMToLinear(value, 7.0);\n\t}else if(inputEncoding == 4){\n\t\treturn RGBMToLinear(value, 16.0);\n\t}else if(inputEncoding == 5){\n\t\treturn RGBDToLinear(value, 256.0);\n\t}else{\n\t\treturn GammaToLinear(value, 2.2);\n\t}\n}\n\nvec4 linearToOutputTexel(vec4 value){\n\tif(outputEncoding == 0){\n\t\treturn value;\n\t}else if(outputEncoding == 1){\n\t\treturn LinearTosRGB(value);\n\t}else if(outputEncoding == 2){\n\t\treturn LinearToRGBE(value);\n\t}else if(outputEncoding == 3){\n\t\treturn LinearToRGBM(value, 7.0);\n\t}else if(outputEncoding == 4){\n\t\treturn LinearToRGBM(value, 16.0);\n\t}else if(outputEncoding == 5){\n\t\treturn LinearToRGBD(value, 256.0);\n\t}else{\n\t\treturn LinearToGamma(value, 2.2);\n\t}\n}\n\nvec4 envMapTexelToLinear(vec4 color) {\n\treturn inputTexelToLinear(color);\n}\n\t";
  28709. }
  28710. /**
  28711. * @author mrdoob / http://mrdoob.com/
  28712. */
  28713. function Face4( a, b, c, d, normal, color, materialIndex ) {
  28714. console.warn( 'THREE.Face4 has been removed. A THREE.Face3 will be created instead.' );
  28715. return new Face3( a, b, c, normal, color, materialIndex );
  28716. }
  28717. var LineStrip = 0;
  28718. var LinePieces = 1;
  28719. function MeshFaceMaterial( materials ) {
  28720. console.warn( 'THREE.MeshFaceMaterial has been removed. Use an Array instead.' );
  28721. return materials;
  28722. }
  28723. function MultiMaterial( materials ) {
  28724. if ( materials === undefined ) { materials = []; }
  28725. console.warn( 'THREE.MultiMaterial has been removed. Use an Array instead.' );
  28726. materials.isMultiMaterial = true;
  28727. materials.materials = materials;
  28728. materials.clone = function () {
  28729. return materials.slice();
  28730. };
  28731. return materials;
  28732. }
  28733. function PointCloud( geometry, material ) {
  28734. console.warn( 'THREE.PointCloud has been renamed to THREE.Points.' );
  28735. return new Points( geometry, material );
  28736. }
  28737. function Particle( material ) {
  28738. console.warn( 'THREE.Particle has been renamed to THREE.Sprite.' );
  28739. return new Sprite( material );
  28740. }
  28741. function ParticleSystem( geometry, material ) {
  28742. console.warn( 'THREE.ParticleSystem has been renamed to THREE.Points.' );
  28743. return new Points( geometry, material );
  28744. }
  28745. function PointCloudMaterial( parameters ) {
  28746. console.warn( 'THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.' );
  28747. return new PointsMaterial( parameters );
  28748. }
  28749. function ParticleBasicMaterial( parameters ) {
  28750. console.warn( 'THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.' );
  28751. return new PointsMaterial( parameters );
  28752. }
  28753. function ParticleSystemMaterial( parameters ) {
  28754. console.warn( 'THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.' );
  28755. return new PointsMaterial( parameters );
  28756. }
  28757. function Vertex( x, y, z ) {
  28758. console.warn( 'THREE.Vertex has been removed. Use THREE.Vector3 instead.' );
  28759. return new Vector3( x, y, z );
  28760. }
  28761. //
  28762. function DynamicBufferAttribute( array, itemSize ) {
  28763. console.warn( 'THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setUsage( THREE.DynamicDrawUsage ) instead.' );
  28764. return new BufferAttribute( array, itemSize ).setUsage( DynamicDrawUsage );
  28765. }
  28766. function Int8Attribute( array, itemSize ) {
  28767. console.warn( 'THREE.Int8Attribute has been removed. Use new THREE.Int8BufferAttribute() instead.' );
  28768. return new Int8BufferAttribute( array, itemSize );
  28769. }
  28770. function Uint8Attribute( array, itemSize ) {
  28771. console.warn( 'THREE.Uint8Attribute has been removed. Use new THREE.Uint8BufferAttribute() instead.' );
  28772. return new Uint8BufferAttribute( array, itemSize );
  28773. }
  28774. function Uint8ClampedAttribute( array, itemSize ) {
  28775. console.warn( 'THREE.Uint8ClampedAttribute has been removed. Use new THREE.Uint8ClampedBufferAttribute() instead.' );
  28776. return new Uint8ClampedBufferAttribute( array, itemSize );
  28777. }
  28778. function Int16Attribute( array, itemSize ) {
  28779. console.warn( 'THREE.Int16Attribute has been removed. Use new THREE.Int16BufferAttribute() instead.' );
  28780. return new Int16BufferAttribute( array, itemSize );
  28781. }
  28782. function Uint16Attribute( array, itemSize ) {
  28783. console.warn( 'THREE.Uint16Attribute has been removed. Use new THREE.Uint16BufferAttribute() instead.' );
  28784. return new Uint16BufferAttribute( array, itemSize );
  28785. }
  28786. function Int32Attribute( array, itemSize ) {
  28787. console.warn( 'THREE.Int32Attribute has been removed. Use new THREE.Int32BufferAttribute() instead.' );
  28788. return new Int32BufferAttribute( array, itemSize );
  28789. }
  28790. function Uint32Attribute( array, itemSize ) {
  28791. console.warn( 'THREE.Uint32Attribute has been removed. Use new THREE.Uint32BufferAttribute() instead.' );
  28792. return new Uint32BufferAttribute( array, itemSize );
  28793. }
  28794. function Float32Attribute( array, itemSize ) {
  28795. console.warn( 'THREE.Float32Attribute has been removed. Use new THREE.Float32BufferAttribute() instead.' );
  28796. return new Float32BufferAttribute( array, itemSize );
  28797. }
  28798. function Float64Attribute( array, itemSize ) {
  28799. console.warn( 'THREE.Float64Attribute has been removed. Use new THREE.Float64BufferAttribute() instead.' );
  28800. return new Float64BufferAttribute( array, itemSize );
  28801. }
  28802. //
  28803. Curve.create = function ( construct, getPoint ) {
  28804. console.log( 'THREE.Curve.create() has been deprecated' );
  28805. construct.prototype = Object.create( Curve.prototype );
  28806. construct.prototype.constructor = construct;
  28807. construct.prototype.getPoint = getPoint;
  28808. return construct;
  28809. };
  28810. //
  28811. Object.assign( CurvePath.prototype, {
  28812. createPointsGeometry: function ( divisions ) {
  28813. console.warn( 'THREE.CurvePath: .createPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  28814. // generate geometry from path points (for Line or Points objects)
  28815. var pts = this.getPoints( divisions );
  28816. return this.createGeometry( pts );
  28817. },
  28818. createSpacedPointsGeometry: function ( divisions ) {
  28819. console.warn( 'THREE.CurvePath: .createSpacedPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  28820. // generate geometry from equidistant sampling along the path
  28821. var pts = this.getSpacedPoints( divisions );
  28822. return this.createGeometry( pts );
  28823. },
  28824. createGeometry: function ( points ) {
  28825. console.warn( 'THREE.CurvePath: .createGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  28826. var geometry = new Geometry();
  28827. for ( var i = 0, l = points.length; i < l; i ++ ) {
  28828. var point = points[ i ];
  28829. geometry.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );
  28830. }
  28831. return geometry;
  28832. }
  28833. } );
  28834. //
  28835. Object.assign( Path.prototype, {
  28836. fromPoints: function ( points ) {
  28837. console.warn( 'THREE.Path: .fromPoints() has been renamed to .setFromPoints().' );
  28838. return this.setFromPoints( points );
  28839. }
  28840. } );
  28841. //
  28842. function ClosedSplineCurve3( points ) {
  28843. console.warn( 'THREE.ClosedSplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
  28844. CatmullRomCurve3.call( this, points );
  28845. this.type = 'catmullrom';
  28846. this.closed = true;
  28847. }
  28848. ClosedSplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
  28849. //
  28850. function SplineCurve3( points ) {
  28851. console.warn( 'THREE.SplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
  28852. CatmullRomCurve3.call( this, points );
  28853. this.type = 'catmullrom';
  28854. }
  28855. SplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
  28856. //
  28857. function Spline( points ) {
  28858. console.warn( 'THREE.Spline has been removed. Use THREE.CatmullRomCurve3 instead.' );
  28859. CatmullRomCurve3.call( this, points );
  28860. this.type = 'catmullrom';
  28861. }
  28862. Spline.prototype = Object.create( CatmullRomCurve3.prototype );
  28863. Object.assign( Spline.prototype, {
  28864. initFromArray: function ( /* a */ ) {
  28865. console.error( 'THREE.Spline: .initFromArray() has been removed.' );
  28866. },
  28867. getControlPointsArray: function ( /* optionalTarget */ ) {
  28868. console.error( 'THREE.Spline: .getControlPointsArray() has been removed.' );
  28869. },
  28870. reparametrizeByArcLength: function ( /* samplingCoef */ ) {
  28871. console.error( 'THREE.Spline: .reparametrizeByArcLength() has been removed.' );
  28872. }
  28873. } );
  28874. //
  28875. function AxisHelper( size ) {
  28876. console.warn( 'THREE.AxisHelper has been renamed to THREE.AxesHelper.' );
  28877. return new AxesHelper( size );
  28878. }
  28879. function BoundingBoxHelper( object, color ) {
  28880. console.warn( 'THREE.BoundingBoxHelper has been deprecated. Creating a THREE.BoxHelper instead.' );
  28881. return new BoxHelper( object, color );
  28882. }
  28883. function EdgesHelper( object, hex ) {
  28884. console.warn( 'THREE.EdgesHelper has been removed. Use THREE.EdgesGeometry instead.' );
  28885. return new LineSegments( new EdgesGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );
  28886. }
  28887. GridHelper.prototype.setColors = function () {
  28888. console.error( 'THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.' );
  28889. };
  28890. SkeletonHelper.prototype.update = function () {
  28891. console.error( 'THREE.SkeletonHelper: update() no longer needs to be called.' );
  28892. };
  28893. function WireframeHelper( object, hex ) {
  28894. console.warn( 'THREE.WireframeHelper has been removed. Use THREE.WireframeGeometry instead.' );
  28895. return new LineSegments( new WireframeGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );
  28896. }
  28897. //
  28898. Object.assign( Loader.prototype, {
  28899. extractUrlBase: function ( url ) {
  28900. console.warn( 'THREE.Loader: .extractUrlBase() has been deprecated. Use THREE.LoaderUtils.extractUrlBase() instead.' );
  28901. return LoaderUtils.extractUrlBase( url );
  28902. }
  28903. } );
  28904. Loader.Handlers = {
  28905. add: function ( /* regex, loader */ ) {
  28906. console.error( 'THREE.Loader: Handlers.add() has been removed. Use LoadingManager.addHandler() instead.' );
  28907. },
  28908. get: function ( /* file */ ) {
  28909. console.error( 'THREE.Loader: Handlers.get() has been removed. Use LoadingManager.getHandler() instead.' );
  28910. }
  28911. };
  28912. function XHRLoader( manager ) {
  28913. console.warn( 'THREE.XHRLoader has been renamed to THREE.FileLoader.' );
  28914. return new FileLoader( manager );
  28915. }
  28916. function BinaryTextureLoader( manager ) {
  28917. console.warn( 'THREE.BinaryTextureLoader has been renamed to THREE.DataTextureLoader.' );
  28918. return new DataTextureLoader( manager );
  28919. }
  28920. Object.assign( ObjectLoader.prototype, {
  28921. setTexturePath: function ( value ) {
  28922. console.warn( 'THREE.ObjectLoader: .setTexturePath() has been renamed to .setResourcePath().' );
  28923. return this.setResourcePath( value );
  28924. }
  28925. } );
  28926. //
  28927. Object.assign( Box2.prototype, {
  28928. center: function ( optionalTarget ) {
  28929. console.warn( 'THREE.Box2: .center() has been renamed to .getCenter().' );
  28930. return this.getCenter( optionalTarget );
  28931. },
  28932. empty: function () {
  28933. console.warn( 'THREE.Box2: .empty() has been renamed to .isEmpty().' );
  28934. return this.isEmpty();
  28935. },
  28936. isIntersectionBox: function ( box ) {
  28937. console.warn( 'THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().' );
  28938. return this.intersectsBox( box );
  28939. },
  28940. size: function ( optionalTarget ) {
  28941. console.warn( 'THREE.Box2: .size() has been renamed to .getSize().' );
  28942. return this.getSize( optionalTarget );
  28943. }
  28944. } );
  28945. Object.assign( Box3.prototype, {
  28946. center: function ( optionalTarget ) {
  28947. console.warn( 'THREE.Box3: .center() has been renamed to .getCenter().' );
  28948. return this.getCenter( optionalTarget );
  28949. },
  28950. empty: function () {
  28951. console.warn( 'THREE.Box3: .empty() has been renamed to .isEmpty().' );
  28952. return this.isEmpty();
  28953. },
  28954. isIntersectionBox: function ( box ) {
  28955. console.warn( 'THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().' );
  28956. return this.intersectsBox( box );
  28957. },
  28958. isIntersectionSphere: function ( sphere ) {
  28959. console.warn( 'THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
  28960. return this.intersectsSphere( sphere );
  28961. },
  28962. size: function ( optionalTarget ) {
  28963. console.warn( 'THREE.Box3: .size() has been renamed to .getSize().' );
  28964. return this.getSize( optionalTarget );
  28965. }
  28966. } );
  28967. Line3.prototype.center = function ( optionalTarget ) {
  28968. console.warn( 'THREE.Line3: .center() has been renamed to .getCenter().' );
  28969. return this.getCenter( optionalTarget );
  28970. };
  28971. Object.assign( MathUtils, {
  28972. random16: function () {
  28973. console.warn( 'THREE.Math: .random16() has been deprecated. Use Math.random() instead.' );
  28974. return Math.random();
  28975. },
  28976. nearestPowerOfTwo: function ( value ) {
  28977. console.warn( 'THREE.Math: .nearestPowerOfTwo() has been renamed to .floorPowerOfTwo().' );
  28978. return MathUtils.floorPowerOfTwo( value );
  28979. },
  28980. nextPowerOfTwo: function ( value ) {
  28981. console.warn( 'THREE.Math: .nextPowerOfTwo() has been renamed to .ceilPowerOfTwo().' );
  28982. return MathUtils.ceilPowerOfTwo( value );
  28983. }
  28984. } );
  28985. Object.assign( Matrix3.prototype, {
  28986. flattenToArrayOffset: function ( array, offset ) {
  28987. console.warn( "THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
  28988. return this.toArray( array, offset );
  28989. },
  28990. multiplyVector3: function ( vector ) {
  28991. console.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' );
  28992. return vector.applyMatrix3( this );
  28993. },
  28994. multiplyVector3Array: function ( /* a */ ) {
  28995. console.error( 'THREE.Matrix3: .multiplyVector3Array() has been removed.' );
  28996. },
  28997. applyToBufferAttribute: function ( attribute ) {
  28998. console.warn( 'THREE.Matrix3: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix3( matrix ) instead.' );
  28999. return attribute.applyMatrix3( this );
  29000. },
  29001. applyToVector3Array: function ( /* array, offset, length */ ) {
  29002. console.error( 'THREE.Matrix3: .applyToVector3Array() has been removed.' );
  29003. }
  29004. } );
  29005. Object.assign( Matrix4.prototype, {
  29006. extractPosition: function ( m ) {
  29007. console.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' );
  29008. return this.copyPosition( m );
  29009. },
  29010. flattenToArrayOffset: function ( array, offset ) {
  29011. console.warn( "THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
  29012. return this.toArray( array, offset );
  29013. },
  29014. getPosition: function () {
  29015. console.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' );
  29016. return new Vector3().setFromMatrixColumn( this, 3 );
  29017. },
  29018. setRotationFromQuaternion: function ( q ) {
  29019. console.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' );
  29020. return this.makeRotationFromQuaternion( q );
  29021. },
  29022. multiplyToArray: function () {
  29023. console.warn( 'THREE.Matrix4: .multiplyToArray() has been removed.' );
  29024. },
  29025. multiplyVector3: function ( vector ) {
  29026. console.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  29027. return vector.applyMatrix4( this );
  29028. },
  29029. multiplyVector4: function ( vector ) {
  29030. console.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  29031. return vector.applyMatrix4( this );
  29032. },
  29033. multiplyVector3Array: function ( /* a */ ) {
  29034. console.error( 'THREE.Matrix4: .multiplyVector3Array() has been removed.' );
  29035. },
  29036. rotateAxis: function ( v ) {
  29037. console.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' );
  29038. v.transformDirection( this );
  29039. },
  29040. crossVector: function ( vector ) {
  29041. console.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  29042. return vector.applyMatrix4( this );
  29043. },
  29044. translate: function () {
  29045. console.error( 'THREE.Matrix4: .translate() has been removed.' );
  29046. },
  29047. rotateX: function () {
  29048. console.error( 'THREE.Matrix4: .rotateX() has been removed.' );
  29049. },
  29050. rotateY: function () {
  29051. console.error( 'THREE.Matrix4: .rotateY() has been removed.' );
  29052. },
  29053. rotateZ: function () {
  29054. console.error( 'THREE.Matrix4: .rotateZ() has been removed.' );
  29055. },
  29056. rotateByAxis: function () {
  29057. console.error( 'THREE.Matrix4: .rotateByAxis() has been removed.' );
  29058. },
  29059. applyToBufferAttribute: function ( attribute ) {
  29060. console.warn( 'THREE.Matrix4: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix4( matrix ) instead.' );
  29061. return attribute.applyMatrix4( this );
  29062. },
  29063. applyToVector3Array: function ( /* array, offset, length */ ) {
  29064. console.error( 'THREE.Matrix4: .applyToVector3Array() has been removed.' );
  29065. },
  29066. makeFrustum: function ( left, right, bottom, top, near, far ) {
  29067. console.warn( 'THREE.Matrix4: .makeFrustum() has been removed. Use .makePerspective( left, right, top, bottom, near, far ) instead.' );
  29068. return this.makePerspective( left, right, top, bottom, near, far );
  29069. }
  29070. } );
  29071. Plane.prototype.isIntersectionLine = function ( line ) {
  29072. console.warn( 'THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().' );
  29073. return this.intersectsLine( line );
  29074. };
  29075. Quaternion.prototype.multiplyVector3 = function ( vector ) {
  29076. console.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );
  29077. return vector.applyQuaternion( this );
  29078. };
  29079. Object.assign( Ray.prototype, {
  29080. isIntersectionBox: function ( box ) {
  29081. console.warn( 'THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().' );
  29082. return this.intersectsBox( box );
  29083. },
  29084. isIntersectionPlane: function ( plane ) {
  29085. console.warn( 'THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().' );
  29086. return this.intersectsPlane( plane );
  29087. },
  29088. isIntersectionSphere: function ( sphere ) {
  29089. console.warn( 'THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
  29090. return this.intersectsSphere( sphere );
  29091. }
  29092. } );
  29093. Object.assign( Triangle.prototype, {
  29094. area: function () {
  29095. console.warn( 'THREE.Triangle: .area() has been renamed to .getArea().' );
  29096. return this.getArea();
  29097. },
  29098. barycoordFromPoint: function ( point, target ) {
  29099. console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
  29100. return this.getBarycoord( point, target );
  29101. },
  29102. midpoint: function ( target ) {
  29103. console.warn( 'THREE.Triangle: .midpoint() has been renamed to .getMidpoint().' );
  29104. return this.getMidpoint( target );
  29105. },
  29106. normal: function ( target ) {
  29107. console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
  29108. return this.getNormal( target );
  29109. },
  29110. plane: function ( target ) {
  29111. console.warn( 'THREE.Triangle: .plane() has been renamed to .getPlane().' );
  29112. return this.getPlane( target );
  29113. }
  29114. } );
  29115. Object.assign( Triangle, {
  29116. barycoordFromPoint: function ( point, a, b, c, target ) {
  29117. console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
  29118. return Triangle.getBarycoord( point, a, b, c, target );
  29119. },
  29120. normal: function ( a, b, c, target ) {
  29121. console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
  29122. return Triangle.getNormal( a, b, c, target );
  29123. }
  29124. } );
  29125. Object.assign( Shape.prototype, {
  29126. extractAllPoints: function ( divisions ) {
  29127. console.warn( 'THREE.Shape: .extractAllPoints() has been removed. Use .extractPoints() instead.' );
  29128. return this.extractPoints( divisions );
  29129. },
  29130. extrude: function ( options ) {
  29131. console.warn( 'THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead.' );
  29132. return new ExtrudeGeometry( this, options );
  29133. },
  29134. makeGeometry: function ( options ) {
  29135. console.warn( 'THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead.' );
  29136. return new ShapeGeometry( this, options );
  29137. }
  29138. } );
  29139. Object.assign( Vector2.prototype, {
  29140. fromAttribute: function ( attribute, index, offset ) {
  29141. console.warn( 'THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  29142. return this.fromBufferAttribute( attribute, index, offset );
  29143. },
  29144. distanceToManhattan: function ( v ) {
  29145. console.warn( 'THREE.Vector2: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
  29146. return this.manhattanDistanceTo( v );
  29147. },
  29148. lengthManhattan: function () {
  29149. console.warn( 'THREE.Vector2: .lengthManhattan() has been renamed to .manhattanLength().' );
  29150. return this.manhattanLength();
  29151. }
  29152. } );
  29153. Object.assign( Vector3.prototype, {
  29154. setEulerFromRotationMatrix: function () {
  29155. console.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' );
  29156. },
  29157. setEulerFromQuaternion: function () {
  29158. console.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' );
  29159. },
  29160. getPositionFromMatrix: function ( m ) {
  29161. console.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' );
  29162. return this.setFromMatrixPosition( m );
  29163. },
  29164. getScaleFromMatrix: function ( m ) {
  29165. console.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' );
  29166. return this.setFromMatrixScale( m );
  29167. },
  29168. getColumnFromMatrix: function ( index, matrix ) {
  29169. console.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' );
  29170. return this.setFromMatrixColumn( matrix, index );
  29171. },
  29172. applyProjection: function ( m ) {
  29173. console.warn( 'THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead.' );
  29174. return this.applyMatrix4( m );
  29175. },
  29176. fromAttribute: function ( attribute, index, offset ) {
  29177. console.warn( 'THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  29178. return this.fromBufferAttribute( attribute, index, offset );
  29179. },
  29180. distanceToManhattan: function ( v ) {
  29181. console.warn( 'THREE.Vector3: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
  29182. return this.manhattanDistanceTo( v );
  29183. },
  29184. lengthManhattan: function () {
  29185. console.warn( 'THREE.Vector3: .lengthManhattan() has been renamed to .manhattanLength().' );
  29186. return this.manhattanLength();
  29187. }
  29188. } );
  29189. Object.assign( Vector4.prototype, {
  29190. fromAttribute: function ( attribute, index, offset ) {
  29191. console.warn( 'THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  29192. return this.fromBufferAttribute( attribute, index, offset );
  29193. },
  29194. lengthManhattan: function () {
  29195. console.warn( 'THREE.Vector4: .lengthManhattan() has been renamed to .manhattanLength().' );
  29196. return this.manhattanLength();
  29197. }
  29198. } );
  29199. //
  29200. Object.assign( Geometry.prototype, {
  29201. computeTangents: function () {
  29202. console.error( 'THREE.Geometry: .computeTangents() has been removed.' );
  29203. },
  29204. computeLineDistances: function () {
  29205. console.error( 'THREE.Geometry: .computeLineDistances() has been removed. Use THREE.Line.computeLineDistances() instead.' );
  29206. },
  29207. applyMatrix: function ( matrix ) {
  29208. console.warn( 'THREE.Geometry: .applyMatrix() has been renamed to .applyMatrix4().' );
  29209. return this.applyMatrix4( matrix );
  29210. }
  29211. } );
  29212. Object.assign( Object3D.prototype, {
  29213. getChildByName: function ( name ) {
  29214. console.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' );
  29215. return this.getObjectByName( name );
  29216. },
  29217. renderDepth: function () {
  29218. console.warn( 'THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.' );
  29219. },
  29220. translate: function ( distance, axis ) {
  29221. console.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' );
  29222. return this.translateOnAxis( axis, distance );
  29223. },
  29224. getWorldRotation: function () {
  29225. console.error( 'THREE.Object3D: .getWorldRotation() has been removed. Use THREE.Object3D.getWorldQuaternion( target ) instead.' );
  29226. },
  29227. applyMatrix: function ( matrix ) {
  29228. console.warn( 'THREE.Object3D: .applyMatrix() has been renamed to .applyMatrix4().' );
  29229. return this.applyMatrix4( matrix );
  29230. }
  29231. } );
  29232. Object.defineProperties( Object3D.prototype, {
  29233. eulerOrder: {
  29234. get: function () {
  29235. console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
  29236. return this.rotation.order;
  29237. },
  29238. set: function ( value ) {
  29239. console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
  29240. this.rotation.order = value;
  29241. }
  29242. },
  29243. useQuaternion: {
  29244. get: function () {
  29245. console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  29246. },
  29247. set: function () {
  29248. console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  29249. }
  29250. }
  29251. } );
  29252. Object.assign( Mesh.prototype, {
  29253. setDrawMode: function () {
  29254. console.error( 'THREE.Mesh: .setDrawMode() has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.' );
  29255. },
  29256. } );
  29257. Object.defineProperties( Mesh.prototype, {
  29258. drawMode: {
  29259. get: function () {
  29260. console.error( 'THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode.' );
  29261. return TrianglesDrawMode;
  29262. },
  29263. set: function () {
  29264. console.error( 'THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.' );
  29265. }
  29266. }
  29267. } );
  29268. Object.defineProperties( LOD.prototype, {
  29269. objects: {
  29270. get: function () {
  29271. console.warn( 'THREE.LOD: .objects has been renamed to .levels.' );
  29272. return this.levels;
  29273. }
  29274. }
  29275. } );
  29276. Object.defineProperty( Skeleton.prototype, 'useVertexTexture', {
  29277. get: function () {
  29278. console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );
  29279. },
  29280. set: function () {
  29281. console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );
  29282. }
  29283. } );
  29284. SkinnedMesh.prototype.initBones = function () {
  29285. console.error( 'THREE.SkinnedMesh: initBones() has been removed.' );
  29286. };
  29287. Object.defineProperty( Curve.prototype, '__arcLengthDivisions', {
  29288. get: function () {
  29289. console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
  29290. return this.arcLengthDivisions;
  29291. },
  29292. set: function ( value ) {
  29293. console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
  29294. this.arcLengthDivisions = value;
  29295. }
  29296. } );
  29297. //
  29298. PerspectiveCamera.prototype.setLens = function ( focalLength, filmGauge ) {
  29299. console.warn( "THREE.PerspectiveCamera.setLens is deprecated. " +
  29300. "Use .setFocalLength and .filmGauge for a photographic setup." );
  29301. if ( filmGauge !== undefined ) { this.filmGauge = filmGauge; }
  29302. this.setFocalLength( focalLength );
  29303. };
  29304. //
  29305. Object.defineProperties( Light.prototype, {
  29306. onlyShadow: {
  29307. set: function () {
  29308. console.warn( 'THREE.Light: .onlyShadow has been removed.' );
  29309. }
  29310. },
  29311. shadowCameraFov: {
  29312. set: function ( value ) {
  29313. console.warn( 'THREE.Light: .shadowCameraFov is now .shadow.camera.fov.' );
  29314. this.shadow.camera.fov = value;
  29315. }
  29316. },
  29317. shadowCameraLeft: {
  29318. set: function ( value ) {
  29319. console.warn( 'THREE.Light: .shadowCameraLeft is now .shadow.camera.left.' );
  29320. this.shadow.camera.left = value;
  29321. }
  29322. },
  29323. shadowCameraRight: {
  29324. set: function ( value ) {
  29325. console.warn( 'THREE.Light: .shadowCameraRight is now .shadow.camera.right.' );
  29326. this.shadow.camera.right = value;
  29327. }
  29328. },
  29329. shadowCameraTop: {
  29330. set: function ( value ) {
  29331. console.warn( 'THREE.Light: .shadowCameraTop is now .shadow.camera.top.' );
  29332. this.shadow.camera.top = value;
  29333. }
  29334. },
  29335. shadowCameraBottom: {
  29336. set: function ( value ) {
  29337. console.warn( 'THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom.' );
  29338. this.shadow.camera.bottom = value;
  29339. }
  29340. },
  29341. shadowCameraNear: {
  29342. set: function ( value ) {
  29343. console.warn( 'THREE.Light: .shadowCameraNear is now .shadow.camera.near.' );
  29344. this.shadow.camera.near = value;
  29345. }
  29346. },
  29347. shadowCameraFar: {
  29348. set: function ( value ) {
  29349. console.warn( 'THREE.Light: .shadowCameraFar is now .shadow.camera.far.' );
  29350. this.shadow.camera.far = value;
  29351. }
  29352. },
  29353. shadowCameraVisible: {
  29354. set: function () {
  29355. console.warn( 'THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.' );
  29356. }
  29357. },
  29358. shadowBias: {
  29359. set: function ( value ) {
  29360. console.warn( 'THREE.Light: .shadowBias is now .shadow.bias.' );
  29361. this.shadow.bias = value;
  29362. }
  29363. },
  29364. shadowDarkness: {
  29365. set: function () {
  29366. console.warn( 'THREE.Light: .shadowDarkness has been removed.' );
  29367. }
  29368. },
  29369. shadowMapWidth: {
  29370. set: function ( value ) {
  29371. console.warn( 'THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.' );
  29372. this.shadow.mapSize.width = value;
  29373. }
  29374. },
  29375. shadowMapHeight: {
  29376. set: function ( value ) {
  29377. console.warn( 'THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.' );
  29378. this.shadow.mapSize.height = value;
  29379. }
  29380. }
  29381. } );
  29382. //
  29383. Object.defineProperties( BufferAttribute.prototype, {
  29384. length: {
  29385. get: function () {
  29386. console.warn( 'THREE.BufferAttribute: .length has been deprecated. Use .count instead.' );
  29387. return this.array.length;
  29388. }
  29389. },
  29390. dynamic: {
  29391. get: function () {
  29392. console.warn( 'THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.' );
  29393. return this.usage === DynamicDrawUsage;
  29394. },
  29395. set: function ( /* value */ ) {
  29396. console.warn( 'THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.' );
  29397. this.setUsage( DynamicDrawUsage );
  29398. }
  29399. }
  29400. } );
  29401. Object.assign( BufferAttribute.prototype, {
  29402. setDynamic: function ( value ) {
  29403. console.warn( 'THREE.BufferAttribute: .setDynamic() has been deprecated. Use .setUsage() instead.' );
  29404. this.setUsage( value === true ? DynamicDrawUsage : StaticDrawUsage );
  29405. return this;
  29406. },
  29407. copyIndicesArray: function ( /* indices */ ) {
  29408. console.error( 'THREE.BufferAttribute: .copyIndicesArray() has been removed.' );
  29409. },
  29410. setArray: function ( /* array */ ) {
  29411. console.error( 'THREE.BufferAttribute: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers' );
  29412. }
  29413. } );
  29414. Object.assign( BufferGeometry.prototype, {
  29415. addIndex: function ( index ) {
  29416. console.warn( 'THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().' );
  29417. this.setIndex( index );
  29418. },
  29419. addAttribute: function ( name, attribute ) {
  29420. console.warn( 'THREE.BufferGeometry: .addAttribute() has been renamed to .setAttribute().' );
  29421. if ( ! ( attribute && attribute.isBufferAttribute ) && ! ( attribute && attribute.isInterleavedBufferAttribute ) ) {
  29422. console.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' );
  29423. return this.setAttribute( name, new BufferAttribute( arguments[ 1 ], arguments[ 2 ] ) );
  29424. }
  29425. if ( name === 'index' ) {
  29426. console.warn( 'THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.' );
  29427. this.setIndex( attribute );
  29428. return this;
  29429. }
  29430. return this.setAttribute( name, attribute );
  29431. },
  29432. addDrawCall: function ( start, count, indexOffset ) {
  29433. if ( indexOffset !== undefined ) {
  29434. console.warn( 'THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.' );
  29435. }
  29436. console.warn( 'THREE.BufferGeometry: .addDrawCall() is now .addGroup().' );
  29437. this.addGroup( start, count );
  29438. },
  29439. clearDrawCalls: function () {
  29440. console.warn( 'THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().' );
  29441. this.clearGroups();
  29442. },
  29443. computeTangents: function () {
  29444. console.warn( 'THREE.BufferGeometry: .computeTangents() has been removed.' );
  29445. },
  29446. computeOffsets: function () {
  29447. console.warn( 'THREE.BufferGeometry: .computeOffsets() has been removed.' );
  29448. },
  29449. removeAttribute: function ( name ) {
  29450. console.warn( 'THREE.BufferGeometry: .removeAttribute() has been renamed to .deleteAttribute().' );
  29451. return this.deleteAttribute( name );
  29452. },
  29453. applyMatrix: function ( matrix ) {
  29454. console.warn( 'THREE.BufferGeometry: .applyMatrix() has been renamed to .applyMatrix4().' );
  29455. return this.applyMatrix4( matrix );
  29456. }
  29457. } );
  29458. Object.defineProperties( BufferGeometry.prototype, {
  29459. drawcalls: {
  29460. get: function () {
  29461. console.error( 'THREE.BufferGeometry: .drawcalls has been renamed to .groups.' );
  29462. return this.groups;
  29463. }
  29464. },
  29465. offsets: {
  29466. get: function () {
  29467. console.warn( 'THREE.BufferGeometry: .offsets has been renamed to .groups.' );
  29468. return this.groups;
  29469. }
  29470. }
  29471. } );
  29472. Object.defineProperties( InterleavedBuffer.prototype, {
  29473. dynamic: {
  29474. get: function () {
  29475. console.warn( 'THREE.InterleavedBuffer: .length has been deprecated. Use .usage instead.' );
  29476. return this.usage === DynamicDrawUsage;
  29477. },
  29478. set: function ( value ) {
  29479. console.warn( 'THREE.InterleavedBuffer: .length has been deprecated. Use .usage instead.' );
  29480. this.setUsage( value );
  29481. }
  29482. }
  29483. } );
  29484. Object.assign( InterleavedBuffer.prototype, {
  29485. setDynamic: function ( value ) {
  29486. console.warn( 'THREE.InterleavedBuffer: .setDynamic() has been deprecated. Use .setUsage() instead.' );
  29487. this.setUsage( value === true ? DynamicDrawUsage : StaticDrawUsage );
  29488. return this;
  29489. },
  29490. setArray: function ( /* array */ ) {
  29491. console.error( 'THREE.InterleavedBuffer: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers' );
  29492. }
  29493. } );
  29494. //
  29495. Object.assign( ExtrudeBufferGeometry.prototype, {
  29496. getArrays: function () {
  29497. console.error( 'THREE.ExtrudeBufferGeometry: .getArrays() has been removed.' );
  29498. },
  29499. addShapeList: function () {
  29500. console.error( 'THREE.ExtrudeBufferGeometry: .addShapeList() has been removed.' );
  29501. },
  29502. addShape: function () {
  29503. console.error( 'THREE.ExtrudeBufferGeometry: .addShape() has been removed.' );
  29504. }
  29505. } );
  29506. //
  29507. Object.defineProperties( Uniform.prototype, {
  29508. dynamic: {
  29509. set: function () {
  29510. console.warn( 'THREE.Uniform: .dynamic has been removed. Use object.onBeforeRender() instead.' );
  29511. }
  29512. },
  29513. onUpdate: {
  29514. value: function () {
  29515. console.warn( 'THREE.Uniform: .onUpdate() has been removed. Use object.onBeforeRender() instead.' );
  29516. return this;
  29517. }
  29518. }
  29519. } );
  29520. //
  29521. Object.defineProperties( Material.prototype, {
  29522. wrapAround: {
  29523. get: function () {
  29524. console.warn( 'THREE.Material: .wrapAround has been removed.' );
  29525. },
  29526. set: function () {
  29527. console.warn( 'THREE.Material: .wrapAround has been removed.' );
  29528. }
  29529. },
  29530. overdraw: {
  29531. get: function () {
  29532. console.warn( 'THREE.Material: .overdraw has been removed.' );
  29533. },
  29534. set: function () {
  29535. console.warn( 'THREE.Material: .overdraw has been removed.' );
  29536. }
  29537. },
  29538. wrapRGB: {
  29539. get: function () {
  29540. console.warn( 'THREE.Material: .wrapRGB has been removed.' );
  29541. return new Color();
  29542. }
  29543. },
  29544. shading: {
  29545. get: function () {
  29546. console.error( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  29547. },
  29548. set: function ( value ) {
  29549. console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  29550. this.flatShading = ( value === FlatShading );
  29551. }
  29552. },
  29553. stencilMask: {
  29554. get: function () {
  29555. console.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' );
  29556. return this.stencilFuncMask;
  29557. },
  29558. set: function ( value ) {
  29559. console.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' );
  29560. this.stencilFuncMask = value;
  29561. }
  29562. }
  29563. } );
  29564. Object.defineProperties( MeshPhongMaterial.prototype, {
  29565. metal: {
  29566. get: function () {
  29567. console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead.' );
  29568. return false;
  29569. },
  29570. set: function () {
  29571. console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead' );
  29572. }
  29573. }
  29574. } );
  29575. Object.defineProperties( ShaderMaterial.prototype, {
  29576. derivatives: {
  29577. get: function () {
  29578. console.warn( 'THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
  29579. return this.extensions.derivatives;
  29580. },
  29581. set: function ( value ) {
  29582. console.warn( 'THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
  29583. this.extensions.derivatives = value;
  29584. }
  29585. }
  29586. } );
  29587. //
  29588. Object.assign( WebGLRenderer.prototype, {
  29589. clearTarget: function ( renderTarget, color, depth, stencil ) {
  29590. console.warn( 'THREE.WebGLRenderer: .clearTarget() has been deprecated. Use .setRenderTarget() and .clear() instead.' );
  29591. this.setRenderTarget( renderTarget );
  29592. this.clear( color, depth, stencil );
  29593. },
  29594. animate: function ( callback ) {
  29595. console.warn( 'THREE.WebGLRenderer: .animate() is now .setAnimationLoop().' );
  29596. this.setAnimationLoop( callback );
  29597. },
  29598. getCurrentRenderTarget: function () {
  29599. console.warn( 'THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget().' );
  29600. return this.getRenderTarget();
  29601. },
  29602. getMaxAnisotropy: function () {
  29603. console.warn( 'THREE.WebGLRenderer: .getMaxAnisotropy() is now .capabilities.getMaxAnisotropy().' );
  29604. return this.capabilities.getMaxAnisotropy();
  29605. },
  29606. getPrecision: function () {
  29607. console.warn( 'THREE.WebGLRenderer: .getPrecision() is now .capabilities.precision.' );
  29608. return this.capabilities.precision;
  29609. },
  29610. resetGLState: function () {
  29611. console.warn( 'THREE.WebGLRenderer: .resetGLState() is now .state.reset().' );
  29612. return this.state.reset();
  29613. },
  29614. supportsFloatTextures: function () {
  29615. console.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).' );
  29616. return this.extensions.get( 'OES_texture_float' );
  29617. },
  29618. supportsHalfFloatTextures: function () {
  29619. console.warn( 'THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \'OES_texture_half_float\' ).' );
  29620. return this.extensions.get( 'OES_texture_half_float' );
  29621. },
  29622. supportsStandardDerivatives: function () {
  29623. console.warn( 'THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \'OES_standard_derivatives\' ).' );
  29624. return this.extensions.get( 'OES_standard_derivatives' );
  29625. },
  29626. supportsCompressedTextureS3TC: function () {
  29627. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \'WEBGL_compressed_texture_s3tc\' ).' );
  29628. return this.extensions.get( 'WEBGL_compressed_texture_s3tc' );
  29629. },
  29630. supportsCompressedTexturePVRTC: function () {
  29631. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \'WEBGL_compressed_texture_pvrtc\' ).' );
  29632. return this.extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  29633. },
  29634. supportsBlendMinMax: function () {
  29635. console.warn( 'THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \'EXT_blend_minmax\' ).' );
  29636. return this.extensions.get( 'EXT_blend_minmax' );
  29637. },
  29638. supportsVertexTextures: function () {
  29639. console.warn( 'THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures.' );
  29640. return this.capabilities.vertexTextures;
  29641. },
  29642. supportsInstancedArrays: function () {
  29643. console.warn( 'THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \'ANGLE_instanced_arrays\' ).' );
  29644. return this.extensions.get( 'ANGLE_instanced_arrays' );
  29645. },
  29646. enableScissorTest: function ( boolean ) {
  29647. console.warn( 'THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().' );
  29648. this.setScissorTest( boolean );
  29649. },
  29650. initMaterial: function () {
  29651. console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );
  29652. },
  29653. addPrePlugin: function () {
  29654. console.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );
  29655. },
  29656. addPostPlugin: function () {
  29657. console.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );
  29658. },
  29659. updateShadowMap: function () {
  29660. console.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );
  29661. },
  29662. setFaceCulling: function () {
  29663. console.warn( 'THREE.WebGLRenderer: .setFaceCulling() has been removed.' );
  29664. },
  29665. allocTextureUnit: function () {
  29666. console.warn( 'THREE.WebGLRenderer: .allocTextureUnit() has been removed.' );
  29667. },
  29668. setTexture: function () {
  29669. console.warn( 'THREE.WebGLRenderer: .setTexture() has been removed.' );
  29670. },
  29671. setTexture2D: function () {
  29672. console.warn( 'THREE.WebGLRenderer: .setTexture2D() has been removed.' );
  29673. },
  29674. setTextureCube: function () {
  29675. console.warn( 'THREE.WebGLRenderer: .setTextureCube() has been removed.' );
  29676. },
  29677. getActiveMipMapLevel: function () {
  29678. console.warn( 'THREE.WebGLRenderer: .getActiveMipMapLevel() is now .getActiveMipmapLevel().' );
  29679. return this.getActiveMipmapLevel();
  29680. }
  29681. } );
  29682. Object.defineProperties( WebGLRenderer.prototype, {
  29683. shadowMapEnabled: {
  29684. get: function () {
  29685. return this.shadowMap.enabled;
  29686. },
  29687. set: function ( value ) {
  29688. console.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' );
  29689. this.shadowMap.enabled = value;
  29690. }
  29691. },
  29692. shadowMapType: {
  29693. get: function () {
  29694. return this.shadowMap.type;
  29695. },
  29696. set: function ( value ) {
  29697. console.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' );
  29698. this.shadowMap.type = value;
  29699. }
  29700. },
  29701. shadowMapCullFace: {
  29702. get: function () {
  29703. console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
  29704. return undefined;
  29705. },
  29706. set: function ( /* value */ ) {
  29707. console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
  29708. }
  29709. },
  29710. context: {
  29711. get: function () {
  29712. console.warn( 'THREE.WebGLRenderer: .context has been removed. Use .getContext() instead.' );
  29713. return this.getContext();
  29714. }
  29715. },
  29716. vr: {
  29717. get: function () {
  29718. console.warn( 'THREE.WebGLRenderer: .vr has been renamed to .xr' );
  29719. return this.xr;
  29720. }
  29721. },
  29722. gammaInput: {
  29723. get: function () {
  29724. console.warn( 'THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.' );
  29725. return false;
  29726. },
  29727. set: function () {
  29728. console.warn( 'THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.' );
  29729. }
  29730. },
  29731. gammaOutput: {
  29732. get: function () {
  29733. console.warn( 'THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.' );
  29734. return false;
  29735. },
  29736. set: function ( value ) {
  29737. console.warn( 'THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.' );
  29738. this.outputEncoding = ( value === true ) ? sRGBEncoding : LinearEncoding;
  29739. }
  29740. }
  29741. } );
  29742. Object.defineProperties( WebGLShadowMap.prototype, {
  29743. cullFace: {
  29744. get: function () {
  29745. console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
  29746. return undefined;
  29747. },
  29748. set: function ( /* cullFace */ ) {
  29749. console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
  29750. }
  29751. },
  29752. renderReverseSided: {
  29753. get: function () {
  29754. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
  29755. return undefined;
  29756. },
  29757. set: function () {
  29758. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
  29759. }
  29760. },
  29761. renderSingleSided: {
  29762. get: function () {
  29763. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
  29764. return undefined;
  29765. },
  29766. set: function () {
  29767. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
  29768. }
  29769. }
  29770. } );
  29771. function WebGLRenderTargetCube( width, height, options ) {
  29772. console.warn( 'THREE.WebGLRenderTargetCube( width, height, options ) is now WebGLCubeRenderTarget( size, options ).' );
  29773. return new WebGLCubeRenderTarget( width, options );
  29774. }
  29775. //
  29776. Object.defineProperties( WebGLRenderTarget.prototype, {
  29777. wrapS: {
  29778. get: function () {
  29779. console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
  29780. return this.texture.wrapS;
  29781. },
  29782. set: function ( value ) {
  29783. console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
  29784. this.texture.wrapS = value;
  29785. }
  29786. },
  29787. wrapT: {
  29788. get: function () {
  29789. console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
  29790. return this.texture.wrapT;
  29791. },
  29792. set: function ( value ) {
  29793. console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
  29794. this.texture.wrapT = value;
  29795. }
  29796. },
  29797. magFilter: {
  29798. get: function () {
  29799. console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
  29800. return this.texture.magFilter;
  29801. },
  29802. set: function ( value ) {
  29803. console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
  29804. this.texture.magFilter = value;
  29805. }
  29806. },
  29807. minFilter: {
  29808. get: function () {
  29809. console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
  29810. return this.texture.minFilter;
  29811. },
  29812. set: function ( value ) {
  29813. console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
  29814. this.texture.minFilter = value;
  29815. }
  29816. },
  29817. anisotropy: {
  29818. get: function () {
  29819. console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
  29820. return this.texture.anisotropy;
  29821. },
  29822. set: function ( value ) {
  29823. console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
  29824. this.texture.anisotropy = value;
  29825. }
  29826. },
  29827. offset: {
  29828. get: function () {
  29829. console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
  29830. return this.texture.offset;
  29831. },
  29832. set: function ( value ) {
  29833. console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
  29834. this.texture.offset = value;
  29835. }
  29836. },
  29837. repeat: {
  29838. get: function () {
  29839. console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
  29840. return this.texture.repeat;
  29841. },
  29842. set: function ( value ) {
  29843. console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
  29844. this.texture.repeat = value;
  29845. }
  29846. },
  29847. format: {
  29848. get: function () {
  29849. console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
  29850. return this.texture.format;
  29851. },
  29852. set: function ( value ) {
  29853. console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
  29854. this.texture.format = value;
  29855. }
  29856. },
  29857. type: {
  29858. get: function () {
  29859. console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
  29860. return this.texture.type;
  29861. },
  29862. set: function ( value ) {
  29863. console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
  29864. this.texture.type = value;
  29865. }
  29866. },
  29867. generateMipmaps: {
  29868. get: function () {
  29869. console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
  29870. return this.texture.generateMipmaps;
  29871. },
  29872. set: function ( value ) {
  29873. console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
  29874. this.texture.generateMipmaps = value;
  29875. }
  29876. }
  29877. } );
  29878. //
  29879. Object.defineProperties( Audio.prototype, {
  29880. load: {
  29881. value: function ( file ) {
  29882. console.warn( 'THREE.Audio: .load has been deprecated. Use THREE.AudioLoader instead.' );
  29883. var scope = this;
  29884. var audioLoader = new AudioLoader();
  29885. audioLoader.load( file, function ( buffer ) {
  29886. scope.setBuffer( buffer );
  29887. } );
  29888. return this;
  29889. }
  29890. },
  29891. startTime: {
  29892. set: function () {
  29893. console.warn( 'THREE.Audio: .startTime is now .play( delay ).' );
  29894. }
  29895. }
  29896. } );
  29897. AudioAnalyser.prototype.getData = function () {
  29898. console.warn( 'THREE.AudioAnalyser: .getData() is now .getFrequencyData().' );
  29899. return this.getFrequencyData();
  29900. };
  29901. //
  29902. CubeCamera.prototype.updateCubeMap = function ( renderer, scene ) {
  29903. console.warn( 'THREE.CubeCamera: .updateCubeMap() is now .update().' );
  29904. return this.update( renderer, scene );
  29905. };
  29906. //
  29907. var GeometryUtils = {
  29908. merge: function ( geometry1, geometry2, materialIndexOffset ) {
  29909. console.warn( 'THREE.GeometryUtils: .merge() has been moved to Geometry. Use geometry.merge( geometry2, matrix, materialIndexOffset ) instead.' );
  29910. var matrix;
  29911. if ( geometry2.isMesh ) {
  29912. geometry2.matrixAutoUpdate && geometry2.updateMatrix();
  29913. matrix = geometry2.matrix;
  29914. geometry2 = geometry2.geometry;
  29915. }
  29916. geometry1.merge( geometry2, matrix, materialIndexOffset );
  29917. },
  29918. center: function ( geometry ) {
  29919. console.warn( 'THREE.GeometryUtils: .center() has been moved to Geometry. Use geometry.center() instead.' );
  29920. return geometry.center();
  29921. }
  29922. };
  29923. ImageUtils.crossOrigin = undefined;
  29924. ImageUtils.loadTexture = function ( url, mapping, onLoad, onError ) {
  29925. console.warn( 'THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.' );
  29926. var loader = new TextureLoader();
  29927. loader.setCrossOrigin( this.crossOrigin );
  29928. var texture = loader.load( url, onLoad, undefined, onError );
  29929. if ( mapping ) { texture.mapping = mapping; }
  29930. return texture;
  29931. };
  29932. ImageUtils.loadTextureCube = function ( urls, mapping, onLoad, onError ) {
  29933. console.warn( 'THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.' );
  29934. var loader = new CubeTextureLoader();
  29935. loader.setCrossOrigin( this.crossOrigin );
  29936. var texture = loader.load( urls, onLoad, undefined, onError );
  29937. if ( mapping ) { texture.mapping = mapping; }
  29938. return texture;
  29939. };
  29940. ImageUtils.loadCompressedTexture = function () {
  29941. console.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' );
  29942. };
  29943. ImageUtils.loadCompressedTextureCube = function () {
  29944. console.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' );
  29945. };
  29946. //
  29947. function CanvasRenderer() {
  29948. console.error( 'THREE.CanvasRenderer has been removed' );
  29949. }
  29950. //
  29951. function JSONLoader() {
  29952. console.error( 'THREE.JSONLoader has been removed.' );
  29953. }
  29954. //
  29955. var SceneUtils = {
  29956. createMultiMaterialObject: function ( /* geometry, materials */ ) {
  29957. console.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' );
  29958. },
  29959. detach: function ( /* child, parent, scene */ ) {
  29960. console.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' );
  29961. },
  29962. attach: function ( /* child, scene, parent */ ) {
  29963. console.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' );
  29964. }
  29965. };
  29966. //
  29967. function LensFlare() {
  29968. console.error( 'THREE.LensFlare has been moved to /examples/js/objects/Lensflare.js' );
  29969. }
  29970. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  29971. /* eslint-disable no-undef */
  29972. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'register', { detail: {
  29973. revision: REVISION,
  29974. } } ) );
  29975. /* eslint-enable no-undef */
  29976. }
  29977. exports.ACESFilmicToneMapping = ACESFilmicToneMapping;
  29978. exports.AddEquation = AddEquation;
  29979. exports.AddOperation = AddOperation;
  29980. exports.AdditiveBlending = AdditiveBlending;
  29981. exports.AlphaFormat = AlphaFormat;
  29982. exports.AlwaysDepth = AlwaysDepth;
  29983. exports.AlwaysStencilFunc = AlwaysStencilFunc;
  29984. exports.AmbientLight = AmbientLight;
  29985. exports.AmbientLightProbe = AmbientLightProbe;
  29986. exports.AnimationClip = AnimationClip;
  29987. exports.AnimationLoader = AnimationLoader;
  29988. exports.AnimationMixer = AnimationMixer;
  29989. exports.AnimationObjectGroup = AnimationObjectGroup;
  29990. exports.AnimationUtils = AnimationUtils;
  29991. exports.ArcCurve = ArcCurve;
  29992. exports.ArrayCamera = ArrayCamera;
  29993. exports.ArrowHelper = ArrowHelper;
  29994. exports.Audio = Audio;
  29995. exports.AudioAnalyser = AudioAnalyser;
  29996. exports.AudioContext = AudioContext;
  29997. exports.AudioListener = AudioListener;
  29998. exports.AudioLoader = AudioLoader;
  29999. exports.AxesHelper = AxesHelper;
  30000. exports.AxisHelper = AxisHelper;
  30001. exports.BackSide = BackSide;
  30002. exports.BasicDepthPacking = BasicDepthPacking;
  30003. exports.BasicShadowMap = BasicShadowMap;
  30004. exports.BinaryTextureLoader = BinaryTextureLoader;
  30005. exports.Bone = Bone;
  30006. exports.BooleanKeyframeTrack = BooleanKeyframeTrack;
  30007. exports.BoundingBoxHelper = BoundingBoxHelper;
  30008. exports.Box2 = Box2;
  30009. exports.Box3 = Box3;
  30010. exports.Box3Helper = Box3Helper;
  30011. exports.BoxBufferGeometry = BoxBufferGeometry;
  30012. exports.BoxGeometry = BoxGeometry;
  30013. exports.BoxHelper = BoxHelper;
  30014. exports.BufferAttribute = BufferAttribute;
  30015. exports.BufferGeometry = BufferGeometry;
  30016. exports.BufferGeometryLoader = BufferGeometryLoader;
  30017. exports.ByteType = ByteType;
  30018. exports.Cache = Cache;
  30019. exports.Camera = Camera;
  30020. exports.CameraHelper = CameraHelper;
  30021. exports.CanvasRenderer = CanvasRenderer;
  30022. exports.CanvasTexture = CanvasTexture;
  30023. exports.CatmullRomCurve3 = CatmullRomCurve3;
  30024. exports.CineonToneMapping = CineonToneMapping;
  30025. exports.CircleBufferGeometry = CircleBufferGeometry;
  30026. exports.CircleGeometry = CircleGeometry;
  30027. exports.ClampToEdgeWrapping = ClampToEdgeWrapping;
  30028. exports.Clock = Clock;
  30029. exports.ClosedSplineCurve3 = ClosedSplineCurve3;
  30030. exports.Color = Color;
  30031. exports.ColorKeyframeTrack = ColorKeyframeTrack;
  30032. exports.CompressedTexture = CompressedTexture;
  30033. exports.CompressedTextureLoader = CompressedTextureLoader;
  30034. exports.ConeBufferGeometry = ConeBufferGeometry;
  30035. exports.ConeGeometry = ConeGeometry;
  30036. exports.CubeCamera = CubeCamera;
  30037. exports.CubeGeometry = BoxGeometry;
  30038. exports.CubeReflectionMapping = CubeReflectionMapping;
  30039. exports.CubeRefractionMapping = CubeRefractionMapping;
  30040. exports.CubeTexture = CubeTexture;
  30041. exports.CubeTextureLoader = CubeTextureLoader;
  30042. exports.CubeUVReflectionMapping = CubeUVReflectionMapping;
  30043. exports.CubeUVRefractionMapping = CubeUVRefractionMapping;
  30044. exports.CubicBezierCurve = CubicBezierCurve;
  30045. exports.CubicBezierCurve3 = CubicBezierCurve3;
  30046. exports.CubicInterpolant = CubicInterpolant;
  30047. exports.CullFaceBack = CullFaceBack;
  30048. exports.CullFaceFront = CullFaceFront;
  30049. exports.CullFaceFrontBack = CullFaceFrontBack;
  30050. exports.CullFaceNone = CullFaceNone;
  30051. exports.Curve = Curve;
  30052. exports.CurvePath = CurvePath;
  30053. exports.CustomBlending = CustomBlending;
  30054. exports.CylinderBufferGeometry = CylinderBufferGeometry;
  30055. exports.CylinderGeometry = CylinderGeometry;
  30056. exports.Cylindrical = Cylindrical;
  30057. exports.DataTexture = DataTexture;
  30058. exports.DataTexture2DArray = DataTexture2DArray;
  30059. exports.DataTexture3D = DataTexture3D;
  30060. exports.DataTextureLoader = DataTextureLoader;
  30061. exports.DecrementStencilOp = DecrementStencilOp;
  30062. exports.DecrementWrapStencilOp = DecrementWrapStencilOp;
  30063. exports.DefaultLoadingManager = DefaultLoadingManager;
  30064. exports.DepthFormat = DepthFormat;
  30065. exports.DepthStencilFormat = DepthStencilFormat;
  30066. exports.DepthTexture = DepthTexture;
  30067. exports.DirectionalLight = DirectionalLight;
  30068. exports.DirectionalLightHelper = DirectionalLightHelper;
  30069. exports.DirectionalLightShadow = DirectionalLightShadow;
  30070. exports.DiscreteInterpolant = DiscreteInterpolant;
  30071. exports.DodecahedronBufferGeometry = DodecahedronBufferGeometry;
  30072. exports.DodecahedronGeometry = DodecahedronGeometry;
  30073. exports.DoubleSide = DoubleSide;
  30074. exports.DstAlphaFactor = DstAlphaFactor;
  30075. exports.DstColorFactor = DstColorFactor;
  30076. exports.DynamicBufferAttribute = DynamicBufferAttribute;
  30077. exports.DynamicCopyUsage = DynamicCopyUsage;
  30078. exports.DynamicDrawUsage = DynamicDrawUsage;
  30079. exports.DynamicReadUsage = DynamicReadUsage;
  30080. exports.EdgesGeometry = EdgesGeometry;
  30081. exports.EdgesHelper = EdgesHelper;
  30082. exports.EllipseCurve = EllipseCurve;
  30083. exports.EqualDepth = EqualDepth;
  30084. exports.EqualStencilFunc = EqualStencilFunc;
  30085. exports.EquirectangularReflectionMapping = EquirectangularReflectionMapping;
  30086. exports.EquirectangularRefractionMapping = EquirectangularRefractionMapping;
  30087. exports.Euler = Euler;
  30088. exports.EventDispatcher = EventDispatcher;
  30089. exports.ExtrudeBufferGeometry = ExtrudeBufferGeometry;
  30090. exports.ExtrudeGeometry = ExtrudeGeometry;
  30091. exports.Face3 = Face3;
  30092. exports.Face4 = Face4;
  30093. exports.FaceColors = FaceColors;
  30094. exports.FileLoader = FileLoader;
  30095. exports.FlatShading = FlatShading;
  30096. exports.Float32Attribute = Float32Attribute;
  30097. exports.Float32BufferAttribute = Float32BufferAttribute;
  30098. exports.Float64Attribute = Float64Attribute;
  30099. exports.Float64BufferAttribute = Float64BufferAttribute;
  30100. exports.FloatType = FloatType;
  30101. exports.Fog = Fog;
  30102. exports.FogExp2 = FogExp2;
  30103. exports.Font = Font;
  30104. exports.FontLoader = FontLoader;
  30105. exports.FrontFaceDirectionCCW = FrontFaceDirectionCCW;
  30106. exports.FrontFaceDirectionCW = FrontFaceDirectionCW;
  30107. exports.FrontSide = FrontSide;
  30108. exports.Frustum = Frustum;
  30109. exports.GammaEncoding = GammaEncoding;
  30110. exports.Geometry = Geometry;
  30111. exports.GeometryUtils = GeometryUtils;
  30112. exports.GreaterDepth = GreaterDepth;
  30113. exports.GreaterEqualDepth = GreaterEqualDepth;
  30114. exports.GreaterEqualStencilFunc = GreaterEqualStencilFunc;
  30115. exports.GreaterStencilFunc = GreaterStencilFunc;
  30116. exports.GridHelper = GridHelper;
  30117. exports.Group = Group;
  30118. exports.HalfFloatType = HalfFloatType;
  30119. exports.HemisphereLight = HemisphereLight;
  30120. exports.HemisphereLightHelper = HemisphereLightHelper;
  30121. exports.HemisphereLightProbe = HemisphereLightProbe;
  30122. exports.IcosahedronBufferGeometry = IcosahedronBufferGeometry;
  30123. exports.IcosahedronGeometry = IcosahedronGeometry;
  30124. exports.ImageBitmapLoader = ImageBitmapLoader;
  30125. exports.ImageLoader = ImageLoader;
  30126. exports.ImageUtils = ImageUtils;
  30127. exports.ImmediateRenderObject = ImmediateRenderObject;
  30128. exports.IncrementStencilOp = IncrementStencilOp;
  30129. exports.IncrementWrapStencilOp = IncrementWrapStencilOp;
  30130. exports.InstancedBufferAttribute = InstancedBufferAttribute;
  30131. exports.InstancedBufferGeometry = InstancedBufferGeometry;
  30132. exports.InstancedInterleavedBuffer = InstancedInterleavedBuffer;
  30133. exports.InstancedMesh = InstancedMesh;
  30134. exports.Int16Attribute = Int16Attribute;
  30135. exports.Int16BufferAttribute = Int16BufferAttribute;
  30136. exports.Int32Attribute = Int32Attribute;
  30137. exports.Int32BufferAttribute = Int32BufferAttribute;
  30138. exports.Int8Attribute = Int8Attribute;
  30139. exports.Int8BufferAttribute = Int8BufferAttribute;
  30140. exports.IntType = IntType;
  30141. exports.InterleavedBuffer = InterleavedBuffer;
  30142. exports.InterleavedBufferAttribute = InterleavedBufferAttribute;
  30143. exports.Interpolant = Interpolant;
  30144. exports.InterpolateDiscrete = InterpolateDiscrete;
  30145. exports.InterpolateLinear = InterpolateLinear;
  30146. exports.InterpolateSmooth = InterpolateSmooth;
  30147. exports.InvertStencilOp = InvertStencilOp;
  30148. exports.JSONLoader = JSONLoader;
  30149. exports.KeepStencilOp = KeepStencilOp;
  30150. exports.KeyframeTrack = KeyframeTrack;
  30151. exports.LOD = LOD;
  30152. exports.LatheBufferGeometry = LatheBufferGeometry;
  30153. exports.LatheGeometry = LatheGeometry;
  30154. exports.Layers = Layers;
  30155. exports.LensFlare = LensFlare;
  30156. exports.LessDepth = LessDepth;
  30157. exports.LessEqualDepth = LessEqualDepth;
  30158. exports.LessEqualStencilFunc = LessEqualStencilFunc;
  30159. exports.LessStencilFunc = LessStencilFunc;
  30160. exports.Light = Light;
  30161. exports.LightProbe = LightProbe;
  30162. exports.LightShadow = LightShadow;
  30163. exports.Line = Line;
  30164. exports.Line3 = Line3;
  30165. exports.LineBasicMaterial = LineBasicMaterial;
  30166. exports.LineCurve = LineCurve;
  30167. exports.LineCurve3 = LineCurve3;
  30168. exports.LineDashedMaterial = LineDashedMaterial;
  30169. exports.LineLoop = LineLoop;
  30170. exports.LinePieces = LinePieces;
  30171. exports.LineSegments = LineSegments;
  30172. exports.LineStrip = LineStrip;
  30173. exports.LinearEncoding = LinearEncoding;
  30174. exports.LinearFilter = LinearFilter;
  30175. exports.LinearInterpolant = LinearInterpolant;
  30176. exports.LinearMipMapLinearFilter = LinearMipMapLinearFilter;
  30177. exports.LinearMipMapNearestFilter = LinearMipMapNearestFilter;
  30178. exports.LinearMipmapLinearFilter = LinearMipmapLinearFilter;
  30179. exports.LinearMipmapNearestFilter = LinearMipmapNearestFilter;
  30180. exports.LinearToneMapping = LinearToneMapping;
  30181. exports.Loader = Loader;
  30182. exports.LoaderUtils = LoaderUtils;
  30183. exports.LoadingManager = LoadingManager;
  30184. exports.LogLuvEncoding = LogLuvEncoding;
  30185. exports.LoopOnce = LoopOnce;
  30186. exports.LoopPingPong = LoopPingPong;
  30187. exports.LoopRepeat = LoopRepeat;
  30188. exports.LuminanceAlphaFormat = LuminanceAlphaFormat;
  30189. exports.LuminanceFormat = LuminanceFormat;
  30190. exports.MOUSE = MOUSE;
  30191. exports.Material = Material;
  30192. exports.MaterialLoader = MaterialLoader;
  30193. exports.Math = MathUtils;
  30194. exports.MathUtils = MathUtils;
  30195. exports.Matrix3 = Matrix3;
  30196. exports.Matrix4 = Matrix4;
  30197. exports.MaxEquation = MaxEquation;
  30198. exports.Mesh = Mesh;
  30199. exports.MeshBasicMaterial = MeshBasicMaterial;
  30200. exports.MeshDepthMaterial = MeshDepthMaterial;
  30201. exports.MeshDistanceMaterial = MeshDistanceMaterial;
  30202. exports.MeshFaceMaterial = MeshFaceMaterial;
  30203. exports.MeshLambertMaterial = MeshLambertMaterial;
  30204. exports.MeshMatcapMaterial = MeshMatcapMaterial;
  30205. exports.MeshNormalMaterial = MeshNormalMaterial;
  30206. exports.MeshPhongMaterial = MeshPhongMaterial;
  30207. exports.MeshPhysicalMaterial = MeshPhysicalMaterial;
  30208. exports.MeshStandardMaterial = MeshStandardMaterial;
  30209. exports.MeshToonMaterial = MeshToonMaterial;
  30210. exports.MinEquation = MinEquation;
  30211. exports.MirroredRepeatWrapping = MirroredRepeatWrapping;
  30212. exports.MixOperation = MixOperation;
  30213. exports.MultiMaterial = MultiMaterial;
  30214. exports.MultiplyBlending = MultiplyBlending;
  30215. exports.MultiplyOperation = MultiplyOperation;
  30216. exports.NearestFilter = NearestFilter;
  30217. exports.NearestMipMapLinearFilter = NearestMipMapLinearFilter;
  30218. exports.NearestMipMapNearestFilter = NearestMipMapNearestFilter;
  30219. exports.NearestMipmapLinearFilter = NearestMipmapLinearFilter;
  30220. exports.NearestMipmapNearestFilter = NearestMipmapNearestFilter;
  30221. exports.NeverDepth = NeverDepth;
  30222. exports.NeverStencilFunc = NeverStencilFunc;
  30223. exports.NoBlending = NoBlending;
  30224. exports.NoColors = NoColors;
  30225. exports.NoToneMapping = NoToneMapping;
  30226. exports.NormalBlending = NormalBlending;
  30227. exports.NotEqualDepth = NotEqualDepth;
  30228. exports.NotEqualStencilFunc = NotEqualStencilFunc;
  30229. exports.NumberKeyframeTrack = NumberKeyframeTrack;
  30230. exports.Object3D = Object3D;
  30231. exports.ObjectLoader = ObjectLoader;
  30232. exports.ObjectSpaceNormalMap = ObjectSpaceNormalMap;
  30233. exports.OctahedronBufferGeometry = OctahedronBufferGeometry;
  30234. exports.OctahedronGeometry = OctahedronGeometry;
  30235. exports.OneFactor = OneFactor;
  30236. exports.OneMinusDstAlphaFactor = OneMinusDstAlphaFactor;
  30237. exports.OneMinusDstColorFactor = OneMinusDstColorFactor;
  30238. exports.OneMinusSrcAlphaFactor = OneMinusSrcAlphaFactor;
  30239. exports.OneMinusSrcColorFactor = OneMinusSrcColorFactor;
  30240. exports.OrthographicCamera = OrthographicCamera;
  30241. exports.PCFShadowMap = PCFShadowMap;
  30242. exports.PCFSoftShadowMap = PCFSoftShadowMap;
  30243. exports.PMREMGenerator = PMREMGenerator;
  30244. exports.ParametricBufferGeometry = ParametricBufferGeometry;
  30245. exports.ParametricGeometry = ParametricGeometry;
  30246. exports.Particle = Particle;
  30247. exports.ParticleBasicMaterial = ParticleBasicMaterial;
  30248. exports.ParticleSystem = ParticleSystem;
  30249. exports.ParticleSystemMaterial = ParticleSystemMaterial;
  30250. exports.Path = Path;
  30251. exports.PerspectiveCamera = PerspectiveCamera;
  30252. exports.Plane = Plane;
  30253. exports.PlaneBufferGeometry = PlaneBufferGeometry;
  30254. exports.PlaneGeometry = PlaneGeometry;
  30255. exports.PlaneHelper = PlaneHelper;
  30256. exports.PointCloud = PointCloud;
  30257. exports.PointCloudMaterial = PointCloudMaterial;
  30258. exports.PointLight = PointLight;
  30259. exports.PointLightHelper = PointLightHelper;
  30260. exports.Points = Points;
  30261. exports.PointsMaterial = PointsMaterial;
  30262. exports.PolarGridHelper = PolarGridHelper;
  30263. exports.PolyhedronBufferGeometry = PolyhedronBufferGeometry;
  30264. exports.PolyhedronGeometry = PolyhedronGeometry;
  30265. exports.PositionalAudio = PositionalAudio;
  30266. exports.PropertyBinding = PropertyBinding;
  30267. exports.PropertyMixer = PropertyMixer;
  30268. exports.QuadraticBezierCurve = QuadraticBezierCurve;
  30269. exports.QuadraticBezierCurve3 = QuadraticBezierCurve3;
  30270. exports.Quaternion = Quaternion;
  30271. exports.QuaternionKeyframeTrack = QuaternionKeyframeTrack;
  30272. exports.QuaternionLinearInterpolant = QuaternionLinearInterpolant;
  30273. exports.REVISION = REVISION;
  30274. exports.RGBADepthPacking = RGBADepthPacking;
  30275. exports.RGBAFormat = RGBAFormat;
  30276. exports.RGBAIntegerFormat = RGBAIntegerFormat;
  30277. exports.RGBA_ASTC_10x10_Format = RGBA_ASTC_10x10_Format;
  30278. exports.RGBA_ASTC_10x5_Format = RGBA_ASTC_10x5_Format;
  30279. exports.RGBA_ASTC_10x6_Format = RGBA_ASTC_10x6_Format;
  30280. exports.RGBA_ASTC_10x8_Format = RGBA_ASTC_10x8_Format;
  30281. exports.RGBA_ASTC_12x10_Format = RGBA_ASTC_12x10_Format;
  30282. exports.RGBA_ASTC_12x12_Format = RGBA_ASTC_12x12_Format;
  30283. exports.RGBA_ASTC_4x4_Format = RGBA_ASTC_4x4_Format;
  30284. exports.RGBA_ASTC_5x4_Format = RGBA_ASTC_5x4_Format;
  30285. exports.RGBA_ASTC_5x5_Format = RGBA_ASTC_5x5_Format;
  30286. exports.RGBA_ASTC_6x5_Format = RGBA_ASTC_6x5_Format;
  30287. exports.RGBA_ASTC_6x6_Format = RGBA_ASTC_6x6_Format;
  30288. exports.RGBA_ASTC_8x5_Format = RGBA_ASTC_8x5_Format;
  30289. exports.RGBA_ASTC_8x6_Format = RGBA_ASTC_8x6_Format;
  30290. exports.RGBA_ASTC_8x8_Format = RGBA_ASTC_8x8_Format;
  30291. exports.RGBA_PVRTC_2BPPV1_Format = RGBA_PVRTC_2BPPV1_Format;
  30292. exports.RGBA_PVRTC_4BPPV1_Format = RGBA_PVRTC_4BPPV1_Format;
  30293. exports.RGBA_S3TC_DXT1_Format = RGBA_S3TC_DXT1_Format;
  30294. exports.RGBA_S3TC_DXT3_Format = RGBA_S3TC_DXT3_Format;
  30295. exports.RGBA_S3TC_DXT5_Format = RGBA_S3TC_DXT5_Format;
  30296. exports.RGBDEncoding = RGBDEncoding;
  30297. exports.RGBEEncoding = RGBEEncoding;
  30298. exports.RGBEFormat = RGBEFormat;
  30299. exports.RGBFormat = RGBFormat;
  30300. exports.RGBIntegerFormat = RGBIntegerFormat;
  30301. exports.RGBM16Encoding = RGBM16Encoding;
  30302. exports.RGBM7Encoding = RGBM7Encoding;
  30303. exports.RGB_ETC1_Format = RGB_ETC1_Format;
  30304. exports.RGB_PVRTC_2BPPV1_Format = RGB_PVRTC_2BPPV1_Format;
  30305. exports.RGB_PVRTC_4BPPV1_Format = RGB_PVRTC_4BPPV1_Format;
  30306. exports.RGB_S3TC_DXT1_Format = RGB_S3TC_DXT1_Format;
  30307. exports.RGFormat = RGFormat;
  30308. exports.RGIntegerFormat = RGIntegerFormat;
  30309. exports.RawShaderMaterial = RawShaderMaterial;
  30310. exports.Ray = Ray;
  30311. exports.Raycaster = Raycaster;
  30312. exports.RectAreaLight = RectAreaLight;
  30313. exports.RedFormat = RedFormat;
  30314. exports.RedIntegerFormat = RedIntegerFormat;
  30315. exports.ReinhardToneMapping = ReinhardToneMapping;
  30316. exports.RepeatWrapping = RepeatWrapping;
  30317. exports.ReplaceStencilOp = ReplaceStencilOp;
  30318. exports.ReverseSubtractEquation = ReverseSubtractEquation;
  30319. exports.RingBufferGeometry = RingBufferGeometry;
  30320. exports.RingGeometry = RingGeometry;
  30321. exports.Scene = Scene;
  30322. exports.SceneUtils = SceneUtils;
  30323. exports.ShaderChunk = ShaderChunk;
  30324. exports.ShaderLib = ShaderLib;
  30325. exports.ShaderMaterial = ShaderMaterial;
  30326. exports.ShadowMaterial = ShadowMaterial;
  30327. exports.Shape = Shape;
  30328. exports.ShapeBufferGeometry = ShapeBufferGeometry;
  30329. exports.ShapeGeometry = ShapeGeometry;
  30330. exports.ShapePath = ShapePath;
  30331. exports.ShapeUtils = ShapeUtils;
  30332. exports.ShortType = ShortType;
  30333. exports.Skeleton = Skeleton;
  30334. exports.SkeletonHelper = SkeletonHelper;
  30335. exports.SkinnedMesh = SkinnedMesh;
  30336. exports.SmoothShading = SmoothShading;
  30337. exports.Sphere = Sphere;
  30338. exports.SphereBufferGeometry = SphereBufferGeometry;
  30339. exports.SphereGeometry = SphereGeometry;
  30340. exports.Spherical = Spherical;
  30341. exports.SphericalHarmonics3 = SphericalHarmonics3;
  30342. exports.SphericalReflectionMapping = SphericalReflectionMapping;
  30343. exports.Spline = Spline;
  30344. exports.SplineCurve = SplineCurve;
  30345. exports.SplineCurve3 = SplineCurve3;
  30346. exports.SpotLight = SpotLight;
  30347. exports.SpotLightHelper = SpotLightHelper;
  30348. exports.SpotLightShadow = SpotLightShadow;
  30349. exports.Sprite = Sprite;
  30350. exports.SpriteMaterial = SpriteMaterial;
  30351. exports.SrcAlphaFactor = SrcAlphaFactor;
  30352. exports.SrcAlphaSaturateFactor = SrcAlphaSaturateFactor;
  30353. exports.SrcColorFactor = SrcColorFactor;
  30354. exports.StaticCopyUsage = StaticCopyUsage;
  30355. exports.StaticDrawUsage = StaticDrawUsage;
  30356. exports.StaticReadUsage = StaticReadUsage;
  30357. exports.StereoCamera = StereoCamera;
  30358. exports.StreamCopyUsage = StreamCopyUsage;
  30359. exports.StreamDrawUsage = StreamDrawUsage;
  30360. exports.StreamReadUsage = StreamReadUsage;
  30361. exports.StringKeyframeTrack = StringKeyframeTrack;
  30362. exports.SubtractEquation = SubtractEquation;
  30363. exports.SubtractiveBlending = SubtractiveBlending;
  30364. exports.TOUCH = TOUCH;
  30365. exports.TangentSpaceNormalMap = TangentSpaceNormalMap;
  30366. exports.TetrahedronBufferGeometry = TetrahedronBufferGeometry;
  30367. exports.TetrahedronGeometry = TetrahedronGeometry;
  30368. exports.TextBufferGeometry = TextBufferGeometry;
  30369. exports.TextGeometry = TextGeometry;
  30370. exports.Texture = Texture;
  30371. exports.TextureLoader = TextureLoader;
  30372. exports.TorusBufferGeometry = TorusBufferGeometry;
  30373. exports.TorusGeometry = TorusGeometry;
  30374. exports.TorusKnotBufferGeometry = TorusKnotBufferGeometry;
  30375. exports.TorusKnotGeometry = TorusKnotGeometry;
  30376. exports.Triangle = Triangle;
  30377. exports.TriangleFanDrawMode = TriangleFanDrawMode;
  30378. exports.TriangleStripDrawMode = TriangleStripDrawMode;
  30379. exports.TrianglesDrawMode = TrianglesDrawMode;
  30380. exports.TubeBufferGeometry = TubeBufferGeometry;
  30381. exports.TubeGeometry = TubeGeometry;
  30382. exports.UVMapping = UVMapping;
  30383. exports.Uint16Attribute = Uint16Attribute;
  30384. exports.Uint16BufferAttribute = Uint16BufferAttribute;
  30385. exports.Uint32Attribute = Uint32Attribute;
  30386. exports.Uint32BufferAttribute = Uint32BufferAttribute;
  30387. exports.Uint8Attribute = Uint8Attribute;
  30388. exports.Uint8BufferAttribute = Uint8BufferAttribute;
  30389. exports.Uint8ClampedAttribute = Uint8ClampedAttribute;
  30390. exports.Uint8ClampedBufferAttribute = Uint8ClampedBufferAttribute;
  30391. exports.Uncharted2ToneMapping = Uncharted2ToneMapping;
  30392. exports.Uniform = Uniform;
  30393. exports.UniformsLib = UniformsLib;
  30394. exports.UniformsUtils = UniformsUtils;
  30395. exports.UnsignedByteType = UnsignedByteType;
  30396. exports.UnsignedInt248Type = UnsignedInt248Type;
  30397. exports.UnsignedIntType = UnsignedIntType;
  30398. exports.UnsignedShort4444Type = UnsignedShort4444Type;
  30399. exports.UnsignedShort5551Type = UnsignedShort5551Type;
  30400. exports.UnsignedShort565Type = UnsignedShort565Type;
  30401. exports.UnsignedShortType = UnsignedShortType;
  30402. exports.VSMShadowMap = VSMShadowMap;
  30403. exports.Vector2 = Vector2;
  30404. exports.Vector3 = Vector3;
  30405. exports.Vector4 = Vector4;
  30406. exports.VectorKeyframeTrack = VectorKeyframeTrack;
  30407. exports.Vertex = Vertex;
  30408. exports.VertexColors = VertexColors;
  30409. exports.VideoTexture = VideoTexture;
  30410. exports.WebGLCubeRenderTarget = WebGLCubeRenderTarget;
  30411. exports.WebGLMultisampleRenderTarget = WebGLMultisampleRenderTarget;
  30412. exports.WebGLRenderTarget = WebGLRenderTarget;
  30413. exports.WebGLRenderTargetCube = WebGLRenderTargetCube;
  30414. exports.WebGLRenderer = WebGLRenderer;
  30415. exports.WebGLUtils = WebGLUtils;
  30416. exports.WireframeGeometry = WireframeGeometry;
  30417. exports.WireframeHelper = WireframeHelper;
  30418. exports.WrapAroundEnding = WrapAroundEnding;
  30419. exports.XHRLoader = XHRLoader;
  30420. exports.ZeroCurvatureEnding = ZeroCurvatureEnding;
  30421. exports.ZeroFactor = ZeroFactor;
  30422. exports.ZeroSlopeEnding = ZeroSlopeEnding;
  30423. exports.ZeroStencilOp = ZeroStencilOp;
  30424. exports.sRGBEncoding = sRGBEncoding;
  30425. Object.defineProperty(exports, '__esModule', { value: true });
  30426. })));